On the topic of Revised to 2nd ed conversions.....
Moderators: Immortals, Supreme Beings, Old Ones
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
ANYBODY
The person known as Anybody is one the Captains of Il Unseen. He commands a crew of
ten soldiers, one of which is Nobody. His soldiers are the elite bodyguard for Somebody and
patrol the grounds of the hospital in disguise as hospital security guards. Unlike other captains
of Il Unseen, Anybody has no family of his own, nor does he want one. He is a loner, but he
likes to keep it that way. He is the only one capable of giving Nobody something he enjoys
more then anything else, a few minutes of being visible. He does this in secret, for he does not
want anyone else to know the secret for keeping Nobody from destroying himself or
continually going berserk more then he does. Of all his Captains, Somebody knows Anybody
will go above and beyond the normal call of duty for him. Whatever Somebody wants, Anybody
will do for him, without question. The problem is how anyone can put so much faith into a
person who conceals and changes his identity from everyone, including the Boss himself.
Real Name: Unknown
Occupation: Caporegime or Captain
Alignment: Aberrant
Power Category: Mutant
Experience Level: 6th
Hit Points: 38 S.D.C.: 56
P.P.E.: 22
Appearance: He is constantly changing his appearance. No one knows what his original
appearance might be.
Attributes: I.Q. 23, M.E. 12, M.A. 17, P.S. 13, P.P. 11, P.E. 12, Spd. 26, P.B. 13 (varies)
Age: Unknown, Sex: Male, Height: 5-7 feet (1.52-2.13 m), Weight:
185 lbs (83.25 kg).
Unusual Characteristics: Double Jointed
Major Super Abilities: Alter Facial Features & Physical Stature and Borrow Powers.
Combat Training: Martial Arts
Attacks per Melee: 5 (2 initial + 3 from Hand to Hand)
Combat Bonuses: +2 to initiative, +2 to strike, +4 to parry, +4 to dodge, +6 to roll
with punch/fall, and +3 to pull punch.
Combat Skills: Karate Punch 2D4, Power Punch 4D4 (counts as two attacks) Elbow &
Forearm 1D6, Knee 1D6, Karate Kick 2D6, Snap Kick 1D6, Roundhouse Kick 3D6, Axe Kick 2D6,
Tripping/Leghook (cannot be paired, must dodge or knockdown), Jump Kick 6D6, Flying Jump
Kick 4D6, All Holds (+3 to hold and entangle), and Critical strikes on an unmodified roll of 18-
20.
Other Bonuses: +9% to all skills and 45% to trust/intimidate.
Educational Background: On the Job Training
Common Skills: Read-Write/Speak English & Italian 98%/98%, Read-Write/Speak
Spanish & French 77%/79%, Mathematics: Basic 98%, Escape Artist 88%/61%, and Pilot:
Automobile 87%.
Military Program (Basic): Running, Forced Marched, Climbing 94%/84%, Military
Etiquette 89%, Radio: Basic 98%, and W.P. Rifle (+3 to aim/+1 to burst).
Espionage Program: Hand to Hand: Martial Arts, Detect Ambush 84%, Intelligence
80%, Wilderness Survival 84%, Impersonation 89%/83%, and Disguise 89%.
Secondary Skills: Prowl 64%, Performance 64%, Pick Pocket 69%, Pick Locks
74%, Athlete, Palming 63%, Streetwise 53%, Concealment 53%, W.P. Handgun (+2 to aim/+1
to burst), Swimming 79%, Cardsharp 39%, and Gambling (Standard) 44%.
Money: He is paid $375,000 a year for his services. He loves to live in luxury and spend
money on himself. He typically has $1D4x1000 in cash on him at all times.
Weapons: Tanfoglio TA90 (.40 S&W) and a Beretta Sniper (7.62 x 51mm NATO).
Equipment & Vehicles: He loves to dresses in expensive Italian suits and shoes. He owns
all kinds of expensive jewelry (including earrings), but his pride and joy is his Lamborghini
Jota.
The person known as Anybody is one the Captains of Il Unseen. He commands a crew of
ten soldiers, one of which is Nobody. His soldiers are the elite bodyguard for Somebody and
patrol the grounds of the hospital in disguise as hospital security guards. Unlike other captains
of Il Unseen, Anybody has no family of his own, nor does he want one. He is a loner, but he
likes to keep it that way. He is the only one capable of giving Nobody something he enjoys
more then anything else, a few minutes of being visible. He does this in secret, for he does not
want anyone else to know the secret for keeping Nobody from destroying himself or
continually going berserk more then he does. Of all his Captains, Somebody knows Anybody
will go above and beyond the normal call of duty for him. Whatever Somebody wants, Anybody
will do for him, without question. The problem is how anyone can put so much faith into a
person who conceals and changes his identity from everyone, including the Boss himself.
Real Name: Unknown
Occupation: Caporegime or Captain
Alignment: Aberrant
Power Category: Mutant
Experience Level: 6th
Hit Points: 38 S.D.C.: 56
P.P.E.: 22
Appearance: He is constantly changing his appearance. No one knows what his original
appearance might be.
Attributes: I.Q. 23, M.E. 12, M.A. 17, P.S. 13, P.P. 11, P.E. 12, Spd. 26, P.B. 13 (varies)
Age: Unknown, Sex: Male, Height: 5-7 feet (1.52-2.13 m), Weight:
185 lbs (83.25 kg).
Unusual Characteristics: Double Jointed
Major Super Abilities: Alter Facial Features & Physical Stature and Borrow Powers.
Combat Training: Martial Arts
Attacks per Melee: 5 (2 initial + 3 from Hand to Hand)
Combat Bonuses: +2 to initiative, +2 to strike, +4 to parry, +4 to dodge, +6 to roll
with punch/fall, and +3 to pull punch.
Combat Skills: Karate Punch 2D4, Power Punch 4D4 (counts as two attacks) Elbow &
Forearm 1D6, Knee 1D6, Karate Kick 2D6, Snap Kick 1D6, Roundhouse Kick 3D6, Axe Kick 2D6,
Tripping/Leghook (cannot be paired, must dodge or knockdown), Jump Kick 6D6, Flying Jump
Kick 4D6, All Holds (+3 to hold and entangle), and Critical strikes on an unmodified roll of 18-
20.
Other Bonuses: +9% to all skills and 45% to trust/intimidate.
Educational Background: On the Job Training
Common Skills: Read-Write/Speak English & Italian 98%/98%, Read-Write/Speak
Spanish & French 77%/79%, Mathematics: Basic 98%, Escape Artist 88%/61%, and Pilot:
Automobile 87%.
Military Program (Basic): Running, Forced Marched, Climbing 94%/84%, Military
Etiquette 89%, Radio: Basic 98%, and W.P. Rifle (+3 to aim/+1 to burst).
Espionage Program: Hand to Hand: Martial Arts, Detect Ambush 84%, Intelligence
80%, Wilderness Survival 84%, Impersonation 89%/83%, and Disguise 89%.
Secondary Skills: Prowl 64%, Performance 64%, Pick Pocket 69%, Pick Locks
74%, Athlete, Palming 63%, Streetwise 53%, Concealment 53%, W.P. Handgun (+2 to aim/+1
to burst), Swimming 79%, Cardsharp 39%, and Gambling (Standard) 44%.
Money: He is paid $375,000 a year for his services. He loves to live in luxury and spend
money on himself. He typically has $1D4x1000 in cash on him at all times.
Weapons: Tanfoglio TA90 (.40 S&W) and a Beretta Sniper (7.62 x 51mm NATO).
Equipment & Vehicles: He loves to dresses in expensive Italian suits and shoes. He owns
all kinds of expensive jewelry (including earrings), but his pride and joy is his Lamborghini
Jota.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
SOMEBODY
Giovanni De Sabtis is the head of the Il Unseen family. During his time as a Don in
Century Station, he and his family were involved in many illegal operations, accept drug
trafficking, which De Sabtis opposed since his older brother died of an overdose when he was a
little boy. This did not set well with other mob families. One day while sitting with his wife in a
yard swing, he was shot by a sniper. For reason unknown, De Sabtis survived but remained in
a coma. Weeks passed without any sort of change to his condition. Then one day a nurse
touched his head and the Don awoke to find his consciousness inside her body. Soon he
learned he could transfer his mind to anyone he wanted or he could teleport into another
person’s body if he knew their precise location or it was clearly visible. Jumping from body to
body, De Sabtis learned who ordered his assassination. De Sabtis took control of this other
Don’s body and drove his car into a brick wall, but at the last second his conscious jumped into
the body of a homeless man, but the other Don died from the crash.
In a fit of revenge, the Underboss of the other Don sent a dozen armed men into the
hospital to kill the comatose De Sabtis. Two men made their way into the room and emptied
their weapon into De Sabtis’ body, but there wasn’t a mark left on him. De Sabtis’
consciousness entered the body of one gunman and shot the other. He jumped out of the
window then returned to his own body, only to find it still in a coma like state. His body was
invincible, but unable to move or interact with anyone. If he wished to be among the living, the
Don had no choice but to live from body to body, it was then he came up with the idea of
becoming Somebody. He changed the name of his family to Il Unseen and move the family
operation to Chicago, yet he had his true body sent to a secret hospital in up state New York.
In time, Somebody meet with a mutant who refused to give his name, but he could make
duplicates of himself, only if you ever met him, you’d soon forget him. The Don made him his
under boss and told his family to refer to him as Everybody. One of his captains he learned
was a versatile shape changer who stole the powers of others. He too refused to reveal his/her
real name. He proved his loyalty by taking out the last remnants of the crime family that tried
to have the Don killed. The Don made him a Captain and told everyone to refer to him as
Anybody. The addition of an invisible mute with incredible strength and endurance filled the
last piece of the puzzle. The Don said to start calling him Nobody. De Sabtis vows that Il
Unseen will become the most powerful and largest organized crime group in the United States,
and when the time is right, he himself will pull the trigger that kills the Minotaur of Century
Station.
Real Name: Giovanni De Sabtis
Occupation: Boss (Head of the Il Unseen)
Alignment: Aberrant
Power Category: Empowered
Experience Level: 8th
Hit Points: 185 (his true body) S.D.C.: 210 (his true body)
P.P.E.: 26
Appearance: No one knows what he really looks like. His real body lies in a coma at an
upstate New York hospital. His real body receives 24 hour round the clock care.
Attributes: I.Q. 17, M.E. 35, M.A. 19, P.S. 5, P.P. 2, P.E. 9, Spd. 0, P.B. 19. Note: These
are the attributes of his true body (the one lying in the hospital). His mental attributes remain
the same regardless what body he inhabits.
Age: 41, Sex: Male, Height: 5 feet and 8 inches (1.76 m), Weight:
161 lbs (72.45 kg)
Physical Impairment: Full Body Paralysis
Physical Compensation: Super Abilities
Major Super Abilities: Invulnerability, Possession-Teleport Tandem (once per melee
round). Note: His possession and teleport abilities work simultaneously. His physical body
doesn’t teleport, only his consciousness. His consciousness is not an astral body. He must know
precisely the whereabouts of a particular person in order to teleport his consciousness into
their body (see chances of a successful teleport on page 295 of HU 2nd edition). If he fails, he
doesn’t take any physical damage, he simply fails to bond with the victim. Anyone who is
within 110 feet (33.5 m) of his physical presence, he can try continuously (one attempt per
melee round, and counts as one action) until he is successful or gives up, nonetheless he still
must know their precise location. If ever his physical body where to become fully functional,
he could carry and lift with Superhuman P.S. Only his natural body is invulnerable, not the
bodies he inhabits (unless the person possesses that super ability).
Minor Super Abilities: Extraordinary M.E. and Life Sense. Note: His life sense power can
alert him of danger to his true body regardless of how far away his consciousness is from it.
Combat Training: Basic
Attacks per Melee: 5 (2 initial + 3 from Hand to Hand)
Combat Bonuses: +1 to initiative, +1 to strike, +2 to parry, +2 to dodge, +2 to
damage, +2 to roll with punch/fall, +2 to pull punch, and +1 to disarm. All of these combat
bonus transfer with him regardless of the physical body he is possessing.
Combat Skills: Punch 1D4, Power Punch 2D4 (counts as two attacks), Elbow/Forearm
1D6, Knee 1D6, Snap Kick 1D6, Body Flip/Throw 1D6 plus P.S. damage bonus (lose initiative
and 1 attack/action), All Holds, and Critical strikes on an unmodified roll of 19-20.
Saving Throws: He needs a 12 or better to save vs. psionics, +8 to save vs. psionics,
+13 to save vs. insanity, +6 to save vs. mind altering drugs, +10 to save vs. horror factor,
+13 to save vs. possession, +10 to save vs. mind control (+18 if psionic), +9 to save vs.
illusions, and +20% to save vs. coma/death. All of his mental saving throw bonuses follow him
regardless of what body he is possessing.
Other Bonuses: +3% to all skills, 45% to trust/intimidate, and 45% to charm/impress
(the later would only be effective if he were in his true body and mobile).
Educational Background: On the Job Training
Common Skills: Read-Write/Speak English & Italian 98%/98% and Pilot:
Automobile 87%.
Criminal Program: Streetwise 70%, Pick Locks 88%, Find Contraband 76%, I.D.
Undercover Agents 97%, and Gambling (Dirty Tricks) 76%
Business Program: Mathematics: Basic 98%, Business & Finance 93%, Computer
Operation 98%, Law (General) 83%, and Research 98%.
Learned Skill: Impersonation: 87%/73%
Secondary Skills: Hand to Hand: Basic, Prowl 68%, Performance 75%, Cardsharp
61%, Palming 67%, Gambling (Standard) 73%, Concealment 63%, W.P. Handgun (+4 to
aim/+2 to burst), Swimming 83%, Pick Pocket 63%, Wardrobe & Grooming 65%, and Public
Speaking 68%.
Money: He has $11 million in various offshore accounts for business expenses, nearly
$190 million in seven separate accounts for personal funds. He regularly assumes control over
dozen people and uses their personal finances as if it where his own. The entire Il Unseen
family is worth somewhere around $379 million.
Weapons: Two Beretta 93R with fine crafted wooden pistol grips with gold inlays
Equipment & Vehicles: He own as fleet of Italian sports cars. He own such much stuff he
rent outs four warehouses. Most of his belongs are objects he that took from others when he
took over their life.
Giovanni De Sabtis is the head of the Il Unseen family. During his time as a Don in
Century Station, he and his family were involved in many illegal operations, accept drug
trafficking, which De Sabtis opposed since his older brother died of an overdose when he was a
little boy. This did not set well with other mob families. One day while sitting with his wife in a
yard swing, he was shot by a sniper. For reason unknown, De Sabtis survived but remained in
a coma. Weeks passed without any sort of change to his condition. Then one day a nurse
touched his head and the Don awoke to find his consciousness inside her body. Soon he
learned he could transfer his mind to anyone he wanted or he could teleport into another
person’s body if he knew their precise location or it was clearly visible. Jumping from body to
body, De Sabtis learned who ordered his assassination. De Sabtis took control of this other
Don’s body and drove his car into a brick wall, but at the last second his conscious jumped into
the body of a homeless man, but the other Don died from the crash.
In a fit of revenge, the Underboss of the other Don sent a dozen armed men into the
hospital to kill the comatose De Sabtis. Two men made their way into the room and emptied
their weapon into De Sabtis’ body, but there wasn’t a mark left on him. De Sabtis’
consciousness entered the body of one gunman and shot the other. He jumped out of the
window then returned to his own body, only to find it still in a coma like state. His body was
invincible, but unable to move or interact with anyone. If he wished to be among the living, the
Don had no choice but to live from body to body, it was then he came up with the idea of
becoming Somebody. He changed the name of his family to Il Unseen and move the family
operation to Chicago, yet he had his true body sent to a secret hospital in up state New York.
In time, Somebody meet with a mutant who refused to give his name, but he could make
duplicates of himself, only if you ever met him, you’d soon forget him. The Don made him his
under boss and told his family to refer to him as Everybody. One of his captains he learned
was a versatile shape changer who stole the powers of others. He too refused to reveal his/her
real name. He proved his loyalty by taking out the last remnants of the crime family that tried
to have the Don killed. The Don made him a Captain and told everyone to refer to him as
Anybody. The addition of an invisible mute with incredible strength and endurance filled the
last piece of the puzzle. The Don said to start calling him Nobody. De Sabtis vows that Il
Unseen will become the most powerful and largest organized crime group in the United States,
and when the time is right, he himself will pull the trigger that kills the Minotaur of Century
Station.
Real Name: Giovanni De Sabtis
Occupation: Boss (Head of the Il Unseen)
Alignment: Aberrant
Power Category: Empowered
Experience Level: 8th
Hit Points: 185 (his true body) S.D.C.: 210 (his true body)
P.P.E.: 26
Appearance: No one knows what he really looks like. His real body lies in a coma at an
upstate New York hospital. His real body receives 24 hour round the clock care.
Attributes: I.Q. 17, M.E. 35, M.A. 19, P.S. 5, P.P. 2, P.E. 9, Spd. 0, P.B. 19. Note: These
are the attributes of his true body (the one lying in the hospital). His mental attributes remain
the same regardless what body he inhabits.
Age: 41, Sex: Male, Height: 5 feet and 8 inches (1.76 m), Weight:
161 lbs (72.45 kg)
Physical Impairment: Full Body Paralysis
Physical Compensation: Super Abilities
Major Super Abilities: Invulnerability, Possession-Teleport Tandem (once per melee
round). Note: His possession and teleport abilities work simultaneously. His physical body
doesn’t teleport, only his consciousness. His consciousness is not an astral body. He must know
precisely the whereabouts of a particular person in order to teleport his consciousness into
their body (see chances of a successful teleport on page 295 of HU 2nd edition). If he fails, he
doesn’t take any physical damage, he simply fails to bond with the victim. Anyone who is
within 110 feet (33.5 m) of his physical presence, he can try continuously (one attempt per
melee round, and counts as one action) until he is successful or gives up, nonetheless he still
must know their precise location. If ever his physical body where to become fully functional,
he could carry and lift with Superhuman P.S. Only his natural body is invulnerable, not the
bodies he inhabits (unless the person possesses that super ability).
Minor Super Abilities: Extraordinary M.E. and Life Sense. Note: His life sense power can
alert him of danger to his true body regardless of how far away his consciousness is from it.
Combat Training: Basic
Attacks per Melee: 5 (2 initial + 3 from Hand to Hand)
Combat Bonuses: +1 to initiative, +1 to strike, +2 to parry, +2 to dodge, +2 to
damage, +2 to roll with punch/fall, +2 to pull punch, and +1 to disarm. All of these combat
bonus transfer with him regardless of the physical body he is possessing.
Combat Skills: Punch 1D4, Power Punch 2D4 (counts as two attacks), Elbow/Forearm
1D6, Knee 1D6, Snap Kick 1D6, Body Flip/Throw 1D6 plus P.S. damage bonus (lose initiative
and 1 attack/action), All Holds, and Critical strikes on an unmodified roll of 19-20.
Saving Throws: He needs a 12 or better to save vs. psionics, +8 to save vs. psionics,
+13 to save vs. insanity, +6 to save vs. mind altering drugs, +10 to save vs. horror factor,
+13 to save vs. possession, +10 to save vs. mind control (+18 if psionic), +9 to save vs.
illusions, and +20% to save vs. coma/death. All of his mental saving throw bonuses follow him
regardless of what body he is possessing.
Other Bonuses: +3% to all skills, 45% to trust/intimidate, and 45% to charm/impress
(the later would only be effective if he were in his true body and mobile).
Educational Background: On the Job Training
Common Skills: Read-Write/Speak English & Italian 98%/98% and Pilot:
Automobile 87%.
Criminal Program: Streetwise 70%, Pick Locks 88%, Find Contraband 76%, I.D.
Undercover Agents 97%, and Gambling (Dirty Tricks) 76%
Business Program: Mathematics: Basic 98%, Business & Finance 93%, Computer
Operation 98%, Law (General) 83%, and Research 98%.
Learned Skill: Impersonation: 87%/73%
Secondary Skills: Hand to Hand: Basic, Prowl 68%, Performance 75%, Cardsharp
61%, Palming 67%, Gambling (Standard) 73%, Concealment 63%, W.P. Handgun (+4 to
aim/+2 to burst), Swimming 83%, Pick Pocket 63%, Wardrobe & Grooming 65%, and Public
Speaking 68%.
Money: He has $11 million in various offshore accounts for business expenses, nearly
$190 million in seven separate accounts for personal funds. He regularly assumes control over
dozen people and uses their personal finances as if it where his own. The entire Il Unseen
family is worth somewhere around $379 million.
Weapons: Two Beretta 93R with fine crafted wooden pistol grips with gold inlays
Equipment & Vehicles: He own as fleet of Italian sports cars. He own such much stuff he
rent outs four warehouses. Most of his belongs are objects he that took from others when he
took over their life.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
Antaeus and Bellona-Villainous Duo
ANTAEUS
Samson was a scrawny kid throughout his childhood. As he grew older, he grew tired
of being picked on at school. He began to resent anyone short and weak. One day as a
young adolescent, he and some friends were playing near an abandoned building. Separated
from his friends, he found a door with the words DANGER inscribed on a sign. Curious he
opened it and found a room with a giant metallic vat filled with a green liquid. Unbeknown
to Samson, the vat had a large crack in it, allowing an odorless and colorless gas to fill the
room. Samson felt dizzy and tried to make his way out but he collapsed just after walking
out the door.
Hours later, he recovered only to realize he’d grown two feet (.6 m), heavy body hair
covered his flesh, and his skin turned tough and lumpy. Thinking himself dying of cancer, he
rushed out of the building, breaking down doors and eventually smashing through a wall.
Once outside he realized he grown to a height of ten feet (3.0 m). He called out to his
friends but they were gone. They’d left him. By the time he reached home, he learned how
to reduce himself back to his new normal height. Now he no longer considered himself
scrawny and weak, and he vowed to make everyone who’d teased him suffer.
After graduation from high school, he enlisted in the army. It didn’t take long for his
superiors to take notice that he was a mutant. They sent him to receive additional training
and eventually join one of the nation’s Super Ops. Yet after seven months, Samson could no
longer tolerate taking orders from scrawny, ordinary people. After being scent on a mission
in Africa, he went AWOL. Now on the run, he tried to make contact with anyone with
connections that would hide him from his superiors. He met a girl named Regina Jackson, a
super powered E-Team operative for Fabricators, Inc. With her help, she got him recruited
by the criminal organization. A year later after the two of them married, they decided to
breakout on their own as freelance mercenaries and bodyguards. Since then they’ve
routinely been hired by secret organizations, rogue nations, and criminal masterminds.
Presently the husband and wife team have achieve celebrity recognition as one of the most
dangerous duo of super villains to ever pair together.
Real Name: Samon Rosenbaum
Occupation: Freelance mercenary and body guard
Alignment: Aberrant
Power Category: Mutant
Experience Level: 7th
Hit Points: 123 S.D.C.: 327
Armor Rating: A.R.10 when in direct contact with ground.
P.P.E.: 25
Appearance: Antaeus is a big hairy man with a Cro-Magnon face, brawny build, with
a swarthy complexion. His jet-black oily hair hangs past his shoulders.
Attributes: I.Q. 11, M.E. 19, M.A. 14, P.S. 34/44 when in direct contact with ground,
P.P. 15, P.E. 52, Spd. 46, P.B. 9
Age: 29, Sex: Male, Height: 6 foot and 10 inches (1.86 m), Weight: 345 lbs (155.25 kg)
Unusual Characteristics: Very hairy, tough lumpy skin, and stocky.
Major Super Abilities: Growth. +104 feet (31.7 m), +23,800 lbs (10,710 kg), +2080
S.D.C., +104 to P.S. (Superhuman-lifting and carrying). Note: In direct contact with the
Earth, his strength is considered Supernatural in lifting and carrying (P.S. 148!!!).
Minor Super Abilities: Earth Empowerment, Extraordinary P.E., and Healing Factor.
Combat Training: Expert
Attacks per Melee: 6 (2 initial + 3 from Hand to Hand +1 from boxing)
Combat Bonuses: +3 to initiative, +2 to strike, +6 to parry, +6 to dodge, +19 to
damage, +6 to roll with punch/fall, and +4 to pull punch.
Saving Throws: Impervious to disease, fire/cold inflicts half damage, +72% to save
vs. coma/death, +12 to save vs. poison & toxins (the duration, damage, symptoms,
penalties of drugs, toxins and poison are one-third normal even if doesn’t save), +11 to
save vs. magic, +5 to save vs. psionics, +2 to save vs. insanity, and +3 to save vs. Horror
Factor.
Combat Skills: Punch 1D4, Elbow/Forearm 1D6, Knee 1D6, Power Blow 2D4 (counts
as two attacks), Kick 2D4, Roundhouse 3D6, Tripping/Leghook (cannot be paired, dodge or
knockdown), Body Block/Tackle 1D4 + P.S. damage bonus (must parry/dodge or
knockdown), Pin 18-20, Crush 1D4, All Holds, Paired Weapons, Knockout on the an
unmodified dice roll of 20, and Critical strike on an unmodified roll of 18-20.
Giant Size (Double his normal height or more): Punch 2D6, Elbow & Forearm
2D8, Knee 2D8, Power Blow 4D6 (counts as two attacks), Stomp 4D6 (counts as two
attacks), Kick 3D6, Roundhouse 5D6, Tripping/Leghook (cannot be paired, dodge or
knockdown), Body Block/Tackle 3D6 + P.S. damage bonus (must parry/dodge or
knockdown), Pin 18-20, and Crush 3D6. The rest is the same regardless of his height.
Other Giant Abilities: HF 9 at eight feet (2.4 m) tall, HF 12 at 24 feet (7.31 m), HF 18
at max. When 20 feet (6 m) or more he is +2 to strike/parry and his Spd is doubled. -4 to
dodge if he doubles his height or more.
Other Noted Abilities: He possesses Superhuman P.S. (stocky) when it comes to
carrying and lifting (regardless of his size) when he is not in direct contact with the Earth
Educational Background: On the Job Training
Common Skills: Read-Write/Speak English 94%/95%, Mathematics: Basic
93%% and Pilot: Automobile 81%.
Physical Program: Boxing, Wrestling, and Hand to Hand: Expert
Military Demolitions Program: Basic Electronics 80%, Basic Mechanics 90%,
Demolitions 96%, Demolitions Disposal 96%, and Demolitions: Underwater 98%.
Secondary Skills: Athlete, Running, Body Build & Weightlifting, Pilot: Truck
91%, Land Navigation 64%, Swimming 85%, Physical Labor, Wilderness Survival 65%,
Track & Trap Animals 45%/55%, W.P. Improvised Weapons, Radio: Basic 60%, and General
Repair/Maintenance 55%.
Money: He and his wife have $750,000 stashed at their secret hideout. They have
$250,000 in a bank in Century Station. They keep $135,000 in safe houses in Los Angles,
New York, Miami, and Chicago.
Weapons: He doesn’t need any. He loves to super brawl and use improvised clubs
and power lift & throw (or just drop them for a great height).
Equipment & Vehicles: Drives whatever the missions calls for, however he does own
a Chevy Silverado that has been modified with fuel efficiency, winch & cable, ram-prow,
trailer hitch, armored tires, thief proof locks, theft alarm system, fold-down bucket seats,
stereo system, and engine readout package.
ANTAEUS
Samson was a scrawny kid throughout his childhood. As he grew older, he grew tired
of being picked on at school. He began to resent anyone short and weak. One day as a
young adolescent, he and some friends were playing near an abandoned building. Separated
from his friends, he found a door with the words DANGER inscribed on a sign. Curious he
opened it and found a room with a giant metallic vat filled with a green liquid. Unbeknown
to Samson, the vat had a large crack in it, allowing an odorless and colorless gas to fill the
room. Samson felt dizzy and tried to make his way out but he collapsed just after walking
out the door.
Hours later, he recovered only to realize he’d grown two feet (.6 m), heavy body hair
covered his flesh, and his skin turned tough and lumpy. Thinking himself dying of cancer, he
rushed out of the building, breaking down doors and eventually smashing through a wall.
Once outside he realized he grown to a height of ten feet (3.0 m). He called out to his
friends but they were gone. They’d left him. By the time he reached home, he learned how
to reduce himself back to his new normal height. Now he no longer considered himself
scrawny and weak, and he vowed to make everyone who’d teased him suffer.
After graduation from high school, he enlisted in the army. It didn’t take long for his
superiors to take notice that he was a mutant. They sent him to receive additional training
and eventually join one of the nation’s Super Ops. Yet after seven months, Samson could no
longer tolerate taking orders from scrawny, ordinary people. After being scent on a mission
in Africa, he went AWOL. Now on the run, he tried to make contact with anyone with
connections that would hide him from his superiors. He met a girl named Regina Jackson, a
super powered E-Team operative for Fabricators, Inc. With her help, she got him recruited
by the criminal organization. A year later after the two of them married, they decided to
breakout on their own as freelance mercenaries and bodyguards. Since then they’ve
routinely been hired by secret organizations, rogue nations, and criminal masterminds.
Presently the husband and wife team have achieve celebrity recognition as one of the most
dangerous duo of super villains to ever pair together.
Real Name: Samon Rosenbaum
Occupation: Freelance mercenary and body guard
Alignment: Aberrant
Power Category: Mutant
Experience Level: 7th
Hit Points: 123 S.D.C.: 327
Armor Rating: A.R.10 when in direct contact with ground.
P.P.E.: 25
Appearance: Antaeus is a big hairy man with a Cro-Magnon face, brawny build, with
a swarthy complexion. His jet-black oily hair hangs past his shoulders.
Attributes: I.Q. 11, M.E. 19, M.A. 14, P.S. 34/44 when in direct contact with ground,
P.P. 15, P.E. 52, Spd. 46, P.B. 9
Age: 29, Sex: Male, Height: 6 foot and 10 inches (1.86 m), Weight: 345 lbs (155.25 kg)
Unusual Characteristics: Very hairy, tough lumpy skin, and stocky.
Major Super Abilities: Growth. +104 feet (31.7 m), +23,800 lbs (10,710 kg), +2080
S.D.C., +104 to P.S. (Superhuman-lifting and carrying). Note: In direct contact with the
Earth, his strength is considered Supernatural in lifting and carrying (P.S. 148!!!).
Minor Super Abilities: Earth Empowerment, Extraordinary P.E., and Healing Factor.
Combat Training: Expert
Attacks per Melee: 6 (2 initial + 3 from Hand to Hand +1 from boxing)
Combat Bonuses: +3 to initiative, +2 to strike, +6 to parry, +6 to dodge, +19 to
damage, +6 to roll with punch/fall, and +4 to pull punch.
Saving Throws: Impervious to disease, fire/cold inflicts half damage, +72% to save
vs. coma/death, +12 to save vs. poison & toxins (the duration, damage, symptoms,
penalties of drugs, toxins and poison are one-third normal even if doesn’t save), +11 to
save vs. magic, +5 to save vs. psionics, +2 to save vs. insanity, and +3 to save vs. Horror
Factor.
Combat Skills: Punch 1D4, Elbow/Forearm 1D6, Knee 1D6, Power Blow 2D4 (counts
as two attacks), Kick 2D4, Roundhouse 3D6, Tripping/Leghook (cannot be paired, dodge or
knockdown), Body Block/Tackle 1D4 + P.S. damage bonus (must parry/dodge or
knockdown), Pin 18-20, Crush 1D4, All Holds, Paired Weapons, Knockout on the an
unmodified dice roll of 20, and Critical strike on an unmodified roll of 18-20.
Giant Size (Double his normal height or more): Punch 2D6, Elbow & Forearm
2D8, Knee 2D8, Power Blow 4D6 (counts as two attacks), Stomp 4D6 (counts as two
attacks), Kick 3D6, Roundhouse 5D6, Tripping/Leghook (cannot be paired, dodge or
knockdown), Body Block/Tackle 3D6 + P.S. damage bonus (must parry/dodge or
knockdown), Pin 18-20, and Crush 3D6. The rest is the same regardless of his height.
Other Giant Abilities: HF 9 at eight feet (2.4 m) tall, HF 12 at 24 feet (7.31 m), HF 18
at max. When 20 feet (6 m) or more he is +2 to strike/parry and his Spd is doubled. -4 to
dodge if he doubles his height or more.
Other Noted Abilities: He possesses Superhuman P.S. (stocky) when it comes to
carrying and lifting (regardless of his size) when he is not in direct contact with the Earth
Educational Background: On the Job Training
Common Skills: Read-Write/Speak English 94%/95%, Mathematics: Basic
93%% and Pilot: Automobile 81%.
Physical Program: Boxing, Wrestling, and Hand to Hand: Expert
Military Demolitions Program: Basic Electronics 80%, Basic Mechanics 90%,
Demolitions 96%, Demolitions Disposal 96%, and Demolitions: Underwater 98%.
Secondary Skills: Athlete, Running, Body Build & Weightlifting, Pilot: Truck
91%, Land Navigation 64%, Swimming 85%, Physical Labor, Wilderness Survival 65%,
Track & Trap Animals 45%/55%, W.P. Improvised Weapons, Radio: Basic 60%, and General
Repair/Maintenance 55%.
Money: He and his wife have $750,000 stashed at their secret hideout. They have
$250,000 in a bank in Century Station. They keep $135,000 in safe houses in Los Angles,
New York, Miami, and Chicago.
Weapons: He doesn’t need any. He loves to super brawl and use improvised clubs
and power lift & throw (or just drop them for a great height).
Equipment & Vehicles: Drives whatever the missions calls for, however he does own
a Chevy Silverado that has been modified with fuel efficiency, winch & cable, ram-prow,
trailer hitch, armored tires, thief proof locks, theft alarm system, fold-down bucket seats,
stereo system, and engine readout package.
Last edited by Reagren Wright on Wed Jun 07, 2017 9:21 am, edited 1 time in total.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
BELLONA
Regina always behaved more like a boy than a girl. She liked playing sports and
starting fistfights with anyone who criticized her, especially teachers. None of the boys of
course wanted anything to do with a girl capable of out performing them in any sport
competition, but she always felt something toward one Samson Rosenbaum, but he never
noticed her. After she graduated, Regina went off to college, choosing history to major in.
However, she developed a fondness for archeology, namely because of one professor who
closely resembled a fictional movie character. She began to spend a lot of time with him.
One day while in his basement, she was looking over his collection of artifacts when she
came across a Roman iron gladius, a weapon used by the legionaries. The moment she
pulled it out of its scabbard, she turned into a female legionary. The moment the professor
saw what happened, he attempted to wrestle the weapon away from her, claiming it was
rightfully his. They fought over it until she drove the blade through his chest. She fled the
house and went into hiding. In time, she decided the weapon had always been meant for her
to hold, and no one was ever going to put her down ever again. She started a life of crime
at first then got recruited by a Fabricator Inc liaison to join their Elimination Teams. Six
months later, she reunited with Samson who turned into a mutant thanks to an exposure of
toxic gas. She got him initiated into the same E-Team as her. They immediately started a
romantic relationship. In time she convinced him they should break out on their own as a
wife and husband duo. Shortly after getting married, they became freelance mercenaries
and bodyguards. She is the brains behind the team. She also likes to check out museums
for prize stealing artifacts and precious gems. Regina has also been thinking about
motherhood, but she isn’t quite ready to give up being a super villainous just yet.
Real Name: Regina Jackson Rosenbaum
Occupation: Freelance mercenary and body guard
Alignment: Aberrant
Power Category: Magic (Enchanted Weapon)
Experience Level: 7th
Hit Points: 47 S.D.C.: 50/130 with magic sword
P.P.E.: 9 when carrying magic weapon 27
Appearance: Bellona is an athletic beauty with curly black hair. She dresses in a
short tunic under half plate armor and a crescent helmet.
Attributes: I.Q. 13, M.E. 24, M.A. 18, P.S. 22, P.P. 20, P.E. 18, Spd. 19, P.B. 14
Age: 30, Sex: Female, Height: 5 foot and 11 inches (1.55 m), Weight: 135 lbs (60.75 kg)
Magic Weapon: Iron Gladius (short sword) +1 to strike/parry, 5D6 damage, +80
S.D.C., +4 to save vs. possession and Horror Factor, +2 to save vs. magic, allows her to
see the invisible, and creates a battle dress.
Super Abilities: Force Manipulation
Powers of Chaos: Damage Bonus, Power Bolt (5D6+6-Range 1000 feet/305 m),
Portal of Fear, Mystic Shield, Impervious to Fire, and Cloud of Smoke.
Combat Training: Martial Arts
Attacks per Melee: 5 (2 initial + 3 from Hand to Hand +1 from boxing)
Combat Bonuses: +2 to initiative, +5 to strike, +7 to parry, +7 to dodge, +7 to
damage/+13 when holding sword, +8 to roll with punch/fall, +3 to pull punch, and +2
disarm.
Saving Throws: +5 to save vs. psionics, +7 to save vs. insanity, +6% to save vs.
coma/death, +2 to save vs. magic/+4 with sword, +2 to save vs. poison, and +4 to save
vs. possession and Horror Factor with sword.
Combat Skills: Punch 1D4, Elbow/Forearm 1D6, Knee 2D4, Power Blow 2D4 (counts
as two attacks), Kick 2D4, Roundhouse 3D6, Snap Kick 1D6, Crescent Kick 2D4+2, Axe Kick
2D8, Wheel Kick 2D6, Leap Kick 3D8 (2), Tripping/Leghook (cannot be paired, must dodge
or knockdown), Backward Sweep cannot be paired, dodge or knockdown), Jump Kick 6D6,
Flying Jump Kick 4D6, All Holds, Paired Weapons, and Critical strike on an unmodified roll of
18-20.
Other Bonuses: 50% trust/intimidate.
Educational Background: Four years in College
Common Skills: Read-Write/Speak English 94%/95%, Mathematics: Basic 93%
and Pilot: Automobile 81%.
Physical Program: Gymnastics, Acrobatics, Kick Boxing, and Athlete
Science Program: Computer Operation 98%, Mathematics: Advance 98%,
Chemistry 98%, Archeology 95%/75%, Anthropology 95%, and Astronomy & Navigation
85%.
Technical Program: Appraise Antiques 85%, History 95%/75%, Gemology 80%,
and Research 95%.
Secondary Skills: Hand to Hand: Martial Arts, W.P. Sword (+3 to strike &
parry), W.P. Shield (+3 to parry), Swimming 85%, Prowl 70%, Land Navigation 64%,
Language: Greek 71%, Literacy: Greek 75%, Body Building & Weightlifting, Law (Basic)
50%, Streetwise 28%, and Wilderness Survival 40%.
Money: She and her husband have $750,000 stashed at their secret hideout. They
have $250,000 in a bank in Century Station. They keep $135,000 in safe houses in Los
Angles, New York, Miami, and Chicago.
Weapons: Besides her magic sword (+4 to strike/parry) and mystic shield (created
from the sword/+3 to parry), she doesn’t use any others besides her remarkable combat
skills.
Armor: Modified Half Plate Armor. A.R.: 16, S.D.C.: 66. This is apart of her battle
dress.
Equipment & Vehicles: She utilizes whatever the mission calls for, however she
enjoys driving the family owned Chevy Silverado.
Regina always behaved more like a boy than a girl. She liked playing sports and
starting fistfights with anyone who criticized her, especially teachers. None of the boys of
course wanted anything to do with a girl capable of out performing them in any sport
competition, but she always felt something toward one Samson Rosenbaum, but he never
noticed her. After she graduated, Regina went off to college, choosing history to major in.
However, she developed a fondness for archeology, namely because of one professor who
closely resembled a fictional movie character. She began to spend a lot of time with him.
One day while in his basement, she was looking over his collection of artifacts when she
came across a Roman iron gladius, a weapon used by the legionaries. The moment she
pulled it out of its scabbard, she turned into a female legionary. The moment the professor
saw what happened, he attempted to wrestle the weapon away from her, claiming it was
rightfully his. They fought over it until she drove the blade through his chest. She fled the
house and went into hiding. In time, she decided the weapon had always been meant for her
to hold, and no one was ever going to put her down ever again. She started a life of crime
at first then got recruited by a Fabricator Inc liaison to join their Elimination Teams. Six
months later, she reunited with Samson who turned into a mutant thanks to an exposure of
toxic gas. She got him initiated into the same E-Team as her. They immediately started a
romantic relationship. In time she convinced him they should break out on their own as a
wife and husband duo. Shortly after getting married, they became freelance mercenaries
and bodyguards. She is the brains behind the team. She also likes to check out museums
for prize stealing artifacts and precious gems. Regina has also been thinking about
motherhood, but she isn’t quite ready to give up being a super villainous just yet.
Real Name: Regina Jackson Rosenbaum
Occupation: Freelance mercenary and body guard
Alignment: Aberrant
Power Category: Magic (Enchanted Weapon)
Experience Level: 7th
Hit Points: 47 S.D.C.: 50/130 with magic sword
P.P.E.: 9 when carrying magic weapon 27
Appearance: Bellona is an athletic beauty with curly black hair. She dresses in a
short tunic under half plate armor and a crescent helmet.
Attributes: I.Q. 13, M.E. 24, M.A. 18, P.S. 22, P.P. 20, P.E. 18, Spd. 19, P.B. 14
Age: 30, Sex: Female, Height: 5 foot and 11 inches (1.55 m), Weight: 135 lbs (60.75 kg)
Magic Weapon: Iron Gladius (short sword) +1 to strike/parry, 5D6 damage, +80
S.D.C., +4 to save vs. possession and Horror Factor, +2 to save vs. magic, allows her to
see the invisible, and creates a battle dress.
Super Abilities: Force Manipulation
Powers of Chaos: Damage Bonus, Power Bolt (5D6+6-Range 1000 feet/305 m),
Portal of Fear, Mystic Shield, Impervious to Fire, and Cloud of Smoke.
Combat Training: Martial Arts
Attacks per Melee: 5 (2 initial + 3 from Hand to Hand +1 from boxing)
Combat Bonuses: +2 to initiative, +5 to strike, +7 to parry, +7 to dodge, +7 to
damage/+13 when holding sword, +8 to roll with punch/fall, +3 to pull punch, and +2
disarm.
Saving Throws: +5 to save vs. psionics, +7 to save vs. insanity, +6% to save vs.
coma/death, +2 to save vs. magic/+4 with sword, +2 to save vs. poison, and +4 to save
vs. possession and Horror Factor with sword.
Combat Skills: Punch 1D4, Elbow/Forearm 1D6, Knee 2D4, Power Blow 2D4 (counts
as two attacks), Kick 2D4, Roundhouse 3D6, Snap Kick 1D6, Crescent Kick 2D4+2, Axe Kick
2D8, Wheel Kick 2D6, Leap Kick 3D8 (2), Tripping/Leghook (cannot be paired, must dodge
or knockdown), Backward Sweep cannot be paired, dodge or knockdown), Jump Kick 6D6,
Flying Jump Kick 4D6, All Holds, Paired Weapons, and Critical strike on an unmodified roll of
18-20.
Other Bonuses: 50% trust/intimidate.
Educational Background: Four years in College
Common Skills: Read-Write/Speak English 94%/95%, Mathematics: Basic 93%
and Pilot: Automobile 81%.
Physical Program: Gymnastics, Acrobatics, Kick Boxing, and Athlete
Science Program: Computer Operation 98%, Mathematics: Advance 98%,
Chemistry 98%, Archeology 95%/75%, Anthropology 95%, and Astronomy & Navigation
85%.
Technical Program: Appraise Antiques 85%, History 95%/75%, Gemology 80%,
and Research 95%.
Secondary Skills: Hand to Hand: Martial Arts, W.P. Sword (+3 to strike &
parry), W.P. Shield (+3 to parry), Swimming 85%, Prowl 70%, Land Navigation 64%,
Language: Greek 71%, Literacy: Greek 75%, Body Building & Weightlifting, Law (Basic)
50%, Streetwise 28%, and Wilderness Survival 40%.
Money: She and her husband have $750,000 stashed at their secret hideout. They
have $250,000 in a bank in Century Station. They keep $135,000 in safe houses in Los
Angles, New York, Miami, and Chicago.
Weapons: Besides her magic sword (+4 to strike/parry) and mystic shield (created
from the sword/+3 to parry), she doesn’t use any others besides her remarkable combat
skills.
Armor: Modified Half Plate Armor. A.R.: 16, S.D.C.: 66. This is apart of her battle
dress.
Equipment & Vehicles: She utilizes whatever the mission calls for, however she
enjoys driving the family owned Chevy Silverado.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
CARRION
Scott Jykstra made big plans after graduating from high school. His thoughts were going
to college and living in the United States. However, he first wanted to explore his homeland of
Canada. He left the city of Hamilton and headed east. A few days later, he stopped for gas in
the town of Whitney near Algonouin Providence Park. He walked into the restroom when two
men jumped him from behind. Despite his best efforts, they overpowered him and shoved him
to the floor. He felt a needle pierce his flesh then everything went black. When he awoke, he
found himself strapped to gurney with an African American scientist looking down at him
along with several nurses. He heard them call the man “Doctor Alexander”. Despite his best
efforts, he could not move nor speak, but he heard them clearly talking about him as being
their crowning achievement. A few hours later, there was some kind of commotion occurring
all around the lab. Suddenly the room exploded and everything went black.
Scott awoke to find himself in a body bag along with a dozen others being transported
by some kind of military vehicle. He pounded on the walls hoping someone would hear him
and realize he was alive. The vehicle finally stopped. The door opened and a group of armed
soldiers stood aghast. Without warning they opened fired upon him, yet the hailstorm of
bullets did nothing to him. In a fit of rage, he leaped out of the truck and began assaulting the
soldiers. Simply by touching these men he appeared to be killing them. In the end, a dozen or
more lifeless bodies lay around him. In horror, Scott raced away and fled into the wilderness.
For the next several weeks, Scott lived in the wilderness becoming aware that he was no
longer an ordinary person, but some kind of freakish undead monster.
Unable to return to normal society has turned Scott into a cold-hearted and brutal killer,
a predator of the streets. He delights in making others suffer as much as he did. Although his
usual victims are those forced to live on the streets, he takes great delight in targeting the
rich and/or famous. If his hopes and ambitions are forever to be denied, then he will make
sure no else will reach theirs. Presently he is making Detroit, Michigan his center of mayhem.
Real Name: Scott Jykstra
Occupation: Predator and mercenary
Alignment: Diabolic
Power Category: Experiment
Experience Level: 6th
Hit Points: 112 S.D.C.: 240
P.P.E.: 30
Appearance: Carrion appears as a shaggy platinum blond skeletal figure with tightly
drawn skin and withered muscles. His flesh is white with hints of pink-grey, particularly
around his eyes, mouth, and ribs. His fingernails and teeth are yellow. He wears tattered
clothes and smells like rotting meat.
Attributes: I.Q. 10, M.E. 11, M.A. 11, P.S. 32 (superhuman), P.P. 13, P.E. 23, Spd. 25,
P.B. 8
Age: 22, Sex: Male, Height: 6 foot (1.82 m), Weight: 203 lbs (91. 35 kg)
Side Effects: Breath without air.
Major Super Abilities: Life Leech and Zombie Flesh. Note: His strength is
considered Superhuman when it comes to lifting and carrying. He can carry 6400 lbs (2880
kg) and lift 9600 lbs (4320 kg).
Minor Super Ability: Claws
Combat Training: Basic
Attacks per Melee: 5 (2 initial + 3 from Hand to Hand)
Combat Bonuses: +1 to initiative, +2 to strike, +5 to parry, +3 to dodge, +17 to
damage, +4 to roll with punch/fall, +4 to pull punch, and +1 to disarm.
Saving Throws: +4 to save vs. possession, +46% to save vs. coma/death, and +4 to
save vs. magic and poison (poison, toxins, disease, gasses inflict ½ damage).
Combat Skills: Punch 1D4, Elbow/Forearm 1D6, Knee 1D6, Power Blow 2D4 (counts as
two attacks), Kick 2D4, Body Block/Tackle 1D4 (must parry/dodge or knockdown), Pin 18-20,
Crush 1D4, All Holds, and Claws 3D6.
Educational Background: High School Education.
Common Skills: Read-Write/Speak English (Canadian) 92%/94%, Mathematics:
Basic 90% and Pilot: Automobile 78%.
Physical Program: Hand to Hand: Basic, Body Build & Weightlifting, Athlete, and
Wrestling.
Wilderness Program: Wilderness Survival 70%, Hunting, Land Navigation 65%,
Skin & Prepare Animal Hides 70%, and Track & Trap Animals 60%/70%.
Secondary Skills: Physical Labor, Prowl 57%, Climb 70%/ 60%, Swimming 80%,
Streetwise 44%, Outdoormanship, Running, W.P. Rifle (+3 to aim/+1 to burst), W.P. Knife
(+3 to strike, parry, and throw), Fishing 70%, Whittling & Sculpting 45%, Preserve Food 50%,
Cook 40%, and Pick Locks 35%.
Money: He steals what he needs when he needs it. If he does need money, he simply
steals it from others until he has enough.
Weapons: Although he knows how to use a rifle and knife, he relies entirely on his
super abilities.
Equipment & Vehicles: None, again he steals whatever he might need (car, clothes,
food, etc).
Scott Jykstra made big plans after graduating from high school. His thoughts were going
to college and living in the United States. However, he first wanted to explore his homeland of
Canada. He left the city of Hamilton and headed east. A few days later, he stopped for gas in
the town of Whitney near Algonouin Providence Park. He walked into the restroom when two
men jumped him from behind. Despite his best efforts, they overpowered him and shoved him
to the floor. He felt a needle pierce his flesh then everything went black. When he awoke, he
found himself strapped to gurney with an African American scientist looking down at him
along with several nurses. He heard them call the man “Doctor Alexander”. Despite his best
efforts, he could not move nor speak, but he heard them clearly talking about him as being
their crowning achievement. A few hours later, there was some kind of commotion occurring
all around the lab. Suddenly the room exploded and everything went black.
Scott awoke to find himself in a body bag along with a dozen others being transported
by some kind of military vehicle. He pounded on the walls hoping someone would hear him
and realize he was alive. The vehicle finally stopped. The door opened and a group of armed
soldiers stood aghast. Without warning they opened fired upon him, yet the hailstorm of
bullets did nothing to him. In a fit of rage, he leaped out of the truck and began assaulting the
soldiers. Simply by touching these men he appeared to be killing them. In the end, a dozen or
more lifeless bodies lay around him. In horror, Scott raced away and fled into the wilderness.
For the next several weeks, Scott lived in the wilderness becoming aware that he was no
longer an ordinary person, but some kind of freakish undead monster.
Unable to return to normal society has turned Scott into a cold-hearted and brutal killer,
a predator of the streets. He delights in making others suffer as much as he did. Although his
usual victims are those forced to live on the streets, he takes great delight in targeting the
rich and/or famous. If his hopes and ambitions are forever to be denied, then he will make
sure no else will reach theirs. Presently he is making Detroit, Michigan his center of mayhem.
Real Name: Scott Jykstra
Occupation: Predator and mercenary
Alignment: Diabolic
Power Category: Experiment
Experience Level: 6th
Hit Points: 112 S.D.C.: 240
P.P.E.: 30
Appearance: Carrion appears as a shaggy platinum blond skeletal figure with tightly
drawn skin and withered muscles. His flesh is white with hints of pink-grey, particularly
around his eyes, mouth, and ribs. His fingernails and teeth are yellow. He wears tattered
clothes and smells like rotting meat.
Attributes: I.Q. 10, M.E. 11, M.A. 11, P.S. 32 (superhuman), P.P. 13, P.E. 23, Spd. 25,
P.B. 8
Age: 22, Sex: Male, Height: 6 foot (1.82 m), Weight: 203 lbs (91. 35 kg)
Side Effects: Breath without air.
Major Super Abilities: Life Leech and Zombie Flesh. Note: His strength is
considered Superhuman when it comes to lifting and carrying. He can carry 6400 lbs (2880
kg) and lift 9600 lbs (4320 kg).
Minor Super Ability: Claws
Combat Training: Basic
Attacks per Melee: 5 (2 initial + 3 from Hand to Hand)
Combat Bonuses: +1 to initiative, +2 to strike, +5 to parry, +3 to dodge, +17 to
damage, +4 to roll with punch/fall, +4 to pull punch, and +1 to disarm.
Saving Throws: +4 to save vs. possession, +46% to save vs. coma/death, and +4 to
save vs. magic and poison (poison, toxins, disease, gasses inflict ½ damage).
Combat Skills: Punch 1D4, Elbow/Forearm 1D6, Knee 1D6, Power Blow 2D4 (counts as
two attacks), Kick 2D4, Body Block/Tackle 1D4 (must parry/dodge or knockdown), Pin 18-20,
Crush 1D4, All Holds, and Claws 3D6.
Educational Background: High School Education.
Common Skills: Read-Write/Speak English (Canadian) 92%/94%, Mathematics:
Basic 90% and Pilot: Automobile 78%.
Physical Program: Hand to Hand: Basic, Body Build & Weightlifting, Athlete, and
Wrestling.
Wilderness Program: Wilderness Survival 70%, Hunting, Land Navigation 65%,
Skin & Prepare Animal Hides 70%, and Track & Trap Animals 60%/70%.
Secondary Skills: Physical Labor, Prowl 57%, Climb 70%/ 60%, Swimming 80%,
Streetwise 44%, Outdoormanship, Running, W.P. Rifle (+3 to aim/+1 to burst), W.P. Knife
(+3 to strike, parry, and throw), Fishing 70%, Whittling & Sculpting 45%, Preserve Food 50%,
Cook 40%, and Pick Locks 35%.
Money: He steals what he needs when he needs it. If he does need money, he simply
steals it from others until he has enough.
Weapons: Although he knows how to use a rifle and knife, he relies entirely on his
super abilities.
Equipment & Vehicles: None, again he steals whatever he might need (car, clothes,
food, etc).
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
THE HIPPO
Moise Kasavubu grew up in Kenya, Africa. Around the age of sixteen, he started making
money from poaching endangered animals. Eventually he entered a partnership with a
criminal game hunter looking to export animal skin, rhino horn, and ivory. The game hunter
created an exotic tranquilizer that would paralysis any animal in an instant, regardless of its
size. The hunter and Moise ventured into the African wilderness hoping to test the drug on all
sorts of animals. While canoeing down a river, they came across a herd of hippopotami. As
the game hunter went to take aim, a huge rogue male hippo attacked one of the canoes. The
hunter managed to get off a shot, but for some reason instead of sedating the animal, the
opposite effect occurred, boasting its body chemistry and metabolism. It assailed the canoe
with Moise in it and knocked him into the water. As Moise tried to swim away, the hippo
grabbed him in its huge jaws and tossed him into the air like a rag doll. All the while, the
hunter managed to get his canoe shore and flee with his life. Moise was left alone to die in the
river.
The bite from the super charged hippo caused an incredible transformation, bestowing
most of the animal’s attributes and abilities onto him. He spent several hours walking across
the country, using his new abilities to protect himself from predators and to consume anything
he set his sights on. In time, he made it back to civilization. He located the game hunter and
tossed him out of his hotel window. After avoiding the police, Moise decided to take over the
hunter’s criminal operation. Eventually he switched from hunting animals to selling his talents
to criminal organization, rogue nations, and anyone else who pay for his services. Presently
the Hippo is a wanted man in the U.S. and most of Africa for all sorts of crimes. His current
ware bouts are unknown at this time.
Real Name: Moise Kasavubu
Occupation: Freelance Mercenary
Alignment: Anarchist
Power Category: Mutant
Experience Level: 4th
Hit Points: 34 S.D.C.: 202/302 wet Armor Rating: A.R.: 8
P.P.E.: 21
Appearance: The Hippo is an African male with a massive bulky body, yet he moves
with surprising quickness. In his large mouth are four giant teeth/tucks (6 inches). His feet
and hands are webbed. His skin is brownish gray, with a touch of light pink on his abdomen
and neck.
Attributes: I.Q. 14, M.E. 9, M.A. 12, P.S. 56 (superhuman)/62 wet, P.P. 13, P.E. 16,
Spd. 10/50 swimming, P.B. 9
Age: 25, Sex: Male, Height: 6 foot and 5 inches (1.98 m), Weight:
540 lbs (243 kg)
Unnatural Characteristics: Stocky, giant feet, extra large hands, and tusks
Major Super Ability: Super-Consumption
Minor Abilities: Heavyweight, Underwater Abilities, and Superhuman P.S. Note:
He can carry 11,200 lbs (5040 kg) and lift 16,800 lbs (7560 kg). While wet he can carry
12,400 lbs (5580 kg) and lift 18,600 lbs (8370 kg).
Combat Training: Expert
Attacks per Melee: 6/7 (2 initial + 3 from Hand to Hand +1 from boxing) +1 when wet.
Combat Bonuses: +2 to initiative, +3 to strike/+4 wet, +6 to parry/+8 wet, +6 to
dodge/+10 wet, +51 to damage/+57 wet, +5 to roll with punch/fall, and +2 to pull punch.
Saving Throws: Impervious to ingested poison, +1 to save vs. poison and magic, +4%
to save vs. coma/death, and +2 to save vs. drugs.
Combat Skills: Punch 4D6+2, Elbow/Forearm 3D6+6, Knee 3D6+6, Power Blow
1D4x10+12 (counts as two attacks), Supernatural Bite 2D4x10+30 (includes tusks), Body
Block/Tackle 2D4+2 (must parry/dodge or knockdown), Pin 18-20, Crush 2D4+2, All Holds,
and Knockout on an unmodified dice roll of 20 for 1D6 melees.
Educational Background: On the Job Training
Common Skills: Read-Write/Speak Swahili 92%/88%, Mathematics: Basic 65%,
and Pilot: Automobile 72%.
Physical Program: Boxing, Body Build & Weightlifting, Wrestling, and Physical
Labor.
Espionage Program: Hand to Hand: Expert, Detect Ambush 65%, Intelligence
63%, Wilderness Survival 75%, Tracking 60%, and Interrogation 65%.
Secondary Skills: Athlete, Outdoormanship, Land Navigation 52%, Hunting, Track
& Trap Animals 45/55%, Skin & Prepare Animal Hides 55%, W.P. Rifle (+2 to aim/+1 to
burst), Pilot: Kayaking & Canoes 70%, Language: English 71%, and Literacy: English 50%.
Money: He has $110,000 in savings. His goal is to make ten million then retire in peace
in his homeland.
Weapons: He knows how to use a 5.56mmm R4 Assault Rifle, but since his
transformation, he’s never need to use one. He will use improvised weapons around him
(poles, cars, manhole covers, etc).
Equipment & Vehicles: None.
Moise Kasavubu grew up in Kenya, Africa. Around the age of sixteen, he started making
money from poaching endangered animals. Eventually he entered a partnership with a
criminal game hunter looking to export animal skin, rhino horn, and ivory. The game hunter
created an exotic tranquilizer that would paralysis any animal in an instant, regardless of its
size. The hunter and Moise ventured into the African wilderness hoping to test the drug on all
sorts of animals. While canoeing down a river, they came across a herd of hippopotami. As
the game hunter went to take aim, a huge rogue male hippo attacked one of the canoes. The
hunter managed to get off a shot, but for some reason instead of sedating the animal, the
opposite effect occurred, boasting its body chemistry and metabolism. It assailed the canoe
with Moise in it and knocked him into the water. As Moise tried to swim away, the hippo
grabbed him in its huge jaws and tossed him into the air like a rag doll. All the while, the
hunter managed to get his canoe shore and flee with his life. Moise was left alone to die in the
river.
The bite from the super charged hippo caused an incredible transformation, bestowing
most of the animal’s attributes and abilities onto him. He spent several hours walking across
the country, using his new abilities to protect himself from predators and to consume anything
he set his sights on. In time, he made it back to civilization. He located the game hunter and
tossed him out of his hotel window. After avoiding the police, Moise decided to take over the
hunter’s criminal operation. Eventually he switched from hunting animals to selling his talents
to criminal organization, rogue nations, and anyone else who pay for his services. Presently
the Hippo is a wanted man in the U.S. and most of Africa for all sorts of crimes. His current
ware bouts are unknown at this time.
Real Name: Moise Kasavubu
Occupation: Freelance Mercenary
Alignment: Anarchist
Power Category: Mutant
Experience Level: 4th
Hit Points: 34 S.D.C.: 202/302 wet Armor Rating: A.R.: 8
P.P.E.: 21
Appearance: The Hippo is an African male with a massive bulky body, yet he moves
with surprising quickness. In his large mouth are four giant teeth/tucks (6 inches). His feet
and hands are webbed. His skin is brownish gray, with a touch of light pink on his abdomen
and neck.
Attributes: I.Q. 14, M.E. 9, M.A. 12, P.S. 56 (superhuman)/62 wet, P.P. 13, P.E. 16,
Spd. 10/50 swimming, P.B. 9
Age: 25, Sex: Male, Height: 6 foot and 5 inches (1.98 m), Weight:
540 lbs (243 kg)
Unnatural Characteristics: Stocky, giant feet, extra large hands, and tusks
Major Super Ability: Super-Consumption
Minor Abilities: Heavyweight, Underwater Abilities, and Superhuman P.S. Note:
He can carry 11,200 lbs (5040 kg) and lift 16,800 lbs (7560 kg). While wet he can carry
12,400 lbs (5580 kg) and lift 18,600 lbs (8370 kg).
Combat Training: Expert
Attacks per Melee: 6/7 (2 initial + 3 from Hand to Hand +1 from boxing) +1 when wet.
Combat Bonuses: +2 to initiative, +3 to strike/+4 wet, +6 to parry/+8 wet, +6 to
dodge/+10 wet, +51 to damage/+57 wet, +5 to roll with punch/fall, and +2 to pull punch.
Saving Throws: Impervious to ingested poison, +1 to save vs. poison and magic, +4%
to save vs. coma/death, and +2 to save vs. drugs.
Combat Skills: Punch 4D6+2, Elbow/Forearm 3D6+6, Knee 3D6+6, Power Blow
1D4x10+12 (counts as two attacks), Supernatural Bite 2D4x10+30 (includes tusks), Body
Block/Tackle 2D4+2 (must parry/dodge or knockdown), Pin 18-20, Crush 2D4+2, All Holds,
and Knockout on an unmodified dice roll of 20 for 1D6 melees.
Educational Background: On the Job Training
Common Skills: Read-Write/Speak Swahili 92%/88%, Mathematics: Basic 65%,
and Pilot: Automobile 72%.
Physical Program: Boxing, Body Build & Weightlifting, Wrestling, and Physical
Labor.
Espionage Program: Hand to Hand: Expert, Detect Ambush 65%, Intelligence
63%, Wilderness Survival 75%, Tracking 60%, and Interrogation 65%.
Secondary Skills: Athlete, Outdoormanship, Land Navigation 52%, Hunting, Track
& Trap Animals 45/55%, Skin & Prepare Animal Hides 55%, W.P. Rifle (+2 to aim/+1 to
burst), Pilot: Kayaking & Canoes 70%, Language: English 71%, and Literacy: English 50%.
Money: He has $110,000 in savings. His goal is to make ten million then retire in peace
in his homeland.
Weapons: He knows how to use a 5.56mmm R4 Assault Rifle, but since his
transformation, he’s never need to use one. He will use improvised weapons around him
(poles, cars, manhole covers, etc).
Equipment & Vehicles: None.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
Did some "cleaning up" up today. On post 14-15 with EUROFORCE and post 25-26 with TEAM
AMERICAN EAGLE. Now both posts are compatible and tie in together along with other WW 2 stuff
currently in limbo. More NPCs coming up.
AMERICAN EAGLE. Now both posts are compatible and tie in together along with other WW 2 stuff
currently in limbo. More NPCs coming up.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
IVY JONES
Ivy Jones was an environmental scientist trying to convince the industrial world to
preserve the planet’s natural resources, specifically the world’s rainforests and exotic plant
life. Other environmentalist thought her a little odd since her passion for plants outweighed
her concern for the welfare of animals. Her travels and protests took her too many parts of
the world. One day while on an expedition in the jungles of central Africa, she and her
companions saw a meteor fall from the sky. After witnessing the impact, she and her
companions decided to investigate. As they came within fifty yards of the crater, Ivy realizes
the surviving plant life seemed to be mutating, becoming alien in appearance. Suddenly the
surrounding tress and shrubbery attacked her and companions. Fortunately, the nation’s army
arrived and began setting fire to everything in sight. The army brought a tank and with one
placed shot, destroyed the meteorite and the alien planet life suddenly died. Ivy and her
surviving friends were rushed to a local hospital. As the days past, scientists and doctors were
astounded to see that a mysterious sort of vegetation started to cover Ivy’s flesh and skin.
Doctors decided to perform a skin graph to remove it from her body. On the operating table,
Ivy awakened and attacked everyone within striking range. She escaped the hospital and fled
into the wilderness.
Later she witnessed construction crews deforesting an area to make way for a new road. She
used her newly gained powers to destroy all of their equipment. She continued to travel the
African continent destroying anything that threatened plant life, including dozens of elephants
and other large herbivores. One nation’s considered her a threat and decided to destroy her
before she caused any more death. Yet at that moment a plague of locust filed the skies, Ivy
panicked upon seeing them, believing she would be consumed by the swarm of plant
devouring insects, and passed out. The nation’s army easily took her into custody and to
ensure she stayed subdued, put several locusts in the cell with her. The government wanted
her executed but doctors from the United States wanted her brought back so she could be
examined.
Ivy stayed in a mental institute for two weeks when she regained enough sanity to
escape. The Sentinels of Liberty and Justice recaptured her a week later after she destroyed
several logging companies in Washington and Oregon. Today Ivy Jones remains in a mental
institute. She is bidding her time, plotting her next escape. This time she swears nothing will
stop her from destroying the wickedness of animals that consume plants, humans in
particular.
Real Name: Ivy Jones
Occupation: Radical environmentalist and criminal
Alignment: Diabolic
Power Category: Symbiotic Superhuman
Experience Level: 5th
Hit Points: 40 S.D.C.: 77/157 in plant form
Armor Rating: A.R. 10 in plant form.
Symbiotic organism: A.R.: 10, Hit Points: 25
P.P.E.: 24
Appearance: Ivy appears as a scantly clad woman with green hair. Her body is covered
with a strange leafy plant, flowers, and a crown of thorns around her head. Even when not in
her plant form (rare) her hair is still pine green and a third of her body is concealed by
vegetation (the symbiote).
Attributes: I.Q. 19, M.E. 14, M.A. 13, P.S. 15/21, P.P. 13, P.E. 16, P.B. 9, Spd. 21,
Age: 28, Sex: Female, Height: 5 foot and 6 inches (1.70 m), Weight: 119 lbs (53.55 kg)
Insanity: Ivy is obsessed with the idea of destroying every animal on Earth that harms
or eats vegetation. Her ultimate goal is for plants to take over the world. She is deeply afraid
(phobia) of plant-eating insects (grasshoppers, locust, caterpillars, etc).
Symbiote’s Intelligence: Vegetable. Food Source: Human Waste.
Symbiote Powers: Impervious to possession, impervious to disease, impervious to cold,
and the host can breath in both water and air.
Major Super Abilities: Alter Physical Structure: Plant and Plant Control
Minor Super Ability: Alter Physical Structure of Limb (Wood)
Combat Training: Basic
Attacks per Melee: 5 (2 initial + 3 from Hand to Hand)
Combat Bonuses: +1 to initiative, +1 to strike, +2 to parry, +2 to dodge, +6 to
damage in plant form, +2 to roll with punch/fall, and +2 to pull punch.
Saving Throws: Impervious to plant toxins, +2 to save vs. psionic attacks, +3 to save
vs. poison/toxins, +1 to save vs. magic, +24% to save vs. coma/death,
Combat Skills: Punch 1D4, Elbow/Forearm 1D6, Knee 1D6, Power Blow 2D4 (counts as
two attacks), Kick 2D4, and All Holds.
Other Bonuses: +5% to all skills
Educational Background: Four Years of College
Common Skills: Read-Write/Speak English 98%/98%, Pilot Automobile 86%,
Recognize and Identify Plants 90%
Science Program: Computer Operation 98%, Mathematics: Advance 98%,
Chemistry 98%, Biology 95%, and Botany 90%
Domestic Program: Mathematics: Basic 98%, Gardening 81%, Housekeeping
85%, and Singing 85%.
Language Program: Read/Write/Speak Spanish, French, German, and Japanese
90%/90%.
Secondary Skills: Hand to Hand: Basic, Wilderness Survival 65%, Holistic
Medicine 60%/50%, Identify Plants & Fruit 60%, Prowl 57%, Track & Trap Animals 55%/65%,
Land Navigation 61%, Climbing 70%/60%/80% to climb trees/vines, Hunting, Outdoormanship,
Astronomy & Navigation 50%, and Research 60%
Money: None, she steals whatever she needs.
Weapons: None, she relies on her powers and the surrounding plant life.
Equipment & Vehicles: Use of transportation leads to the destruction of the
environment. She likes to walk. She has not forsaken her education. She continues to conduct
research into ensuring plants take over the world. Never writes anything down on paper or use
#2 pencils.
Ivy Jones was an environmental scientist trying to convince the industrial world to
preserve the planet’s natural resources, specifically the world’s rainforests and exotic plant
life. Other environmentalist thought her a little odd since her passion for plants outweighed
her concern for the welfare of animals. Her travels and protests took her too many parts of
the world. One day while on an expedition in the jungles of central Africa, she and her
companions saw a meteor fall from the sky. After witnessing the impact, she and her
companions decided to investigate. As they came within fifty yards of the crater, Ivy realizes
the surviving plant life seemed to be mutating, becoming alien in appearance. Suddenly the
surrounding tress and shrubbery attacked her and companions. Fortunately, the nation’s army
arrived and began setting fire to everything in sight. The army brought a tank and with one
placed shot, destroyed the meteorite and the alien planet life suddenly died. Ivy and her
surviving friends were rushed to a local hospital. As the days past, scientists and doctors were
astounded to see that a mysterious sort of vegetation started to cover Ivy’s flesh and skin.
Doctors decided to perform a skin graph to remove it from her body. On the operating table,
Ivy awakened and attacked everyone within striking range. She escaped the hospital and fled
into the wilderness.
Later she witnessed construction crews deforesting an area to make way for a new road. She
used her newly gained powers to destroy all of their equipment. She continued to travel the
African continent destroying anything that threatened plant life, including dozens of elephants
and other large herbivores. One nation’s considered her a threat and decided to destroy her
before she caused any more death. Yet at that moment a plague of locust filed the skies, Ivy
panicked upon seeing them, believing she would be consumed by the swarm of plant
devouring insects, and passed out. The nation’s army easily took her into custody and to
ensure she stayed subdued, put several locusts in the cell with her. The government wanted
her executed but doctors from the United States wanted her brought back so she could be
examined.
Ivy stayed in a mental institute for two weeks when she regained enough sanity to
escape. The Sentinels of Liberty and Justice recaptured her a week later after she destroyed
several logging companies in Washington and Oregon. Today Ivy Jones remains in a mental
institute. She is bidding her time, plotting her next escape. This time she swears nothing will
stop her from destroying the wickedness of animals that consume plants, humans in
particular.
Real Name: Ivy Jones
Occupation: Radical environmentalist and criminal
Alignment: Diabolic
Power Category: Symbiotic Superhuman
Experience Level: 5th
Hit Points: 40 S.D.C.: 77/157 in plant form
Armor Rating: A.R. 10 in plant form.
Symbiotic organism: A.R.: 10, Hit Points: 25
P.P.E.: 24
Appearance: Ivy appears as a scantly clad woman with green hair. Her body is covered
with a strange leafy plant, flowers, and a crown of thorns around her head. Even when not in
her plant form (rare) her hair is still pine green and a third of her body is concealed by
vegetation (the symbiote).
Attributes: I.Q. 19, M.E. 14, M.A. 13, P.S. 15/21, P.P. 13, P.E. 16, P.B. 9, Spd. 21,
Age: 28, Sex: Female, Height: 5 foot and 6 inches (1.70 m), Weight: 119 lbs (53.55 kg)
Insanity: Ivy is obsessed with the idea of destroying every animal on Earth that harms
or eats vegetation. Her ultimate goal is for plants to take over the world. She is deeply afraid
(phobia) of plant-eating insects (grasshoppers, locust, caterpillars, etc).
Symbiote’s Intelligence: Vegetable. Food Source: Human Waste.
Symbiote Powers: Impervious to possession, impervious to disease, impervious to cold,
and the host can breath in both water and air.
Major Super Abilities: Alter Physical Structure: Plant and Plant Control
Minor Super Ability: Alter Physical Structure of Limb (Wood)
Combat Training: Basic
Attacks per Melee: 5 (2 initial + 3 from Hand to Hand)
Combat Bonuses: +1 to initiative, +1 to strike, +2 to parry, +2 to dodge, +6 to
damage in plant form, +2 to roll with punch/fall, and +2 to pull punch.
Saving Throws: Impervious to plant toxins, +2 to save vs. psionic attacks, +3 to save
vs. poison/toxins, +1 to save vs. magic, +24% to save vs. coma/death,
Combat Skills: Punch 1D4, Elbow/Forearm 1D6, Knee 1D6, Power Blow 2D4 (counts as
two attacks), Kick 2D4, and All Holds.
Other Bonuses: +5% to all skills
Educational Background: Four Years of College
Common Skills: Read-Write/Speak English 98%/98%, Pilot Automobile 86%,
Recognize and Identify Plants 90%
Science Program: Computer Operation 98%, Mathematics: Advance 98%,
Chemistry 98%, Biology 95%, and Botany 90%
Domestic Program: Mathematics: Basic 98%, Gardening 81%, Housekeeping
85%, and Singing 85%.
Language Program: Read/Write/Speak Spanish, French, German, and Japanese
90%/90%.
Secondary Skills: Hand to Hand: Basic, Wilderness Survival 65%, Holistic
Medicine 60%/50%, Identify Plants & Fruit 60%, Prowl 57%, Track & Trap Animals 55%/65%,
Land Navigation 61%, Climbing 70%/60%/80% to climb trees/vines, Hunting, Outdoormanship,
Astronomy & Navigation 50%, and Research 60%
Money: None, she steals whatever she needs.
Weapons: None, she relies on her powers and the surrounding plant life.
Equipment & Vehicles: Use of transportation leads to the destruction of the
environment. She likes to walk. She has not forsaken her education. She continues to conduct
research into ensuring plants take over the world. Never writes anything down on paper or use
#2 pencils.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
She is one of my favorite super villains.
LADY HYDRA
Born in Bonn, Germany in 1920, Andrea Vogel grew up during the Germany Depression after
the First World War. Her parents own a shoe store. After turning eleven, her amazing psychic
powers started to manifest themselves. While working at the store as a young adolescent, she
heard strange voices in her head. In time, she realized it was the thoughts of the patrons within
the store. Before long, she developed the ability to suggest that people buy a particular pair of
shoes just by asking them. When her father cut himself with a knife, she healed the wound simply
by placing her hand on top of it. Fearful of being accused as a witch, Andrea tried her best to
conceal her abilities.
When Adolph Hitler rose to power, Andrea became captivated by his charisma. Soon she
idolized the man. Going to school, she immersed herself in Nazi culture and its ideals. After
graduating high school at the early age of fifteen, she went off to the University of Leipzig to
study medicine and psychology. During her second year, she participated in a program offered by
Doctor Aldelbert Oberlin, a member of the inner circle of the Third Reich, and one of Adolf Hitler’s
most loyal scientists, known for conducting hideous experiments on people as the Nazi’s rose to
power. He designed this particular test to find individuals with exceptional intellect and psychic
abilities. She scored higher then anyone in the entire school. From that point on, the government
paid for her schooling and she became Oberlin’s personal assistant. After graduating, she went to
work for the SS in a top-secret military branch, the psychic warfare division. During this time she
earned the affections of Heinrich Himmler, who enlisted her to identify and train other psychics to
use their abilities as spies and assassins. During this time, she not only proved herself as a great
teacher, but a pretty good spy herself. She went on a number of missions into Great Britain. In
fact, she became so successful she earned various honors with the Third Reich, including praise
from both Hitler and Himmler.
When the United States got involved in World War 2, Andrea was 22 years old and became
the equivalent of a Lieutenant Colonel. Her mission was simple, to use any means necessary to
locate and eliminate America’s super being operatives. It’s not known how many she succeeded in
killing, but there is no question the war might have ended sooner if it where not for her
assassinating so many Allied superheroes. In January of 1944, Andrea came to the realization that
Nazi Germany was doomed. She fled to Portugal and then boarded a freighter heading toward
Brazil along with several other Nazi leaders. Five minutes before the ship docked, the ship
exploded and sank beneath the waves killing everyone on board, except for Andrea who woke up
hours later on a beach.
Throughout the later 1940s and 1950s, Andrea made contact with other wanted Nazi
fugitives hiding in South America who were forming a secret society bent on destroying the Allied
nations. Andrea rapidly became the mastermind behind this society’s rise to power. She called
this secret society Domination. Upon building the society’s army and arsenal, she decided to do
something unexpected and overthrow the government of Brazil. However, her plans were foiled
by Euroforce, a group of WW II superheroes who remained together in an effort to battle evil
across the globe. A third of Domination’s army and arsenal were destroyed or captured. Andrea’s
top advisors blamed her for the failure, even went so far as to call her plan a foolish endeavor.
Infuriated she activated a secret explosive device and blew up Domination’s secret base,
destroying everyone and everything, including herself.
In 1967, Andrea eventually regenerated and returned to life. She traveled the world
searching for other surviving Nazi cohorts to rebuild Domination, but alas, she couldn’t find any.
This left her no choice but to forgo her master plans until she rebuilt her organization. In 1970,
she moved to the United States and began recruited young people to join her movement to
overthrow the U.S. government. She chose a group of highly intellectual college students and
made them her top advisors. One of them suggested they invite their college professor who they
believed shared their fascist ideology. To Andrea’s amazement, the professor turned out to be
Doctor Oberlin. He was now in his early 70s while Andrea looked to be in her early 20s. Oberlin
started calling her Lady Hydra because she surrounded herself with tremendously loyal
bodyguards who’d die for her, and no matter how many died, she always seem to replace them,
yet all the while she was immortal and impossible to kill. Passion developed between the two. Two
months later, Andrea learned she was pregnant. Now wanting to risk her unborn child, Andrea
started masquerading under the aliases Rebecca Kent. She got herself appointed to the position of
executive secretary to Nathan Oswald, the Founder and CEO of the Oswald Research Company
(ORC) in Century Station. Andrea used her position to divert corporation money and resources
secretly to Domination.
Two months after her son Tobas was born, Oberlin died of a stroke. Devastated by his
death, Andrea appointed another power psychic named Max Knef to supervise Domination’s
operations while she raised her son and worked behind the scenes. Thirteen years later, she quit
her position at ORC and moved her son back to Germany. About this time, Tobas’ own mutant
and psychic abilities began to manifest themselves. Andrea started training him how to uses his
psychic abilities and to teach him to be as ruthless as herself. Soon Tobas became the leader of a
gang of criminal thugs, as he tested his own leadership qualities. Unfortunately, he lacked his
mother charisma and guidance. Shortly after Tobas’s sixteenth birthday, the gang got itself
arrested after a foiled bank robbery. The West German S.C.R.E.T. interrogated Tobas and gave
him the option of working for them or spending the rest of his life in a maximum-security prison.
Tobas agreed.
Meanwhile Andrea grew impatient with Knef’s inability to led Domination into a position of
global domination. She also became increasingly distress over the communist occupation of East
Germany. When the communist left and the two Germanys reunified, Andrea expected the Nazis
to resurface as strong as ever, but it didn’t happen. A few weeks later, her son came to visit her
and told her that he’d join a sub-group within the West Germany S.C.R.E.T. agency called the
Brotherhood of Armageddon. Days later Andrea met up with the Brotherhood’s leader Adolf
Hoffmeijer. The two struck up an alliance and pooled their resources together to help the
Brotherhood break away from S.C.R.E.T. and essentially cripple the entire agency.
As Domination began to return to its former glory, Andrea attempted to bolster her alliances
with Adolf through romance. However, Hilda Hert (a.k.a Death Witch) Adolf’s second in command
and one-time lover was not about to let her do so. With ultra-secret tactics, Hilda managed to
contact the America covert organization called The Sector and informed them of Domination’s
reemergence. Days later a dozen Sector agents led by a young Apex captured Domination’s main
headquarters. Knef was killed during the conflict. Before long, ninety percent of all of
Domiantion’s secret bases fell into hands of The Sector. Andrea became hell bent on getting even
with Apex.
A few years later, she approached the professional superhero under the guide of Rebecca
Kent and struck up a relationship with him. At the appropriate time, she planned on killing him.
One the night she planned too, Apex contacted her saying he’d been reassigned to Century
Station to join with the Centurions. Andrea followed him. When Apex and Andrea met with the
original members of the Centurions, Joan of Arc immediately recognized her as Lady Hydra and
later in the evening informed Apex of her real identity. The next day the two confronted one
another. Andrea made four attempts to use her psychic abilities against him, but each time Apex
managed to fight them off with an unrivaled force of will. Apex was just about to strike her, when
Tobas came crashing through the wall followed by several Domination agents. Tobas and Andrea
managed to escape, but Apex and the other Centurions managed to capture all the agents.
Lady Hydra remains at large, still fuming and angered at her defeat from Apex. Her revenge
against him will be taken out against the city he’s sworn to protect. Presently Domination is no
longer an international entity. It’s been reduce to a semi-national status and centered in the
United States. It remains dedicated to the concept of global domination and traditional fascist
ideology. Lady Hydra has reorganized it along the lines of a secret corporation, which recruits
normal people with financial rewards and promises of power. With the death of Nathan Oswald,
Lady Hydra relies on his adopted son Harrison York, the new CEO for ORC, to provide Domination
its finances. Whether or not Domination will ever be able to return to its former greatness remains
to be seen, but as long as Lady Hydra remains in charge, anything is possible.
Real Name: Andrea Vogel
Aliases: Rebecca Kent
Occupation: Criminal Mastermind, Leader of Domination
Alignment: Aberrant
Power Category: Mega Natural Psionic
Experience Level: 10th
Hit Points: 68 S.D.C.: 54
P.P.E.: 25
I.S.P.: 408
Appearance: Andrea is a blond German with a robust physique. Sleek, pretty legs, a trim
waist and a gorgeous hourglass figure. She wears an elegant green gown that fall in folds of
shining cloth over her feet.
Attributes: I.Q. 28, M.E. 26, M.A. 22, P.S. 19, P.P. 16, P.E. 20, P.B. 26, Spd. 31
Age: Born in 1920, Sex: Female, Height: 5 foot and 10 inch (1.55 m), Weight: 125 lbs (56.25 kg).
Vulnerability: God Syndrome. Lady Hydra believes she is above human laws and cannot be
judged by mere mortals. Her major flaw is she always under estimates her enemies. Lady Hydra
has unknowing made Apex "impervious to her psychic abilities" by developing a relationship with
him. As such there is nothing she can do to undo this effect.
Mega Powers: Enhanced healing (4x faster than normal humans), increase I.S.P. and range
of psionics by 50%, and magical affects are only ½ normal duration. She is considered a
supernatural being, but does not possess Supernatural P.S. She recovers 9 I.S.P per hour of
meditation, and 3 I.S.P. per hour of rest.
Super Mega Abilities: Immortality and Awe Factor (15). Note: Lady Power has
learned to combine her awe with her hypnotic suggestion to create an advance version of mind
control (Super Hypnotic Suggestion). Those with a M.E. of 9 or higher, cannot be turned into
obedient slaves. They will however follow her complex instructions that may last for several hours
or days. Those with M.E. of 8 or less are at risk of turning into a loyal follower who is constantly
under her influence (no saving throws). So profound and complete is this mind control, she can
make her followers do whatever she tells them to do, without question or hesitation, even
sacrificing their lives for her upon her whim. These individuals are known as the Wisps of the
Hydra. Anyone who fails to save against her awe (15) upon initially meeting her is permanently -4
to save vs. her Hypnotic Suggestions. The only way to cure these people is to use the psionic
power Mind Wipe and erase the image of Lady Hydra from their mind.
Super Psionics: Bio-Manipulation, Group Trance, Hypnotic Suggestion (special), Insert
Memory, Mind Bolt, Psychosomatic Disease, and Remote Viewing.
Healing Psionics: Attack Disease, Calm Rage, Lust for Life, Healing Touch, Mask I.S.P. &
Psionics, Psychic Diagnosis, Psychic Healing, and Psychic Purification.
Physical Psionics: Alter Aura, Ectoplasm Disguise, Float, Deaden Senses, Mind Block, and
Nightvision.
Sensitive Psionics: Astral Projection, Clairvoyance, Empathy, Object Read, Precognition,
Presence Sense, See Aura, See the Invisible, Sensory Link, Sense Evil, Sixth Sense, Speed
Reading, Telepathy, and Total Recall
Combat Training: Basic
Attacks per Melee: 6 (2 initial + 4 from Hand to Hand)
Combat Bonuses: +1 to initiative, +2 to strike, +4 to parry, +4 to dodge, +6 to damage,
+5 to roll with punch/fall, +2 to pull punch, and +1 disarm.
Saving Throws: She needs a 10 or higher to save vs. psionics, +10% to save vs.
coma/death, +4 to save vs. magic, +6 to save vs. psionics, +8 to save vs. mind control, +9 to
save vs. insanity, +7 to save vs. possession, +3 to save vs. poison/disease, and +8 to save vs.
Horror Factor.
Combat Skills: Punch 1D4, Power Blow 2D4 (counts as two attacks), Elbow/Forearm 1D6,
Knee 1D6, Kick 1D6, Body Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and 1
attack/action), All Holds, and Critical strike on an unmodified roll of 19-20.
Other Bonuses: +14% to all skills, 70% trust/intimidate, and 80% charm/impress.
Educational Background: Ph.d.
Common Skills: Read-Write/Speak German 98%/98%, Mathematics: Basic 98%, and
Pilot: Automobile 98%.
Medical Doctor: Biology 98%, Chemistry 98%, Pathology 98%, and Medical Doctor
98%/98%.
Science Program: Computer Operation 98%, Mathematics: Advance 98%, Genetics
98%, Anthropology 98%, and Chemistry: Analytical 98%.
Business Program: Business & Finance 98%, Law (General) 98%, and Research 98%.
Technical Program: Photography 98%, Appraise Antiques 98%, Art (Painting) 98%,
and History 98%.
Secondary Skills: Hand to Hand: Basic, Athlete, Swimming 98%, Prowl 89%,
Running, Seduction 72%, Language: English 98%, Literacy: English 98%, Language: Portuguese
94%, Literacy: Portuguese 98%, Writing 79%, Gemology 79%, Public Speaking 89%, Radio:
Basic 89%, Computer Program 70%, and Language: Japanese 70%.
Money: Lady Hydra handles not only her own money, but Dominations as well, investing it
through dummy corporations. She has amassed a fortune worth 15 million in cash accounts.
Domination has about 300 million in cash and resources.
Weapons: None, she relies only on her psionic powers.
Equipment & Vehicles: She can only be chauffeured around in expensive armored
limousines. She has access to all the technology and scientific research created by Domination.
LADY HYDRA
Born in Bonn, Germany in 1920, Andrea Vogel grew up during the Germany Depression after
the First World War. Her parents own a shoe store. After turning eleven, her amazing psychic
powers started to manifest themselves. While working at the store as a young adolescent, she
heard strange voices in her head. In time, she realized it was the thoughts of the patrons within
the store. Before long, she developed the ability to suggest that people buy a particular pair of
shoes just by asking them. When her father cut himself with a knife, she healed the wound simply
by placing her hand on top of it. Fearful of being accused as a witch, Andrea tried her best to
conceal her abilities.
When Adolph Hitler rose to power, Andrea became captivated by his charisma. Soon she
idolized the man. Going to school, she immersed herself in Nazi culture and its ideals. After
graduating high school at the early age of fifteen, she went off to the University of Leipzig to
study medicine and psychology. During her second year, she participated in a program offered by
Doctor Aldelbert Oberlin, a member of the inner circle of the Third Reich, and one of Adolf Hitler’s
most loyal scientists, known for conducting hideous experiments on people as the Nazi’s rose to
power. He designed this particular test to find individuals with exceptional intellect and psychic
abilities. She scored higher then anyone in the entire school. From that point on, the government
paid for her schooling and she became Oberlin’s personal assistant. After graduating, she went to
work for the SS in a top-secret military branch, the psychic warfare division. During this time she
earned the affections of Heinrich Himmler, who enlisted her to identify and train other psychics to
use their abilities as spies and assassins. During this time, she not only proved herself as a great
teacher, but a pretty good spy herself. She went on a number of missions into Great Britain. In
fact, she became so successful she earned various honors with the Third Reich, including praise
from both Hitler and Himmler.
When the United States got involved in World War 2, Andrea was 22 years old and became
the equivalent of a Lieutenant Colonel. Her mission was simple, to use any means necessary to
locate and eliminate America’s super being operatives. It’s not known how many she succeeded in
killing, but there is no question the war might have ended sooner if it where not for her
assassinating so many Allied superheroes. In January of 1944, Andrea came to the realization that
Nazi Germany was doomed. She fled to Portugal and then boarded a freighter heading toward
Brazil along with several other Nazi leaders. Five minutes before the ship docked, the ship
exploded and sank beneath the waves killing everyone on board, except for Andrea who woke up
hours later on a beach.
Throughout the later 1940s and 1950s, Andrea made contact with other wanted Nazi
fugitives hiding in South America who were forming a secret society bent on destroying the Allied
nations. Andrea rapidly became the mastermind behind this society’s rise to power. She called
this secret society Domination. Upon building the society’s army and arsenal, she decided to do
something unexpected and overthrow the government of Brazil. However, her plans were foiled
by Euroforce, a group of WW II superheroes who remained together in an effort to battle evil
across the globe. A third of Domination’s army and arsenal were destroyed or captured. Andrea’s
top advisors blamed her for the failure, even went so far as to call her plan a foolish endeavor.
Infuriated she activated a secret explosive device and blew up Domination’s secret base,
destroying everyone and everything, including herself.
In 1967, Andrea eventually regenerated and returned to life. She traveled the world
searching for other surviving Nazi cohorts to rebuild Domination, but alas, she couldn’t find any.
This left her no choice but to forgo her master plans until she rebuilt her organization. In 1970,
she moved to the United States and began recruited young people to join her movement to
overthrow the U.S. government. She chose a group of highly intellectual college students and
made them her top advisors. One of them suggested they invite their college professor who they
believed shared their fascist ideology. To Andrea’s amazement, the professor turned out to be
Doctor Oberlin. He was now in his early 70s while Andrea looked to be in her early 20s. Oberlin
started calling her Lady Hydra because she surrounded herself with tremendously loyal
bodyguards who’d die for her, and no matter how many died, she always seem to replace them,
yet all the while she was immortal and impossible to kill. Passion developed between the two. Two
months later, Andrea learned she was pregnant. Now wanting to risk her unborn child, Andrea
started masquerading under the aliases Rebecca Kent. She got herself appointed to the position of
executive secretary to Nathan Oswald, the Founder and CEO of the Oswald Research Company
(ORC) in Century Station. Andrea used her position to divert corporation money and resources
secretly to Domination.
Two months after her son Tobas was born, Oberlin died of a stroke. Devastated by his
death, Andrea appointed another power psychic named Max Knef to supervise Domination’s
operations while she raised her son and worked behind the scenes. Thirteen years later, she quit
her position at ORC and moved her son back to Germany. About this time, Tobas’ own mutant
and psychic abilities began to manifest themselves. Andrea started training him how to uses his
psychic abilities and to teach him to be as ruthless as herself. Soon Tobas became the leader of a
gang of criminal thugs, as he tested his own leadership qualities. Unfortunately, he lacked his
mother charisma and guidance. Shortly after Tobas’s sixteenth birthday, the gang got itself
arrested after a foiled bank robbery. The West German S.C.R.E.T. interrogated Tobas and gave
him the option of working for them or spending the rest of his life in a maximum-security prison.
Tobas agreed.
Meanwhile Andrea grew impatient with Knef’s inability to led Domination into a position of
global domination. She also became increasingly distress over the communist occupation of East
Germany. When the communist left and the two Germanys reunified, Andrea expected the Nazis
to resurface as strong as ever, but it didn’t happen. A few weeks later, her son came to visit her
and told her that he’d join a sub-group within the West Germany S.C.R.E.T. agency called the
Brotherhood of Armageddon. Days later Andrea met up with the Brotherhood’s leader Adolf
Hoffmeijer. The two struck up an alliance and pooled their resources together to help the
Brotherhood break away from S.C.R.E.T. and essentially cripple the entire agency.
As Domination began to return to its former glory, Andrea attempted to bolster her alliances
with Adolf through romance. However, Hilda Hert (a.k.a Death Witch) Adolf’s second in command
and one-time lover was not about to let her do so. With ultra-secret tactics, Hilda managed to
contact the America covert organization called The Sector and informed them of Domination’s
reemergence. Days later a dozen Sector agents led by a young Apex captured Domination’s main
headquarters. Knef was killed during the conflict. Before long, ninety percent of all of
Domiantion’s secret bases fell into hands of The Sector. Andrea became hell bent on getting even
with Apex.
A few years later, she approached the professional superhero under the guide of Rebecca
Kent and struck up a relationship with him. At the appropriate time, she planned on killing him.
One the night she planned too, Apex contacted her saying he’d been reassigned to Century
Station to join with the Centurions. Andrea followed him. When Apex and Andrea met with the
original members of the Centurions, Joan of Arc immediately recognized her as Lady Hydra and
later in the evening informed Apex of her real identity. The next day the two confronted one
another. Andrea made four attempts to use her psychic abilities against him, but each time Apex
managed to fight them off with an unrivaled force of will. Apex was just about to strike her, when
Tobas came crashing through the wall followed by several Domination agents. Tobas and Andrea
managed to escape, but Apex and the other Centurions managed to capture all the agents.
Lady Hydra remains at large, still fuming and angered at her defeat from Apex. Her revenge
against him will be taken out against the city he’s sworn to protect. Presently Domination is no
longer an international entity. It’s been reduce to a semi-national status and centered in the
United States. It remains dedicated to the concept of global domination and traditional fascist
ideology. Lady Hydra has reorganized it along the lines of a secret corporation, which recruits
normal people with financial rewards and promises of power. With the death of Nathan Oswald,
Lady Hydra relies on his adopted son Harrison York, the new CEO for ORC, to provide Domination
its finances. Whether or not Domination will ever be able to return to its former greatness remains
to be seen, but as long as Lady Hydra remains in charge, anything is possible.
Real Name: Andrea Vogel
Aliases: Rebecca Kent
Occupation: Criminal Mastermind, Leader of Domination
Alignment: Aberrant
Power Category: Mega Natural Psionic
Experience Level: 10th
Hit Points: 68 S.D.C.: 54
P.P.E.: 25
I.S.P.: 408
Appearance: Andrea is a blond German with a robust physique. Sleek, pretty legs, a trim
waist and a gorgeous hourglass figure. She wears an elegant green gown that fall in folds of
shining cloth over her feet.
Attributes: I.Q. 28, M.E. 26, M.A. 22, P.S. 19, P.P. 16, P.E. 20, P.B. 26, Spd. 31
Age: Born in 1920, Sex: Female, Height: 5 foot and 10 inch (1.55 m), Weight: 125 lbs (56.25 kg).
Vulnerability: God Syndrome. Lady Hydra believes she is above human laws and cannot be
judged by mere mortals. Her major flaw is she always under estimates her enemies. Lady Hydra
has unknowing made Apex "impervious to her psychic abilities" by developing a relationship with
him. As such there is nothing she can do to undo this effect.
Mega Powers: Enhanced healing (4x faster than normal humans), increase I.S.P. and range
of psionics by 50%, and magical affects are only ½ normal duration. She is considered a
supernatural being, but does not possess Supernatural P.S. She recovers 9 I.S.P per hour of
meditation, and 3 I.S.P. per hour of rest.
Super Mega Abilities: Immortality and Awe Factor (15). Note: Lady Power has
learned to combine her awe with her hypnotic suggestion to create an advance version of mind
control (Super Hypnotic Suggestion). Those with a M.E. of 9 or higher, cannot be turned into
obedient slaves. They will however follow her complex instructions that may last for several hours
or days. Those with M.E. of 8 or less are at risk of turning into a loyal follower who is constantly
under her influence (no saving throws). So profound and complete is this mind control, she can
make her followers do whatever she tells them to do, without question or hesitation, even
sacrificing their lives for her upon her whim. These individuals are known as the Wisps of the
Hydra. Anyone who fails to save against her awe (15) upon initially meeting her is permanently -4
to save vs. her Hypnotic Suggestions. The only way to cure these people is to use the psionic
power Mind Wipe and erase the image of Lady Hydra from their mind.
Super Psionics: Bio-Manipulation, Group Trance, Hypnotic Suggestion (special), Insert
Memory, Mind Bolt, Psychosomatic Disease, and Remote Viewing.
Healing Psionics: Attack Disease, Calm Rage, Lust for Life, Healing Touch, Mask I.S.P. &
Psionics, Psychic Diagnosis, Psychic Healing, and Psychic Purification.
Physical Psionics: Alter Aura, Ectoplasm Disguise, Float, Deaden Senses, Mind Block, and
Nightvision.
Sensitive Psionics: Astral Projection, Clairvoyance, Empathy, Object Read, Precognition,
Presence Sense, See Aura, See the Invisible, Sensory Link, Sense Evil, Sixth Sense, Speed
Reading, Telepathy, and Total Recall
Combat Training: Basic
Attacks per Melee: 6 (2 initial + 4 from Hand to Hand)
Combat Bonuses: +1 to initiative, +2 to strike, +4 to parry, +4 to dodge, +6 to damage,
+5 to roll with punch/fall, +2 to pull punch, and +1 disarm.
Saving Throws: She needs a 10 or higher to save vs. psionics, +10% to save vs.
coma/death, +4 to save vs. magic, +6 to save vs. psionics, +8 to save vs. mind control, +9 to
save vs. insanity, +7 to save vs. possession, +3 to save vs. poison/disease, and +8 to save vs.
Horror Factor.
Combat Skills: Punch 1D4, Power Blow 2D4 (counts as two attacks), Elbow/Forearm 1D6,
Knee 1D6, Kick 1D6, Body Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and 1
attack/action), All Holds, and Critical strike on an unmodified roll of 19-20.
Other Bonuses: +14% to all skills, 70% trust/intimidate, and 80% charm/impress.
Educational Background: Ph.d.
Common Skills: Read-Write/Speak German 98%/98%, Mathematics: Basic 98%, and
Pilot: Automobile 98%.
Medical Doctor: Biology 98%, Chemistry 98%, Pathology 98%, and Medical Doctor
98%/98%.
Science Program: Computer Operation 98%, Mathematics: Advance 98%, Genetics
98%, Anthropology 98%, and Chemistry: Analytical 98%.
Business Program: Business & Finance 98%, Law (General) 98%, and Research 98%.
Technical Program: Photography 98%, Appraise Antiques 98%, Art (Painting) 98%,
and History 98%.
Secondary Skills: Hand to Hand: Basic, Athlete, Swimming 98%, Prowl 89%,
Running, Seduction 72%, Language: English 98%, Literacy: English 98%, Language: Portuguese
94%, Literacy: Portuguese 98%, Writing 79%, Gemology 79%, Public Speaking 89%, Radio:
Basic 89%, Computer Program 70%, and Language: Japanese 70%.
Money: Lady Hydra handles not only her own money, but Dominations as well, investing it
through dummy corporations. She has amassed a fortune worth 15 million in cash accounts.
Domination has about 300 million in cash and resources.
Weapons: None, she relies only on her psionic powers.
Equipment & Vehicles: She can only be chauffeured around in expensive armored
limousines. She has access to all the technology and scientific research created by Domination.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
IRON WALL-The Mutant Son of Lady Hydra
He is very loyal to his mother and will do whatever is necessary to protect her. Although he
is a member of Domination, he wants no part of its leadership or any decision making. He
recognizes what he’s good at and that’s being an enforcer and mercenary. However, he is quick to
point those who do not show loyalty, obedience, respect, and discipline toward Dominations
ultimate goals or to his mother. Tobas enjoy the good life and being a bully. He likes spending
money, eating gourmet food, and having a beautiful lady by his side, he’s especially fond of
American busty blonds. Yet when it comes time to a fight, there is no one more ruthless or brutal.
He has sworn to make Apex suffer for the emotional damage he inflicted on his mother.
Real Name: Tobas Vogel
Occupation: Freelance Mercenary and Body Guard for Lady Hydra
Alignment: Aberrant
Power Category: Mutant (Latent Psionic)
Experience Level: 6th
Hit Points: 114 S.D.C.: 303
P.P.E.: 25
I.S.P.: 122
Appearance: Tobas is a large and solid German male with bulging muscles, blond hair, and
reflective eyes.
Attributes: I.Q. 12, M.E. 20, M.A. 13, P.S. 36 (superhuman), P.P. 12, P.E. 21, P.B. 10, Spd.
33.
Age: 31, Sex: Male, Height: 6 foot and 10 inch (1.85 m), Weight: 340
lbs (153 kg)
Unnatural Characteristics: He has extra large hands, is stocky, and has reflective eyes (act
like mirrors).
Major Super Ability: Invulnerability
Physical Psionics: Telekinesis and Telekinetic Push.
Sensitive Psionics: Empathy, See Aura, Sixth Sense, and Telepathy.
Combat Training: Expert
Attacks per Melee: 6 (2 initial + 3 from Hand to Hand +1 from boxing)
Combat Bonuses: +2 to initiative, +2 to strike, +6 to parry, +6 to dodge, +21 to damage,
+5 to roll with punch/fall, and +2 to pull punch.
Saving Throws: He needs a 12 or higher to save vs. psionics, +3 to save vs. magic, +3 to
save vs. psionics, +3 to save vs. insanity, +3 to save vs. poison, +4 to save vs. horror factor, and
+32% to save vs. coma/death.
Combat Skills: Punch 1D4+6, Power Blow 2D4+6 (counts as two attacks), Elbow &
Forearm 1D6, Knee 1D6, Kick 2D4, Snap Kick 1D6, Tripping/Leghook (cannot be paired, must
dodge or knockdown), Body Block/Tackle 1D4 + P.S. damage bonus (must parry/dodge or
knockdown), Pin 18-20, Crush 1D4, All Holds, Knockout on an unmodified roll of 20, and Critical
strike on an unmodified roll of 18-20.
Educational Background: Military
Common Skills: Read-Write/Speak German 92%/94%, Mathematics: Basic 90%, and
Pilot: Automobile 78%.
Military Program (Basic): Running, Forced March, Climbing 80%/70%, Military
Etiquette 75%, Radio: Basic 90%, W.P. Rifle (+3 to aim/+1 to burst), and W.P. Grenade (+2 to
strike).
2nd Military Program: Find Contraband 60%, Armorer/Field Armor 80%, Basic
Mechanics 70%, NBC Warfare 75%, and Parachuting 80%.
Physical Program: Boxing, Wrestling, Athlete, Body Build & Weightlifting.
Secondary Skills: Hand to Hand: Expert, Swimming 80%, Physical Labor, Language:
English 83%, Literacy: English 70%, Wilderness Survival 60%, Land Navigation 60%, Law
(General) 45%, Language: French 62%, Streetwise 24%, and Gambling (Standard) 35%.
Money: He makes excellent money as a freelance mercenary and his reputation is growing.
He has $45,000 and $670,000 in two different banks. He has a quarter million Eurodollars in a
Swiss Bank account. Recently he has taken up gambling and starting to spend money as quickly
as he acquires it. He also loves to treat women very well.
Weapons: He considers himself a living weapon.
Equipment & Vehicles: Because of his large size, he drives around in a Volta wagon Euro van.
He is very loyal to his mother and will do whatever is necessary to protect her. Although he
is a member of Domination, he wants no part of its leadership or any decision making. He
recognizes what he’s good at and that’s being an enforcer and mercenary. However, he is quick to
point those who do not show loyalty, obedience, respect, and discipline toward Dominations
ultimate goals or to his mother. Tobas enjoy the good life and being a bully. He likes spending
money, eating gourmet food, and having a beautiful lady by his side, he’s especially fond of
American busty blonds. Yet when it comes time to a fight, there is no one more ruthless or brutal.
He has sworn to make Apex suffer for the emotional damage he inflicted on his mother.
Real Name: Tobas Vogel
Occupation: Freelance Mercenary and Body Guard for Lady Hydra
Alignment: Aberrant
Power Category: Mutant (Latent Psionic)
Experience Level: 6th
Hit Points: 114 S.D.C.: 303
P.P.E.: 25
I.S.P.: 122
Appearance: Tobas is a large and solid German male with bulging muscles, blond hair, and
reflective eyes.
Attributes: I.Q. 12, M.E. 20, M.A. 13, P.S. 36 (superhuman), P.P. 12, P.E. 21, P.B. 10, Spd.
33.
Age: 31, Sex: Male, Height: 6 foot and 10 inch (1.85 m), Weight: 340
lbs (153 kg)
Unnatural Characteristics: He has extra large hands, is stocky, and has reflective eyes (act
like mirrors).
Major Super Ability: Invulnerability
Physical Psionics: Telekinesis and Telekinetic Push.
Sensitive Psionics: Empathy, See Aura, Sixth Sense, and Telepathy.
Combat Training: Expert
Attacks per Melee: 6 (2 initial + 3 from Hand to Hand +1 from boxing)
Combat Bonuses: +2 to initiative, +2 to strike, +6 to parry, +6 to dodge, +21 to damage,
+5 to roll with punch/fall, and +2 to pull punch.
Saving Throws: He needs a 12 or higher to save vs. psionics, +3 to save vs. magic, +3 to
save vs. psionics, +3 to save vs. insanity, +3 to save vs. poison, +4 to save vs. horror factor, and
+32% to save vs. coma/death.
Combat Skills: Punch 1D4+6, Power Blow 2D4+6 (counts as two attacks), Elbow &
Forearm 1D6, Knee 1D6, Kick 2D4, Snap Kick 1D6, Tripping/Leghook (cannot be paired, must
dodge or knockdown), Body Block/Tackle 1D4 + P.S. damage bonus (must parry/dodge or
knockdown), Pin 18-20, Crush 1D4, All Holds, Knockout on an unmodified roll of 20, and Critical
strike on an unmodified roll of 18-20.
Educational Background: Military
Common Skills: Read-Write/Speak German 92%/94%, Mathematics: Basic 90%, and
Pilot: Automobile 78%.
Military Program (Basic): Running, Forced March, Climbing 80%/70%, Military
Etiquette 75%, Radio: Basic 90%, W.P. Rifle (+3 to aim/+1 to burst), and W.P. Grenade (+2 to
strike).
2nd Military Program: Find Contraband 60%, Armorer/Field Armor 80%, Basic
Mechanics 70%, NBC Warfare 75%, and Parachuting 80%.
Physical Program: Boxing, Wrestling, Athlete, Body Build & Weightlifting.
Secondary Skills: Hand to Hand: Expert, Swimming 80%, Physical Labor, Language:
English 83%, Literacy: English 70%, Wilderness Survival 60%, Land Navigation 60%, Law
(General) 45%, Language: French 62%, Streetwise 24%, and Gambling (Standard) 35%.
Money: He makes excellent money as a freelance mercenary and his reputation is growing.
He has $45,000 and $670,000 in two different banks. He has a quarter million Eurodollars in a
Swiss Bank account. Recently he has taken up gambling and starting to spend money as quickly
as he acquires it. He also loves to treat women very well.
Weapons: He considers himself a living weapon.
Equipment & Vehicles: Because of his large size, he drives around in a Volta wagon Euro van.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
DOMINATION
Domination remains a secret organization still bent on global domination, but it’s no longer a
powerful subversive organization. Everyone works part time or they’re freelancers, accept for the
administrative staff. Eighty percent of its finances are covertly paid for by the Oswald Research
Company (ORC), a research institute specializing in developing new and improved ideas and/or
technology to better humanity. ORC operates out of the 50-story skyscraper, the Oswald Tower in
Century Station (Silver City). Most of the building is rented out office space to various companies,
while the rest is for conducting and concealing Domination’s criminal operations.
Domination Organization Statistics
A. Outfits: Specialty Clothing (10 Points)
B. Equipment: Electronic Supplies (10 Points)
C. Weapons: Armed Agents (5 Points)
D. Bionics & Robotics: Cyber Agents (25 Points)
E. Vehicles: Fleet Vehicles (10 Points)
F. Communications: Computerized (15 Points)
G. Offices: National (15 Points)
H. Military Power: Militia (15 Points)
I. Super Powered Operatives: A few Regulars (20 Points)
J. Sponsorship: Private Industry (6 Points)
K. Special Budget: Small Potatoes (15 Points)
L. Administrative Control: Rigid Laws (0 Points). Failure of a major assignment or carrying a command is punishable by death.
M. Internal Security: Tight (10 Points)
N. External Infiltration: General Infiltration (25 Points)
O. Research and Information Gathering: Excellent Connection (20 Points)
P. Agency Credentials: Unknown (3 points)
Q. Employees Salary: Agents (Freelance) Administrative (Good) [5/20 Points]
Total Agency Points: 229 Points.
Domination remains a secret organization still bent on global domination, but it’s no longer a
powerful subversive organization. Everyone works part time or they’re freelancers, accept for the
administrative staff. Eighty percent of its finances are covertly paid for by the Oswald Research
Company (ORC), a research institute specializing in developing new and improved ideas and/or
technology to better humanity. ORC operates out of the 50-story skyscraper, the Oswald Tower in
Century Station (Silver City). Most of the building is rented out office space to various companies,
while the rest is for conducting and concealing Domination’s criminal operations.
Domination Organization Statistics
A. Outfits: Specialty Clothing (10 Points)
B. Equipment: Electronic Supplies (10 Points)
C. Weapons: Armed Agents (5 Points)
D. Bionics & Robotics: Cyber Agents (25 Points)
E. Vehicles: Fleet Vehicles (10 Points)
F. Communications: Computerized (15 Points)
G. Offices: National (15 Points)
H. Military Power: Militia (15 Points)
I. Super Powered Operatives: A few Regulars (20 Points)
J. Sponsorship: Private Industry (6 Points)
K. Special Budget: Small Potatoes (15 Points)
L. Administrative Control: Rigid Laws (0 Points). Failure of a major assignment or carrying a command is punishable by death.
M. Internal Security: Tight (10 Points)
N. External Infiltration: General Infiltration (25 Points)
O. Research and Information Gathering: Excellent Connection (20 Points)
P. Agency Credentials: Unknown (3 points)
Q. Employees Salary: Agents (Freelance) Administrative (Good) [5/20 Points]
Total Agency Points: 229 Points.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
PROFESSOR GIGGLEWART-CRAZY VILLIAN
There is no one more infamously deranged then the diabolical Professor Gigglewart. At the
age of five, he had a vocabulary of 20,000 words and understood advance mathematical
formulae. By age nine, he built his first robot (a dog name Skip). When he turned twelve, he
graduated from high school and enrolled at MIT. Throughout his two years at the college, he
became increasingly brilliant, yet his behavior became more erratic and eccentric. His parents
attributed it to being a young teen surrounded by intellectually inferior adults who treated him
like a child. Finally, after one of his robots malfunctioned and killed a fellow student, his parents
became concerned with his behavior, especially when he confessed to them that he specifically
programmed the robot to attack the student because he disliked cartoons. A few years later his
father gave him a job at the family business, Gigglewart Toys, hoping if he worked with other
non-conventional people he’d find his niche in life and fit in. Yet even the nerd types found it
increasingly difficult to work with his odd behavior. He would come in to work dressed like the
toys or wearing a purple lab coat and a baker’s hat. He also insisted on redesigning most of the
toys, giving them robotic like features. Finally, his mind completely snapped and he
programmed a dozen military robot toys to move throughout the factory and kill anyone who
wasn’t eating ice cream, among the thirty dead where his parents.
Gigglewart was arrested but his mental instability got him sent to a psychiatric hospital
instead of prison. Unfortunately, the hospital underestimated his brilliance and ingenuity. He
escaped and returned to the Gigglewart Toy Factory to build a lab in the sub-basement. He
spent the next ten years in hiding designing ultra-sophisticated robots that would one day take
over the world, but first he needed to secure the world’s best supply of ice cream. His robots
kidnapped various members of Gigglewart Toys’ Board of Directors. He then implanted them
with mind-control chips. He ordered them to redesign the factory, creating a large robotic
assembly line that allowed him to mass-produce his robots. He also got them to purchase
Happy Cream Inc, the makers of his favorite brand of ice cream. A year later Gigglewart replace
a number of Happy Cream ice cream trunks with robotic ones. With clandestine precision, these
robot vehicles traveled around the city kidnapping people at random then brought them to
the factory where Gigglewart plotted to replace them with replica androids. This sinister plan
was eventually foiled by a group of teenage superheroes. He was taken into custody, but to
everyone’s astonishment, the man arrested turned out to be android.
Since his narrow escape, the disturbed and sinister Prof. Gigglewart has vowed to see his
goal of robot domination come to pass. He continually avoids captured, yet each defeat makes
him a bigger lunatic, forcing him to come up with a crazier plan then the last time. His mental
instability does not hamper nor complicate these plots. His genius merely incorporates his
madness into the tactics and strategy he employees. Of course, his lunacy remains his biggest
weakness and those who use it to their advance are usually successful in defeating him.
Nevertheless, those who discount his formidability will find themselves dead at the hands of his
merciless robots.
Real Name: Benjamin Hugh Gigglewart
Occupation: President/Owner of Gigglewart Toys and Mad Scientist
Alignment: Diabolic
Power Category: Natural Genius
Experience Level: 9th
Hit Points: 67 S.D.C.: 20
P.P.E.: 28
Appearance: Gigglewart looks like a balding middle-aged college professor. Usually he
sports a purple lab coat and a toy stethoscope around his neck. He is also fond of wearing a
baker’s hat, two different pairs of shoes (a cowboy boot and a flip flop), ties with cartoon
characters, and eyeglasses without lenses (has perfect vision).
Attributes: I.Q. 32, M.E. 17, M.A. 16, P.S. 14, P.P. 16, P.E. 19, Spd. 11, P.B. 10
Age: 51, Sex: Male, Height: 5 foot and 10 inches (1.55 m), Weight: 170 lbs (76.5 kg)
Insanity: The eccentric Gigglewart is completely insane (crazy villain). He has a deep
fear (phobia) of fish and thunderstorms. He is obsessed with high technology and robots. His
ultimate goal is to replace the human population with robots so he can be their supreme ruler.
He eats ice cream with every meal, never the same flavor twice in a week.
Mental Disciplines: Analytical Mind, Clinical Outlook, Enhanced Memory, Mental
Toughness, Odds Assessment, Speed Reader, Unnatural Perception, and Mystic Blocker.
Combat Training: Non-combatant
Attacks per Melee: 6 non-combat melee actions per melee and 3 attacks per melee. He
has no automatic parry.
Combat Bonuses: +4 to initiative, +2 to strike, +2 to parry, +5 to dodge, to damage, +2
to roll with punch/fall, +2 to pull punch, and +2 to disarm.
Saving Throws: +5 to save vs. insanity, +8 to save vs. horror factor, +3 to save vs.,
psionics, +10 to save vs. mind control, permanent mind block (impervious to some psionic
communications, probes and attacks), +4 to save vs. magic (duration, damage, penalties, and
effects one-half), +2 to save vs. poison and disease, and +8% to save vs. coma/death.
Combat Skills: Punch 1D4
Other Bonuses: +16% to all skills and 40% trust/intimidate.
Educational Background: Special
Common Skills: Read-Write/Speak English 114%/113%, Mathematics: Basic 115%
and Pilot Automobile 103%.
Computer Program: Basic Electronics 121%, Computer Operation 138%, Computer
Program 128%, and Computer Repair 126%
Language Program: Read-Write/Speak German, Japanese, Russian, and Chinese
131%/123%.
Mechanical Program: Mechanical Engineer 121% and Locksmith 131%
Science Program: Mathematics: Advance 128%, Chemistry 141%, Artificial
Intelligence 103%, Astrophysics 126%, and Biology 131%
Technical Program: Business & Finance 126%, Research 131%, Photography
126%, and Jury-Rig 126%
Robot Program: Robot/Bioware Mechanical 116% and Robot Electronics 121%
Electrical Program: Electrical Engineer 126%
Mechanics, Vehicles: Automotive Mechanics 133%, Aircraft Mechanics 132%, and
Weapons Engineer 116%
Medical Doctor Program: Pathology 131%, Cybernetic Medicine 131%/151%
Communication Program: Radio: Basic 141%, Radio: Scrambler 126%, T.V/Video
131%, Sensory Equipment 121%.
Secondary Skills: Cryptography 86%, Computer Hacking 86%, Optic Systems 91%,
Weapon Systems 101%, Pilot Robot & Power Armor 99%, Law (General) 86%, Armorer/Field
Armorer 101%, Pilot: Truck 117%, History 121%/101%, Radio: Satellite 86%, General
Repair/Maintenance 106%, Language: French 93%, Astronomy & Navigation 96%, Chemistry:
Analytical 91%, Cook 81%, Intelligence 72%, Medical Doctor 92%/82%, Toxicology 76%,
Literacy: French 66%, and Pilot: Bicycling 82%
Money: Hidden in his mansion is a safe holding $75,000. Gigglewart Toys is a multi-
million dollar company however; Prof. Gigglewart has spent most of the family fortune
(presently its less then three million in cash) on his secret robot projects. Since his arrest, he’s
been cut off from his family’s stocks, bonds, and all their real estate holdings. However, if he
gets his hand on a computer he can hack into the company’s funds and transfer money into a
falsified bank account.
Weapons: Never uses any.
Equipment & Vehicles: Anything made at Gigglewart Toys he can turn into a lethal robot.
He can program the automated factory to churn out a dozen robots in less then 24 hours.
ICE CREAM TRUCKS
Type: Robot Vehicle
Robot Intelligence: Standard Artificial Intelligence
Body Frame: Full Size Van, Reinforced
Dimensions: Length: 16 feet (4.3 m), Weight: 6000 lbs (2700 kg).
Power Supply: Liquid Fuel
Locomotion: 4 wheels (60 S.D.C. each)
Engine Systems: Turbo Engine 200 mph (320 km).
Arms: Two Concealed Tentacles with Retractable Housing (either side, used to
capture/drag victims inside. P.S. 20. P.P. 16. S.D.C. 45
Audio: Basic Listening System, Modulating Voice Synthesizer (plays various children’s
songs and is the voice of the realistic driver).
Optics: Advance Robot Optic System, Camera Eye, External Video and Audio Surveillance
Systems.
Sensors: Combat Computer, Micro-Radar
Weapons:
Two Chemical Sprays: Knockout-Gas. Range: 10 feet (3 m), Damage: Saving
Throw vs. non-lethal poison (16) or induced drowsiness/sleep, Bonus: This is a surprise attack
for anyone coming close enough to the windows (point blank range), those a little further away
+1 to strike.
Two Freeze Sprays: A blast of liquid nitrogen. Range 10 feet (3 m), Damage:
6D6+6 and a saving throw of 14 or better (P.E. bonus can be applied). Those who fail lose 60%
of all combat bonuses and Spd attributes for 2D4 minutes. The spray works just like a blast
radius, affecting everything it touches within 10 feet (3 m), Bonus: This is a surprise attack for
anyone coming close enough to the windows (point blank range), those a little further away +1
to strike.
40mm Grenade Launcher: Range: 3000 feet (914 m), Damage: 2D4x10 with a 20
foot (6 m) blast radius, Rate of Fire: Two per melee round, Payload 20, Bonus: +2 to strike.
Armor Rating (A.R.): 12
S.D.C.: 600
Miscellaneous: Cryo-Freezer (large enough to hold two average size adults) and holds
them until ready for delivery. A.R.: 19, S.D.C.: 250, Large Refrigerator/Freezer (where it stores
the ice cream) and Realistic Driver with all cosmetic enhancements. Note: The driver does
nothing it’s just for show.
Attacks per Melee: 4. Note: Although these robots possess the basic combat program
they are not trained in Hand to Hand: Expert.
Cumulative Robot Bonuses: +5 to initiative, +1 to strike/+2 with tentacle, +2 to strike
with range weapon systems (does not include weapon bonuses), +2 to parry/+3 with tentacle,
+2 to dodge/+3 with tentacle, +5 to damage with tentacle, +3 to roll with punch/fall, and +6
to pull punch.
Skill Programs of Note:
Basic Combat Program: Military Etiquette 90% and W.P. Heavy Military Weapon
(+1 to aim).
Modified Espionage Program: Computer Operation 92%, Intelligence 86%, Prowl
75%, Tracking (people) 80%, Sniper, Impersonation (what else an ice cream van) 80%,
Navigation and Land Navigation 86%, Streetwise 86%, and Roadwise 86%.
There is no one more infamously deranged then the diabolical Professor Gigglewart. At the
age of five, he had a vocabulary of 20,000 words and understood advance mathematical
formulae. By age nine, he built his first robot (a dog name Skip). When he turned twelve, he
graduated from high school and enrolled at MIT. Throughout his two years at the college, he
became increasingly brilliant, yet his behavior became more erratic and eccentric. His parents
attributed it to being a young teen surrounded by intellectually inferior adults who treated him
like a child. Finally, after one of his robots malfunctioned and killed a fellow student, his parents
became concerned with his behavior, especially when he confessed to them that he specifically
programmed the robot to attack the student because he disliked cartoons. A few years later his
father gave him a job at the family business, Gigglewart Toys, hoping if he worked with other
non-conventional people he’d find his niche in life and fit in. Yet even the nerd types found it
increasingly difficult to work with his odd behavior. He would come in to work dressed like the
toys or wearing a purple lab coat and a baker’s hat. He also insisted on redesigning most of the
toys, giving them robotic like features. Finally, his mind completely snapped and he
programmed a dozen military robot toys to move throughout the factory and kill anyone who
wasn’t eating ice cream, among the thirty dead where his parents.
Gigglewart was arrested but his mental instability got him sent to a psychiatric hospital
instead of prison. Unfortunately, the hospital underestimated his brilliance and ingenuity. He
escaped and returned to the Gigglewart Toy Factory to build a lab in the sub-basement. He
spent the next ten years in hiding designing ultra-sophisticated robots that would one day take
over the world, but first he needed to secure the world’s best supply of ice cream. His robots
kidnapped various members of Gigglewart Toys’ Board of Directors. He then implanted them
with mind-control chips. He ordered them to redesign the factory, creating a large robotic
assembly line that allowed him to mass-produce his robots. He also got them to purchase
Happy Cream Inc, the makers of his favorite brand of ice cream. A year later Gigglewart replace
a number of Happy Cream ice cream trunks with robotic ones. With clandestine precision, these
robot vehicles traveled around the city kidnapping people at random then brought them to
the factory where Gigglewart plotted to replace them with replica androids. This sinister plan
was eventually foiled by a group of teenage superheroes. He was taken into custody, but to
everyone’s astonishment, the man arrested turned out to be android.
Since his narrow escape, the disturbed and sinister Prof. Gigglewart has vowed to see his
goal of robot domination come to pass. He continually avoids captured, yet each defeat makes
him a bigger lunatic, forcing him to come up with a crazier plan then the last time. His mental
instability does not hamper nor complicate these plots. His genius merely incorporates his
madness into the tactics and strategy he employees. Of course, his lunacy remains his biggest
weakness and those who use it to their advance are usually successful in defeating him.
Nevertheless, those who discount his formidability will find themselves dead at the hands of his
merciless robots.
Real Name: Benjamin Hugh Gigglewart
Occupation: President/Owner of Gigglewart Toys and Mad Scientist
Alignment: Diabolic
Power Category: Natural Genius
Experience Level: 9th
Hit Points: 67 S.D.C.: 20
P.P.E.: 28
Appearance: Gigglewart looks like a balding middle-aged college professor. Usually he
sports a purple lab coat and a toy stethoscope around his neck. He is also fond of wearing a
baker’s hat, two different pairs of shoes (a cowboy boot and a flip flop), ties with cartoon
characters, and eyeglasses without lenses (has perfect vision).
Attributes: I.Q. 32, M.E. 17, M.A. 16, P.S. 14, P.P. 16, P.E. 19, Spd. 11, P.B. 10
Age: 51, Sex: Male, Height: 5 foot and 10 inches (1.55 m), Weight: 170 lbs (76.5 kg)
Insanity: The eccentric Gigglewart is completely insane (crazy villain). He has a deep
fear (phobia) of fish and thunderstorms. He is obsessed with high technology and robots. His
ultimate goal is to replace the human population with robots so he can be their supreme ruler.
He eats ice cream with every meal, never the same flavor twice in a week.
Mental Disciplines: Analytical Mind, Clinical Outlook, Enhanced Memory, Mental
Toughness, Odds Assessment, Speed Reader, Unnatural Perception, and Mystic Blocker.
Combat Training: Non-combatant
Attacks per Melee: 6 non-combat melee actions per melee and 3 attacks per melee. He
has no automatic parry.
Combat Bonuses: +4 to initiative, +2 to strike, +2 to parry, +5 to dodge, to damage, +2
to roll with punch/fall, +2 to pull punch, and +2 to disarm.
Saving Throws: +5 to save vs. insanity, +8 to save vs. horror factor, +3 to save vs.,
psionics, +10 to save vs. mind control, permanent mind block (impervious to some psionic
communications, probes and attacks), +4 to save vs. magic (duration, damage, penalties, and
effects one-half), +2 to save vs. poison and disease, and +8% to save vs. coma/death.
Combat Skills: Punch 1D4
Other Bonuses: +16% to all skills and 40% trust/intimidate.
Educational Background: Special
Common Skills: Read-Write/Speak English 114%/113%, Mathematics: Basic 115%
and Pilot Automobile 103%.
Computer Program: Basic Electronics 121%, Computer Operation 138%, Computer
Program 128%, and Computer Repair 126%
Language Program: Read-Write/Speak German, Japanese, Russian, and Chinese
131%/123%.
Mechanical Program: Mechanical Engineer 121% and Locksmith 131%
Science Program: Mathematics: Advance 128%, Chemistry 141%, Artificial
Intelligence 103%, Astrophysics 126%, and Biology 131%
Technical Program: Business & Finance 126%, Research 131%, Photography
126%, and Jury-Rig 126%
Robot Program: Robot/Bioware Mechanical 116% and Robot Electronics 121%
Electrical Program: Electrical Engineer 126%
Mechanics, Vehicles: Automotive Mechanics 133%, Aircraft Mechanics 132%, and
Weapons Engineer 116%
Medical Doctor Program: Pathology 131%, Cybernetic Medicine 131%/151%
Communication Program: Radio: Basic 141%, Radio: Scrambler 126%, T.V/Video
131%, Sensory Equipment 121%.
Secondary Skills: Cryptography 86%, Computer Hacking 86%, Optic Systems 91%,
Weapon Systems 101%, Pilot Robot & Power Armor 99%, Law (General) 86%, Armorer/Field
Armorer 101%, Pilot: Truck 117%, History 121%/101%, Radio: Satellite 86%, General
Repair/Maintenance 106%, Language: French 93%, Astronomy & Navigation 96%, Chemistry:
Analytical 91%, Cook 81%, Intelligence 72%, Medical Doctor 92%/82%, Toxicology 76%,
Literacy: French 66%, and Pilot: Bicycling 82%
Money: Hidden in his mansion is a safe holding $75,000. Gigglewart Toys is a multi-
million dollar company however; Prof. Gigglewart has spent most of the family fortune
(presently its less then three million in cash) on his secret robot projects. Since his arrest, he’s
been cut off from his family’s stocks, bonds, and all their real estate holdings. However, if he
gets his hand on a computer he can hack into the company’s funds and transfer money into a
falsified bank account.
Weapons: Never uses any.
Equipment & Vehicles: Anything made at Gigglewart Toys he can turn into a lethal robot.
He can program the automated factory to churn out a dozen robots in less then 24 hours.
ICE CREAM TRUCKS
Type: Robot Vehicle
Robot Intelligence: Standard Artificial Intelligence
Body Frame: Full Size Van, Reinforced
Dimensions: Length: 16 feet (4.3 m), Weight: 6000 lbs (2700 kg).
Power Supply: Liquid Fuel
Locomotion: 4 wheels (60 S.D.C. each)
Engine Systems: Turbo Engine 200 mph (320 km).
Arms: Two Concealed Tentacles with Retractable Housing (either side, used to
capture/drag victims inside. P.S. 20. P.P. 16. S.D.C. 45
Audio: Basic Listening System, Modulating Voice Synthesizer (plays various children’s
songs and is the voice of the realistic driver).
Optics: Advance Robot Optic System, Camera Eye, External Video and Audio Surveillance
Systems.
Sensors: Combat Computer, Micro-Radar
Weapons:
Two Chemical Sprays: Knockout-Gas. Range: 10 feet (3 m), Damage: Saving
Throw vs. non-lethal poison (16) or induced drowsiness/sleep, Bonus: This is a surprise attack
for anyone coming close enough to the windows (point blank range), those a little further away
+1 to strike.
Two Freeze Sprays: A blast of liquid nitrogen. Range 10 feet (3 m), Damage:
6D6+6 and a saving throw of 14 or better (P.E. bonus can be applied). Those who fail lose 60%
of all combat bonuses and Spd attributes for 2D4 minutes. The spray works just like a blast
radius, affecting everything it touches within 10 feet (3 m), Bonus: This is a surprise attack for
anyone coming close enough to the windows (point blank range), those a little further away +1
to strike.
40mm Grenade Launcher: Range: 3000 feet (914 m), Damage: 2D4x10 with a 20
foot (6 m) blast radius, Rate of Fire: Two per melee round, Payload 20, Bonus: +2 to strike.
Armor Rating (A.R.): 12
S.D.C.: 600
Miscellaneous: Cryo-Freezer (large enough to hold two average size adults) and holds
them until ready for delivery. A.R.: 19, S.D.C.: 250, Large Refrigerator/Freezer (where it stores
the ice cream) and Realistic Driver with all cosmetic enhancements. Note: The driver does
nothing it’s just for show.
Attacks per Melee: 4. Note: Although these robots possess the basic combat program
they are not trained in Hand to Hand: Expert.
Cumulative Robot Bonuses: +5 to initiative, +1 to strike/+2 with tentacle, +2 to strike
with range weapon systems (does not include weapon bonuses), +2 to parry/+3 with tentacle,
+2 to dodge/+3 with tentacle, +5 to damage with tentacle, +3 to roll with punch/fall, and +6
to pull punch.
Skill Programs of Note:
Basic Combat Program: Military Etiquette 90% and W.P. Heavy Military Weapon
(+1 to aim).
Modified Espionage Program: Computer Operation 92%, Intelligence 86%, Prowl
75%, Tracking (people) 80%, Sniper, Impersonation (what else an ice cream van) 80%,
Navigation and Land Navigation 86%, Streetwise 86%, and Roadwise 86%.
Last edited by Reagren Wright on Fri Aug 11, 2017 1:22 am, edited 1 time in total.
- Stone Gargoyle
- Virtuoso of Variants
- Posts: 10359
- Joined: Tue Jan 30, 2007 2:18 pm
- Comment: "Your inferiority complex might be justified."
- Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
- Contact:
Re: On the topic of Revised to 2nd ed conversions.....
Are you sure he shouldn't be aberrant? Otherwise it made me laugh.Reagren Wright wrote:PROFESSOR GIGGLEWART-CRAZY VILLIAN
Alignment: Diabolic
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
While it may seem Professor Gigglewort is a friendly enough guy who believe in the abberant
virtues, he simply does not value human life at all. He would send an entire school, the kids,
teachers, etc thorough his machine to remove their brain and put them into a machine. He has the
same morals and principles as a Doctor Who Cyberman only he is a lunatic who dresses like a
deranged Willy Wonka.
virtues, he simply does not value human life at all. He would send an entire school, the kids,
teachers, etc thorough his machine to remove their brain and put them into a machine. He has the
same morals and principles as a Doctor Who Cyberman only he is a lunatic who dresses like a
deranged Willy Wonka.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
LADY KNIGHTS
Lady Knights is the name of a group of all female Legionnaires who operate in Ultropolis. Unlike
typical super heroes, LK’s primary duty is to be the professional bodyguards for Allison Quinn;
the young, wealthy business woman who is the principle shareholder of Quinn Inc, the world’s
leading company in cosmetic beauty concentrating on hair color, skin care, sun protection, make-
up, perfumes and hair care. Quinn Inc also controls the film company Entertainment Gold, one of
the major film studios of the United States, as a result numerous celebrities and super models
are among the many individuals endorsing their products as well as appearing in their films. The
company is very active in dermatological, tissue engineering and pharmaceutical fields and one of
the top developers of nanotechnology. Quinn Inc is openly pubic about its research in cloning,
genetic engineering, and genetic medicine. This has made the company a target for various
organizations and civil right group who stand against bio-tech and genetic engineering and with
Allison being something of a celebrity and most visible member of the Board of Directors, and the
fact she is the daughter of the company founder Allistair Quinn, she’s become the center of
attention in the heated debate over the ethical issue of humankind’s use of bio-science and
technology. When Allison was ten years old a sniper tried to kill her, but missed and killed the
horse she was riding instead, but in the process she was thrown from the animal resulting in her
paralysis. Some believe her parents were killed attacked by environmental terrorists. Three times
in the last four years, someone has tried to kill Allison to the point her guardian and the Board
agreed she needed extra protection.
In truth, Allison and the Lady Knights suspect those truly behind the attacks are in league
with Quinn’s leading competitor Cosmet Industries, one of the major cosmetic, nutrition, and
health firms in the world, but it’s secretly supported by a cartel of unscrupulous executives
looking to gain controlling interests in the lucrative market of bio-technology. Allison and the
Knights don’t have concrete proof of these facts, but they’ve encounter enough mercenaries and
super villains with circumstantial linkage to the company. Allison and the Knights keep their
suspicions to themselves, since they cannot prove what they know, nor do they want to reveal
the Knights covert activities (which are already heavily frowned upon by G.I.G.M.A. and U.S.
S.C.R.E.T.). Still when not protecting Allison, the Knights function like Legionnaires, but never in
any capacity that would threaten their standing with Quinn Inc.
Some of the females in Knights have very public lives so the delicate balance of being a super
heroine fighting crime, a bodyguard for Allison, and engaging on covert activities against organize
crime, drug cartels, and super villains can be quite the challenge. One false move and their secret
identity could be exposed to the world. Yet it’s a chance each of the Knights is willing to take.
They all share an obligation not just to protect Allison but defend the founding principles of
Allistair Quinn, to oppose the dark side of legitimate business whose misguided agenda threatens
the world.
Quinn Inc Organization Statistics
A. Outfits: None (0 Points)
B. Equipment: Electronic Supplies (10 Points)
C. Weapons: Ammunition (2 Points)
D. Bionics & Robotics: Eugenic Agents (25 Points)
E. Vehicles: Fleet Vehicles (3 Points)
F. Communications: Computerized (15 Points)
G. Offices: International (35 Points)
H. Military Power: None (0 Points)
I. Super Powered Operatives: A few Regulars (20 Points)
J. Sponsorship: Private Industry (6 Points)
K. Special Budget: Large Loans (25 Points)
L. Administrative Control: Loose Laws (5 Points)
M. Internal Security: Tight (10 Points)
N. External Infiltration: Rare Minor Traitor (5 Points)
O. Excellent: Superior Connection (20 Points)
P. Business Credentials: Known (10 points)
Q. Employees Salary: Good (20 points). $1700 a week for the LK members is average.
Total Agency Points: 211 Points.
Lady Knights is the name of a group of all female Legionnaires who operate in Ultropolis. Unlike
typical super heroes, LK’s primary duty is to be the professional bodyguards for Allison Quinn;
the young, wealthy business woman who is the principle shareholder of Quinn Inc, the world’s
leading company in cosmetic beauty concentrating on hair color, skin care, sun protection, make-
up, perfumes and hair care. Quinn Inc also controls the film company Entertainment Gold, one of
the major film studios of the United States, as a result numerous celebrities and super models
are among the many individuals endorsing their products as well as appearing in their films. The
company is very active in dermatological, tissue engineering and pharmaceutical fields and one of
the top developers of nanotechnology. Quinn Inc is openly pubic about its research in cloning,
genetic engineering, and genetic medicine. This has made the company a target for various
organizations and civil right group who stand against bio-tech and genetic engineering and with
Allison being something of a celebrity and most visible member of the Board of Directors, and the
fact she is the daughter of the company founder Allistair Quinn, she’s become the center of
attention in the heated debate over the ethical issue of humankind’s use of bio-science and
technology. When Allison was ten years old a sniper tried to kill her, but missed and killed the
horse she was riding instead, but in the process she was thrown from the animal resulting in her
paralysis. Some believe her parents were killed attacked by environmental terrorists. Three times
in the last four years, someone has tried to kill Allison to the point her guardian and the Board
agreed she needed extra protection.
In truth, Allison and the Lady Knights suspect those truly behind the attacks are in league
with Quinn’s leading competitor Cosmet Industries, one of the major cosmetic, nutrition, and
health firms in the world, but it’s secretly supported by a cartel of unscrupulous executives
looking to gain controlling interests in the lucrative market of bio-technology. Allison and the
Knights don’t have concrete proof of these facts, but they’ve encounter enough mercenaries and
super villains with circumstantial linkage to the company. Allison and the Knights keep their
suspicions to themselves, since they cannot prove what they know, nor do they want to reveal
the Knights covert activities (which are already heavily frowned upon by G.I.G.M.A. and U.S.
S.C.R.E.T.). Still when not protecting Allison, the Knights function like Legionnaires, but never in
any capacity that would threaten their standing with Quinn Inc.
Some of the females in Knights have very public lives so the delicate balance of being a super
heroine fighting crime, a bodyguard for Allison, and engaging on covert activities against organize
crime, drug cartels, and super villains can be quite the challenge. One false move and their secret
identity could be exposed to the world. Yet it’s a chance each of the Knights is willing to take.
They all share an obligation not just to protect Allison but defend the founding principles of
Allistair Quinn, to oppose the dark side of legitimate business whose misguided agenda threatens
the world.
Quinn Inc Organization Statistics
A. Outfits: None (0 Points)
B. Equipment: Electronic Supplies (10 Points)
C. Weapons: Ammunition (2 Points)
D. Bionics & Robotics: Eugenic Agents (25 Points)
E. Vehicles: Fleet Vehicles (3 Points)
F. Communications: Computerized (15 Points)
G. Offices: International (35 Points)
H. Military Power: None (0 Points)
I. Super Powered Operatives: A few Regulars (20 Points)
J. Sponsorship: Private Industry (6 Points)
K. Special Budget: Large Loans (25 Points)
L. Administrative Control: Loose Laws (5 Points)
M. Internal Security: Tight (10 Points)
N. External Infiltration: Rare Minor Traitor (5 Points)
O. Excellent: Superior Connection (20 Points)
P. Business Credentials: Known (10 points)
Q. Employees Salary: Good (20 points). $1700 a week for the LK members is average.
Total Agency Points: 211 Points.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
ALLISON QUINN (aka Sister Chaos)
Allison Quinn was the daughter of Allistair Quinn, the founder of Quinn Inc. Allison’s mother was
Josie Carter (Quinn) one of the leading Hollywood actress, winning four Academy awards. On
Allison’s tenth birthday while riding her horse Dancer during a horse show, someone shot the
horse with a high powered rifle. Allison fell and sustained a spinal injury that paralyzed her from
the waist down. The FBI and local authorities conducted an extensive investigation but no leads
were ever uncovered. Three years later, Allistair and Josie were driving up to their home a few
miles outside of Victory City when it was struck by an anti-tank weapon, destroying the vehicle
and killing the two occupants. Allison was alone, fortunately her parents hired a bodyguard
Christian Grimes, a highly intelligent and resourceful man, who in the beginning ran the day-to-
day operations of Allison’s estate, then later became Allison’s legal guardian. During this time
Allison was an obnoxious teen, who carelessly spent her inheritance and show little interest in her
father’s company, yet dreamed about getting even with the person responsible for her parents
death and for crippling her. On her 18th birthday, she threw a lavish party. A strange man
showed up and presented her a Crystal Orb telling her it had the power to grant three wishes, but
whatever you wish for, could never be undone. The next day Allison wished to walk again. All at
once she turned into a demonic looking being. The man (a lesser demon) never revealed that the
orb was a direct link to the Demon Lord Arezo. Merely by willing it, Allison could summon the
power again if she so choose too. Calling herself, Sister Chaos, she used the powers to try and
track down those responsible for her parents’ death, but the investigation lead nowhere. She
debated about using the Crystal Orb again, but feared the consequences. She also came to
realizes that her moral center, her ethics and values were beginning to slide and deteriorate the
more often she became Sister Chaos. Finally frustrated beyond belief, she took the Crystal Orb
and wished to know who killed her parents. She received a letter the next day saying the man
responsible for her parents’ death also shot her horse, but nothing else was revealed. A few days
later, Allison without conscious consent turned into Sister Chaos, flew into a church in California,
and killed a famed champion of light named Prophet Angel. Feeling ever remorseful, and afraid of
what would happen if she made the third and final wish, Allison instructed Christian to hide the
Orb from her, so she can’t use it again. She also vows never again to use her powers. In an effort
to atone for her crimes, she begins to use her money to support and develop medical, cultural
and humanitarian projects. She finished college with a B.A. in Business and took her place as a
member of the Board of Directors of her father’s company, with herself as the primary stock
holder.
Quinn Inc soon found itself in a major corporation battle with one of its competitors, Cosmet
Industries. When Quinn Inc was preparing to announce its plans for further experimentation in
eugenics, an explosion occurred at one of its research and development centers in New Jersey.
Fearing that it might be the same person who tried to kill her or perhaps someone employed by
Cosmet, Christian begged Allison that he be allowed to hire bodyguards for her, because despite
his best efforts he couldn’t be there all the time, and the company should have someone to
protect their interest (and do some dirty work if needed). Reluctant Allison agreed, but she
insisted on only female bodyguards. In time, Christian and Allison coordinate this all girl team
into the female super group called Lady Knights.
Allison still feels the urges to become Sister Chaos, but she has only revealed this dark side of
herself to Carma. However she’s come to realizes that her attitudes and morals are on a
downward spiral and that she must struggle to control herself. She believes because she has
rejected the power and fought to maintain her moral center, she might be winning a way out of
the “pact” she made with the Demon Lord Arezop. Only time will tell, the stress of dealing with all
the enemies the LK have gained and dealing with those seeking to remove her from the Board of
Directors, makes it all the harder to suppress the urge to summon Sister Chaos. She longs to join
her sisters in arms against the good fight but fears what she may become of her if she where to
try.
Real Name: Allison Quinn
Occupation: Heiress, socialite, businesswoman and philanthropist. She is one of the
principal shareholders of Quinn Inc.
Alignment: Started off Principled, became Unprincipled (she’s trying to prevent herself
from becoming Aberrant).
Power Category: Empowered/Corrupted Good
Experience Level: 3rd
Hit Points: 36/+30 as Sister Chaos S.D.C.: 20/+195 as Sister Chaos
Armor Rating: A.R: (only as Sister Chaos) 10
P.P.E.: 30
Appearance: Allison is a strikingly beautiful woman with lustrous blond hair and a
magnificent athletic physique, despite the fact she is paralyzed from the waist down. Sister Chaos
has jet black skin, long flowing red hair, glowing yellow eyes, and bizarrely styled Gothic leather
dress.
Allison Attributes: I.Q. 11, M.E. 25, M.A. 17, P.S. 9, P.P. 10, P.E. 11, P.B. 20, Spd. 2.
Sister Chaos Attributes: M.E. 31, M.A 27, P.S. 22, P.P. 18, P.B 6, Spd 15.
Age: 28, Sex: Female, Height: 5 foot and 6 inches (1.70 m), Weight:
105 lbs (47.25 kg)
Physical Impairment: Paralyzed Body
Physical Compensation: Mystically Bestowed by a Demon Lord (HF 12)
Major Super Abilities: Divine Aura and Create Force Constructs
Minor Super Abilities: Iron Will
Bestowed Demonic Abilities: Demon Tough and Bio-Regenerate
Vulnerabilities: Holy weapons and weapons made of, or coated in, silver inflicts double
damage. Demon slaying weapons inflict extra damage to her. These are only effective against
Sister Chaos not Allison.
Combat Training: Non-combatant/Sister Chaos: Hand to Hand: Basic
Attacks per Melee: 2 attacks and 3 non-combat actions/Sister Chaos: 4 attacks/+1 in
flight.
Combat Bonuses: Sister Chaos: +1 to initiative, +3 to strike/+4 with force weapon, +5 to
parry, +5 to dodge, +7 to damage, +2 to roll with punch/fall, and +2 to pull punch/+4 with force
weapon, and +2 to disarm with force weapon.
Saving Throws: Allison: +5 to save vs. psionics and +8 to save vs. insanity. Sister Chaos:
Need a 12 or better to save vs. psionics, +8 to save vs. psionics, +16 to save vs. insanity, +13 to
save vs. horror factor, +14 to save vs. mind control, +9 to save vs. possession, +13 to save vs.
illusion, +20% to save vs. coma/death, +3 to save vs. disease, and +4 to save vs. magic.
Combat Skills: Punch 1D4. As Sister Chaos: Punch 1D4, Karate Kick 2D4, Power Punch
2D4 (counts as two attacks), Elbow/Forearm 1D6, and Knee 1D6.
Other Bonuses: Allison: 45% trust/intimidate and 50% charm/impress
Educational Background: B.A. Degree.
Common Skills: Read-Write/Speak English 91%/86%, Pilot Wheelchair 79%, and
Lore: Demon & Monster 45%/75%.
Business Program: Mathematics: Basic 70%, Business & Finance 65%, Computer
Operation 90%, Law (General) 70%, and Research 75%.
Domestic Program: Wardrobe & Grooming 82%, Sewing 75%, and Public Speaking
65%.
Investigation Program: Photography 70% and Writing 60%.
2nd Investigation Program: T.V./Video 70%, Seduction 52%, Intelligence 64%, and
History 95%/75%.
Secondary Skills: Cook 60%, Play Piano 60%, Art (Paint) 50%, Radio: Basic 65%,
Barter 42%, Sign Language 40%, Horsemanship 62%/42%, Performance 47%, and Play Violin
50%
Money: She is worth an estimated net worth of $33.2 billion.
Weapons: None, as Sister Chaos she relies on her super abilities.
Equipment & Vehicles: She gets around using a robotic wheelchair (SPD 12) that has
special wheels and transforming capabilities that allow her to go over grass, sand, stairs, etc. It
runs on an electric battery with a 22 hour charge.
Allison Quinn was the daughter of Allistair Quinn, the founder of Quinn Inc. Allison’s mother was
Josie Carter (Quinn) one of the leading Hollywood actress, winning four Academy awards. On
Allison’s tenth birthday while riding her horse Dancer during a horse show, someone shot the
horse with a high powered rifle. Allison fell and sustained a spinal injury that paralyzed her from
the waist down. The FBI and local authorities conducted an extensive investigation but no leads
were ever uncovered. Three years later, Allistair and Josie were driving up to their home a few
miles outside of Victory City when it was struck by an anti-tank weapon, destroying the vehicle
and killing the two occupants. Allison was alone, fortunately her parents hired a bodyguard
Christian Grimes, a highly intelligent and resourceful man, who in the beginning ran the day-to-
day operations of Allison’s estate, then later became Allison’s legal guardian. During this time
Allison was an obnoxious teen, who carelessly spent her inheritance and show little interest in her
father’s company, yet dreamed about getting even with the person responsible for her parents
death and for crippling her. On her 18th birthday, she threw a lavish party. A strange man
showed up and presented her a Crystal Orb telling her it had the power to grant three wishes, but
whatever you wish for, could never be undone. The next day Allison wished to walk again. All at
once she turned into a demonic looking being. The man (a lesser demon) never revealed that the
orb was a direct link to the Demon Lord Arezo. Merely by willing it, Allison could summon the
power again if she so choose too. Calling herself, Sister Chaos, she used the powers to try and
track down those responsible for her parents’ death, but the investigation lead nowhere. She
debated about using the Crystal Orb again, but feared the consequences. She also came to
realizes that her moral center, her ethics and values were beginning to slide and deteriorate the
more often she became Sister Chaos. Finally frustrated beyond belief, she took the Crystal Orb
and wished to know who killed her parents. She received a letter the next day saying the man
responsible for her parents’ death also shot her horse, but nothing else was revealed. A few days
later, Allison without conscious consent turned into Sister Chaos, flew into a church in California,
and killed a famed champion of light named Prophet Angel. Feeling ever remorseful, and afraid of
what would happen if she made the third and final wish, Allison instructed Christian to hide the
Orb from her, so she can’t use it again. She also vows never again to use her powers. In an effort
to atone for her crimes, she begins to use her money to support and develop medical, cultural
and humanitarian projects. She finished college with a B.A. in Business and took her place as a
member of the Board of Directors of her father’s company, with herself as the primary stock
holder.
Quinn Inc soon found itself in a major corporation battle with one of its competitors, Cosmet
Industries. When Quinn Inc was preparing to announce its plans for further experimentation in
eugenics, an explosion occurred at one of its research and development centers in New Jersey.
Fearing that it might be the same person who tried to kill her or perhaps someone employed by
Cosmet, Christian begged Allison that he be allowed to hire bodyguards for her, because despite
his best efforts he couldn’t be there all the time, and the company should have someone to
protect their interest (and do some dirty work if needed). Reluctant Allison agreed, but she
insisted on only female bodyguards. In time, Christian and Allison coordinate this all girl team
into the female super group called Lady Knights.
Allison still feels the urges to become Sister Chaos, but she has only revealed this dark side of
herself to Carma. However she’s come to realizes that her attitudes and morals are on a
downward spiral and that she must struggle to control herself. She believes because she has
rejected the power and fought to maintain her moral center, she might be winning a way out of
the “pact” she made with the Demon Lord Arezop. Only time will tell, the stress of dealing with all
the enemies the LK have gained and dealing with those seeking to remove her from the Board of
Directors, makes it all the harder to suppress the urge to summon Sister Chaos. She longs to join
her sisters in arms against the good fight but fears what she may become of her if she where to
try.
Real Name: Allison Quinn
Occupation: Heiress, socialite, businesswoman and philanthropist. She is one of the
principal shareholders of Quinn Inc.
Alignment: Started off Principled, became Unprincipled (she’s trying to prevent herself
from becoming Aberrant).
Power Category: Empowered/Corrupted Good
Experience Level: 3rd
Hit Points: 36/+30 as Sister Chaos S.D.C.: 20/+195 as Sister Chaos
Armor Rating: A.R: (only as Sister Chaos) 10
P.P.E.: 30
Appearance: Allison is a strikingly beautiful woman with lustrous blond hair and a
magnificent athletic physique, despite the fact she is paralyzed from the waist down. Sister Chaos
has jet black skin, long flowing red hair, glowing yellow eyes, and bizarrely styled Gothic leather
dress.
Allison Attributes: I.Q. 11, M.E. 25, M.A. 17, P.S. 9, P.P. 10, P.E. 11, P.B. 20, Spd. 2.
Sister Chaos Attributes: M.E. 31, M.A 27, P.S. 22, P.P. 18, P.B 6, Spd 15.
Age: 28, Sex: Female, Height: 5 foot and 6 inches (1.70 m), Weight:
105 lbs (47.25 kg)
Physical Impairment: Paralyzed Body
Physical Compensation: Mystically Bestowed by a Demon Lord (HF 12)
Major Super Abilities: Divine Aura and Create Force Constructs
Minor Super Abilities: Iron Will
Bestowed Demonic Abilities: Demon Tough and Bio-Regenerate
Vulnerabilities: Holy weapons and weapons made of, or coated in, silver inflicts double
damage. Demon slaying weapons inflict extra damage to her. These are only effective against
Sister Chaos not Allison.
Combat Training: Non-combatant/Sister Chaos: Hand to Hand: Basic
Attacks per Melee: 2 attacks and 3 non-combat actions/Sister Chaos: 4 attacks/+1 in
flight.
Combat Bonuses: Sister Chaos: +1 to initiative, +3 to strike/+4 with force weapon, +5 to
parry, +5 to dodge, +7 to damage, +2 to roll with punch/fall, and +2 to pull punch/+4 with force
weapon, and +2 to disarm with force weapon.
Saving Throws: Allison: +5 to save vs. psionics and +8 to save vs. insanity. Sister Chaos:
Need a 12 or better to save vs. psionics, +8 to save vs. psionics, +16 to save vs. insanity, +13 to
save vs. horror factor, +14 to save vs. mind control, +9 to save vs. possession, +13 to save vs.
illusion, +20% to save vs. coma/death, +3 to save vs. disease, and +4 to save vs. magic.
Combat Skills: Punch 1D4. As Sister Chaos: Punch 1D4, Karate Kick 2D4, Power Punch
2D4 (counts as two attacks), Elbow/Forearm 1D6, and Knee 1D6.
Other Bonuses: Allison: 45% trust/intimidate and 50% charm/impress
Educational Background: B.A. Degree.
Common Skills: Read-Write/Speak English 91%/86%, Pilot Wheelchair 79%, and
Lore: Demon & Monster 45%/75%.
Business Program: Mathematics: Basic 70%, Business & Finance 65%, Computer
Operation 90%, Law (General) 70%, and Research 75%.
Domestic Program: Wardrobe & Grooming 82%, Sewing 75%, and Public Speaking
65%.
Investigation Program: Photography 70% and Writing 60%.
2nd Investigation Program: T.V./Video 70%, Seduction 52%, Intelligence 64%, and
History 95%/75%.
Secondary Skills: Cook 60%, Play Piano 60%, Art (Paint) 50%, Radio: Basic 65%,
Barter 42%, Sign Language 40%, Horsemanship 62%/42%, Performance 47%, and Play Violin
50%
Money: She is worth an estimated net worth of $33.2 billion.
Weapons: None, as Sister Chaos she relies on her super abilities.
Equipment & Vehicles: She gets around using a robotic wheelchair (SPD 12) that has
special wheels and transforming capabilities that allow her to go over grass, sand, stairs, etc. It
runs on an electric battery with a 22 hour charge.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
GRAVETRAP
Christian Games keeps his past very hidden from everyone. Once he sought after mutants and
most other super beings for the MTF (Mutant Task Force). If he needed to, he eliminated them
nice and quiet. After a while he started wanting to make extra money, soon he started taking
freelance jobs for Fabricators Inc. He refused to work alongside Elimination or Drop Teams. He
always wanted to be alone. On one particular mission, he was hired to make Allistair Quinn
surrender his company’s trade secrets by convincing him it was in his best interests to do as he
was told. Christian made the shot that killed Allison’s horse. Three years later, he fired the
weapon that killed Mr. and Ms. Quinn, shortly after they hired him to serve as Allison’s
bodyguard. Yet instead of abandoning the kid after killing her parents, he started to feel guilty
over what he’d done her. Soon he stayed on as bodyguard, and when his employer demanded
he’d return, Christian shot and killed him and took out the man’s criminal network in an effort to
keep Allison safe. Christian is still looking over his shoulder, still worried about Allison’s welfare.
He’s fallen in love with her but knows he can never reveal the truth. He secretly uses the Lady
Knights at time for his own ends, protecting not only Quinn Inc interests but those for his own
self-serving need to keep Allison and himself safe from enemies looking to expose him for the
killer that he is. Such is his concern over being discovering, he’d do just about anything to
prevent that from happening. Nonetheless, he is a loyal friend and team leader for the Lady
Knights, willing to joke around with them as if he wasn’t the lethal killer within their ranks.
Real Name: Christian Grimes
Aliases: He has several assumed identities.
Occupation: Mercenary and Former MTF operative. Former freelancer operative for
Fabircators Inc. Current Bodyguard and Personal Attendant of Allison Quinn
Alignment: Aberrant
Power Category: Special Training/Secret Operative
Experience Level: 8th
Hit Points: 47 S.D.C.: 109
P.P.E.: 9
Attributes: I.Q. 12, M.E. 21, M.A. 15, P.S. 22, P.P. 14, P.E. 21, P.B. 14, Spd 30
Age: 42, Sex: Male, Height: 5 foot, 8 inches (1.76 m), Weight: 170 lbs (76.5 kg).
Appearance: He is a handsome, middle age man who still has a full head blond hair and
alert blue eyes. He keeps himself in peak physically condition through a regular regime of
exercise.
Combat Training: Assassin
Attacks per Melee: 8 (2 initial + 5 from hand to hand +1 from boxing).
Combat Bonuses: +3 on initiative, +2 to strike, +6 to parry, +6 to dodge, +11 to
damage, +5 to roll with punch/fall/impact, +5 to pull punch, and +3 disarm.
Saving Throws: +3 to save vs. psionics, +4 to save vs. insanity, +12% to save vs.
coma/death and +3 to save vs. poison & magic.
Combat Skills: Punch 1D4, Power Punch 2D4 (counts as 2 attacks), Palm Strike 1D6,
Elbow/Forearm 1D6, Knee 1D6, Body Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and
1 attack/action), All Holds, Deathblow (if desired; must announce his intension), and Knockout on
an unmodified dice roll of 20.
Educational Background: Special Training
Common Skills: Read-Write/Speak English 98%/98%, Mathematics: Basic 98%,
Pilot: Automobile 94%, Pilot: Airplane 92%, Pilot Jet Aircraft 82%, and Read-Write/Speak Arabic
and Spanish 98%/94%
Military Program: Boxing, Running, Climbing 98/90%, Military Etiquette 85%, Forced
March, Radio: Basic 98%, W.P. Handgun (+4 to aim/+2 to burst), W.P. Rifle (+4 to aim/+2 to
burst), W.P. Energy Pistol (+4 to aim/+2 to burst), W.P. Sub-Machinegun (+3 to aim/+1 to
burst), W.P. Grenade (+3 to strike), Demolitions 94%, and Demolitions Disposal 94%.
Espionage Program: Hand to Hand: Assassin, Intelligence 88%, Wilderness Survival 85%,
Sniper (+2 to aim or called shots), Forgery 75%, Disguise 80%, and Tracking 80%.
Rogue Program: Find Contraband 78%, Pick Pocket 85%, Seduction 64%, Streetwise
66%, Prowl 75%, and Concealment 62%.
Secondary Skills: Body Build and Weightlifting, Swimming 90%, Athlete, First Aid 85%,
Art (sculpture) 75%, Research 90%, W.P. Shotgun (+3 to aim/+1 to burst), W.P. Military
Weapons (+3 to aim/+1 to burst), W.P. Knife (+3 to strike/parry and +4 to throw), Basic
Mechanics 70%, Basic Electronics 70%, Computer Operation 80%, T.V. & Video 48%, Land
Navigation 60%, Recognize Weapon Quality 40%, and Photography 50%.
Money: He has stashed away more than half a million dollars in various bank accounts set
up by Fabricators Inc. His current salary as Allison employer is around $95,000 a year.
Weapons: The following are his favorites. However, he can get his hands on just about
anything.
Glock 17 (9mm Parabellum), Range: 165 feet (50 m), Damage: 3D6, Rate of Fire: Single
shot or burst. Feed: 17 round mag, He carries 3 clips.
9mm Mini Uzi, Range: 135 feet (41 m), Damage: 3D6, Rate of Fire: Single shot, semi-
automatic, or full auto, Feed: 25 round mag, He carries 2 clips.
7.62mm G3 Heckler & Koch with laser sight and recoil diminishers, Range: 1320 feet (400
m), Damage: 4D6, Rate of Fire: Single shot or semi-automatic, Feed: 20 round box mag, Bonus:
the weapon has a +2 to strike, including with burst fire and a laser sight with a range of 200 feet
(61 m). 2 clips.
8 Throwing Knives, (these weapons have improved balance for throwing). 1D6 damage
with a +1 to throw.
Armor: He wears special clothing (suits) that functions as the equivalent of a point blank
vest (A.R. 10 and 70 S.D.C).
Equipment and Vehicles: He drives around a souped-up 2012 Chevrolet Conversion Van
Explorer Low-Top (450 S.DC.)-Satellite Stereo w/ CD Player & USB Input, Steering Wheel
Controls, Premium Speakers, Premium Wood Accents, Rear Backup Camera, Center Console
Cooler, Engine Readout Package, Front Sunroof, Privacy Curtain, 15" Flip-Down TV, DVD,
Premium Surround Sound System, LED Accent lighting, Rear Climate Control, Light Armor (14)
with 350 S.D.C., Fuel Efficiency Modification, Winch & Cable, Fold-Down Bucket Seats, GPS and
Radar Display, Armorer-Tires and Self-Seal/Inflating Tires, Thief-Proof Locks and Theft Alarm
System.
Christian Games keeps his past very hidden from everyone. Once he sought after mutants and
most other super beings for the MTF (Mutant Task Force). If he needed to, he eliminated them
nice and quiet. After a while he started wanting to make extra money, soon he started taking
freelance jobs for Fabricators Inc. He refused to work alongside Elimination or Drop Teams. He
always wanted to be alone. On one particular mission, he was hired to make Allistair Quinn
surrender his company’s trade secrets by convincing him it was in his best interests to do as he
was told. Christian made the shot that killed Allison’s horse. Three years later, he fired the
weapon that killed Mr. and Ms. Quinn, shortly after they hired him to serve as Allison’s
bodyguard. Yet instead of abandoning the kid after killing her parents, he started to feel guilty
over what he’d done her. Soon he stayed on as bodyguard, and when his employer demanded
he’d return, Christian shot and killed him and took out the man’s criminal network in an effort to
keep Allison safe. Christian is still looking over his shoulder, still worried about Allison’s welfare.
He’s fallen in love with her but knows he can never reveal the truth. He secretly uses the Lady
Knights at time for his own ends, protecting not only Quinn Inc interests but those for his own
self-serving need to keep Allison and himself safe from enemies looking to expose him for the
killer that he is. Such is his concern over being discovering, he’d do just about anything to
prevent that from happening. Nonetheless, he is a loyal friend and team leader for the Lady
Knights, willing to joke around with them as if he wasn’t the lethal killer within their ranks.
Real Name: Christian Grimes
Aliases: He has several assumed identities.
Occupation: Mercenary and Former MTF operative. Former freelancer operative for
Fabircators Inc. Current Bodyguard and Personal Attendant of Allison Quinn
Alignment: Aberrant
Power Category: Special Training/Secret Operative
Experience Level: 8th
Hit Points: 47 S.D.C.: 109
P.P.E.: 9
Attributes: I.Q. 12, M.E. 21, M.A. 15, P.S. 22, P.P. 14, P.E. 21, P.B. 14, Spd 30
Age: 42, Sex: Male, Height: 5 foot, 8 inches (1.76 m), Weight: 170 lbs (76.5 kg).
Appearance: He is a handsome, middle age man who still has a full head blond hair and
alert blue eyes. He keeps himself in peak physically condition through a regular regime of
exercise.
Combat Training: Assassin
Attacks per Melee: 8 (2 initial + 5 from hand to hand +1 from boxing).
Combat Bonuses: +3 on initiative, +2 to strike, +6 to parry, +6 to dodge, +11 to
damage, +5 to roll with punch/fall/impact, +5 to pull punch, and +3 disarm.
Saving Throws: +3 to save vs. psionics, +4 to save vs. insanity, +12% to save vs.
coma/death and +3 to save vs. poison & magic.
Combat Skills: Punch 1D4, Power Punch 2D4 (counts as 2 attacks), Palm Strike 1D6,
Elbow/Forearm 1D6, Knee 1D6, Body Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and
1 attack/action), All Holds, Deathblow (if desired; must announce his intension), and Knockout on
an unmodified dice roll of 20.
Educational Background: Special Training
Common Skills: Read-Write/Speak English 98%/98%, Mathematics: Basic 98%,
Pilot: Automobile 94%, Pilot: Airplane 92%, Pilot Jet Aircraft 82%, and Read-Write/Speak Arabic
and Spanish 98%/94%
Military Program: Boxing, Running, Climbing 98/90%, Military Etiquette 85%, Forced
March, Radio: Basic 98%, W.P. Handgun (+4 to aim/+2 to burst), W.P. Rifle (+4 to aim/+2 to
burst), W.P. Energy Pistol (+4 to aim/+2 to burst), W.P. Sub-Machinegun (+3 to aim/+1 to
burst), W.P. Grenade (+3 to strike), Demolitions 94%, and Demolitions Disposal 94%.
Espionage Program: Hand to Hand: Assassin, Intelligence 88%, Wilderness Survival 85%,
Sniper (+2 to aim or called shots), Forgery 75%, Disguise 80%, and Tracking 80%.
Rogue Program: Find Contraband 78%, Pick Pocket 85%, Seduction 64%, Streetwise
66%, Prowl 75%, and Concealment 62%.
Secondary Skills: Body Build and Weightlifting, Swimming 90%, Athlete, First Aid 85%,
Art (sculpture) 75%, Research 90%, W.P. Shotgun (+3 to aim/+1 to burst), W.P. Military
Weapons (+3 to aim/+1 to burst), W.P. Knife (+3 to strike/parry and +4 to throw), Basic
Mechanics 70%, Basic Electronics 70%, Computer Operation 80%, T.V. & Video 48%, Land
Navigation 60%, Recognize Weapon Quality 40%, and Photography 50%.
Money: He has stashed away more than half a million dollars in various bank accounts set
up by Fabricators Inc. His current salary as Allison employer is around $95,000 a year.
Weapons: The following are his favorites. However, he can get his hands on just about
anything.
Glock 17 (9mm Parabellum), Range: 165 feet (50 m), Damage: 3D6, Rate of Fire: Single
shot or burst. Feed: 17 round mag, He carries 3 clips.
9mm Mini Uzi, Range: 135 feet (41 m), Damage: 3D6, Rate of Fire: Single shot, semi-
automatic, or full auto, Feed: 25 round mag, He carries 2 clips.
7.62mm G3 Heckler & Koch with laser sight and recoil diminishers, Range: 1320 feet (400
m), Damage: 4D6, Rate of Fire: Single shot or semi-automatic, Feed: 20 round box mag, Bonus:
the weapon has a +2 to strike, including with burst fire and a laser sight with a range of 200 feet
(61 m). 2 clips.
8 Throwing Knives, (these weapons have improved balance for throwing). 1D6 damage
with a +1 to throw.
Armor: He wears special clothing (suits) that functions as the equivalent of a point blank
vest (A.R. 10 and 70 S.D.C).
Equipment and Vehicles: He drives around a souped-up 2012 Chevrolet Conversion Van
Explorer Low-Top (450 S.DC.)-Satellite Stereo w/ CD Player & USB Input, Steering Wheel
Controls, Premium Speakers, Premium Wood Accents, Rear Backup Camera, Center Console
Cooler, Engine Readout Package, Front Sunroof, Privacy Curtain, 15" Flip-Down TV, DVD,
Premium Surround Sound System, LED Accent lighting, Rear Climate Control, Light Armor (14)
with 350 S.D.C., Fuel Efficiency Modification, Winch & Cable, Fold-Down Bucket Seats, GPS and
Radar Display, Armorer-Tires and Self-Seal/Inflating Tires, Thief-Proof Locks and Theft Alarm
System.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
SHADE
Shade’s past is a mystery and she intends to keep it that way. She has become an avenging
angel against those who do wrong to others. According to Christian she saved his life during a
situation that neither one will talk about. Afterward, he asked her to join the Lady Knights. She
agreed. Even though Shade is a loyal member, and Carma is trying her best to get her out of her
shell, she continues to disappear from time to time, going places that she will not reveal.
Christian has tried tracking her but using her anti-gravity ring she can disappear into the clouds.
He has considered trying further tracking techniques but has decided against it. Let Shade keep
her secrets as long as she doesn’t try to learn his.
Real Name: Unknown
Occupation: Bodyguard
Alignment: Scrupulous
Power Category: Alien Symbiotic Superhuman
Experience Level: 6th
Hit Points: 182 S.D.C.: 311
Symbiotic organism: A.R.: 10, Hit Points: 25
P.P.E.: 24
Appearance: Shade has slanted silver eyes and shoulder-length, curly, luxurious, brown
hair worn in an attractive style. She has an attractive, athletic feminine figure. She wears a dark
purple hooded robe. On her face is what looks like an orange starfish. It covers her nose, but not
her mouth and eyes. The rest of her attire appears to be soft leather armor, purple gloves, and
knee high boots.
Attributes: I.Q. 15, M.E. 11, M.A. 15, P.S. 33, P.P. 21, P.E. 28, P.B. 6, Spd. 160 (112
mph/180 km).
Age: 48 (140 years), Sex: Female, Height: 5 foot and 6 inches (1.67 m),
Weight: 155 lbs (69.75 kg)
Vulnerability: Shade’s race has super dense flesh making it impossible for her to swim.
Originating Alien Environment: High Gravity
Unusual Characteristics: Like all the inhabitants of her world, Shade is a hermaphrodite,
possessing male genital, yet her body is completely feminine (the opposite occurs for the males
of her planet). She has silver eyes, delicate, sensitive hands with long, slender fingers,
ambidextrous, and extraordinary reflexes.
Symbiote’s Intelligence: Low Intelligence (32 years). Food Source: Emotions
Symbiote Powers: Increased reflexes, stealthy, increase speed and stamina, and the host
breathe in both water and air, and in a vacuum.
Major Super Abilities: Natural Combat Ability and Invulnerability. Note: Shade can carry
6600 lbs (2970 kg) and lift 9900 lbs (4455 kg).
Minor Super Ability: Physical Perfection
Combat Training: Natural Ability (gain hand to hand of opponent within 15 seconds of an
encounter, those of lesser hand to hand skills, she automatically gains HtoH: Expert).
Attacks per Melee: 9 (2 initial +1 from ambidextrous) +6 from powers.
Combat Bonuses: +6 to initiative, +3 to strike, +6 to parry, +5 to dodge/+6 to automatic
dodge, +18 to damage, +9 to roll with punch/fall, +6 to pull punch, +4 to disarm, and +3 to
entangle. Note: Her combat bonuses will change depending upon who she encounters in a fight.
Saving Throws: +7 to save vs. poison/toxins, +7 to save vs. magic, +51% to save vs.
coma/death, +2 to possession, +2 to save vs. mind control, and +8 to save vs. horror factor.
Combat Skills: Punch 1D6+2, Elbow/Forearm 1D6, Knee 1D6, Head Butt 1D6, Power Blow
2D6+12 (counts as two attacks), Kick 2D4+2, Karate Kick 2D6+4, Jump Kick 6D6+2, Body
Flip/Throw 2D4 plus P.S. damage bonus (lose initiative and 1 attack/action), Leap Attack, All
Holds, and Knockout/Stun on an unmodified roll of 19-20. Gain additional combat skills equal to
the HtoH of her opponent, unless a lesser version then receive HtoH: Expert.
Educational Background: Combat Specialist who has studied Earth
Common Skills: Read-Write/Speak Native Language 92%/94%, Read-Write/Speak
Dar’Etsch and Roo-tahm 85%, Mathematics: Basic, and Read-Write/Speak English, Spanish,
French, German, Italian 98%, and W.P. Any (+2 to strike, parry, throw, aim, or burst).
Special Program: Acrobatics (Sense of Balance 98%, Walk Rope 88%, Climb Rope
98%, Back Flip 98%), Gymnastics (Parallel Bars & Rings 98%), Body Build and Weightlifting,
Athletics (general), Running, Climbing 98%/95%, Prowl 98%, Outdoormanship, Physical Labor,
Aerobic Athletics, Pilot: Personal Anti-Gravity Transportation 80%, and First Aid 85%.
Secondary Skills: Wilderness Survival 70%, Land Navigation 60%, Radio: Basic 80%,
Recognize Weapon Quality 55%, Hunting, Track and Trap Animals 55%/65%, Performance 55%,
Law (general) 65%, History 90%70%, Housekeeping 65%, and Sign Language 30%.
Money: She has 10,000 US dollars in precious gems in her possession. Quinn Inc pays her
$90,000 a year to be Allison’s bodyguard.
Weapons: None, she relies on her powers and whatever she might need to pick up during
combat.
Armor: Modified Soft Concealed Armor. A.R. 10 and 50 S.D.C.
Equipment & Vehicles: Anti-Gravity Ring (+3 to dodge). Spd 100 mph (160 km).
Maximum weight 1000 lbs (450 kg). She relies on whatever equipment Christian or her
teammates provide.
Shade’s past is a mystery and she intends to keep it that way. She has become an avenging
angel against those who do wrong to others. According to Christian she saved his life during a
situation that neither one will talk about. Afterward, he asked her to join the Lady Knights. She
agreed. Even though Shade is a loyal member, and Carma is trying her best to get her out of her
shell, she continues to disappear from time to time, going places that she will not reveal.
Christian has tried tracking her but using her anti-gravity ring she can disappear into the clouds.
He has considered trying further tracking techniques but has decided against it. Let Shade keep
her secrets as long as she doesn’t try to learn his.
Real Name: Unknown
Occupation: Bodyguard
Alignment: Scrupulous
Power Category: Alien Symbiotic Superhuman
Experience Level: 6th
Hit Points: 182 S.D.C.: 311
Symbiotic organism: A.R.: 10, Hit Points: 25
P.P.E.: 24
Appearance: Shade has slanted silver eyes and shoulder-length, curly, luxurious, brown
hair worn in an attractive style. She has an attractive, athletic feminine figure. She wears a dark
purple hooded robe. On her face is what looks like an orange starfish. It covers her nose, but not
her mouth and eyes. The rest of her attire appears to be soft leather armor, purple gloves, and
knee high boots.
Attributes: I.Q. 15, M.E. 11, M.A. 15, P.S. 33, P.P. 21, P.E. 28, P.B. 6, Spd. 160 (112
mph/180 km).
Age: 48 (140 years), Sex: Female, Height: 5 foot and 6 inches (1.67 m),
Weight: 155 lbs (69.75 kg)
Vulnerability: Shade’s race has super dense flesh making it impossible for her to swim.
Originating Alien Environment: High Gravity
Unusual Characteristics: Like all the inhabitants of her world, Shade is a hermaphrodite,
possessing male genital, yet her body is completely feminine (the opposite occurs for the males
of her planet). She has silver eyes, delicate, sensitive hands with long, slender fingers,
ambidextrous, and extraordinary reflexes.
Symbiote’s Intelligence: Low Intelligence (32 years). Food Source: Emotions
Symbiote Powers: Increased reflexes, stealthy, increase speed and stamina, and the host
breathe in both water and air, and in a vacuum.
Major Super Abilities: Natural Combat Ability and Invulnerability. Note: Shade can carry
6600 lbs (2970 kg) and lift 9900 lbs (4455 kg).
Minor Super Ability: Physical Perfection
Combat Training: Natural Ability (gain hand to hand of opponent within 15 seconds of an
encounter, those of lesser hand to hand skills, she automatically gains HtoH: Expert).
Attacks per Melee: 9 (2 initial +1 from ambidextrous) +6 from powers.
Combat Bonuses: +6 to initiative, +3 to strike, +6 to parry, +5 to dodge/+6 to automatic
dodge, +18 to damage, +9 to roll with punch/fall, +6 to pull punch, +4 to disarm, and +3 to
entangle. Note: Her combat bonuses will change depending upon who she encounters in a fight.
Saving Throws: +7 to save vs. poison/toxins, +7 to save vs. magic, +51% to save vs.
coma/death, +2 to possession, +2 to save vs. mind control, and +8 to save vs. horror factor.
Combat Skills: Punch 1D6+2, Elbow/Forearm 1D6, Knee 1D6, Head Butt 1D6, Power Blow
2D6+12 (counts as two attacks), Kick 2D4+2, Karate Kick 2D6+4, Jump Kick 6D6+2, Body
Flip/Throw 2D4 plus P.S. damage bonus (lose initiative and 1 attack/action), Leap Attack, All
Holds, and Knockout/Stun on an unmodified roll of 19-20. Gain additional combat skills equal to
the HtoH of her opponent, unless a lesser version then receive HtoH: Expert.
Educational Background: Combat Specialist who has studied Earth
Common Skills: Read-Write/Speak Native Language 92%/94%, Read-Write/Speak
Dar’Etsch and Roo-tahm 85%, Mathematics: Basic, and Read-Write/Speak English, Spanish,
French, German, Italian 98%, and W.P. Any (+2 to strike, parry, throw, aim, or burst).
Special Program: Acrobatics (Sense of Balance 98%, Walk Rope 88%, Climb Rope
98%, Back Flip 98%), Gymnastics (Parallel Bars & Rings 98%), Body Build and Weightlifting,
Athletics (general), Running, Climbing 98%/95%, Prowl 98%, Outdoormanship, Physical Labor,
Aerobic Athletics, Pilot: Personal Anti-Gravity Transportation 80%, and First Aid 85%.
Secondary Skills: Wilderness Survival 70%, Land Navigation 60%, Radio: Basic 80%,
Recognize Weapon Quality 55%, Hunting, Track and Trap Animals 55%/65%, Performance 55%,
Law (general) 65%, History 90%70%, Housekeeping 65%, and Sign Language 30%.
Money: She has 10,000 US dollars in precious gems in her possession. Quinn Inc pays her
$90,000 a year to be Allison’s bodyguard.
Weapons: None, she relies on her powers and whatever she might need to pick up during
combat.
Armor: Modified Soft Concealed Armor. A.R. 10 and 50 S.D.C.
Equipment & Vehicles: Anti-Gravity Ring (+3 to dodge). Spd 100 mph (160 km).
Maximum weight 1000 lbs (450 kg). She relies on whatever equipment Christian or her
teammates provide.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
LUCINDA
Lucianna was the 3rd child born to Doug Martin (pilot for Avtran) and Marie Parker (a flight
attendant). Every while a little girl she saw herself becoming a model. Her parents allowed her to
try out for several pageants, but despite being pretty Lucianna just didn’t have that extra
something that would make her a winning contestant. One day in high school, she was flirting
with baseball player Mason Spears when she accidently backed into Simon Yates, knocking over
his elaborate science experiment. The chemicals mixed causing an explosion. Simon died from
the blast, while Lucianna received only cuts and scrapes, but her brown hair turned lemon blond.
After leaving the hospital a few days later, Lucianna discovered she gained amazing dexterity,
hand-eye coordination, and superior reflexes, but it was her ability to run faster than the sound
barrier that truly stunned her. A month later, she was discovered by a local photographer while
riding horses at the county fair. He convinced her and her parents to let her begin modeling after
school. After turning 18, she moved to Ultropolis to model full-time. While attending Ultropolis
University, she witnessed several people trapped inside a burning building. Realizing that no one
could save them, she rushed inside and brought them all out. It was then she decided maybe she
could have a second career besides model, a part time super heroine. After appearing in two
music videos for two different famous singers, Lucianna’s modeling career was further boasted by
appearing in a documentary about a famous fashion designer Alphonso Stanley. It was here that
she first met Allison Quinn. Feeling for the girl, Lucianna agreed to be one of their spokesperson
for several of Quinn’s make-up lines. Three months later, Lucianna was listed among the biggest
super models in the world. Yet while all this was going on, Lucianna was still secretly acting as
the legionnaire Lucinda. Ten years later, Lucianna’s image has appeared on over 500 magazine
covers and has been featured in several professional photo books, yet despite the international
fame, as well as being a partner in a variety of business ventures, one being with Quinn Inc (for
a skincare line), Lucianna’s true passion is still being a super-heroine. When Christian Grimes
approached her about using her contacts within the super being community for any females
who’d be willing to become a bodyguard for Allison. Lucianna suggested herself and her friend,
Hollywood actress Velicity Starcatch. Lucianna continues to model and support the international
humanitarian organization FFARM (Fight For Animal Rights and Morality), but today devotes most
of her time to the Lady Knights. Lucianna uses her fame and celebrity status to snoop around
Cosmet Industries in an attempt to expose them for being a criminal organization that she
suspects it to be. Lucianna is also quite vocal against Bio-Tech companies like BIO-Spawn and
Genesys that continue to experiment and create mutant animals.
Real Name: Lucianna Martin
Occupation: Super model, Super Herorine, and Body Guard for Allison Quinn
Alignment: Scrupulous
Power Category: Mutant
Experience Level: 6th
Hit Points: 56 S.D.C.: 183
P.P.E.: 21
Appearance: Lucinda has super model looks. She is willowy, long-legged, small-breasted,
with elegant feminine features. Her hair is lemon yellow with emerald eyes. Her brightly colored
custom resembles something worn by a speed skater with goggles.
Attributes: I.Q. 12, M.E. 21, M.A. 13, P.S. 25, P.P. 24, P.E. 26, P.B. 21, Spd. 700
mph/1127 km.
Age: 32, Sex: Female, Height: 5 feet and 10 inches (1.78 m), Weight: 110 (54 kg).
Vulnerability: Lucianna is a vegan, meaning her diet excludes meat, eggs, dairy products
and all other animal-derived ingredients. She also does not eat foods that are processed using
animal products, such as refined white sugar and some wines. She avoids using any products
tested on animals, as well as animal-derived non-food products, such as leather, fur and wool.
Her diet includes all grains, beans, legumes, vegetables and fruits and the nearly infinite number
of foods made by combining them. She loves to eat and promote many vegan versions of familiar
foods (vegan hot dogs, ice cream, cheese and vegan mayonnaise).
Unusual Characteristics: Angelic face, bright yellow hair, and ambidextrous.
Major Super Ability: Sonic Speed (Note: Nightvision 500 feet (152.4 m).
Minor Super Abilities: Lightning Reflexes, Bend Light, and Multi-Tasking.
Combat Training: Basic
Attacks per Melee: 11 (2 initial +3 from Hand to Hand +1 from ambidextrous) +5 from
powers
Combat Bonuses: +10 to initiative, +7 to strike, +12 to parry, +14 to dodge, +11 to auto
dodge, +10 to damage, +15 to roll with punch/fall, +10 to pull punch, and +2 to disarm.
Combat Skills: Punch 1D6, Fast Punch/Kick 2D6, Super-Fast Punch 4D6, Super Fast Kick
5D6, Super Fast-Power Punch 1D6x10 (counts as two attacks), Elbow/Forearm 1D6, Knee 2D4,
Karate Kick 2D4+2, Roundhouse Kick 4D6+2, Axe Kick 3D8+2, Leap Kick 5D6+4 (counts as two
attacks), Body Block/ram at 400 mph (640 km) or more 2D4x10 + knockdown (she also takes
5D6 damage and counts as three attacks), Paired Weapons, all Holds, and Critical strikes on an
unmodified roll of 19-20.
Saving Throws: +3 to save vs. psionics, +4 to save vs. insanity, +22% to save vs.
coma/death, and +6 to save vs. poison and magic.
Other Bonuses: 55% to charm/impress.
Educational Background: Three Years in College
Common Skills: Read-Write/Speak English 92%%/94%, and Pilot: Automobile 78%.
Physical Program: Acrobatics (Sense of Balance 98%, Walk Rope 93%, Climb Rope
98%, Climb 50%), Gymnastics (Bars & Rings 97% and Back Flip 98%), Kick Boxing, and Aerobic
Athlete.
Domestic Program: Mathematics: Basic 98%, Wardrobe & Grooming 89%, Sewing
85%, and Dance 75%.
Technical Skills: Business & Finance 80%, Computer Operation 93%, Law (general)
80%, and Research 85%.
Secondary Skills: Hand to Hand: Basic, Running, Athletics (general), Prowl 65%,
Swimming 80%, Public Speaking 60%, Performance 62%, Photography 65%, Art (Paint) 55%,
Land Navigation 52%, Radio: Basic 55%, and T.V./Video 40%.
Money: Even though her yearly earnings have dropped from $13.5 million to $5.1 million
last year, Lucianna remains one of the iconic names in the fashion industry. She is no longer
endorsing several high profile brands anymore, as her modeling career has slowed down because
of her commitment with Quinn Inc both professionally and as a bodyguard for Allison. Even with
her reduced income, Lucinda still makes as much as several other super models whose combined
paychecks total $40.8 million. She is paid around $89,000 a year for being a bodyguard.
Weapons: None, she relies on her super abilities.
Armor: Her costume provides very little in regard to full body protection (A.R. 8 and 15
S.D.C.).
Equipment & Vehicles: She drives around a yellow 2010 Ford Mustang GT.
Lucianna was the 3rd child born to Doug Martin (pilot for Avtran) and Marie Parker (a flight
attendant). Every while a little girl she saw herself becoming a model. Her parents allowed her to
try out for several pageants, but despite being pretty Lucianna just didn’t have that extra
something that would make her a winning contestant. One day in high school, she was flirting
with baseball player Mason Spears when she accidently backed into Simon Yates, knocking over
his elaborate science experiment. The chemicals mixed causing an explosion. Simon died from
the blast, while Lucianna received only cuts and scrapes, but her brown hair turned lemon blond.
After leaving the hospital a few days later, Lucianna discovered she gained amazing dexterity,
hand-eye coordination, and superior reflexes, but it was her ability to run faster than the sound
barrier that truly stunned her. A month later, she was discovered by a local photographer while
riding horses at the county fair. He convinced her and her parents to let her begin modeling after
school. After turning 18, she moved to Ultropolis to model full-time. While attending Ultropolis
University, she witnessed several people trapped inside a burning building. Realizing that no one
could save them, she rushed inside and brought them all out. It was then she decided maybe she
could have a second career besides model, a part time super heroine. After appearing in two
music videos for two different famous singers, Lucianna’s modeling career was further boasted by
appearing in a documentary about a famous fashion designer Alphonso Stanley. It was here that
she first met Allison Quinn. Feeling for the girl, Lucianna agreed to be one of their spokesperson
for several of Quinn’s make-up lines. Three months later, Lucianna was listed among the biggest
super models in the world. Yet while all this was going on, Lucianna was still secretly acting as
the legionnaire Lucinda. Ten years later, Lucianna’s image has appeared on over 500 magazine
covers and has been featured in several professional photo books, yet despite the international
fame, as well as being a partner in a variety of business ventures, one being with Quinn Inc (for
a skincare line), Lucianna’s true passion is still being a super-heroine. When Christian Grimes
approached her about using her contacts within the super being community for any females
who’d be willing to become a bodyguard for Allison. Lucianna suggested herself and her friend,
Hollywood actress Velicity Starcatch. Lucianna continues to model and support the international
humanitarian organization FFARM (Fight For Animal Rights and Morality), but today devotes most
of her time to the Lady Knights. Lucianna uses her fame and celebrity status to snoop around
Cosmet Industries in an attempt to expose them for being a criminal organization that she
suspects it to be. Lucianna is also quite vocal against Bio-Tech companies like BIO-Spawn and
Genesys that continue to experiment and create mutant animals.
Real Name: Lucianna Martin
Occupation: Super model, Super Herorine, and Body Guard for Allison Quinn
Alignment: Scrupulous
Power Category: Mutant
Experience Level: 6th
Hit Points: 56 S.D.C.: 183
P.P.E.: 21
Appearance: Lucinda has super model looks. She is willowy, long-legged, small-breasted,
with elegant feminine features. Her hair is lemon yellow with emerald eyes. Her brightly colored
custom resembles something worn by a speed skater with goggles.
Attributes: I.Q. 12, M.E. 21, M.A. 13, P.S. 25, P.P. 24, P.E. 26, P.B. 21, Spd. 700
mph/1127 km.
Age: 32, Sex: Female, Height: 5 feet and 10 inches (1.78 m), Weight: 110 (54 kg).
Vulnerability: Lucianna is a vegan, meaning her diet excludes meat, eggs, dairy products
and all other animal-derived ingredients. She also does not eat foods that are processed using
animal products, such as refined white sugar and some wines. She avoids using any products
tested on animals, as well as animal-derived non-food products, such as leather, fur and wool.
Her diet includes all grains, beans, legumes, vegetables and fruits and the nearly infinite number
of foods made by combining them. She loves to eat and promote many vegan versions of familiar
foods (vegan hot dogs, ice cream, cheese and vegan mayonnaise).
Unusual Characteristics: Angelic face, bright yellow hair, and ambidextrous.
Major Super Ability: Sonic Speed (Note: Nightvision 500 feet (152.4 m).
Minor Super Abilities: Lightning Reflexes, Bend Light, and Multi-Tasking.
Combat Training: Basic
Attacks per Melee: 11 (2 initial +3 from Hand to Hand +1 from ambidextrous) +5 from
powers
Combat Bonuses: +10 to initiative, +7 to strike, +12 to parry, +14 to dodge, +11 to auto
dodge, +10 to damage, +15 to roll with punch/fall, +10 to pull punch, and +2 to disarm.
Combat Skills: Punch 1D6, Fast Punch/Kick 2D6, Super-Fast Punch 4D6, Super Fast Kick
5D6, Super Fast-Power Punch 1D6x10 (counts as two attacks), Elbow/Forearm 1D6, Knee 2D4,
Karate Kick 2D4+2, Roundhouse Kick 4D6+2, Axe Kick 3D8+2, Leap Kick 5D6+4 (counts as two
attacks), Body Block/ram at 400 mph (640 km) or more 2D4x10 + knockdown (she also takes
5D6 damage and counts as three attacks), Paired Weapons, all Holds, and Critical strikes on an
unmodified roll of 19-20.
Saving Throws: +3 to save vs. psionics, +4 to save vs. insanity, +22% to save vs.
coma/death, and +6 to save vs. poison and magic.
Other Bonuses: 55% to charm/impress.
Educational Background: Three Years in College
Common Skills: Read-Write/Speak English 92%%/94%, and Pilot: Automobile 78%.
Physical Program: Acrobatics (Sense of Balance 98%, Walk Rope 93%, Climb Rope
98%, Climb 50%), Gymnastics (Bars & Rings 97% and Back Flip 98%), Kick Boxing, and Aerobic
Athlete.
Domestic Program: Mathematics: Basic 98%, Wardrobe & Grooming 89%, Sewing
85%, and Dance 75%.
Technical Skills: Business & Finance 80%, Computer Operation 93%, Law (general)
80%, and Research 85%.
Secondary Skills: Hand to Hand: Basic, Running, Athletics (general), Prowl 65%,
Swimming 80%, Public Speaking 60%, Performance 62%, Photography 65%, Art (Paint) 55%,
Land Navigation 52%, Radio: Basic 55%, and T.V./Video 40%.
Money: Even though her yearly earnings have dropped from $13.5 million to $5.1 million
last year, Lucianna remains one of the iconic names in the fashion industry. She is no longer
endorsing several high profile brands anymore, as her modeling career has slowed down because
of her commitment with Quinn Inc both professionally and as a bodyguard for Allison. Even with
her reduced income, Lucinda still makes as much as several other super models whose combined
paychecks total $40.8 million. She is paid around $89,000 a year for being a bodyguard.
Weapons: None, she relies on her super abilities.
Armor: Her costume provides very little in regard to full body protection (A.R. 8 and 15
S.D.C.).
Equipment & Vehicles: She drives around a yellow 2010 Ford Mustang GT.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
VELICITY STARCATCH
Lillian Davis was born in 1898 to George and Harriet Davis in Brooklyn, New York. As the third
child of the couple, Lillian had big dreams and ambitious goals in life. She didn’t want to end up
like so many other women. She wanted to perform on stage and be the center of attention
whenever she walked in a room. She spent most of her early years being educated in a New York
convent. Finally the day came when she decided she wanted more out of life, and wanted to
follow her own path, so she quit school to pursue a theatrical career. She worked as a model for
a while before finally being signed to a series of elaborate theatrical productions on Broadway as
one of several beautiful chorus girls. One day after a performance, she met a man who presented
her an amethyst ring. The man never revealed his name, but she was not about to turn down
such a beautiful ring. The next day Lillian auditioned for a featured film and won the part with
ease. Within a few days she noticed, her ring was flawed and discolored. It upset her
nevertheless she put it away and didn’t think much about it. The following day the same man
appeared and this time presented her a necklace full of sapphires. While wearing the necklace out
on the town, a man came up behind her and tried to steal it. Amazingly she was able to transfer
her own fears on to the thief thus scarring the man away. She also noted one of the sapphires
now looked less than ordinary. The following year she starred in three films and quickly became a
film personality appearing with major male stars, making a small fortune, which enabled her to
provide financial assistance for her family and friends. Whenever she could, Lillian began buying
precious stones and metals (gold, silver, etc) and soon began to experiment with her mysterious
power with gemstones. Drawing upon their power, Lillian soon carved herself a successful film
career, appearing in over 29 films, an average of almost three films a year. Yet all the while, she
never learned about the mysterious man in her life, accept he was always presenting her even
more fabulously expensive pieces of jewelry. The coming of sound made Lillian nervous because
her she had never completely overcome a childhood stutter. Still her career continued and her
secret admired continued to give her gifts of gemstones. Many started to wonder why Lillian
remained single. Her comment was she had a man in her life, she just keep him in a secret place.
She became involved with many aspects of her films and turned herself into an astute
businesswoman. Her career, however, was hampered by her insistence that she be always seen
in lavished jewelry. The critics were also becoming far more harsh with her, and despite her
ability to “suggest” things to producers, directors, etc, Lillian saw her career floundering.
She left Hollywood in 1939 to get involved with charity work, spending a great deal of time at a
hospital in New York. It was there that she met Doctor Charlie Bernard a childhood friend who
told her that after 20 years she still looked just as she did in 1919. He insisted that she reveal to
him her aging secrets. While it didn’t occur to Lillian at the time, she likewise began to notice
things about herself, that for years it never occurred to her. She hardly slept, sometimes went
several days without eating or drinking, she even spent hours upon hours in the sun, yet never
burned. Fearing that her “gem powers” might be doing something adverse to her, Lillian
disappeared from public life. In 1941 she was contacted by a man who worked for the U.S.
government named Micheal Veil who informed her that her secret admirer was in fact “an alien
from a highly radioactive planet,” and the gemstones he gave her also came from his planet. The
radiation had a strange side effect on her thus the reasoning for her mutant abilities with
gemstones but it also lengthened her lifespan. As a result she would have to abandon her real
identity, and create a fake one that would have to be change every 20 years or else she have to
reveal to the world her “mutant nature.” When Lillian asked why Mr. Veil was interested in
helping her, he said he saw her first film in 1921, and it made him cry. Lillian then realized that if
what he said was true, then Veil had to possess powers similar to her own. And so Lillian Davis
disappeared and Debora Campbell went to Hollywood with her “government invented identity”
and became a huge celebrity, only this time she no longer wore so much lavished jewelry.
This became her life for the next sixty years, at each twenty year mark, her false identity would
die a mysterious, tragic Hollywood death, and she assume a new identity with the help of
G.I.G.M.A., and later when Veil and his associates created the super-secret spy company called
The Sector, the process continued. The only thing The Sector asked for in return was for Lillian to
keep tabs on other super beings in the movie making industry. Ten years ago, Lillian decided her
newest identity would be her last at least as far as Hollywood was concerned. She became
Velicity Starcatch. After her first movie, StarCross made over $373 million domestically ($783
million worldwide), she became one of the nation premiere actress (yet again). About this time,
she struck a friendship with international famed model Lucianna, each revealing their secret to
the other. Velicity also became a spokesperson for Quinn Inc for many of their cosmetic brands.
After Allison was nearly killed, Lucianna informed Velicity that Allison’s protector Christian wanted
her to have an all female bodyguard team. Velicity jumped at the chance, for it would be a nice
long break away from acting and she could really be herself (more or less). Velicity still has a on
and off relationship with Micheal Veil, although as one of the four directors of The Sector, it’s
difficult for him to spend any time with her. She also still reports to The Sector about any super
being activity she finds in Hollywood. Her friends would be disappointed to learn how much a
“spy” she has become not just for The Sector, but for G.I.G.M.A. as well, namely just to keep
them from investigating her because of her relationship with Veil (they know she’s over 116
years old). Velicity really wants to help Allison, but she also wonders if she should inform about
the murder that Allison committed as Sister Chaos.
Real Name: Lillian Davis
Alias: Velicity Starcatch, Debora Campbell, Clara Young, and Joan Kelly.
Occupation: Hollywood Actress, Super Herorine, and Body Guard for Allison Quinn
Alignment: Formerly Principled (now Unprincipled)
Power Category: Mutant
Experience Level: 9th
Hit Points: 61 S.D.C.: 41
P.P.E.: 19
Appearance: Velicity has been a sex symbol throughout her career that spans the 20th
and 21st century. She has maintained her slender flat-chested tanned body and boyish,
fashionable look from the 1920s. She keeps her light brown hair cut short. She has caramel
colored eyes. Velicity still wears and maintains her fashionable wardrobe from the 1920s. She
adorns her body with precious metals and stones.
Attributes: I.Q. 15, M.E. 15, M.A. 18, P.S. 11, P.P. 21, P.E. 16, P.B. 21, Spd. 23.
Age: 116, Sex: Female, Height: 5 feet and 5 inches (1.67 m),
Weight: 105 lbs (47.25 kg).
Unusual Characteristics: She has delicate, sensitive long fingers and sun-proof skin (half
damage from light/laser attacks).
Major Super Ability: Gem Powers
Minor Super Abilities: Longevity, Sleeplessness, and Without Sustenance.
Combat Training: Basic
Attacks per Melee: 6 (2 initial +4 from Hand to Hand)
Combat Bonuses: +1 to initiative, +4 to strike, +5 to parry, +5 to dodge, +2 to damage,
+2 to roll with punch/fall, +3 to pull punch, and +2 to disarm.
Combat Skills: Punch 1D4, Power Punch 2D4 (counts as two attacks), Elbow/Forearm 1D6,
Knee 1D6, Snap Kick 1D6+2, Body Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and 1
attack/action), all Holds, and Critical strikes on an unmodified roll of 19-20.
Saving Throws: +4 to save vs. disease, +9% to save vs. coma/death, and +1 to save vs.
poison and magic.
Other Bonuses: 50% trust/intimidate and 55% to charm/impress.
Educational Background: On the Job Training
Common Skills: Read-Write/Speak English 98%%/97%, Gemology 90%, and Pilot:
Automobile 97%.
Entertainer Program (based in part by John C. Philpott Rifter #25): Disguise 87%,
Impersonation 93%/79%, Performance 87%, Public Speaking 95%, Imitate Voice & Sounds
93%/87%, Seduction 66%, T.V./Video 95%, and Wardrobe & Grooming 98%.
Investigation Program: Computer Operation 98%, Research 98%, Photography
95%, Writing 85%, and History 98%/98%.
Secondary Skills: Hand to Hand: Basic, Running, Aerobic Athletics (Sense of Balance
75%), Swimming 95%, Prowl 70%, Business & Finance 80%, Sing 90%, Dance 75%, Basic:
Radio 70%, Law (general) 55%, Appraise Antiques 35%, and Barter 34%.
Money: Having invested her money wisely over several decades and with Micheal Veil’s
assistance, Velicity has managed to keep most of her wealthy she’s earned, make her net worth
around 210 million dollars. However, this does not include the 187 million dollars she owns in
precious gemstones and jewelry. Working for Allison she makes around $89,000 a year.
Weapons: None, she relies on her super abilities. The following are her current jewelry.
1 Ring with 1 large emerald surrounded by 4 small sapphires.
1 Bracelet with 1 large emerald and 6 small amethyst
1 Ring with 1 large ruby surrounded by 6 small zircons and 2 small clear quartzes.
2 Amethysts earrings and garnet (2 small stones each)
1 Bracelet with 1 small emerald, 4 small rubies, and 4 small aquamarines
1 Necklace with 12 small diamonds and 4 large star sapphires
1 Ring with 6 small agates
1 Ring with 3 small star sapphires and 1 large star sapphire.
Armor: Her costume provides very little in regard to full body protection (A.R. 8 and 10
S.D.C.).
Equipment & Vehicles: When she is not being driven around by Lucianna, Velicity has her
chauffer drive her to all her important engagement in her Rolls-Royse Silver Cloud.
Lillian Davis was born in 1898 to George and Harriet Davis in Brooklyn, New York. As the third
child of the couple, Lillian had big dreams and ambitious goals in life. She didn’t want to end up
like so many other women. She wanted to perform on stage and be the center of attention
whenever she walked in a room. She spent most of her early years being educated in a New York
convent. Finally the day came when she decided she wanted more out of life, and wanted to
follow her own path, so she quit school to pursue a theatrical career. She worked as a model for
a while before finally being signed to a series of elaborate theatrical productions on Broadway as
one of several beautiful chorus girls. One day after a performance, she met a man who presented
her an amethyst ring. The man never revealed his name, but she was not about to turn down
such a beautiful ring. The next day Lillian auditioned for a featured film and won the part with
ease. Within a few days she noticed, her ring was flawed and discolored. It upset her
nevertheless she put it away and didn’t think much about it. The following day the same man
appeared and this time presented her a necklace full of sapphires. While wearing the necklace out
on the town, a man came up behind her and tried to steal it. Amazingly she was able to transfer
her own fears on to the thief thus scarring the man away. She also noted one of the sapphires
now looked less than ordinary. The following year she starred in three films and quickly became a
film personality appearing with major male stars, making a small fortune, which enabled her to
provide financial assistance for her family and friends. Whenever she could, Lillian began buying
precious stones and metals (gold, silver, etc) and soon began to experiment with her mysterious
power with gemstones. Drawing upon their power, Lillian soon carved herself a successful film
career, appearing in over 29 films, an average of almost three films a year. Yet all the while, she
never learned about the mysterious man in her life, accept he was always presenting her even
more fabulously expensive pieces of jewelry. The coming of sound made Lillian nervous because
her she had never completely overcome a childhood stutter. Still her career continued and her
secret admired continued to give her gifts of gemstones. Many started to wonder why Lillian
remained single. Her comment was she had a man in her life, she just keep him in a secret place.
She became involved with many aspects of her films and turned herself into an astute
businesswoman. Her career, however, was hampered by her insistence that she be always seen
in lavished jewelry. The critics were also becoming far more harsh with her, and despite her
ability to “suggest” things to producers, directors, etc, Lillian saw her career floundering.
She left Hollywood in 1939 to get involved with charity work, spending a great deal of time at a
hospital in New York. It was there that she met Doctor Charlie Bernard a childhood friend who
told her that after 20 years she still looked just as she did in 1919. He insisted that she reveal to
him her aging secrets. While it didn’t occur to Lillian at the time, she likewise began to notice
things about herself, that for years it never occurred to her. She hardly slept, sometimes went
several days without eating or drinking, she even spent hours upon hours in the sun, yet never
burned. Fearing that her “gem powers” might be doing something adverse to her, Lillian
disappeared from public life. In 1941 she was contacted by a man who worked for the U.S.
government named Micheal Veil who informed her that her secret admirer was in fact “an alien
from a highly radioactive planet,” and the gemstones he gave her also came from his planet. The
radiation had a strange side effect on her thus the reasoning for her mutant abilities with
gemstones but it also lengthened her lifespan. As a result she would have to abandon her real
identity, and create a fake one that would have to be change every 20 years or else she have to
reveal to the world her “mutant nature.” When Lillian asked why Mr. Veil was interested in
helping her, he said he saw her first film in 1921, and it made him cry. Lillian then realized that if
what he said was true, then Veil had to possess powers similar to her own. And so Lillian Davis
disappeared and Debora Campbell went to Hollywood with her “government invented identity”
and became a huge celebrity, only this time she no longer wore so much lavished jewelry.
This became her life for the next sixty years, at each twenty year mark, her false identity would
die a mysterious, tragic Hollywood death, and she assume a new identity with the help of
G.I.G.M.A., and later when Veil and his associates created the super-secret spy company called
The Sector, the process continued. The only thing The Sector asked for in return was for Lillian to
keep tabs on other super beings in the movie making industry. Ten years ago, Lillian decided her
newest identity would be her last at least as far as Hollywood was concerned. She became
Velicity Starcatch. After her first movie, StarCross made over $373 million domestically ($783
million worldwide), she became one of the nation premiere actress (yet again). About this time,
she struck a friendship with international famed model Lucianna, each revealing their secret to
the other. Velicity also became a spokesperson for Quinn Inc for many of their cosmetic brands.
After Allison was nearly killed, Lucianna informed Velicity that Allison’s protector Christian wanted
her to have an all female bodyguard team. Velicity jumped at the chance, for it would be a nice
long break away from acting and she could really be herself (more or less). Velicity still has a on
and off relationship with Micheal Veil, although as one of the four directors of The Sector, it’s
difficult for him to spend any time with her. She also still reports to The Sector about any super
being activity she finds in Hollywood. Her friends would be disappointed to learn how much a
“spy” she has become not just for The Sector, but for G.I.G.M.A. as well, namely just to keep
them from investigating her because of her relationship with Veil (they know she’s over 116
years old). Velicity really wants to help Allison, but she also wonders if she should inform about
the murder that Allison committed as Sister Chaos.
Real Name: Lillian Davis
Alias: Velicity Starcatch, Debora Campbell, Clara Young, and Joan Kelly.
Occupation: Hollywood Actress, Super Herorine, and Body Guard for Allison Quinn
Alignment: Formerly Principled (now Unprincipled)
Power Category: Mutant
Experience Level: 9th
Hit Points: 61 S.D.C.: 41
P.P.E.: 19
Appearance: Velicity has been a sex symbol throughout her career that spans the 20th
and 21st century. She has maintained her slender flat-chested tanned body and boyish,
fashionable look from the 1920s. She keeps her light brown hair cut short. She has caramel
colored eyes. Velicity still wears and maintains her fashionable wardrobe from the 1920s. She
adorns her body with precious metals and stones.
Attributes: I.Q. 15, M.E. 15, M.A. 18, P.S. 11, P.P. 21, P.E. 16, P.B. 21, Spd. 23.
Age: 116, Sex: Female, Height: 5 feet and 5 inches (1.67 m),
Weight: 105 lbs (47.25 kg).
Unusual Characteristics: She has delicate, sensitive long fingers and sun-proof skin (half
damage from light/laser attacks).
Major Super Ability: Gem Powers
Minor Super Abilities: Longevity, Sleeplessness, and Without Sustenance.
Combat Training: Basic
Attacks per Melee: 6 (2 initial +4 from Hand to Hand)
Combat Bonuses: +1 to initiative, +4 to strike, +5 to parry, +5 to dodge, +2 to damage,
+2 to roll with punch/fall, +3 to pull punch, and +2 to disarm.
Combat Skills: Punch 1D4, Power Punch 2D4 (counts as two attacks), Elbow/Forearm 1D6,
Knee 1D6, Snap Kick 1D6+2, Body Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and 1
attack/action), all Holds, and Critical strikes on an unmodified roll of 19-20.
Saving Throws: +4 to save vs. disease, +9% to save vs. coma/death, and +1 to save vs.
poison and magic.
Other Bonuses: 50% trust/intimidate and 55% to charm/impress.
Educational Background: On the Job Training
Common Skills: Read-Write/Speak English 98%%/97%, Gemology 90%, and Pilot:
Automobile 97%.
Entertainer Program (based in part by John C. Philpott Rifter #25): Disguise 87%,
Impersonation 93%/79%, Performance 87%, Public Speaking 95%, Imitate Voice & Sounds
93%/87%, Seduction 66%, T.V./Video 95%, and Wardrobe & Grooming 98%.
Investigation Program: Computer Operation 98%, Research 98%, Photography
95%, Writing 85%, and History 98%/98%.
Secondary Skills: Hand to Hand: Basic, Running, Aerobic Athletics (Sense of Balance
75%), Swimming 95%, Prowl 70%, Business & Finance 80%, Sing 90%, Dance 75%, Basic:
Radio 70%, Law (general) 55%, Appraise Antiques 35%, and Barter 34%.
Money: Having invested her money wisely over several decades and with Micheal Veil’s
assistance, Velicity has managed to keep most of her wealthy she’s earned, make her net worth
around 210 million dollars. However, this does not include the 187 million dollars she owns in
precious gemstones and jewelry. Working for Allison she makes around $89,000 a year.
Weapons: None, she relies on her super abilities. The following are her current jewelry.
1 Ring with 1 large emerald surrounded by 4 small sapphires.
1 Bracelet with 1 large emerald and 6 small amethyst
1 Ring with 1 large ruby surrounded by 6 small zircons and 2 small clear quartzes.
2 Amethysts earrings and garnet (2 small stones each)
1 Bracelet with 1 small emerald, 4 small rubies, and 4 small aquamarines
1 Necklace with 12 small diamonds and 4 large star sapphires
1 Ring with 6 small agates
1 Ring with 3 small star sapphires and 1 large star sapphire.
Armor: Her costume provides very little in regard to full body protection (A.R. 8 and 10
S.D.C.).
Equipment & Vehicles: When she is not being driven around by Lucianna, Velicity has her
chauffer drive her to all her important engagement in her Rolls-Royse Silver Cloud.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
NEW GEM POWERS
The following is an additional list of precious gems that can be used with the super power Gem
Powers found in Heroes Unlimited 2nd edition (page 273-274). The power also provides a +20%
bonus to the skill of gemology.
Alexandrite (a green or bluish green in daylight and fluorescent lightning to a soft shade of red-
purplish-red or raspberry red in incandescent light): Chameleon (major super ability). Cost:
$1D6x100 per small stone, $1D4x1000 for large stones.
Amber (fossilized tree sap in various shades of gold, orange, or brown): Sticky Globes (minor
super ability-PU 3). Prices can range from $20 to $40,000 or more.
Argonite (white or colorless or with usually subdued shades of red, yellow, orange, brown, green,
and even blue): Iron Will (minor super ability-PU 1). Cost: $4D6x10 for gem stones, $4D6x100
for crystal gems.
Bloodstone (Opaque dark green stone with red spots): Healing Power (minor super ability-PU 1).
Cost: $5 to $180 dollars for various sizes.
Chrysoberyl (Lemon and greenish yellow, and in honey colors and shades from mint green to
brownish green): Danger Sense (minor super ability-PU 1). Cost: $30-$300. Chrysoberl Cat’s Eye
(Animal Abilities-Cat: Domestic or Wild Predator-Choose one per use of stone). Cost: Same as
Chrysoberyl but some high valued stones can range from $1000-$40,000.
Citrine (Citrus yellow or a gold or reddish brown): Impervious to Light & Lasers (minor super
ability-PU 1). Cost: $1D6x10 for small, simple stones, $3D6x10 for medium stones.
Fire Opals (A translucent to semi-opaque stone that is generally yellow to bright orange and
sometimes nearly red): Control Elemental Force: Fire (major super ability). Cost: $3D6x10
Iolite (Purplish blue): Supervision: Advance Sight (minor super ability). Cost: $2D6x10 for small
stones, $3D6x10 for large stones. Triple when use with gold or silver jewelry.
Jade (Many fine nuances of green, but also in shades of white, grey, black, yellow, and orange
and in delicate violet tone): Heighten Sense of Awareness (minor super ability-PU 1). Cost:
$2D4x10
Kunzite (Delicate pink hues, and sometimes a hint of violet): Any of the following psionics can be
drawn from the gem: See Aura, Presence Sense, and Sense Evil (all psionic). Cost: For a small,
nice gut stone $5D6x10. For a very large, cut stone $2D4x1000.
Kyanite (Light to dark blue, but can also be colorless, white, gray, green or yellow): Immune to
(Some) Super Abilities (PU 3) or Impervious to Energy & Electricity (PU 1). Both are minor super
abilities. Cost: $4D6x10
Lapis Lazuli (Opaque, deep blue): Mental Illusion (psionic). Cost: $1D6x10 for small stones,
$3D6x10 for medium and large stone.
Moonstone (Colorless to milky white to blue gray): Nightstalking or Lunar Strength (PU 1). Both
minor super abilities. Cost: $2D6x10
Morganite (Range in color from pink to peach): Any of the following psionic powers can be drawn
from the gem: Calm Rage, Suppress Fear, and Deaden Senses (psionic). Cost: For a small stone
$3D6x10, a medium size stone $1D6x100, and a large stones can be as much as $2D6x1000.
Onyx (Fingernail white to dark brown and black): Create Darkness (major super ability). Cost:
$2-$10.
Pearl (White/cream, pink, gray, peach, gold, and black): Control Elemental Force: Water (major
super ability). Cost: Pearl jewelry (earrings, necklaces, pendants, clasps, bracelets, and rings)
can cost as little as $50 to $12,000 depending upon size, shape, quality of surface, orientation,
and luster.
Peridot (Yellowish green to medium olive green): Energy Expulsion: Force or Force Blast (minor
super ability-PU 1). Cost: $3D6x10 for small stones, $1D6x100 for medium size, and as much as
$1D10x1000 for large carat stones.
Quartz (Medusa): Petrifaction (major super ability-PU 3). Cost: 5D6x10 per small stone,
$2D4x100 for large stones.
Rhodochrosite (Red to pink, but is sometimes found in almost white, yellow, and brown
varieties): Unnoteworthy (minor super ability-PU 1). Cost: Small stones around $4D6x10,
medium size stones $2D4x100, and large stones as much as $5D6x100.
Spinel (Occurs naturally in every color, mistaken often as a ruby or sapphire): Color Manipulation
(minor super ability-PU 1). Cost: A small stone can be anywhere from $4D6x10, medium size
stones can be $3D4x100, and large carat gems can be as much as $20,000.
Tanzanite (Ultramarine blue to light violet blue): Vocalization (minor super ability-PU 1). Cost:
Small stones can be around $6D6x10, medium size stones can be near $3D6x100, large stones
as much as $3D4x100, and Large spheres can cost well over $20,000
Topaz (Can be yellow, orange, light to dark blue, pink-red, red violet, light green, and colorless):
Energy Expulsion-Cold or Energy Expulsion-Icy Mist (minor super ability-PU 1). Cost: Small
inexpensive stones can be bought for $1D4x10. Small good quality stones around $4D6x10 and
large stones cost as much as $6000.
Tourmaline (Can be bi-, tri-, or parti-colored, change their color when the light chances from
daylight to artificial light, no two tourmalines are exactly alike): Conduct Electricity (PU 1) or
Energy Expulsion: Electricity. Cost: Small stones can cost $4D6x10, medium size stones
$4D4x100, and large stone can be as much as $10,000.
Turquoise (Sky blue or grey-green). Sense Death & Destruction (minor super ability-PU 1). Cost:
Various size jewelry can be purchased under $70.
Yttirum aluminium garnet or YAG (Colored variants include green, cobalt, red-yellow, purple,
pink, and orange). Energy Expulsion-Particle Beam (minor super ability-PU 3). Cost: Small stones
$2D4x10, Large stones ($4D6x10).
Zultanite (It can change from kiwi green in sunlight in raspberry purplish-pink in candlelight-
incandescent light). Any of the following psionic powers can be drawn from this crystal-Astral
Project, Intuitive Combat, and Sensory Link (psionic). Cost: Zultanite is very rare, especially in
sizes over 5 carats. Stones under one carat $4D6x10. Srtones under 3 carats $7D6x1000. Stones
over 3 carats begin at $5000
The following is an additional list of precious gems that can be used with the super power Gem
Powers found in Heroes Unlimited 2nd edition (page 273-274). The power also provides a +20%
bonus to the skill of gemology.
Alexandrite (a green or bluish green in daylight and fluorescent lightning to a soft shade of red-
purplish-red or raspberry red in incandescent light): Chameleon (major super ability). Cost:
$1D6x100 per small stone, $1D4x1000 for large stones.
Amber (fossilized tree sap in various shades of gold, orange, or brown): Sticky Globes (minor
super ability-PU 3). Prices can range from $20 to $40,000 or more.
Argonite (white or colorless or with usually subdued shades of red, yellow, orange, brown, green,
and even blue): Iron Will (minor super ability-PU 1). Cost: $4D6x10 for gem stones, $4D6x100
for crystal gems.
Bloodstone (Opaque dark green stone with red spots): Healing Power (minor super ability-PU 1).
Cost: $5 to $180 dollars for various sizes.
Chrysoberyl (Lemon and greenish yellow, and in honey colors and shades from mint green to
brownish green): Danger Sense (minor super ability-PU 1). Cost: $30-$300. Chrysoberl Cat’s Eye
(Animal Abilities-Cat: Domestic or Wild Predator-Choose one per use of stone). Cost: Same as
Chrysoberyl but some high valued stones can range from $1000-$40,000.
Citrine (Citrus yellow or a gold or reddish brown): Impervious to Light & Lasers (minor super
ability-PU 1). Cost: $1D6x10 for small, simple stones, $3D6x10 for medium stones.
Fire Opals (A translucent to semi-opaque stone that is generally yellow to bright orange and
sometimes nearly red): Control Elemental Force: Fire (major super ability). Cost: $3D6x10
Iolite (Purplish blue): Supervision: Advance Sight (minor super ability). Cost: $2D6x10 for small
stones, $3D6x10 for large stones. Triple when use with gold or silver jewelry.
Jade (Many fine nuances of green, but also in shades of white, grey, black, yellow, and orange
and in delicate violet tone): Heighten Sense of Awareness (minor super ability-PU 1). Cost:
$2D4x10
Kunzite (Delicate pink hues, and sometimes a hint of violet): Any of the following psionics can be
drawn from the gem: See Aura, Presence Sense, and Sense Evil (all psionic). Cost: For a small,
nice gut stone $5D6x10. For a very large, cut stone $2D4x1000.
Kyanite (Light to dark blue, but can also be colorless, white, gray, green or yellow): Immune to
(Some) Super Abilities (PU 3) or Impervious to Energy & Electricity (PU 1). Both are minor super
abilities. Cost: $4D6x10
Lapis Lazuli (Opaque, deep blue): Mental Illusion (psionic). Cost: $1D6x10 for small stones,
$3D6x10 for medium and large stone.
Moonstone (Colorless to milky white to blue gray): Nightstalking or Lunar Strength (PU 1). Both
minor super abilities. Cost: $2D6x10
Morganite (Range in color from pink to peach): Any of the following psionic powers can be drawn
from the gem: Calm Rage, Suppress Fear, and Deaden Senses (psionic). Cost: For a small stone
$3D6x10, a medium size stone $1D6x100, and a large stones can be as much as $2D6x1000.
Onyx (Fingernail white to dark brown and black): Create Darkness (major super ability). Cost:
$2-$10.
Pearl (White/cream, pink, gray, peach, gold, and black): Control Elemental Force: Water (major
super ability). Cost: Pearl jewelry (earrings, necklaces, pendants, clasps, bracelets, and rings)
can cost as little as $50 to $12,000 depending upon size, shape, quality of surface, orientation,
and luster.
Peridot (Yellowish green to medium olive green): Energy Expulsion: Force or Force Blast (minor
super ability-PU 1). Cost: $3D6x10 for small stones, $1D6x100 for medium size, and as much as
$1D10x1000 for large carat stones.
Quartz (Medusa): Petrifaction (major super ability-PU 3). Cost: 5D6x10 per small stone,
$2D4x100 for large stones.
Rhodochrosite (Red to pink, but is sometimes found in almost white, yellow, and brown
varieties): Unnoteworthy (minor super ability-PU 1). Cost: Small stones around $4D6x10,
medium size stones $2D4x100, and large stones as much as $5D6x100.
Spinel (Occurs naturally in every color, mistaken often as a ruby or sapphire): Color Manipulation
(minor super ability-PU 1). Cost: A small stone can be anywhere from $4D6x10, medium size
stones can be $3D4x100, and large carat gems can be as much as $20,000.
Tanzanite (Ultramarine blue to light violet blue): Vocalization (minor super ability-PU 1). Cost:
Small stones can be around $6D6x10, medium size stones can be near $3D6x100, large stones
as much as $3D4x100, and Large spheres can cost well over $20,000
Topaz (Can be yellow, orange, light to dark blue, pink-red, red violet, light green, and colorless):
Energy Expulsion-Cold or Energy Expulsion-Icy Mist (minor super ability-PU 1). Cost: Small
inexpensive stones can be bought for $1D4x10. Small good quality stones around $4D6x10 and
large stones cost as much as $6000.
Tourmaline (Can be bi-, tri-, or parti-colored, change their color when the light chances from
daylight to artificial light, no two tourmalines are exactly alike): Conduct Electricity (PU 1) or
Energy Expulsion: Electricity. Cost: Small stones can cost $4D6x10, medium size stones
$4D4x100, and large stone can be as much as $10,000.
Turquoise (Sky blue or grey-green). Sense Death & Destruction (minor super ability-PU 1). Cost:
Various size jewelry can be purchased under $70.
Yttirum aluminium garnet or YAG (Colored variants include green, cobalt, red-yellow, purple,
pink, and orange). Energy Expulsion-Particle Beam (minor super ability-PU 3). Cost: Small stones
$2D4x10, Large stones ($4D6x10).
Zultanite (It can change from kiwi green in sunlight in raspberry purplish-pink in candlelight-
incandescent light). Any of the following psionic powers can be drawn from this crystal-Astral
Project, Intuitive Combat, and Sensory Link (psionic). Cost: Zultanite is very rare, especially in
sizes over 5 carats. Stones under one carat $4D6x10. Srtones under 3 carats $7D6x1000. Stones
over 3 carats begin at $5000
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
CARMA
At the age of five, Carma was not only able to read, write, and speak perfect English, but she was
the luckiest kid in town. By age eight, she was considered a prodigy child. She attended a school
for gifted children, but hated it there. She wanted to be around kids her own age and around
normal people. In an effort to deal with her troubles, her parents sent her to spend time with her
cousin Allison. While staying with her cousin, someone tried to kill Allison with a bomb in her car.
By luck, Carma was in the car and the bomb failed to go off. When Carma revealed the truth
about herself to Allison, Christian decided her gifts where perfect to help with Allison’s safety. He
convinced Allison’s uncle and aunt (Bethany and Rick Quinn) to allow Carma to live (and work)
with them. Carma doesn’t like the idea of having to still attend school. She‘d rather hang out with
Lucinda, Shade, and Bounce fighting criminals. She worries about her cousin and the stress she’s
under. She can see the temptation in Allison to become Sister Chaos and that there is a growing
evil that swims in her soul.
Real Name: Carma Quinn
Occupation: Freshman in High School
Alignment: Scrupulous
Power Category: Mutant
Experience Level: 4th
Hit Points: 29 S.D.C.: 70
P.P.E.: 30
Appearance: Carma has the athletic physique of a petite adolescent female. She has neck-length,
straight, silky, black hair worn in a businesslike style. Her eyes are a deep blue. Her costume is a
cheerleader outfit.
Attributes: I.Q. 20, M.E. 15, M.A. 14, P.S. 10, P.P. 12, P.E. 11, P.B. 12, Spd. 23.
Age: 15, Sex: Female, Height: 5 feet and 2 inches (1.57 m), Weight:
87 lbs (39.15 kg).
Unusual Characteristics: Ambidextrous
Major Super Ability: Karmic Powers (4 re-rolls per adventure)
Minor Super Abilities: Linguistics, Danger Sense (12 seconds), and Criminal Intuition.
Combat Training: Non-combatant
Attacks per Melee: 3 attacks per melee/3 non-combat actions
Combat Bonuses: +1 to initiative, +2 to parry, +3 to dodge, and +1 to roll with
punch/fall. Her karmic power will grant her additional combat bonuses when needed
Combat Skills: Punch 1D4.
Saving Throws: Her karmic power provides her special bonuses to saving throws when
needed.
Other Bonuses: +6% on skills
Educational Background: Freshman in High School
Common Skills: Read-Write/Speak English 94%/98%, Mathematics: Basic 90%,
Pilot: Roller Blades & Skateboards 68%, Read-Write/Speak Spanish, Russian, Japanese, French,
German, and Chinese 91%/93%, Portuguese & Hindi 86%/90%, Arabic & Indonesia 81%/87%,
and Italian & Polish 76%/84%.
Computer Program: Basic Electronics 56%, Computer Operation 78%, Computer
Programming 68%, Computer Hacking 46%, and Computer Repair 61%.
Secondary Skills: Climbing 81%/71%, Prowl 51%, Streetwise 52%, Running,
Athletics (general), Radio: Basic 76%, Pick Pocket 51%, Pick Lock 61%, Research 66%, Palming
46%, and Dance 56%.
Money: Carma is given a $50 allowance a week. She can use this money however she
wants.
Weapons: None, she relies on her wits and her super powers.
Equipment & Vehicles: She gets around using 2013 Activa 90 Inline Skates (Rollerblades).
At the age of five, Carma was not only able to read, write, and speak perfect English, but she was
the luckiest kid in town. By age eight, she was considered a prodigy child. She attended a school
for gifted children, but hated it there. She wanted to be around kids her own age and around
normal people. In an effort to deal with her troubles, her parents sent her to spend time with her
cousin Allison. While staying with her cousin, someone tried to kill Allison with a bomb in her car.
By luck, Carma was in the car and the bomb failed to go off. When Carma revealed the truth
about herself to Allison, Christian decided her gifts where perfect to help with Allison’s safety. He
convinced Allison’s uncle and aunt (Bethany and Rick Quinn) to allow Carma to live (and work)
with them. Carma doesn’t like the idea of having to still attend school. She‘d rather hang out with
Lucinda, Shade, and Bounce fighting criminals. She worries about her cousin and the stress she’s
under. She can see the temptation in Allison to become Sister Chaos and that there is a growing
evil that swims in her soul.
Real Name: Carma Quinn
Occupation: Freshman in High School
Alignment: Scrupulous
Power Category: Mutant
Experience Level: 4th
Hit Points: 29 S.D.C.: 70
P.P.E.: 30
Appearance: Carma has the athletic physique of a petite adolescent female. She has neck-length,
straight, silky, black hair worn in a businesslike style. Her eyes are a deep blue. Her costume is a
cheerleader outfit.
Attributes: I.Q. 20, M.E. 15, M.A. 14, P.S. 10, P.P. 12, P.E. 11, P.B. 12, Spd. 23.
Age: 15, Sex: Female, Height: 5 feet and 2 inches (1.57 m), Weight:
87 lbs (39.15 kg).
Unusual Characteristics: Ambidextrous
Major Super Ability: Karmic Powers (4 re-rolls per adventure)
Minor Super Abilities: Linguistics, Danger Sense (12 seconds), and Criminal Intuition.
Combat Training: Non-combatant
Attacks per Melee: 3 attacks per melee/3 non-combat actions
Combat Bonuses: +1 to initiative, +2 to parry, +3 to dodge, and +1 to roll with
punch/fall. Her karmic power will grant her additional combat bonuses when needed
Combat Skills: Punch 1D4.
Saving Throws: Her karmic power provides her special bonuses to saving throws when
needed.
Other Bonuses: +6% on skills
Educational Background: Freshman in High School
Common Skills: Read-Write/Speak English 94%/98%, Mathematics: Basic 90%,
Pilot: Roller Blades & Skateboards 68%, Read-Write/Speak Spanish, Russian, Japanese, French,
German, and Chinese 91%/93%, Portuguese & Hindi 86%/90%, Arabic & Indonesia 81%/87%,
and Italian & Polish 76%/84%.
Computer Program: Basic Electronics 56%, Computer Operation 78%, Computer
Programming 68%, Computer Hacking 46%, and Computer Repair 61%.
Secondary Skills: Climbing 81%/71%, Prowl 51%, Streetwise 52%, Running,
Athletics (general), Radio: Basic 76%, Pick Pocket 51%, Pick Lock 61%, Research 66%, Palming
46%, and Dance 56%.
Money: Carma is given a $50 allowance a week. She can use this money however she
wants.
Weapons: None, she relies on her wits and her super powers.
Equipment & Vehicles: She gets around using 2013 Activa 90 Inline Skates (Rollerblades).
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
BOUNCE
Betty came home after middle school to find her father working vigorously in his lab in his
basement. He’d just develop a formula to improve on plastic surgery techniques by growing a
special skin that would bind to the patient’s skin. Betty went into her parents’ bedroom and found
her mother asleep having apparently taken some sleeping pills. Betty decided to make herself
some French Fries. While cooking, she accidently spilled a hot pan of grease and caught herself
and the kitchen on fire. Her father came rushing up, saw her clothes and flesh on fire, and
smothered her with a blanket. He took his daughter outside and sprayed her down with the
garden hose. The fire department arrived to put out the fire while the ambulance took Betty and
her father to the hospital. But Professor Herbet Leeds never told anyone that his wife Veronica
was asleep in the house. At the hospital, Betty was placed in the burn unit with 65% of her body
covered with 3rd and 2nd degree burns. The police took Professor Leeds away and demanded to
know why he failed to aid his wife when he clearly had time to help her or at least mention that
she was in the house asleep. Mr. Leeds failed to answer. An autopsy revealed that Veronica had
taken a very strong dose of her pills and the water she drank her pills down with also tested
positive for the same pills and had Mr. Leeds fingerprints on them. Mr. Leeds deliberately
drugged his wife making it impossible for her to awaken during the fire. Mr. Leeds was arrested
and charged with negligent homicide. Meanwhile, Betty’s condition continued to grow worse.
Leeds posted bail, snuck into his lab and rapidly whipped up a batch of his special skin. He
arrived at the hospital began pouring the liquid skin over her body. At once she reacted violently
to the substance. Security and hospital staff rushed inside to see Betty covered in a pink-frothing
substance. Security guards held Mr. Leed down as doctors tried tearing the substance off Betty.
But soon they were pulling and stretching her skin and flesh like taffy. Betty had turned into an
elastic rubber girl. In a matter of hours, she completely healed from her injuries, nevertheless
her father was being returned to jail. Many scientist and doctors were eager to learn the secret of
his experiment so they paid for the best defense attorney money could afford, nevertheless, Mr.
Leeds was found guilty of negligent homicide and criminal negligence against his daughter.
Professor Leeds was sentence to 10-15 years of prison. Betty was made to stay with her mother’s
aunt. Betty at first found it difficult to be around normal kids. Despite her full-figured frame, she
was still very attractive and desirable to the eyes and hearts of many men. Yet Betty wanted
nothing to do with them, fearing they would discover he rubber secret. Yet once she learned how
she could bounce around all day long, Betty started to embrace her uniqueness. Soon she was
bouncing across town, without a care to the world. One day she bounced into a cat burglar and
knocked him off the roof. She caught him before he hit the ground and turned him in to the
police. The thrill over what she’d done, Betty started acting like a Legionnare calling herself
Bouncing Betty. A year after high school, Betty witnessed a man caught in a massive shootout
with members of a crime family. After taking care of the enforcers, Betty offered to take the man
to the hospital, yet he refused. Yet he asked if she would be interested in making some real
money. So Betty was hired by Christian to be one of Allison’s body guards. Betty is good, kind
person, somewhat ditzy (even though she not blond), and very talkative, but very much the
heart and soul of the Lady Knights
Real Name: Betty Leeds
Alias: Bouncing Betty
Occupation: Super Heroine and Body Guard for Allison Quinn
Alignment: Principled
Power Category: Experiment
Experience Level: 4th
Hit Points: 47 S.D.C.: 136/400 in rubber form Armor Rating: A.R. 14
in rubber form
P.P.E.: 21
Appearance: Betty is very attractive with a busty figure and wide hips. She has very long,
straight, silky, brown hair. Her eyes are light brown. Her costume is green and it looks like a
fusion of a businesswoman’s suit and a jumpsuit.
Attributes: I.Q. 9, M.E. 8, M.A. 15, P.S. 14/24 in rubber form, P.P. 13, P.E. 29, P.B. 18, Spd. 46 (32 mph/51 km).
Age: 20, Sex: Female, Height: 5 feet and 7 inches (1.70 m), Weight:
145 lbs (65.25 kg).
Side Effect: She has ultra long brown hair to her knees and Betty cannot revert back to
her normal flesh. She is stuck in APS-Rubber form. Note: The S.D.C. of her rubber body heals
4D6 S.D.C points per every 10 minutes.
Major Super Abilities: Alter Physical Structure Rubber and Stretching.
Minor Super Ability: Super Bounce
Combat Training: Basic
Attacks per Melee: 5 (2 initial +3 from Hand to Hand)
Combat Bonuses: +1 to strike, +4 to parry, +4 to dodge, +9 to damage in rubber form,
+15 to roll with punch/fall, +4 to pull punch, +2 to entangle, and +2 to disarm
Combat Skills: Punch 1D4, Power Punch 2D4 (counts as two attacks), Elbow/Forearm 1D6,
Knee 1D6, and Snap Kick 1D6.
Saving Throws: Impervious to melee/range attacks (Supernatural P.S. does only 10%
normal damage), electricity, and cold. Half damage from armor piercing, explosive rounds,
grenades, and light explosives above A.R., but no damage below, explosives and high speed
vehicle impacts only 1/10 normal damage, falls below 460 feet (140 m) does no damage, any
higher only does 20% normal damage, energy attacks half damage below A.R., +28% to save vs.
coma or death, and +7 to save vs. poison & magic.
Other Bonuses: 40% to charm/impress.
Educational Background: High School
Common Skills: Read-Write/Speak English 88%%/92% and Pilot: Automobile 72%.
Domestic Program: Mathematics: Basic 89%, Cooking 60%, Sewing 65%, and
Wardrobe & Grooming 71%.
2nd Domestic Program: Gardening 57%, Dance 55%, Housekeeping 60%, and
Singing 60%.
Secondary Skills: Hand to Hand: Basic, First Aid 65%, Computer Operation 72%,
Research 60%, Law (general) 55%, Rope Works 50%, Preserve Food 50%, Swimming 70%,
Performance 52%, Public Speaking 50%, Climbing 50%/40%, and Prowl 35%.
Money: Working for Allison she makes around $89,000 a year. So far she’s use her money
to help pay for her father’s legal issues and to get herself some nice clothes to wear.
Weapons: None, she relies on her super abilities.
Stretch nose, ears, toes, and tongue only one foot (0.3 m), stretch arms 30 feet (9.1 m),
stretch legs 40 feet (12.2 m), stretch fingers 5 feet (1.5 m), stretch neck 20 feet (6 m), stretch
entire body 200 feet (60 m).
Bounce Travel 64 mph/103 km)
Hyper-Ricochet Bouncing 96 mph/155 km.
Bounce Fist 2D6 damage
Bounce Kick 4D6 damage
Body Block/Tackle 2D4 + 01-60% of knockdown
Ricochet Shot (same as bounce attacks, but counts as two attacks)
Equipment & Vehicles: She drives around in a pink 2011 Chevy Malibu LT. Her costume
has been treated with a special substance, giving it a Bio-Aura that stretched with Betty.
Betty came home after middle school to find her father working vigorously in his lab in his
basement. He’d just develop a formula to improve on plastic surgery techniques by growing a
special skin that would bind to the patient’s skin. Betty went into her parents’ bedroom and found
her mother asleep having apparently taken some sleeping pills. Betty decided to make herself
some French Fries. While cooking, she accidently spilled a hot pan of grease and caught herself
and the kitchen on fire. Her father came rushing up, saw her clothes and flesh on fire, and
smothered her with a blanket. He took his daughter outside and sprayed her down with the
garden hose. The fire department arrived to put out the fire while the ambulance took Betty and
her father to the hospital. But Professor Herbet Leeds never told anyone that his wife Veronica
was asleep in the house. At the hospital, Betty was placed in the burn unit with 65% of her body
covered with 3rd and 2nd degree burns. The police took Professor Leeds away and demanded to
know why he failed to aid his wife when he clearly had time to help her or at least mention that
she was in the house asleep. Mr. Leeds failed to answer. An autopsy revealed that Veronica had
taken a very strong dose of her pills and the water she drank her pills down with also tested
positive for the same pills and had Mr. Leeds fingerprints on them. Mr. Leeds deliberately
drugged his wife making it impossible for her to awaken during the fire. Mr. Leeds was arrested
and charged with negligent homicide. Meanwhile, Betty’s condition continued to grow worse.
Leeds posted bail, snuck into his lab and rapidly whipped up a batch of his special skin. He
arrived at the hospital began pouring the liquid skin over her body. At once she reacted violently
to the substance. Security and hospital staff rushed inside to see Betty covered in a pink-frothing
substance. Security guards held Mr. Leed down as doctors tried tearing the substance off Betty.
But soon they were pulling and stretching her skin and flesh like taffy. Betty had turned into an
elastic rubber girl. In a matter of hours, she completely healed from her injuries, nevertheless
her father was being returned to jail. Many scientist and doctors were eager to learn the secret of
his experiment so they paid for the best defense attorney money could afford, nevertheless, Mr.
Leeds was found guilty of negligent homicide and criminal negligence against his daughter.
Professor Leeds was sentence to 10-15 years of prison. Betty was made to stay with her mother’s
aunt. Betty at first found it difficult to be around normal kids. Despite her full-figured frame, she
was still very attractive and desirable to the eyes and hearts of many men. Yet Betty wanted
nothing to do with them, fearing they would discover he rubber secret. Yet once she learned how
she could bounce around all day long, Betty started to embrace her uniqueness. Soon she was
bouncing across town, without a care to the world. One day she bounced into a cat burglar and
knocked him off the roof. She caught him before he hit the ground and turned him in to the
police. The thrill over what she’d done, Betty started acting like a Legionnare calling herself
Bouncing Betty. A year after high school, Betty witnessed a man caught in a massive shootout
with members of a crime family. After taking care of the enforcers, Betty offered to take the man
to the hospital, yet he refused. Yet he asked if she would be interested in making some real
money. So Betty was hired by Christian to be one of Allison’s body guards. Betty is good, kind
person, somewhat ditzy (even though she not blond), and very talkative, but very much the
heart and soul of the Lady Knights
Real Name: Betty Leeds
Alias: Bouncing Betty
Occupation: Super Heroine and Body Guard for Allison Quinn
Alignment: Principled
Power Category: Experiment
Experience Level: 4th
Hit Points: 47 S.D.C.: 136/400 in rubber form Armor Rating: A.R. 14
in rubber form
P.P.E.: 21
Appearance: Betty is very attractive with a busty figure and wide hips. She has very long,
straight, silky, brown hair. Her eyes are light brown. Her costume is green and it looks like a
fusion of a businesswoman’s suit and a jumpsuit.
Attributes: I.Q. 9, M.E. 8, M.A. 15, P.S. 14/24 in rubber form, P.P. 13, P.E. 29, P.B. 18, Spd. 46 (32 mph/51 km).
Age: 20, Sex: Female, Height: 5 feet and 7 inches (1.70 m), Weight:
145 lbs (65.25 kg).
Side Effect: She has ultra long brown hair to her knees and Betty cannot revert back to
her normal flesh. She is stuck in APS-Rubber form. Note: The S.D.C. of her rubber body heals
4D6 S.D.C points per every 10 minutes.
Major Super Abilities: Alter Physical Structure Rubber and Stretching.
Minor Super Ability: Super Bounce
Combat Training: Basic
Attacks per Melee: 5 (2 initial +3 from Hand to Hand)
Combat Bonuses: +1 to strike, +4 to parry, +4 to dodge, +9 to damage in rubber form,
+15 to roll with punch/fall, +4 to pull punch, +2 to entangle, and +2 to disarm
Combat Skills: Punch 1D4, Power Punch 2D4 (counts as two attacks), Elbow/Forearm 1D6,
Knee 1D6, and Snap Kick 1D6.
Saving Throws: Impervious to melee/range attacks (Supernatural P.S. does only 10%
normal damage), electricity, and cold. Half damage from armor piercing, explosive rounds,
grenades, and light explosives above A.R., but no damage below, explosives and high speed
vehicle impacts only 1/10 normal damage, falls below 460 feet (140 m) does no damage, any
higher only does 20% normal damage, energy attacks half damage below A.R., +28% to save vs.
coma or death, and +7 to save vs. poison & magic.
Other Bonuses: 40% to charm/impress.
Educational Background: High School
Common Skills: Read-Write/Speak English 88%%/92% and Pilot: Automobile 72%.
Domestic Program: Mathematics: Basic 89%, Cooking 60%, Sewing 65%, and
Wardrobe & Grooming 71%.
2nd Domestic Program: Gardening 57%, Dance 55%, Housekeeping 60%, and
Singing 60%.
Secondary Skills: Hand to Hand: Basic, First Aid 65%, Computer Operation 72%,
Research 60%, Law (general) 55%, Rope Works 50%, Preserve Food 50%, Swimming 70%,
Performance 52%, Public Speaking 50%, Climbing 50%/40%, and Prowl 35%.
Money: Working for Allison she makes around $89,000 a year. So far she’s use her money
to help pay for her father’s legal issues and to get herself some nice clothes to wear.
Weapons: None, she relies on her super abilities.
Stretch nose, ears, toes, and tongue only one foot (0.3 m), stretch arms 30 feet (9.1 m),
stretch legs 40 feet (12.2 m), stretch fingers 5 feet (1.5 m), stretch neck 20 feet (6 m), stretch
entire body 200 feet (60 m).
Bounce Travel 64 mph/103 km)
Hyper-Ricochet Bouncing 96 mph/155 km.
Bounce Fist 2D6 damage
Bounce Kick 4D6 damage
Body Block/Tackle 2D4 + 01-60% of knockdown
Ricochet Shot (same as bounce attacks, but counts as two attacks)
Equipment & Vehicles: She drives around in a pink 2011 Chevy Malibu LT. Her costume
has been treated with a special substance, giving it a Bio-Aura that stretched with Betty.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
METALLICA
Metallica was a tom boy who decided to join the military. She liked working with machines so she
joined the U.S. Army and went to college to end up as a combat engineer. She had a tough time
of it at first but eventually earn the respect of peers. After two tours in the Middle East, Vivian
and her company while they were setting up a bridge were attacked by a dozen partial cyborg
soldiers. The advantage was enough to destroy most of her team, except her. Feeling as if she
failed her teammates while lying up in the hospital, she was approach by an elite group of
military scientists who offered her the chance of revenge. After leaving the hospital, she went to
a top secret military installation where she was converted into a super soldier. The project was
successful and Vivian was given the codename Metallica. However, three months later, the
Pentagon cut the funding to the program. Now transformed into a cyber humanoid, Vivian went
in search of new employment and a purpose in life. All the while the U.S. Army was monitoring
her daily life. She joined Eagle Knight Security and became one of the company’s best operatives.
Eventually her accolades reach the ear of Christian Grimes, who interviewed her for the
bodyguard position for Allison. Vivian fit the bill perfectly. Since then Vivian has become the team
captain for the Lady Knights, while she has not particularly opened up to her teammates about
her past, hopes, and dreams, she remains a loyal and valued person that any of the girls can
come too. She believes Christian is hiding something and she plans on figuring out what it is,
since he duty is to protect Allison from all threats, including herself and the other Lady Knights.
Real Name: Vivian Wright
Alignment: Unprincipled
Occupation: Former U.S. Army Corps of Engineer. Formerly employed by Eagle Knight
Security, now a Professional Body Guard for Allison Quinn
Super Power Category: Super Soldier
Experience Level: 4th
Hit Points: 51 S.D.C.: 542
P.P.E.: 10
Appearance: She is built like a professional female bodybuilder. Her skin and shoulder
length hair has a gray metallic hue. Her eyes are icy blue. She wears a skin tight costume that
looks like a bathing suit. When she goes into battle she will usually don her cyber armor.
Attributes: I.Q. 13, M.E. 13, M.A. 11, P.S. 41, P.P. 16, P.E. 21, P.B. 10, Spd. 52 (36 mph/58 km).
Age: 33, Sex: Female, Height: 6 feet, 3 inches (1.9 m), Weight: 320
lbs (144 kg).
Endoskeletal Replacement: Robotic Enhance Endurance (Function 20x longer than normal
people, remain alert and operate for up to 2 days without sleep), Robotic Enhanced Strength
(Equal to Superhuman P.S., carry 8200 lbs/3690 km and lift 12,300 lbs/5535 kg), Robotic
Enhanced Reflexes (fall 100 feet/30.5 m and land on feet 01-60%), Robotic Speed, Cybernetic
Senses (Enhanced sense of smell and taste, bionic amplified hearing, nightvision 600 feet/183 m,
thermo-imager 600 feet/813 m), Cosmetic Disguise (alter facial features), Unbreakable Skeleton
(N.A.R. 17 and 2000 S.D.C.), and Increase Survivability.
Supersoldier Abilities: Cyber Armor (A.R. 16 and 200 S.D.C.), Electrical Discharge (1D6,
2D6, or 4D6 damage. Range: 100 feet/30.5 m or touch-adds normal punch and P.S. damage to
the electrical damage, Payload: 50 shot per hour), Tissue Density Increase, and Energy
Resistance (take half damage from all energy attacks).
Combat Training: Hand to Hand: Expert
Attacks per Melee: 6 (2 initial +3 from hand-to-hand +1 from enhancements)
Combat Bonuses: +11 to Initiative, +4 to strike, +8 to parry, +9 to dodge, +31 to
damage, +8 to roll with punch/fall, and +7 to pull punch.
Combat Skills: Punch 2D4+2, Power Punch 3D6+2 (counts as two attacks),
Elbow/Forearm 2D6, Knee 1D6, and all Holds.
Saving Throw: +32% to save vs. coma/death, +3 to save vs. magic, +7 to save vs.
poison, toxic gases, drugs, & disease, +2 to save vs. Bio-Manipulation, and +4 to save vs. horror
factor.
Education Level and Skills: Military
Common Skills: Read-Write/Speak English 88%/92%, Mathematics: Basic 84%,
Pilot: Automobile 72%.
Basic Military Program: Running, Climbing 80%/70%, Forced March, Military
Etiquette 65%, Radio: Basic 80%, W.P. Rifle (+2 to aim/+1 to burst), and W.P. Grenade (+2 to
strike).
2nd Military Program: Armorer/Field Armorer 70%, Basic Mechanics 90%, Trap/Mine
Detection 50%, Pilot: APC and Tank 78%, and Demolitions Disposal 82%.
Advance Pilot Program: Navigation 70%, Sensory Equipment 60%, Weapon System
70%, Pilot: Truck 86%, Pilot: Tracked Vehicles 84%, Pilot: Helicopter 74%, and Pilot: Robot &
Power Armor 78%.
Espionage Program: Hand-to-Hand: Expert, Detect Ambush 60%, Intelligence 58%,
Wilderness Survival 60%%, Tracking (people) 55%, and Undercover Ops 60%.
Secondary Skills: Athletics (general), Body Build & Weightlifting, Auto Mechanics 72%,
Recognize Weapon Quality 45%, General Repair/Maintenance 65%, Jury-Rig 55%, Basic
Electronics 50%, Firefighting 60%, Land Navigation 44%, and Law (general) 45%.
Money: During the two years she worked for EKS, she made $350 a day while on
assignment or $3500 a day for a special assignment. Metallica makes $95,000 a year working for
Allison Quinn.
Weapons: She has access to a number of conventional weapons (handguns and rifles).
Mini-Missile Launcher (forearms), Range: One mile (1.6 km), Damage: 5D6+10, Rate of
Fire: 1 or volley of 2, 4, or 6, Payload: Weapons holds six, but an additional 16 are in an armored
backpack.
Armor: Cyber Armor (see above) or if she wants to be less noticeable she will wear a point
blank vest (A.R. 10 and 70 S.D.C.).
Vehicles & Equipment: Rocket Jump Boots: Leap 60 feet (18.3 m). She drives around in a
2007 Hummer H2.
Metallica was a tom boy who decided to join the military. She liked working with machines so she
joined the U.S. Army and went to college to end up as a combat engineer. She had a tough time
of it at first but eventually earn the respect of peers. After two tours in the Middle East, Vivian
and her company while they were setting up a bridge were attacked by a dozen partial cyborg
soldiers. The advantage was enough to destroy most of her team, except her. Feeling as if she
failed her teammates while lying up in the hospital, she was approach by an elite group of
military scientists who offered her the chance of revenge. After leaving the hospital, she went to
a top secret military installation where she was converted into a super soldier. The project was
successful and Vivian was given the codename Metallica. However, three months later, the
Pentagon cut the funding to the program. Now transformed into a cyber humanoid, Vivian went
in search of new employment and a purpose in life. All the while the U.S. Army was monitoring
her daily life. She joined Eagle Knight Security and became one of the company’s best operatives.
Eventually her accolades reach the ear of Christian Grimes, who interviewed her for the
bodyguard position for Allison. Vivian fit the bill perfectly. Since then Vivian has become the team
captain for the Lady Knights, while she has not particularly opened up to her teammates about
her past, hopes, and dreams, she remains a loyal and valued person that any of the girls can
come too. She believes Christian is hiding something and she plans on figuring out what it is,
since he duty is to protect Allison from all threats, including herself and the other Lady Knights.
Real Name: Vivian Wright
Alignment: Unprincipled
Occupation: Former U.S. Army Corps of Engineer. Formerly employed by Eagle Knight
Security, now a Professional Body Guard for Allison Quinn
Super Power Category: Super Soldier
Experience Level: 4th
Hit Points: 51 S.D.C.: 542
P.P.E.: 10
Appearance: She is built like a professional female bodybuilder. Her skin and shoulder
length hair has a gray metallic hue. Her eyes are icy blue. She wears a skin tight costume that
looks like a bathing suit. When she goes into battle she will usually don her cyber armor.
Attributes: I.Q. 13, M.E. 13, M.A. 11, P.S. 41, P.P. 16, P.E. 21, P.B. 10, Spd. 52 (36 mph/58 km).
Age: 33, Sex: Female, Height: 6 feet, 3 inches (1.9 m), Weight: 320
lbs (144 kg).
Endoskeletal Replacement: Robotic Enhance Endurance (Function 20x longer than normal
people, remain alert and operate for up to 2 days without sleep), Robotic Enhanced Strength
(Equal to Superhuman P.S., carry 8200 lbs/3690 km and lift 12,300 lbs/5535 kg), Robotic
Enhanced Reflexes (fall 100 feet/30.5 m and land on feet 01-60%), Robotic Speed, Cybernetic
Senses (Enhanced sense of smell and taste, bionic amplified hearing, nightvision 600 feet/183 m,
thermo-imager 600 feet/813 m), Cosmetic Disguise (alter facial features), Unbreakable Skeleton
(N.A.R. 17 and 2000 S.D.C.), and Increase Survivability.
Supersoldier Abilities: Cyber Armor (A.R. 16 and 200 S.D.C.), Electrical Discharge (1D6,
2D6, or 4D6 damage. Range: 100 feet/30.5 m or touch-adds normal punch and P.S. damage to
the electrical damage, Payload: 50 shot per hour), Tissue Density Increase, and Energy
Resistance (take half damage from all energy attacks).
Combat Training: Hand to Hand: Expert
Attacks per Melee: 6 (2 initial +3 from hand-to-hand +1 from enhancements)
Combat Bonuses: +11 to Initiative, +4 to strike, +8 to parry, +9 to dodge, +31 to
damage, +8 to roll with punch/fall, and +7 to pull punch.
Combat Skills: Punch 2D4+2, Power Punch 3D6+2 (counts as two attacks),
Elbow/Forearm 2D6, Knee 1D6, and all Holds.
Saving Throw: +32% to save vs. coma/death, +3 to save vs. magic, +7 to save vs.
poison, toxic gases, drugs, & disease, +2 to save vs. Bio-Manipulation, and +4 to save vs. horror
factor.
Education Level and Skills: Military
Common Skills: Read-Write/Speak English 88%/92%, Mathematics: Basic 84%,
Pilot: Automobile 72%.
Basic Military Program: Running, Climbing 80%/70%, Forced March, Military
Etiquette 65%, Radio: Basic 80%, W.P. Rifle (+2 to aim/+1 to burst), and W.P. Grenade (+2 to
strike).
2nd Military Program: Armorer/Field Armorer 70%, Basic Mechanics 90%, Trap/Mine
Detection 50%, Pilot: APC and Tank 78%, and Demolitions Disposal 82%.
Advance Pilot Program: Navigation 70%, Sensory Equipment 60%, Weapon System
70%, Pilot: Truck 86%, Pilot: Tracked Vehicles 84%, Pilot: Helicopter 74%, and Pilot: Robot &
Power Armor 78%.
Espionage Program: Hand-to-Hand: Expert, Detect Ambush 60%, Intelligence 58%,
Wilderness Survival 60%%, Tracking (people) 55%, and Undercover Ops 60%.
Secondary Skills: Athletics (general), Body Build & Weightlifting, Auto Mechanics 72%,
Recognize Weapon Quality 45%, General Repair/Maintenance 65%, Jury-Rig 55%, Basic
Electronics 50%, Firefighting 60%, Land Navigation 44%, and Law (general) 45%.
Money: During the two years she worked for EKS, she made $350 a day while on
assignment or $3500 a day for a special assignment. Metallica makes $95,000 a year working for
Allison Quinn.
Weapons: She has access to a number of conventional weapons (handguns and rifles).
Mini-Missile Launcher (forearms), Range: One mile (1.6 km), Damage: 5D6+10, Rate of
Fire: 1 or volley of 2, 4, or 6, Payload: Weapons holds six, but an additional 16 are in an armored
backpack.
Armor: Cyber Armor (see above) or if she wants to be less noticeable she will wear a point
blank vest (A.R. 10 and 70 S.D.C.).
Vehicles & Equipment: Rocket Jump Boots: Leap 60 feet (18.3 m). She drives around in a
2007 Hummer H2.
Re: On the topic of Revised to 2nd ed conversions.....
I got idea for you what about a Super-high school?
You can make students and teachers.
What do you think?
You can make students and teachers.
What do you think?
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
Hmm, I use a high school group of super heroes in my One Hour to Inferno adventure that I often
run at conventions. Hmm have to think abou it.
run at conventions. Hmm have to think abou it.
- Glistam
- Megaversal® Ambassador
- Posts: 3631
- Joined: Tue Apr 05, 2005 2:09 pm
- Comment: The silent thief of Rozrehxeson.
- Location: Connecticut
- Contact:
Re: On the topic of Revised to 2nd ed conversions.....
Weird little nugget... Heroes Unlimited 2nd Edition on page 144 lists Marvin Tecumson as an example of an Enchanted Weapon hero, who purchases an ancient sword from a curio shop which turns out to be named Moonwind. Think that's enough to turn him into a hero of your design?
Zerebus: "I like MDC. MDC is a hundred times better than SDC."
kiralon: "...the best way to kill an old one is to crash a moon into it."
Temporal Wizard O.C.C. update 0.8 | Rifts random encounters
New Fire magic | New Temporal magic
Grim Gulf, the Nightlands version of Century Station
Let Chaos Magic flow in your campaigns.
kiralon: "...the best way to kill an old one is to crash a moon into it."
Temporal Wizard O.C.C. update 0.8 | Rifts random encounters
New Fire magic | New Temporal magic
Grim Gulf, the Nightlands version of Century Station
Let Chaos Magic flow in your campaigns.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
Hmm sounds interesting. I've been away working on another Palladium project, but I got some
spare time to bring Moon Wind and few more to light.
spare time to bring Moon Wind and few more to light.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
New characters will be posted soon.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
MOONWIND
Marvin Tecumson was hoping to make it big as an actor. In his early teens, he did some work
on-camera as an extra on television and the movies. When nothing broke for him, he decided go
to school to study theater, but to pay for college he needed some extra cash. He got a job at
Medieval World, a family dinner theater featuring staged medieval-style games, sword fighting,
and jousting. Marvin saw his performance as a means to possibly get a job as a stunt man in
television or the movies so he always put his all into every performance. So much so, he decided
to spend some extra money and buy a real fighting sword (he of course would dull the blade),
but it would look different from everyone else and make him stand out more. Marvin went into a
local curio shop. He saw a magnificent sword on the shelf. The shopkeeper tells him the sword
fell from the heavens a thousand years ago. Marvin of course doesn’t believe him. Still, there is
something about the sword. It seems to feel good in his hands, almost inviting. He buys the
blade for much more than he can afford. At home, he holds the blade and gives it a whirl.
Suddenly he finds himself in a mist-filled forest. A beautiful woman appears claiming to be
Selene goddess of the moon. She says, “Marvin, you are the new Champion of the Night, take
this enchanted sword Moonwind and use its powers to crush the evil that would devour the day.
Marvin is stunned. A million questions race through his mind, but before a syllable can trickle off
his tongue. He was back in his room. He thought he was going crazy... or was dreaming. He
hesitantly reached for the sword. Picks it up and mumbles to himself, “Moonwind”. With a flash,
Marvin finds himself garbed in a fancy medieval costume. His muscles ripple with power. He and
the sword are one, and the power it holds becomes his. No words are spoken, but he knows, a
new hero is born. Marvin continues to be a knight in the ring, but he’s given up his dream of
being an actor. Now he has a new role to play, a super hero.
Real Name: Marvin Tecumson
Occupation: Professional Reenactor.
Alignment: Scrupulous
Power Category: Magic (Enchanted Weapon)
Experience Level: 2nd
Hit Points: 23 S.D.C.: 32/145 with sword
P.P.E.: 7/26 with weapon.
Appearance: Marvin has a thin, athletic build. He medium-length, curly, thick hair is the
color of the afternoon sky, and is worn in a simple style. He has light blue eyes. His features
change completely when using the sword Moonwind. He becomes muscular, clean-shaven, with
gray eyes. His hair turns bright white. His fashionable, mystical outfit is gray with even
proportions and a long cape.
Attributes: I.Q. 14, M.E. 13, M.A. 23, P.S. 11, P.P. 16, P.E. 15, P.B. 9/19 with sword, Spd.
15/25 with sword. Note: He can glide 8-20 mph (12 to 32 km) in light wind or at the
speed of the wind in a strong gust.
Age: 28, Sex: Male, Height: 6 foot (1.82 m), Weight: 175 lbs (78.75 kg).
Enchanted Object: Moonwind (Broad Sword). +1 to strike/parry, Damage: 4D6+6.
Adds 60 S.D.C., Fire/Cold does half damage to owner, +3 to save vs. magic, See the Invisible,
and Creates Battle Dress.
Minor Super Abilities: Space Native and Weightless
Powers of Order: Damage Bonus, Mystic Shield, Turns itself and wielder invisible, Words
of Truth, Tongues, and Sense Magic.
Combat Training: Basic
Attacks per Melee: 4/6 (2 initial + 2 from Hand to Hand) +2 with sword.
Combat Bonuses: +1 to initiative/+4 with sword, +1 to strike/+5 with sword, +2 to
parry/+6 with sword, +2 to dodge/+8 with sword, +2 to damage, +3 to roll with punch/fall/+4
with sword, +3 to pull punch/+4 with sword, and +1 to disarm/+2 with sword.
Saving Throws: As Moonwind, he is impervious to the effects and environment of space,
he suffers only half damage from physical attacks, collisions, and explosive force. He cannot
suffer fall damage. He is impervious to cold, he takes one-quarter damage from magic cold, one-
half damage from fire, gravity manipulation powers are half effective, duration, damage, penalty,
he takes half damage from radiation attacks, and +3 to save vs. magic.
Combat Skills: Punch 1D4, Power Punch 2D4 (two attacks), Elbow/Forearm 1D6, and
Knee. 1D6. Note: Because he is weightless all of his attacks, except from the sword do half damage.
Other Bonuses: 75% trust/intimidate.
Educational Background: Three Years of College.
Common Skills: Read-Write/Speak English 84%/90%, Mathematics: Basic 78%,
and Pilot: Automobile 66%,
Investigate Program: Computer Operation 81%, Research 65%, Photography 60%, and
Writing 50%.
Entertainer Program: Disguise 52%, Performance 52%, Public Speaking 80%, Seduction
43%, Wardrobe & Grooming 73%.
Secondary Skills: Hand to Hand: Basic, W.P. Sword (+1 to strike/parry), Fencing (+1 to
strike/parry, +1D6 to damage), Aerobic Athletics (Sense of Balance 40%), Prowl 35%/55% with
sword, Swimming 60%, Athletics (general), and Horsemanship 58%/38%.
Money: He makes about $30,000 a year as a stunt man/reenactor.
Weapons: He relies solely on Moonwind. Damage: 4D6+6, Bonuses: +1 to strike/parry.
Armor: His costume provides some protection. A.R. 10, 30 S.D.C.
Equipment & Vehicles: He owns a 2009 Honda Ridgeline RTX. His job has him working
with a Pure Spanish Horse named Macabee.
Marvin Tecumson was hoping to make it big as an actor. In his early teens, he did some work
on-camera as an extra on television and the movies. When nothing broke for him, he decided go
to school to study theater, but to pay for college he needed some extra cash. He got a job at
Medieval World, a family dinner theater featuring staged medieval-style games, sword fighting,
and jousting. Marvin saw his performance as a means to possibly get a job as a stunt man in
television or the movies so he always put his all into every performance. So much so, he decided
to spend some extra money and buy a real fighting sword (he of course would dull the blade),
but it would look different from everyone else and make him stand out more. Marvin went into a
local curio shop. He saw a magnificent sword on the shelf. The shopkeeper tells him the sword
fell from the heavens a thousand years ago. Marvin of course doesn’t believe him. Still, there is
something about the sword. It seems to feel good in his hands, almost inviting. He buys the
blade for much more than he can afford. At home, he holds the blade and gives it a whirl.
Suddenly he finds himself in a mist-filled forest. A beautiful woman appears claiming to be
Selene goddess of the moon. She says, “Marvin, you are the new Champion of the Night, take
this enchanted sword Moonwind and use its powers to crush the evil that would devour the day.
Marvin is stunned. A million questions race through his mind, but before a syllable can trickle off
his tongue. He was back in his room. He thought he was going crazy... or was dreaming. He
hesitantly reached for the sword. Picks it up and mumbles to himself, “Moonwind”. With a flash,
Marvin finds himself garbed in a fancy medieval costume. His muscles ripple with power. He and
the sword are one, and the power it holds becomes his. No words are spoken, but he knows, a
new hero is born. Marvin continues to be a knight in the ring, but he’s given up his dream of
being an actor. Now he has a new role to play, a super hero.
Real Name: Marvin Tecumson
Occupation: Professional Reenactor.
Alignment: Scrupulous
Power Category: Magic (Enchanted Weapon)
Experience Level: 2nd
Hit Points: 23 S.D.C.: 32/145 with sword
P.P.E.: 7/26 with weapon.
Appearance: Marvin has a thin, athletic build. He medium-length, curly, thick hair is the
color of the afternoon sky, and is worn in a simple style. He has light blue eyes. His features
change completely when using the sword Moonwind. He becomes muscular, clean-shaven, with
gray eyes. His hair turns bright white. His fashionable, mystical outfit is gray with even
proportions and a long cape.
Attributes: I.Q. 14, M.E. 13, M.A. 23, P.S. 11, P.P. 16, P.E. 15, P.B. 9/19 with sword, Spd.
15/25 with sword. Note: He can glide 8-20 mph (12 to 32 km) in light wind or at the
speed of the wind in a strong gust.
Age: 28, Sex: Male, Height: 6 foot (1.82 m), Weight: 175 lbs (78.75 kg).
Enchanted Object: Moonwind (Broad Sword). +1 to strike/parry, Damage: 4D6+6.
Adds 60 S.D.C., Fire/Cold does half damage to owner, +3 to save vs. magic, See the Invisible,
and Creates Battle Dress.
Minor Super Abilities: Space Native and Weightless
Powers of Order: Damage Bonus, Mystic Shield, Turns itself and wielder invisible, Words
of Truth, Tongues, and Sense Magic.
Combat Training: Basic
Attacks per Melee: 4/6 (2 initial + 2 from Hand to Hand) +2 with sword.
Combat Bonuses: +1 to initiative/+4 with sword, +1 to strike/+5 with sword, +2 to
parry/+6 with sword, +2 to dodge/+8 with sword, +2 to damage, +3 to roll with punch/fall/+4
with sword, +3 to pull punch/+4 with sword, and +1 to disarm/+2 with sword.
Saving Throws: As Moonwind, he is impervious to the effects and environment of space,
he suffers only half damage from physical attacks, collisions, and explosive force. He cannot
suffer fall damage. He is impervious to cold, he takes one-quarter damage from magic cold, one-
half damage from fire, gravity manipulation powers are half effective, duration, damage, penalty,
he takes half damage from radiation attacks, and +3 to save vs. magic.
Combat Skills: Punch 1D4, Power Punch 2D4 (two attacks), Elbow/Forearm 1D6, and
Knee. 1D6. Note: Because he is weightless all of his attacks, except from the sword do half damage.
Other Bonuses: 75% trust/intimidate.
Educational Background: Three Years of College.
Common Skills: Read-Write/Speak English 84%/90%, Mathematics: Basic 78%,
and Pilot: Automobile 66%,
Investigate Program: Computer Operation 81%, Research 65%, Photography 60%, and
Writing 50%.
Entertainer Program: Disguise 52%, Performance 52%, Public Speaking 80%, Seduction
43%, Wardrobe & Grooming 73%.
Secondary Skills: Hand to Hand: Basic, W.P. Sword (+1 to strike/parry), Fencing (+1 to
strike/parry, +1D6 to damage), Aerobic Athletics (Sense of Balance 40%), Prowl 35%/55% with
sword, Swimming 60%, Athletics (general), and Horsemanship 58%/38%.
Money: He makes about $30,000 a year as a stunt man/reenactor.
Weapons: He relies solely on Moonwind. Damage: 4D6+6, Bonuses: +1 to strike/parry.
Armor: His costume provides some protection. A.R. 10, 30 S.D.C.
Equipment & Vehicles: He owns a 2009 Honda Ridgeline RTX. His job has him working
with a Pure Spanish Horse named Macabee.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
Well folks I'm about to post NPCs for HU for the last time. Not that I've run ideas for characters but
I've developed some issues regarding HU that are driving a wedge between me and my once
favorite game. So until some of these HU issues are resolved I'm retiring from HU completely and
devoting all my creative efforts toward Palladium Fantasy. I'll be running One Hour until Inferno at
the Open House and Gen Con 2018 and that will be it. These NPCS are the one I use for this fun
adventure. Yes their powers seem kind of wimpy but I'm always amazed at the resourcefulness of
superhero gamers. Its great. Which why it sadden me about the issues plaguing HU. Well if anyone
wishes to start posting new NPC (heroes and villains) be my guest. I took over for Cardiac who
started this journey and its be a pleasure to serve HU fans with some great NPCS.
PACK 8
8 high school students who discovered they were mutants so they ended up in the Mutant
Underground. Here they eventually met realizing they all attended the same high school. They
formed their own clique and became good friends. They have no intention of putting on customs
and doing the super hero thing, however they do recognize their powers can be used to help
people. They want to keep their civilian identity and try avoid being caught by their parents and
those who have no idea they have super powers.
JASON
Real Name: Jason Gerber
Occupation: High school student/member of Mutant Underground
Alignment: Scrupulous
Power Category: Mutant
Experience Level: 2nd
Hit Points: 14 S.D.C.: 30
P.P.E.: 25
Appearance: He is a young Vietnamese male. Dressed like a 17 year old.
Attributes: I.Q. 10, M.E. 9, M.A. 15, P.S. 8, P.P. 26, P.E. 12, Spd. 26, P.B. 10.
Age: 17, Sex: Male, Height: 5 foot, 8 inches (1.72 m), Weight: 141
lbs (63.45 kg).
Unusual Characteristics: Ambidextrous and delicate, slender fingers.
Major Super Ability: Aerodynamics
Minor Super Abilities: Manipulate Kinetic Energy, Heighten Sense of Touch, and
Extraordinary P.P.
Combat Training: None
Attacks per Melee: Two non-combat actions and three combat actions per melee round.
He has no auto parry.
Combat Bonuses: +6 to strike, +7 to parry, +6 to dodge, +9 to auto dodge, +2 to roll
with punch/fall.
Combat Skills: Punch 1D4
Educational Background: In High School
Common Skills: Read-Write/Speak English 84%/90%, Mathematics: Basic 78%, and
Pilot: Automobile 66%.
Criminal Program: Streetwise 33%, Pick Locks 75%, Prowl 50%, Pick Pocket 65%,
and Tailing 50%.
Ancient W.P. Program: Paired Weapons, Targeting (+3 to throw, Critical on
unmodified roll of 19-20-throw 2) and W.P. Knife (+1 to strike/parry & +4 to throw).
Secondary Skills: Running, Climbing 75%/65%, Swimming 75%, Play Guitar 80%,
Art (painting) 80%, Computer Operation 66%, Computer Programming 56%, Pilot: Rollerblade &
Skateboard 66% and Cardship 59%.
Weapons: He relies on his super abilities.
Equipment: Smartphone
I've developed some issues regarding HU that are driving a wedge between me and my once
favorite game. So until some of these HU issues are resolved I'm retiring from HU completely and
devoting all my creative efforts toward Palladium Fantasy. I'll be running One Hour until Inferno at
the Open House and Gen Con 2018 and that will be it. These NPCS are the one I use for this fun
adventure. Yes their powers seem kind of wimpy but I'm always amazed at the resourcefulness of
superhero gamers. Its great. Which why it sadden me about the issues plaguing HU. Well if anyone
wishes to start posting new NPC (heroes and villains) be my guest. I took over for Cardiac who
started this journey and its be a pleasure to serve HU fans with some great NPCS.
PACK 8
8 high school students who discovered they were mutants so they ended up in the Mutant
Underground. Here they eventually met realizing they all attended the same high school. They
formed their own clique and became good friends. They have no intention of putting on customs
and doing the super hero thing, however they do recognize their powers can be used to help
people. They want to keep their civilian identity and try avoid being caught by their parents and
those who have no idea they have super powers.
JASON
Real Name: Jason Gerber
Occupation: High school student/member of Mutant Underground
Alignment: Scrupulous
Power Category: Mutant
Experience Level: 2nd
Hit Points: 14 S.D.C.: 30
P.P.E.: 25
Appearance: He is a young Vietnamese male. Dressed like a 17 year old.
Attributes: I.Q. 10, M.E. 9, M.A. 15, P.S. 8, P.P. 26, P.E. 12, Spd. 26, P.B. 10.
Age: 17, Sex: Male, Height: 5 foot, 8 inches (1.72 m), Weight: 141
lbs (63.45 kg).
Unusual Characteristics: Ambidextrous and delicate, slender fingers.
Major Super Ability: Aerodynamics
Minor Super Abilities: Manipulate Kinetic Energy, Heighten Sense of Touch, and
Extraordinary P.P.
Combat Training: None
Attacks per Melee: Two non-combat actions and three combat actions per melee round.
He has no auto parry.
Combat Bonuses: +6 to strike, +7 to parry, +6 to dodge, +9 to auto dodge, +2 to roll
with punch/fall.
Combat Skills: Punch 1D4
Educational Background: In High School
Common Skills: Read-Write/Speak English 84%/90%, Mathematics: Basic 78%, and
Pilot: Automobile 66%.
Criminal Program: Streetwise 33%, Pick Locks 75%, Prowl 50%, Pick Pocket 65%,
and Tailing 50%.
Ancient W.P. Program: Paired Weapons, Targeting (+3 to throw, Critical on
unmodified roll of 19-20-throw 2) and W.P. Knife (+1 to strike/parry & +4 to throw).
Secondary Skills: Running, Climbing 75%/65%, Swimming 75%, Play Guitar 80%,
Art (painting) 80%, Computer Operation 66%, Computer Programming 56%, Pilot: Rollerblade &
Skateboard 66% and Cardship 59%.
Weapons: He relies on his super abilities.
Equipment: Smartphone
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
ADAM
Real Name: Adam Kirby
Occupation: High School/member of Mutant Underground
Alignment: Unprincipled
Power Category: Psychic Mutant
Experience Level: 2nd
Hit Points: 20 S.D.C.: 43
P.P.E.: 23
I.S.P.: 59
Appearance: He is an athletic looking young man. He has metallic looking gold hair.
Dresses like a 17 year old.
Attributes: I.Q. 13, M.E. 22, M.A. 13, P.S. 10, P.P. 9, P.E. 11, Spd. 22, P.B. 13.
Age: 17, Sex: Male, Height: 5 foot, 11 inches (1.80 m), Weight: 165
lbs (74.25 kg)
Major Super Ability: Immobilization Ray
Healing Psionics: Induce Sleep and Deaden Pain
Physical Psionics: Deaden Senses
Sensitive Psionics: See Aura and Sensory Link
Combat Training: None
Attacks per Melee: Two non-combat actions and one combat action per melee round. He
has no auto parry.
Combat Bonuses: +1 to parry, +1 to dodge, and +2 to roll with punch/fall.
Saving Throw: Need a 12 or better to save vs. psioncs, +4 to save vs. psionics, +5 to
save vs. insanity, +2 to save vs. possession, and +2 to save vs. horror factor.
Combat Skills: Punch 1D4
Educational Background: In High School
Common Skills: Read-Write/Speak English 84%/90% and Pilot: Automobile 66%.
Physical Program: Athletics (general), Running, Swimming 65%, and Prowl 40%.
Domestic Program: Mathematics: Basic 88%, Play Basketball 60%, and Dance 45%.
Secondary Skills: Streetwise 28%, Wardrobe & Grooming 58%, Climbing 50%/40%,
First Aid 55%, Computer Operation 66%, Law (general) 45%, Research 50%, History 68%/48%,
Land Navigation 44%, and Pilot: Motor, Race, and Hydrofoil 65%.
Weapons: He relies on his super abilities.
Equipment: Smartphone and he wears an Airex-merino-lined bomber jacket.
Real Name: Adam Kirby
Occupation: High School/member of Mutant Underground
Alignment: Unprincipled
Power Category: Psychic Mutant
Experience Level: 2nd
Hit Points: 20 S.D.C.: 43
P.P.E.: 23
I.S.P.: 59
Appearance: He is an athletic looking young man. He has metallic looking gold hair.
Dresses like a 17 year old.
Attributes: I.Q. 13, M.E. 22, M.A. 13, P.S. 10, P.P. 9, P.E. 11, Spd. 22, P.B. 13.
Age: 17, Sex: Male, Height: 5 foot, 11 inches (1.80 m), Weight: 165
lbs (74.25 kg)
Major Super Ability: Immobilization Ray
Healing Psionics: Induce Sleep and Deaden Pain
Physical Psionics: Deaden Senses
Sensitive Psionics: See Aura and Sensory Link
Combat Training: None
Attacks per Melee: Two non-combat actions and one combat action per melee round. He
has no auto parry.
Combat Bonuses: +1 to parry, +1 to dodge, and +2 to roll with punch/fall.
Saving Throw: Need a 12 or better to save vs. psioncs, +4 to save vs. psionics, +5 to
save vs. insanity, +2 to save vs. possession, and +2 to save vs. horror factor.
Combat Skills: Punch 1D4
Educational Background: In High School
Common Skills: Read-Write/Speak English 84%/90% and Pilot: Automobile 66%.
Physical Program: Athletics (general), Running, Swimming 65%, and Prowl 40%.
Domestic Program: Mathematics: Basic 88%, Play Basketball 60%, and Dance 45%.
Secondary Skills: Streetwise 28%, Wardrobe & Grooming 58%, Climbing 50%/40%,
First Aid 55%, Computer Operation 66%, Law (general) 45%, Research 50%, History 68%/48%,
Land Navigation 44%, and Pilot: Motor, Race, and Hydrofoil 65%.
Weapons: He relies on his super abilities.
Equipment: Smartphone and he wears an Airex-merino-lined bomber jacket.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
LLOYD
Real Name: Lloyd Englehard
Occupation: High School Student/member of Mutant Undrground
Alignment: Scrupulous
Power Category: Mutant
Experience Level: 2nd
Hit Points: 65 S.D.C.: 210
P.P.E.: 20
Appearance: Lloyd has very bushy hair that he tries to keep slick back. He has an athletic
build with canine features in his face. His ears are slightly pointed. His nose is somewhat flat. He
has small pointed canine-like teeth. Dressed like an 18 year old.
Attributes: I.Q. 11, M.E. 12, M.A. 10, P.S. 31, P.P. 12, P.E. 31, Spd. 67 (46 mph/75.5
km), P.B. 8.
Age: 18, Sex: Male, Height: 5 foot, 9 inches (1.75 m), Weight: 185
lbs (83.25 kg)
Major Super Ability: Animal Abilities: Canine (Control 4D4 canines)
Minor Super Abilities: Extraordinary P.S. and Extraordinary P.E. He can carry 3100 lbs
(1395 kg) and lift 6200 lbs (2790 kg).
Combat Training: Basic
Attacks per Melee: 4 (2 initial +2 from hand combat).
Combat Bonuses: +3 to parry, +3 to dodge, +16 to damage, +3 to roll with punch/fall,
+2 to pull punch, and +3 to Perception.
Saving Throw: Impervious to disease, +31% to save vs. coma/death, and+8 to save vs.
magic/poison.
Combat Skills: Punch 1D4, Power Punch 2D4 (count as two attacks), Elbow/Forearm 1D6,
and Knee 1D6.
Educational Background: In High School
Common Skills: Read-Write/Speak English 84%/90% and Pilot: Automobile 66%.
Domestic Program: Mathematics: Basic 83%, Cook 65%, and Dance 45%.
Physical Program: Hand to Hand: Basic, Physical Labor, Outdoormanship, and Prowl
42%.
Secondary Skills: Running, Wilderness Survival 50%, Land Navigation 44%, Track &
Trap Animals 35%/45%, Climbing 50%, Swimming 60%, Athletics (general), Hunting, Fishing
50%, and Gardening 44%.
Weapons: He relies on his super abilities.
Equipment: He owns a TracFone. He is wearing a flannel shirt, a Cindy Flare T-shirt, red
gimme cap, blue jeans, and high tops.
Real Name: Lloyd Englehard
Occupation: High School Student/member of Mutant Undrground
Alignment: Scrupulous
Power Category: Mutant
Experience Level: 2nd
Hit Points: 65 S.D.C.: 210
P.P.E.: 20
Appearance: Lloyd has very bushy hair that he tries to keep slick back. He has an athletic
build with canine features in his face. His ears are slightly pointed. His nose is somewhat flat. He
has small pointed canine-like teeth. Dressed like an 18 year old.
Attributes: I.Q. 11, M.E. 12, M.A. 10, P.S. 31, P.P. 12, P.E. 31, Spd. 67 (46 mph/75.5
km), P.B. 8.
Age: 18, Sex: Male, Height: 5 foot, 9 inches (1.75 m), Weight: 185
lbs (83.25 kg)
Major Super Ability: Animal Abilities: Canine (Control 4D4 canines)
Minor Super Abilities: Extraordinary P.S. and Extraordinary P.E. He can carry 3100 lbs
(1395 kg) and lift 6200 lbs (2790 kg).
Combat Training: Basic
Attacks per Melee: 4 (2 initial +2 from hand combat).
Combat Bonuses: +3 to parry, +3 to dodge, +16 to damage, +3 to roll with punch/fall,
+2 to pull punch, and +3 to Perception.
Saving Throw: Impervious to disease, +31% to save vs. coma/death, and+8 to save vs.
magic/poison.
Combat Skills: Punch 1D4, Power Punch 2D4 (count as two attacks), Elbow/Forearm 1D6,
and Knee 1D6.
Educational Background: In High School
Common Skills: Read-Write/Speak English 84%/90% and Pilot: Automobile 66%.
Domestic Program: Mathematics: Basic 83%, Cook 65%, and Dance 45%.
Physical Program: Hand to Hand: Basic, Physical Labor, Outdoormanship, and Prowl
42%.
Secondary Skills: Running, Wilderness Survival 50%, Land Navigation 44%, Track &
Trap Animals 35%/45%, Climbing 50%, Swimming 60%, Athletics (general), Hunting, Fishing
50%, and Gardening 44%.
Weapons: He relies on his super abilities.
Equipment: He owns a TracFone. He is wearing a flannel shirt, a Cindy Flare T-shirt, red
gimme cap, blue jeans, and high tops.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
BUZZ
Real Name: David “Buzz” Harrison
Occupation: High School Student/member of Mutant Underground
Alignment: Unprincipled
Power Category: Mutant
Experience Level: 2nd
Hit Points: 43 S.D.C.: 62
P.P.E.: 18
Appearance: He has an athletic looking body with blue eyes. He has a difficult time hiding
his appearances. He typically wears sunglasses. He dresses like an 18 year old.
Attributes: I.Q. 9, M.E. 10, M.A. 13, P.S. 11, P.P. 12, P.E. 21, Spd. 19, P.B. 8.
Age: 18, Sex: Male, Height: 5 foot, 7 inches (1.70 m), Weight: 170 lbs (76.5 kg)
Unusual Characteristics: He has metallic colored hair and has silver colored skin.
Minor Super Abilities: Healing Factor, Flying Force Disc, Supervision: Advance Sight, and
Targeting.
Combat Training: Basic
Attacks per Melee: 4/5 (2 initial +2 from hand combat) +1 with throw weapon.
Combat Bonuses: +3 to parry, +3 to dodge, +3 to roll with punch/fall, and +2 to pull
punch.
Saving Throw: +32% to save vs. coma/death, +6 to save vs. poison, toxins, and
chemicals, even if fail saving throw suffer only 1/3 normal damage, duration, effect, and penalty,
half damage from fire/cold, +3 to save vs. psionics, and +6 to save vs. magic.
Combat Skills: Punch 1D4, Power Punch 2D4 (count as two attacks), Elbow/Forearm 1D6, and Knee 1D6.
Educational Background: In High School
Common Skills: Read-Write/Speak English 84%/90%, Mathematics: Basic 78%, and
Pilot: Automobile 66%.
Basic Mechanical Program: Basic Electronics 45%, Basic Mechanics 71%, General
Repair & Maintenance 60%, and Jury-Rig 40%.
Thief Program: Locksmith 50%, Prowl 40%, Climbing 55%/45%, and Surveillance
45%.
Secondary Skills: Hand to Hand: Basic, Running, Athletics (general), Swimming
65%, W.P. Targeting (+2 to throw, critical strike on an unmodified roll of 19-20/throw 2),
Streetwise 32%, Automotive Mechanics 69%, Pilot: Race Car 64%, and Pilot: Motorcycle 72%.
Weapons: He relies on his super abilities.
Flying Force Disc, Range: Create it in his hand or under his feet or up to a distance of 300
feet 91.5 m) away. Hurl it 700 feet (213 m). Size: Discus size for throwing or 10 feet (3 m) in
diameter, Flight: 100 mph (161 km), Weight Limit: 400 lbs (180 kg), Maximum Altitude: 400
feet (121 m) or underwater (half speed) or outer space (double speed), S.D.C. of Force Disc:
210 (he regains all force construct S.D.C. points 24 hours after the item is destroyed), Bonuses:
+2 to dodge in flight, Duration: 1 hour, Damage as projectile: 1D6+2. Note: Those riding the
flying disc don't feel the full force of acceleration and have no risk of falling off during flight as
long as he is on the force disc. He can mentally control the disc (like a drone) from a distance but
the passenger suffers the full force of acceleration and is always at risk of falling off.
Equipment: Smartphone and he wears a sleeveless denim jacket, t-shirt, and battered
Levi 501.
Real Name: David “Buzz” Harrison
Occupation: High School Student/member of Mutant Underground
Alignment: Unprincipled
Power Category: Mutant
Experience Level: 2nd
Hit Points: 43 S.D.C.: 62
P.P.E.: 18
Appearance: He has an athletic looking body with blue eyes. He has a difficult time hiding
his appearances. He typically wears sunglasses. He dresses like an 18 year old.
Attributes: I.Q. 9, M.E. 10, M.A. 13, P.S. 11, P.P. 12, P.E. 21, Spd. 19, P.B. 8.
Age: 18, Sex: Male, Height: 5 foot, 7 inches (1.70 m), Weight: 170 lbs (76.5 kg)
Unusual Characteristics: He has metallic colored hair and has silver colored skin.
Minor Super Abilities: Healing Factor, Flying Force Disc, Supervision: Advance Sight, and
Targeting.
Combat Training: Basic
Attacks per Melee: 4/5 (2 initial +2 from hand combat) +1 with throw weapon.
Combat Bonuses: +3 to parry, +3 to dodge, +3 to roll with punch/fall, and +2 to pull
punch.
Saving Throw: +32% to save vs. coma/death, +6 to save vs. poison, toxins, and
chemicals, even if fail saving throw suffer only 1/3 normal damage, duration, effect, and penalty,
half damage from fire/cold, +3 to save vs. psionics, and +6 to save vs. magic.
Combat Skills: Punch 1D4, Power Punch 2D4 (count as two attacks), Elbow/Forearm 1D6, and Knee 1D6.
Educational Background: In High School
Common Skills: Read-Write/Speak English 84%/90%, Mathematics: Basic 78%, and
Pilot: Automobile 66%.
Basic Mechanical Program: Basic Electronics 45%, Basic Mechanics 71%, General
Repair & Maintenance 60%, and Jury-Rig 40%.
Thief Program: Locksmith 50%, Prowl 40%, Climbing 55%/45%, and Surveillance
45%.
Secondary Skills: Hand to Hand: Basic, Running, Athletics (general), Swimming
65%, W.P. Targeting (+2 to throw, critical strike on an unmodified roll of 19-20/throw 2),
Streetwise 32%, Automotive Mechanics 69%, Pilot: Race Car 64%, and Pilot: Motorcycle 72%.
Weapons: He relies on his super abilities.
Flying Force Disc, Range: Create it in his hand or under his feet or up to a distance of 300
feet 91.5 m) away. Hurl it 700 feet (213 m). Size: Discus size for throwing or 10 feet (3 m) in
diameter, Flight: 100 mph (161 km), Weight Limit: 400 lbs (180 kg), Maximum Altitude: 400
feet (121 m) or underwater (half speed) or outer space (double speed), S.D.C. of Force Disc:
210 (he regains all force construct S.D.C. points 24 hours after the item is destroyed), Bonuses:
+2 to dodge in flight, Duration: 1 hour, Damage as projectile: 1D6+2. Note: Those riding the
flying disc don't feel the full force of acceleration and have no risk of falling off during flight as
long as he is on the force disc. He can mentally control the disc (like a drone) from a distance but
the passenger suffers the full force of acceleration and is always at risk of falling off.
Equipment: Smartphone and he wears a sleeveless denim jacket, t-shirt, and battered
Levi 501.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
DAVETTA
Real Name: Davetta Mantlo
Occupation: High School Student/member of Mutant Underground.
Alignment: Principled
Power Category: Mutant
Experience Level: 2nd
Hit Points: 15 S.D.C.: 41
P.P.E.: 25
Appearance: She is an attractive Hispanic American with the lithe compact body of a
dancer. She has yellow eyes. Her hair is elaborately breaded with silver, gold, pink and purple
beads. Dresses like a 15 year old.
Attributes: I.Q. 15, M.E. 25, M.A. 22, P.S. 8, P.P. 9, P.E. 9, Spd. 19, P.B. 11.
Age: 15, Sex: Female, Height: 5 foot, 4 inches (1.62 m), Weight: 98
lbs (44.1 kg)
Unusual Characteristics: Yellow eyes.
Major Super Ability: Personal Recognition
Minor Super Abilities: Extraordinary Mental Endurance and Mental Stun (Note: If she uses
her Mental Stun, she uses up all her attacks for the next three melee rounds).
Combat Training: None
Attacks per Melee: Two non-combat actions and one combat action per melee round. She
has no auto parry.
Combat Bonuses: +1 to roll with punch/fall.
Saving Throw: Need a 12 or better to save vs. psioncs, +6 to save vs. mind control, +6 to
save vs. Horror Factor, +6 to save vs. possession, +1 to save vs. illusion, +5 to save vs.
psionics, and +8 to save vs. insanity.
Combat Skills: Punch 1D4
Other Bonuses: 70% trust/intimidate.
Educational Background: In High School
Common Skills: Read-Write/Speak English 84%/90%, Mathematics: Basic 78%, and Pilot: Automobile 66%.
Criminal Program: Streetwise 33%, Pick Locks 40%, Find Contraband 39%, I.D.
Undercover Agents 63%, and Prowl 40%.
Domestic Program: Mathematics: Basic 83%, Sewing 55%, and Dance 60%.
Secondary Skills: Running, Climbing 55%/45%, Swimming 65%, Pick Pocket 45%,
Pilot: Rollerblades 56%, Palming 35%, Cook 50%, Housekeeping 60%, and Public Speaking
45%.
Weapons: He relies on his super abilities.
Equipment: She owns a smartphone. She wears gold crush boots, skintight purple /black
body suit, and fluffy pink fake-fur bomber jacket.
Real Name: Davetta Mantlo
Occupation: High School Student/member of Mutant Underground.
Alignment: Principled
Power Category: Mutant
Experience Level: 2nd
Hit Points: 15 S.D.C.: 41
P.P.E.: 25
Appearance: She is an attractive Hispanic American with the lithe compact body of a
dancer. She has yellow eyes. Her hair is elaborately breaded with silver, gold, pink and purple
beads. Dresses like a 15 year old.
Attributes: I.Q. 15, M.E. 25, M.A. 22, P.S. 8, P.P. 9, P.E. 9, Spd. 19, P.B. 11.
Age: 15, Sex: Female, Height: 5 foot, 4 inches (1.62 m), Weight: 98
lbs (44.1 kg)
Unusual Characteristics: Yellow eyes.
Major Super Ability: Personal Recognition
Minor Super Abilities: Extraordinary Mental Endurance and Mental Stun (Note: If she uses
her Mental Stun, she uses up all her attacks for the next three melee rounds).
Combat Training: None
Attacks per Melee: Two non-combat actions and one combat action per melee round. She
has no auto parry.
Combat Bonuses: +1 to roll with punch/fall.
Saving Throw: Need a 12 or better to save vs. psioncs, +6 to save vs. mind control, +6 to
save vs. Horror Factor, +6 to save vs. possession, +1 to save vs. illusion, +5 to save vs.
psionics, and +8 to save vs. insanity.
Combat Skills: Punch 1D4
Other Bonuses: 70% trust/intimidate.
Educational Background: In High School
Common Skills: Read-Write/Speak English 84%/90%, Mathematics: Basic 78%, and Pilot: Automobile 66%.
Criminal Program: Streetwise 33%, Pick Locks 40%, Find Contraband 39%, I.D.
Undercover Agents 63%, and Prowl 40%.
Domestic Program: Mathematics: Basic 83%, Sewing 55%, and Dance 60%.
Secondary Skills: Running, Climbing 55%/45%, Swimming 65%, Pick Pocket 45%,
Pilot: Rollerblades 56%, Palming 35%, Cook 50%, Housekeeping 60%, and Public Speaking
45%.
Weapons: He relies on his super abilities.
Equipment: She owns a smartphone. She wears gold crush boots, skintight purple /black
body suit, and fluffy pink fake-fur bomber jacket.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
PEYTON
Real Name: Peyton Conway
Occupation: High School Student/member of Mutant Underground
Alignment: Scrupulous
Power Category: Mutant
Experience Level: 2nd
Hit Points: 19 S.D.C.: 57
P.P.E.: 28
Appearance: She is an attractive, athletic looking adolescent. Dressed like a 17 year old.
Attributes: I.Q. 15, M.E. 12, M.A. 8, P.S. 11, P.P. 16, P.E. 14, Spd. 29, P.B. 23.
Age: 17, Sex: Female, Height: 5 foot, 9 inches (1.75 m), Weight:
141 lbs (49.05 kg).
Minor Super Abilities: Unnoteworthy, Speed Tasking, Danger Sense (6 seconds), and
Heighten Sense of Time.
Combat Training: Basic
Attacks per Melee: 4 (2 initial +2 from hand combat).
Combat Bonuses: +1 to initiative, +1 to strike, +5 to parry, +7 to dodge, +9 to roll with
punch/fall, +4 to pull punch, and +2 to disarm.
Combat Skills: Punch 1D4, Power Punch 2D4 (count as two attacks), Elbow/Forearm 1D6,
Kick Attack 2D4+2, Snap Kick 1D6+2, and Knee 1D6.
Educational Background: In High School
Common Skills: Read-Write/Speak English 84%/90%, Mathematics: Basic 78%, and
Pilot: Automobile 66%.
Computer Program: Basic Electronics 45%, Computer Operation 71%, Computer
Programming 61%, and Computer Hacking 35%.
Physical Program: Acrobatics (Sense of Balance 75%, Walk Rope 71%, Climb Rope
89%), Gymnastics (Bars and Rings 71% & Back Flip 79%), Prowl 50%, and Climbing 70%.
Secondary Skills: Running, Aerobic Athletics, Athletics (general), Swimming 60%,
First Aid 55%, Performance 37%, Wardrobe & Grooming 58%, Sewing 50%, Dance 40%, and
Cheerleading (sports) 40%.
Weapons: She relies on his super abilities.
Equipment: She has a smartphone and typical things found in a female teenager’s purse.
Black leather biker jacket, flippy little skirt, black fishnet stockings, and silver Doc martens.
Real Name: Peyton Conway
Occupation: High School Student/member of Mutant Underground
Alignment: Scrupulous
Power Category: Mutant
Experience Level: 2nd
Hit Points: 19 S.D.C.: 57
P.P.E.: 28
Appearance: She is an attractive, athletic looking adolescent. Dressed like a 17 year old.
Attributes: I.Q. 15, M.E. 12, M.A. 8, P.S. 11, P.P. 16, P.E. 14, Spd. 29, P.B. 23.
Age: 17, Sex: Female, Height: 5 foot, 9 inches (1.75 m), Weight:
141 lbs (49.05 kg).
Minor Super Abilities: Unnoteworthy, Speed Tasking, Danger Sense (6 seconds), and
Heighten Sense of Time.
Combat Training: Basic
Attacks per Melee: 4 (2 initial +2 from hand combat).
Combat Bonuses: +1 to initiative, +1 to strike, +5 to parry, +7 to dodge, +9 to roll with
punch/fall, +4 to pull punch, and +2 to disarm.
Combat Skills: Punch 1D4, Power Punch 2D4 (count as two attacks), Elbow/Forearm 1D6,
Kick Attack 2D4+2, Snap Kick 1D6+2, and Knee 1D6.
Educational Background: In High School
Common Skills: Read-Write/Speak English 84%/90%, Mathematics: Basic 78%, and
Pilot: Automobile 66%.
Computer Program: Basic Electronics 45%, Computer Operation 71%, Computer
Programming 61%, and Computer Hacking 35%.
Physical Program: Acrobatics (Sense of Balance 75%, Walk Rope 71%, Climb Rope
89%), Gymnastics (Bars and Rings 71% & Back Flip 79%), Prowl 50%, and Climbing 70%.
Secondary Skills: Running, Aerobic Athletics, Athletics (general), Swimming 60%,
First Aid 55%, Performance 37%, Wardrobe & Grooming 58%, Sewing 50%, Dance 40%, and
Cheerleading (sports) 40%.
Weapons: She relies on his super abilities.
Equipment: She has a smartphone and typical things found in a female teenager’s purse.
Black leather biker jacket, flippy little skirt, black fishnet stockings, and silver Doc martens.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
ROBERT
Real Name: Irrurs Zek
Occupation: High School Student/Alien Fugitive hiding with Mutant Underground
Alignment: Unprincipled
Power Category: Alien (Swipe).
Experience Level: 3rd
Hit Points: 38 S.D.C.: 78
P.P.E.: 10
Appearance: He is a handsome young man with athletic training. He has short blond hair
and blue eyes. He dresses like a 17 year old.
Attributes: I.Q. 24, M.E. 14, M.A. 13, P.S. 21, P.P. 15, P.E. 14, Spd. 53 (37 mph/59.7
km), P.B. 20.
Age: 17, Sex: Male, Height: 6 foot and 2 inch (1.87 m), Weight: 160
lbs (72 kg)
Originating Alien Environment: High Gravity (raised on earth since 10 years old)
Combat Training: Expert
Attacks per Melee: 4 (2 initial +2 from Hand to Hand)
Combat Bonuses: +3 to initiative, +2 to strike, +6 to parry, +6 to dodge/+9 with ring, +6
to damage, +3 to roll with punch/fall, and +2 to pull punch.
Combat Skills: Punch 1D4, Power Punch 2D4 (count as two attacks), Elbow/Forearm 1D6,
Knee 1D6, and Knockout on an unmodified roll of 20.
Other Bonuses: +10% to all skills and 50% to charm/impress.
Educational Background: High School
Common Skills: Read-Write/Speak English 92%/94%, Pilot: Automobile 72%, Basic
Mechanics 70% (can work on alien device/mechanics -10%), and General Repair & Maintenance
75% (can work on alien device/mechanics -10%).
Criminal Program: Streetwise 43%, Pick Locks 55%, Find Contraband 49%, I.D.
Undercover Agents 73%, and Prowl 50%.
Physical Program: Hand to Hand: Expert, Boxing, and Running.
Secondary Skills: Computer Operation 76%, History (Tith) 82%/62%, Language and
Literacy: Tith 72%/68%, Cook 63%, Pilot: Hovercycle 60%, Athletics (general), History (Earth)
82%/62%, W.P. Sword (+2 to strike/+1 to parry), and Seduction 40%.
Weapons: He relies on his alien technology.
Energy Sword, Damage: 4D6+3. Belonged to his father.
Mini-Laser: Range: 80 feet (24.4 m), Damage: 2D6, 8 shot E-clip. One extra clip.
Equipment & Vehicles: He relies on his alien technology.
Anti-Gravity Ring, Speed: 100 mph ((161 km), Altitude: Unlimited, Bonuses: +3 to dodge.
Video Communicator (Part Smart Phone/Part Satellite Radio). This is a wristband.
Hand Held Chemical Analyzer.
Two-Man Hover Cycle: The hover version of Earth’s street bikes. A.R.: 8, S.D.C.: 150,
Speed: 180 mph (288 km). Hovers 3 to 20 feet (0.9 to 6.1 m) above the ground. Bonuses: +2 to
dodge. Range: 600 miles (960 km).
Real Name: Irrurs Zek
Occupation: High School Student/Alien Fugitive hiding with Mutant Underground
Alignment: Unprincipled
Power Category: Alien (Swipe).
Experience Level: 3rd
Hit Points: 38 S.D.C.: 78
P.P.E.: 10
Appearance: He is a handsome young man with athletic training. He has short blond hair
and blue eyes. He dresses like a 17 year old.
Attributes: I.Q. 24, M.E. 14, M.A. 13, P.S. 21, P.P. 15, P.E. 14, Spd. 53 (37 mph/59.7
km), P.B. 20.
Age: 17, Sex: Male, Height: 6 foot and 2 inch (1.87 m), Weight: 160
lbs (72 kg)
Originating Alien Environment: High Gravity (raised on earth since 10 years old)
Combat Training: Expert
Attacks per Melee: 4 (2 initial +2 from Hand to Hand)
Combat Bonuses: +3 to initiative, +2 to strike, +6 to parry, +6 to dodge/+9 with ring, +6
to damage, +3 to roll with punch/fall, and +2 to pull punch.
Combat Skills: Punch 1D4, Power Punch 2D4 (count as two attacks), Elbow/Forearm 1D6,
Knee 1D6, and Knockout on an unmodified roll of 20.
Other Bonuses: +10% to all skills and 50% to charm/impress.
Educational Background: High School
Common Skills: Read-Write/Speak English 92%/94%, Pilot: Automobile 72%, Basic
Mechanics 70% (can work on alien device/mechanics -10%), and General Repair & Maintenance
75% (can work on alien device/mechanics -10%).
Criminal Program: Streetwise 43%, Pick Locks 55%, Find Contraband 49%, I.D.
Undercover Agents 73%, and Prowl 50%.
Physical Program: Hand to Hand: Expert, Boxing, and Running.
Secondary Skills: Computer Operation 76%, History (Tith) 82%/62%, Language and
Literacy: Tith 72%/68%, Cook 63%, Pilot: Hovercycle 60%, Athletics (general), History (Earth)
82%/62%, W.P. Sword (+2 to strike/+1 to parry), and Seduction 40%.
Weapons: He relies on his alien technology.
Energy Sword, Damage: 4D6+3. Belonged to his father.
Mini-Laser: Range: 80 feet (24.4 m), Damage: 2D6, 8 shot E-clip. One extra clip.
Equipment & Vehicles: He relies on his alien technology.
Anti-Gravity Ring, Speed: 100 mph ((161 km), Altitude: Unlimited, Bonuses: +3 to dodge.
Video Communicator (Part Smart Phone/Part Satellite Radio). This is a wristband.
Hand Held Chemical Analyzer.
Two-Man Hover Cycle: The hover version of Earth’s street bikes. A.R.: 8, S.D.C.: 150,
Speed: 180 mph (288 km). Hovers 3 to 20 feet (0.9 to 6.1 m) above the ground. Bonuses: +2 to
dodge. Range: 600 miles (960 km).
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
XAVER
Real Name: Xaver Rosin
Occupation: Super Being Fugitive
Alignment: Unprincipled
Power Category: Experiment
Experience Level: 3rd
Hit Points: 43 S.D.C.: 71+50 cold armor Armor Rating: A.R.: 14 ice armor
P.P.E.: 25
Appearance: He is an extremely handsome German male who moderately engages in
exercise. He has short blond hair and dark blue eyes. He dresses like a 17 year old.
Attributes: I.Q. 11, M.E. 12, M.A. 14, P.S. 20, P.P. 15, P.E. 17, Spd. 22, P.B. 22.
Age: Looks 17 but was born in 1927, Sex: Male, Height: 6 foot and 2 inch
(1.87 m), Weight: 170 lbs (76.5 kg)
Vulnerability: He suffers double damage from magic fire, but half damage from ordinary
fire.
Side Effect: Chemical Resistance
Major Super Ability: Sub-Zero
Minor Super Abilities: Longevity and Physical Perfection
Combat Training: Basic
Attacks per Melee: 4 (2 initial +2 from Hand to Hand)
Combat Bonuses: +3 to parry, +3 to dodge, +5 to damage, +4 to roll with punch/fall, and
+2 to pull punch.
Saving Throws: Impervious to cold and ice, +6 to save vs. poison, drugs, and chemicals,
even if fail save the damage, duration, effect, and penalty is one-half, +1 to save vs. magic, +4
to save vs. disease, and +15% to save vs. coma/death.
Combat Skills: Punch 1D4, Power Punch 2D4 (count as two attacks), Elbow/Forearm 1D6,
Snap Kick 1D6, and Knee 1D6.
Other Bonuses: 60% to charm/impress.
Educational Background: High School
Common Skills: Read-Write/Speak English & German 86%/91% and Pilot:
Automobile 69%.
Domestic Program: Mathematics: Basic 86%, Play Guitar 55%, Sports: Hockey 50%,
and Housekeeping 55%.
Physical Program: Hand to Hand: Basic, Athletics (General), Swimming 70%, and Prowl
55%.
Secondary Skills: Language and Literacy: French 59%/55%, Cook 50%, T.V./Video
55%, Streetwise 32%, Automotive Mechanic 69%, Pilot: Motorcycle 72%, First Aid 65%,
Business & Finance 55%, Carpentry 30% and Climbing 45%/35%.
Weapons: He relies on his super abilities.
Bolts of Cold, Range: 530 feet (161.5 m), Damage: 3D4 plus -2 to initiative, 01 to
strike, parry, dodge, and -2 to roll with punch for 1D4 melees. These penalties last for 1D4
melees.
Ice Weapons (1D6, 2D6, and 3D6).
Equipment & Vehicles: None, to easily destroyed or damaged.
Real Name: Xaver Rosin
Occupation: Super Being Fugitive
Alignment: Unprincipled
Power Category: Experiment
Experience Level: 3rd
Hit Points: 43 S.D.C.: 71+50 cold armor Armor Rating: A.R.: 14 ice armor
P.P.E.: 25
Appearance: He is an extremely handsome German male who moderately engages in
exercise. He has short blond hair and dark blue eyes. He dresses like a 17 year old.
Attributes: I.Q. 11, M.E. 12, M.A. 14, P.S. 20, P.P. 15, P.E. 17, Spd. 22, P.B. 22.
Age: Looks 17 but was born in 1927, Sex: Male, Height: 6 foot and 2 inch
(1.87 m), Weight: 170 lbs (76.5 kg)
Vulnerability: He suffers double damage from magic fire, but half damage from ordinary
fire.
Side Effect: Chemical Resistance
Major Super Ability: Sub-Zero
Minor Super Abilities: Longevity and Physical Perfection
Combat Training: Basic
Attacks per Melee: 4 (2 initial +2 from Hand to Hand)
Combat Bonuses: +3 to parry, +3 to dodge, +5 to damage, +4 to roll with punch/fall, and
+2 to pull punch.
Saving Throws: Impervious to cold and ice, +6 to save vs. poison, drugs, and chemicals,
even if fail save the damage, duration, effect, and penalty is one-half, +1 to save vs. magic, +4
to save vs. disease, and +15% to save vs. coma/death.
Combat Skills: Punch 1D4, Power Punch 2D4 (count as two attacks), Elbow/Forearm 1D6,
Snap Kick 1D6, and Knee 1D6.
Other Bonuses: 60% to charm/impress.
Educational Background: High School
Common Skills: Read-Write/Speak English & German 86%/91% and Pilot:
Automobile 69%.
Domestic Program: Mathematics: Basic 86%, Play Guitar 55%, Sports: Hockey 50%,
and Housekeeping 55%.
Physical Program: Hand to Hand: Basic, Athletics (General), Swimming 70%, and Prowl
55%.
Secondary Skills: Language and Literacy: French 59%/55%, Cook 50%, T.V./Video
55%, Streetwise 32%, Automotive Mechanic 69%, Pilot: Motorcycle 72%, First Aid 65%,
Business & Finance 55%, Carpentry 30% and Climbing 45%/35%.
Weapons: He relies on his super abilities.
Bolts of Cold, Range: 530 feet (161.5 m), Damage: 3D4 plus -2 to initiative, 01 to
strike, parry, dodge, and -2 to roll with punch for 1D4 melees. These penalties last for 1D4
melees.
Ice Weapons (1D6, 2D6, and 3D6).
Equipment & Vehicles: None, to easily destroyed or damaged.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
There might be a chance I'll be back with HU in the near future. Still up in the air. I'll have to keep
you all informed. Cross fingers.
you all informed. Cross fingers.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
Okay folks I'm here to tell you that...I'm back. Had a nice talk with Kevin about Gen Con 2018 and
with HU fans about super beings in costume. I can tell you this we got a stuff pipeline and the goal
is clear it out of material. Once we can do that we will focus on some HU stuff. Met some guys
with some potential and curious to see what they can send us in the future. While I am known as
the Palladium Fantasy guy I am still a fan of Heroes and I'm determined to get us some new
cannon material.
Meanwhile as for this post I will be returning to churning out some stuff for it soon.
with HU fans about super beings in costume. I can tell you this we got a stuff pipeline and the goal
is clear it out of material. Once we can do that we will focus on some HU stuff. Met some guys
with some potential and curious to see what they can send us in the future. While I am known as
the Palladium Fantasy guy I am still a fan of Heroes and I'm determined to get us some new
cannon material.
Meanwhile as for this post I will be returning to churning out some stuff for it soon.
- Jack Burton
- Megaversal® Ambassador
- Posts: 405
- Joined: Mon May 29, 2017 12:20 am
- Location: Las Vegas, NV
Re: On the topic of Revised to 2nd ed conversions.....
Reagren Wright wrote:Okay folks I'm here to tell you that...I'm back. Had a nice talk with Kevin about Gen Con 2018 and
with HU fans about super beings in costume. I can tell you this we got a stuff pipeline and the goal
is clear it out of material. Once we can do that we will focus on some HU stuff. Met some guys
with some potential and curious to see what they can send us in the future. While I am known as
the Palladium Fantasy guy I am still a fan of Heroes and I'm determined to get us some new
cannon material.
Meanwhile as for this post I will be returning to churning out some stuff for it soon.
Great to hear!
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
MEGA STORM
He is the champion and defender of the United States. He is one of the most loved and
revered super heroes in modern history. For eight years, Mega Storm has protected the country,
fought for honesty and rightfulness, and used his enormous heart to help anyone in need. For
criminals (particularly super villains) he represents the ultimate lawful authority in America, but
what’s truly remarkable about this national symbol, he’s a mere 19 years old.
Mega Storm is the son of Kenneth Blackwater, the actor turned politician, and Doctor Alex
Rogers, a renowned laser physicist. Both of his parents spent more time concerning themselves
with their careers then him. As a result, Brandon grew alone and isolated. Although babysitters
took care of him while his parents worked, he never emotionally attached himself to them nor
did he develop any strong friendship with other boys his own age. He was plague by low self-
esteem and feelings of inferiority. Fearing her son would grow up to be socially and emotionally
inept, his mother decided to allow him to spend more time with her. As a result, the relationship
between his mother and him grew and the shy boy came out of his shell. He started to take a
notice of the world around him, particularly the liberal, social agenda his parents advocated. His
father proclaimed many thing were fixable with instant solutions, all it took was the strength and
courage to get the job done. His mother however wanted a better world brought on by science
and intelligence. Helping her at the energy research laboratory, he saw this passion in her, even
though he didn’t quite understand all that went on.
One day his mother proclaimed her research team had achieved success in their attempt to
achieve a controlled laser induced thermonuclear fusion to provide the world with a new cheap
and clean fuel. At the same time, his father was at the height of campaigning for the governor’s
office in California. His parents decided a unity between the two of them would make great
publicity for their agendas. However, his father’s pro-super-being issues outraged various
militant and religious groups, and instead of denouncing these hateful organizations, he openly
mocked them. When he received a warning on his life, he joked about it, citing he didn’t coward
before animosity, but welcomed it’s challenged with the hope of spitting in its face.
On the day of the demonstration, individuals broke into the lab and rerouted power lines
leading to the laser devices in the hopes that everyone would be killed in the explosion. A
twelve-year old Brandon worked as his mother’s assistant, but he was not allowed to be on the
stage during the live demo. His father and a live media served as the audience. The second his
mother activated the lasers, the circuits overloaded. While everyone else took cover, his mother
tried to shut the machine down. Brandon rushed on stage in an effort to drag his mother to
safety when the devices exploded, bombarding him and his mother with beams of such intensity
that they atomized her yet for reasons unknown did nothing to him. Rushed to a nearby hospital,
doctors examine Brandon to only discover he’d not been harmed in any fashion.
Days after his mother’s funeral, a sorrowful Brandon blamed himself for his mother’s death.
No one ever told him that sabotage caused the lasers to explode. He also noticed he could no
longer fit into any of his clothes or shoes. He appeared to be growing. Every other day he grew
two inches in height. However, whenever he got soaking wet, he return to normal. Private
Doctors and metaology specialists search for a cause but couldn’t find anything. Immediately his
father pulled him out of school and arranged private lessons. To further hide his mutation, his
father purchases beachfront property and encouraged Brandon to spend as much time as he
wanted swimming and surfing. Understanding why his father must hide him, Brandon agreed and
turned into a young beach bum thus ending all hope that he might try to emulate his mother and
devote his life to science. He once more became the shy, timid boy afraid to speak out or do
much of anything, except swim and surf.
His father won the governor’s race and moved to Sacramento, but Brandon stayed behind
living with trusted servant Gordon Phelan, the butler, and Brandon’s principle guardian. Now
standing eight foot, six inches (2.62 m) and weighing over six hundred pounds (270 kg),
Brandon adapted to his new life as a giant. Schoolwork meant nothing to him as he devoted his
life to surfing and swimming, and occasionally sitting alone on the beach watching the sunset.
One night he overheard his father come home discussing with Gordon about a mutant hate
group called NAB (Normals Are Better). They vow to kill him unless he stops his mutant loving
ways. Blackwater dismissed the threat, when Gordon reminds him what happen the last time he
ignored such warnings. Having learned that his mother was killed by mutant haters trying to kill
his father, Brandon vowed not to fail him as he did his mother. The next day Gov. Blackwater
arrived at a fundraiser at a downtown hotel in Los Angeles. As he is leaving, members of NAB on
flying motorcycles attack him and his entourage. A masked Brandon leaps from a building
rooftop and crashed into the villains before they can gun down his father. Using his strength and
newly discovered energy blasts, he easily defeats the flying bikers. When asked his name,
Brandon said “Mega Storm.”
From that moment on, Brandon dedicated his life to saving the innocent from ill harm.
Although his size makes being a superhero rather difficult, it allows him the opportunity to do
something with his life. Something to make a difference and ensure the world becomes a place of
peace not war. A world his mother would have been proud to live in. An uneasy alliance forms
between him and his father. He swears to do nothing to endanger his father’s political career if
he will allow him to use their home as his base of operations. His father agrees, especially when
he realized the advantages of having a superhero to call upon during times of state crisis. It
turns into a partnership that catapults both of their careers into the national spotlight.
For the next seven years, their popularity and triumphs reach heights neither one of them
thought possible. Mega Storm finds himself an American icon, loved and mimicked by children of
all ages, adored by millions across the globe, and feared by super villains and criminal
masterminds. However, although he got a huge emotional boast from it all, Brandon still felt
alone. Over the years he continue to grow bigger and stronger, soon he was flying at sonic speed
and unleashing energy blasts capable of demolishing a tank, but his heart felt so small for he had
no one to share in his woe and grief. Despite all the good he’s done, some people refused to
accept him as a champion, instead they hated him for simply being a mutant and this begins to
irritate him.
When President J.P. Anderson took office, Mega Storm offers his services as he done to the
two previous presidents, but he dismisses him, claiming he encouraged children to solve
problems with violence instead of reason. Flush with anger, Mega Storm took out his on a car
thief. He blasted the man and the car into nothingness. Distraught over what he’d done, he
sought out Patriot, the leader of the Sentinels of Liberty and Justice for advice. The moment the
two meet, they become friends.
Mega Storm offered his services to find the President’s kidnapped daughter, only to have
his offer rejected and proclaimed as a possible suspect. This only added fuel to his growing
resentment toward super being hate groups. He continues to take out his frustration on super
villains and criminals, no longer being merciful and self-disciplined. He leaves them crippled or
on the brink of death beside the gates of prison or by the emergency entrances of hospitals.
Superheroes like Patriot are taking notice and becoming increasingly alarmed. G.I.G.M.A and
members of The Jury are keeping tabs on his heroics, as they turned more and more brutal.
When President Anderson appeared on television shortly after the August 14 incident, and
urged superheroes to stay out of S.C.R.E.T.’s way, Brandon nearly took off for the White House
to crush the man under his foot. The only thing stopping him was Gordon threatening to use a
fire hose on him. Brandon finally calmed down but he pointed an accusatory finger at the
television and vowed to make the President pay for his remarks.
Today Mega Storm continues his crusade to be America’s champion although it’s growing
difficult for him. His burning hatred for the President, his supporters, and anyone who speaks
anti-super propaganda has turned him judgmental, reactionary, and brutal. Although he remains
gentle, compassionate to the good and innocent, he knows no limit to serve justice and
punishment. The end is justifiable in order to preserve goodness. No matter what it takes, he will
crush evil and nothing will stop him. Strength is needed and he has more than enough. Patriot
has not spoken to him since their original encounter. He barely has time for his father. With
Operation U.S.A. under full swing, he is bidding his time waiting to show the world what he’ll do
if S.C.R.E.T (or the President) starts persecuting his people. If he will remain America’s greatest
protector or become its destroyer remains to be seen.
Real Name: Brandon Blackwater
Occupation: Champion of humanity and protector of the U.S.A.
Alignment: Formerly Principled, currently Scrupulous (with the possibility of turning
aberrant growing)
Power Category: Mega Mutant with Unstable Powers
Experience Level: 10th
Hit Points: 255 S.D.C.: 1326 Armor Rating: A.R. 12
P.P.E.: 28
Appearance: An all-American young man with brown hair and the apple pie smile. The
only thing that separates him from the stereotyped quarterback is the fact he’s a giant. His
costume is red, white, and blue.
Attributes: I.Q. 10, M.E. 11, M.A. 21. P.S. 105 (supernatural), P.P. 11, P.E. 32, Spd. 33, P.B. 14
Age: 19, Sex: Male, Height: 20 feet (6.1 m), Weight: 1980 lbs (891 kg)
Unusual Characteristics: Ambidextrous, Glowing Eyes, Stocky, and Extra Large Hands.
Vulnerability: Immersion in water or soaking his entire body with water. If his body is
immersed in a river, stream, ocean, swimming pool, etc, he loses all of his super abilities,
combat bonuses, strength (17 normal), his S.D.C. is reduce to 64), his height becomes 6 foot
(1.82 m) and weight becomes 220 lbs (99 kg). Squirting him with a water pistol or squirt gun
will have no effect on him. His entire body must be made wet in order to neutralize his powers. If
he is out into the rain or sprayed by a fire hose, he loses his invulnerability and his combat
bonuses, strength, S.D.C., and height are all reduce by one-half. The moment he starts to dry
off, his powers instantaneously return to full strength. Standing in water up to his waist has no
effect on him, neither does wetting just his arms or face.
Mega Powers: All normal Mega-Abilities plus Tremendous S.D.C. and Physical Strength.
Major Super Abilities: Invulnerability, Sonic Flight, Supernatural P.S., Super Power Blast (Special)
Super Power Blast: Same as the major super ability Super Power Punch, except
Mega Storm can channel all of his attacks per melee round into one devastating energy blast.
Range: Same as energy expulsion. Duration: Instant (lingering penalties and side effects):
Damage: Energy Expulsion damage multiplied by the number of attacks he has at the beginning
of the melee round. Limitations, penalties, and dangers are the same, except he cannot use his
energy expulsion powers for one minute (recharging). This attack cannot be divided into two
simultaneous blasts, nor can the damage be regulated. The massive energy blast can still be
fired as an aim shot or wild (same bonuses to strike).
Minor Super Abilities: Giant, Energy Expulsion: Energy. (Note: If he were to reach 15th
level, he’d develop the minor power Battle Rage)
Combat Training: Hand to Hand: Expert
Attacks per Melee: 9 (3 initial + 4 from Hand to Hand +1 from boxing) +1 from powers
Combat Bonuses: +5 to initiative, +2 to strike/+3 in flight, +7 to parry/+9 in flight, +6 to
dodge/+12 in flight, +93 to damage, +4 to roll to punch/fall, +8 pull punch, and +2 to disarm.
Saving Throws: He is impervious to disease, +9 to save vs. magic, +8 to save vs. poison,
+2 to save vs. possession, +6 to save vs. horror factor, and +52% to save vs. coma/death.
Combat Skills: Restrained Punch 6D6+6, Full Strength Punch 2D6x10+6, Power Punch
4D6x10+6 (uses up two attacks), Karate Kick 3D6x10, Stomp (same as punch damage),
Tripping/Leg Hook (a knockdown that cannot be parried), Axe Kick 3D6x10, Body Flip/Throw
2D6x10 +P.S. damage (Lose initiative and one melee attack), Elbow/Forearm 2D6x10, Knee
2D4x10, Knockout out on an unmodified roll of 20 for 1D6 melees, Critical strike on an
unmodified roll of 18-20, Paired Weapons, and Death Blow on a unmodified roll of 16-20 (if
desired; must announce intention to kill).
Other Bonuses: +65% to trust/intimidate.
Other Noted Abilities from Super Powers: Night vision 1500 (457.2 m), Hold Breath for
3.5 hours. Superior Vision (15x greater than normal person). He can carry 31,500 lbs (14,175
kg) and lift 52,500 lbs (23,625 kg), roughly 15.75 tons and 26.25 tons.
Educational Bonuses: On the Job Training.
Common Skills: Read-Write/Speak English 98%/98% and Mathematics: Basic 98%,
Physical Program: Swimming 98%, Athlete, Running, and Boxing.
*Pilot: Advance Program: Navigation 98%, Sensory Equipment 95%, Parachuting 98%,
Pilot: Water Skiing & Surfing 95%, Pilot: Sail Boat 98%, Pilot: Airplanes 98%, Pilot: Jet Aircraft
98%.
Secondary Skills: Hand to Hand: Expert, Radio: Basic 98%, Public Speaking 80%,
Mathematics: Advance 84%, Language: Spanish 80%, Boat Building 75%, Land Navigation 76%,
Art (sculpting) 85%, Law (General) 85%, History 92%/72%, Cook 60%, Juggling 60%, Lore:
Psychics & Super Beings 35%, and Sewing 50%.
* Prior to his ability to fly, Mega Storm use to hitch rides with commercial airliners and stay
in their cargo holders. He spent hours talking to pilots, learning how to fly planes, even
practicing on a specially built flight simulator at the beach house. Although he doesn’t have a
certificate, he is a true pilot although at his present size he can’t hope to fit inside the flight
deck.
Money: All of his father’s wealth goes to him in the advent of his death. When he turns
21, Brandon will have access to his trust fund worth $20 million dollars. However, he has little
need for money since most of it can’t be used on anything a normal person can use.
Weapons: None, except his super abilities.
Energy Expulsion: Energy, 12D6 (or 1D6x10+12). Range: 900 feet (274 m), Bonuses: +3
to on aimed shot, +1 to strike on a wild shot.
Vehicles and Other Equipment: Ten home built surfboards (of various sizes) and a
specially designed costume that fits him (a gift given to him by Constitution of the SLJ).
He is the champion and defender of the United States. He is one of the most loved and
revered super heroes in modern history. For eight years, Mega Storm has protected the country,
fought for honesty and rightfulness, and used his enormous heart to help anyone in need. For
criminals (particularly super villains) he represents the ultimate lawful authority in America, but
what’s truly remarkable about this national symbol, he’s a mere 19 years old.
Mega Storm is the son of Kenneth Blackwater, the actor turned politician, and Doctor Alex
Rogers, a renowned laser physicist. Both of his parents spent more time concerning themselves
with their careers then him. As a result, Brandon grew alone and isolated. Although babysitters
took care of him while his parents worked, he never emotionally attached himself to them nor
did he develop any strong friendship with other boys his own age. He was plague by low self-
esteem and feelings of inferiority. Fearing her son would grow up to be socially and emotionally
inept, his mother decided to allow him to spend more time with her. As a result, the relationship
between his mother and him grew and the shy boy came out of his shell. He started to take a
notice of the world around him, particularly the liberal, social agenda his parents advocated. His
father proclaimed many thing were fixable with instant solutions, all it took was the strength and
courage to get the job done. His mother however wanted a better world brought on by science
and intelligence. Helping her at the energy research laboratory, he saw this passion in her, even
though he didn’t quite understand all that went on.
One day his mother proclaimed her research team had achieved success in their attempt to
achieve a controlled laser induced thermonuclear fusion to provide the world with a new cheap
and clean fuel. At the same time, his father was at the height of campaigning for the governor’s
office in California. His parents decided a unity between the two of them would make great
publicity for their agendas. However, his father’s pro-super-being issues outraged various
militant and religious groups, and instead of denouncing these hateful organizations, he openly
mocked them. When he received a warning on his life, he joked about it, citing he didn’t coward
before animosity, but welcomed it’s challenged with the hope of spitting in its face.
On the day of the demonstration, individuals broke into the lab and rerouted power lines
leading to the laser devices in the hopes that everyone would be killed in the explosion. A
twelve-year old Brandon worked as his mother’s assistant, but he was not allowed to be on the
stage during the live demo. His father and a live media served as the audience. The second his
mother activated the lasers, the circuits overloaded. While everyone else took cover, his mother
tried to shut the machine down. Brandon rushed on stage in an effort to drag his mother to
safety when the devices exploded, bombarding him and his mother with beams of such intensity
that they atomized her yet for reasons unknown did nothing to him. Rushed to a nearby hospital,
doctors examine Brandon to only discover he’d not been harmed in any fashion.
Days after his mother’s funeral, a sorrowful Brandon blamed himself for his mother’s death.
No one ever told him that sabotage caused the lasers to explode. He also noticed he could no
longer fit into any of his clothes or shoes. He appeared to be growing. Every other day he grew
two inches in height. However, whenever he got soaking wet, he return to normal. Private
Doctors and metaology specialists search for a cause but couldn’t find anything. Immediately his
father pulled him out of school and arranged private lessons. To further hide his mutation, his
father purchases beachfront property and encouraged Brandon to spend as much time as he
wanted swimming and surfing. Understanding why his father must hide him, Brandon agreed and
turned into a young beach bum thus ending all hope that he might try to emulate his mother and
devote his life to science. He once more became the shy, timid boy afraid to speak out or do
much of anything, except swim and surf.
His father won the governor’s race and moved to Sacramento, but Brandon stayed behind
living with trusted servant Gordon Phelan, the butler, and Brandon’s principle guardian. Now
standing eight foot, six inches (2.62 m) and weighing over six hundred pounds (270 kg),
Brandon adapted to his new life as a giant. Schoolwork meant nothing to him as he devoted his
life to surfing and swimming, and occasionally sitting alone on the beach watching the sunset.
One night he overheard his father come home discussing with Gordon about a mutant hate
group called NAB (Normals Are Better). They vow to kill him unless he stops his mutant loving
ways. Blackwater dismissed the threat, when Gordon reminds him what happen the last time he
ignored such warnings. Having learned that his mother was killed by mutant haters trying to kill
his father, Brandon vowed not to fail him as he did his mother. The next day Gov. Blackwater
arrived at a fundraiser at a downtown hotel in Los Angeles. As he is leaving, members of NAB on
flying motorcycles attack him and his entourage. A masked Brandon leaps from a building
rooftop and crashed into the villains before they can gun down his father. Using his strength and
newly discovered energy blasts, he easily defeats the flying bikers. When asked his name,
Brandon said “Mega Storm.”
From that moment on, Brandon dedicated his life to saving the innocent from ill harm.
Although his size makes being a superhero rather difficult, it allows him the opportunity to do
something with his life. Something to make a difference and ensure the world becomes a place of
peace not war. A world his mother would have been proud to live in. An uneasy alliance forms
between him and his father. He swears to do nothing to endanger his father’s political career if
he will allow him to use their home as his base of operations. His father agrees, especially when
he realized the advantages of having a superhero to call upon during times of state crisis. It
turns into a partnership that catapults both of their careers into the national spotlight.
For the next seven years, their popularity and triumphs reach heights neither one of them
thought possible. Mega Storm finds himself an American icon, loved and mimicked by children of
all ages, adored by millions across the globe, and feared by super villains and criminal
masterminds. However, although he got a huge emotional boast from it all, Brandon still felt
alone. Over the years he continue to grow bigger and stronger, soon he was flying at sonic speed
and unleashing energy blasts capable of demolishing a tank, but his heart felt so small for he had
no one to share in his woe and grief. Despite all the good he’s done, some people refused to
accept him as a champion, instead they hated him for simply being a mutant and this begins to
irritate him.
When President J.P. Anderson took office, Mega Storm offers his services as he done to the
two previous presidents, but he dismisses him, claiming he encouraged children to solve
problems with violence instead of reason. Flush with anger, Mega Storm took out his on a car
thief. He blasted the man and the car into nothingness. Distraught over what he’d done, he
sought out Patriot, the leader of the Sentinels of Liberty and Justice for advice. The moment the
two meet, they become friends.
Mega Storm offered his services to find the President’s kidnapped daughter, only to have
his offer rejected and proclaimed as a possible suspect. This only added fuel to his growing
resentment toward super being hate groups. He continues to take out his frustration on super
villains and criminals, no longer being merciful and self-disciplined. He leaves them crippled or
on the brink of death beside the gates of prison or by the emergency entrances of hospitals.
Superheroes like Patriot are taking notice and becoming increasingly alarmed. G.I.G.M.A and
members of The Jury are keeping tabs on his heroics, as they turned more and more brutal.
When President Anderson appeared on television shortly after the August 14 incident, and
urged superheroes to stay out of S.C.R.E.T.’s way, Brandon nearly took off for the White House
to crush the man under his foot. The only thing stopping him was Gordon threatening to use a
fire hose on him. Brandon finally calmed down but he pointed an accusatory finger at the
television and vowed to make the President pay for his remarks.
Today Mega Storm continues his crusade to be America’s champion although it’s growing
difficult for him. His burning hatred for the President, his supporters, and anyone who speaks
anti-super propaganda has turned him judgmental, reactionary, and brutal. Although he remains
gentle, compassionate to the good and innocent, he knows no limit to serve justice and
punishment. The end is justifiable in order to preserve goodness. No matter what it takes, he will
crush evil and nothing will stop him. Strength is needed and he has more than enough. Patriot
has not spoken to him since their original encounter. He barely has time for his father. With
Operation U.S.A. under full swing, he is bidding his time waiting to show the world what he’ll do
if S.C.R.E.T (or the President) starts persecuting his people. If he will remain America’s greatest
protector or become its destroyer remains to be seen.
Real Name: Brandon Blackwater
Occupation: Champion of humanity and protector of the U.S.A.
Alignment: Formerly Principled, currently Scrupulous (with the possibility of turning
aberrant growing)
Power Category: Mega Mutant with Unstable Powers
Experience Level: 10th
Hit Points: 255 S.D.C.: 1326 Armor Rating: A.R. 12
P.P.E.: 28
Appearance: An all-American young man with brown hair and the apple pie smile. The
only thing that separates him from the stereotyped quarterback is the fact he’s a giant. His
costume is red, white, and blue.
Attributes: I.Q. 10, M.E. 11, M.A. 21. P.S. 105 (supernatural), P.P. 11, P.E. 32, Spd. 33, P.B. 14
Age: 19, Sex: Male, Height: 20 feet (6.1 m), Weight: 1980 lbs (891 kg)
Unusual Characteristics: Ambidextrous, Glowing Eyes, Stocky, and Extra Large Hands.
Vulnerability: Immersion in water or soaking his entire body with water. If his body is
immersed in a river, stream, ocean, swimming pool, etc, he loses all of his super abilities,
combat bonuses, strength (17 normal), his S.D.C. is reduce to 64), his height becomes 6 foot
(1.82 m) and weight becomes 220 lbs (99 kg). Squirting him with a water pistol or squirt gun
will have no effect on him. His entire body must be made wet in order to neutralize his powers. If
he is out into the rain or sprayed by a fire hose, he loses his invulnerability and his combat
bonuses, strength, S.D.C., and height are all reduce by one-half. The moment he starts to dry
off, his powers instantaneously return to full strength. Standing in water up to his waist has no
effect on him, neither does wetting just his arms or face.
Mega Powers: All normal Mega-Abilities plus Tremendous S.D.C. and Physical Strength.
Major Super Abilities: Invulnerability, Sonic Flight, Supernatural P.S., Super Power Blast (Special)
Super Power Blast: Same as the major super ability Super Power Punch, except
Mega Storm can channel all of his attacks per melee round into one devastating energy blast.
Range: Same as energy expulsion. Duration: Instant (lingering penalties and side effects):
Damage: Energy Expulsion damage multiplied by the number of attacks he has at the beginning
of the melee round. Limitations, penalties, and dangers are the same, except he cannot use his
energy expulsion powers for one minute (recharging). This attack cannot be divided into two
simultaneous blasts, nor can the damage be regulated. The massive energy blast can still be
fired as an aim shot or wild (same bonuses to strike).
Minor Super Abilities: Giant, Energy Expulsion: Energy. (Note: If he were to reach 15th
level, he’d develop the minor power Battle Rage)
Combat Training: Hand to Hand: Expert
Attacks per Melee: 9 (3 initial + 4 from Hand to Hand +1 from boxing) +1 from powers
Combat Bonuses: +5 to initiative, +2 to strike/+3 in flight, +7 to parry/+9 in flight, +6 to
dodge/+12 in flight, +93 to damage, +4 to roll to punch/fall, +8 pull punch, and +2 to disarm.
Saving Throws: He is impervious to disease, +9 to save vs. magic, +8 to save vs. poison,
+2 to save vs. possession, +6 to save vs. horror factor, and +52% to save vs. coma/death.
Combat Skills: Restrained Punch 6D6+6, Full Strength Punch 2D6x10+6, Power Punch
4D6x10+6 (uses up two attacks), Karate Kick 3D6x10, Stomp (same as punch damage),
Tripping/Leg Hook (a knockdown that cannot be parried), Axe Kick 3D6x10, Body Flip/Throw
2D6x10 +P.S. damage (Lose initiative and one melee attack), Elbow/Forearm 2D6x10, Knee
2D4x10, Knockout out on an unmodified roll of 20 for 1D6 melees, Critical strike on an
unmodified roll of 18-20, Paired Weapons, and Death Blow on a unmodified roll of 16-20 (if
desired; must announce intention to kill).
Other Bonuses: +65% to trust/intimidate.
Other Noted Abilities from Super Powers: Night vision 1500 (457.2 m), Hold Breath for
3.5 hours. Superior Vision (15x greater than normal person). He can carry 31,500 lbs (14,175
kg) and lift 52,500 lbs (23,625 kg), roughly 15.75 tons and 26.25 tons.
Educational Bonuses: On the Job Training.
Common Skills: Read-Write/Speak English 98%/98% and Mathematics: Basic 98%,
Physical Program: Swimming 98%, Athlete, Running, and Boxing.
*Pilot: Advance Program: Navigation 98%, Sensory Equipment 95%, Parachuting 98%,
Pilot: Water Skiing & Surfing 95%, Pilot: Sail Boat 98%, Pilot: Airplanes 98%, Pilot: Jet Aircraft
98%.
Secondary Skills: Hand to Hand: Expert, Radio: Basic 98%, Public Speaking 80%,
Mathematics: Advance 84%, Language: Spanish 80%, Boat Building 75%, Land Navigation 76%,
Art (sculpting) 85%, Law (General) 85%, History 92%/72%, Cook 60%, Juggling 60%, Lore:
Psychics & Super Beings 35%, and Sewing 50%.
* Prior to his ability to fly, Mega Storm use to hitch rides with commercial airliners and stay
in their cargo holders. He spent hours talking to pilots, learning how to fly planes, even
practicing on a specially built flight simulator at the beach house. Although he doesn’t have a
certificate, he is a true pilot although at his present size he can’t hope to fit inside the flight
deck.
Money: All of his father’s wealth goes to him in the advent of his death. When he turns
21, Brandon will have access to his trust fund worth $20 million dollars. However, he has little
need for money since most of it can’t be used on anything a normal person can use.
Weapons: None, except his super abilities.
Energy Expulsion: Energy, 12D6 (or 1D6x10+12). Range: 900 feet (274 m), Bonuses: +3
to on aimed shot, +1 to strike on a wild shot.
Vehicles and Other Equipment: Ten home built surfboards (of various sizes) and a
specially designed costume that fits him (a gift given to him by Constitution of the SLJ).
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
STING
Next to Mega Storm, Sting is America’s second most popular and beloved superhero, even though he’s
only been at it for a little more than three years. His heroic deeds have brought him worldwide recognition. To
his complete surprise, department stores across the country sell replicas of his now infamous long, duster-style
coat and wide-brimmed cowboy hat. Wherever he goes, crowds gather which makes doing his job rather
difficult. This has caused him to rethink the manner in which he does his heroics, but he’s not likely to change
only take extra precaution that villains do not use his need to protect the innocent against him. Sting is so
adored by people of all ages he fears the consequences if they ever learned his two biggest secrets, his
involvement with Caroline Anderson’s death and the fact that he’s an alien.
Jirex Zasher come from an Earth-like planet called Tith which possess a gravitational pull far greater than
Earth. His people the Swips are absorbed by two things curiosity and technology, he even more so. He spent
most of his youth directionless, barely able to make it through his home planet’s version of high school.
Eventually he decided to seek a career with the Thissera-Micean Cooperative (TMC), a space police force (see
Aliens Unlimited™ Revised or Galaxy Guide™ for further information) that contracts with individual planets to
patrol and provide law enforcement protection around their worlds and within their sector of space. Zasher
excelled throughout the training and earned the right to choose his division. He decided Special Operations
would be the most adventurous and challenging. Right away, he ran into problems for his maverick like attitude
and his inability to be a team player. Although his methods brought results, the other members of his unit didn’t
appreciate his improvisational tactics.
Zasher’s methods also sent him numerous times to the hospital. He eventually earned enough hazard pay
to receive some genetic engineering enhancements in an effort to cut down on his injuries. Eventually his
individualist methods caught up to him. On a routine mission to bring a smuggler back to his home world to be
tried and convicted of his crimes, the team docked at a TMC Patrol Moon Class space station, where the
members of the smuggler’s gang attempted to free him by rigging a massive explosive device to the station
hull. Instead of following orders, Zasher let the man go in an effort to follow him to the gang’s location. While
his plan worked, his attempt to subdue them with a powerful knockout gas failed because most of the
smuggler’s crew turned out to alien beings that didn’t breathe air. Zasher soon found himself fighting for his
life. The smuggler and his crew criminal escaped but not before setting off the device which destroyed thirty
percent of the station, resulting in the death of over 1000 civilians.
Although Zasher eventually recaptured the gang (which the help of major reinforcements) his career with
TMC was forever tainted. He found himself resigned to one of TMC least used patrol sectors, a solar system with
only one humanoid inhabitable planet called Earth. He was not assigned to Earth, but to the region around the
gravity well outside Jupiter’s orbit to ensure, pirates were not using it. Zasher understood the reason for his
punishment at first and felt content to do his duty. However, after several weeks of intercepting Earth satellite
transmission he became increasingly curious about the Earthlings. So he began doing routine flybys. Eventually
after patching directly into several of the orbiting communication satellites, he received live feeds from
numerous networks (MTV, CNN, etc). After witnessing the event of Bloody Monday in Century Station, he
decided Earth could use someone to provide intergalactic justice.
He landed in a remote location and made his way to Century Station to meet up with former TMC
operative Alpha Prime to check in with her. He expected her to welcome him with open arms, instead she
criticized him for coming to Earth and breaking the Covenant law (bringing alien technology to a primitive
world), but Zasher insisted he been assigned to Earth under special circumstances (he got on a computer and
forged TMC documents to prove it to her). Thinking he be allowed to conduct himself as a TMC officer, Zasher
found himself recruited into the Centurions and cultivated to fight crime CHIMERA style.
Within a few weeks, he established some friendships particularly with Whiz Kid who shared his passion for
technology, but he was only allowed to participate with only rescue missions, nothing action-oriented. Then one
day while bored with nothing to do, he turned on the television to learn that a Senator daughter had been
kidnapped. This was definitely a rescue mission right up his alley, yet to his amazement, no one wanted to help
the man. The Senator's dismissal of all super-beings was an insult, including to the most patriotic Cavaliers and
Legionnaires. Zasher nonetheless decided regardless what sort man he was he deserved his daughter back.
Using alien technology in his spacecraft, Zasher deciphered S.C.R.E.T.’s coded radio signals and learned
they thought Caroline was being held somewhere in the Okefenokee Swamp. He searched the area for several
hours before stumbling across a discarded hunting shack. Inside he found Caroline tied to a bed, mouth tapped
up with a doll in her hand. Despite her protest, he went to work untying her bounds. He took the doll from her
hands and tossed it away, unaware of the explosive device inside. Being an alien from a high gravity planet and
his genetic enhancements are the only things that saved him from being blown to bits, Caroline however was
not so lucky. Zasher awoke and using his last ounces of strength escaped before S.C.R.E.T. could secure the
scene. No one to this day knows he was the “wanna-be hero” who tried to save Caroline and failed. Her death
continues to haunt him and he wears the guilt like an overcoat. Since that faithful day, he won’t put innocent
people in harm way if he can avoid it. If it means the villains gets away, so be it.
For the next couple of days, Zasher debated whether to return to his home world or go back to the TMC
and asked to be reassigned again. One day while self-absorbed in his sulking, he watched the vigilante called
Gauntlet take down some jewel thieves. A bolt of inspiration made him pack his things and leave the Centurion
HQ without even saying good-bye. He spent the next three months dismantling his spacecraft and using some
of the parts to redesign his alien hard body armor into a battle suit that would enable him to take the fight to
the bad guys.
When several masked gunmen held up a bank in downtown L.A., they tried to escape only to end up
captured by with a man in mysterious body armor wearing a cowboy hat and duster. When asked is name, he
told an onlooker, “You folks can call me Sting, and make sure the newspapers hear about me”. Since that day,
Zasher continues his fight against crime to provide justice and heroics for those in need. He established himself
an alias, Jerry Zeller and got himself a job as a freelance photographer for Focus Magazine, which allows him
the benefit of traveling to the world’s hot spots and crime-ridden areas, thus the reason he gets around so
much and received such quick recognition. No one at Focus has put two and two together yet, and he continues
to use the excuse that he’s never been able to capture Sting on camera. Sting has made it his goal in life to
capture and deliver whomever kidnapped Caroline and got her killed.
Real Name: Jirex Zasher
Aliases: Jerry Zeller
Occupation: Champion of Justice and Liberty, Unranked Officer in TMC’s Special Operations Division,
Photographer for Focus Magazine.
Alignment: Scrupulous
Power Category: Alien/Hardware-Analytical Genius (He is a Swipe).
Experience Level: 6th
Hit Points: 39 S.D.C. 146
P.P.E. 4
Appearance: Humanoid with short stature and elliptical brown eyes. His hair is brown and he has an
athletic build. When wearing his combat armor he always wears a long, duster-style coat and wide-brimmed
cowboy hat. With the huge popularity of his heroic status, he decided to wear his hat in Jerry Zeller alias.
(Note: He always needs to repair the coat and hat on after most combat situations).
Attributes: I.Q. 19, M.E. 28, M.A. 12. P.S. 22, P.P. 13, P.E. 16, Spd. 57 (39.9 mph/64.2 km), P.B. 12
Age: 25, Sex: Male, Height: 5 foot, 6 inches (1.70 m), Weight: 310 lbs (139.5 kg)
Alien Genetic Engineering: Immune System, Bone Strengthen, and S.D.C. Augmentation.
Originating Alien Environment: High Gravity
Combat Training: Hand to Hand: Expert
Number of Attacks: 5 (2 initial + 3 from Hand to Hand Combat)
Combat Bonuses: +3 to initiative, +2 to strike, +4 to parry, +4 to dodge, +7 to damage, +3 to roll with
punch/fall, +2 pull with punch, and +4 to perception.
Saving Throws: He is impervious to disease, +2 to save vs. poison, +3 to save vs. horror factor, +7 to
save vs. psionics, +11 to save vs. insanity, +1 to save vs. magic, and +4% to save vs. coma/death.
Combat Skills: Punch 1D4, Power Punch 2D4 (cost two attacks), Karate Kick 2D4, Roundhouse Kick 3D6,
Tripping/Leghook (cannot be paired, must dodge or knockdown), Elbow/Forearm 1D6, Knee 1D6, All Holds, and
Critical strike on an unmodified roll of 18-20.
Other Bonuses: +5% to all skills.
Hardware Skills: Analyze and Operate Devices 97% (107% for alien tech), Build & Modify Armor 97%,
and ECM (Electronic Countermeasures) 87%,
Educational Bonuses: Special and some TMC Officer Training (Well familiar with Earth)
Common Skills: Read-Write/Speak Native Tongue and Thimerian Code 98%, Mathematics: Basic 98%,
and Read/Write/Speak English, Chinese, Hindi, Spanish, Russian, and Arabic 98%
Special Skills & Training: Electrical Engineer 81%, Mechanical Engineer 75%, Weapons Engineer 70%,
Robot Mechanics 80%, Robot Electronics 75%, Hover Vehicle Mechanics 75%, Radio: Basic 98%, Sensory
Equipment 80%, Chemistry 85%, Chemistry: Analytical 80%, Computer Operation 98%, Computer
Programming 83%, Computer Repair 75%, Astrophysics 85%, Art (painting) 80%, Anthropology: Human Aliens
85%, Xeno-Biology (humanoids) 75%, Paramedic 85%, Intelligence 71%, Research 95%, Mathematics:
Advance 98%, W.P. Energy Pistol (+3 to aim/+1 to burst), Criminal Science Investigation 80%, Law (general)
80%, Surveillance Systems 75%, Find Contraband 63%, Streetwise 59%, Detect Concealment 70%, Pilot:
Small Military Spacecraft 95%, and Hand to Hand: Expert
Secondary Skills: Athletics (general), Running, Climb 75%/65%, Prowl 60%, Pilot Hover Cycle 85%,
Jury-Rig 55%, Pilot Hover Car 90%, Photography 70%, Land Navigation 63%, Pilot Automobile 77%, TV/Video
42%, Swimming 75%, W.P. Sword (+1 to strike & parry), and W.P. Grappling Hook (+1 to strike and entangle).
Money: Sting came to earth with 2400 galactic credits (worthless here) and $18,000 in precious metals
and gems. He has since relied on the various incomes from multiple jobs. Presently his job as a photographer at
Focus Magazine pays $50,000 a year, and he gets free airfare and hotel service paid for by the magazine (to a
point). Several of his photographs have won him acclaim and he’s sold some to wealthy collectors.
Weapons:
1. TMC Sonic Stunner Pistol: Range: 150 feet 45.8 m). Damage: 1 point plus save vs. non-lethal poison
(16 or higher, can only use P.E. attribute bonus, not bonuses to save vs. poison), Penalties: -5 to strike, parry,
and dodge, -30% to perform skills, reduce speed by half and attacks by one for 1D4 melees. A successful save
means combat penalties are only –1 and the other penalties do not apply. Rate of Fire: Each shot counts as one
melee attack. Payload: 16 charge energy clip.
2. Energy Sword: Damage: 4D6+3
3. 12 Homemade Mini-Grenades. Damage: 6D6. Blast Radius: 10 feet (3.0 m).
Equipment:
Sting Combat Armor (special): Sting modified his standard issue TMC medium weight
environmental hard body armor to suite his needs on Earth. He removed the antigravity circuits from his anti-
gravity suit and interwoven them into the armor. Although the suit does not provide him the power of flight, he
can leap 44 feet (13.4 m) upward or lengthwise, run 120 mph (193.2 km), and has a +3 to dodge. A
chemically, treated, non-reflective coating has been applied to the armor making him invisible to radar and
sends confusing signals to thermal sensors and infrared systems. Its dark coating provides him a +10% bonus
to prowl at night and in dark settings. He’s improved on the design and removed some of its original flaws, and
installed various concealed gadgets. A.R.: 17, S.D.C.: 170.
1. Grip Gloves/Boots: (-2 to any attacker’s roll to disarm). +20% to climb rolls. Move 30 feet (9 m) per
melee on almost any surface.
2. Stealth Boots: +10% to Prowl rolls.
3. Electrical Discharge: Each glove can release a powerful electrical discharge (The Sting). Damage: 1D6,
2D6 or replicate the effects of his sonic stunner pistol. Range: 10 feet (3.0 m) or touch. The electric discharge
can be fired as an arcing blast or the hand can be electrified to inflict damage or stun by touch (add normal
punch and P.S. damage to the electric damage as an electrified punch attack). Energy Capacity: 10 blasts
per hour; self-recharging. Rate of Fire: Counts as one attack per melee. Bonus: +1 to strike.
4. Spikes and Cable Launchers: He has one on each forearm. The cable has 600 lbs (270 kg) test
strength and a 60 foot (18.2 m) length. A rewind device can recoil the line, but only has a 500 lb (225 kg)
weight limit. The electric discharge can travel down the line and into the spike, causing electrical damage to
whatever the spike is attached too, only the damage is increased by 50% and the save vs. the stun is 18 or
higher (The Sting Line). The spike has an armor piercing head (-2 to A.R.). Damage: 2D6 with the option of
adding additional damage from the electrical discharge. Range: 60 feet (18.2 m). Bonus: +2 to strike.
5. Battle Belt: A modified web belt with holster, clip pouches (4), and accessory attachment clips (6).
Additional Equipment: Some of this is standard issue equipment from the TMC or he bought/built it
himself. He only takes what he needs when on patrol or mission. Most of this equipment can be found in the
Revised Aliens Unlimited™ or Galaxy Guide™ supplement books: Atmosphere Analyzer, Chemical Analyzer,
Portable Medical Computer, Radiation Detector, Navigation Mini-Computer, Micro Translator, Two Electronic
Locking Cuffs, 2 Automatic re-sizing cuffs, compact radio, diver’s watch, mini-flashlight, automatic lock pick
gun, professional medical kit, home built computer (equals a top line IBM), laser printer, telephone modem, full
color monitor, full video studio/dark room. He has every kind of photograph and video tech equipment currently
available.
His loft is protected by a superior automated system and sophisticated identification system. He has a
conventional defense and weapon system. Nothing in his loft is noticeable. –35% on detect concealment. Note:
He is unaware that Fabricator Inc installed these measures in his loft.
Vehicles: He has stripped down his Warshrike-Class Light Interceptor and hidden it away in a secret
warehouse. Although it can still fly (he’s given it Trans-Atmospheric Capabilities), it can no longer escape
Earth’s gravitational pull (removed the Ion/Fission Drive) and can only reach speeds of 500 mph (805 km). He’s
also removed all of the weapon systems and some of its non-essential systems for parts. He’s taken his
Antigravity Suit and combined it with his TMC Combat armor (see above). He drives around a restore 1978 Blue
Corvette.
Next to Mega Storm, Sting is America’s second most popular and beloved superhero, even though he’s
only been at it for a little more than three years. His heroic deeds have brought him worldwide recognition. To
his complete surprise, department stores across the country sell replicas of his now infamous long, duster-style
coat and wide-brimmed cowboy hat. Wherever he goes, crowds gather which makes doing his job rather
difficult. This has caused him to rethink the manner in which he does his heroics, but he’s not likely to change
only take extra precaution that villains do not use his need to protect the innocent against him. Sting is so
adored by people of all ages he fears the consequences if they ever learned his two biggest secrets, his
involvement with Caroline Anderson’s death and the fact that he’s an alien.
Jirex Zasher come from an Earth-like planet called Tith which possess a gravitational pull far greater than
Earth. His people the Swips are absorbed by two things curiosity and technology, he even more so. He spent
most of his youth directionless, barely able to make it through his home planet’s version of high school.
Eventually he decided to seek a career with the Thissera-Micean Cooperative (TMC), a space police force (see
Aliens Unlimited™ Revised or Galaxy Guide™ for further information) that contracts with individual planets to
patrol and provide law enforcement protection around their worlds and within their sector of space. Zasher
excelled throughout the training and earned the right to choose his division. He decided Special Operations
would be the most adventurous and challenging. Right away, he ran into problems for his maverick like attitude
and his inability to be a team player. Although his methods brought results, the other members of his unit didn’t
appreciate his improvisational tactics.
Zasher’s methods also sent him numerous times to the hospital. He eventually earned enough hazard pay
to receive some genetic engineering enhancements in an effort to cut down on his injuries. Eventually his
individualist methods caught up to him. On a routine mission to bring a smuggler back to his home world to be
tried and convicted of his crimes, the team docked at a TMC Patrol Moon Class space station, where the
members of the smuggler’s gang attempted to free him by rigging a massive explosive device to the station
hull. Instead of following orders, Zasher let the man go in an effort to follow him to the gang’s location. While
his plan worked, his attempt to subdue them with a powerful knockout gas failed because most of the
smuggler’s crew turned out to alien beings that didn’t breathe air. Zasher soon found himself fighting for his
life. The smuggler and his crew criminal escaped but not before setting off the device which destroyed thirty
percent of the station, resulting in the death of over 1000 civilians.
Although Zasher eventually recaptured the gang (which the help of major reinforcements) his career with
TMC was forever tainted. He found himself resigned to one of TMC least used patrol sectors, a solar system with
only one humanoid inhabitable planet called Earth. He was not assigned to Earth, but to the region around the
gravity well outside Jupiter’s orbit to ensure, pirates were not using it. Zasher understood the reason for his
punishment at first and felt content to do his duty. However, after several weeks of intercepting Earth satellite
transmission he became increasingly curious about the Earthlings. So he began doing routine flybys. Eventually
after patching directly into several of the orbiting communication satellites, he received live feeds from
numerous networks (MTV, CNN, etc). After witnessing the event of Bloody Monday in Century Station, he
decided Earth could use someone to provide intergalactic justice.
He landed in a remote location and made his way to Century Station to meet up with former TMC
operative Alpha Prime to check in with her. He expected her to welcome him with open arms, instead she
criticized him for coming to Earth and breaking the Covenant law (bringing alien technology to a primitive
world), but Zasher insisted he been assigned to Earth under special circumstances (he got on a computer and
forged TMC documents to prove it to her). Thinking he be allowed to conduct himself as a TMC officer, Zasher
found himself recruited into the Centurions and cultivated to fight crime CHIMERA style.
Within a few weeks, he established some friendships particularly with Whiz Kid who shared his passion for
technology, but he was only allowed to participate with only rescue missions, nothing action-oriented. Then one
day while bored with nothing to do, he turned on the television to learn that a Senator daughter had been
kidnapped. This was definitely a rescue mission right up his alley, yet to his amazement, no one wanted to help
the man. The Senator's dismissal of all super-beings was an insult, including to the most patriotic Cavaliers and
Legionnaires. Zasher nonetheless decided regardless what sort man he was he deserved his daughter back.
Using alien technology in his spacecraft, Zasher deciphered S.C.R.E.T.’s coded radio signals and learned
they thought Caroline was being held somewhere in the Okefenokee Swamp. He searched the area for several
hours before stumbling across a discarded hunting shack. Inside he found Caroline tied to a bed, mouth tapped
up with a doll in her hand. Despite her protest, he went to work untying her bounds. He took the doll from her
hands and tossed it away, unaware of the explosive device inside. Being an alien from a high gravity planet and
his genetic enhancements are the only things that saved him from being blown to bits, Caroline however was
not so lucky. Zasher awoke and using his last ounces of strength escaped before S.C.R.E.T. could secure the
scene. No one to this day knows he was the “wanna-be hero” who tried to save Caroline and failed. Her death
continues to haunt him and he wears the guilt like an overcoat. Since that faithful day, he won’t put innocent
people in harm way if he can avoid it. If it means the villains gets away, so be it.
For the next couple of days, Zasher debated whether to return to his home world or go back to the TMC
and asked to be reassigned again. One day while self-absorbed in his sulking, he watched the vigilante called
Gauntlet take down some jewel thieves. A bolt of inspiration made him pack his things and leave the Centurion
HQ without even saying good-bye. He spent the next three months dismantling his spacecraft and using some
of the parts to redesign his alien hard body armor into a battle suit that would enable him to take the fight to
the bad guys.
When several masked gunmen held up a bank in downtown L.A., they tried to escape only to end up
captured by with a man in mysterious body armor wearing a cowboy hat and duster. When asked is name, he
told an onlooker, “You folks can call me Sting, and make sure the newspapers hear about me”. Since that day,
Zasher continues his fight against crime to provide justice and heroics for those in need. He established himself
an alias, Jerry Zeller and got himself a job as a freelance photographer for Focus Magazine, which allows him
the benefit of traveling to the world’s hot spots and crime-ridden areas, thus the reason he gets around so
much and received such quick recognition. No one at Focus has put two and two together yet, and he continues
to use the excuse that he’s never been able to capture Sting on camera. Sting has made it his goal in life to
capture and deliver whomever kidnapped Caroline and got her killed.
Real Name: Jirex Zasher
Aliases: Jerry Zeller
Occupation: Champion of Justice and Liberty, Unranked Officer in TMC’s Special Operations Division,
Photographer for Focus Magazine.
Alignment: Scrupulous
Power Category: Alien/Hardware-Analytical Genius (He is a Swipe).
Experience Level: 6th
Hit Points: 39 S.D.C. 146
P.P.E. 4
Appearance: Humanoid with short stature and elliptical brown eyes. His hair is brown and he has an
athletic build. When wearing his combat armor he always wears a long, duster-style coat and wide-brimmed
cowboy hat. With the huge popularity of his heroic status, he decided to wear his hat in Jerry Zeller alias.
(Note: He always needs to repair the coat and hat on after most combat situations).
Attributes: I.Q. 19, M.E. 28, M.A. 12. P.S. 22, P.P. 13, P.E. 16, Spd. 57 (39.9 mph/64.2 km), P.B. 12
Age: 25, Sex: Male, Height: 5 foot, 6 inches (1.70 m), Weight: 310 lbs (139.5 kg)
Alien Genetic Engineering: Immune System, Bone Strengthen, and S.D.C. Augmentation.
Originating Alien Environment: High Gravity
Combat Training: Hand to Hand: Expert
Number of Attacks: 5 (2 initial + 3 from Hand to Hand Combat)
Combat Bonuses: +3 to initiative, +2 to strike, +4 to parry, +4 to dodge, +7 to damage, +3 to roll with
punch/fall, +2 pull with punch, and +4 to perception.
Saving Throws: He is impervious to disease, +2 to save vs. poison, +3 to save vs. horror factor, +7 to
save vs. psionics, +11 to save vs. insanity, +1 to save vs. magic, and +4% to save vs. coma/death.
Combat Skills: Punch 1D4, Power Punch 2D4 (cost two attacks), Karate Kick 2D4, Roundhouse Kick 3D6,
Tripping/Leghook (cannot be paired, must dodge or knockdown), Elbow/Forearm 1D6, Knee 1D6, All Holds, and
Critical strike on an unmodified roll of 18-20.
Other Bonuses: +5% to all skills.
Hardware Skills: Analyze and Operate Devices 97% (107% for alien tech), Build & Modify Armor 97%,
and ECM (Electronic Countermeasures) 87%,
Educational Bonuses: Special and some TMC Officer Training (Well familiar with Earth)
Common Skills: Read-Write/Speak Native Tongue and Thimerian Code 98%, Mathematics: Basic 98%,
and Read/Write/Speak English, Chinese, Hindi, Spanish, Russian, and Arabic 98%
Special Skills & Training: Electrical Engineer 81%, Mechanical Engineer 75%, Weapons Engineer 70%,
Robot Mechanics 80%, Robot Electronics 75%, Hover Vehicle Mechanics 75%, Radio: Basic 98%, Sensory
Equipment 80%, Chemistry 85%, Chemistry: Analytical 80%, Computer Operation 98%, Computer
Programming 83%, Computer Repair 75%, Astrophysics 85%, Art (painting) 80%, Anthropology: Human Aliens
85%, Xeno-Biology (humanoids) 75%, Paramedic 85%, Intelligence 71%, Research 95%, Mathematics:
Advance 98%, W.P. Energy Pistol (+3 to aim/+1 to burst), Criminal Science Investigation 80%, Law (general)
80%, Surveillance Systems 75%, Find Contraband 63%, Streetwise 59%, Detect Concealment 70%, Pilot:
Small Military Spacecraft 95%, and Hand to Hand: Expert
Secondary Skills: Athletics (general), Running, Climb 75%/65%, Prowl 60%, Pilot Hover Cycle 85%,
Jury-Rig 55%, Pilot Hover Car 90%, Photography 70%, Land Navigation 63%, Pilot Automobile 77%, TV/Video
42%, Swimming 75%, W.P. Sword (+1 to strike & parry), and W.P. Grappling Hook (+1 to strike and entangle).
Money: Sting came to earth with 2400 galactic credits (worthless here) and $18,000 in precious metals
and gems. He has since relied on the various incomes from multiple jobs. Presently his job as a photographer at
Focus Magazine pays $50,000 a year, and he gets free airfare and hotel service paid for by the magazine (to a
point). Several of his photographs have won him acclaim and he’s sold some to wealthy collectors.
Weapons:
1. TMC Sonic Stunner Pistol: Range: 150 feet 45.8 m). Damage: 1 point plus save vs. non-lethal poison
(16 or higher, can only use P.E. attribute bonus, not bonuses to save vs. poison), Penalties: -5 to strike, parry,
and dodge, -30% to perform skills, reduce speed by half and attacks by one for 1D4 melees. A successful save
means combat penalties are only –1 and the other penalties do not apply. Rate of Fire: Each shot counts as one
melee attack. Payload: 16 charge energy clip.
2. Energy Sword: Damage: 4D6+3
3. 12 Homemade Mini-Grenades. Damage: 6D6. Blast Radius: 10 feet (3.0 m).
Equipment:
Sting Combat Armor (special): Sting modified his standard issue TMC medium weight
environmental hard body armor to suite his needs on Earth. He removed the antigravity circuits from his anti-
gravity suit and interwoven them into the armor. Although the suit does not provide him the power of flight, he
can leap 44 feet (13.4 m) upward or lengthwise, run 120 mph (193.2 km), and has a +3 to dodge. A
chemically, treated, non-reflective coating has been applied to the armor making him invisible to radar and
sends confusing signals to thermal sensors and infrared systems. Its dark coating provides him a +10% bonus
to prowl at night and in dark settings. He’s improved on the design and removed some of its original flaws, and
installed various concealed gadgets. A.R.: 17, S.D.C.: 170.
1. Grip Gloves/Boots: (-2 to any attacker’s roll to disarm). +20% to climb rolls. Move 30 feet (9 m) per
melee on almost any surface.
2. Stealth Boots: +10% to Prowl rolls.
3. Electrical Discharge: Each glove can release a powerful electrical discharge (The Sting). Damage: 1D6,
2D6 or replicate the effects of his sonic stunner pistol. Range: 10 feet (3.0 m) or touch. The electric discharge
can be fired as an arcing blast or the hand can be electrified to inflict damage or stun by touch (add normal
punch and P.S. damage to the electric damage as an electrified punch attack). Energy Capacity: 10 blasts
per hour; self-recharging. Rate of Fire: Counts as one attack per melee. Bonus: +1 to strike.
4. Spikes and Cable Launchers: He has one on each forearm. The cable has 600 lbs (270 kg) test
strength and a 60 foot (18.2 m) length. A rewind device can recoil the line, but only has a 500 lb (225 kg)
weight limit. The electric discharge can travel down the line and into the spike, causing electrical damage to
whatever the spike is attached too, only the damage is increased by 50% and the save vs. the stun is 18 or
higher (The Sting Line). The spike has an armor piercing head (-2 to A.R.). Damage: 2D6 with the option of
adding additional damage from the electrical discharge. Range: 60 feet (18.2 m). Bonus: +2 to strike.
5. Battle Belt: A modified web belt with holster, clip pouches (4), and accessory attachment clips (6).
Additional Equipment: Some of this is standard issue equipment from the TMC or he bought/built it
himself. He only takes what he needs when on patrol or mission. Most of this equipment can be found in the
Revised Aliens Unlimited™ or Galaxy Guide™ supplement books: Atmosphere Analyzer, Chemical Analyzer,
Portable Medical Computer, Radiation Detector, Navigation Mini-Computer, Micro Translator, Two Electronic
Locking Cuffs, 2 Automatic re-sizing cuffs, compact radio, diver’s watch, mini-flashlight, automatic lock pick
gun, professional medical kit, home built computer (equals a top line IBM), laser printer, telephone modem, full
color monitor, full video studio/dark room. He has every kind of photograph and video tech equipment currently
available.
His loft is protected by a superior automated system and sophisticated identification system. He has a
conventional defense and weapon system. Nothing in his loft is noticeable. –35% on detect concealment. Note:
He is unaware that Fabricator Inc installed these measures in his loft.
Vehicles: He has stripped down his Warshrike-Class Light Interceptor and hidden it away in a secret
warehouse. Although it can still fly (he’s given it Trans-Atmospheric Capabilities), it can no longer escape
Earth’s gravitational pull (removed the Ion/Fission Drive) and can only reach speeds of 500 mph (805 km). He’s
also removed all of the weapon systems and some of its non-essential systems for parts. He’s taken his
Antigravity Suit and combined it with his TMC Combat armor (see above). He drives around a restore 1978 Blue
Corvette.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
JAKE GATOR
Arlo Cassell was an American politician who became a Senator of Georgia for 24 years and
a major player in his political party. His tenure as a Senator was a difficult one, marked by
clashes with super beings. Cassell was born in Atlanta, George. A star football player throughout
his high school days and his fame reached national levels as a college player. During his senior
year, he had over a dozen NFL teams awaiting him to graduate and turn pro. During the Rose
Bowl, he was called to make a big play against the opposing team’s quarterback near the end of
the 2nd quarter. What no one realized the quarterback was a mutant trying his best to suppress
his abilities. Cassell succeed in tackling him then proceeded to belittle him. This enraged the
mutant who decided to take the gloves off. On the next play, Cassell was about to tackle the
quarterback again, only this time, he ducked Cassell with ease and nailed him in the back with
an extraordinary strength forearm. The blow broke Cassell’s back and had it not been for the
prompt medical attention he would have died. The experience left him in constant pain and
nerve damage to his left leg, causing him to walk with a limp and permanently ending his sports
career.
From that moment on, Cassell hated mutants. He didn’t care if they were heroes or not.
He wanted them all to be rounded up in concentrated camps and shot on sight. Now having to
refocus his career, he moved on to law school. After receiving his degree, he joined the law
practice of his father. Four years later, his father was nominated for State’s Attorney General on
a platform to clean up crime, but was hit by an energy blast from a mutant who simply hated his
voice. Arlo replaced his father on the ticket in a special election and won the post.
As Attorney General, Cassell worked against organized crime, but his activities against
mutants and super beings in general gained more attention. He wanted the police to arrest them
in sight and if ever possible shot first. He fought to issue better lethal weapons to the police.
Rumors of his vicious brand of justice followed him throughout his life. One incident claimed he
shot a man with a deformed face when he tried to shake Cassell’s hand.
Cassell’s wife Patrica bore him two children, George and Caroline. His daughter was his
pride and joy, and he vowed to protect her from all ill harm, especially mutants. His son
however couldn’t stand his father’s bigot attitude and avoid him whenever possible. Cassell
eventually decided to run for the U.S. Sensate and won in a landslide victory. In Congress, he
tried his best to get super being registration laws passed or at least to have mutants exiled out
the country. Although his colleges admired his passion, they had no intension of aligning himself
with a man who professed nothing but intolerance and hate.
When his son enlisted in the U.S. Air Force, he was proud of him for the first time in his life. Two
years later, an enemy fighter shot him down. Although he survived the crash, it left him
severely crippled and on life support. When informed that his son qualified for cybernetic
rehabilitation, Cassell insisted he rather have his son die then become a freak. His refusal to
sign for the medical clearance outraged his wife who without his knowledge signed the papers
then served her husband divorced papers. Caroline, however, remained loyal to her father.
Cassell began to speak out about the dangers of super beings. He argued that they are a
danger to "normal" people and should be forced to register and locked away. Cassell outspoken
bigotry awakened the wrath of the Dark Tribunal. One week before the primary election, Arlo
Cassell went to bed only to awaken hours later naked and strapped to a gurney. He couldn’t see
a thing, but he heard someone say, “Mister Cassell you are about to become that which you
hate the most, enjoy these final seconds of being normal.” Two minutes later, he lapsed into
unconsciousness.
He woke to find himself in the middle of a swamp turned into an alligator man. Horror
struck he fled the area until he arrived at a gas station where he was attacked by a group of
hunters. In a fit of rage, he turned on them, killing all six and their bloodhounds. Inside the
restroom, he got a clear view of his face. Seeing his reflection severed the last strands of his
sanity and sent his mind into a deep psychosis.
A new personality grew within Cassell one that saw itself as a creature of the swamp born
for the sole purpose of destroying the person responsible for his birth, Caroline. Calling himself
Jake Gator, he watched Caroline from afar trying to determine his best course of action. Finally,
he decided he needed a partner. He found one in the supernatural menace the Devil’s Knight
(See Villains Unlimited™). Together they attacked the Secret Service protecting his daughter
Caroline as she was coming out of school. The duo slaughter every agent then escaped into the
woods.
For three days, they called up random people in the phone book to tell them clues to give
the President in order to find Caroline, but these were false clues meant to keep federal
agencies guessing and off balance. After a week though, the Devil’s Knight grew tired of the
games. The duo set up a final trap and sent information on the exact location of Caroline. Gator
however stayed behind to watch from the murky depths of the swamp. Hoping for a "super
hero" to show up so he could get the final kill in. He got his wish when a wanna-be superhero
rushed into the hunting shack and tried to rescue Caroline but failed to notice the explosive
device in the doll she clutched in her hand. The shack exploded, tossing out the hero who
managed to survive. The death of his granddaughter caused the Arlo personality to resurface.
Wracked with grief, he decided to turn himself in when S.C.R.E.T. arrived. Before that could
happen, the Jake Gator personality returned and he turned tail and fled.
Presently Jake Gator is on the run, occasionally serving as hired muscle or a cleaner for an
organized crime boss. He still plans on destroying the superhero who failed to save his daughter.
He is unable to recognize his own responsibility in her death and put the blame solely on the
hero who calls himself Sting. Every so often Arlo returns and attempts to get himself arrested,
but Jake Gator always come back to prevent it from happening.
Note: Sting and S.C.R.E.T. are not the only ones actively searching for Jake Gator. The Dark Tribunal wants him back to fight for their cause.
Real Name: Arlo Cassell
Occupation: Former Senator of Georgia, a folk legend, and wanted fugitive and terrorist
Alignment: Arlo is Anarchst, Jake Gator is Diabolic.
Power Category: Eugenics
Experience Level: 9th level Politician, 5th level Eugenics.
Hit Points: 76 S.D.C.: 203 Armor Rating: A.R. 14
P.P.E. 28
Appearance: A crocodilian appearance with a definite snout, no external ears, visible
leathery scales, and an elongated body (Horror Factor of 12).
Attributes: I.Q. 10, M.E. 15, M.A. 19. P.S. 14, P.P. 13, P.E. 21, Spd 117.6 mph (189.3
km) running/64.4 mph (62.79 km) swimming, P.B. 5
Age: 45, Sex: Male, Height: 7 foot, 4 inches (2.25 m), Weight: 250
lbs (112.5 kg)
Insanity: Phobia of lightning (including thunderstorms) and Multiple Personality (2)
Eugenic Abilities: Brain: Combat/Motorhead, Fatty Bladder, Gland: Butchers, Lungs:
Special (18 minutes), Spinal Cord: Flexible and Impact Resistant, Armor Rating (Natural), Built
for Speed, Enhanced Musculature, Inhuman Strength & Powerful Arms (Extraordinary Strength),
S.D.C. Augmentation, Reinforced Skeleton, Tail for Combat (3D6 damage, +3 to strike, +3 to
parry and disarm, +3 to pull punch, and +1 to dodge). Enhanced Vision (infrared/ultraviolet),
Motion Detection Sense (30 feet/9.1 m), Bio-Energy Claws 2D6 damage, +1 to parry, +2
disarm, and +1 to pull punch), Teeth and Powerful Jaws 2D6 damage, lock jaw inflict +2D6 per
melee, only a P.S. of 30 or higher can pry jaws apart), Cold-Blooded (invisible to
infrared/thermal sights, vision, and sensors), Hands & Feet: Webbed, and Heighten Sense of
Smell. Note: He can carry 1400 lbs (630 kg) and lift 2800 lbs (1260 kg).
Combat Training: Hand to Hand: Basic
Number of Attacks: 7/8 (3 initial + 3 from Hand to Hand Combat +1 from powers) and/or
+1 from tail.
Combat Bonuses: +7 to initiative, +1 to strike, +4 to parry, +7 to dodge, +3 auto dodge,
+16 to roll with punch/fall (1/3 normal damage), +5 pull with punch, and +2 disarm.
Saving Throws: +3 vs. magic and poison, and +12% save vs. coma/death.
Combat Skills: Punch 1D4+2, Power Punch 2D4+2 (cost him 2 attacks), Karate Kick
2D4+2, Head butt 2D6, Elbow/Forearm 1D6+2, Knee 1D6, Critical strike on an unmodified roll
of 19-20, Body Throw/Flip 1D6 + P.S. damage (Lose Initiative and 1 attack), and Paired
Weapons.
Other Bonuses: 55% trust/intimidate
Education Level: Masters’ Degree but the Jake Gator personality has on the Job Training
in being a criminal.
Common Skills: Read-Write/Speak English 98% and Pilot: Automobile 74%
Business Program: Mathematics: Basic 98%, Business & Finance 98%, Computer
Operation 98%, Law (general) 98%, and Research 98%.
Domestic Program: Fishing 98%, Gardening 97%, and Sports: Football 98%.
Politician Program: Political Science 98%, Public Speaking 98%, and Law
(Professional/Crime) 98%.
Wilderness Survival: Wilderness Survival 98%, Hunting, Land Navigation 98%, Track &
Trap Animals 95%/98%, and Skin & Prepare Animal Hides 98%
Jake Gator/Criminal Program: Streetwise 55%, Pick Locks 70%, Roadwise 61%, Find
Contraband 61%, and Tailing 70%.
Secondary Skills: Hand to Hand: Basic, Swimming 95%, W.P. Rifle (+5 to aim/+2 to
burst), Running, Prowl 72%, Appraise Antiques 75%, Animal Husbandry 85%,
Outdoorsmanship, Pilot: Kayaking & Canoes 95%, Horsemanship 86%, Cardsharp 52%,
Gambling (standard) 75%, Lore: Psychics and Super-Beings 50%, W.P. Handguns (+2 to
aim/+1 to burst), Boat Building 40%, Carpentry 30%, Athlete (General), and Climbing
55%/45%
Money: Arlo Cassell was a self-made millionaire because of business and the stock
market. He also made big money gambling. As Jake Gator he steals whatever he needs. On rare
occasion he will summon his business mind to aid him whenever it’s called for.
Weapons: None, he sees himself as a living weapon.
Vehicles and other Equipment: He steals whatever he needs or is presently available.
Arlo Cassell was an American politician who became a Senator of Georgia for 24 years and
a major player in his political party. His tenure as a Senator was a difficult one, marked by
clashes with super beings. Cassell was born in Atlanta, George. A star football player throughout
his high school days and his fame reached national levels as a college player. During his senior
year, he had over a dozen NFL teams awaiting him to graduate and turn pro. During the Rose
Bowl, he was called to make a big play against the opposing team’s quarterback near the end of
the 2nd quarter. What no one realized the quarterback was a mutant trying his best to suppress
his abilities. Cassell succeed in tackling him then proceeded to belittle him. This enraged the
mutant who decided to take the gloves off. On the next play, Cassell was about to tackle the
quarterback again, only this time, he ducked Cassell with ease and nailed him in the back with
an extraordinary strength forearm. The blow broke Cassell’s back and had it not been for the
prompt medical attention he would have died. The experience left him in constant pain and
nerve damage to his left leg, causing him to walk with a limp and permanently ending his sports
career.
From that moment on, Cassell hated mutants. He didn’t care if they were heroes or not.
He wanted them all to be rounded up in concentrated camps and shot on sight. Now having to
refocus his career, he moved on to law school. After receiving his degree, he joined the law
practice of his father. Four years later, his father was nominated for State’s Attorney General on
a platform to clean up crime, but was hit by an energy blast from a mutant who simply hated his
voice. Arlo replaced his father on the ticket in a special election and won the post.
As Attorney General, Cassell worked against organized crime, but his activities against
mutants and super beings in general gained more attention. He wanted the police to arrest them
in sight and if ever possible shot first. He fought to issue better lethal weapons to the police.
Rumors of his vicious brand of justice followed him throughout his life. One incident claimed he
shot a man with a deformed face when he tried to shake Cassell’s hand.
Cassell’s wife Patrica bore him two children, George and Caroline. His daughter was his
pride and joy, and he vowed to protect her from all ill harm, especially mutants. His son
however couldn’t stand his father’s bigot attitude and avoid him whenever possible. Cassell
eventually decided to run for the U.S. Sensate and won in a landslide victory. In Congress, he
tried his best to get super being registration laws passed or at least to have mutants exiled out
the country. Although his colleges admired his passion, they had no intension of aligning himself
with a man who professed nothing but intolerance and hate.
When his son enlisted in the U.S. Air Force, he was proud of him for the first time in his life. Two
years later, an enemy fighter shot him down. Although he survived the crash, it left him
severely crippled and on life support. When informed that his son qualified for cybernetic
rehabilitation, Cassell insisted he rather have his son die then become a freak. His refusal to
sign for the medical clearance outraged his wife who without his knowledge signed the papers
then served her husband divorced papers. Caroline, however, remained loyal to her father.
Cassell began to speak out about the dangers of super beings. He argued that they are a
danger to "normal" people and should be forced to register and locked away. Cassell outspoken
bigotry awakened the wrath of the Dark Tribunal. One week before the primary election, Arlo
Cassell went to bed only to awaken hours later naked and strapped to a gurney. He couldn’t see
a thing, but he heard someone say, “Mister Cassell you are about to become that which you
hate the most, enjoy these final seconds of being normal.” Two minutes later, he lapsed into
unconsciousness.
He woke to find himself in the middle of a swamp turned into an alligator man. Horror
struck he fled the area until he arrived at a gas station where he was attacked by a group of
hunters. In a fit of rage, he turned on them, killing all six and their bloodhounds. Inside the
restroom, he got a clear view of his face. Seeing his reflection severed the last strands of his
sanity and sent his mind into a deep psychosis.
A new personality grew within Cassell one that saw itself as a creature of the swamp born
for the sole purpose of destroying the person responsible for his birth, Caroline. Calling himself
Jake Gator, he watched Caroline from afar trying to determine his best course of action. Finally,
he decided he needed a partner. He found one in the supernatural menace the Devil’s Knight
(See Villains Unlimited™). Together they attacked the Secret Service protecting his daughter
Caroline as she was coming out of school. The duo slaughter every agent then escaped into the
woods.
For three days, they called up random people in the phone book to tell them clues to give
the President in order to find Caroline, but these were false clues meant to keep federal
agencies guessing and off balance. After a week though, the Devil’s Knight grew tired of the
games. The duo set up a final trap and sent information on the exact location of Caroline. Gator
however stayed behind to watch from the murky depths of the swamp. Hoping for a "super
hero" to show up so he could get the final kill in. He got his wish when a wanna-be superhero
rushed into the hunting shack and tried to rescue Caroline but failed to notice the explosive
device in the doll she clutched in her hand. The shack exploded, tossing out the hero who
managed to survive. The death of his granddaughter caused the Arlo personality to resurface.
Wracked with grief, he decided to turn himself in when S.C.R.E.T. arrived. Before that could
happen, the Jake Gator personality returned and he turned tail and fled.
Presently Jake Gator is on the run, occasionally serving as hired muscle or a cleaner for an
organized crime boss. He still plans on destroying the superhero who failed to save his daughter.
He is unable to recognize his own responsibility in her death and put the blame solely on the
hero who calls himself Sting. Every so often Arlo returns and attempts to get himself arrested,
but Jake Gator always come back to prevent it from happening.
Note: Sting and S.C.R.E.T. are not the only ones actively searching for Jake Gator. The Dark Tribunal wants him back to fight for their cause.
Real Name: Arlo Cassell
Occupation: Former Senator of Georgia, a folk legend, and wanted fugitive and terrorist
Alignment: Arlo is Anarchst, Jake Gator is Diabolic.
Power Category: Eugenics
Experience Level: 9th level Politician, 5th level Eugenics.
Hit Points: 76 S.D.C.: 203 Armor Rating: A.R. 14
P.P.E. 28
Appearance: A crocodilian appearance with a definite snout, no external ears, visible
leathery scales, and an elongated body (Horror Factor of 12).
Attributes: I.Q. 10, M.E. 15, M.A. 19. P.S. 14, P.P. 13, P.E. 21, Spd 117.6 mph (189.3
km) running/64.4 mph (62.79 km) swimming, P.B. 5
Age: 45, Sex: Male, Height: 7 foot, 4 inches (2.25 m), Weight: 250
lbs (112.5 kg)
Insanity: Phobia of lightning (including thunderstorms) and Multiple Personality (2)
Eugenic Abilities: Brain: Combat/Motorhead, Fatty Bladder, Gland: Butchers, Lungs:
Special (18 minutes), Spinal Cord: Flexible and Impact Resistant, Armor Rating (Natural), Built
for Speed, Enhanced Musculature, Inhuman Strength & Powerful Arms (Extraordinary Strength),
S.D.C. Augmentation, Reinforced Skeleton, Tail for Combat (3D6 damage, +3 to strike, +3 to
parry and disarm, +3 to pull punch, and +1 to dodge). Enhanced Vision (infrared/ultraviolet),
Motion Detection Sense (30 feet/9.1 m), Bio-Energy Claws 2D6 damage, +1 to parry, +2
disarm, and +1 to pull punch), Teeth and Powerful Jaws 2D6 damage, lock jaw inflict +2D6 per
melee, only a P.S. of 30 or higher can pry jaws apart), Cold-Blooded (invisible to
infrared/thermal sights, vision, and sensors), Hands & Feet: Webbed, and Heighten Sense of
Smell. Note: He can carry 1400 lbs (630 kg) and lift 2800 lbs (1260 kg).
Combat Training: Hand to Hand: Basic
Number of Attacks: 7/8 (3 initial + 3 from Hand to Hand Combat +1 from powers) and/or
+1 from tail.
Combat Bonuses: +7 to initiative, +1 to strike, +4 to parry, +7 to dodge, +3 auto dodge,
+16 to roll with punch/fall (1/3 normal damage), +5 pull with punch, and +2 disarm.
Saving Throws: +3 vs. magic and poison, and +12% save vs. coma/death.
Combat Skills: Punch 1D4+2, Power Punch 2D4+2 (cost him 2 attacks), Karate Kick
2D4+2, Head butt 2D6, Elbow/Forearm 1D6+2, Knee 1D6, Critical strike on an unmodified roll
of 19-20, Body Throw/Flip 1D6 + P.S. damage (Lose Initiative and 1 attack), and Paired
Weapons.
Other Bonuses: 55% trust/intimidate
Education Level: Masters’ Degree but the Jake Gator personality has on the Job Training
in being a criminal.
Common Skills: Read-Write/Speak English 98% and Pilot: Automobile 74%
Business Program: Mathematics: Basic 98%, Business & Finance 98%, Computer
Operation 98%, Law (general) 98%, and Research 98%.
Domestic Program: Fishing 98%, Gardening 97%, and Sports: Football 98%.
Politician Program: Political Science 98%, Public Speaking 98%, and Law
(Professional/Crime) 98%.
Wilderness Survival: Wilderness Survival 98%, Hunting, Land Navigation 98%, Track &
Trap Animals 95%/98%, and Skin & Prepare Animal Hides 98%
Jake Gator/Criminal Program: Streetwise 55%, Pick Locks 70%, Roadwise 61%, Find
Contraband 61%, and Tailing 70%.
Secondary Skills: Hand to Hand: Basic, Swimming 95%, W.P. Rifle (+5 to aim/+2 to
burst), Running, Prowl 72%, Appraise Antiques 75%, Animal Husbandry 85%,
Outdoorsmanship, Pilot: Kayaking & Canoes 95%, Horsemanship 86%, Cardsharp 52%,
Gambling (standard) 75%, Lore: Psychics and Super-Beings 50%, W.P. Handguns (+2 to
aim/+1 to burst), Boat Building 40%, Carpentry 30%, Athlete (General), and Climbing
55%/45%
Money: Arlo Cassell was a self-made millionaire because of business and the stock
market. He also made big money gambling. As Jake Gator he steals whatever he needs. On rare
occasion he will summon his business mind to aid him whenever it’s called for.
Weapons: None, he sees himself as a living weapon.
Vehicles and other Equipment: He steals whatever he needs or is presently available.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
The Drop Squad
The Drop Squad is a recognize Super –Ops team that works out of Los Vegas working directly
with local law enforcement and a S.C.R.E.T. company (who operate out of a down town office).
Their mission is to assist law enforcement with crimes committed by criminal masterminds,
terrorists, and super villains. They can also respond to calls for SWAT or a high alert emergency
(a hotel fire for example). They are not allowed to respond to any situation unless they are called
upon, nor can they involve themselves in any confrontation without LVPD (Los Vegas Police
Department) or S.C.R.E.T approval. However, unbeknownst to everyone, the Drop Squad is one
of the covert Super Ops employed by The Sector working under the direct supervision of Michael
Veil. They’ve done a number of clandestine operations, foreign and domestic; specifically most of
them involved South America (they’ve done a dozen missions into Malvador in search of the
Usurper). They’ve been together for four years and formed a strong friendship. The death of their
teammate Lucus Smith (Inferno) still feels like a fresh wound whenever it’s brought up. Likewise,
none of them wants anything to do with Ti-Ton, nor are they likely to any time soon. However,
with his addition to their team, their reputation is growing and causing heads in Washington to
take notice.
GREG TOWER
Greg Tower was born in Chicago in 1921. He spent most of his child hood struggling to overcome
physical disabilities he was born with. His father, a sanitation worker, did everything he could to
find a way to help his son. Eventually he decided to enlist him in a government experimental
medical program in an attempt to repair genetic and physical abnormalities. Of course, in doing
so, it meant he wouldn’t be allowed to see his son for a long time because Greg would be owned
by the government, but George Tower wanted a better life for his son, although he was unsure,
what sort of opportunities a black man working for the government would have. The program
worked. Greg’s body healed itself. They also trained him to an exceptional level of physical
fitness. Along the way, Greg discovered he no longer sustained injuries. No matter how hard he
tried, nothing ever hurt him. This made him take a lot of unnecessary risks as a young man.
As America went off to war in 1942, Tower was enlisted into the nation Super Ops group called
Legion America. On one particular mission, Tower survived being hit with a howitzer shell in the
chest. Afterward he was flown back to the U.S. where they began to conduct numerous tests on
him in an attempt to duplicate the original experiment. They all failed, leaving him bitter and
vengeful. He took out his frustrations on the enemy. When the war was over, Tower tried to
return to normal life. One day as he and his father were coming home from a movie, a firefight
erupted between the police and some mobsters. Tower watch helplessly as his father was gun
down by one of the mobsters. Outraged he charged into the gun battle and beat the hell out
them. Michael Veil showed up and took Tower into his custody. He convinced him to rejoin Legion
America, which was now under the control of G.I.G.M.A. Tower became one of this country finest
covert agent. His indestructible body made it possible for him to do things nobody else could.
Eventually Tower realized that he wasn’t aging at all. Veil did what he could to put him at ease
with the idea of possibly being immortal.
When Veil and the other G.I.G.M.A directors left their positions, Tower was made a S.C.R.E.T.
Team Leader. Later he became an instructor for new recruits, but this took him out of field duty
and put him behind a desk. Eventually he was contacted by Veil who asked him to join his new
Super Ops team called Master Force. Tower refused, so Veil offered him to be the Team Captain.
Greg accepted this time under the condition that he decided who stayed and who went.
Unbeknownst to Tower, members of Master Force consisted primary of Sector created humans. It
wasn’t until the Paris affair that he learned the truth. Having been lied to for so long, an enraged
Tower took out his frustration on Veil and his office. He wanted to quit, yet his friend Inferno, a
Sector Super Soldier, convinced him to stay on. When Master Force was broken up into smaller
Super Ops units, Tower was put in charge of a team that worked alongside the Los Vegas police
department and S.C.R.E.T to protect the city since it had become a prime target for super villains
and criminal masterminds. His friend Inferno joined him, as did two former Sector covert
operatives Reject and Harridean. The team was given the name Drop Squad.
Eight months ago, the Cremator killed Inferno when the team attempted to capture him. Tower
became severely distraught over the matter. A week later he was given a replacement, the super
villain Ti-ton who served as The Sector first test subject in their black project called Dead Men.
Tower hated the idea and to this day can’t stand the man, who in his eye is a brutal murderer.
However, at the same time, he feels sympathy for him knowing that Ti-Ton has become a
government lab rat. He continues to distrust The Sector and the federal government, although he
does applaud the efforts being made in Operation U.S.A. He just feels there is something else
going on behind the scenes, and Michael Veil and The Sector are behind it.
Real Name: Greg Tower
Occupation: Leader of the Drop Squad and a former Team Captain within Master Force. He
has the rank of Master Sergeant in the U.S. Army.
Alignment: Scrupulous
Power Category: Experiment
Experience Level: 9th
Hit Points: 239 S.D.C.: 463
P.P.E.: 22
Appearance: A tall black man with brown eyes, heavily muscled arms, and a scowl on his
face. He is always wearing some kind of military fatigues.
Attributes: I.Q. 13, M.E. 13, M.A. 11, P.S. 40, P.P. 15, P.E. 28, P.B. 14, Spd 30.
Age: Born in 1921. Sex: Male. Height: 6 foot, 2 inches (1.88 m). Weight: 201 lbs (90.45 kg).
Major Super Power: Invulnerability
Minor Super Powers: Superhuman Strength, Extraordinary P.E., and Longevity.
Combat Training: Hand to Hand: Expert (took it rather than Martial Arts).
Attacks per Melee: 7 (2 Initial + 5 from Hand Combat).
Combat Bonuses: +2 to Initiative, +2 to strike, +6 to parry, +6 to dodge, +40 to damage,
+6 to pull punch, +6 to roll with punch/fall, and +2 disarm.
Saving Throws: +51% to save vs. coma/death, +10 to save vs. disease, +8 to save vs.
Horror Factor, and +7 to save vs. magic and poison.
Combat Skills: Punch 2D4+2, Knee 2D6, Forearm/Elbow 2D6, Power Blow 3D6+2 (counts
as two attacks), Karate Kick 2D6+2, Crescent Kick 4D4, Tripping/Leghook (cannot be paired,
must dodge or knockdown), Tackle 2D4+2 +P.S. damage bonus (must parry/dodge or
knockdown), Pin 18-20, Crush 2D4+2, Body Flip/Throw 2D6 plus P.S. damage bonus (lose
initiative and 1 attack/action), Paired Weapons, all Holds, Knockout on the unmodified roll of a
20, and Critical strike on the roll of a natural 18-20. Education Level: Military Specialist.
Common Skills: Read-Write/Speak English 98%/98%, Mathematics: Basic 98%, and
Pilot: Automobile 87%.
Basic Military Program: Running, Climbing 98%. Military Etiquette 98%, Radio: Radio
98%, W.P. Rifle (+5 to aim/+2 to burst).
Advance Military Program/Special Forces: Swimming 98%, S.C.U.B.A. 98%, Prowl 90%,
Parachuting, 98%, Camouflage 85%, Trap/Mine Detection 85%, Demolitions 98%, Demolition
Disposal 98%, Underwater Demolitions 98%, W.P. Submachine-gun (+4 to aim/+2 to burst),
W.P. Knife (+3 to strike, +4 to parry and throw).
Espionage: Detect Ambush 90%, Intelligence 83%, and Wilderness Survival 90%, Detect
Concealment 85%, Interrogation 98%, and Tracking 85%.
W.P. Modern Skill Program: W.P. Handgun (+4 to aim/+2 to build), W.P. Heavy Military
Weapons (+3 to aim/+ 1 to burst), and W.P. Shotgun (+3 to aim/+1 to burst).
Physical Skill Program: Boxing, Wrestling, Body Build, and Athletics (general).
Secondary Skills: Land Navigation 74%, Law (general) 70%, First Aid 90%, General
Repair 80%. Pilot: Truck 76%, W.P. Blunt (+4 to strike and parry), Pilot Tracked Vehicle 98%,
Basic Electronics 65%, Basic Mechanics 65%, Recognize Weapon Quality 45%, Streetwise 36%,
Lore: Psychics & Super Beings 35%, and Research 55%
Money: Greg has been saving his earnings since WWII. He hopes one day to retire and use
his money to build a community center and fix up his old neighborhood. It shouldn’t be too hard
since has $105,000 in his checking account and half a million in a savings account.
Weapons: He has access to every weapon within The Sector’s arsenal (including
experimental) and has the know how to use them, however the following are his favorites: 9mm
Wz 63 (PM-63) Machine Pistol with AP ammo, 5.56 AR18S Sterling-Armalite with Flash
Surpressor, Glock 20 (10mm) with AP ammo, and ten Concussion Grenades.
Vehicles and Equipment: He has access to all the latest gadgets and piece of equipment
within The Sector agency. The following is a list of the most common items he uses: Belt Side
Holster, Military Shoulder Holster, Web Belt, 2 Wrist Cartridge Bandoleer, Gun Repair Kit, Battle
Harness, Infrared Distancing Binoculars, Combat Bush Knife, Ear Mike Radio Receiver &
Transmitter, G.I.G.M.A. Smart Phone, Military Field Jacket, and Battle Dress Uniform. He drives
around in a Jeep Cherokee that’s been tinkered with but not modified in any way.
The Drop Squad is a recognize Super –Ops team that works out of Los Vegas working directly
with local law enforcement and a S.C.R.E.T. company (who operate out of a down town office).
Their mission is to assist law enforcement with crimes committed by criminal masterminds,
terrorists, and super villains. They can also respond to calls for SWAT or a high alert emergency
(a hotel fire for example). They are not allowed to respond to any situation unless they are called
upon, nor can they involve themselves in any confrontation without LVPD (Los Vegas Police
Department) or S.C.R.E.T approval. However, unbeknownst to everyone, the Drop Squad is one
of the covert Super Ops employed by The Sector working under the direct supervision of Michael
Veil. They’ve done a number of clandestine operations, foreign and domestic; specifically most of
them involved South America (they’ve done a dozen missions into Malvador in search of the
Usurper). They’ve been together for four years and formed a strong friendship. The death of their
teammate Lucus Smith (Inferno) still feels like a fresh wound whenever it’s brought up. Likewise,
none of them wants anything to do with Ti-Ton, nor are they likely to any time soon. However,
with his addition to their team, their reputation is growing and causing heads in Washington to
take notice.
GREG TOWER
Greg Tower was born in Chicago in 1921. He spent most of his child hood struggling to overcome
physical disabilities he was born with. His father, a sanitation worker, did everything he could to
find a way to help his son. Eventually he decided to enlist him in a government experimental
medical program in an attempt to repair genetic and physical abnormalities. Of course, in doing
so, it meant he wouldn’t be allowed to see his son for a long time because Greg would be owned
by the government, but George Tower wanted a better life for his son, although he was unsure,
what sort of opportunities a black man working for the government would have. The program
worked. Greg’s body healed itself. They also trained him to an exceptional level of physical
fitness. Along the way, Greg discovered he no longer sustained injuries. No matter how hard he
tried, nothing ever hurt him. This made him take a lot of unnecessary risks as a young man.
As America went off to war in 1942, Tower was enlisted into the nation Super Ops group called
Legion America. On one particular mission, Tower survived being hit with a howitzer shell in the
chest. Afterward he was flown back to the U.S. where they began to conduct numerous tests on
him in an attempt to duplicate the original experiment. They all failed, leaving him bitter and
vengeful. He took out his frustrations on the enemy. When the war was over, Tower tried to
return to normal life. One day as he and his father were coming home from a movie, a firefight
erupted between the police and some mobsters. Tower watch helplessly as his father was gun
down by one of the mobsters. Outraged he charged into the gun battle and beat the hell out
them. Michael Veil showed up and took Tower into his custody. He convinced him to rejoin Legion
America, which was now under the control of G.I.G.M.A. Tower became one of this country finest
covert agent. His indestructible body made it possible for him to do things nobody else could.
Eventually Tower realized that he wasn’t aging at all. Veil did what he could to put him at ease
with the idea of possibly being immortal.
When Veil and the other G.I.G.M.A directors left their positions, Tower was made a S.C.R.E.T.
Team Leader. Later he became an instructor for new recruits, but this took him out of field duty
and put him behind a desk. Eventually he was contacted by Veil who asked him to join his new
Super Ops team called Master Force. Tower refused, so Veil offered him to be the Team Captain.
Greg accepted this time under the condition that he decided who stayed and who went.
Unbeknownst to Tower, members of Master Force consisted primary of Sector created humans. It
wasn’t until the Paris affair that he learned the truth. Having been lied to for so long, an enraged
Tower took out his frustration on Veil and his office. He wanted to quit, yet his friend Inferno, a
Sector Super Soldier, convinced him to stay on. When Master Force was broken up into smaller
Super Ops units, Tower was put in charge of a team that worked alongside the Los Vegas police
department and S.C.R.E.T to protect the city since it had become a prime target for super villains
and criminal masterminds. His friend Inferno joined him, as did two former Sector covert
operatives Reject and Harridean. The team was given the name Drop Squad.
Eight months ago, the Cremator killed Inferno when the team attempted to capture him. Tower
became severely distraught over the matter. A week later he was given a replacement, the super
villain Ti-ton who served as The Sector first test subject in their black project called Dead Men.
Tower hated the idea and to this day can’t stand the man, who in his eye is a brutal murderer.
However, at the same time, he feels sympathy for him knowing that Ti-Ton has become a
government lab rat. He continues to distrust The Sector and the federal government, although he
does applaud the efforts being made in Operation U.S.A. He just feels there is something else
going on behind the scenes, and Michael Veil and The Sector are behind it.
Real Name: Greg Tower
Occupation: Leader of the Drop Squad and a former Team Captain within Master Force. He
has the rank of Master Sergeant in the U.S. Army.
Alignment: Scrupulous
Power Category: Experiment
Experience Level: 9th
Hit Points: 239 S.D.C.: 463
P.P.E.: 22
Appearance: A tall black man with brown eyes, heavily muscled arms, and a scowl on his
face. He is always wearing some kind of military fatigues.
Attributes: I.Q. 13, M.E. 13, M.A. 11, P.S. 40, P.P. 15, P.E. 28, P.B. 14, Spd 30.
Age: Born in 1921. Sex: Male. Height: 6 foot, 2 inches (1.88 m). Weight: 201 lbs (90.45 kg).
Major Super Power: Invulnerability
Minor Super Powers: Superhuman Strength, Extraordinary P.E., and Longevity.
Combat Training: Hand to Hand: Expert (took it rather than Martial Arts).
Attacks per Melee: 7 (2 Initial + 5 from Hand Combat).
Combat Bonuses: +2 to Initiative, +2 to strike, +6 to parry, +6 to dodge, +40 to damage,
+6 to pull punch, +6 to roll with punch/fall, and +2 disarm.
Saving Throws: +51% to save vs. coma/death, +10 to save vs. disease, +8 to save vs.
Horror Factor, and +7 to save vs. magic and poison.
Combat Skills: Punch 2D4+2, Knee 2D6, Forearm/Elbow 2D6, Power Blow 3D6+2 (counts
as two attacks), Karate Kick 2D6+2, Crescent Kick 4D4, Tripping/Leghook (cannot be paired,
must dodge or knockdown), Tackle 2D4+2 +P.S. damage bonus (must parry/dodge or
knockdown), Pin 18-20, Crush 2D4+2, Body Flip/Throw 2D6 plus P.S. damage bonus (lose
initiative and 1 attack/action), Paired Weapons, all Holds, Knockout on the unmodified roll of a
20, and Critical strike on the roll of a natural 18-20. Education Level: Military Specialist.
Common Skills: Read-Write/Speak English 98%/98%, Mathematics: Basic 98%, and
Pilot: Automobile 87%.
Basic Military Program: Running, Climbing 98%. Military Etiquette 98%, Radio: Radio
98%, W.P. Rifle (+5 to aim/+2 to burst).
Advance Military Program/Special Forces: Swimming 98%, S.C.U.B.A. 98%, Prowl 90%,
Parachuting, 98%, Camouflage 85%, Trap/Mine Detection 85%, Demolitions 98%, Demolition
Disposal 98%, Underwater Demolitions 98%, W.P. Submachine-gun (+4 to aim/+2 to burst),
W.P. Knife (+3 to strike, +4 to parry and throw).
Espionage: Detect Ambush 90%, Intelligence 83%, and Wilderness Survival 90%, Detect
Concealment 85%, Interrogation 98%, and Tracking 85%.
W.P. Modern Skill Program: W.P. Handgun (+4 to aim/+2 to build), W.P. Heavy Military
Weapons (+3 to aim/+ 1 to burst), and W.P. Shotgun (+3 to aim/+1 to burst).
Physical Skill Program: Boxing, Wrestling, Body Build, and Athletics (general).
Secondary Skills: Land Navigation 74%, Law (general) 70%, First Aid 90%, General
Repair 80%. Pilot: Truck 76%, W.P. Blunt (+4 to strike and parry), Pilot Tracked Vehicle 98%,
Basic Electronics 65%, Basic Mechanics 65%, Recognize Weapon Quality 45%, Streetwise 36%,
Lore: Psychics & Super Beings 35%, and Research 55%
Money: Greg has been saving his earnings since WWII. He hopes one day to retire and use
his money to build a community center and fix up his old neighborhood. It shouldn’t be too hard
since has $105,000 in his checking account and half a million in a savings account.
Weapons: He has access to every weapon within The Sector’s arsenal (including
experimental) and has the know how to use them, however the following are his favorites: 9mm
Wz 63 (PM-63) Machine Pistol with AP ammo, 5.56 AR18S Sterling-Armalite with Flash
Surpressor, Glock 20 (10mm) with AP ammo, and ten Concussion Grenades.
Vehicles and Equipment: He has access to all the latest gadgets and piece of equipment
within The Sector agency. The following is a list of the most common items he uses: Belt Side
Holster, Military Shoulder Holster, Web Belt, 2 Wrist Cartridge Bandoleer, Gun Repair Kit, Battle
Harness, Infrared Distancing Binoculars, Combat Bush Knife, Ear Mike Radio Receiver &
Transmitter, G.I.G.M.A. Smart Phone, Military Field Jacket, and Battle Dress Uniform. He drives
around in a Jeep Cherokee that’s been tinkered with but not modified in any way.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
REJECT
Jack Johnson joined the U.S. Army right out of high school, becoming one of the nation’s finest
soldiers. Within a short time, his combat skills earned him a place with the U.S Army Special
Forces. After successful completing over dozen missions, his notoriety earned him the notice of
The Sector. They recruited him to be one of their covert operators, but on his second mission, he
was onboard a Cobra Helicopter when it was attacked by the Masters of Speed. Blur used his
vibration powers to cause a critical engine failure. The helicopter crashed killing everyone on
board, except Johnson although suffered severe internal damage and lost his right arm and left
leg. Prior to joining The Sector, he’d signed an agreement with the army that he wanted to be
made cybernetic if he suffered any major injuries. Days later, he awoke to his new appearance
and didn’t take it very well. A month later with counseling and therapy, Johnson took to his
augmentation without another thought. Soon he was his old self, but perhaps a bit more arrogant
and fun loving. However, his phobia of helicopters made it impossible for him to be around them.
However, Johnson found working with The Sector still to be the greatest joy in life. He joined up
with the Drop Squad along with Greg Tower, Inferno, and Harridan. After the death of Inferno at
the hands of the Cremator, Johnson is even more determined to capture super criminals and
villains. He is not pleased at all being forced to work with the likes of Ti-ton. He and Harridan
have developed an unusual relationship, but the feelings they share toward each other will never
involve into anything but a mutual friendship.
Real Name: Jack Johnson
Occupation: Covert operator for the Sector. His rank in the U.S. Army was Specialist.
Alignment: Scrupulous
Power Category: Bionic (Partial Cyborg)
Experience Level: 5th
Hit Points: 51 S.D.C.: 222
P.P.E.: 7
Appearance: Jack has a busted nose that he’s never gotten repaired and his face still
sports nasty scars. He has brown hair and brown eyes. He wears a tight-fitting green floppy cap.
Attributes: I.Q. 11, M.E. 11, M.A. 13, P.S. 18, P.P. 12, P.E. 27, P.B. 8, Spd. 34.
Age: 27. Sex: Male. Height: 6 foot, 1 inch (1.85 m). Weight: 285 lbs
(128 kg)
Insanity: *Reject has a phobia about being in or around helicopters.
Bionic Right Arm (with extendable feature) and Hand. P.S. 20, PP 12.
Bionic Chest with Toxic Filter in Lungs.
Bionic Left Leg. P.S. of 18 and Spd 34. It has two secret compartments.
Bionic Right Eye with Infrared Vision, Thermo-Imager, Target Sight, and Motion Detector.
Partial Body Exoskeletons (all five).
Bionic Skull with Synthetic Plastic Skin
Combat Training: Hand to Hand: Expert
Attacks per Melee: 5 (2 Initial + 3 from Hand Combat).
Combat Bonuses: +2 to Initiative, +2 to strike, +6 to parry, +7 to dodge, +3 to
damage/+5 from bionic arm, +5 to roll with punch/fall, and +2 to pull punch,
Saving Throws: +25% to save vs. coma/death, +12 to save vs. poisonous gas, +6 to save
vs. magic and poison, and +2 to save vs. Horror Factor.
Combat Skills: Punch 1D4, Knife Hand 1D6, Power Punch 2D4 (counts as two attacks),
Karate Kick 2D4, Snap Kick 1D6, Tripping/Leghook (cannot be paired, must dodge or
knockdown), Tackle 1D4 +P.S. damage bonus (must parry/dodge or knockdown), Elbow/Forearm
1D6, Knee 1D6, and Knockout on an unmodified roll of 20 for 1D6 melee rounds. .
Education Level: Military
Common Skills: Read-Write/Speak English 93%/90%, Mathematics: Basic 87%, and
Pilot: Automobile 75%.
Basic Military Program: Running, Climbing 98%. Military Etiquette 70%, Radio: Basic
80%, and W.P. Rifle (+3 to aim, +1 to burst).
Advance Military Program/Combat Aircraft: Aircraft Mechanics 60%, Navigation 85%,
*Pilot: Helicopter 70%, Pilot: Jet Aircraft 70%, Weapon Systems 75%, Navigation: Space 75%,
and Sensory Equipment 65%.
Physical Skill Program: Boxing, Athletics (general), Swimming 85%, and S.C.U.B.A 85%.
Secondary Skills: Hand to Hand: Expert, General Repair 60%, Prowl 40%, First Aid
60%, W.P. Handgun (+2 to aim, +1 to burst), W.P. Submachine-gun (+2 to aim, +1 to burst),
Pilot: Motorcycle 80%, Pilot: Truck 60%, Pilot: Tracked Vehicles 79%, Mathematics: Advance
64%, Pilot: Automobile 70%, Basic Mechanics 45%, and Basic Electronics 45%.
Money: Reject has about $75,000 in the bank. Most of his money he sends to his mother
and teenage sister.
Weapons: He has access to every weapon within the Sector’s arsenal (including
experimental), but the following are among those he uses most often: 9mm PA3-DM Sub-
Machinegun with explosive ammo, T5 Carbine, Desert Eagle with AP Ammo, Two Tear Gas
Grenades, Two Knockout Grenades, and Four Explosive Grenades.
Vehicles and Equipment: He has access to all the latest gadgets and piece of equipment
used by the Sector. The following is a list of the most common items he uses: Belt Side Holster,
Two Web Belts, Battle Harness, Ear Mike Radio R&T, and Cellular Phone. He owns a variety of
different body armor, but on most of his missions, he wears a full suit of Hard Armor (A.R. 16,
240 S.D.C.). He drives a 2003 Harley Davison V Rod Anniversary Edition. The engine has been
tinkered with so it can reach speeds of 210 mph (338 km). It also consumes 15% of the normal
miles per gallon rate.
Jack Johnson joined the U.S. Army right out of high school, becoming one of the nation’s finest
soldiers. Within a short time, his combat skills earned him a place with the U.S Army Special
Forces. After successful completing over dozen missions, his notoriety earned him the notice of
The Sector. They recruited him to be one of their covert operators, but on his second mission, he
was onboard a Cobra Helicopter when it was attacked by the Masters of Speed. Blur used his
vibration powers to cause a critical engine failure. The helicopter crashed killing everyone on
board, except Johnson although suffered severe internal damage and lost his right arm and left
leg. Prior to joining The Sector, he’d signed an agreement with the army that he wanted to be
made cybernetic if he suffered any major injuries. Days later, he awoke to his new appearance
and didn’t take it very well. A month later with counseling and therapy, Johnson took to his
augmentation without another thought. Soon he was his old self, but perhaps a bit more arrogant
and fun loving. However, his phobia of helicopters made it impossible for him to be around them.
However, Johnson found working with The Sector still to be the greatest joy in life. He joined up
with the Drop Squad along with Greg Tower, Inferno, and Harridan. After the death of Inferno at
the hands of the Cremator, Johnson is even more determined to capture super criminals and
villains. He is not pleased at all being forced to work with the likes of Ti-ton. He and Harridan
have developed an unusual relationship, but the feelings they share toward each other will never
involve into anything but a mutual friendship.
Real Name: Jack Johnson
Occupation: Covert operator for the Sector. His rank in the U.S. Army was Specialist.
Alignment: Scrupulous
Power Category: Bionic (Partial Cyborg)
Experience Level: 5th
Hit Points: 51 S.D.C.: 222
P.P.E.: 7
Appearance: Jack has a busted nose that he’s never gotten repaired and his face still
sports nasty scars. He has brown hair and brown eyes. He wears a tight-fitting green floppy cap.
Attributes: I.Q. 11, M.E. 11, M.A. 13, P.S. 18, P.P. 12, P.E. 27, P.B. 8, Spd. 34.
Age: 27. Sex: Male. Height: 6 foot, 1 inch (1.85 m). Weight: 285 lbs
(128 kg)
Insanity: *Reject has a phobia about being in or around helicopters.
Bionic Right Arm (with extendable feature) and Hand. P.S. 20, PP 12.
Bionic Chest with Toxic Filter in Lungs.
Bionic Left Leg. P.S. of 18 and Spd 34. It has two secret compartments.
Bionic Right Eye with Infrared Vision, Thermo-Imager, Target Sight, and Motion Detector.
Partial Body Exoskeletons (all five).
Bionic Skull with Synthetic Plastic Skin
Combat Training: Hand to Hand: Expert
Attacks per Melee: 5 (2 Initial + 3 from Hand Combat).
Combat Bonuses: +2 to Initiative, +2 to strike, +6 to parry, +7 to dodge, +3 to
damage/+5 from bionic arm, +5 to roll with punch/fall, and +2 to pull punch,
Saving Throws: +25% to save vs. coma/death, +12 to save vs. poisonous gas, +6 to save
vs. magic and poison, and +2 to save vs. Horror Factor.
Combat Skills: Punch 1D4, Knife Hand 1D6, Power Punch 2D4 (counts as two attacks),
Karate Kick 2D4, Snap Kick 1D6, Tripping/Leghook (cannot be paired, must dodge or
knockdown), Tackle 1D4 +P.S. damage bonus (must parry/dodge or knockdown), Elbow/Forearm
1D6, Knee 1D6, and Knockout on an unmodified roll of 20 for 1D6 melee rounds. .
Education Level: Military
Common Skills: Read-Write/Speak English 93%/90%, Mathematics: Basic 87%, and
Pilot: Automobile 75%.
Basic Military Program: Running, Climbing 98%. Military Etiquette 70%, Radio: Basic
80%, and W.P. Rifle (+3 to aim, +1 to burst).
Advance Military Program/Combat Aircraft: Aircraft Mechanics 60%, Navigation 85%,
*Pilot: Helicopter 70%, Pilot: Jet Aircraft 70%, Weapon Systems 75%, Navigation: Space 75%,
and Sensory Equipment 65%.
Physical Skill Program: Boxing, Athletics (general), Swimming 85%, and S.C.U.B.A 85%.
Secondary Skills: Hand to Hand: Expert, General Repair 60%, Prowl 40%, First Aid
60%, W.P. Handgun (+2 to aim, +1 to burst), W.P. Submachine-gun (+2 to aim, +1 to burst),
Pilot: Motorcycle 80%, Pilot: Truck 60%, Pilot: Tracked Vehicles 79%, Mathematics: Advance
64%, Pilot: Automobile 70%, Basic Mechanics 45%, and Basic Electronics 45%.
Money: Reject has about $75,000 in the bank. Most of his money he sends to his mother
and teenage sister.
Weapons: He has access to every weapon within the Sector’s arsenal (including
experimental), but the following are among those he uses most often: 9mm PA3-DM Sub-
Machinegun with explosive ammo, T5 Carbine, Desert Eagle with AP Ammo, Two Tear Gas
Grenades, Two Knockout Grenades, and Four Explosive Grenades.
Vehicles and Equipment: He has access to all the latest gadgets and piece of equipment
used by the Sector. The following is a list of the most common items he uses: Belt Side Holster,
Two Web Belts, Battle Harness, Ear Mike Radio R&T, and Cellular Phone. He owns a variety of
different body armor, but on most of his missions, he wears a full suit of Hard Armor (A.R. 16,
240 S.D.C.). He drives a 2003 Harley Davison V Rod Anniversary Edition. The engine has been
tinkered with so it can reach speeds of 210 mph (338 km). It also consumes 15% of the normal
miles per gallon rate.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
HARRIDAN
Harridan keeps to herself for the most part. She is quiet yet always ready for action, an assassin
with style. She’s traveled the world and studied many years in the orient. Although she is an
American, she has obvious orient features in her appearance. She maintains a flirtatious
relationship with Reject, but she won’t allow it to develop into anything serious. She likes her
privacy and keeping her past a secret from everybody. Although she respects the leadership
abilities of Greg Tower, her loyalties exclusively belong to The Sector. She is a high-strung risk
taker whose methods are almost never by the book. So will do whatever it takes to put the bad
guy down.
Real Name: Classified
Alias: Alexis Kawa
Occupation: Covert Operator and Sniper for The Sector.
Alignment: Unprincipled
Power Category: Wandering Free Agent (See Ninjas & Superspies)TM
Experience Level: 6th
Hit Points: 36 S.D.C.: 103
P.P.E.: 8
Appearance: She is a lovely Asian American woman with long black hair. She has a
superior athletic body and green eyes.
Attributes: I.Q. 11, M.E. 14, M.A. 8, P.S. 23, P.P. 18, P.E. 18, Spd. 30, P.B. 15,
Age: 25. Sex: Female. Height: 6 foot, 1 inch (1.85 m). Weight: 131 lbs (58.95 kg).
Cybernetic Right Eye. Looks realistic but has Telescopic Vision/Targeting Sight (+1 to aim/called shots).Range: 2000 feet (609 m).
Combat Training: T’ang-Su Karate (See Ninjas & SuperspiesTM)
Attacks per Melee: 6 (All gained from Hand to Hand Combat)
Combat Bonuses: +6 to Initiative, +3 to strike, +8 to parry, +10 to dodge, +6 to damage,
and +9 to roll with punch/fall.
Saving Throws: +2 to save vs. magic and poison, and +6% to save vs. coma/death.
Combat Skills: Punch 1D4+2, Power Punch 2D4+2 (counts as two attacks), Backhand
1D6+2, Duo-Fist 2D4+2. Karate Kick 2D4, Snap Kick 1D6, Roundhouse Kick 3D6, Axe Kick 2D6,
Reverse Turn Kick (dodge/snap kick 1D6), Jump Kick 6D6, Flying Jump Kick 4D6, Leap Attack,
Strike/Parry, Grab/Kick (inflicts critical damage), Forearm/Elbow 1D6, Grab/Headbash 2D6,
Multiple Dodge, Power Block/Parry (1D6), Disarm, Critical strike on the roll of a natural 18-20,
Knockout on the roll of a natural 20 for 1D6 melees, and Critical strike from Behind.
Martial Arts Powers: Tamashiwara, Iron Hand, Stone Ox, Zanshin (no surprise from
behind, no penalty from invisible or concealed foes for 18 feet (5.48 m).
Education Level: Special Training.
Common Skills: Read-Write/Speak English Chinese 98%/98%, Mathematics: Basic
90%, and Pilot: Automobile 78%.
Oriental Culture Program: Read/Write/Speak Japanese 90%, Read/Write/Speak Korean
80%, Read/Write/Speak Thai 85%, Mountaineering 75%, Desert Survival 85%, and Spelunking
90%.
Advance Pilot Skill Program: Radio: Basic 85%, Pilot: Airplane 89%, Pilot: Hovercraft 86%,
Pilot: Jet Aircraft 70%, Navigation 90%, and Weapon Systems 80%
Physical Program: Gymnastics, Acrobatics, Boxing, and Athletics (general).
Body Guard/Assassin Program: Sniper (+3 to aim/called shots), Detect Ambush 70%,
Detect Concealment 70%, Escape Artist 65%, Optic Systems 65%, Surveillance 75%, Tracking
65% (people), W.P. Energy Pistol (+3 to aim/+1 to burst), W.P. Handgun (+3 to aim/+1 to
burst), and W.P. Energy Rifle (+3 to aim/+1 to burst).
Basic Military Program: Climbing 90/80%, Demolition 83%, Demolitions Disposal 83%,
Military Etiquette 75%, Sensory Equipment 65%, Running, Body Build & Weightlifting, and W.P.
Rifle (+3 to aim/+1 to burst).
Weapon Construction Program: Armorer 90%, Basic Mechanics 85%, Basic Electronics
65%, Mechanical Engineer 70%, Gizmoteer Construction Skill 64%, W.P. Sub-Machinegun (+3 to
aim/+1 to burst), W.P. Heavy Military Weapon (+2 to aim/+1 to burst), W.P. Heavy Energy
Weapon (+2 to aim/+1 to burst), W.P. Military Flamethrower (+2 to aim/+1 to burst), and W.P.
Shotgun (+3 to aim/+1 to burst).
Secondary Skills: Swimming 80%, Prowl 67%, Wilderness Survival 65%, Pilot:
Motorcycle 84%, Land Navigation 60%, Streetwise 44%, Law (basic) 55%, Computer Operation
75%, Mathematics: Advance 76%, Pilot: Race Car 73%, Pick Locks 50%, TV & Video 54%,
Hunting, and Concealment 24%.
Money: Harridan has about $175,000 in ready cash, another $200,000 hidden away in a
New York bank under a different alias, and $450,000 in an account in Hong Kong.
Weapons: She has access to every weapon within the Sector’s arsenal (including
experimental) and has the know how to use them however the following are her personal
favorite:
A modified 7.62mm SSG 69 with AP rounds (weapon balancing, HUD feed into cybernetic
eye, and sound suppressor). Range: 2887 feet (880 m), Damage: 5D6, Rate of Fire: Single
shot, Feed: 10 round box mag, Bonuses: +3 to aim. She also gets an additional +3 if she uses
her sniper skill on an aimed/called shot). These bonuses do not include her W.P. skill. The AP
rounds lowers a target’s A.R. by two (or she get a +2 against armored targets).
A modified .44 Magnum Super IV with AP rounds (weapon balance), Range: 195 feet (59.4
m), Damage: 8D6 with a P.V. of 8, Rate of Fire: Single shot, Feed: 6 chamber side-loading
cylinder, Bonus: +1 to aim. The AP rounds lowers a target’s A.R. by two (or she get a +2 against
armored targets). She has four speed loaders for his gun.
She has uses the T1 Laser Rifle, CIS-40gl Grenade Launcher, Two Tear Gas Grenades, Two
Knockout Grenades, and Four Explosive Grenades.
Vehicles and Equipment: She has access to all the latest gadgets and piece of equipment
within the Sector. The following is a list of the most common items she likes to use: Belt Side
Holster, Military Shoulder Holster, Web Belt, Gun Repair Kit, Ear Mike Radio Receiver &
Transmitter, Video Cell Phone, and a Hard Armor Vest. She drives around in a 1967 Pontiac
Firebird with Souped-Up Modification of a Secret Operative.
Harridan keeps to herself for the most part. She is quiet yet always ready for action, an assassin
with style. She’s traveled the world and studied many years in the orient. Although she is an
American, she has obvious orient features in her appearance. She maintains a flirtatious
relationship with Reject, but she won’t allow it to develop into anything serious. She likes her
privacy and keeping her past a secret from everybody. Although she respects the leadership
abilities of Greg Tower, her loyalties exclusively belong to The Sector. She is a high-strung risk
taker whose methods are almost never by the book. So will do whatever it takes to put the bad
guy down.
Real Name: Classified
Alias: Alexis Kawa
Occupation: Covert Operator and Sniper for The Sector.
Alignment: Unprincipled
Power Category: Wandering Free Agent (See Ninjas & Superspies)TM
Experience Level: 6th
Hit Points: 36 S.D.C.: 103
P.P.E.: 8
Appearance: She is a lovely Asian American woman with long black hair. She has a
superior athletic body and green eyes.
Attributes: I.Q. 11, M.E. 14, M.A. 8, P.S. 23, P.P. 18, P.E. 18, Spd. 30, P.B. 15,
Age: 25. Sex: Female. Height: 6 foot, 1 inch (1.85 m). Weight: 131 lbs (58.95 kg).
Cybernetic Right Eye. Looks realistic but has Telescopic Vision/Targeting Sight (+1 to aim/called shots).Range: 2000 feet (609 m).
Combat Training: T’ang-Su Karate (See Ninjas & SuperspiesTM)
Attacks per Melee: 6 (All gained from Hand to Hand Combat)
Combat Bonuses: +6 to Initiative, +3 to strike, +8 to parry, +10 to dodge, +6 to damage,
and +9 to roll with punch/fall.
Saving Throws: +2 to save vs. magic and poison, and +6% to save vs. coma/death.
Combat Skills: Punch 1D4+2, Power Punch 2D4+2 (counts as two attacks), Backhand
1D6+2, Duo-Fist 2D4+2. Karate Kick 2D4, Snap Kick 1D6, Roundhouse Kick 3D6, Axe Kick 2D6,
Reverse Turn Kick (dodge/snap kick 1D6), Jump Kick 6D6, Flying Jump Kick 4D6, Leap Attack,
Strike/Parry, Grab/Kick (inflicts critical damage), Forearm/Elbow 1D6, Grab/Headbash 2D6,
Multiple Dodge, Power Block/Parry (1D6), Disarm, Critical strike on the roll of a natural 18-20,
Knockout on the roll of a natural 20 for 1D6 melees, and Critical strike from Behind.
Martial Arts Powers: Tamashiwara, Iron Hand, Stone Ox, Zanshin (no surprise from
behind, no penalty from invisible or concealed foes for 18 feet (5.48 m).
Education Level: Special Training.
Common Skills: Read-Write/Speak English Chinese 98%/98%, Mathematics: Basic
90%, and Pilot: Automobile 78%.
Oriental Culture Program: Read/Write/Speak Japanese 90%, Read/Write/Speak Korean
80%, Read/Write/Speak Thai 85%, Mountaineering 75%, Desert Survival 85%, and Spelunking
90%.
Advance Pilot Skill Program: Radio: Basic 85%, Pilot: Airplane 89%, Pilot: Hovercraft 86%,
Pilot: Jet Aircraft 70%, Navigation 90%, and Weapon Systems 80%
Physical Program: Gymnastics, Acrobatics, Boxing, and Athletics (general).
Body Guard/Assassin Program: Sniper (+3 to aim/called shots), Detect Ambush 70%,
Detect Concealment 70%, Escape Artist 65%, Optic Systems 65%, Surveillance 75%, Tracking
65% (people), W.P. Energy Pistol (+3 to aim/+1 to burst), W.P. Handgun (+3 to aim/+1 to
burst), and W.P. Energy Rifle (+3 to aim/+1 to burst).
Basic Military Program: Climbing 90/80%, Demolition 83%, Demolitions Disposal 83%,
Military Etiquette 75%, Sensory Equipment 65%, Running, Body Build & Weightlifting, and W.P.
Rifle (+3 to aim/+1 to burst).
Weapon Construction Program: Armorer 90%, Basic Mechanics 85%, Basic Electronics
65%, Mechanical Engineer 70%, Gizmoteer Construction Skill 64%, W.P. Sub-Machinegun (+3 to
aim/+1 to burst), W.P. Heavy Military Weapon (+2 to aim/+1 to burst), W.P. Heavy Energy
Weapon (+2 to aim/+1 to burst), W.P. Military Flamethrower (+2 to aim/+1 to burst), and W.P.
Shotgun (+3 to aim/+1 to burst).
Secondary Skills: Swimming 80%, Prowl 67%, Wilderness Survival 65%, Pilot:
Motorcycle 84%, Land Navigation 60%, Streetwise 44%, Law (basic) 55%, Computer Operation
75%, Mathematics: Advance 76%, Pilot: Race Car 73%, Pick Locks 50%, TV & Video 54%,
Hunting, and Concealment 24%.
Money: Harridan has about $175,000 in ready cash, another $200,000 hidden away in a
New York bank under a different alias, and $450,000 in an account in Hong Kong.
Weapons: She has access to every weapon within the Sector’s arsenal (including
experimental) and has the know how to use them however the following are her personal
favorite:
A modified 7.62mm SSG 69 with AP rounds (weapon balancing, HUD feed into cybernetic
eye, and sound suppressor). Range: 2887 feet (880 m), Damage: 5D6, Rate of Fire: Single
shot, Feed: 10 round box mag, Bonuses: +3 to aim. She also gets an additional +3 if she uses
her sniper skill on an aimed/called shot). These bonuses do not include her W.P. skill. The AP
rounds lowers a target’s A.R. by two (or she get a +2 against armored targets).
A modified .44 Magnum Super IV with AP rounds (weapon balance), Range: 195 feet (59.4
m), Damage: 8D6 with a P.V. of 8, Rate of Fire: Single shot, Feed: 6 chamber side-loading
cylinder, Bonus: +1 to aim. The AP rounds lowers a target’s A.R. by two (or she get a +2 against
armored targets). She has four speed loaders for his gun.
She has uses the T1 Laser Rifle, CIS-40gl Grenade Launcher, Two Tear Gas Grenades, Two
Knockout Grenades, and Four Explosive Grenades.
Vehicles and Equipment: She has access to all the latest gadgets and piece of equipment
within the Sector. The following is a list of the most common items she likes to use: Belt Side
Holster, Military Shoulder Holster, Web Belt, Gun Repair Kit, Ear Mike Radio Receiver &
Transmitter, Video Cell Phone, and a Hard Armor Vest. She drives around in a 1967 Pontiac
Firebird with Souped-Up Modification of a Secret Operative.
- Vincent Takeda
- Dungeon Crawler
- Posts: 224
- Joined: Sun Jan 04, 2015 2:16 pm
- Comment: 44 years in denver, but now in grand rapids.
- Location: Rifts Denmark
Re: On the topic of Revised to 2nd ed conversions.....
Alexis has good taste in cars.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
Before I introduce one of my favorite HU villains of all time, a quick background. Back in 1989
my cousin Marco and I along with some other guys where going to create a comic book
company. At the time I was character background writer and developing ideas for my own
stories/comics. Unfortunately everything fell apart. But I feel in my bones we could have been
what Milestone became because the art, writing, and direction we we're going was just that
good. Anyway a lot of the heroes and villains you see on this post as well as in Rifters (and
hopefully one day in manuscripts) come from that time period. When the comic book dream
failed, I started giving many of my characters (and only my characters) HU stats. Later I turned
some comic book stories into adventures and slowly started giving my creations a new life in
Heroes Unlimited when 2nd edition came out. I've continued to write short stories and find new
things for my guys to do so their existence is never wasted. This guy Ti-ton comes from the
period. He will always be one of my favorite villains ever. I also provided a little extra
background for him in case anyone wants to replicate how he came to being. Enjoy as always.
Dead Men
Project Dead Men is one the newest black projects within The Sector, and next to The Nursery,
it’s most controversial. The idea was to use convicted “super villains” on an as-needed basis.
Fallbright didn’t believe such individuals could be entirely trusted, even with the promise of
having their sentences commuted to time served. So the idea came of taking villains who been
recently apprehended by S.C.R.E.T. or have been locked away in a holding facility for at least a
year. Each villain receives “psychic surgery” to have a failsafe cybernetic device implanted in his
or her body that functions as a kill switch. Prior to being release from his or her prison bonds, a
remote control device called the hourglass sets a timer for the kill switch to go off. The timer can
be set for ten seconds to 12 hours. The villain is given the necessary time to complete the
mission or he or she dies.
A second individual at the mission site has another hourglass that resets the timer to allow the
villain applicable time to return to his holding location. Should the villain fail to arrive back in
time for the first hourglass to reset the timer, the kill switch activates. Each hourglass has a
special biometric scanner that only allows a selected living owner to operate it. Should anyone
else attempt to use the device, the hourglass automatically sends out a signal that triggers all kill
switches within 100 feet (30 m) to go off. The kill switch signal can also be sent by military
and/or civilian satellites, which means the super villain can be killed virtually anywhere on the
planet. There is no place for the villain to hide (The signal can even be received at the bottom of
the ocean). The signal is impervious to counter jamming. Electronic, radio, or magnetic detectors
cannot pick up the cybernetic implant. Even a trained-medical surgeon has a –35% chance of
finding the device and that’s only if he or she knows its location, and should this surgeon attempt
to remove the device (it requires demolition disposal skill with a –15% penalty) there is a good
chance of triggering it. When not on a mission, the super villain remains in check using similar
restraints and power-neutralizing devices used at Gramercy Island and stays locked away in a
special holding cell at the HQ of his or her handlers.
The Dead Man project clearly violates a person’s civil rights and the Constitution guarantee from
cruel and unusual punishment. At the same time, The Sector has declared that these super
villains are the most violent, despicable, and evil creatures on this planet. Some have killed
dozens; sometimes hundreds of people, caused hundreds of thousands of dollars of property
damage, and have no sense of remorse for anything they’ve done. In the eyes of The Sector,
they’re getting their just deserts. Of course the government (especially Congress) will probably
not see it that way, then again with the mentally of Operation U.S.A., anything is possible. No
one will take the word of a super villain then again the world is full lawyers who’ll represent
anyone for the right price. Nevertheless, The Sector has decided to continue further research into
Project Dead Men. Presently they have a dozen operatives throughout the country, and The
Sector is looking for new candidates, including inmates at Gramercy Island. Presently the
Department of Science and Technology is looking to using nanites; microscopic machines that
would be injected, absorbed, swallowed, or inhaled by the villain where they could be
programmed to wreck havoc on any bodily system; i.e. stop the heart, interrupt nerve impulses
down the spinal cord, increase the acidity level in the stomach, cause seizures, etc.
Kill Switch Random Option Table (G.M. can select or randomly roll)
Note: The Sector will utilize whatever method is the most effective in controlling (and possibly
neutralizing) the super villain.
01-25 Blood Poison. The device releases a toxin into the super being’s blood stream, he
suffers a massive shock to his system causing 2D4x10 points of damage directly to Hit Points!
26-50 Acid Release. A device within the super being causes a chemical change within the
stomach making the acid cause massive internal damage, inflicting 6D6 points of damage directly
to Hit Points for 4 melee rounds.
51-75 Cardiac Electric Shock. A device within the chest cavity of the super being produces
an electric shock that effectively stops the heart (causing cardiac arrest). Hit points are
automatically reduced to zero and the victim enters a coma. Unless the victim receives advance
emergency medical care as soon as possible (-10% to save vs. coma/death per minute) the
likelihood of survival is non-existent.
76-95 Cranial Bomb. A tiny device is implanted in the subject’s brain that functions like a
tiny bomb. When it goes off…you get the picture.
96-00 G.M.s Discretion
my cousin Marco and I along with some other guys where going to create a comic book
company. At the time I was character background writer and developing ideas for my own
stories/comics. Unfortunately everything fell apart. But I feel in my bones we could have been
what Milestone became because the art, writing, and direction we we're going was just that
good. Anyway a lot of the heroes and villains you see on this post as well as in Rifters (and
hopefully one day in manuscripts) come from that time period. When the comic book dream
failed, I started giving many of my characters (and only my characters) HU stats. Later I turned
some comic book stories into adventures and slowly started giving my creations a new life in
Heroes Unlimited when 2nd edition came out. I've continued to write short stories and find new
things for my guys to do so their existence is never wasted. This guy Ti-ton comes from the
period. He will always be one of my favorite villains ever. I also provided a little extra
background for him in case anyone wants to replicate how he came to being. Enjoy as always.
Dead Men
Project Dead Men is one the newest black projects within The Sector, and next to The Nursery,
it’s most controversial. The idea was to use convicted “super villains” on an as-needed basis.
Fallbright didn’t believe such individuals could be entirely trusted, even with the promise of
having their sentences commuted to time served. So the idea came of taking villains who been
recently apprehended by S.C.R.E.T. or have been locked away in a holding facility for at least a
year. Each villain receives “psychic surgery” to have a failsafe cybernetic device implanted in his
or her body that functions as a kill switch. Prior to being release from his or her prison bonds, a
remote control device called the hourglass sets a timer for the kill switch to go off. The timer can
be set for ten seconds to 12 hours. The villain is given the necessary time to complete the
mission or he or she dies.
A second individual at the mission site has another hourglass that resets the timer to allow the
villain applicable time to return to his holding location. Should the villain fail to arrive back in
time for the first hourglass to reset the timer, the kill switch activates. Each hourglass has a
special biometric scanner that only allows a selected living owner to operate it. Should anyone
else attempt to use the device, the hourglass automatically sends out a signal that triggers all kill
switches within 100 feet (30 m) to go off. The kill switch signal can also be sent by military
and/or civilian satellites, which means the super villain can be killed virtually anywhere on the
planet. There is no place for the villain to hide (The signal can even be received at the bottom of
the ocean). The signal is impervious to counter jamming. Electronic, radio, or magnetic detectors
cannot pick up the cybernetic implant. Even a trained-medical surgeon has a –35% chance of
finding the device and that’s only if he or she knows its location, and should this surgeon attempt
to remove the device (it requires demolition disposal skill with a –15% penalty) there is a good
chance of triggering it. When not on a mission, the super villain remains in check using similar
restraints and power-neutralizing devices used at Gramercy Island and stays locked away in a
special holding cell at the HQ of his or her handlers.
The Dead Man project clearly violates a person’s civil rights and the Constitution guarantee from
cruel and unusual punishment. At the same time, The Sector has declared that these super
villains are the most violent, despicable, and evil creatures on this planet. Some have killed
dozens; sometimes hundreds of people, caused hundreds of thousands of dollars of property
damage, and have no sense of remorse for anything they’ve done. In the eyes of The Sector,
they’re getting their just deserts. Of course the government (especially Congress) will probably
not see it that way, then again with the mentally of Operation U.S.A., anything is possible. No
one will take the word of a super villain then again the world is full lawyers who’ll represent
anyone for the right price. Nevertheless, The Sector has decided to continue further research into
Project Dead Men. Presently they have a dozen operatives throughout the country, and The
Sector is looking for new candidates, including inmates at Gramercy Island. Presently the
Department of Science and Technology is looking to using nanites; microscopic machines that
would be injected, absorbed, swallowed, or inhaled by the villain where they could be
programmed to wreck havoc on any bodily system; i.e. stop the heart, interrupt nerve impulses
down the spinal cord, increase the acidity level in the stomach, cause seizures, etc.
Kill Switch Random Option Table (G.M. can select or randomly roll)
Note: The Sector will utilize whatever method is the most effective in controlling (and possibly
neutralizing) the super villain.
01-25 Blood Poison. The device releases a toxin into the super being’s blood stream, he
suffers a massive shock to his system causing 2D4x10 points of damage directly to Hit Points!
26-50 Acid Release. A device within the super being causes a chemical change within the
stomach making the acid cause massive internal damage, inflicting 6D6 points of damage directly
to Hit Points for 4 melee rounds.
51-75 Cardiac Electric Shock. A device within the chest cavity of the super being produces
an electric shock that effectively stops the heart (causing cardiac arrest). Hit points are
automatically reduced to zero and the victim enters a coma. Unless the victim receives advance
emergency medical care as soon as possible (-10% to save vs. coma/death per minute) the
likelihood of survival is non-existent.
76-95 Cranial Bomb. A tiny device is implanted in the subject’s brain that functions like a
tiny bomb. When it goes off…you get the picture.
96-00 G.M.s Discretion
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
TITON
Garson Alred was an impressive high school youth in football, an all around defensive lineman
able to do it all. He eventually went to Nebraska University where his little brainpower didn’t help
him any, but his scholarship and shinning star helped him pass most of his class, and whenever a
professor refused to help him out, he made sure they saw it his way by murdering them. In his
sophomore year, the university won the NCCA Championship. Alred secretly used his powers all
the way. During this junior year, he entered the NFL draft and right way selected by a new NFL
team in Los Angeles. During the preseason, he made an immediate impact injuring five players
(one being the quarterback for the Detroit Lions). His actions drew suspicion about him being a
mutant. Greg didn’t care and used the controversy to seek fame and fortune. G.I.G.M.A. decided
to test him. They sent a psychic agent disguised as a NFL player up against him during the
opening game of the season. The agent immediately felt Alred doing something against him.
Finally, the agent decided to uses his own telekinetic ability to trip him up thereby allowing the
opposing team to score. Alred became so mad with rage he flew and tackled the agent with all
his might, crushing him like an ant under foot. S.C.R.E.T. reacted and charged the field. The
nation watched in horror as Alred slaughtered a six team S.C.R.E.T. Squad before another
psychic agent incapacitated him with his psychic powers. Alred was arrested and tried for his
crimes. However, operatives working for the Usurper broke him out of a conventional jail before
he could be sentenced. He was smuggled out of the country and taken to Malvador where he
received training to be a mercenary for the Usurper. Calling himself Ti-Ton, his murderous
signature was increasing the weight of a quarter that he placed on top of a person’s head or
chest.
Within a year, Alred realizes his powers began growing and varying. Before long, he becomes
one of the most wanted super terrorists in the world. He destroyed S.C.R.E.T. teams in Russia,
Canada, and England. Eventually he fell out of favor with the Usurper who dissolved all relations
with him. Ti-ton attempted to start up his own criminal empire, but his limited intelligence made
him sloppy. By the time, he developed gravity waves; he’d destroyed another U.S. S.C.R.E.T.
squad on national television. This ultimately led to a confrontation with the Sentinels of Liberty
and Justice. Stars and Stripes incapacitated him with their psychic powers. He was suppose be
sent Gramercy Isle to spend the rest of his life when The Sector stepped in. They were looking
for a guinea pig to tryout their Dead Man Project. He is outraged by his enslavement but he can
do nothing about it. Ti-ton has vowed to make the lives of his captors miserable. After Inferno
was killed, Ti-Ton was assigned to Drop Squad. Tower wants him dead, yet his addition has
helped the team so far. Furthermore, he’s given them vital intelligence about the Usurper and
the on-goings within the country of Malvador. Ti-Ton merely awaits the opportunity to get even
with the Usurper, and he’s bidding his time waiting for an opportunity to get the bomb out of his
head.
Real Name: Garson Alred
Group Affiliation: Drop Squad and the Usurper
Alignment: Miscreant
Power Category: Mega-Mutant with Continuous Mutation.
Experience Level: 10th
Hit Points: 51 S.D.C. 607 Armor Rating: A.R.: 16
P.P.E.: 31
Appearance: He is a huge, powerfully built African American male with red eyes. He wears
a yellow and lime green costume with a long cape that drags on the ground.
Attributes: I.Q. 7, M.E. 12, M.A. 9, P.S. 38 (supernatural), P.P. 13, P.E. 26, P.B. 14, Spd 30.
Age: 28. Sex: Male. Height: 6 foot, 6 inches (2.01 m). Weight: 330
lbs (148.5 kg)
Unusual Characteristics: Stocky, red eyes, and extra large hands.
Vulnerability: He is extremely vulnerable to psionics. –4 to save vs psionics with no
bonuses. He takes double damage and duration from all psionic attacks.
Mega Powers: All normal Mega-Abilities plus Impervious to Pressure. Note: Not only is the
range of his powers increased by 50%, because he possesses both Gravity Manipulation and
Gravity Waves their range and area effect are doubled!!!
Major Super Powers: Gravity Manipulation, Weight Manipulation, and Gravity Waves
Minor Super Powers: Extraordinary P.E., Wingless Flight, and Hardened Skin.
Combat Training: Hand to Hand: Expert
Attacks per Melee: 7/8 (2 Initial + 5 from Hand to Hand Combat) +1 when in flight.
Combat Bonuses: +2 initiative, +2 to strike/+4 in flight, +6 to parry and dodge, +8 to
parry in flight, +12 to dodge in flight, +26 to damage, +7 roll with punch/fall, +2 to pull punch,
and +2 to disarm
Saving Throws: +22% to save vs coma/death, +2 to save vs possession, +4 to save vs
Horror Factor, +7 to save vs magic, and +6 to save vs poison.
Combat Skills: Full strength punch 6D6+6, Power Punch 2D4x10+6 (counts as two
attacks), Karate Kick 2D4x10, Tripping/Leghook (cannot be paired, must dodge or knockdown),
Snap Kick 6D6, Pin/Incapacitate on a roll of 18-20, Body Flip/Throw 1D6x10 plus P.S. damage
bonus (lose initiative and 1 attack/action), Tackle 5D6 +P.S. damage bonus (must parry/dodge
or knockdown), Crush 5D6, Paired Weapons, Knockout on an unmodified roll of 20 for 1D6
melee rounds, and Critical strike on the unmodified roll of 18-20.
Education Level: Two years of college with *some on the job training
Common Skills: Read-Write/Speak English German 98%/98%, Mathematics: Basic
98%, and Pilot: Automobile 90%.
Physical Program: Boxing, Wrestling, Athlete, and Body Building.
Domestic Program: Sports: Football 95% and Wardrobe & Grooming 95%.
*Criminal Program: Streetwise 75%, Pick Locks 75%, and I.D. Undercover Agents
80%.
Secondary Skills: Law 75% (general), Land Navigation 76%, Wilderness Survival
80%, Radio: Basic 95%, Speak Spanish 98%, Speak Portuguese 90%, Swimming 98%, Running,
Physical Labor, W.P. Improvised, Pilot: Automobile 98%, Cook 95%, Public Speaking 65%,
Concealment 48%, Palming 55%, Lore: Psychics & Super Beings 50%, Mathematics: Basic 50%,
and Sports: Diving 40%
Money: None. He earns nothing as a member of the Drop Squad. He does have a secret
stash of $25,000 in cash hidden away in a cave in Montana.
Weapons: He likes to use whatever is available to him and within reach. His favorite
tactics is to increase the weight of nickels, dimes, quarters, and toss them. This make them
become like rocks inflicting 1D4 damage + half his P.S. damage bonus.
Vehicles and Equipment: None except for his costume and his special implant.
Cranial Bomb: Inside his brain is a tiny cybernetic device that functions like an M80
firecracker hooked to a timer. Should it go off…you get the picture.
Garson Alred was an impressive high school youth in football, an all around defensive lineman
able to do it all. He eventually went to Nebraska University where his little brainpower didn’t help
him any, but his scholarship and shinning star helped him pass most of his class, and whenever a
professor refused to help him out, he made sure they saw it his way by murdering them. In his
sophomore year, the university won the NCCA Championship. Alred secretly used his powers all
the way. During this junior year, he entered the NFL draft and right way selected by a new NFL
team in Los Angeles. During the preseason, he made an immediate impact injuring five players
(one being the quarterback for the Detroit Lions). His actions drew suspicion about him being a
mutant. Greg didn’t care and used the controversy to seek fame and fortune. G.I.G.M.A. decided
to test him. They sent a psychic agent disguised as a NFL player up against him during the
opening game of the season. The agent immediately felt Alred doing something against him.
Finally, the agent decided to uses his own telekinetic ability to trip him up thereby allowing the
opposing team to score. Alred became so mad with rage he flew and tackled the agent with all
his might, crushing him like an ant under foot. S.C.R.E.T. reacted and charged the field. The
nation watched in horror as Alred slaughtered a six team S.C.R.E.T. Squad before another
psychic agent incapacitated him with his psychic powers. Alred was arrested and tried for his
crimes. However, operatives working for the Usurper broke him out of a conventional jail before
he could be sentenced. He was smuggled out of the country and taken to Malvador where he
received training to be a mercenary for the Usurper. Calling himself Ti-Ton, his murderous
signature was increasing the weight of a quarter that he placed on top of a person’s head or
chest.
Within a year, Alred realizes his powers began growing and varying. Before long, he becomes
one of the most wanted super terrorists in the world. He destroyed S.C.R.E.T. teams in Russia,
Canada, and England. Eventually he fell out of favor with the Usurper who dissolved all relations
with him. Ti-ton attempted to start up his own criminal empire, but his limited intelligence made
him sloppy. By the time, he developed gravity waves; he’d destroyed another U.S. S.C.R.E.T.
squad on national television. This ultimately led to a confrontation with the Sentinels of Liberty
and Justice. Stars and Stripes incapacitated him with their psychic powers. He was suppose be
sent Gramercy Isle to spend the rest of his life when The Sector stepped in. They were looking
for a guinea pig to tryout their Dead Man Project. He is outraged by his enslavement but he can
do nothing about it. Ti-ton has vowed to make the lives of his captors miserable. After Inferno
was killed, Ti-Ton was assigned to Drop Squad. Tower wants him dead, yet his addition has
helped the team so far. Furthermore, he’s given them vital intelligence about the Usurper and
the on-goings within the country of Malvador. Ti-Ton merely awaits the opportunity to get even
with the Usurper, and he’s bidding his time waiting for an opportunity to get the bomb out of his
head.
Real Name: Garson Alred
Group Affiliation: Drop Squad and the Usurper
Alignment: Miscreant
Power Category: Mega-Mutant with Continuous Mutation.
Experience Level: 10th
Hit Points: 51 S.D.C. 607 Armor Rating: A.R.: 16
P.P.E.: 31
Appearance: He is a huge, powerfully built African American male with red eyes. He wears
a yellow and lime green costume with a long cape that drags on the ground.
Attributes: I.Q. 7, M.E. 12, M.A. 9, P.S. 38 (supernatural), P.P. 13, P.E. 26, P.B. 14, Spd 30.
Age: 28. Sex: Male. Height: 6 foot, 6 inches (2.01 m). Weight: 330
lbs (148.5 kg)
Unusual Characteristics: Stocky, red eyes, and extra large hands.
Vulnerability: He is extremely vulnerable to psionics. –4 to save vs psionics with no
bonuses. He takes double damage and duration from all psionic attacks.
Mega Powers: All normal Mega-Abilities plus Impervious to Pressure. Note: Not only is the
range of his powers increased by 50%, because he possesses both Gravity Manipulation and
Gravity Waves their range and area effect are doubled!!!
Major Super Powers: Gravity Manipulation, Weight Manipulation, and Gravity Waves
Minor Super Powers: Extraordinary P.E., Wingless Flight, and Hardened Skin.
Combat Training: Hand to Hand: Expert
Attacks per Melee: 7/8 (2 Initial + 5 from Hand to Hand Combat) +1 when in flight.
Combat Bonuses: +2 initiative, +2 to strike/+4 in flight, +6 to parry and dodge, +8 to
parry in flight, +12 to dodge in flight, +26 to damage, +7 roll with punch/fall, +2 to pull punch,
and +2 to disarm
Saving Throws: +22% to save vs coma/death, +2 to save vs possession, +4 to save vs
Horror Factor, +7 to save vs magic, and +6 to save vs poison.
Combat Skills: Full strength punch 6D6+6, Power Punch 2D4x10+6 (counts as two
attacks), Karate Kick 2D4x10, Tripping/Leghook (cannot be paired, must dodge or knockdown),
Snap Kick 6D6, Pin/Incapacitate on a roll of 18-20, Body Flip/Throw 1D6x10 plus P.S. damage
bonus (lose initiative and 1 attack/action), Tackle 5D6 +P.S. damage bonus (must parry/dodge
or knockdown), Crush 5D6, Paired Weapons, Knockout on an unmodified roll of 20 for 1D6
melee rounds, and Critical strike on the unmodified roll of 18-20.
Education Level: Two years of college with *some on the job training
Common Skills: Read-Write/Speak English German 98%/98%, Mathematics: Basic
98%, and Pilot: Automobile 90%.
Physical Program: Boxing, Wrestling, Athlete, and Body Building.
Domestic Program: Sports: Football 95% and Wardrobe & Grooming 95%.
*Criminal Program: Streetwise 75%, Pick Locks 75%, and I.D. Undercover Agents
80%.
Secondary Skills: Law 75% (general), Land Navigation 76%, Wilderness Survival
80%, Radio: Basic 95%, Speak Spanish 98%, Speak Portuguese 90%, Swimming 98%, Running,
Physical Labor, W.P. Improvised, Pilot: Automobile 98%, Cook 95%, Public Speaking 65%,
Concealment 48%, Palming 55%, Lore: Psychics & Super Beings 50%, Mathematics: Basic 50%,
and Sports: Diving 40%
Money: None. He earns nothing as a member of the Drop Squad. He does have a secret
stash of $25,000 in cash hidden away in a cave in Montana.
Weapons: He likes to use whatever is available to him and within reach. His favorite
tactics is to increase the weight of nickels, dimes, quarters, and toss them. This make them
become like rocks inflicting 1D4 damage + half his P.S. damage bonus.
Vehicles and Equipment: None except for his costume and his special implant.
Cranial Bomb: Inside his brain is a tiny cybernetic device that functions like an M80
firecracker hooked to a timer. Should it go off…you get the picture.