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.....
JET FLASH
Real Name: Melvin Gar
Occupation: Criminal and Mental Patient
Alignment: Aberrant
Power Category: Mystically Bestowed.
Experience Level: 4th
Hit Points: 35 S.D.C.: 192
P.P.E.: 13
Appearance: Tall and thin, Melvin has brown hair and green eyes. He wears a purple and black costume with protective goggles.
Attributes: I.Q.12, M.E. 9, M.A. 18, P.S. 20, P.P. 24, P.E. 22, P.B. 11, Spd. 175 (122.5 mph/197 km) or 1900 mph (3059 km).
Age: 25, Sex: Male, Height: 5 foot and 10 inches (1.78 m), Weight 130 lbs (58.5 kg).
Insanity: He suffers from obsessive-compulsive disorder. Everything he says he must repeat. He repeats his actions often as well.
Major Super Abilities: Rocket Charge (4D4 melee) and Dimensional Room (24x14x14 feet/7.3x 4.2x 4.2 m).
Combat Training: Basic
Attacks per Melee: 5/6 (2 Initial and 3 from Hand to Hand) +1 with rocket charge
Combat Bonuses: +3 to initiative, +5 to strike/+6 with rocket charge, +8 to parry/+9 with rocket charge, +8 to dodge/+9 with
rocket charge, +5 to damage, +3 to roll with punch/fall (+6 with rocket charge), and +4 to pull punch
Saving Throws: Fire/heat attacks inflict ½ damage, +14% to save vs coma/death, +5 to save vs magic, +4 to save vs poison, +2 to
save vs possession, and +2 to save vs Horror Factor.
Combat Skills: Punch 1D4, Power Blow 2D4 (counts as two attacks), Elbow/Forearm 1D6, Knee 1D6, and Snap Kick 1D6.
Other Bonuses: 50% trust/intimidate.
Educational Background: High School
Common Skills: Read-Write/Speak English 88%/92%, Mathematics: Basic 84%, Pilot: Automobile 72%
Physical Program: Hand to Hand: Basic, Athletics (general), Juggling 60%, and Running
Professional Thief Program: Locksmith 60%, Prowl 50%, Climbing 65%/55%, Basic Electronics 55%, and Surveillance 50%.
Secondary Skills: Land Navigation 52%, Pick Locks 50%, Pick Pocket 50%, Palming 40%, Swimming 70%, Streetwise 36%,
Concealment 36%, Photography 55%, Housekeeping 65%, and Sewing 60%.
Money: He keeps all of his money (neat and crisp, can’t let it get wrinkled) store in a hidden compartment in his room. He has
around 1D4x1000 dollars. Sapphire won’t give him anymore since he insists on hiding it in his room.
Weapons:
Rocket Charge, Damage: 2D6 per 100 mph +2 per 100 mph with 01-80% of knock down.
Ricochet Attacks, 4 targets, Damage: 5D6, Bonus: +4 to strike. Each one counts as 2 attack regardless of number of targets.
01-45% of knock down.
Equipment & Vehicles: None. His two feet get him wherever he needs to be in a flash.
Real Name: Melvin Gar
Occupation: Criminal and Mental Patient
Alignment: Aberrant
Power Category: Mystically Bestowed.
Experience Level: 4th
Hit Points: 35 S.D.C.: 192
P.P.E.: 13
Appearance: Tall and thin, Melvin has brown hair and green eyes. He wears a purple and black costume with protective goggles.
Attributes: I.Q.12, M.E. 9, M.A. 18, P.S. 20, P.P. 24, P.E. 22, P.B. 11, Spd. 175 (122.5 mph/197 km) or 1900 mph (3059 km).
Age: 25, Sex: Male, Height: 5 foot and 10 inches (1.78 m), Weight 130 lbs (58.5 kg).
Insanity: He suffers from obsessive-compulsive disorder. Everything he says he must repeat. He repeats his actions often as well.
Major Super Abilities: Rocket Charge (4D4 melee) and Dimensional Room (24x14x14 feet/7.3x 4.2x 4.2 m).
Combat Training: Basic
Attacks per Melee: 5/6 (2 Initial and 3 from Hand to Hand) +1 with rocket charge
Combat Bonuses: +3 to initiative, +5 to strike/+6 with rocket charge, +8 to parry/+9 with rocket charge, +8 to dodge/+9 with
rocket charge, +5 to damage, +3 to roll with punch/fall (+6 with rocket charge), and +4 to pull punch
Saving Throws: Fire/heat attacks inflict ½ damage, +14% to save vs coma/death, +5 to save vs magic, +4 to save vs poison, +2 to
save vs possession, and +2 to save vs Horror Factor.
Combat Skills: Punch 1D4, Power Blow 2D4 (counts as two attacks), Elbow/Forearm 1D6, Knee 1D6, and Snap Kick 1D6.
Other Bonuses: 50% trust/intimidate.
Educational Background: High School
Common Skills: Read-Write/Speak English 88%/92%, Mathematics: Basic 84%, Pilot: Automobile 72%
Physical Program: Hand to Hand: Basic, Athletics (general), Juggling 60%, and Running
Professional Thief Program: Locksmith 60%, Prowl 50%, Climbing 65%/55%, Basic Electronics 55%, and Surveillance 50%.
Secondary Skills: Land Navigation 52%, Pick Locks 50%, Pick Pocket 50%, Palming 40%, Swimming 70%, Streetwise 36%,
Concealment 36%, Photography 55%, Housekeeping 65%, and Sewing 60%.
Money: He keeps all of his money (neat and crisp, can’t let it get wrinkled) store in a hidden compartment in his room. He has
around 1D4x1000 dollars. Sapphire won’t give him anymore since he insists on hiding it in his room.
Weapons:
Rocket Charge, Damage: 2D6 per 100 mph +2 per 100 mph with 01-80% of knock down.
Ricochet Attacks, 4 targets, Damage: 5D6, Bonus: +4 to strike. Each one counts as 2 attack regardless of number of targets.
01-45% of knock down.
Equipment & Vehicles: None. His two feet get him wherever he needs to be in a flash.
- 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.....
GHOST BOMB
Real Name: Jerry Arron
Occupation: Criminal and Mental Patient
Alignment: Diabolic
Power Category: Mystically Bestowed.
Experience Level: 4th
Hit Points: 29 S.D.C.: 235
P.P.E.: 14
Appearance: He is an average looking man with full head of curly blond hair. Wears a blue costume with a picture of a ghost exploding.
Attributes: I.Q.10, M.E. 11, M.A. 24, P.S. 20, P.P. 18, P.E. 13, P.B. 14, Spd. 160 (112 mph/180 km)
Age: 28, Sex: Male, Height: 5 foot and 9 inches (1.79 m), Weight 150 lbs (45.72 kg).
Insanity: He suffers from combat neurosis (battle fatigue). He has jumpiness, insomnia, and an inability to relax. He also suffers from triskaidekaphobia (fear of the #13)
Major Super Abilities: Self-Explosion and Intangibility.
Combat Training: Basic
Attacks per Melee: 5 (2 Initial and 3 from Hand to Hand)
Combat Bonuses: +2 to initiative, +2 to strike, +4 to parry, +4 to dodge, +5 to damage, +2 to roll with punch/fall, and +4 to pull punch
Saving Throws: +10% to save vs coma/death, +1 to save vs magic, +2 to save vs possession and +2 to save vs Horror Factor.
Combat Skills: Punch 1D4, Power Blow 2D4 (counts as two attacks), Elbow/Forearm 1D6, Knee 1D6, and Karate Kick 2D4.
Other Bonuses: 50% trust/intimidate.
Educational Background: Military
Common Skills: Read-Write/Speak English 88%/92%, Mathematics: Basic 84%, Pilot: Automobile 72%
Military Program: Hand to Hand: Basic, Running, Forced March, Climbing 70%/60%, Military Etiquette 65%, and W.P. Rifle.
Military Demolition Program: Basic Electronics 60%, Basic Mechanics 70%, Demolitions 92%, Demolitions Disposal 92%, and Demolitions: Underwater 92%.
Police Program: W.P. Handgun, Radio: Basic 75%, Crime Scene Investigation 60%, Law (general) 50%, and Streetwise 41%.
Secondary Skills: Cook 55%, Pick Pocket 45%, Pick Locks 50%, Prowl 65%, Running, Pilot: Race Car 67%, Land Navigation 52%, Swimming 70%, Carpentry 35%, and
Pilot: Truck 66%.
Money: Since obtaining his power from Dane, he’s used it to rob dozens of banks. He has accumulated over 5.5 million dollars. He’s stashed the money here and there in
order to hide it from Dane.
Weapons:
Explode Self, Area of Effect: 28 feet (8.5 m), Damage: 4D6x10+20, counts as three attacks.
Explosive Touch, Damage: 2D6, 4D6, 6D6, 1D4x10, 1D6x10, or 2D4x10+8. Inflicts only 2D6, 4D6, and 6D6 on organic beings/living creatures.
Explosive Punch/Kick, Damage: 6D6.
Equipment & Vehicles: He steals whatever he needs, especially fast sport cars.
Real Name: Jerry Arron
Occupation: Criminal and Mental Patient
Alignment: Diabolic
Power Category: Mystically Bestowed.
Experience Level: 4th
Hit Points: 29 S.D.C.: 235
P.P.E.: 14
Appearance: He is an average looking man with full head of curly blond hair. Wears a blue costume with a picture of a ghost exploding.
Attributes: I.Q.10, M.E. 11, M.A. 24, P.S. 20, P.P. 18, P.E. 13, P.B. 14, Spd. 160 (112 mph/180 km)
Age: 28, Sex: Male, Height: 5 foot and 9 inches (1.79 m), Weight 150 lbs (45.72 kg).
Insanity: He suffers from combat neurosis (battle fatigue). He has jumpiness, insomnia, and an inability to relax. He also suffers from triskaidekaphobia (fear of the #13)
Major Super Abilities: Self-Explosion and Intangibility.
Combat Training: Basic
Attacks per Melee: 5 (2 Initial and 3 from Hand to Hand)
Combat Bonuses: +2 to initiative, +2 to strike, +4 to parry, +4 to dodge, +5 to damage, +2 to roll with punch/fall, and +4 to pull punch
Saving Throws: +10% to save vs coma/death, +1 to save vs magic, +2 to save vs possession and +2 to save vs Horror Factor.
Combat Skills: Punch 1D4, Power Blow 2D4 (counts as two attacks), Elbow/Forearm 1D6, Knee 1D6, and Karate Kick 2D4.
Other Bonuses: 50% trust/intimidate.
Educational Background: Military
Common Skills: Read-Write/Speak English 88%/92%, Mathematics: Basic 84%, Pilot: Automobile 72%
Military Program: Hand to Hand: Basic, Running, Forced March, Climbing 70%/60%, Military Etiquette 65%, and W.P. Rifle.
Military Demolition Program: Basic Electronics 60%, Basic Mechanics 70%, Demolitions 92%, Demolitions Disposal 92%, and Demolitions: Underwater 92%.
Police Program: W.P. Handgun, Radio: Basic 75%, Crime Scene Investigation 60%, Law (general) 50%, and Streetwise 41%.
Secondary Skills: Cook 55%, Pick Pocket 45%, Pick Locks 50%, Prowl 65%, Running, Pilot: Race Car 67%, Land Navigation 52%, Swimming 70%, Carpentry 35%, and
Pilot: Truck 66%.
Money: Since obtaining his power from Dane, he’s used it to rob dozens of banks. He has accumulated over 5.5 million dollars. He’s stashed the money here and there in
order to hide it from Dane.
Weapons:
Explode Self, Area of Effect: 28 feet (8.5 m), Damage: 4D6x10+20, counts as three attacks.
Explosive Touch, Damage: 2D6, 4D6, 6D6, 1D4x10, 1D6x10, or 2D4x10+8. Inflicts only 2D6, 4D6, and 6D6 on organic beings/living creatures.
Explosive Punch/Kick, Damage: 6D6.
Equipment & Vehicles: He steals whatever he needs, especially fast sport 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.....
SHATTERQUICK
Real Name: Luis Buck
Occupation: Criminal and Mental Patient
Alignment: Miscreant
Power Category: Mystically Bestowed.
Experience Level: 4th
Hit Points: 39 S.D.C.: 165
P.P.E.: 16
Appearance: His hair is a mass of brown curls that trails down the line of his back to his waist. His body is muscled like a gymnast. He is long-legged, slender waist, and long
armed.
Attributes: I.Q.10, M.E. 11, M.A. 29, P.S. 21, P.P. 18, P.E. 21, P.B. 20, Spd 125 (87.5 mph/140 km).
Age: 21, Sex: Male, Height: 6 foot and 3 inches (1.92 m), Weight 140 lbs (63 kg).
Insanity: He is a true paranoid. He operates in a delusional state in which he believes he is being persecuted by others.
Major Super Ability: Control Density
Minor Super Abilities: Harmonic Resonance and Seismic Power
Combat Training: Basic
Attacks per Melee: 5 (2 Initial and 3 from Hand to Hand)
Combat Bonuses: +2 to initiative, +2 to strike, +5 to parry, +5 to dodge, +6 to damage, +4 to roll with punch/fall, and +4 to pull punch
Saving Throws: +12% to save vs coma/death, +4 to save vs magic, +3 to save vs poison, +2 to save vs possession, and +4 to save vs Horror Factor,
Combat Skills: Punch 1D4, Power Blow 2D4 (counts as two attacks), Elbow/Forearm 1D6, Knee 1D6, and Karate Kick 2D4.
Other Bonuses: 96% trust/intimidate and 50% to charm/impress.
Educational Background: High School
Common Skills: Read-Write/Speak English 88%/92% and Pilot: Automobile 72%
Criminal Program: Streetwise 41%, Pick Locks 55%, Tailing 60%, Prowl 52%, and Roadwise 47%.
Domestic Program: Mathematics: Basic 89%, Cook 60%, Housekeeping 60%, and Dance 55%.
Secondary Skills: Running, Athletics (general), Swimming 70%, Climbing 60%/50%, Wardrobe & Grooming 66%, Pick Pocket 45%, Palming 40%, Land Navigation 52%,
Singing 45%, and Sewing 50%.
Money: He only uses paper money. He will not take or accept money by any other means. No credit or debit cards. No checks either. He trusts so few who give him money so
he rather steals off others (that way their not going to use it against him). He has a hidden stash of $3D6x1000.
Weapons: Only his super abilities.
Equipment & Vehicles: If he owned a car, “they” could track him and he’d have to reveal personal information on a driver’s license.
Real Name: Luis Buck
Occupation: Criminal and Mental Patient
Alignment: Miscreant
Power Category: Mystically Bestowed.
Experience Level: 4th
Hit Points: 39 S.D.C.: 165
P.P.E.: 16
Appearance: His hair is a mass of brown curls that trails down the line of his back to his waist. His body is muscled like a gymnast. He is long-legged, slender waist, and long
armed.
Attributes: I.Q.10, M.E. 11, M.A. 29, P.S. 21, P.P. 18, P.E. 21, P.B. 20, Spd 125 (87.5 mph/140 km).
Age: 21, Sex: Male, Height: 6 foot and 3 inches (1.92 m), Weight 140 lbs (63 kg).
Insanity: He is a true paranoid. He operates in a delusional state in which he believes he is being persecuted by others.
Major Super Ability: Control Density
Minor Super Abilities: Harmonic Resonance and Seismic Power
Combat Training: Basic
Attacks per Melee: 5 (2 Initial and 3 from Hand to Hand)
Combat Bonuses: +2 to initiative, +2 to strike, +5 to parry, +5 to dodge, +6 to damage, +4 to roll with punch/fall, and +4 to pull punch
Saving Throws: +12% to save vs coma/death, +4 to save vs magic, +3 to save vs poison, +2 to save vs possession, and +4 to save vs Horror Factor,
Combat Skills: Punch 1D4, Power Blow 2D4 (counts as two attacks), Elbow/Forearm 1D6, Knee 1D6, and Karate Kick 2D4.
Other Bonuses: 96% trust/intimidate and 50% to charm/impress.
Educational Background: High School
Common Skills: Read-Write/Speak English 88%/92% and Pilot: Automobile 72%
Criminal Program: Streetwise 41%, Pick Locks 55%, Tailing 60%, Prowl 52%, and Roadwise 47%.
Domestic Program: Mathematics: Basic 89%, Cook 60%, Housekeeping 60%, and Dance 55%.
Secondary Skills: Running, Athletics (general), Swimming 70%, Climbing 60%/50%, Wardrobe & Grooming 66%, Pick Pocket 45%, Palming 40%, Land Navigation 52%,
Singing 45%, and Sewing 50%.
Money: He only uses paper money. He will not take or accept money by any other means. No credit or debit cards. No checks either. He trusts so few who give him money so
he rather steals off others (that way their not going to use it against him). He has a hidden stash of $3D6x1000.
Weapons: Only his super abilities.
Equipment & Vehicles: If he owned a car, “they” could track him and he’d have to reveal personal information on a driver’s license.
- 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.....
ERADICATOR
Real Name: Philip Creed
Occupation: Criminal and Mental Patient
Alignment: Aberrant
Power Category: Mystically Bestowed.
Experience Level: 4th
Hit Points: 81 S.D.C.: 230
P.P.E.: 16
Appearance: A tall, bald black man with brown eyes. He wears a dark blue suit with hood and a black cape. He usually has a note pad and #2 pencil with him so he can take
notes and make quick diagnosis.
Attributes: I.Q.15, M.E. 10, M.A. 18, P.S. 50, P.P. 18, P.E. 35, P.B. 10, Spd running 160 (112 mph/180 km), flying 280 mph (450.8 km).
Age: 34, Sex: Male, Height: 6 foot and 2 inches (1.88 m), Weight 198 lbs (89.1 kg).
Insanity: Creed thinks he’s a psychiatrist. He believes he can cure people by removing the “sickness” out of their minds. He wants to cut out the bad parts out of their brain.
He especially thinks he can cure mutants and experiments by removing their mutations or side effects. He is constantly taking notes and collecting data (accept when in the middle
of combat), but he will do so after the fight is over.
Minor Super Abilities: Disintegration, Flight: Wingless, Extraordinary P.S., and Extraordinary P.E.
Combat Training: Basic
Attacks per Melee: 5/6 (2 Initial and 3 from Hand to Hand) +1 from flight
Combat Bonuses: +2 to initiative, +2 to strike/+4 in flight, +4 to parry/+6 in flight, +4 to dodge/+8 to dodge in flight/+10 when flying more than 90 mph (144 km), +35 to
damage, +3 to roll with punch/fall, and +4 to pull punch
Saving Throws: Immune to disease, +35% to save vs coma/death, +9 to save vs magic, +8 to save vs poison, +2 to save vs possession, and +4 to save vs Horror Factor.
Combat Skills: Punch 1D4, Power Blow 2D4 (counts as two attacks), Elbow/Forearm 1D6, Knee 1D6, and Karate Kick 2D4.
Other Bonuses: 50% trust/intimidate
Educational Background: Three years of college.
Common Skills: Read-Write/Speak English 88%/92% and Pilot: Automobile 72%
Science Program: Computer Operation 87%, Mathematics: Advance 87%, Chemistry 85%, Biology 75%, Anthropology 75%, and Genetics 57%.
Medical Assistant Program: Mathematics: Basic 98%, Business & Finance 70%, and Paramedic 75%.
Technical Program: Research 75%, Whittling & Sculpting 65%, Law (general) 60%, and History 95%/75%
Secondary Skills: Hand to Hand: Basic, W.P. Knife, Prowl 45%, Athletics (general), Body Build & Weightlifting, Running, Climbing 60%/50%, Swimming 70%, Land
Navigation 44%, and Astronomy & Navigation 40%.
Money: He steals money only when he has too, however he makes regular deposits to his bank account. Presently he $80,000 in savings and $11,000 in checking.
Weapons:
Disintegration, Range: 40 feet (12.1 m), Damage: 3D6 direct to Hit Points against living creatures, 1D4x10 to inanimate objects. When used on living organic targets,
there is a 01-05% he will take 2D6 points of damage direct to his Hit Points and permanently loses 1 P.E. attribute point
Equipment & Vehicles: He will use whatever is available or what is required of him.
Real Name: Philip Creed
Occupation: Criminal and Mental Patient
Alignment: Aberrant
Power Category: Mystically Bestowed.
Experience Level: 4th
Hit Points: 81 S.D.C.: 230
P.P.E.: 16
Appearance: A tall, bald black man with brown eyes. He wears a dark blue suit with hood and a black cape. He usually has a note pad and #2 pencil with him so he can take
notes and make quick diagnosis.
Attributes: I.Q.15, M.E. 10, M.A. 18, P.S. 50, P.P. 18, P.E. 35, P.B. 10, Spd running 160 (112 mph/180 km), flying 280 mph (450.8 km).
Age: 34, Sex: Male, Height: 6 foot and 2 inches (1.88 m), Weight 198 lbs (89.1 kg).
Insanity: Creed thinks he’s a psychiatrist. He believes he can cure people by removing the “sickness” out of their minds. He wants to cut out the bad parts out of their brain.
He especially thinks he can cure mutants and experiments by removing their mutations or side effects. He is constantly taking notes and collecting data (accept when in the middle
of combat), but he will do so after the fight is over.
Minor Super Abilities: Disintegration, Flight: Wingless, Extraordinary P.S., and Extraordinary P.E.
Combat Training: Basic
Attacks per Melee: 5/6 (2 Initial and 3 from Hand to Hand) +1 from flight
Combat Bonuses: +2 to initiative, +2 to strike/+4 in flight, +4 to parry/+6 in flight, +4 to dodge/+8 to dodge in flight/+10 when flying more than 90 mph (144 km), +35 to
damage, +3 to roll with punch/fall, and +4 to pull punch
Saving Throws: Immune to disease, +35% to save vs coma/death, +9 to save vs magic, +8 to save vs poison, +2 to save vs possession, and +4 to save vs Horror Factor.
Combat Skills: Punch 1D4, Power Blow 2D4 (counts as two attacks), Elbow/Forearm 1D6, Knee 1D6, and Karate Kick 2D4.
Other Bonuses: 50% trust/intimidate
Educational Background: Three years of college.
Common Skills: Read-Write/Speak English 88%/92% and Pilot: Automobile 72%
Science Program: Computer Operation 87%, Mathematics: Advance 87%, Chemistry 85%, Biology 75%, Anthropology 75%, and Genetics 57%.
Medical Assistant Program: Mathematics: Basic 98%, Business & Finance 70%, and Paramedic 75%.
Technical Program: Research 75%, Whittling & Sculpting 65%, Law (general) 60%, and History 95%/75%
Secondary Skills: Hand to Hand: Basic, W.P. Knife, Prowl 45%, Athletics (general), Body Build & Weightlifting, Running, Climbing 60%/50%, Swimming 70%, Land
Navigation 44%, and Astronomy & Navigation 40%.
Money: He steals money only when he has too, however he makes regular deposits to his bank account. Presently he $80,000 in savings and $11,000 in checking.
Weapons:
Disintegration, Range: 40 feet (12.1 m), Damage: 3D6 direct to Hit Points against living creatures, 1D4x10 to inanimate objects. When used on living organic targets,
there is a 01-05% he will take 2D6 points of damage direct to his Hit Points and permanently loses 1 P.E. attribute point
Equipment & Vehicles: He will use whatever is available or what is required of him.
- 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.....
Man I've been gone for a while based on the last post. During the Gen Con 2020 interview I brought this post up and reminded me time to do something heroish. Two weeks
of vacation I should be able to dig up or come up with something new.
of vacation I should be able to dig up or come up with something new.
Re: On the topic of Revised to 2nd ed conversions.....
Can't wait to see New Heroes and villains.
- 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.....
Yeah folks I got a neck and lower back injury in August that made it nearly impossible to walk, stand, sit, and pretty much made me bed ridden. I'm now back to my old self and
wants to get something Heroes Unlimited posted. I had an idea in my head and now I just have to remember what I did with it.
wants to get something Heroes Unlimited posted. I had an idea in my head and now I just have to remember what I did with it.
- taalismn
- Priest
- Posts: 48654
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: On the topic of Revised to 2nd ed conversions.....
Take your time, RW; good things come to those who wait, and we're willing to wait.
I've heard enough from spinal patients that recovery takes priority.
I've heard enough from spinal patients that recovery takes priority.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
- Stone Gargoyle
- Virtuoso of Variants
- Posts: 10356
- 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.....
You'll remember eventually.
"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.....
The idea factor is definitely back and working. Giving the current social climate in the country and the fact DC Comics FINALLY is suppose to bring Milestone Comics back and this
time with a supposed hands off approach, I thought I do something I have never done before, create a super hero team the Black Panther would be proud of. Look for it soon.
time with a supposed hands off approach, I thought I do something I have never done before, create a super hero team the Black Panther would be proud of. Look for it 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.....
League of Civic Authority
LCA
The League of Civic Authority is a group of all African American super beings who meet whenever the need arises to protect the lives of those engaging in their right to
peaceably assemble, petition the government, and engage in self expression, speech, and religion. Furthermore, the group also protects residents, businesses, and personal/public
property when these extraordinary events/uprising take place. Should riot police engage protestors, the LCA tries to intervene to stop both sides from causing further harm to
each other. The LCA does not pick sides, but attempts to remain neutral, even though they are high motivated to see the social causes that bring about these gatherings to take
place (civil and political rights of all people, not just for super beings and African Americans), but all races, genders, orientations, national origins, color, political affiliations, etc).
LCA was founded by Captain Haunt, a former African Slave of the 19th century who received mystical bestowed powers by the goddess Mami Wata. After massive protests
took place in Century Station (Bloody Monday) and other parts of the United States from events involving super villains and police shootings, Captain Haunt decided to get
involved to make sure the just cause behind any social movement would be allowed to take place without escalating into violence and unrest. He also recognized something had to
be done to prevent “outside” criminal forces looking to take advantage of the situation in order to meet their personal agenda; super villains, anarchist groups, criminals, and
would use the protestors as cover while they engage in their criminal activity.
LCA is based out of Victory City, but the individual members live all over the country, and its core members only assemble when there is a need to do so. Should unrest occur
in Victory City or anywhere in the U.S.A., the group uses whatever their available means to gather together as quickly as possible to mediate with those on both sides, often
speaking with protest leaders and local (and state and federal) law enforcement, offering their services to ensure a peaceful assembly and the protection of members on both
sides, those protesting and members of law enforcement.
Unfortunately some law enforcement agencies in the country (notably Chimera in Century Station) as well as the heads of government agencies (G.I.G.M.A./U.S. S.C.R.E.T.)
oppose the involvement of the LCA, insisting their presence encourages rioting and the arrival of known super villains/terrorists. The organization S.H.O.C.K. on several occasions
has gone out of their way to target members of the LCA, more so than the super being(s) that triggered the protest march in the first place. LCA are not the only group of
Legionnaires to operate thorough out the country in this manner, but for reasons they cannot be explained, they often find resistance or are met with hostility and suspicion by
police and local authorities. The media coverage they receive is generally negative even thought the group provides aids to those on both side of the protest. The average citizen
in the U.S. doesn’t know how to react when the group makes their presence known, even thought the group clearly identifies themselves to the public as super heroes.
Because the group meets with resistance, it’s becomes increasingly frustrating on those in the group (those Unprincipled alignment) as to why they should continue as they
are, and they find strength from those Scrupulous in alignment wanting the group to support and take a stand alongside the marchers and protestors. However tose who are
Principled in alignment want to make sure the group doesn’t take specific sides and continues to walk the fine line of being a neutral participant interested in making sure nobody
gets hurt on either side of the argument. The organization known as the Jury has confronted the LCA on three separate occasions trying to determine if they are true super heroes
or at least untrustworthy champions pretending who abuse their powers and threaten or endanger society in large. Captain Haunt, Sphere, and Bankston Frazier have all testified
in front of the Jury. Certain members of the organization (unaware that the Judge is a gestalt) have tried to recruit him as one of their enforcers. Fortunately, the group has
earned the respect, trust, and admiration of notable super hero champions such as Sentinels of Liberty and Justice (Flagwaver is a big fan) and notable Legionnaires such as the
Valkyries (Bombshell is a huge fan), Watchguard (formerly known as Victory City Sentinels), G.I.G.M.A. agent Scott Benter, and of course Michael Veil of The Sector. Veil more
than anyone has pulled numerous strings for the organization, namely out of his guilt for how he treated his old friend and because he believes in their cause (as long as they
remain on the neutral line).
The LCA operates from Victory City in a 5 story low-rise building (bought and paid for by Captain Haunt), with additional regional offices in New York, Michigan, Georgia, Maryland,
Texas, Colorado, and California. The staff in all these locations is paid for by one of Michael Veil’s secretive government funding projects put in place 60 years ago, buried so
deeply nobody knows its exists or where the money goes.
AVTRAN HOVERVAN
Techno Shadow worked out a deal that he would “consult” with Avtran Technologies to help them with some of their “hovercraft mechanic” issues if they grant him use of one
of their latest hover van vehicles. Avtran took him up on the offer. To Techno’s dismay, the company is nowhere near what he thought they would be, essentially he is an inventor
of electric cars talking with the first automobile makers of the 1880s who are arriving in work on horses. The Avtran Hovervan to him is a Ford Model T, however it does what it
needs to do to gather members of the LCA in one location in a hurry. He’d “tinker” with it if he could but the Avtran folks have ways of monitoring every one of their vehicles.
Crew: One driver/pilot, up to seven passengers an additional 1000 lbs (450 kg) in cargo.
A.R.: 6
S.D.C.: by Location; Mainbody 220
Jets (4)-100 S.D.C. each
Tail-100 S.D.C.
Speed: 300 mph (480 km)
Range: 400 miles (640 km)
Length: 19 feet (5.79 m)
Weight: 3200 lbs (1440 kg)
Techno has made some slight improvements that can’t be registered by Avtran. Air-Recycling System, Anti-Missile Chaff, Night Sight Camera/Monitor, Theft Alarm System, Thief
Proof Locks, Radar (basic), Multimedia Car Stereo with Bluetooth Audio and Calling, Satellite Radio Receiver, Touchscreen Monitor with Video Recorder and Player, Engine Read
Out, Radar Display, Radio Locator, and Siren.
League of Civic Authority
A. Outfits: None (0 points)
B. Equipment: Electronic Supplies (10 points)
C. Weapons: None (0 Points)
D. Bionics & Robotics: None (0 Points)
E. Vehicles: Fleet Vehicles and one Avtran Hover Van (15 Points)
F. Communications: Computerized (15 Points)
G. Offices: Urban/National (crowded in one office but has “offices” in seven other locations, 10 Points)
H. Military Power: Security Guards (5 Points)
I. Super Powered Operatives: None (0 Points)
J. Sponsorship: Secret Government (15 Points)
K. Special Budget: Small Loans/Up to $100,000 (20 Points)
L. Administrative Control: Rigid Laws (0 Points)
M. Internal Security: Tight (10 Points)
N. External Infiltration: None (0 Points)
O. Research and Information: Good/Excellent Connection (15 Points)
P. Agency Credentials: Faceless/Known(7 points)
Q. Employees Salary: Freelance (travel expenses and work compensation (5 points)
Total Agency Points: 127 Points
LCA
The League of Civic Authority is a group of all African American super beings who meet whenever the need arises to protect the lives of those engaging in their right to
peaceably assemble, petition the government, and engage in self expression, speech, and religion. Furthermore, the group also protects residents, businesses, and personal/public
property when these extraordinary events/uprising take place. Should riot police engage protestors, the LCA tries to intervene to stop both sides from causing further harm to
each other. The LCA does not pick sides, but attempts to remain neutral, even though they are high motivated to see the social causes that bring about these gatherings to take
place (civil and political rights of all people, not just for super beings and African Americans), but all races, genders, orientations, national origins, color, political affiliations, etc).
LCA was founded by Captain Haunt, a former African Slave of the 19th century who received mystical bestowed powers by the goddess Mami Wata. After massive protests
took place in Century Station (Bloody Monday) and other parts of the United States from events involving super villains and police shootings, Captain Haunt decided to get
involved to make sure the just cause behind any social movement would be allowed to take place without escalating into violence and unrest. He also recognized something had to
be done to prevent “outside” criminal forces looking to take advantage of the situation in order to meet their personal agenda; super villains, anarchist groups, criminals, and
would use the protestors as cover while they engage in their criminal activity.
LCA is based out of Victory City, but the individual members live all over the country, and its core members only assemble when there is a need to do so. Should unrest occur
in Victory City or anywhere in the U.S.A., the group uses whatever their available means to gather together as quickly as possible to mediate with those on both sides, often
speaking with protest leaders and local (and state and federal) law enforcement, offering their services to ensure a peaceful assembly and the protection of members on both
sides, those protesting and members of law enforcement.
Unfortunately some law enforcement agencies in the country (notably Chimera in Century Station) as well as the heads of government agencies (G.I.G.M.A./U.S. S.C.R.E.T.)
oppose the involvement of the LCA, insisting their presence encourages rioting and the arrival of known super villains/terrorists. The organization S.H.O.C.K. on several occasions
has gone out of their way to target members of the LCA, more so than the super being(s) that triggered the protest march in the first place. LCA are not the only group of
Legionnaires to operate thorough out the country in this manner, but for reasons they cannot be explained, they often find resistance or are met with hostility and suspicion by
police and local authorities. The media coverage they receive is generally negative even thought the group provides aids to those on both side of the protest. The average citizen
in the U.S. doesn’t know how to react when the group makes their presence known, even thought the group clearly identifies themselves to the public as super heroes.
Because the group meets with resistance, it’s becomes increasingly frustrating on those in the group (those Unprincipled alignment) as to why they should continue as they
are, and they find strength from those Scrupulous in alignment wanting the group to support and take a stand alongside the marchers and protestors. However tose who are
Principled in alignment want to make sure the group doesn’t take specific sides and continues to walk the fine line of being a neutral participant interested in making sure nobody
gets hurt on either side of the argument. The organization known as the Jury has confronted the LCA on three separate occasions trying to determine if they are true super heroes
or at least untrustworthy champions pretending who abuse their powers and threaten or endanger society in large. Captain Haunt, Sphere, and Bankston Frazier have all testified
in front of the Jury. Certain members of the organization (unaware that the Judge is a gestalt) have tried to recruit him as one of their enforcers. Fortunately, the group has
earned the respect, trust, and admiration of notable super hero champions such as Sentinels of Liberty and Justice (Flagwaver is a big fan) and notable Legionnaires such as the
Valkyries (Bombshell is a huge fan), Watchguard (formerly known as Victory City Sentinels), G.I.G.M.A. agent Scott Benter, and of course Michael Veil of The Sector. Veil more
than anyone has pulled numerous strings for the organization, namely out of his guilt for how he treated his old friend and because he believes in their cause (as long as they
remain on the neutral line).
The LCA operates from Victory City in a 5 story low-rise building (bought and paid for by Captain Haunt), with additional regional offices in New York, Michigan, Georgia, Maryland,
Texas, Colorado, and California. The staff in all these locations is paid for by one of Michael Veil’s secretive government funding projects put in place 60 years ago, buried so
deeply nobody knows its exists or where the money goes.
AVTRAN HOVERVAN
Techno Shadow worked out a deal that he would “consult” with Avtran Technologies to help them with some of their “hovercraft mechanic” issues if they grant him use of one
of their latest hover van vehicles. Avtran took him up on the offer. To Techno’s dismay, the company is nowhere near what he thought they would be, essentially he is an inventor
of electric cars talking with the first automobile makers of the 1880s who are arriving in work on horses. The Avtran Hovervan to him is a Ford Model T, however it does what it
needs to do to gather members of the LCA in one location in a hurry. He’d “tinker” with it if he could but the Avtran folks have ways of monitoring every one of their vehicles.
Crew: One driver/pilot, up to seven passengers an additional 1000 lbs (450 kg) in cargo.
A.R.: 6
S.D.C.: by Location; Mainbody 220
Jets (4)-100 S.D.C. each
Tail-100 S.D.C.
Speed: 300 mph (480 km)
Range: 400 miles (640 km)
Length: 19 feet (5.79 m)
Weight: 3200 lbs (1440 kg)
Techno has made some slight improvements that can’t be registered by Avtran. Air-Recycling System, Anti-Missile Chaff, Night Sight Camera/Monitor, Theft Alarm System, Thief
Proof Locks, Radar (basic), Multimedia Car Stereo with Bluetooth Audio and Calling, Satellite Radio Receiver, Touchscreen Monitor with Video Recorder and Player, Engine Read
Out, Radar Display, Radio Locator, and Siren.
League of Civic Authority
A. Outfits: None (0 points)
B. Equipment: Electronic Supplies (10 points)
C. Weapons: None (0 Points)
D. Bionics & Robotics: None (0 Points)
E. Vehicles: Fleet Vehicles and one Avtran Hover Van (15 Points)
F. Communications: Computerized (15 Points)
G. Offices: Urban/National (crowded in one office but has “offices” in seven other locations, 10 Points)
H. Military Power: Security Guards (5 Points)
I. Super Powered Operatives: None (0 Points)
J. Sponsorship: Secret Government (15 Points)
K. Special Budget: Small Loans/Up to $100,000 (20 Points)
L. Administrative Control: Rigid Laws (0 Points)
M. Internal Security: Tight (10 Points)
N. External Infiltration: None (0 Points)
O. Research and Information: Good/Excellent Connection (15 Points)
P. Agency Credentials: Faceless/Known(7 points)
Q. Employees Salary: Freelance (travel expenses and work compensation (5 points)
Total Agency Points: 127 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.....
Captain Haunt
Obeda Nidi was born in 1814 in what is now Sierra Leone (Africa). He was a rice farmer/hunter, was married, and had three children. He lived a life of contentment in his
village until one day in 1839 he and dozens of others were capture illegally by African slave traders. While imprisoned on slave ship, one of the women onboard began chanting to
the goddess Mami Wata, pleading for help. Nothing happened, but Obeda began to have strange dreams. One night he found a means to pick at his locks and free himself, but
instead of helping anyone else, he snuck out onto the deck hoping to find a boat so he alone could escape. He was spotted and immediately jumped overboard. He tried his best
to swim away but he was in the middle of the Atlantic Ocean. Suddenly he encountered a strange mermaid-like creature, who grabbed him by his head and together they
disappeared to the realm of Mami Wata. Obeda does not know how long he spent with the goddess in her heavenly realm in the spirit world, but he believes most if it involved
god-size romance and passion (he is forbidden to speak to about the matter, not even psychic probes can reveal what took place). At some point she decided to let him go,
transporting him to the United States in year 1856 with dry fancy clothes on, gold and jewels in his pockets, and bestowed mystical powers.
While in New York, many assumed by his appearance that he was a freed slave, but nobody understand how he acquired his wealth and incredible good looks (his appearance
captivates many white women). Obeda endeavored not to use his powers unless he was forced to when a group of white men try to rob him. He ended up arrested and though he
could escape, he didn’t because he thought the Americans would send him back home. Instead he was to be tried and hanged. Luck cames his way when a lawyer/abolitionist Bert
Huffman decided to defend him. Huffman argued his case well enough, but it’s only when the judge gets pressured by a close associate of the U.S. President, Michael Veil, that he
rules in favor of Obeda. A few days later, Obeda learns that Bert Huffman and Michael Veil are one and the same person, an immortal who can alter his appearance and make
exact duplicates of himself. He has been secretly serving as an aid to every U.S. President (and many other important world leaders, people, etc) for well over a century. He fears
a civil war will come and wants Obeda to join forces with him in the hope of preventing the war. One of his duplicates Ronald Cooley teachers Obeda to read, write, and speak
English and trains him to be a spy (secret agent). Obeda is given the name Kadin Beaty. In 1959, he departs for the South.
Kadin spends time as a slave on numerous plantations working for various men of prominence. Using his powers when he can, he frees various slaves and using contacts of
Michael Veil in the Underground Railroad delivers them to freedom. Kadin does manage to provide intelligence to Veil and his associates, but they can do nothing to prevent the
South from succeeding or halt the start of the American Civil War.
Kadin enlists in a black combat unit for the Union. Using Veil’s secret influence, he gets promoted to sergeant and becomes the commander of 50 men. They participate in very
few battles, but in one he and his men successfully lead a charge that drives the Confederates back. Later with Veil’s assistance, Kadin is awarded a Medal of Honor.
When the war finally ends, Kadin departs for the American West and spends 20 years as U.S. marshal, arresting some 2000 felons and bringing them to justice. Whenever it
became necessary to disappear because of his long life, Michael Veil helps him develop a new identity, one always involved in law enforcement. This is how it goes until the 1930s
when Kadin meets with Veil demanding he do something he help “his people” gain the equal rights and liberties entitled to as white U.S. citizens. Veil sympathizes but informs
Kadin he has much more to worry about events in Europe and Asia. Kadid agrees but tells him he is only bidding his time. Kadin joins Veil’s legendary team of WW 2 superheroes
Team American Eagle, but never as a permanent member, only when the team engages in operation in North Africa or Europe. Kadin also finds himself at odds with the famed
superhero American Rocket and his junior partner Bullet Boy. After the war, Kadin demanded Veil do something about civil rights for African Americans but Veil was focused on
creating his secret organization G.I.G.M.A. to battle the Soviets.
For the next 25 years, Kadin works in the shadows of major U.S. cities helping African Americans fight injustice, racism, and intolerance. During this time he has zero contact
with Michael Veil. Kadin soon learns his time during the Civil War has turned into a Folk Legacy; stories are told in the African American community and by Civil War history buffs
about the mysterious black union solider that couldn’t be killed in battle, regardless how many times he was shot with bullets or stabbed by the enemy. Kadin decides to use his
legacy to be a heroic champion for his people. When the Civil Right amendment becomes law, Kadin gets contacted by Michael Veil to apologize and plead with him to join
G.I.G.M.A. (which later gets split in half and become The Sector).
Since 1968, Kadin Beaty has served as a team leader/drill instructor for The Sector and their many Super Operatives. While he didn’t necessary go on missions, his training
and discipline of Super Operatives has been crucial for the organization to function over the decades. In recent years, Kadin became increasing frustrated with so much unrest
happening in the African American community across the country. Kadin came to believe he wasn’t helping his “people” or fulfilling the “reason” Mami Wata gave him his powers.
Kadin also became aware that although he felt immortal, he was indeed growing older and would one day die for real. He decided he needed to do something to help his people,
as well as stand up for the same patriotic values he did as an agent of the Sector, but on the urban streets of Century Station, Motor City, and the rest.
Kadin quietly assembled a team of African American heroes he named the League of Civic Authority (LCA), whose duty is go to places of civil unrest, demonstration, protest, etc
and try to keep the peace and stop rioters, looters, and those intent on spreading chaos. He must do this without the backing of the Sector or any assistance from Michael Veil.
Kadin knows he is walking a very thin tightrope. He is trying to be a hero for his people and maintain law and order, and sometimes the two forces conflict and he must do
something to remind his team what their role is. When he sees crime, he will put a stop to it, but he often finds himself tormented by an inner conflict, the same one he wrestled
with ever since he jumped overboard and didn’t do right by his own people.
Legal Name: Kadin Beaty
Real Name: Obeda Nidi
Occupation: Former rice farmer, former slave, former Sergeant in the Civil War (Black Combat Troops), former U.S. Marshall, Current Secret Operative/Agent for The Sector
and Michael Veil and Civil Right Activist.
Alignment: Principled
Power Category: Crusader of Light (Mami Wata)
Experience Level: 8th level
Hit Points: 76 S.D.C.: 65
P.P.E.: 66
Appearance: Kadin Beaty is an African born male of West African descent who engages in regular exercise and combat training. He looks to be in his early 40s. He keeps his
black hair cut short and has dark brown eyes. In public he wears expensive suits and looks professional. As Captain Haunt, he wears a custom similar to that of a Union officer of
the Civil War with a black hooded mask over his head. He also wears black gloves.
Attributes: I.Q. 19, M.E. 11, M.A. 17, P.S. 18, P.P. 21, P.E. 16, P.B. 26, Spd. 66 (46 mph/74 km)/half Speed if trying for extreme stealth.
Age: Born in 1820, Sex: Male, Height: 6 foot and 2 inches (1.87 m), Weight: 233 lbs (104.85 kg).
Vulnerabilities: He takes extra damage from weapons that target angels, deities, and supernatural Champions of Light. He is also over protective of innocent people,
especially Negroid races. He cannot stand to watch “his people” suffer, should he witness harm being done to them, he becomes easily distracted suffering a -1 to all combat rolls
and loses 1 melee attack each melee.
Bestowed Crusader Super Abilities: Hand to Hand: Expert, Divine Favor, Awe (11), Energy Expulsion: Divine Energy, Regeneration Ultima, Angel Prowess (leave no
footprints), Longevity (he likely live to be 300 years old) and Criminal Intuition.
Attacks per Melee: 6 (2 Initial +3 from Hand to Hand +1 from natural powers)
Combat Training: Expert
Combat Bonuses: +2 to initiative, +5 to strike, +7 to parry, +7 to dodge, +6 to automatic dodge, +3 to damage, +4 to roll with punch/fall, +2 to pull punch, +2 to disarm,
and +4 to Perception.
Saving Throws: Impervious to disease, +9% to save vs coma/death, +4 to save vs magic, +5 to save vs poison, +3 to save vs drugs, (even if fail damage, duration,
penalty, and effect is one-quarter normal), +3 to save vs possession, and +6 to save vs Horror Factor.
Combat Skills: Punch 1D4, Power Blow 2D4 (counts as two attacks), Elbow/Forearm 1D6, Knee 1D6, Karate Kick 2D4, Roundhouse Kick 3D6, Tripping/Leghook (cannot be
paired, must dodge), Body Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and 1 attack/action), All Holds, Paired Weapons, Knockout on an unmodified roll of 20, and
Critical strike on an unmodified roll of 18-20.
Other Bonuses: +5% to all skills, 45% trust/intimidate, and 80% charm/impress.
Educational Background: Military with some special training and bonus for being 200+ years old.
Common Skill Program: Read/Write-Speak Native Language Mende and English 98%, Pilot: Automobile 98%, Pilot: Boat (Sail Type) 98%, Pilot: Kayaking & Canoes 97%,
Horsemanship 87%/67%, Computer Operation 98%, Mathematics: Basic 98%, Read/Write-Speak Spanish and Krio 98%.
Basic Military Program: Running, Climbing 98%/98%, Forced March, Military Etiquette 90%, Radio: Basic 98%, W.P. Rifle (+4 to aim/+2 to burst), and W.P. Grenade (+3 to
strike).
Advanced Military Program: Guerilla Warfare, Camouflage 80%, Detect Ambush 95%, Detect Concealment 80%, Land Navigation 83%, Sniper (+2 to aim or called shots,
counts as two attacks), Tracking (people) 80%, Paramedic/Field Surgery 95%, Trap/Mine Detection 75%, Wilderness Survival 85%, W.P. Handgun (+4 to aim/+2 to burst), W.P.
Sword (Bayonette) +3 to strike/parry, W.P. Spear (+3 to strike/parry and +2 to throw), and W.P. Shotgun (+3 to aim/+1 to burst).
Law Enforcement/Spy Program: Crime Scene Investigation 95%, Law (general) 85%, and Streetwise 72%.
Business Program: Business & Finance 85%, Public Speaking 80%, Research 90%, Barter 72%, Performance 80%, and Wardrobe & Grooming 92%.
Secondary Skills: Athletics (general), Prowl 90%, Swimming 95%, Cook 80%, Pick Locks 75%, Recognize Weapon Quality 70%, Appraise Antiques 75%, General
Repair/Maintenance 90%, Gardening 75%, and Play Basketball 60%.
Money: Thanks to his tutoring/training from Michael Veil and the fact he’s well over 200 years old, and using his vast knowledge of the U.S. banking system, Captain Haunt
has a $2.9 million U.S. dollars in his checking account, $1.3 in a savings account, and another $240,000 in an account controlled by The Sector. He has around $8.8 million dollars
in tradable/sellable Civil War memorable.
Weapons: He normally relies on his mystically bestowed abilities, but when necessary he will use conventional weapons. He knows how to use most current U.S. military
weapons, but for him nothing is as good as those he used during the Civil War and the Old West days.
Energy Expulsion: Divine Energy, Range: 700 feet (213 m), Damage: 2D4x10+8 to supernatural beings of evil and selfish alignment, increase by 50% when used against
dark gods, Alien Intelligence, and Demon/Deevil Lords, 1D6x10 to mortal beings of evil and selfish alignment, 5D6+2 to supernatural and mortal beings of good alignment,
Bonuses: +3 to strike/+1 to shot wild, Bonus: +3 to aim/+1 to wild shot.
Modified Colt Army Model 160 (.44 Revolver), Range: 130 feet (39.6 m), Damage: 5D6, Rate of Fire: Single shot, each shot—pull of the trigger counts as one attack,
Payload: 6 rounds. The gun has been modified to take special speed loads.
Winchester Model 1873 (.44-40 cartridge), Range: 1200 feet (305 m), Damage: 5D6, Rate of Fire: Single shot, Payload: 8 round tube magazine.
Modified Model 1860 Light Cavalry Saber, Damage: 2D6. Bonus: +2 to damage.
Armor: His “Union Soldier” uniform looks authentic from the 1860s, but his outfit actually has concealed body armor stitched within. A.R. 12, S.D.C. 40.
Equipment & Vehicles: Kadin Beaty has limited access to any current Sector weapons, gear, or technology. However, he has numerous conventional automobiles at his
disposal in hidden garages all over the county (a few from the 1950s). Likewise, he has access to almost any piece of conventional equipment he might want. All he needs is to
provide his various business/spy contacts and give them 6D6 hours of previous notice, and they can get it for him. This means he can obtain any current or old conventional piece
of weaponry, equipment, or gear a mission might require from any Heroes Unlimited sourcebook and/or the current time line.
Obeda Nidi was born in 1814 in what is now Sierra Leone (Africa). He was a rice farmer/hunter, was married, and had three children. He lived a life of contentment in his
village until one day in 1839 he and dozens of others were capture illegally by African slave traders. While imprisoned on slave ship, one of the women onboard began chanting to
the goddess Mami Wata, pleading for help. Nothing happened, but Obeda began to have strange dreams. One night he found a means to pick at his locks and free himself, but
instead of helping anyone else, he snuck out onto the deck hoping to find a boat so he alone could escape. He was spotted and immediately jumped overboard. He tried his best
to swim away but he was in the middle of the Atlantic Ocean. Suddenly he encountered a strange mermaid-like creature, who grabbed him by his head and together they
disappeared to the realm of Mami Wata. Obeda does not know how long he spent with the goddess in her heavenly realm in the spirit world, but he believes most if it involved
god-size romance and passion (he is forbidden to speak to about the matter, not even psychic probes can reveal what took place). At some point she decided to let him go,
transporting him to the United States in year 1856 with dry fancy clothes on, gold and jewels in his pockets, and bestowed mystical powers.
While in New York, many assumed by his appearance that he was a freed slave, but nobody understand how he acquired his wealth and incredible good looks (his appearance
captivates many white women). Obeda endeavored not to use his powers unless he was forced to when a group of white men try to rob him. He ended up arrested and though he
could escape, he didn’t because he thought the Americans would send him back home. Instead he was to be tried and hanged. Luck cames his way when a lawyer/abolitionist Bert
Huffman decided to defend him. Huffman argued his case well enough, but it’s only when the judge gets pressured by a close associate of the U.S. President, Michael Veil, that he
rules in favor of Obeda. A few days later, Obeda learns that Bert Huffman and Michael Veil are one and the same person, an immortal who can alter his appearance and make
exact duplicates of himself. He has been secretly serving as an aid to every U.S. President (and many other important world leaders, people, etc) for well over a century. He fears
a civil war will come and wants Obeda to join forces with him in the hope of preventing the war. One of his duplicates Ronald Cooley teachers Obeda to read, write, and speak
English and trains him to be a spy (secret agent). Obeda is given the name Kadin Beaty. In 1959, he departs for the South.
Kadin spends time as a slave on numerous plantations working for various men of prominence. Using his powers when he can, he frees various slaves and using contacts of
Michael Veil in the Underground Railroad delivers them to freedom. Kadin does manage to provide intelligence to Veil and his associates, but they can do nothing to prevent the
South from succeeding or halt the start of the American Civil War.
Kadin enlists in a black combat unit for the Union. Using Veil’s secret influence, he gets promoted to sergeant and becomes the commander of 50 men. They participate in very
few battles, but in one he and his men successfully lead a charge that drives the Confederates back. Later with Veil’s assistance, Kadin is awarded a Medal of Honor.
When the war finally ends, Kadin departs for the American West and spends 20 years as U.S. marshal, arresting some 2000 felons and bringing them to justice. Whenever it
became necessary to disappear because of his long life, Michael Veil helps him develop a new identity, one always involved in law enforcement. This is how it goes until the 1930s
when Kadin meets with Veil demanding he do something he help “his people” gain the equal rights and liberties entitled to as white U.S. citizens. Veil sympathizes but informs
Kadin he has much more to worry about events in Europe and Asia. Kadid agrees but tells him he is only bidding his time. Kadin joins Veil’s legendary team of WW 2 superheroes
Team American Eagle, but never as a permanent member, only when the team engages in operation in North Africa or Europe. Kadin also finds himself at odds with the famed
superhero American Rocket and his junior partner Bullet Boy. After the war, Kadin demanded Veil do something about civil rights for African Americans but Veil was focused on
creating his secret organization G.I.G.M.A. to battle the Soviets.
For the next 25 years, Kadin works in the shadows of major U.S. cities helping African Americans fight injustice, racism, and intolerance. During this time he has zero contact
with Michael Veil. Kadin soon learns his time during the Civil War has turned into a Folk Legacy; stories are told in the African American community and by Civil War history buffs
about the mysterious black union solider that couldn’t be killed in battle, regardless how many times he was shot with bullets or stabbed by the enemy. Kadin decides to use his
legacy to be a heroic champion for his people. When the Civil Right amendment becomes law, Kadin gets contacted by Michael Veil to apologize and plead with him to join
G.I.G.M.A. (which later gets split in half and become The Sector).
Since 1968, Kadin Beaty has served as a team leader/drill instructor for The Sector and their many Super Operatives. While he didn’t necessary go on missions, his training
and discipline of Super Operatives has been crucial for the organization to function over the decades. In recent years, Kadin became increasing frustrated with so much unrest
happening in the African American community across the country. Kadin came to believe he wasn’t helping his “people” or fulfilling the “reason” Mami Wata gave him his powers.
Kadin also became aware that although he felt immortal, he was indeed growing older and would one day die for real. He decided he needed to do something to help his people,
as well as stand up for the same patriotic values he did as an agent of the Sector, but on the urban streets of Century Station, Motor City, and the rest.
Kadin quietly assembled a team of African American heroes he named the League of Civic Authority (LCA), whose duty is go to places of civil unrest, demonstration, protest, etc
and try to keep the peace and stop rioters, looters, and those intent on spreading chaos. He must do this without the backing of the Sector or any assistance from Michael Veil.
Kadin knows he is walking a very thin tightrope. He is trying to be a hero for his people and maintain law and order, and sometimes the two forces conflict and he must do
something to remind his team what their role is. When he sees crime, he will put a stop to it, but he often finds himself tormented by an inner conflict, the same one he wrestled
with ever since he jumped overboard and didn’t do right by his own people.
Legal Name: Kadin Beaty
Real Name: Obeda Nidi
Occupation: Former rice farmer, former slave, former Sergeant in the Civil War (Black Combat Troops), former U.S. Marshall, Current Secret Operative/Agent for The Sector
and Michael Veil and Civil Right Activist.
Alignment: Principled
Power Category: Crusader of Light (Mami Wata)
Experience Level: 8th level
Hit Points: 76 S.D.C.: 65
P.P.E.: 66
Appearance: Kadin Beaty is an African born male of West African descent who engages in regular exercise and combat training. He looks to be in his early 40s. He keeps his
black hair cut short and has dark brown eyes. In public he wears expensive suits and looks professional. As Captain Haunt, he wears a custom similar to that of a Union officer of
the Civil War with a black hooded mask over his head. He also wears black gloves.
Attributes: I.Q. 19, M.E. 11, M.A. 17, P.S. 18, P.P. 21, P.E. 16, P.B. 26, Spd. 66 (46 mph/74 km)/half Speed if trying for extreme stealth.
Age: Born in 1820, Sex: Male, Height: 6 foot and 2 inches (1.87 m), Weight: 233 lbs (104.85 kg).
Vulnerabilities: He takes extra damage from weapons that target angels, deities, and supernatural Champions of Light. He is also over protective of innocent people,
especially Negroid races. He cannot stand to watch “his people” suffer, should he witness harm being done to them, he becomes easily distracted suffering a -1 to all combat rolls
and loses 1 melee attack each melee.
Bestowed Crusader Super Abilities: Hand to Hand: Expert, Divine Favor, Awe (11), Energy Expulsion: Divine Energy, Regeneration Ultima, Angel Prowess (leave no
footprints), Longevity (he likely live to be 300 years old) and Criminal Intuition.
Attacks per Melee: 6 (2 Initial +3 from Hand to Hand +1 from natural powers)
Combat Training: Expert
Combat Bonuses: +2 to initiative, +5 to strike, +7 to parry, +7 to dodge, +6 to automatic dodge, +3 to damage, +4 to roll with punch/fall, +2 to pull punch, +2 to disarm,
and +4 to Perception.
Saving Throws: Impervious to disease, +9% to save vs coma/death, +4 to save vs magic, +5 to save vs poison, +3 to save vs drugs, (even if fail damage, duration,
penalty, and effect is one-quarter normal), +3 to save vs possession, and +6 to save vs Horror Factor.
Combat Skills: Punch 1D4, Power Blow 2D4 (counts as two attacks), Elbow/Forearm 1D6, Knee 1D6, Karate Kick 2D4, Roundhouse Kick 3D6, Tripping/Leghook (cannot be
paired, must dodge), Body Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and 1 attack/action), All Holds, Paired Weapons, Knockout on an unmodified roll of 20, and
Critical strike on an unmodified roll of 18-20.
Other Bonuses: +5% to all skills, 45% trust/intimidate, and 80% charm/impress.
Educational Background: Military with some special training and bonus for being 200+ years old.
Common Skill Program: Read/Write-Speak Native Language Mende and English 98%, Pilot: Automobile 98%, Pilot: Boat (Sail Type) 98%, Pilot: Kayaking & Canoes 97%,
Horsemanship 87%/67%, Computer Operation 98%, Mathematics: Basic 98%, Read/Write-Speak Spanish and Krio 98%.
Basic Military Program: Running, Climbing 98%/98%, Forced March, Military Etiquette 90%, Radio: Basic 98%, W.P. Rifle (+4 to aim/+2 to burst), and W.P. Grenade (+3 to
strike).
Advanced Military Program: Guerilla Warfare, Camouflage 80%, Detect Ambush 95%, Detect Concealment 80%, Land Navigation 83%, Sniper (+2 to aim or called shots,
counts as two attacks), Tracking (people) 80%, Paramedic/Field Surgery 95%, Trap/Mine Detection 75%, Wilderness Survival 85%, W.P. Handgun (+4 to aim/+2 to burst), W.P.
Sword (Bayonette) +3 to strike/parry, W.P. Spear (+3 to strike/parry and +2 to throw), and W.P. Shotgun (+3 to aim/+1 to burst).
Law Enforcement/Spy Program: Crime Scene Investigation 95%, Law (general) 85%, and Streetwise 72%.
Business Program: Business & Finance 85%, Public Speaking 80%, Research 90%, Barter 72%, Performance 80%, and Wardrobe & Grooming 92%.
Secondary Skills: Athletics (general), Prowl 90%, Swimming 95%, Cook 80%, Pick Locks 75%, Recognize Weapon Quality 70%, Appraise Antiques 75%, General
Repair/Maintenance 90%, Gardening 75%, and Play Basketball 60%.
Money: Thanks to his tutoring/training from Michael Veil and the fact he’s well over 200 years old, and using his vast knowledge of the U.S. banking system, Captain Haunt
has a $2.9 million U.S. dollars in his checking account, $1.3 in a savings account, and another $240,000 in an account controlled by The Sector. He has around $8.8 million dollars
in tradable/sellable Civil War memorable.
Weapons: He normally relies on his mystically bestowed abilities, but when necessary he will use conventional weapons. He knows how to use most current U.S. military
weapons, but for him nothing is as good as those he used during the Civil War and the Old West days.
Energy Expulsion: Divine Energy, Range: 700 feet (213 m), Damage: 2D4x10+8 to supernatural beings of evil and selfish alignment, increase by 50% when used against
dark gods, Alien Intelligence, and Demon/Deevil Lords, 1D6x10 to mortal beings of evil and selfish alignment, 5D6+2 to supernatural and mortal beings of good alignment,
Bonuses: +3 to strike/+1 to shot wild, Bonus: +3 to aim/+1 to wild shot.
Modified Colt Army Model 160 (.44 Revolver), Range: 130 feet (39.6 m), Damage: 5D6, Rate of Fire: Single shot, each shot—pull of the trigger counts as one attack,
Payload: 6 rounds. The gun has been modified to take special speed loads.
Winchester Model 1873 (.44-40 cartridge), Range: 1200 feet (305 m), Damage: 5D6, Rate of Fire: Single shot, Payload: 8 round tube magazine.
Modified Model 1860 Light Cavalry Saber, Damage: 2D6. Bonus: +2 to damage.
Armor: His “Union Soldier” uniform looks authentic from the 1860s, but his outfit actually has concealed body armor stitched within. A.R. 12, S.D.C. 40.
Equipment & Vehicles: Kadin Beaty has limited access to any current Sector weapons, gear, or technology. However, he has numerous conventional automobiles at his
disposal in hidden garages all over the county (a few from the 1950s). Likewise, he has access to almost any piece of conventional equipment he might want. All he needs is to
provide his various business/spy contacts and give them 6D6 hours of previous notice, and they can get it for him. This means he can obtain any current or old conventional piece
of weaponry, equipment, or gear a mission might require from any Heroes Unlimited sourcebook and/or the current time line.
- 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.....
Techno Shadow
Techno Shadow is actually an alien from a planet of African looking humanoids called Odah in the Liloqua Quadrant of the Milky Way galaxy. Odah solar system has 3 suns,
which bathe the planet in constantly daylight (it’s perpetually daylight 24/7). Odah is also covered with vast vegetation (super thick bushes, grasses, shrubs, etc). There are no
trees. The Odhak achieved True Space Age technology 300 years ago. A century ago, they joined the FAR as peace-minded members. Then twenty years ago, scientists on their
planet discovered it was starting to dry out and would eventually turn into a desert planet. Efforts were being made to develop new ways to for them to live on their planet or to
trade technology with other races so they can find perhaps a new home world. Among the Odhak was Ahlwin, his father worked for the Space Military as a pilot and his mother
worked as a medical doctor. Even at an early age, Ahlwin like to tinker with things and he took great delight whenever his father bought him a new engineering toy to assemble.
In his teenage years, he went to school and designed his first hover platform. After graduating from high school, he went to the Orbital University, obtaining the equivalent of a
B.S. in electrical engineering and a master’s degree in nuclear engineering (allowing him to work on nuclear fusion drives for the nation’s large space craft in the military space
force and the fission drives in their space vehicles used to travel about their solar system. Odah however wanted to solve the planet’s current environmental problem with digging
for radioactive elements and destroying their planet’s vast forests. He developed a satellite capable of drawing power from Dark Matter in space. Later he found a safe way to
create Dark Matter on a planet’s surface and utilize it create nearly indestructible materials. The problem they can’t be seen or detected.
Ahlwin managed to create specialize goggles that allowed him to see Dark Matter and when he activated the device he managed to create and shape Dark Matter to his
specifications. After receiving international praise for his work, Ahlwin received word that a group of FAR scientists wanted him to reveal his device at a FAR galactic scientific
conference. Ahlwin packed up his belongs (and his hover car), said goodbye to his fiancée and family, and boarded a space cruiser to take him to the conference. What Ahlwin
didn’t know was the Atorians learned of his scientific discovery and wanted it for themselves. Hired mercenaries attacked the space cruiser. Ahlwin was convinced they were after
him so donning his Cosmic Darkner, he used it to create a Space Vehicle that he was able to load his hover car into and pilot away from the space cruiser. Unfortunately while he
was able to generate a space craft, Ahlwin could not make any oxygen or anti-gravity technology for his craft. He flew the Dark Matter vehicle into a gravity well hoping he could
make it another location. Unfortunately his Dark Matter craft lacked a Space Navigation computer so his Dark Matter ship didn’t disintegrate but flung him across the galaxy and
only by sheer luck (Pilot: Spacecraft) did he manage to avert a crash on a distant planet unfathomable light years away from FAR space. That planet was Earth.
Hiding his hover car, Ahlwin explored the planet he found himself on and quickly realized he was trapped on a primitive world with no means of getting back to his home
planet. He was also confronted by some good old boys, but thanks to his energy sword, he scarred them off. It was fortunate for him he was found by some college kids with ties
to the civilian alien group Reach Up. They took Ahlwin in and helped find a way to hide his hover car. Ahlwin spent his time with his college friends learning about planet Earth and
the United States when he saw Alpha Prime on television. He decided to make his way to Century Station hoping she would have the means to send him home. When he arrived in
Century Station, a massive riot was happening because CSPD killed an African American woman in her home because they believed she was harboring a criminal mutant (she
wasn’t). When a grand jury failed to indict the officers, African Americans and mutant right groups spark protest that turn into a riot by a dozen militant members of the Mutant
Underground and the Ebony Fist color punk gang (200 members). CSPD and many super heroes arrived but hundreds of thousands of dollars worth of damage was done to the
Silver City of Century Station, countless people arrested, and over 45 lives lost. Ahlwin was simply shocked and amazed at this sight. Nothing like it happened on his home world.
Why did peoples show hatred and aggression toward their fellow Earthlings just because of a difference in physical appearance or possessing super abilities? In all likelihood,
Ahlwin believed he was trapped on this primitive planet and there was no guarantee the alien Alpha Prime would help him get back home. She might even decide to imprison him.
Ahlwin decided until such a time he knew for certain she would be able to get him home, he might as well see if he could help these primitives find a way to live together in
harmony.
As he explored Century Station, it was by chance he ran into Kadin Beaty, Captain Haunt who was meeting with operatives with Sector 10. The two men struck up a
friendship and when they both revealed their secrets, they decided to work together to ensure nothing like what they witnessed in Century Station would happened anywhere else
in the United States, thus the League of Civic Authority (LCA) was born.
At least once a week, in the middle of the night Ahlwin flies up to the limits of the breathable atmosphere, and stares out into the void of space, wishing he could return to
the woman he loves and his home planet in need of rescuing. But this world, so primitive in its design needs his help too, and if he did find a way home, he couldn’t live with
himself if he allowed the kind Earthlings who took him in and gave him food, shelter, and clothing to fall into anarchy because they can’t seem to get along with each other. If he
can save these Earthlings with his brilliant intelligence, then he also knows for certain he can save his own people.
Real Name: Ahlwin Xaam
Occupation: Inventor, dark matter engineer, and entrepreneur.
Alignment: Scrupulous
Power Category: Alien Human (Odhak), Technical Scientist/Super Invention
Experience Level: 4th
Hit Points: 28 (+19 from Darkner) S.D.C.: 40 (+25 from Darkner)
P.P.E.: 21
Appearance: He looks like an African male human but he is really an alien humanoid from a vegetation world affected by perpetual daylight (opposite of twilight world)
because of its three suns. He has a medium build, with jet black hair in a frohawk hair style and dark brown eyes. He has to wear his special goggles since he is completely night-
blind.
Attributes: I.Q. 21, M.E. 19, M.A. 9, P.S. 14, P.P. 9, P.E. 14 (24), P.B. 12, Spd. 10
Age: 28, Sex: Male, Height: 6 foot, Weight: 165 lbs (74.25 kg)
Originating Alien Environment: Vegetation/Daylight World
Unusual Characteristics: Odha is bathed in perpetual sunlight, it never get dark, which makes all Odhak highly sensitive to darkness, anything less than 60 watts (700
Lumens) is consider dim, and 40 watts (400 Lumens) is completely darkness. He has to wear special radiant goggles if he wants to be able to see at night and often indoors in
places without adequate illumination, otherwise he is -8 to strike, parry, and dodge from being blind. On the other hand, he has perfect daylight vision, can see like a hawk (spot a
rabbit size target from two miles (3.2 km) away, provided he has a clear vantage point and he cannot be blinded by bright lights, not even laser, and laser based attack (or
magical lights) can blind him.
Super Invention: The Cosmic Darkner (Right Arm Band), A.R. 15 and 250 S.D.C. 7th Level. Major Super Abilities: Alter Limbs, Create Force Constructs/Create Force
Field. Minor Super Abilities: Shadow Molding and Healing Factor (special). Repairs: Expensive and time consuming (require advance engineering skills and other areas of
expertise).
Techno Shadow is the inventor of the Cosmic Darkner which has the power to create, shape, and manipulate Dark Matter, the cosmic form of matter district from all other visible
matter. Dark Matter does not emit or interact with electromagnetic radiation, such as light, and thus it is invisible to the entire electromagnetic spectrum. The device allows Techno
Shadow to create Dark Matter, condense it into a solid, tangible form, which he can shape into tools, weapons, and other items, create semi-living constructs, mechanized objects
and vehicles, and create a variety of geometric shapes and objects. These Dark Matter creations (Force Constructs/Shadow Molding) are “invisible” to all forms of electromagnetic
detection (including visible light, making them -6 to parry and dodge). Only Techno and those with Control Darkness, any Shadow, or Space Based powers can see them. Each
creation draws from the pool of energy (S.D.C) that comes from Techno Shadow’s physical body (2100 S.D.C.). Once all available S.D.C. is used in the creation of one or more
constructs, no others can be created, unless one of the current constructs is dispelled or destroyed (See Create Force Constructs). The Darkner can only “create” what Techno
Shadows knows, meaning he must be familiar with the shape and design. He cannot create imaginary devices or weapons. All items he creates appear in his hand or on the
ground beside him. If the device is not motorized, it can exist for 45 minutes without his constant contact. This includes simple, small items (max #12), or small, simple melee
weapons, large melee weapons (counts as two attacks), simple weapons with moving parts (revolver, pistol, shotgun, bolt action rifle, count as two attack), and large simple items
(rowboat, raft, ladder, table, chair, a wall, circle, dome, box, or bubble (count as two attacks). Note: All ancient weapons do the equivalent of their real world counterparts. Range:
Handguns and Short Range weapons, 170 feet (52 m), Shotgun, rifle, or projectile weapons, 440 feet (134 m), Damage: 4D6, Attacks per Melee: Each shot counts as one
attack/action, Payload: 6 to 12 depending upon weapon, Bonus: As per W.P. if any, plus +2 to strike, +1 to parry, +2 to disarm, +2 to pull punch with any Dark Matter weapon.
The Darkner can create motorized constructs (engines and motors) allowing Techno to make chainsaws, electric screwdrivers, drill, flashlight, sirens, etc) but besides the
S.D.C it costs, he also burns up one Hit Point for every two minutes (8 melee rounds) he uses it (Note: Healing Factor allows him to recover one Hit Point every 15 minutes, 4 per
hour). Because Techno is familiar with complex machines and motorized devices, he can generate semi-automatic weapons (Damage: 3D6 each, x2 for short burst, x5 for long
burst counts as two attacks) or two grenade/rocket type projectiles (Damage: 1D6x10 each, four foot/1.2 meter blast radius).
Creating a Dark Matter vehicle (Cargo Truck, Sports Car, Hover Car, Helicopter, etc) or an industrial machine (stamping press, cutter, conveyor belt, drill press, band saw,
etc) is possible because Techo has the “engineering” know how of, which means he cannot create anything he doesn’t know how it works, if its imaginary, or if he’s never seen or
studied it before. He’s seen and been inside a F-22 Raptor, he has never seen a Dassault Rafale (French Fighter Jet) even though they both use the same
engineering/technological principles. These Dark Matter vehicles are always half the size of the original, and no one but himself can operate/utilize the simple controls, and he
cannot create advance controls, avionics, radar, caltrops, radio, missiles (only the weapons stated earlier). Piloting these vehicles he must rely on his own vision and reaction
timing. For every two minutes of maintaining the vehicle, it cost him 1 Hit Point and they can travel 21 mph/33 km, it cost him 2 Hit Points if he wants them traveling 42 mph (67
km), and 1D6 Hit Points per minute (4 melee rounds) for all air/spacecraft. Making a vehicle also require he maintain direct contact with it AT ALL TIME. He also must continually
concentrate of maintaining the vehicle’s existence which cost him two actions per melee round, so he cannot perform various Vehicle Combat Tactics, Maneuvers, & Techniques
without losing concentration.
Player and G.M. Note: It’s important to remember Dark Matter cannot be seen/detected using the electromagnetic spectrum, and it’s been transformed into a solid, tangible
form. Use the Major and Minor Super Powers (see above) as guidelines for how the Darkner works. Use the Major super power Techno Form to provide stats for all Dark Matter
Vehicles.
Combat Training: Basic
Attacks per Melee: 5 (2 initial +3 from Hand to Hand)
Combat Bonuses: +2 to initiative, +2 to strike, +3 to parry, +3 to dodge, +2 to roll with punch/fall, +2 to pull punch, and +2 to Perception Rolls.
Saving Throws: Cannot be blinded by light/lasers and +2 to save vs psionics/insanity. The Cosmic Darkner makes him resistant to fire and cold (half damage), +32% to
save vs coma/death, +5 to save vs psionics, +8 to save vs magic, poison, drugs, and disease. Even if he fails his save against drugs, toxins, and poison, he suffers only 1/3 the
damage, penalty, duration, and effect.
Combat Skills: Punch 1D4, Power Punch 2D4 (count as two attacks), Elbow/Forearm 1D6, Knee 1D6, and Snap Kick 1D6.
Other Bonuses: +7% to skills.
Educational Background: Alien Technical Scientist (Inventor) with Some Earth Familiarity
Common Skills: Read-Write/Speak Native Language 98%, Read-Write/Speak English, Spanish, Chinese, and Russian 90%, Pilot: Small Civilian Spacecraft 78%, Pilot:
Hover Car 87%, Pilian Tongue 75%, W.P. Sword (+2 to strike/parry), Computer Operation 98%, Basic Electronics 72%, Research 87%, Computer Programming 89%, Paramedic
(Human-like only) 87%, Sensory Equipment 77%, Mathematics: Basic 98%, Mathematics: Advance 98%, Astronomy & Navigation 97%, Optic System 72%, Surveillance 72%,
Astrophysics 82%, Nuclear Physics 67%, Chemistry 97%, Chemistry; Analytical 82%, Laser Communications 72%. Radio: Basic 92%, Cybernetics: Basic 67%, General
Repair/Maintenance 87%, Nuclear Industry 72%, Electrical Engineer 77%, Spacecraft Mechanics (Earth-Type 72%), W.P. Handgun (+2 to aim/+1 to burst), and W.P. Rifle (+2 to
aim/+1 to burst).
Secondary Skills: Hand to Hand: Basic, Basic Mechanics 67%, Aircraft Mechanics 77%, Hover Vehicle Mechanics 52%, and W.P. Heavy Military Weapons (+2 to aim/+1 to
burst).
Earth Taught Secondary Skills: Earth Automotive Mechanics 79%, Recognize Weapon Quality 52%, Jury-Rig 62%, Performance 37%, T.V. & Video 52%, and Pilot Avtran
82%.
Money: He has $451,000 in his checking account, $142,000 in precious metals and stones, and $68,000 in secret account set up by Captain Haunt
Weapons: He relies on his Cosmic Darkner and if he needs too, his fist and energy sword.
Energy Sword, Damage: 4D6+3, Bonus: +1 to strike/parry.
Mini-Laser: Range: 80 feet (24.4 m), Damage: 2D6, 8 shot E-clip. One extra clip.
Equipment & Vehicles: Techno Shadow comes from a True Space Age level of technology so he’s having to get use to ‘primitive tech” but he is learning how to adapt to this
new world and with the help of his friends, the Internet, and his endless curiosity he is adapting very well. When it comes to fighting, he relies on the Cosmic Darkner and his
other alien technology.
Anti-Gravity Ring, Speed: 100 mph ((161 km), Altitude: Unlimited, Bonuses: +3 to dodge.
Video Communicator (Part Smart Phone/Part Satellite Radio). He wears this on his left wrist.
Hand Held Chemical Analyzer.
Sporty Two Man Hover Car: A.R.: 10, S.D.C.: 300, Speed: 360 mph (576 km). Hovers 3 to 12 feet (0.9 to 3.7 m) above the ground. Bonuses: +4 to dodge and +5% to
handle special maneuvers, sharp turns, and jumps. Range: 350 miles (360 km).
Techno Shadow is actually an alien from a planet of African looking humanoids called Odah in the Liloqua Quadrant of the Milky Way galaxy. Odah solar system has 3 suns,
which bathe the planet in constantly daylight (it’s perpetually daylight 24/7). Odah is also covered with vast vegetation (super thick bushes, grasses, shrubs, etc). There are no
trees. The Odhak achieved True Space Age technology 300 years ago. A century ago, they joined the FAR as peace-minded members. Then twenty years ago, scientists on their
planet discovered it was starting to dry out and would eventually turn into a desert planet. Efforts were being made to develop new ways to for them to live on their planet or to
trade technology with other races so they can find perhaps a new home world. Among the Odhak was Ahlwin, his father worked for the Space Military as a pilot and his mother
worked as a medical doctor. Even at an early age, Ahlwin like to tinker with things and he took great delight whenever his father bought him a new engineering toy to assemble.
In his teenage years, he went to school and designed his first hover platform. After graduating from high school, he went to the Orbital University, obtaining the equivalent of a
B.S. in electrical engineering and a master’s degree in nuclear engineering (allowing him to work on nuclear fusion drives for the nation’s large space craft in the military space
force and the fission drives in their space vehicles used to travel about their solar system. Odah however wanted to solve the planet’s current environmental problem with digging
for radioactive elements and destroying their planet’s vast forests. He developed a satellite capable of drawing power from Dark Matter in space. Later he found a safe way to
create Dark Matter on a planet’s surface and utilize it create nearly indestructible materials. The problem they can’t be seen or detected.
Ahlwin managed to create specialize goggles that allowed him to see Dark Matter and when he activated the device he managed to create and shape Dark Matter to his
specifications. After receiving international praise for his work, Ahlwin received word that a group of FAR scientists wanted him to reveal his device at a FAR galactic scientific
conference. Ahlwin packed up his belongs (and his hover car), said goodbye to his fiancée and family, and boarded a space cruiser to take him to the conference. What Ahlwin
didn’t know was the Atorians learned of his scientific discovery and wanted it for themselves. Hired mercenaries attacked the space cruiser. Ahlwin was convinced they were after
him so donning his Cosmic Darkner, he used it to create a Space Vehicle that he was able to load his hover car into and pilot away from the space cruiser. Unfortunately while he
was able to generate a space craft, Ahlwin could not make any oxygen or anti-gravity technology for his craft. He flew the Dark Matter vehicle into a gravity well hoping he could
make it another location. Unfortunately his Dark Matter craft lacked a Space Navigation computer so his Dark Matter ship didn’t disintegrate but flung him across the galaxy and
only by sheer luck (Pilot: Spacecraft) did he manage to avert a crash on a distant planet unfathomable light years away from FAR space. That planet was Earth.
Hiding his hover car, Ahlwin explored the planet he found himself on and quickly realized he was trapped on a primitive world with no means of getting back to his home
planet. He was also confronted by some good old boys, but thanks to his energy sword, he scarred them off. It was fortunate for him he was found by some college kids with ties
to the civilian alien group Reach Up. They took Ahlwin in and helped find a way to hide his hover car. Ahlwin spent his time with his college friends learning about planet Earth and
the United States when he saw Alpha Prime on television. He decided to make his way to Century Station hoping she would have the means to send him home. When he arrived in
Century Station, a massive riot was happening because CSPD killed an African American woman in her home because they believed she was harboring a criminal mutant (she
wasn’t). When a grand jury failed to indict the officers, African Americans and mutant right groups spark protest that turn into a riot by a dozen militant members of the Mutant
Underground and the Ebony Fist color punk gang (200 members). CSPD and many super heroes arrived but hundreds of thousands of dollars worth of damage was done to the
Silver City of Century Station, countless people arrested, and over 45 lives lost. Ahlwin was simply shocked and amazed at this sight. Nothing like it happened on his home world.
Why did peoples show hatred and aggression toward their fellow Earthlings just because of a difference in physical appearance or possessing super abilities? In all likelihood,
Ahlwin believed he was trapped on this primitive planet and there was no guarantee the alien Alpha Prime would help him get back home. She might even decide to imprison him.
Ahlwin decided until such a time he knew for certain she would be able to get him home, he might as well see if he could help these primitives find a way to live together in
harmony.
As he explored Century Station, it was by chance he ran into Kadin Beaty, Captain Haunt who was meeting with operatives with Sector 10. The two men struck up a
friendship and when they both revealed their secrets, they decided to work together to ensure nothing like what they witnessed in Century Station would happened anywhere else
in the United States, thus the League of Civic Authority (LCA) was born.
At least once a week, in the middle of the night Ahlwin flies up to the limits of the breathable atmosphere, and stares out into the void of space, wishing he could return to
the woman he loves and his home planet in need of rescuing. But this world, so primitive in its design needs his help too, and if he did find a way home, he couldn’t live with
himself if he allowed the kind Earthlings who took him in and gave him food, shelter, and clothing to fall into anarchy because they can’t seem to get along with each other. If he
can save these Earthlings with his brilliant intelligence, then he also knows for certain he can save his own people.
Real Name: Ahlwin Xaam
Occupation: Inventor, dark matter engineer, and entrepreneur.
Alignment: Scrupulous
Power Category: Alien Human (Odhak), Technical Scientist/Super Invention
Experience Level: 4th
Hit Points: 28 (+19 from Darkner) S.D.C.: 40 (+25 from Darkner)
P.P.E.: 21
Appearance: He looks like an African male human but he is really an alien humanoid from a vegetation world affected by perpetual daylight (opposite of twilight world)
because of its three suns. He has a medium build, with jet black hair in a frohawk hair style and dark brown eyes. He has to wear his special goggles since he is completely night-
blind.
Attributes: I.Q. 21, M.E. 19, M.A. 9, P.S. 14, P.P. 9, P.E. 14 (24), P.B. 12, Spd. 10
Age: 28, Sex: Male, Height: 6 foot, Weight: 165 lbs (74.25 kg)
Originating Alien Environment: Vegetation/Daylight World
Unusual Characteristics: Odha is bathed in perpetual sunlight, it never get dark, which makes all Odhak highly sensitive to darkness, anything less than 60 watts (700
Lumens) is consider dim, and 40 watts (400 Lumens) is completely darkness. He has to wear special radiant goggles if he wants to be able to see at night and often indoors in
places without adequate illumination, otherwise he is -8 to strike, parry, and dodge from being blind. On the other hand, he has perfect daylight vision, can see like a hawk (spot a
rabbit size target from two miles (3.2 km) away, provided he has a clear vantage point and he cannot be blinded by bright lights, not even laser, and laser based attack (or
magical lights) can blind him.
Super Invention: The Cosmic Darkner (Right Arm Band), A.R. 15 and 250 S.D.C. 7th Level. Major Super Abilities: Alter Limbs, Create Force Constructs/Create Force
Field. Minor Super Abilities: Shadow Molding and Healing Factor (special). Repairs: Expensive and time consuming (require advance engineering skills and other areas of
expertise).
Techno Shadow is the inventor of the Cosmic Darkner which has the power to create, shape, and manipulate Dark Matter, the cosmic form of matter district from all other visible
matter. Dark Matter does not emit or interact with electromagnetic radiation, such as light, and thus it is invisible to the entire electromagnetic spectrum. The device allows Techno
Shadow to create Dark Matter, condense it into a solid, tangible form, which he can shape into tools, weapons, and other items, create semi-living constructs, mechanized objects
and vehicles, and create a variety of geometric shapes and objects. These Dark Matter creations (Force Constructs/Shadow Molding) are “invisible” to all forms of electromagnetic
detection (including visible light, making them -6 to parry and dodge). Only Techno and those with Control Darkness, any Shadow, or Space Based powers can see them. Each
creation draws from the pool of energy (S.D.C) that comes from Techno Shadow’s physical body (2100 S.D.C.). Once all available S.D.C. is used in the creation of one or more
constructs, no others can be created, unless one of the current constructs is dispelled or destroyed (See Create Force Constructs). The Darkner can only “create” what Techno
Shadows knows, meaning he must be familiar with the shape and design. He cannot create imaginary devices or weapons. All items he creates appear in his hand or on the
ground beside him. If the device is not motorized, it can exist for 45 minutes without his constant contact. This includes simple, small items (max #12), or small, simple melee
weapons, large melee weapons (counts as two attacks), simple weapons with moving parts (revolver, pistol, shotgun, bolt action rifle, count as two attack), and large simple items
(rowboat, raft, ladder, table, chair, a wall, circle, dome, box, or bubble (count as two attacks). Note: All ancient weapons do the equivalent of their real world counterparts. Range:
Handguns and Short Range weapons, 170 feet (52 m), Shotgun, rifle, or projectile weapons, 440 feet (134 m), Damage: 4D6, Attacks per Melee: Each shot counts as one
attack/action, Payload: 6 to 12 depending upon weapon, Bonus: As per W.P. if any, plus +2 to strike, +1 to parry, +2 to disarm, +2 to pull punch with any Dark Matter weapon.
The Darkner can create motorized constructs (engines and motors) allowing Techno to make chainsaws, electric screwdrivers, drill, flashlight, sirens, etc) but besides the
S.D.C it costs, he also burns up one Hit Point for every two minutes (8 melee rounds) he uses it (Note: Healing Factor allows him to recover one Hit Point every 15 minutes, 4 per
hour). Because Techno is familiar with complex machines and motorized devices, he can generate semi-automatic weapons (Damage: 3D6 each, x2 for short burst, x5 for long
burst counts as two attacks) or two grenade/rocket type projectiles (Damage: 1D6x10 each, four foot/1.2 meter blast radius).
Creating a Dark Matter vehicle (Cargo Truck, Sports Car, Hover Car, Helicopter, etc) or an industrial machine (stamping press, cutter, conveyor belt, drill press, band saw,
etc) is possible because Techo has the “engineering” know how of, which means he cannot create anything he doesn’t know how it works, if its imaginary, or if he’s never seen or
studied it before. He’s seen and been inside a F-22 Raptor, he has never seen a Dassault Rafale (French Fighter Jet) even though they both use the same
engineering/technological principles. These Dark Matter vehicles are always half the size of the original, and no one but himself can operate/utilize the simple controls, and he
cannot create advance controls, avionics, radar, caltrops, radio, missiles (only the weapons stated earlier). Piloting these vehicles he must rely on his own vision and reaction
timing. For every two minutes of maintaining the vehicle, it cost him 1 Hit Point and they can travel 21 mph/33 km, it cost him 2 Hit Points if he wants them traveling 42 mph (67
km), and 1D6 Hit Points per minute (4 melee rounds) for all air/spacecraft. Making a vehicle also require he maintain direct contact with it AT ALL TIME. He also must continually
concentrate of maintaining the vehicle’s existence which cost him two actions per melee round, so he cannot perform various Vehicle Combat Tactics, Maneuvers, & Techniques
without losing concentration.
Player and G.M. Note: It’s important to remember Dark Matter cannot be seen/detected using the electromagnetic spectrum, and it’s been transformed into a solid, tangible
form. Use the Major and Minor Super Powers (see above) as guidelines for how the Darkner works. Use the Major super power Techno Form to provide stats for all Dark Matter
Vehicles.
Combat Training: Basic
Attacks per Melee: 5 (2 initial +3 from Hand to Hand)
Combat Bonuses: +2 to initiative, +2 to strike, +3 to parry, +3 to dodge, +2 to roll with punch/fall, +2 to pull punch, and +2 to Perception Rolls.
Saving Throws: Cannot be blinded by light/lasers and +2 to save vs psionics/insanity. The Cosmic Darkner makes him resistant to fire and cold (half damage), +32% to
save vs coma/death, +5 to save vs psionics, +8 to save vs magic, poison, drugs, and disease. Even if he fails his save against drugs, toxins, and poison, he suffers only 1/3 the
damage, penalty, duration, and effect.
Combat Skills: Punch 1D4, Power Punch 2D4 (count as two attacks), Elbow/Forearm 1D6, Knee 1D6, and Snap Kick 1D6.
Other Bonuses: +7% to skills.
Educational Background: Alien Technical Scientist (Inventor) with Some Earth Familiarity
Common Skills: Read-Write/Speak Native Language 98%, Read-Write/Speak English, Spanish, Chinese, and Russian 90%, Pilot: Small Civilian Spacecraft 78%, Pilot:
Hover Car 87%, Pilian Tongue 75%, W.P. Sword (+2 to strike/parry), Computer Operation 98%, Basic Electronics 72%, Research 87%, Computer Programming 89%, Paramedic
(Human-like only) 87%, Sensory Equipment 77%, Mathematics: Basic 98%, Mathematics: Advance 98%, Astronomy & Navigation 97%, Optic System 72%, Surveillance 72%,
Astrophysics 82%, Nuclear Physics 67%, Chemistry 97%, Chemistry; Analytical 82%, Laser Communications 72%. Radio: Basic 92%, Cybernetics: Basic 67%, General
Repair/Maintenance 87%, Nuclear Industry 72%, Electrical Engineer 77%, Spacecraft Mechanics (Earth-Type 72%), W.P. Handgun (+2 to aim/+1 to burst), and W.P. Rifle (+2 to
aim/+1 to burst).
Secondary Skills: Hand to Hand: Basic, Basic Mechanics 67%, Aircraft Mechanics 77%, Hover Vehicle Mechanics 52%, and W.P. Heavy Military Weapons (+2 to aim/+1 to
burst).
Earth Taught Secondary Skills: Earth Automotive Mechanics 79%, Recognize Weapon Quality 52%, Jury-Rig 62%, Performance 37%, T.V. & Video 52%, and Pilot Avtran
82%.
Money: He has $451,000 in his checking account, $142,000 in precious metals and stones, and $68,000 in secret account set up by Captain Haunt
Weapons: He relies on his Cosmic Darkner and if he needs too, his fist and energy sword.
Energy Sword, Damage: 4D6+3, Bonus: +1 to strike/parry.
Mini-Laser: Range: 80 feet (24.4 m), Damage: 2D6, 8 shot E-clip. One extra clip.
Equipment & Vehicles: Techno Shadow comes from a True Space Age level of technology so he’s having to get use to ‘primitive tech” but he is learning how to adapt to this
new world and with the help of his friends, the Internet, and his endless curiosity he is adapting very well. When it comes to fighting, he relies on the Cosmic Darkner and his
other alien technology.
Anti-Gravity Ring, Speed: 100 mph ((161 km), Altitude: Unlimited, Bonuses: +3 to dodge.
Video Communicator (Part Smart Phone/Part Satellite Radio). He wears this on his left wrist.
Hand Held Chemical Analyzer.
Sporty Two Man Hover Car: A.R.: 10, S.D.C.: 300, Speed: 360 mph (576 km). Hovers 3 to 12 feet (0.9 to 3.7 m) above the ground. Bonuses: +4 to dodge and +5% to
handle special maneuvers, sharp turns, and jumps. Range: 350 miles (360 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.....
Arthicide
Jametta has seen the world via mathematics as early as she can remember. Kids use to tease her all the time because of her strange eyes and her six fingers and toes, but
that never bothered her because she knew the probability was she would one day find acceptance from others. Regrettably her personality and quirkiness made it difficult to
develop friendship with her peers and she became a social outcast in school and her neighborhood in Ultropolis. Even family relatives didn’t know what to make of her, although
many wanted to use her amazing gift to pick numbers (the number game played mostly in poor and working glass neighborhoods) and play the daily lottery, church bingo, play
cards, or any other type of gambling. On her first day in high school, she witnessed a boy named Jashon being bullied by some older kids. She decided to confront them. One kid
went to punch her and she quickly countered the punch with relative ease, then punched him in the jaw and knocked him out cold. Another boy tried to hit her with a pipe. She
picked up two, twirling them in her hands expertly like fighting batons. The bullies fled but so did the boy Jashon. When she told her parents what happen, they decided to enroll
her in a private school. Yet even here, her view of the world in mathematical terms made her an outcast.
A few weeks later, Jametta learns that Jashon was shot and killed by a store owner mistaking him for a masked thief who robbed his store on two occasions. Unrest soon
occurs in the city. Protest rallies soon turn violent. Jametta and her family were among the friendly protestors and now found themselves fleeing from the violence. When looters
attacked the store owner shop, Jametta decided to stop them. She was witnessed defending the store on camera and using her amazing combat skills, fortunately she had her
face masked to conceal her identity. However, she was quickly found by Captain Haunt and Techno Shadow. While they recognized the fact she was legally a minor, her amazing
mutant gifts and youth could prove useful to their righteous cause (as long as she doesn’t miss too much school).
Jametta refuse to wear a traditional super hero costume (and chooses only to hide her face with a simple mask). Considering her appearance does not draw anyone’s
attention, she calculates the odds of anyone identifying her as slim. She doesn’t worry about facial recognition technology either. This however is a false assumption because
Jametta doesn’t really care if her identity is discovered because she’s bored with normal life and has calculated that she will never be accepted by regular people. She’s tired of
school and doesn’t want to deal with the tedium of college. She is ready to take up the mantle of a true super hero.
Real Name: Jametta Lewis
Occupation: High School Student
Alignment: Scrupulous
Power Category: Unstable Mutant
Experience Level: 5th
Hit Points: 27 S.D.C.: 30
P.P.E.: 18
Appearance: Jametta is a short, slim, curvy African American teen with natural black hair cut in a natural descending taper style. She has a round face on which she wears
circular glasses over her attentive green eyes. She wears casual clothes (always in jeans) regardless if she on a mission on not. To hide her real identity, she wears a simple mask
over her face and contacts.
Attributes: I.Q. 26, M.E. 15, M.A. 9, P.S. 9, P.P. 15, P.E. 13, P.B. 15, Spd. 10.
Age: 16, Sex: Female, Height: 5 foot and 8 inches (1.72 m), Weight: 118 lbs (84.6 kg)
Unnatural Characteristics: Bright Green Eyes, Ambidextrous, Six fingered hands, and Six toed feet.
Vulnerabilities: Nearsighted, she cannot see clearly more than one foot away (.4 m) away. Anything one foot (.4 m) away is completely out of focus and blurry, likewise
images of people, animals, vehicles, buildings, and surroundings are impossible to identify. Anything beyond 12 feet (3.6 m) is indistinguishable from the surroundings. Without
her glasses or contacts, Jametta is nearly blind. Penalties: Reduce all combat bonuses, attack per melee round, and Spd attribute by one-half. Lose two attacks per melee round
and reduce skill performance by -35%.
Major Super Ability: Tactical Mathematics (Special): Jametta can solve, measure, and calculate problems through numbers without using mathematical operations, but
through pure intuition. She not only understands all forms of mathematics, she perceives reality as a numerical construct and instinctively identifies the variable/quantum
possibilities in any situation. She can use her mathematics to anticipate possible obstacles/opportunities and know the best combat strategy to take in any situation, allowing her
to adapt and prepare for any future events in advance and considering all the scenarios, outcomes, options, paths, and plan ahead for them, to be ready for any situation that
may occur and handle it effectively. This super ability gives her the equivalency of the Major Super Ability Natural Combat Ability and all her Minor Super Abilities. Note: The
longer a single opponent choose to engage her hand to hand combat (after one minute/4 melee rounds), she gains an additional +2 to initiative, +2 to strike, and +3 to parry and
dodge. Only applies to one individual, not someone new who enters combat, unless she wishes to start over.
Minor Super Abilities: Heighten Sense of Awareness, Heighten Sense of Time, Living Anatomy, Extraordinary I.Q., Targeting, and Speed Tasking in addition to her
mathematical powers and skill bonuses.
Combat Training: Special.
Attacks per Melee: 8/9 (2 initial +1 from ambidextrous) + 5 from super powers +1 with any range/projectile weapon.
Combat Bonuses: (in addition to those she acquires from gaining her opponent’s hand to hand combat style): +8 to initiative, +1 to strike, +2 to parry, +5 to dodge, +3
automatic dodge, +7 to roll with punch/fall, +10 to pull punch, +6 to disarm, +3 to entangle, and +3 to Perception Rolls. Note: Whomever she engages in Hand to Hand Combat
or observes fighting, after one melee round (15 seconds), she acquires their equivalent level of hand to hand combat, combat bonuses, and combat skills/techniques (including
boxing, wrestling, kick boxing), added to her own (thus making her that much better than her opponent, she doesn’t add their additional attacks/actions per melee). She can only
do this with one person. When she encounters a person who is an unskilled fighter (non-combatant) or multiple opponents, she will be able to fight with combat style of Hand to
Hand: Expert equal to her own level of experience. Player and G.M. Note: She can only acquire her opponent’s hand to hand (or boxing, wrestling, and kickboxing) combat
bonuses/skills/techniques. She cannot acquire additional combat bonuses/skills/techniques from physical attributes or super abilities.
Saving Throws: +4 to save vs Horror Factor, +4 to save vs possession, +4 to save vs mind control, +4 to save vs insanity, and +2 to save vs illusions.
Combat Skills: Punch 2D6+6, Power Punch 3D6+14 (counts as two melee attacks), Elbow or Forearm 2D6+6, Knee 2D6+6, Kick Attack 3D6, Karate Kick 3D6+6, Jump Kick
7D6+4 (counts as two attacks), Head Butt 2D6+4, Body Flip/Throw 2D4 plus P.S. damage bonus (lose initiative and 1 attack/action), All Holds, Paired Weapons, Back Flip (use in
place of dodge, can only use back flip bonuses 94%), Leap Attack (critical strike), Knockout/stun on an unmodified roll of 19-20, and Critical strike on an unmodified roll of 17-20.
Note: She can jump 10 feet (3 m) high or 15 feet (4.6 m) long, +50% with a running start. Remember she will acquire all the combat skills of her component (their hand and kick
attacks, special maneuvers, and training techniques within one melee round of engaging them in combat or observing them fighting).
Other Bonuses: +12% to all skills, +30% to all skills involving/or using mathematics or involves assessing the likely odds of success or failure (random chance).
Educational Background: High School Program with special intellect modifications. Note: She can pick up any weapon (ancient or modern) and perform with it as if she had
a W.P. with that weapon. +2 to strike/aim, parry, throw, entangle, and disarm. Her rate of fire (for archery) is 9. Increase range of projectile weapons by +50%. +3 to aim with
any Modern Weapon. +4 to strike/aim or throw range or projectile weapons.
Common Skills: Read-Write/Speak Native Language 98%/98%, Pilot: Automobile 87%, Sense of Balance 92%, and First Aid 98%.
Science Program: Computer Operation 117%, Mathematics: Advance 116%, Chemistry 117%, Astrophysics 102%, Astronomy & Navigation 107%, and Chemistry:
Analytical 102%.
Medical Assistant Program: Mathematics: Basic 134%, Business & Finance 102%, Biology 107%, and Paramedic 77%.
Technical Program: Computer Programming 107%, Research 102%, History 97%/77%, and Law (general) 72%.
Criminal Program: Streetwise 52%, Pick Locks 107%, Safe Cracking 82%, Computer Hacking 87%, and Find Contraband 54%.
Miscellaneous Program: Intelligence 94%, Cryptography 97%, Detect Ambush 97%, and I.D. Undercover Agents 82%.
Secondary Skills: Housekeeping 72%, Gambling (standard) 97%, Cardship/Cardshark 98%, Palming 61%, Pick Pocket 97%, Prowl 62%, Appraise Antiques 67%, Gemology
62%, Photography 72%, Writing (Technical/Creative) 62%, Cook 72%, and Language: Spanish 87%.
Money: Whatever she earns working a “job of the moment”. Unfortunately because she often leaves her job early to help with the team or engage in various social causes,
she often calls off or leaves early, and ends up getting fired. However, her incredible mathematical powers guarantee she will be able to live off the stock market and/or become a
professional gambler. She has a dozen universities looking at her as well as government and scientific agencies. The Sector is hoping to acquire her services right out of high
school.
Weapons: She never carries weapons, as she can pretty much rely on anything to be a weapon or simple engage the person in hand to hand combat.
Equipment & Vehicles: She own a handmade smart phone designed by Techno Shadow. It has all the high-end functions, but can also work as a high-end compact
digital/video camera. The signal is scrambled making it difficult to detect, intercept, and interpret (requires electronic countermeasures to unscramble).
Jametta has seen the world via mathematics as early as she can remember. Kids use to tease her all the time because of her strange eyes and her six fingers and toes, but
that never bothered her because she knew the probability was she would one day find acceptance from others. Regrettably her personality and quirkiness made it difficult to
develop friendship with her peers and she became a social outcast in school and her neighborhood in Ultropolis. Even family relatives didn’t know what to make of her, although
many wanted to use her amazing gift to pick numbers (the number game played mostly in poor and working glass neighborhoods) and play the daily lottery, church bingo, play
cards, or any other type of gambling. On her first day in high school, she witnessed a boy named Jashon being bullied by some older kids. She decided to confront them. One kid
went to punch her and she quickly countered the punch with relative ease, then punched him in the jaw and knocked him out cold. Another boy tried to hit her with a pipe. She
picked up two, twirling them in her hands expertly like fighting batons. The bullies fled but so did the boy Jashon. When she told her parents what happen, they decided to enroll
her in a private school. Yet even here, her view of the world in mathematical terms made her an outcast.
A few weeks later, Jametta learns that Jashon was shot and killed by a store owner mistaking him for a masked thief who robbed his store on two occasions. Unrest soon
occurs in the city. Protest rallies soon turn violent. Jametta and her family were among the friendly protestors and now found themselves fleeing from the violence. When looters
attacked the store owner shop, Jametta decided to stop them. She was witnessed defending the store on camera and using her amazing combat skills, fortunately she had her
face masked to conceal her identity. However, she was quickly found by Captain Haunt and Techno Shadow. While they recognized the fact she was legally a minor, her amazing
mutant gifts and youth could prove useful to their righteous cause (as long as she doesn’t miss too much school).
Jametta refuse to wear a traditional super hero costume (and chooses only to hide her face with a simple mask). Considering her appearance does not draw anyone’s
attention, she calculates the odds of anyone identifying her as slim. She doesn’t worry about facial recognition technology either. This however is a false assumption because
Jametta doesn’t really care if her identity is discovered because she’s bored with normal life and has calculated that she will never be accepted by regular people. She’s tired of
school and doesn’t want to deal with the tedium of college. She is ready to take up the mantle of a true super hero.
Real Name: Jametta Lewis
Occupation: High School Student
Alignment: Scrupulous
Power Category: Unstable Mutant
Experience Level: 5th
Hit Points: 27 S.D.C.: 30
P.P.E.: 18
Appearance: Jametta is a short, slim, curvy African American teen with natural black hair cut in a natural descending taper style. She has a round face on which she wears
circular glasses over her attentive green eyes. She wears casual clothes (always in jeans) regardless if she on a mission on not. To hide her real identity, she wears a simple mask
over her face and contacts.
Attributes: I.Q. 26, M.E. 15, M.A. 9, P.S. 9, P.P. 15, P.E. 13, P.B. 15, Spd. 10.
Age: 16, Sex: Female, Height: 5 foot and 8 inches (1.72 m), Weight: 118 lbs (84.6 kg)
Unnatural Characteristics: Bright Green Eyes, Ambidextrous, Six fingered hands, and Six toed feet.
Vulnerabilities: Nearsighted, she cannot see clearly more than one foot away (.4 m) away. Anything one foot (.4 m) away is completely out of focus and blurry, likewise
images of people, animals, vehicles, buildings, and surroundings are impossible to identify. Anything beyond 12 feet (3.6 m) is indistinguishable from the surroundings. Without
her glasses or contacts, Jametta is nearly blind. Penalties: Reduce all combat bonuses, attack per melee round, and Spd attribute by one-half. Lose two attacks per melee round
and reduce skill performance by -35%.
Major Super Ability: Tactical Mathematics (Special): Jametta can solve, measure, and calculate problems through numbers without using mathematical operations, but
through pure intuition. She not only understands all forms of mathematics, she perceives reality as a numerical construct and instinctively identifies the variable/quantum
possibilities in any situation. She can use her mathematics to anticipate possible obstacles/opportunities and know the best combat strategy to take in any situation, allowing her
to adapt and prepare for any future events in advance and considering all the scenarios, outcomes, options, paths, and plan ahead for them, to be ready for any situation that
may occur and handle it effectively. This super ability gives her the equivalency of the Major Super Ability Natural Combat Ability and all her Minor Super Abilities. Note: The
longer a single opponent choose to engage her hand to hand combat (after one minute/4 melee rounds), she gains an additional +2 to initiative, +2 to strike, and +3 to parry and
dodge. Only applies to one individual, not someone new who enters combat, unless she wishes to start over.
Minor Super Abilities: Heighten Sense of Awareness, Heighten Sense of Time, Living Anatomy, Extraordinary I.Q., Targeting, and Speed Tasking in addition to her
mathematical powers and skill bonuses.
Combat Training: Special.
Attacks per Melee: 8/9 (2 initial +1 from ambidextrous) + 5 from super powers +1 with any range/projectile weapon.
Combat Bonuses: (in addition to those she acquires from gaining her opponent’s hand to hand combat style): +8 to initiative, +1 to strike, +2 to parry, +5 to dodge, +3
automatic dodge, +7 to roll with punch/fall, +10 to pull punch, +6 to disarm, +3 to entangle, and +3 to Perception Rolls. Note: Whomever she engages in Hand to Hand Combat
or observes fighting, after one melee round (15 seconds), she acquires their equivalent level of hand to hand combat, combat bonuses, and combat skills/techniques (including
boxing, wrestling, kick boxing), added to her own (thus making her that much better than her opponent, she doesn’t add their additional attacks/actions per melee). She can only
do this with one person. When she encounters a person who is an unskilled fighter (non-combatant) or multiple opponents, she will be able to fight with combat style of Hand to
Hand: Expert equal to her own level of experience. Player and G.M. Note: She can only acquire her opponent’s hand to hand (or boxing, wrestling, and kickboxing) combat
bonuses/skills/techniques. She cannot acquire additional combat bonuses/skills/techniques from physical attributes or super abilities.
Saving Throws: +4 to save vs Horror Factor, +4 to save vs possession, +4 to save vs mind control, +4 to save vs insanity, and +2 to save vs illusions.
Combat Skills: Punch 2D6+6, Power Punch 3D6+14 (counts as two melee attacks), Elbow or Forearm 2D6+6, Knee 2D6+6, Kick Attack 3D6, Karate Kick 3D6+6, Jump Kick
7D6+4 (counts as two attacks), Head Butt 2D6+4, Body Flip/Throw 2D4 plus P.S. damage bonus (lose initiative and 1 attack/action), All Holds, Paired Weapons, Back Flip (use in
place of dodge, can only use back flip bonuses 94%), Leap Attack (critical strike), Knockout/stun on an unmodified roll of 19-20, and Critical strike on an unmodified roll of 17-20.
Note: She can jump 10 feet (3 m) high or 15 feet (4.6 m) long, +50% with a running start. Remember she will acquire all the combat skills of her component (their hand and kick
attacks, special maneuvers, and training techniques within one melee round of engaging them in combat or observing them fighting).
Other Bonuses: +12% to all skills, +30% to all skills involving/or using mathematics or involves assessing the likely odds of success or failure (random chance).
Educational Background: High School Program with special intellect modifications. Note: She can pick up any weapon (ancient or modern) and perform with it as if she had
a W.P. with that weapon. +2 to strike/aim, parry, throw, entangle, and disarm. Her rate of fire (for archery) is 9. Increase range of projectile weapons by +50%. +3 to aim with
any Modern Weapon. +4 to strike/aim or throw range or projectile weapons.
Common Skills: Read-Write/Speak Native Language 98%/98%, Pilot: Automobile 87%, Sense of Balance 92%, and First Aid 98%.
Science Program: Computer Operation 117%, Mathematics: Advance 116%, Chemistry 117%, Astrophysics 102%, Astronomy & Navigation 107%, and Chemistry:
Analytical 102%.
Medical Assistant Program: Mathematics: Basic 134%, Business & Finance 102%, Biology 107%, and Paramedic 77%.
Technical Program: Computer Programming 107%, Research 102%, History 97%/77%, and Law (general) 72%.
Criminal Program: Streetwise 52%, Pick Locks 107%, Safe Cracking 82%, Computer Hacking 87%, and Find Contraband 54%.
Miscellaneous Program: Intelligence 94%, Cryptography 97%, Detect Ambush 97%, and I.D. Undercover Agents 82%.
Secondary Skills: Housekeeping 72%, Gambling (standard) 97%, Cardship/Cardshark 98%, Palming 61%, Pick Pocket 97%, Prowl 62%, Appraise Antiques 67%, Gemology
62%, Photography 72%, Writing (Technical/Creative) 62%, Cook 72%, and Language: Spanish 87%.
Money: Whatever she earns working a “job of the moment”. Unfortunately because she often leaves her job early to help with the team or engage in various social causes,
she often calls off or leaves early, and ends up getting fired. However, her incredible mathematical powers guarantee she will be able to live off the stock market and/or become a
professional gambler. She has a dozen universities looking at her as well as government and scientific agencies. The Sector is hoping to acquire her services right out of high
school.
Weapons: She never carries weapons, as she can pretty much rely on anything to be a weapon or simple engage the person in hand to hand combat.
Equipment & Vehicles: She own a handmade smart phone designed by Techno Shadow. It has all the high-end functions, but can also work as a high-end compact
digital/video camera. The signal is scrambled making it difficult to detect, intercept, and interpret (requires electronic countermeasures to unscramble).
- 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.....
Sphere
Lyman Stevenson’s family was chosen to live in the “Home of the Future” in Motor City. Low cost housing in a futuristic building that the mega corporation Housing Horizons
promised would one day be the forerunner of the modern home within ten years from now. Instead of metal, wood, and masonry as the prime building materials, the house was
made of recyclable plastic reinforced with fibrous glass. Each room climate controlled to filter, cool, heat, and scent the air independently. Every electronic device in the house
voice activated, completely hands free thanks to an A.I. that controls everything. For comfort, flexible urethane foam for cushioning furniture and rugs. Best of all, each home had
its own power plant, giving the home owner independence from the nation’s grid. So the Stevenson family moved from their high unemployment, high crime, low medium income
neighborhood to those built by Housing Horizons. Home owners became employees of the company so Lyman’s mom, dad, and older sister and brother were given good paying
jobs as well. Things were great for 600 African Americans living and working in the new housing location. But what they didn’t know was Nestor Moss, the company CEO and
founder, was an evil man, an energy research scientist, with evil intensions. He used his billons to create Housing Horizons for the sheer purpose of mass eradication. The homes
in Motor City were his phase one trial. The power unit in each home was purposely designed to generate radiation that would slowly kill each and every homeowner (in 5-10
years) but not damage the environment or affect anyone outside the home. He called the housing units “roach homes” because that was their purpose. By the time all his housing
units done and did as they were set up to do, he would be living safely behind the protective wall of Malvador, the nation of the Usurper, were he would be living in luxury while
tens of thousands of African Americans all across the United States would be dead or dying of cancer. Unfortunately for him, the unit the Stevenson lived had a fault in its power
plant. The amount of radiation in 8 year old Lyman room was greater than normal and the experimental material in his bed stored the radiation and bombarded him with it every
time he slept in it. Within a week, Lyman complained off weakness, fatigue, and other cancer like symptoms. A day later, he felt his body burning. Suddenly he transformed into a
nearly eight foot giant with white skin and hair. He also had this strange ability to create a variety of energy spheres. When the truth came out, the FBI and the Sector went after
Nestor Moss. As for Lyman family and the 599 others living in the homes of Housing Horizons, they were doomed to die of cancer in 5-10 years. Lyman however was able to
control the transformations, but never fully able to control his powers. As part of the lawsuit, Housing Horizons paid for “real medical housing” for the African American families it
poisoned. Lyman was offered a position by the Sector, but he wanted nothing to do with the government agency. Lyman unable to look his family in the eye anymore disappeared.
Lyman eventually found his way into the Mutant Underground of Chicago, here he found sanctuary in a neighborhood where normal people shun them and the law turns a
blind eye to the inhumane goings on there. A neighborhood funded by the charities of others as well as a criminal underworld that supplies the poor misfits with booze, drugs,
guns, and anything else they want. Lyman went to a school of misfits and monsters like himself, not that many attended classes regularly but Lyman did and eventually
graduated. When he wasn’t in school Lyman hung out with a Mutant Street Gang called the Forsaken Syndicate, who routinely rivaled with their arch nemesis the Tiger Claws. At
some point, famed superhero and Mutant Underground leader Warhawk fought alongside the Forsaken Syndicate when Nestor Moss appeared wearing a high-tech exo-suit he
designed to destroy every single non-white person on the planet. His first target was the freak kid who foiled his plans. During the battle, Nestor Moss suit was serious damaged
and started to overload. Moss managed to escape it but just before the suit was about to explode, Lyman protected himself and Lyman with a protective force field. Warhawk
commented that Nestor owned his life thanks to Lyman’s self sacrifice. U.S. S.C.R.E.T. arrested Nestor Moss, and thanks to some fast talking/negotiating by Sector agent Captain
Haunt, members of the Forsaken Syndicate were allowed to go free, under one condition, that Lyman come work for the agency. Lyman agreed, but unbeknownst to everyone,
Captain Haunt didn’t want Lyman to work for the ultra-secret spay agency, he wanted Lyman to work for his organization, the League of Civic Authority to not only help
communities like the Mutant Underground but to defend all people from vicious brutality and violence. Lyman has remained at the side of Captain Haunt ever since.
Lyman is a classic loner who doesn’t socialize with people. He is tortured by the crushing loss of surviving the radiation that not only killed his family but everyone else who
lived in the Housing Horizon homes. He doesn’t think its fair and pushes people away by acting sharp and distant. However, he has come to welcome his new friends/family and
was able to spare the life of the person ultimately responsible for his family death. He views his powers as the means to protect others.
Real Name: Lyman Stevenson
Occupation: Member of the Mutant Underground and League of Civic Authority
Alignment: Unprincipled
Power Category: Experiment
Experience Level: 6th
Hit Points: 46 S.D.C.: 80 /+50 as Sphere.
P.P.E.: 27
Appearance: Lyman looks like a handsome African American male teen who engage in regular exercise. He has a light brown skin, with thick, curly black hair cut short and
has deep brown eyes. He wears relaxed street (second hand) clothing with pants that refuse to stay up around his waist. As Sphere, he is a pale white, muscular giant with silver
color eyes. As Sphere he is pretty much naked accept for underwear.
Attributes: I.Q. 11, M.E. 20, M.A. 7, P.S. 16/23 as Sphere, P.P. 9, P.E. 20, P.B. 15/7 as Sphere, Spd. 25/300 mph (483 km) flying in Force Sphere.
Age: 19, Sex: Male, Height: 5 foot and 10 inch (1.77 m)/7 foot, 10 inches (2.38 m) as Sphere, Weight: 190 lbs (85.5 kg)/260 lbs (117 kg) as Sphere.
Side Effect: Must Physical Transform to use his powers. He grows 2 feet (.6 m) taller, adds 70 lbs to his weight, his skin/hair turns chalk white, his pupils metallic in
color.
Side Effect/Vulnerability: Powers are out of control. Every time he uses his sphere powers, a percentile die is rolled. 01-50% means no combat bonuses apply, but
range is increased by 50%, duration is half and all others stats are unchanged. 51-00% means the power is intensified; damage is increased by 50% with double the duration. All
other stats and functions are unchanged.
Major Super Ability: Sphere (Ball) Generation and Manipulation. He has the ability to create spheres and manipulate their physical properties. These are express by his five minor super abilities.
Minor Super Abilities: Bubble Glue, Orbital Sphere, Exploding Sphere, Flying Force Sphere (instead of disc), and Protective Force Sphere (instead of Field).
Combat Training: Expert
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, +1 to damage/+7 damage as Sphere, +4 to roll with punch/fall, and +2 to pull punch.
Saving Throws: +3 to save vs psionics and insanity, +10% to save vs coma/death, and +3 to save vs magic, disease, and poison.
Combat Skills: Punch 1D4, Power Punch 2D4 (counts as two attacks), Elbow/Forearm 1D6, Knee 1D6, Karate Kick 2D4, Snap Kick 1D6, Tripping/Leghook (cannot be paired,
must dodge), All Holds, and Critical strike on an unmodified roll of 18-20.
Educational Background: High School combined with a Street education.
Common Skills: Read-Write/Speak English 92%/94%, Mathematics: Basic 90%, and Pilot: Automobile 78%.
Street Skills: Streetwise 58%, Prowl 60%, W.P. Super Ability (+2 to strike/aim with his Orbital Spheres), Find Contraband 55%, Tailing 70%, Roadwise 55%, Play
Basketball 65%, Dance 65%, General Repair/Maintenance 80%, and Salvage 70%.
Professional Thief: Basic Electronics 65%, Locksmith 70%, Safe Cracking 58%, Climbing 75%/65%, Surveillance 65%, and Demolition 83%.
Secondary Skills: Hand to Hand: Expert, Athletic (general), Physical Labor, Running, Art (Welded Sculpture 75%), Super Ability (+2 to strike with Exploding Spheres),
Basic: Radio 70%, Public Speaking 50%, Body Building and Weightlifting, and Pilot: Truck 61%.
Money: He has an emergency stash of $20,000 from his thieving days he keeps in a hidden stash house known only to him. Most of his money he makes doing freelance
maintenance job around various neighborhoods. He has given up a life of crime but he has no problem taking and spending dirty money or whatever he can stumble upon by
accident.
Weapons: He relies on his super abilities.
Cloud of Sticky Bubbles, Range: 60 feet (18.2 m), Area of Effect 10 foot (3 m) radius. He can double the radius but uses up four melee attacks/actions. Penalty: Those who
fail to avoid the bubbles reduce speed and combat moves by half because of their stickiness impair movement and vision. Attacks per Melee: Counts as two. Each sphere is ping
pong/golf ball size.
Capture Bubble, Range: 60 feet (18.2 m), Diameter: Sufficient to capture the intended person, victim must dodge (cannot parry). Duration: 6 minutes. S.D.C. 90. Bubble is
impervious to punch/kicks and sharp instruments (energy attacks and fire outside and within does full damage). Bonus: +2 to strike.
Exploding Sphere, Range: Mental directed 60 feet (18.2 m) with a Spd of 10 or thrown 120 feet (36.5 m), Damage: 6D6 with a 3 foot (.9 m) blast radius. Duration/Timing:
Explode on contact or time-delayed up to 6 minutes. Create up to two spheres (counts as single action). They can float in the air or hang stationary 1-7 feet (.3 to 2.1 m) and can
be quite easily concealed. Each sphere is grapefruit to volley ball size (size reflects damage). Throwing Bonus: +1 to strike.
Flying Force Sphere, Range: Create in hand, under his feet, or up to a distance of 300 feet (91.5 m), He can hurl the sphere up to 900 feet (274 m). Size: Volleyball size or
48 feet (14 m) in circumference, Duration: 180 minutes (3 hours). Weight Limit: 900 lbs 9405 kg). Maximum Altitude: 1200 feet (365 m), S.D.C.: 200. Damage: 3D6+3.
Bonuses: +1 to strike. Attacks per Melee: Creating the sphere and throwing it counts as one melee action. Creating a flying sphere counts as one melee action, and maintaining
its existence uses up one attack/action every melee round. Note: The Force Sphere works underwater but at half speed (maximum depth is 120 feet/36. 6m) and it works in outer
space at double normal speed. Player and G.M Note: Those riding on the force sphere don’t feel the full force of acceleration and have no risk of falling off during flight. You can
hang upside on the sphere (on the bottom) and not feel the effects of being upside, nonetheless Sphere has to be careful where he is flying so his passengers don’t get hit by
obstacles. They won’t get knocked off but they will take physical damage.
Personal Force Sphere, Range: Self, Duration: Permanent until destroyed or dispelled. S.D.C.100. Regenerates 1 S.D.C per minute. Creating takes up one attack/action,
and maintaining its existence uses up one attack/action per melee round. The Force Sphere is invisible and allows air to let in, heat, cold, and radiation pass through the sphere
however fire, cold, and energy attacks are stopped. Note: In order to fly, Lyman needs have on the Flying Force Sphere. The Personal Force Sphere does not provide him the
power of flight. If he wants to use them both together, the combined sphere has 300 S.D.C., but counts as two melee actions/attacks to create and two melee actions/attacks to
maintain.
Orbital Spheres, Six force spheres (pin pong ball or bowling ball size) circle him like the electrons of an atom. Can parry all incoming physical and energy attacks from all
directions (+6 to parry). Range: Within 2 feet (0.6 m) of his person to 300 feet (91.5 m) away. Damage: 1D8 per sphere. Can be sent one at a time or hurled in a volley of 2, 4,
or 6 (6D8 maximum). Each volley is considered a single melee attack, dodging the volley is possible but victim is -1 for every sphere in volley (fail dodge hit by all). After a sphere
hits or misses it returns to its normal orbit. A sphere can be targeted and destroyed but it requires an Aimed or Called shot. Each Sphere has 6D6+6 S.D.C. Destroying a sphere
cause Lyman 1D6 points of damage and its takes 1D4 hours to re-summon. Duration: 30 minutes. It takes 5 minutes to re-summon spheres after creating them. Attacks per
Melee: One sphere is a single attack or action, a volley (more than one) counts as two melee attacks/actions. The sphere parrying attacks is an automatic defensive action.
Bonuses: +1 to strike per sphere in a volley.
Equipment & Vehicles: He drives around in a 2010 Ford Ranger XLT 4x4 with super cab.
Lyman Stevenson’s family was chosen to live in the “Home of the Future” in Motor City. Low cost housing in a futuristic building that the mega corporation Housing Horizons
promised would one day be the forerunner of the modern home within ten years from now. Instead of metal, wood, and masonry as the prime building materials, the house was
made of recyclable plastic reinforced with fibrous glass. Each room climate controlled to filter, cool, heat, and scent the air independently. Every electronic device in the house
voice activated, completely hands free thanks to an A.I. that controls everything. For comfort, flexible urethane foam for cushioning furniture and rugs. Best of all, each home had
its own power plant, giving the home owner independence from the nation’s grid. So the Stevenson family moved from their high unemployment, high crime, low medium income
neighborhood to those built by Housing Horizons. Home owners became employees of the company so Lyman’s mom, dad, and older sister and brother were given good paying
jobs as well. Things were great for 600 African Americans living and working in the new housing location. But what they didn’t know was Nestor Moss, the company CEO and
founder, was an evil man, an energy research scientist, with evil intensions. He used his billons to create Housing Horizons for the sheer purpose of mass eradication. The homes
in Motor City were his phase one trial. The power unit in each home was purposely designed to generate radiation that would slowly kill each and every homeowner (in 5-10
years) but not damage the environment or affect anyone outside the home. He called the housing units “roach homes” because that was their purpose. By the time all his housing
units done and did as they were set up to do, he would be living safely behind the protective wall of Malvador, the nation of the Usurper, were he would be living in luxury while
tens of thousands of African Americans all across the United States would be dead or dying of cancer. Unfortunately for him, the unit the Stevenson lived had a fault in its power
plant. The amount of radiation in 8 year old Lyman room was greater than normal and the experimental material in his bed stored the radiation and bombarded him with it every
time he slept in it. Within a week, Lyman complained off weakness, fatigue, and other cancer like symptoms. A day later, he felt his body burning. Suddenly he transformed into a
nearly eight foot giant with white skin and hair. He also had this strange ability to create a variety of energy spheres. When the truth came out, the FBI and the Sector went after
Nestor Moss. As for Lyman family and the 599 others living in the homes of Housing Horizons, they were doomed to die of cancer in 5-10 years. Lyman however was able to
control the transformations, but never fully able to control his powers. As part of the lawsuit, Housing Horizons paid for “real medical housing” for the African American families it
poisoned. Lyman was offered a position by the Sector, but he wanted nothing to do with the government agency. Lyman unable to look his family in the eye anymore disappeared.
Lyman eventually found his way into the Mutant Underground of Chicago, here he found sanctuary in a neighborhood where normal people shun them and the law turns a
blind eye to the inhumane goings on there. A neighborhood funded by the charities of others as well as a criminal underworld that supplies the poor misfits with booze, drugs,
guns, and anything else they want. Lyman went to a school of misfits and monsters like himself, not that many attended classes regularly but Lyman did and eventually
graduated. When he wasn’t in school Lyman hung out with a Mutant Street Gang called the Forsaken Syndicate, who routinely rivaled with their arch nemesis the Tiger Claws. At
some point, famed superhero and Mutant Underground leader Warhawk fought alongside the Forsaken Syndicate when Nestor Moss appeared wearing a high-tech exo-suit he
designed to destroy every single non-white person on the planet. His first target was the freak kid who foiled his plans. During the battle, Nestor Moss suit was serious damaged
and started to overload. Moss managed to escape it but just before the suit was about to explode, Lyman protected himself and Lyman with a protective force field. Warhawk
commented that Nestor owned his life thanks to Lyman’s self sacrifice. U.S. S.C.R.E.T. arrested Nestor Moss, and thanks to some fast talking/negotiating by Sector agent Captain
Haunt, members of the Forsaken Syndicate were allowed to go free, under one condition, that Lyman come work for the agency. Lyman agreed, but unbeknownst to everyone,
Captain Haunt didn’t want Lyman to work for the ultra-secret spay agency, he wanted Lyman to work for his organization, the League of Civic Authority to not only help
communities like the Mutant Underground but to defend all people from vicious brutality and violence. Lyman has remained at the side of Captain Haunt ever since.
Lyman is a classic loner who doesn’t socialize with people. He is tortured by the crushing loss of surviving the radiation that not only killed his family but everyone else who
lived in the Housing Horizon homes. He doesn’t think its fair and pushes people away by acting sharp and distant. However, he has come to welcome his new friends/family and
was able to spare the life of the person ultimately responsible for his family death. He views his powers as the means to protect others.
Real Name: Lyman Stevenson
Occupation: Member of the Mutant Underground and League of Civic Authority
Alignment: Unprincipled
Power Category: Experiment
Experience Level: 6th
Hit Points: 46 S.D.C.: 80 /+50 as Sphere.
P.P.E.: 27
Appearance: Lyman looks like a handsome African American male teen who engage in regular exercise. He has a light brown skin, with thick, curly black hair cut short and
has deep brown eyes. He wears relaxed street (second hand) clothing with pants that refuse to stay up around his waist. As Sphere, he is a pale white, muscular giant with silver
color eyes. As Sphere he is pretty much naked accept for underwear.
Attributes: I.Q. 11, M.E. 20, M.A. 7, P.S. 16/23 as Sphere, P.P. 9, P.E. 20, P.B. 15/7 as Sphere, Spd. 25/300 mph (483 km) flying in Force Sphere.
Age: 19, Sex: Male, Height: 5 foot and 10 inch (1.77 m)/7 foot, 10 inches (2.38 m) as Sphere, Weight: 190 lbs (85.5 kg)/260 lbs (117 kg) as Sphere.
Side Effect: Must Physical Transform to use his powers. He grows 2 feet (.6 m) taller, adds 70 lbs to his weight, his skin/hair turns chalk white, his pupils metallic in
color.
Side Effect/Vulnerability: Powers are out of control. Every time he uses his sphere powers, a percentile die is rolled. 01-50% means no combat bonuses apply, but
range is increased by 50%, duration is half and all others stats are unchanged. 51-00% means the power is intensified; damage is increased by 50% with double the duration. All
other stats and functions are unchanged.
Major Super Ability: Sphere (Ball) Generation and Manipulation. He has the ability to create spheres and manipulate their physical properties. These are express by his five minor super abilities.
Minor Super Abilities: Bubble Glue, Orbital Sphere, Exploding Sphere, Flying Force Sphere (instead of disc), and Protective Force Sphere (instead of Field).
Combat Training: Expert
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, +1 to damage/+7 damage as Sphere, +4 to roll with punch/fall, and +2 to pull punch.
Saving Throws: +3 to save vs psionics and insanity, +10% to save vs coma/death, and +3 to save vs magic, disease, and poison.
Combat Skills: Punch 1D4, Power Punch 2D4 (counts as two attacks), Elbow/Forearm 1D6, Knee 1D6, Karate Kick 2D4, Snap Kick 1D6, Tripping/Leghook (cannot be paired,
must dodge), All Holds, and Critical strike on an unmodified roll of 18-20.
Educational Background: High School combined with a Street education.
Common Skills: Read-Write/Speak English 92%/94%, Mathematics: Basic 90%, and Pilot: Automobile 78%.
Street Skills: Streetwise 58%, Prowl 60%, W.P. Super Ability (+2 to strike/aim with his Orbital Spheres), Find Contraband 55%, Tailing 70%, Roadwise 55%, Play
Basketball 65%, Dance 65%, General Repair/Maintenance 80%, and Salvage 70%.
Professional Thief: Basic Electronics 65%, Locksmith 70%, Safe Cracking 58%, Climbing 75%/65%, Surveillance 65%, and Demolition 83%.
Secondary Skills: Hand to Hand: Expert, Athletic (general), Physical Labor, Running, Art (Welded Sculpture 75%), Super Ability (+2 to strike with Exploding Spheres),
Basic: Radio 70%, Public Speaking 50%, Body Building and Weightlifting, and Pilot: Truck 61%.
Money: He has an emergency stash of $20,000 from his thieving days he keeps in a hidden stash house known only to him. Most of his money he makes doing freelance
maintenance job around various neighborhoods. He has given up a life of crime but he has no problem taking and spending dirty money or whatever he can stumble upon by
accident.
Weapons: He relies on his super abilities.
Cloud of Sticky Bubbles, Range: 60 feet (18.2 m), Area of Effect 10 foot (3 m) radius. He can double the radius but uses up four melee attacks/actions. Penalty: Those who
fail to avoid the bubbles reduce speed and combat moves by half because of their stickiness impair movement and vision. Attacks per Melee: Counts as two. Each sphere is ping
pong/golf ball size.
Capture Bubble, Range: 60 feet (18.2 m), Diameter: Sufficient to capture the intended person, victim must dodge (cannot parry). Duration: 6 minutes. S.D.C. 90. Bubble is
impervious to punch/kicks and sharp instruments (energy attacks and fire outside and within does full damage). Bonus: +2 to strike.
Exploding Sphere, Range: Mental directed 60 feet (18.2 m) with a Spd of 10 or thrown 120 feet (36.5 m), Damage: 6D6 with a 3 foot (.9 m) blast radius. Duration/Timing:
Explode on contact or time-delayed up to 6 minutes. Create up to two spheres (counts as single action). They can float in the air or hang stationary 1-7 feet (.3 to 2.1 m) and can
be quite easily concealed. Each sphere is grapefruit to volley ball size (size reflects damage). Throwing Bonus: +1 to strike.
Flying Force Sphere, Range: Create in hand, under his feet, or up to a distance of 300 feet (91.5 m), He can hurl the sphere up to 900 feet (274 m). Size: Volleyball size or
48 feet (14 m) in circumference, Duration: 180 minutes (3 hours). Weight Limit: 900 lbs 9405 kg). Maximum Altitude: 1200 feet (365 m), S.D.C.: 200. Damage: 3D6+3.
Bonuses: +1 to strike. Attacks per Melee: Creating the sphere and throwing it counts as one melee action. Creating a flying sphere counts as one melee action, and maintaining
its existence uses up one attack/action every melee round. Note: The Force Sphere works underwater but at half speed (maximum depth is 120 feet/36. 6m) and it works in outer
space at double normal speed. Player and G.M Note: Those riding on the force sphere don’t feel the full force of acceleration and have no risk of falling off during flight. You can
hang upside on the sphere (on the bottom) and not feel the effects of being upside, nonetheless Sphere has to be careful where he is flying so his passengers don’t get hit by
obstacles. They won’t get knocked off but they will take physical damage.
Personal Force Sphere, Range: Self, Duration: Permanent until destroyed or dispelled. S.D.C.100. Regenerates 1 S.D.C per minute. Creating takes up one attack/action,
and maintaining its existence uses up one attack/action per melee round. The Force Sphere is invisible and allows air to let in, heat, cold, and radiation pass through the sphere
however fire, cold, and energy attacks are stopped. Note: In order to fly, Lyman needs have on the Flying Force Sphere. The Personal Force Sphere does not provide him the
power of flight. If he wants to use them both together, the combined sphere has 300 S.D.C., but counts as two melee actions/attacks to create and two melee actions/attacks to
maintain.
Orbital Spheres, Six force spheres (pin pong ball or bowling ball size) circle him like the electrons of an atom. Can parry all incoming physical and energy attacks from all
directions (+6 to parry). Range: Within 2 feet (0.6 m) of his person to 300 feet (91.5 m) away. Damage: 1D8 per sphere. Can be sent one at a time or hurled in a volley of 2, 4,
or 6 (6D8 maximum). Each volley is considered a single melee attack, dodging the volley is possible but victim is -1 for every sphere in volley (fail dodge hit by all). After a sphere
hits or misses it returns to its normal orbit. A sphere can be targeted and destroyed but it requires an Aimed or Called shot. Each Sphere has 6D6+6 S.D.C. Destroying a sphere
cause Lyman 1D6 points of damage and its takes 1D4 hours to re-summon. Duration: 30 minutes. It takes 5 minutes to re-summon spheres after creating them. Attacks per
Melee: One sphere is a single attack or action, a volley (more than one) counts as two melee attacks/actions. The sphere parrying attacks is an automatic defensive action.
Bonuses: +1 to strike per sphere in a volley.
Equipment & Vehicles: He drives around in a 2010 Ford Ranger XLT 4x4 with super cab.
- 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.....
GOAT (Greatest of All Time)
Lamond Gover was born to do great things. He could pretty much perform and play well in any sport he wanted to by the age of six. His parents put him in sports and he
always excelled as the top athlete. By the time he was in middle school, he played like a professional athlete and was often criticized for hurting younger kids. By his senior year in
high school, he rushed for 2000 yards as a running back, hit 30 home runs in 25 games, was a three-time decathlon state champion, and set numerous records as a sprinter,
hurdler, jumper, and thrower. When he got to college, he couldn’t decide which sports he wanted to excel in so took to the ones he believed would give him financial security,
football and baseball, but he showed coaches he could do tennis, golf, basketball, and track and field with relative ease. He also began to do a lot in body building, working out to
make himself look utterly amazing. When he graduated from college, he had professional sports all clambering to sign him. He made a public spectacle of himself by having
himself tested to prove he didn’t have super abilities thus making him even more legitimate and prevent his enemies from blacklisting him from professional sports. He signed
with the Century Station Silverjacks (football) and the Reaction (baseball).
It was long before Lamond was making millions of dollars and excelling in both sports. But what no one realized that Lamond was addicted to gambling. In college his
parents had to send him money because he would be broke all the time. By the time he was a professional athlete he got involved with Century Station high rollers, willing to play
for almost any stakes merely for the competition. He got involved with Steven Dull, an expert gambler and professional criminal. When Steven Dull was capture by the Centurions
(having failed in his bank robbery caper) he told the D.A. that he had evidence that he would be willing to share for a reduced sentence. He revealed Lamond Gover owed him
$3.75 million dollars and he ran an illegal gambling ring, which is likely the reason the Silverjacks lost their seemingly destined champion season. The NFL and MLB investigated
Lamond gambling habits and found him guilty of numerous offenses. He was arrested, tried, and sent to prison for 5 years and ordered to pay $20 million dollars. He of course
was utterly disgraced and became the most hated sport figure in U.S. history.
After his release, he was placed under home confinement. Days later, he met with Captain Haunt who offered him an opportunity to improve his reputation and help out the
African American community. Lamond was willing to do anything to get his life on track. At first he had a difficult time teaming with super beings, believing they were “genetic
freaks” and “cheaters” while his abilities were all natural, having trained his body to function as the maximum limit of the human condition. In time, Lamond began to recognize
that regardless of skin color or the presence of super abilities, people treated “what they labeled” as other different because of assumptions rather than as a person first and
foremost. It’s a long road of recovery for Lamon but he’s getting there little by little.
Real Name: Lamond Gover
Occupation: Three time State champion in the decathlon, former NFL and MLB player, former Professional Body Builder, now member of the League of Civic Authority
Alignment: Unprincipled
Power Category: Physical Training (Focus on Endurance & Strength)
Experience Level: 6th
Hit Points: 72 S.D.C.: 170
P.P.E.: 17
Appearance: He is an imposing African American male who engages in intense exercise and body builds. He has long black hair and brown eyes. His hairless chest has
chiseled pecs and his legs have bulging quadriceps. He wears a variety of sport theme clothing and apparel. In order to hide his true identity he wears a baseball cap, catcher’s
mask, padded jersey, catcher’s chest guard and football style pants.
Attributes: I.Q. 13, M.E. 6, M.A. 11, P.S. 42 (Superhuman), P.P. 20, P.E. 21, P.B. 15, Spd. 35
Age: 25, Sex: Male, Height: 6 foot and 1 inch (1.85 m), Weight: 227 lbs (103 kg)
Combat Training: Aggressive and Deadly Combat
Special Combat Abilities: Power Punch x2 any hand combat damage (counts as two attacks), Power Kick x2 any foot attack damage (counts as two attacks), and Force of
Will. He can only carry and lift with the equivalency of Superhuman P.S.
Attacks per Melee: 6 (3 initial +3 from Hand to Hand)
Combat Bonuses: +5 to initiative, +6 to strike, +8 to parry, +4 to dodge, +27 to damage, +9 to roll with punch/fall, +4 to pull punch, and +2 disarm.
Saving Throws: +32% to save vs coma/death, +3 to save vs magic, +5 to save vs poison & disease, -3 to save vs Horror Factor, -2 to save vs illusions, -1 to save vs
psionics and mind control, and -1 to save vs insanity & possession.
Combat Skills: Punch 1D4+2, Karate Punch 1D6+2, 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), +2 to strike with a Critical Body Flip/Throw 2D6 plus P.S. damage bonus x2 (lose initiative and 1 attack/action),
Body Block/Tackle 1D4+2 (parry or dodge to avoid knockdown), Pin 18-20, Crush 1D4+2, Neck Hold, Body Hold, Back Flip, Paired Weapons (all), Knockout on an unmodified roll
of 20, and Critical strike on an unmodified roll of 18-20.
Educational Background: B.A. Degree
Common Skills: Read-Write/Speak English 92%/94%, and Pilot: Automobile 78%.
Special Physical Program: Swimming 90%, Wrestling, Body Build & Weightlifting, Physical Labor, Athletics (general), and Running.
Espionage/Rogue Program: Gambling 65%, Detect Ambush 65%, Detect Concealment 60%, and Wilderness Survival 65%.
Domestic Program: Mathematics: Basic 98%, Play Football 90%, Play Baseball 90%, and Play Basketball 90%.
2nd Domestic Program: Play Golf 90%, Play Tennis 90%, Play Soccer 90%, and Wardrobe & Grooming 94%.
Ancient Weapon Program: Paired Weapon, W.P. Chain (+2 to strike/+1 to parry), W.P. Spear (+3 to strike/parry and +5 to throw), and W.P. Targeting (+2 to throw,
throw 2, and critical strike on an unmodified roll of 19-20).
Secondary Skills: Cook 75%, Performance 62%, First Aid 75%, Basic Mechanics 70%, Streetwise 44%, Land Navigation 60%, Public Speaking 60%, W.P. Blunt (+3 to
strike/parry), W.P. Archery (+4 to strike/aim and rate of fire 4), Law general) 55%, Business & Finance 55%, and Fishing 55%.
Money: What once was a career worth millions of dollars has been reduced to mere $160,000 U.S. dollars in a checking account and $50,000 in savings. He refuses to let
Captain Haunt set him up with any additional finances because the temptation to do something with it is very much a part of his life.
Weapons: Goat relies on sport-themed gadgets and weapons.
$400 aluminum and composite baseball bat, 30 inches (76.2 cm), 20 oz (560 g). Damage: 2D4+2, Bonuses: +1 to strike/parry.
6 baseballs (in a ball bag), Damage: 1D6+1, Bonus: +1 to throw.
Two 4.5 lbs (2 kg) throwing discs, Damage: 2D4+2, Bonus: +1 to throw.
Two 16 lbs (7.2 kg) shot puts, Damage: 2D6+2, Bonus: +1 to throw.
4 metal javelins (6.6 feet/2 meters long), 1.25 lbs (.56 kg). Damage: 2D4+1, Bonus: +1 throw.
$450 Compound Bow, Range: +50 feet (15.4 m) to archery range, Damage: 3D6. Usually carries 30 arrows in his quiver.
6 stainless steel throwing tomahawks, Weight: 1.5 lbs (.6 kg), Damage: 2D4, Bonus: +1 to throw.
$300 golf driver, Damage: 2D4
10 golf balls, Damage: 1D6 (critical strike if unprepared for attack).
Basketball or football, Damage: 1D4+1 (critical strike if unprepared for attack)
Equipment & Vehicles: He drives around in a 2018 Ford Mustang.
Lamond Gover was born to do great things. He could pretty much perform and play well in any sport he wanted to by the age of six. His parents put him in sports and he
always excelled as the top athlete. By the time he was in middle school, he played like a professional athlete and was often criticized for hurting younger kids. By his senior year in
high school, he rushed for 2000 yards as a running back, hit 30 home runs in 25 games, was a three-time decathlon state champion, and set numerous records as a sprinter,
hurdler, jumper, and thrower. When he got to college, he couldn’t decide which sports he wanted to excel in so took to the ones he believed would give him financial security,
football and baseball, but he showed coaches he could do tennis, golf, basketball, and track and field with relative ease. He also began to do a lot in body building, working out to
make himself look utterly amazing. When he graduated from college, he had professional sports all clambering to sign him. He made a public spectacle of himself by having
himself tested to prove he didn’t have super abilities thus making him even more legitimate and prevent his enemies from blacklisting him from professional sports. He signed
with the Century Station Silverjacks (football) and the Reaction (baseball).
It was long before Lamond was making millions of dollars and excelling in both sports. But what no one realized that Lamond was addicted to gambling. In college his
parents had to send him money because he would be broke all the time. By the time he was a professional athlete he got involved with Century Station high rollers, willing to play
for almost any stakes merely for the competition. He got involved with Steven Dull, an expert gambler and professional criminal. When Steven Dull was capture by the Centurions
(having failed in his bank robbery caper) he told the D.A. that he had evidence that he would be willing to share for a reduced sentence. He revealed Lamond Gover owed him
$3.75 million dollars and he ran an illegal gambling ring, which is likely the reason the Silverjacks lost their seemingly destined champion season. The NFL and MLB investigated
Lamond gambling habits and found him guilty of numerous offenses. He was arrested, tried, and sent to prison for 5 years and ordered to pay $20 million dollars. He of course
was utterly disgraced and became the most hated sport figure in U.S. history.
After his release, he was placed under home confinement. Days later, he met with Captain Haunt who offered him an opportunity to improve his reputation and help out the
African American community. Lamond was willing to do anything to get his life on track. At first he had a difficult time teaming with super beings, believing they were “genetic
freaks” and “cheaters” while his abilities were all natural, having trained his body to function as the maximum limit of the human condition. In time, Lamond began to recognize
that regardless of skin color or the presence of super abilities, people treated “what they labeled” as other different because of assumptions rather than as a person first and
foremost. It’s a long road of recovery for Lamon but he’s getting there little by little.
Real Name: Lamond Gover
Occupation: Three time State champion in the decathlon, former NFL and MLB player, former Professional Body Builder, now member of the League of Civic Authority
Alignment: Unprincipled
Power Category: Physical Training (Focus on Endurance & Strength)
Experience Level: 6th
Hit Points: 72 S.D.C.: 170
P.P.E.: 17
Appearance: He is an imposing African American male who engages in intense exercise and body builds. He has long black hair and brown eyes. His hairless chest has
chiseled pecs and his legs have bulging quadriceps. He wears a variety of sport theme clothing and apparel. In order to hide his true identity he wears a baseball cap, catcher’s
mask, padded jersey, catcher’s chest guard and football style pants.
Attributes: I.Q. 13, M.E. 6, M.A. 11, P.S. 42 (Superhuman), P.P. 20, P.E. 21, P.B. 15, Spd. 35
Age: 25, Sex: Male, Height: 6 foot and 1 inch (1.85 m), Weight: 227 lbs (103 kg)
Combat Training: Aggressive and Deadly Combat
Special Combat Abilities: Power Punch x2 any hand combat damage (counts as two attacks), Power Kick x2 any foot attack damage (counts as two attacks), and Force of
Will. He can only carry and lift with the equivalency of Superhuman P.S.
Attacks per Melee: 6 (3 initial +3 from Hand to Hand)
Combat Bonuses: +5 to initiative, +6 to strike, +8 to parry, +4 to dodge, +27 to damage, +9 to roll with punch/fall, +4 to pull punch, and +2 disarm.
Saving Throws: +32% to save vs coma/death, +3 to save vs magic, +5 to save vs poison & disease, -3 to save vs Horror Factor, -2 to save vs illusions, -1 to save vs
psionics and mind control, and -1 to save vs insanity & possession.
Combat Skills: Punch 1D4+2, Karate Punch 1D6+2, 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), +2 to strike with a Critical Body Flip/Throw 2D6 plus P.S. damage bonus x2 (lose initiative and 1 attack/action),
Body Block/Tackle 1D4+2 (parry or dodge to avoid knockdown), Pin 18-20, Crush 1D4+2, Neck Hold, Body Hold, Back Flip, Paired Weapons (all), Knockout on an unmodified roll
of 20, and Critical strike on an unmodified roll of 18-20.
Educational Background: B.A. Degree
Common Skills: Read-Write/Speak English 92%/94%, and Pilot: Automobile 78%.
Special Physical Program: Swimming 90%, Wrestling, Body Build & Weightlifting, Physical Labor, Athletics (general), and Running.
Espionage/Rogue Program: Gambling 65%, Detect Ambush 65%, Detect Concealment 60%, and Wilderness Survival 65%.
Domestic Program: Mathematics: Basic 98%, Play Football 90%, Play Baseball 90%, and Play Basketball 90%.
2nd Domestic Program: Play Golf 90%, Play Tennis 90%, Play Soccer 90%, and Wardrobe & Grooming 94%.
Ancient Weapon Program: Paired Weapon, W.P. Chain (+2 to strike/+1 to parry), W.P. Spear (+3 to strike/parry and +5 to throw), and W.P. Targeting (+2 to throw,
throw 2, and critical strike on an unmodified roll of 19-20).
Secondary Skills: Cook 75%, Performance 62%, First Aid 75%, Basic Mechanics 70%, Streetwise 44%, Land Navigation 60%, Public Speaking 60%, W.P. Blunt (+3 to
strike/parry), W.P. Archery (+4 to strike/aim and rate of fire 4), Law general) 55%, Business & Finance 55%, and Fishing 55%.
Money: What once was a career worth millions of dollars has been reduced to mere $160,000 U.S. dollars in a checking account and $50,000 in savings. He refuses to let
Captain Haunt set him up with any additional finances because the temptation to do something with it is very much a part of his life.
Weapons: Goat relies on sport-themed gadgets and weapons.
$400 aluminum and composite baseball bat, 30 inches (76.2 cm), 20 oz (560 g). Damage: 2D4+2, Bonuses: +1 to strike/parry.
6 baseballs (in a ball bag), Damage: 1D6+1, Bonus: +1 to throw.
Two 4.5 lbs (2 kg) throwing discs, Damage: 2D4+2, Bonus: +1 to throw.
Two 16 lbs (7.2 kg) shot puts, Damage: 2D6+2, Bonus: +1 to throw.
4 metal javelins (6.6 feet/2 meters long), 1.25 lbs (.56 kg). Damage: 2D4+1, Bonus: +1 throw.
$450 Compound Bow, Range: +50 feet (15.4 m) to archery range, Damage: 3D6. Usually carries 30 arrows in his quiver.
6 stainless steel throwing tomahawks, Weight: 1.5 lbs (.6 kg), Damage: 2D4, Bonus: +1 to throw.
$300 golf driver, Damage: 2D4
10 golf balls, Damage: 1D6 (critical strike if unprepared for attack).
Basketball or football, Damage: 1D4+1 (critical strike if unprepared for attack)
Equipment & Vehicles: He drives around in a 2018 Ford Mustang.
- 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 Judge
The Mega Hero known as the Judge is the mental gestalt of two regular people Denique Tyler and Bankston Frazier. When Denique was 17 years old in Victory City, her older
(Barrell) brother was the fame Victory City Legionnaire superhero Black Rhino who kept his super hero identity hidden from his family. Unfortunately he made some enemies with
a group of corrupt police officers and a fanatic district attorney Deacon Crowe. Deacon was able to learn Black Rhino’s real identity thanks to some informants (who were later
killed). When Barrell and Denique were walking down the street, the corrupt police officers drove up, surrounded him with their weapons drawn and ordered him to get on the
ground. Barrell and Denique complied but Barrell refuse to comply and voice his mistreatment, demanding to know why he was being arrested. But he received no response. As
Denique cried and yell at them to stop, an officer put her in choke hold. This got Barrell angry and he began to toss the cops off him like rag dolls. An officer unloaded on him with
their armor piercing rounds at point blank range. Even Barrell super powered endurance and resistance to injury was no match for the attack and he died on the sidewalk. His
death and the treatment of his sister lead to massive protest not only in Victory City but across the country. No one however knew he was a celebrate superhero, nobody but
famed civil rights attorney Bankston Frazier. He speculated Barrell was not the typical death of a black man by the police, no there was something else going on here. Nobody
talked about the A.P. rounds that killed him, for the corrupt cops and D.A. knew if anyone learned this evidence it would reveal they knew Barrell was Black Rhino. Bankston and
Denique’s family however would not go away quietly and they would demand justice.
After several weeks of peaceful protest, Deacon Crowe arranged for the riot police (most of them members of the corrupt police) to have access to a new chemical gas, one
that would affect the rioters in a way that would invoke despair and sorrow, they would surrender without a fight, making it easy for the police to make hundreds of arrests. On
the day the chemical gas was to be used on the protestors, Denique and Bankston were leading the crowd. When the chemical gas was deployed by the police, someone had also
fires a few canisters of tear gas. When the two chemical mixed together, it caused an unforeseen chemical reaction. The protestors suddenly collapsed on the grown convulsing
and thrashing about wildly as if having severe epileptic seizures. This affect was happening to everyone including various news media personnel and could be seen on fallen
cameras and cell phones. Hundreds of people were completely incapacitated by seizures. Denique and Bankston however were holding hands when it happened and for reasons
unknown, their minds instead of seizing merged together and created a living being (a resurrected Barrell, a pure mental creation of Denique and Bankston, a combination of the
two, his ghost, or something else entirely?). This being appeared to be a large African male dressed in the robes of a judge wearing a domino mask. He possessed tremendous
psychic powers and physical strength and the will to dominate the minds of weaker men. The Judge made the corrupt confess their crimes and implement Deacon Crowe. He then
disappeared.
Deacon Crowe and a few corrupt cop underlings would not disappear quietly. Because they knew Barrell was a mutant they decided his sister was one too. The group made
plans to capture Denique and use any means necessary to get her to admit her “mutant” powers create the gas and likely the entity the Judge and they would put her confession
on social media. However, Deacon never got the chance to do any of that because his organization ran into Captain Haunt and his League of Civic Authority who had recruited
Denique and Bankston into their ranks. The Judge made Deacon Crowe confess all of his crimes which got him sent away to prison. He is currently incarcerated at Gramercy Island
(Bedlam). As for Denique and Bankston they are trying to continue their regular lives while remaining semi-active with the League of Civic Authority.
Denique Tyler
Denique has recently graduated from high school and is now enrolled at Victory City Law School (Bankston is one of her adjunct professors). She is a passionate, charismatic, and
idealistic young African American woman who wants nothing more than to do well and change the world for the better. She continues to mourn the loss of her brother and wishes
she could reveal his true legacy instead of him being famed for being murdered by white, corrupt police officers. In school, she was a two time state champion gymnast, and on
the cheerleading squad. She has since focus her education on getting a law degree.
Real Name: Denique Tyler
Occupation: High School/College Student
Alignment: Scrupulous
Power Category: Mega Hero Gestalt (Mental)
Experience Level: 6th
Hit Points: 38 S.D.C.: 60
P.P.E.: 36
Appearance: Denique looks like an attractive, athletically built African-American teen girl. She is slim and has a trim bust-line. Her black hair sits in a plain shock atop her
head and is style in a simple bowl-cut. She has brown eyes. She wears casual and every day clothes
Attributes: I.Q. 17, M.E. 11, M.A. 19, P.S. 21, P.P. 16, P.E. 19, P.B. 14, Spd. 34.
Age: 20, Sex: Female, Height: 5 foot and 6 inches (1.67 m), Weight: 109 lbs (49.05 kg)
Gestalt Formation: Within twenty feet (6.1 m) of Bankston and spend one minute concentrating to bring forth the Judge. She can Bankston cannot be separated more than
20 feet (6.1 m) to maintain the Judge existence. While concentrating, she and Bankston are aware of their surroundings, being attacked/physically assaulted will end their
concentration. Duration: 8-14 hours a day.
Psychic Damage and Shock: Injury to the Judge is transferred to Denique and Bankston. Lost Hit Points and S.D.C. are recovery twice the usual rate through rest and
meditation. If Judge is killed, she will have to wait to recover 90% of her lost Hit Points /S.D.C. to recreate him. And that will require an additional 1D6 days and save vs insanity
to prevent a phobia or random insanity to occur.
Combat Training: Non-combatant
Attacks per Melee: 2 attacks/actions and 5 non-combat actions.
Combat Bonuses: +1 to strike, +2 to parry, +3 to dodge, +6 to damage, +1 to pull punch, +5 to roll with punch/fall, and +1 to disarm.
Saving Throw: +2 to save vs psionics, mind control, +2 to save vs Horror Factor, and +4 to save vs possession. +8% to save vs coma/death and +2 to save vs magic and
poison.
Combat Skills: Punch 1D4, Power Punch 2D4 (counts as two attack/actions), and Kick Attack 2D4+2.
Educational Background: High School
Common Skills: Read-Write/Speak English 92%/94% and Pilot: Automobile 78%.
Domestic Program: Mathematics: Basic 95%, Housekeeping 70%, Dance 65%, and Singing 70%.
Physical Program: Acrobatics (Sense of Balance 95%, Walk Rope 83%, Climb Rope 98%), Gymnastic (Bars and Rings 83% and Back Flip 87%), Aerobic Athletics, and Running.
Secondary Skills: Sewing 10%, Cook 70%, Wardrobe & Grooming 79%, Swimming, Prowl 65%, Climbing 90%, Athletics (general), Streetwise 44%, First Aid 75%, Public
Speaking 50%, Computer Operation 72%, Research 45%, and Law (general) 40%.
Money: She earns what job she can hold down long enough without losing it because of her commitment to her social causes or League of Civic Authority.
Weapons: None. She relies on her power to gestalt.
Equipment & Vehicles: Still waiting for an opportunity to get her driver’s license so she can get to place on her own without having to use public transportation, a friend, or
vehicle for hire.
Bankston Frazier
What most people don’t realize is Bankston Frazier is more than a civil right attorney they see on CNN and MSN. His African American mother was wrongly convicted of a crime
and sentence to prison, all because his white father could not afford a good layer to help her. The experience made him resolved to pursue a career in law, to help the
downtrodden and racial discrimination. After graduating at the top 2% of his class with an undergraduate degree in history, he earned a graduate degree from the Copernicus
University in Century Station. He then went on to law school at UNC (University of North Caroline) and then on to Victory City University Law School where he earned his Masters
of Law (later on he earned his Ph.D.). A few years after he began his private practice in Victory City, he earned successful victories in court with clients winning lucrative lawsuits
against the city. In the midst of one of his trial, a group of individuals decided to bomb his house, killing his fiancée. The bombing received a great deal of national television and
newspaper coverage, but those responsible were never brought to justice. He left his private practice and went back to teaching in UNC. He wrote several important books and
articles but didn’t want to make any more court appearances. It wasn’t until he started to follow the trial of involving famed Century Station lawyer Albert Taylor and his defense
of Samantha Charles that he decided to return to practicing law. When he read about what happen to Barrell Tyler, he decided to get back in the game of things. He is thankful for
Denique because she has made him a better person. She reminds him of his fiancée Lisa, and her words and idealism continue to play at his heart.
Real Name: Bankston Frazier
Occupation: Lawyer, civil rights leader, and educator.
Alignment: Principled
Power Category: Mega Hero Gestalt (Mental)
Experience Level: 6th
Hit Points: 28 S.D.C.: 33
P.P.E.: 34
Appearance: Bankston is a middle aged, mixed race African American male. His black hair is cut close to his scalp (already turning gray). He inherited blue eyes from his
Caucasian grandfather. The only exercise Bankston gets is when he is in the court room. Roger is usually dressed in well tailored attire appropriate to a prominent lawyer or a
white shirt and ties with his sleeves rolled up.
Attributes: I.Q. 13, M.E. 11, M.A. 17, P.S. 9, P.P. 10, P.E. 12, P.B. 10, Spd. 12,
Age: 48, Sex: Male, Height: 5 foot and 9 inches (1.79 m), Weight: 171 lbs (76.95 kg).
Gestalt Formation: Within twenty feet (6.1 m) of Bankston and spend one minute concentrating to bring forth the Judge. She can Bankston cannot be separated more than
20 feet (6.1 m) to maintain the Judge existence. While concentrating, she and Bankston are aware of their surroundings, being attacked/physically assaulted will end their
concentration. Duration: 8-14 hours a day.
Psychic Damage and Shock: Injury to the Judge is transferred to Denique and Bankston. Lost Hit Points and S.D.C. are recovery twice the usual rate through rest and
meditation. If Judge is killed, she will have to wait to recover 90% of her lost Hit Points /S.D.C. to recreate him. And that will require an additional 1D6 days and save vs insanity
to prevent a phobia or random insanity to occur.
Combat Training: Basic
Attacks per Melee: 4 (2 initial +2 from hand to hand combat)
Combat Bonuses: +1 to initiative, +1 to strike, +2 to parry, +2 to dodge, +2 to roll with punch/fall, +2 to pull punch, and +1 to Perception Rolls.
Saving Throw: +2 to save vs psionics, mind control, and Horror Factor,+4 to save vs possession.
Combat Skills: Punch 1D4, Power Punch 2D4 (counts as two attack/actions), Elbow & Forearm 1D6, Knee 1D6, Karate Kick 2D4, all Holds, and Critical strike on an
unmodified roll of 19-20
Other Bonuses: 45% trust/intimidate.
Educational Background: Ph.D.
Common Skills: Read-Write/Speak English 92%/94% and Pilot: Automobile 78%.
Attorney Program: Mathematics: Basic 98%, Computer Operation 98%, Law (General, 98%), Law (Professional, Civil 95%), Public Speaking 85%, and Research 98%.
Investigation Program: Photography 98% and Writing (technical/creative) 85%.
2nd Investigation Program: Intelligence 71%, Streetwise 74%, Find Contraband 80%, and I.D. Undercover Agents 98%.
Technical Program: Computer Programming 98%, Business & Finance 95%, History 98%/98%, and Philosophy 95%.
Secondary Skills: Hand to Hand Combat: Basic, Performance 62%, Wardrobe and Grooming 84%, Pick Locks 60%, Barter 54%, Play Chess 70%, Cook 60%, Prowl 55%,
Radio: Basic 70%, First Aid 65%, and Housekeeping 50%.
Money: He makes around $90,000 U.S. dollars a year. As a nonprofit civil right attorney, he earns significantly less than those working in the private sector and law firms.
When he worked for the firm of White and Knight, he made around $145,000 a year.
Weapons: None. He relies on his power to gestalt.
Equipment & Vehicles: He drives a 2018 Chrysler Sebring Convertible.
The Mega Hero known as the Judge is the mental gestalt of two regular people Denique Tyler and Bankston Frazier. When Denique was 17 years old in Victory City, her older
(Barrell) brother was the fame Victory City Legionnaire superhero Black Rhino who kept his super hero identity hidden from his family. Unfortunately he made some enemies with
a group of corrupt police officers and a fanatic district attorney Deacon Crowe. Deacon was able to learn Black Rhino’s real identity thanks to some informants (who were later
killed). When Barrell and Denique were walking down the street, the corrupt police officers drove up, surrounded him with their weapons drawn and ordered him to get on the
ground. Barrell and Denique complied but Barrell refuse to comply and voice his mistreatment, demanding to know why he was being arrested. But he received no response. As
Denique cried and yell at them to stop, an officer put her in choke hold. This got Barrell angry and he began to toss the cops off him like rag dolls. An officer unloaded on him with
their armor piercing rounds at point blank range. Even Barrell super powered endurance and resistance to injury was no match for the attack and he died on the sidewalk. His
death and the treatment of his sister lead to massive protest not only in Victory City but across the country. No one however knew he was a celebrate superhero, nobody but
famed civil rights attorney Bankston Frazier. He speculated Barrell was not the typical death of a black man by the police, no there was something else going on here. Nobody
talked about the A.P. rounds that killed him, for the corrupt cops and D.A. knew if anyone learned this evidence it would reveal they knew Barrell was Black Rhino. Bankston and
Denique’s family however would not go away quietly and they would demand justice.
After several weeks of peaceful protest, Deacon Crowe arranged for the riot police (most of them members of the corrupt police) to have access to a new chemical gas, one
that would affect the rioters in a way that would invoke despair and sorrow, they would surrender without a fight, making it easy for the police to make hundreds of arrests. On
the day the chemical gas was to be used on the protestors, Denique and Bankston were leading the crowd. When the chemical gas was deployed by the police, someone had also
fires a few canisters of tear gas. When the two chemical mixed together, it caused an unforeseen chemical reaction. The protestors suddenly collapsed on the grown convulsing
and thrashing about wildly as if having severe epileptic seizures. This affect was happening to everyone including various news media personnel and could be seen on fallen
cameras and cell phones. Hundreds of people were completely incapacitated by seizures. Denique and Bankston however were holding hands when it happened and for reasons
unknown, their minds instead of seizing merged together and created a living being (a resurrected Barrell, a pure mental creation of Denique and Bankston, a combination of the
two, his ghost, or something else entirely?). This being appeared to be a large African male dressed in the robes of a judge wearing a domino mask. He possessed tremendous
psychic powers and physical strength and the will to dominate the minds of weaker men. The Judge made the corrupt confess their crimes and implement Deacon Crowe. He then
disappeared.
Deacon Crowe and a few corrupt cop underlings would not disappear quietly. Because they knew Barrell was a mutant they decided his sister was one too. The group made
plans to capture Denique and use any means necessary to get her to admit her “mutant” powers create the gas and likely the entity the Judge and they would put her confession
on social media. However, Deacon never got the chance to do any of that because his organization ran into Captain Haunt and his League of Civic Authority who had recruited
Denique and Bankston into their ranks. The Judge made Deacon Crowe confess all of his crimes which got him sent away to prison. He is currently incarcerated at Gramercy Island
(Bedlam). As for Denique and Bankston they are trying to continue their regular lives while remaining semi-active with the League of Civic Authority.
Denique Tyler
Denique has recently graduated from high school and is now enrolled at Victory City Law School (Bankston is one of her adjunct professors). She is a passionate, charismatic, and
idealistic young African American woman who wants nothing more than to do well and change the world for the better. She continues to mourn the loss of her brother and wishes
she could reveal his true legacy instead of him being famed for being murdered by white, corrupt police officers. In school, she was a two time state champion gymnast, and on
the cheerleading squad. She has since focus her education on getting a law degree.
Real Name: Denique Tyler
Occupation: High School/College Student
Alignment: Scrupulous
Power Category: Mega Hero Gestalt (Mental)
Experience Level: 6th
Hit Points: 38 S.D.C.: 60
P.P.E.: 36
Appearance: Denique looks like an attractive, athletically built African-American teen girl. She is slim and has a trim bust-line. Her black hair sits in a plain shock atop her
head and is style in a simple bowl-cut. She has brown eyes. She wears casual and every day clothes
Attributes: I.Q. 17, M.E. 11, M.A. 19, P.S. 21, P.P. 16, P.E. 19, P.B. 14, Spd. 34.
Age: 20, Sex: Female, Height: 5 foot and 6 inches (1.67 m), Weight: 109 lbs (49.05 kg)
Gestalt Formation: Within twenty feet (6.1 m) of Bankston and spend one minute concentrating to bring forth the Judge. She can Bankston cannot be separated more than
20 feet (6.1 m) to maintain the Judge existence. While concentrating, she and Bankston are aware of their surroundings, being attacked/physically assaulted will end their
concentration. Duration: 8-14 hours a day.
Psychic Damage and Shock: Injury to the Judge is transferred to Denique and Bankston. Lost Hit Points and S.D.C. are recovery twice the usual rate through rest and
meditation. If Judge is killed, she will have to wait to recover 90% of her lost Hit Points /S.D.C. to recreate him. And that will require an additional 1D6 days and save vs insanity
to prevent a phobia or random insanity to occur.
Combat Training: Non-combatant
Attacks per Melee: 2 attacks/actions and 5 non-combat actions.
Combat Bonuses: +1 to strike, +2 to parry, +3 to dodge, +6 to damage, +1 to pull punch, +5 to roll with punch/fall, and +1 to disarm.
Saving Throw: +2 to save vs psionics, mind control, +2 to save vs Horror Factor, and +4 to save vs possession. +8% to save vs coma/death and +2 to save vs magic and
poison.
Combat Skills: Punch 1D4, Power Punch 2D4 (counts as two attack/actions), and Kick Attack 2D4+2.
Educational Background: High School
Common Skills: Read-Write/Speak English 92%/94% and Pilot: Automobile 78%.
Domestic Program: Mathematics: Basic 95%, Housekeeping 70%, Dance 65%, and Singing 70%.
Physical Program: Acrobatics (Sense of Balance 95%, Walk Rope 83%, Climb Rope 98%), Gymnastic (Bars and Rings 83% and Back Flip 87%), Aerobic Athletics, and Running.
Secondary Skills: Sewing 10%, Cook 70%, Wardrobe & Grooming 79%, Swimming, Prowl 65%, Climbing 90%, Athletics (general), Streetwise 44%, First Aid 75%, Public
Speaking 50%, Computer Operation 72%, Research 45%, and Law (general) 40%.
Money: She earns what job she can hold down long enough without losing it because of her commitment to her social causes or League of Civic Authority.
Weapons: None. She relies on her power to gestalt.
Equipment & Vehicles: Still waiting for an opportunity to get her driver’s license so she can get to place on her own without having to use public transportation, a friend, or
vehicle for hire.
Bankston Frazier
What most people don’t realize is Bankston Frazier is more than a civil right attorney they see on CNN and MSN. His African American mother was wrongly convicted of a crime
and sentence to prison, all because his white father could not afford a good layer to help her. The experience made him resolved to pursue a career in law, to help the
downtrodden and racial discrimination. After graduating at the top 2% of his class with an undergraduate degree in history, he earned a graduate degree from the Copernicus
University in Century Station. He then went on to law school at UNC (University of North Caroline) and then on to Victory City University Law School where he earned his Masters
of Law (later on he earned his Ph.D.). A few years after he began his private practice in Victory City, he earned successful victories in court with clients winning lucrative lawsuits
against the city. In the midst of one of his trial, a group of individuals decided to bomb his house, killing his fiancée. The bombing received a great deal of national television and
newspaper coverage, but those responsible were never brought to justice. He left his private practice and went back to teaching in UNC. He wrote several important books and
articles but didn’t want to make any more court appearances. It wasn’t until he started to follow the trial of involving famed Century Station lawyer Albert Taylor and his defense
of Samantha Charles that he decided to return to practicing law. When he read about what happen to Barrell Tyler, he decided to get back in the game of things. He is thankful for
Denique because she has made him a better person. She reminds him of his fiancée Lisa, and her words and idealism continue to play at his heart.
Real Name: Bankston Frazier
Occupation: Lawyer, civil rights leader, and educator.
Alignment: Principled
Power Category: Mega Hero Gestalt (Mental)
Experience Level: 6th
Hit Points: 28 S.D.C.: 33
P.P.E.: 34
Appearance: Bankston is a middle aged, mixed race African American male. His black hair is cut close to his scalp (already turning gray). He inherited blue eyes from his
Caucasian grandfather. The only exercise Bankston gets is when he is in the court room. Roger is usually dressed in well tailored attire appropriate to a prominent lawyer or a
white shirt and ties with his sleeves rolled up.
Attributes: I.Q. 13, M.E. 11, M.A. 17, P.S. 9, P.P. 10, P.E. 12, P.B. 10, Spd. 12,
Age: 48, Sex: Male, Height: 5 foot and 9 inches (1.79 m), Weight: 171 lbs (76.95 kg).
Gestalt Formation: Within twenty feet (6.1 m) of Bankston and spend one minute concentrating to bring forth the Judge. She can Bankston cannot be separated more than
20 feet (6.1 m) to maintain the Judge existence. While concentrating, she and Bankston are aware of their surroundings, being attacked/physically assaulted will end their
concentration. Duration: 8-14 hours a day.
Psychic Damage and Shock: Injury to the Judge is transferred to Denique and Bankston. Lost Hit Points and S.D.C. are recovery twice the usual rate through rest and
meditation. If Judge is killed, she will have to wait to recover 90% of her lost Hit Points /S.D.C. to recreate him. And that will require an additional 1D6 days and save vs insanity
to prevent a phobia or random insanity to occur.
Combat Training: Basic
Attacks per Melee: 4 (2 initial +2 from hand to hand combat)
Combat Bonuses: +1 to initiative, +1 to strike, +2 to parry, +2 to dodge, +2 to roll with punch/fall, +2 to pull punch, and +1 to Perception Rolls.
Saving Throw: +2 to save vs psionics, mind control, and Horror Factor,+4 to save vs possession.
Combat Skills: Punch 1D4, Power Punch 2D4 (counts as two attack/actions), Elbow & Forearm 1D6, Knee 1D6, Karate Kick 2D4, all Holds, and Critical strike on an
unmodified roll of 19-20
Other Bonuses: 45% trust/intimidate.
Educational Background: Ph.D.
Common Skills: Read-Write/Speak English 92%/94% and Pilot: Automobile 78%.
Attorney Program: Mathematics: Basic 98%, Computer Operation 98%, Law (General, 98%), Law (Professional, Civil 95%), Public Speaking 85%, and Research 98%.
Investigation Program: Photography 98% and Writing (technical/creative) 85%.
2nd Investigation Program: Intelligence 71%, Streetwise 74%, Find Contraband 80%, and I.D. Undercover Agents 98%.
Technical Program: Computer Programming 98%, Business & Finance 95%, History 98%/98%, and Philosophy 95%.
Secondary Skills: Hand to Hand Combat: Basic, Performance 62%, Wardrobe and Grooming 84%, Pick Locks 60%, Barter 54%, Play Chess 70%, Cook 60%, Prowl 55%,
Radio: Basic 70%, First Aid 65%, and Housekeeping 50%.
Money: He makes around $90,000 U.S. dollars a year. As a nonprofit civil right attorney, he earns significantly less than those working in the private sector and law firms.
When he worked for the firm of White and Knight, he made around $145,000 a year.
Weapons: None. He relies on his power to gestalt.
Equipment & Vehicles: He drives a 2018 Chrysler Sebring Convertible.
- 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 JUDGE
Alignment: Principled
Experience Level: 6th level
Hit Points: 132 S.D.C.: 327
P.P.E.: 70 I.S.P.: 301
Appearance: He is an African American male wearing jet black robs of a trial judge and wears a domino mask. When Denique looks at him in the face, she sees her brother.
When Bankston looks him the face, he thinks he sees a man that looks more like Doctor Martin Luther King. He has short black hair. His domino mask make his eyes appear pupil-
less.
Age: Unknown (late 40s, early 50s), Sex: Male, Height: 6 foot and 2 inches (1.87 m), Weight: 240 lbs (102.15 kg).
Attributes: I.Q. 30, M.E. 22, M.A. 30, P.S. 14 (supernatural), P.P. 12, P.E. 15, P.B. 10, Spd. 10.
Vulnerabilities: Besides being limited by the perimeters of him being a gestalt, the Judge is unable to use his psychic powers on or get physical involved with an individual
unless he or she is in the process of committing a crime, he or she is the victim of an ongoing criminal act, or a victim in need of immediate aid/rescuing because of an impending
or occurring accident, threat to their life/liberty, or endangerment. A serial killer can stand right in front of him and he is POWERLESS to do anything to him unless he is actively
committing or participating in a crime, did so 8 hours prior, or has in-depth knowledge about an ongoing crime (occurring at that moment) that he is not a participant of, but
knows it’s location and the participants. If a man murdered his wife 9 hours ago, the Judge can do nothing to the man. He can’t physical touch him directly or indirectly, nor can
he use any of his abilities on him. If the evil man intends to kill a person, the Judge cannot do anything to him until he commits the crime. However, if his henchmen kidnap a girl,
although he is not an active participant of the crime itself, he does have knowledge about the crime (he is indirectly involved in the ongoing crime) making possible for the Judge
to deal with him as he wishes.
Mega Powers: All normal Mega-Abilities plus Awe Factor (13) and Third Eye Powers. He heals 4x faster than a normal person. He recovers his I.S.P. at an increased rate of
+50% higher than normal. All the ranges of his healing, physical, and super psionics receive the +50% increase. He has doubled the range and duration of all Sensitive powers.
Mental Giant: Radiate Vengeance: Radiate his nature and intentions (a weak version of empathic transmission), psychics will feel it up to 100 feet (30.5 m) away
and non-psychics within 12 feet (3 m).
Sense Supernatural Evil and Magic Evil: Detect the presence of supernatural evil and magic energy (constant and automatic), sense when a spell is cast, if the
duration/affect longer than one melee round (15 seconds), can trace it with relative ease to the source (supernatural creature or magic practitioner), 84% to identify the specific
type/race of supernatural creature, Mega Hero/Villain, Immortals, and creatures of magic, and mystically bestowed powers.
Track “psychic scent” 80%, 88% if supernatural being is also using magic. Range: 900 feet (274 m). when it is not using any special magical or psionic powers, 2400 feet (731 m)
when the supernatural force is actively using its supernatural powers or magic.
Healing Psionics: Bio-Regenerate (6), Calm Rage (10), Healing Touch (6), Psychic Diagnosis (4), and Psychic Purification (8).
Physical Psionics: Ectoplasm (6 or 12), Float (8), Mind Block (4), Nightvision (4), Summon Inner Strength (4), and Telekinetic Push (4).
Sensitive Psionics: Astral Projection (8), Empathy (4), Object Read (6), Precognition (8), See Aura (6), Sense Evil (2), Sixth Sense (2), and Telepathy (4).
Super Psionics: Bio-Alteration (10), Bio-Manipulation (10), Hypnotic Suggestion (6), Mind Bolt (varies), Psionic Invisibility (10), Telekinesis (Super 10 to lift/move per 100
lbs 45 kg), Telekinetic Force Field (30). Note: The power Hypnotic Suggestion has doubled its usual range, duration, power and effect.
Attacks per Melee: 8 (3 initial +3 from hand to hand combat +1 for each gestalt member)
Combat Training: Basic.
Combat Bonuses: +2 on initiative, +1 to strike, +2 to parry, +2 to dodge, +4 to roll with punch/fall, +4 to pull punch, and +2 disarm.
Saving Throws: He needs a 10 or better to save vs. psionics, he suffers only half the duration of spell magic, disease, poison, etc. He is impervious to possession and all
forms of mind control, +6 to save vs psionics, +5 to save vs insanity, +1 to save vs magic, +5 to save vs illusion, and +4 to save vs Horror Factor.
Combat Skills: Punch 2D4, Power Punch 3D6 (counts as two attacks), Elbow/Forearm 2D6, Knee 2D6, Karate Kick 2D6+2, all Holds, and Critical strike on an unmodified roll
of 19-20
Other Bonuses: +16% bonus to all skills and 97% trust/intimidate.
Skill Knowledge: He possesses ALL of the skills of Denique and Bankston. He possesses all of Denique’s scholastic skills with a +25% skills bonus based on Bankston’s
higher education. He also possesses the following skill programs.
Language Program: Read-Write/Speak Chinese, Hindi, Spanish, and Russia 98%/98%
Language Program: Read-Write/Speak Arabic, Portuguese, Japanese, and French 98%/98%
Weapons: He relies on his super powers and his physical abilities.
Alignment: Principled
Experience Level: 6th level
Hit Points: 132 S.D.C.: 327
P.P.E.: 70 I.S.P.: 301
Appearance: He is an African American male wearing jet black robs of a trial judge and wears a domino mask. When Denique looks at him in the face, she sees her brother.
When Bankston looks him the face, he thinks he sees a man that looks more like Doctor Martin Luther King. He has short black hair. His domino mask make his eyes appear pupil-
less.
Age: Unknown (late 40s, early 50s), Sex: Male, Height: 6 foot and 2 inches (1.87 m), Weight: 240 lbs (102.15 kg).
Attributes: I.Q. 30, M.E. 22, M.A. 30, P.S. 14 (supernatural), P.P. 12, P.E. 15, P.B. 10, Spd. 10.
Vulnerabilities: Besides being limited by the perimeters of him being a gestalt, the Judge is unable to use his psychic powers on or get physical involved with an individual
unless he or she is in the process of committing a crime, he or she is the victim of an ongoing criminal act, or a victim in need of immediate aid/rescuing because of an impending
or occurring accident, threat to their life/liberty, or endangerment. A serial killer can stand right in front of him and he is POWERLESS to do anything to him unless he is actively
committing or participating in a crime, did so 8 hours prior, or has in-depth knowledge about an ongoing crime (occurring at that moment) that he is not a participant of, but
knows it’s location and the participants. If a man murdered his wife 9 hours ago, the Judge can do nothing to the man. He can’t physical touch him directly or indirectly, nor can
he use any of his abilities on him. If the evil man intends to kill a person, the Judge cannot do anything to him until he commits the crime. However, if his henchmen kidnap a girl,
although he is not an active participant of the crime itself, he does have knowledge about the crime (he is indirectly involved in the ongoing crime) making possible for the Judge
to deal with him as he wishes.
Mega Powers: All normal Mega-Abilities plus Awe Factor (13) and Third Eye Powers. He heals 4x faster than a normal person. He recovers his I.S.P. at an increased rate of
+50% higher than normal. All the ranges of his healing, physical, and super psionics receive the +50% increase. He has doubled the range and duration of all Sensitive powers.
Mental Giant: Radiate Vengeance: Radiate his nature and intentions (a weak version of empathic transmission), psychics will feel it up to 100 feet (30.5 m) away
and non-psychics within 12 feet (3 m).
Sense Supernatural Evil and Magic Evil: Detect the presence of supernatural evil and magic energy (constant and automatic), sense when a spell is cast, if the
duration/affect longer than one melee round (15 seconds), can trace it with relative ease to the source (supernatural creature or magic practitioner), 84% to identify the specific
type/race of supernatural creature, Mega Hero/Villain, Immortals, and creatures of magic, and mystically bestowed powers.
Track “psychic scent” 80%, 88% if supernatural being is also using magic. Range: 900 feet (274 m). when it is not using any special magical or psionic powers, 2400 feet (731 m)
when the supernatural force is actively using its supernatural powers or magic.
Healing Psionics: Bio-Regenerate (6), Calm Rage (10), Healing Touch (6), Psychic Diagnosis (4), and Psychic Purification (8).
Physical Psionics: Ectoplasm (6 or 12), Float (8), Mind Block (4), Nightvision (4), Summon Inner Strength (4), and Telekinetic Push (4).
Sensitive Psionics: Astral Projection (8), Empathy (4), Object Read (6), Precognition (8), See Aura (6), Sense Evil (2), Sixth Sense (2), and Telepathy (4).
Super Psionics: Bio-Alteration (10), Bio-Manipulation (10), Hypnotic Suggestion (6), Mind Bolt (varies), Psionic Invisibility (10), Telekinesis (Super 10 to lift/move per 100
lbs 45 kg), Telekinetic Force Field (30). Note: The power Hypnotic Suggestion has doubled its usual range, duration, power and effect.
Attacks per Melee: 8 (3 initial +3 from hand to hand combat +1 for each gestalt member)
Combat Training: Basic.
Combat Bonuses: +2 on initiative, +1 to strike, +2 to parry, +2 to dodge, +4 to roll with punch/fall, +4 to pull punch, and +2 disarm.
Saving Throws: He needs a 10 or better to save vs. psionics, he suffers only half the duration of spell magic, disease, poison, etc. He is impervious to possession and all
forms of mind control, +6 to save vs psionics, +5 to save vs insanity, +1 to save vs magic, +5 to save vs illusion, and +4 to save vs Horror Factor.
Combat Skills: Punch 2D4, Power Punch 3D6 (counts as two attacks), Elbow/Forearm 2D6, Knee 2D6, Karate Kick 2D6+2, all Holds, and Critical strike on an unmodified roll
of 19-20
Other Bonuses: +16% bonus to all skills and 97% trust/intimidate.
Skill Knowledge: He possesses ALL of the skills of Denique and Bankston. He possesses all of Denique’s scholastic skills with a +25% skills bonus based on Bankston’s
higher education. He also possesses the following skill programs.
Language Program: Read-Write/Speak Chinese, Hindi, Spanish, and Russia 98%/98%
Language Program: Read-Write/Speak Arabic, Portuguese, Japanese, and French 98%/98%
Weapons: He relies on his super powers and his physical abilities.
- taalismn
- Priest
- Posts: 48654
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: On the topic of Revised to 2nd ed conversions.....
Yep, Wakanda -would- see these folks as a sign that the outside world wasn't lost after all.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
- 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.....
taalismn wrote:Yep, Wakanda -would- see these folks as a sign that the outside world wasn't lost after all.
Thank you for the complement. I try my best.
Re: On the topic of Revised to 2nd ed conversions.....
Another Great set of characters and well balance!
Any plans for a TMNT/street level,s Characters?
Maybe using the Special training updates in Rifter?
Any plans for a TMNT/street level,s Characters?
Maybe using the Special training updates in Rifter?
- taalismn
- Priest
- Posts: 48654
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: On the topic of Revised to 2nd ed conversions.....
Reagren Wright wrote:[
Thank you for the complement. I try my best.
Inspiration comes where and when it will. As long as you keep having fun doing it.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
- 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.....
gaby wrote:Another Great set of characters and well balance!
Any plans for a TMNT/street level,s Characters?
Maybe using the Special training updates in Rifter?
Hmm I think I can make the TMNT type characters happen. An idea came to me based on a new slot machine at work.
Re: On the topic of Revised to 2nd ed conversions.....
You can mix the Mutant Animals with a Special Training type like a Pleasure Bunny/Stage Magician,Dog/Super Sleuth and so on.
- Stone Gargoyle
- Virtuoso of Variants
- Posts: 10356
- 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.....
I think the man knows how to do his business. Just let him do his thing.gaby wrote:You can mix the Mutant Animals with a Special Training type like a Pleasure Bunny/Stage Magician,Dog/Super Sleuth and so on.
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
Re: On the topic of Revised to 2nd ed conversions.....
Reagrem Wright is doing Great wokr,just try to help by giving ideas,It,s up to him if he use them or not.
I known he keep doing Great wokr and I keep telling him.
I known he keep doing Great wokr and I keep telling him.
- taalismn
- Priest
- Posts: 48654
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: On the topic of Revised to 2nd ed conversions.....
gaby wrote:Reagrem Wright is doing Great wokr,just try to help by giving ideas,It,s up to him if he use them or not.
I known he keep doing Great wokr and I keep telling him.
It would be very nice to see you expand your own ideas into full-fleshed characters, Gaby. You seem familiar with the material, the tools and material are readily available, and I strongly suspect that you already have some ideas where you want to take the Rifter material that you favor. Saves you the uncertainty of waiting to see if others adopt your ideas. Create them and post them for peer review, and I think you'll get much more involved feedback on your efforts. That way we not only have Reagren astonishing us, but we can also get to see what Gaby's been cooking up all these years.
Come; time to tell your tales around the electronic campfire.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
- Father Goose
- Adventurer
- Posts: 426
- Joined: Mon Aug 06, 2018 9:07 am
- Comment: If I could go back in time, I would join the cast of "The Thrilling Adventure Hour"
- Location: Varies
Re: On the topic of Revised to 2nd ed conversions.....
taalismn wrote:gaby wrote:Reagrem Wright is doing Great wokr,just try to help by giving ideas,It,s up to him if he use them or not.
I known he keep doing Great wokr and I keep telling him.
It would be very nice to see you expand your own ideas into full-fleshed characters, Gaby. You seem familiar with the material, the tools and material are readily available, and I strongly suspect that you already have some ideas where you want to take the Rifter material that you favor. Saves you the uncertainty of waiting to see if others adopt your ideas. Create them and post them for peer review, and I think you'll get much more involved feedback on your efforts. That way we not only have Reagren astonishing us, but we can also get to see what Gaby's been cooking up all these years.
Come; time to tell your tales around the electronic campfire.
Seconded, with great enthusiasm!
taalismn wrote:Hey, you came up with a novel, attention-getting idea, you did the legwork, you worked it through, you made it fit the setting, even though initial thought might be 'nah, it can't work, it's too silly/stupid/lame', and you posted something that only required a little adjustment, yet can be added to, without diluting its original concept. How can we not give you due support and credit?
- Stone Gargoyle
- Virtuoso of Variants
- Posts: 10356
- 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.....
taalismn wrote:gaby wrote:Reagrem Wright is doing Great wokr,just try to help by giving ideas,It,s up to him if he use them or not.
I known he keep doing Great wokr and I keep telling him.
It would be very nice to see you expand your own ideas into full-fleshed characters, Gaby. You seem familiar with the material, the tools and material are readily available, and I strongly suspect that you already have some ideas where you want to take the Rifter material that you favor. Saves you the uncertainty of waiting to see if others adopt your ideas. Create them and post them for peer review, and I think you'll get much more involved feedback on your efforts. That way we not only have Reagren astonishing us, but we can also get to see what Gaby's been cooking up all these years.
Come; time to tell your tales around the electronic campfire.
I agree. Why not write up your own pleasure bunny/stage magician and dog/super sleith?
"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 there some parts of Matt's Optional Material for HU that I like, it makes HU way more complicated (difficult to remember stuff) for me. Meanwhile, you asked for some
mutant animal with special training. These two should fit the bill just nice.
Tiger and Ox (Mutant Animal Duo)
Tiger and Ox were two animals owned by Jijll (Old Man), the Jonin of the Kagemusha Ryuujin Clan (15th level Mega Villain Ancient Master). He kept both animals in a barn
(in Japan) and supposedly drew strength from them when he practiced his martial arts training and techniques. However, as he would unleash his positive energy (Chi) and
because he was committed to performing acts of evil, he never realized his energy slowly leaked into the two animals, slowly changing them over a decade. One night during a
thunderstorm, Old Man was confronted by his arch rival Iyetsu Fukami (11th level Ancient Master/Sumo), leader of the Pan-Pacific Action Alliance (PPAA). The two engaged in a
“friendly” competition. The two men struck at each other using both their Chi-Blast. The explosion sent energy into both animals and transformed them both. Tiger and Ox
escaped their cages and were pursuit by both villains henchmen. Tiger and Ox manage to escape aboard a freighter bound for Hong Kong. When the freighter arrived, they
manage to sneak out without being detected. While hiding on the dock they ran into an old man selling traditional Cantonese snack wrap with hard sugar and coconut inside a
white wafer slice. Despite their terrible disguises he took them into an alley and made them hide in a building. The man was Zhuan Guanting (12th level Dedicated Martial Artist).
He told them he had a dream that he would instruct two students all that he knew but he never imagined they would be mutant animals. Zhuan spent the next decade teaching
both his martial art styles to Tiger and Ox. One day after scrounging for food, they returned home to find Zhuan dying from a confrontation with a mysterious American. He told
them he taught them all that he knew the next part of their journey was up to them. He then passed away. Tiger and Ox found clues to the person responsible for their master’s
death was an American. Tiger and Ox went to the Honk Kong International Airport and snuck aboard a plan that eventually arrived in Victory City.
While searching around in Victory City, the duo ran into those who helped out with the Mutant Underground. They were taken in and given shelter. They explained their
situation (someone who spoke Chinese/English) and the mystery American. Those in the underground told them they would help them but first they needed to be at least taught
how to live and work in America. Members of the Mutant Underground taught the duo skills that their master could not teach them, but at the same time these members of this
faction was disassociated from the main Underground movement because they were far more fanatical about stopping any bio-tech industry, government, or anybody involved in
the creation of super beings, mutant, or new life form. Ox was far more influenced over their motives then Tiger (because of his domestication). However, he could not be
persuaded to become a terrorist. Tiger and Ox left the group to continue on their search across the country to find the man responsible for killing their teacher. They do whatever
they can to seek aid from kind and friendly humans and those align with benevolent morals like their master. The journey has put a strain on the good nature of Tiger (she can get
a bit more violent and brutal against those who threaten her or good people in general), but she remains the trusted, loyal, and safeguarding friend of her Ox, despite the fact she
tells him all the time she wants to eat him. Ox is well aware Tiger enjoys eating all kinds of meat (especially steak) but doesn’t take it personally (she is a tiger after all) because
he knows Tiger will always be there for him and he will be there for her. Sometimes though, she needs a head-butt to clear her head when she starts acting irrational.
TIGER
Real Name: Tiger
Occupation: Protector of the City Streets
Alignment: Unprincipled
Power Category: Mutant Animal (Wild Tiger)
Experience Level: 5th
Hit Points: 49 S.D.C.: 101
P.P.E.: 50
Appearance: She is a female humanoid tiger, a large, wide head, massive jaws, broad nose, wide set eyes and ears on top. Thick fur with black and orange stripes. Her
body is long and lean, with a powerful build, and a long tail. She wears female clothes to conceal her humanoid female parts making her look like a female Anime/Manga
character.
Attributes: I.Q. 13, M.E. 11, M.A. 12, P.S. 32 (Brute Strength), P.P. 20, P.E. 25, P.B. 15, Spd. 30 (21 mph/33.81 mph).
Age: 10 (32 year old human), Sex: Female, Height: 5 foot, 3 inches (1.60 m), Weight: 130 lbs (58.5 kg).
Size Level: 8. Build: Medium.
Human Features: Hands (full), Biped (full), Speech (full), Looks (None).
Vestigial Disadvantages: Vestigial Tail, Musk Glands, Diet: Carnivore.
Natural Weapons: Retractable Climbing Claws (2D6+2 damage), Teeth (2D6 damage)
Mutant Animal Powers: Righting Reflex, Advance Vision, Extra Physical Prowess, Leaping: Feline (118 feet/35.9 meters straight up from standing position,
173 feet/52.7 meters lengthwise, +50% with a running start), Advance Hearing, Nightvision 1000 feet (305 m), Advance Smell (track by smell 75%, recognize
smell/detect extreme emotions 70%), and Extra Physical Endurance. He can carry 640 lbs (288 kg) and lift 1600 lbs (720 kg).
Combat Training: Fu Chiao Pai (Tiger Claw Kung-Fu),
Body Hardening: Iron Hand (Kanshu), Dam Sun Sing, Karumi-Jutsu (fall from 2000 feet/610 m suffer 2D4 damage, any higher (per 20 feet/6.1 m) does
1 additional point of damage, climb any surface without fear of failure/falling (+20%), tread lightly (+20%), requires concentration).
Special Katas: Fortress of Penetration (Bassai), Must use at the beginning of a melee round and last for the entire melee round, +3 to strike for an entire
melee round against a single opponent, -3 to all defensive moves (parry, dodge, roll with punch, etc).
Attacks per Melee: 6 (3 initial +3 from Hand to Hand)
Combat Bonuses: +1 to initiative, +4 to strike, +6 to parry, +6 to dodge, +19 to damage, +9 to roll with punch/fall, +1 to pull punch, +1 to disarm,
and +3 to Perception Rolls.
Combat Skills: Backhand 1D4+2, Palm Strike 1D6+2, Claw Hand 1D6+2/2D6+2 with claws, Duo-Claw (Double Claw strike, no automatic parry for entire
melee round, 2D6+2/4D6+2 with real claws), Kick Attack 2D4+2, Crescent Kick 2D4+4, Wheel Kick 2D6+2, Tripping/Leg Hook (cannot be paired, must dodge
or knockdown), Backward Sweep (cannot be paired, must dodge or knockdown, -2 to dodge), Reverse Turn Kick (roll a successful dodge than roll to
Kick Attack, cannot use any combat bonus, counts as a single action/attack), Drop Kick (roll a successful dodge/fall to ground than roll to Kick Attack, cannot
use any combat bonus, counts as a single action/attack), Power Block/Parry/Claw (roll a successful parry than roll to Claw Strike, cannot use combat bonus
or automatic parry, counts as a single action), Strike/Parry (roll a successful strike roll than roll to Parry attack, cannot use any combat bonus, counts as a
single action/attack), Jump Kick 6D6 (use up all attacks/actions), +2 to Leap Attack (critical strike for any hand attack, use up all attacks/actions, can strike
two opponents if close together-although need to make two strike rolls), Critical Strike from Behind, and Critical strike on an unmodified roll of 18-20.
Saving Throws: +20% to save vs coma/death, +5 to save vs magic, and +7 to save vs poison, drug, and disease.
Educational Background: Highly trained as a Specialist.
Common Skills: Read-Write/Speak English and Chinese 90%/93%, Fasting 79%, Climbing 70%/70%, Gymnastics (Sense of Balance 65%, Bars & Rings 75%,
Backflip 80%, and Taoism (Philosophy) 90%.
Criminal Program: Streetwise 55%, Pick Locks 70%, Find Contraband 61%, Tailing 70%, and Prowl 77%.
Physical Program: Body Building & Weightlifting, Athletics (general), Outdoormanship, and Aerobics Athletics.
Secondary Skills: Hand to Hand: Fu Chiao Pai (Tiger Claw Kung-Fu),Wilderness Survival 65%, Swimming 75%, Mathematics: Basic 87%, Running,
Performance 50%, Land Navigation 56%, Track & Trap Animals 50%/60%, Hunting, Law (General) 50%, and Cook 60%.
Money: She has no need for human currency. She steals whatever she needs or wants. She does take donation and charity.
Weapons: She has all the weapons she needs in her hand, claws, and feet.
Equipment & Vehicles: She does occasionally wears special made fighting clothes and gloves.
OX
Real Name: Ox
Occupation: Protector of the City Streets
Alignment: Scrupulous
Power Category: Mutant Animal (Bull/Zebu)
Experience Level: 5th
Hit Points: 52 S.D.C.: 124
P.P.E.: 46
Appearance: Ox is a humanoid bull (minotaur). He has large muzzled head, long, rounded ears, eyes on side of head, very thick neck, fur, massive body, skinny
tail and short arms and legs. He wears clothes to conceal his male humanoid parts. His clothes make him look like a Anime/Manga character.
Attributes: I.Q. 19, M.E. 10, M.A. 26, P.S. 34 (beastly/extraordinary), P.P. 16, P.E. 23, P.B. 6, Spd. 46 (32.2 mph/51.8 km).
Age: 14 (35 in human years), Sex: Male, Height: 4 foot (1.21m), Weight: 164 lbs (73.8 kg)
Size Level: 9. Build: Short
Human Features: Hands (full), Biped (full), Speech (partial), Looks (None).
Vestigial Disadvantages: Vestigial Tail, Vestigial Hooves (feet only), Vestigial Horns (1D6 damage), Diet: Herbivore, and Domestication.
Natural Weapons: Hoofed Feet (see kick attacks), Vestigial Horns (1D6 damage),
Mutant Animal Powers: Advance Vision, Extra Physical Endurance, Advance Smell (track by smell 75%, recognize smell/detect extreme emotions 70%), Beastly Strength,
Extraordinary Speed, and Extra Mental Affinity. He can carry 3400 lbs (1.7 tons/1530 kg) and lift 6800 lbs (3.4 tons/3060 kg).
Combat Training: Shao-lin Kung-Fu
Special Katas: Dragon (for an entire melee round, her does nothing but parry. When his opponent has finished attacking, at the end of the melee round, Ox strikes
make a single strike roll that if successful is an automatic critical strike/double damage attack (regardless of die roll) with any kind of hand strike, kick attack, Snap
Kick, or Crescent Kick (cannot be used with Leap Attack). If he does roll a critical strike die roll, it becomes triple damage! Note: Remember Ox can keep combining
different critical combat skills/techniques which keep increasing intensity. A power blow using dragon and tamashiwara would do quintuple damage direct to Hit Points,
and critical strike roll would do quintuple (x5)!
Body Hardening Exercises: Stone Ox and Kangeiko & Shochu Geiko.
Martial Arts Technique: Tamashiwara (roll 14 or better any melee attack does double damage (plus damage bonus) direct to Hit Points, failure does regular
damage but he takes half damage, can only do this attack once per melee round).
Attacks per Melee: 6 (2 initial +4 from Hand to Hand)
Combat Bonuses: +3 to strike, +3 to parry, +3 to dodge, +20 to damage, +7 to roll with punch/fall, +2 to pull punch, +2 to disarm, and +3 to Perception Rolls.
Combat Skills: Karate Punch 2D4, Knife Hand 1D6, Backhand 1D6, Palm Strike 1D6, Elbow or Forearm 1D6, Headbutt 1D4+2, Power Punch (double damage
any fist attack, counts as two attacks), Kick Attack 2D6, Snap Kick 1D6+4, Crescent Kick 2D8, Wheel Kick 3D6, Tripping/Leg Hook (cannot be paired, must dodge
or knockdown), Jump Kick 6D6 (uses up all attack/actions), Combination Parry/Attack (roll a successful parry than roll a success hand attack, cannot use any
combat bonus, counts as a single action/attack), +1 to Leap Attack (double damage, uses up all attacks), All Holds, Critical strike from behind, and Critical strike
on an unmodified roll of 19-20.
Saving Throws: +16% to save vs coma/death, +4 to save vs magic, and +6 to save vs poison, disease, and drugs.
Other Bonuses: +5% to all skills, 88% trust/intimidate.
Educational Background: Highly trained as a Specialist (with limited intelligence)
Common Skills: Read-Write/Speak English & Chinese 95%/97%, Gymnastics (Sense of Balance 40%, Bars and Rings 50%, Back Flip 55%), and
Taoism (Philosophy) 95%.
Physical Program: Body Build & Weightlifting, Athletics (general), Outdoormanship, and Physical Labor.
Investigation Program: Computer Operation 94%, Research 84%, Photography 79%, Writing (Journalism) 69%, Prowl 79%, and Tailing 74%.
Secondary Skills: Hand to Hand: Shao-Lin Kun-Fu, Identify Plants & Fruits 60%, Land Navigation 61%, Wilderness Survival 65%, Gardening 71%,
Streetwise 45%, Climbing 75%/65%, Performance 55%, Mathematics: Basic 92%, Swimming 70%, and Law (general) 60%.
Money: When the opportunity comes along, he always tries to take it.
Weapons: He relies on his natural abilities and skills in hand to hand combat.
Equipment & Vehicles: He wears modified to fit every day clothes when is out and about in his kunfu outfit.
mutant animal with special training. These two should fit the bill just nice.
Tiger and Ox (Mutant Animal Duo)
Tiger and Ox were two animals owned by Jijll (Old Man), the Jonin of the Kagemusha Ryuujin Clan (15th level Mega Villain Ancient Master). He kept both animals in a barn
(in Japan) and supposedly drew strength from them when he practiced his martial arts training and techniques. However, as he would unleash his positive energy (Chi) and
because he was committed to performing acts of evil, he never realized his energy slowly leaked into the two animals, slowly changing them over a decade. One night during a
thunderstorm, Old Man was confronted by his arch rival Iyetsu Fukami (11th level Ancient Master/Sumo), leader of the Pan-Pacific Action Alliance (PPAA). The two engaged in a
“friendly” competition. The two men struck at each other using both their Chi-Blast. The explosion sent energy into both animals and transformed them both. Tiger and Ox
escaped their cages and were pursuit by both villains henchmen. Tiger and Ox manage to escape aboard a freighter bound for Hong Kong. When the freighter arrived, they
manage to sneak out without being detected. While hiding on the dock they ran into an old man selling traditional Cantonese snack wrap with hard sugar and coconut inside a
white wafer slice. Despite their terrible disguises he took them into an alley and made them hide in a building. The man was Zhuan Guanting (12th level Dedicated Martial Artist).
He told them he had a dream that he would instruct two students all that he knew but he never imagined they would be mutant animals. Zhuan spent the next decade teaching
both his martial art styles to Tiger and Ox. One day after scrounging for food, they returned home to find Zhuan dying from a confrontation with a mysterious American. He told
them he taught them all that he knew the next part of their journey was up to them. He then passed away. Tiger and Ox found clues to the person responsible for their master’s
death was an American. Tiger and Ox went to the Honk Kong International Airport and snuck aboard a plan that eventually arrived in Victory City.
While searching around in Victory City, the duo ran into those who helped out with the Mutant Underground. They were taken in and given shelter. They explained their
situation (someone who spoke Chinese/English) and the mystery American. Those in the underground told them they would help them but first they needed to be at least taught
how to live and work in America. Members of the Mutant Underground taught the duo skills that their master could not teach them, but at the same time these members of this
faction was disassociated from the main Underground movement because they were far more fanatical about stopping any bio-tech industry, government, or anybody involved in
the creation of super beings, mutant, or new life form. Ox was far more influenced over their motives then Tiger (because of his domestication). However, he could not be
persuaded to become a terrorist. Tiger and Ox left the group to continue on their search across the country to find the man responsible for killing their teacher. They do whatever
they can to seek aid from kind and friendly humans and those align with benevolent morals like their master. The journey has put a strain on the good nature of Tiger (she can get
a bit more violent and brutal against those who threaten her or good people in general), but she remains the trusted, loyal, and safeguarding friend of her Ox, despite the fact she
tells him all the time she wants to eat him. Ox is well aware Tiger enjoys eating all kinds of meat (especially steak) but doesn’t take it personally (she is a tiger after all) because
he knows Tiger will always be there for him and he will be there for her. Sometimes though, she needs a head-butt to clear her head when she starts acting irrational.
TIGER
Real Name: Tiger
Occupation: Protector of the City Streets
Alignment: Unprincipled
Power Category: Mutant Animal (Wild Tiger)
Experience Level: 5th
Hit Points: 49 S.D.C.: 101
P.P.E.: 50
Appearance: She is a female humanoid tiger, a large, wide head, massive jaws, broad nose, wide set eyes and ears on top. Thick fur with black and orange stripes. Her
body is long and lean, with a powerful build, and a long tail. She wears female clothes to conceal her humanoid female parts making her look like a female Anime/Manga
character.
Attributes: I.Q. 13, M.E. 11, M.A. 12, P.S. 32 (Brute Strength), P.P. 20, P.E. 25, P.B. 15, Spd. 30 (21 mph/33.81 mph).
Age: 10 (32 year old human), Sex: Female, Height: 5 foot, 3 inches (1.60 m), Weight: 130 lbs (58.5 kg).
Size Level: 8. Build: Medium.
Human Features: Hands (full), Biped (full), Speech (full), Looks (None).
Vestigial Disadvantages: Vestigial Tail, Musk Glands, Diet: Carnivore.
Natural Weapons: Retractable Climbing Claws (2D6+2 damage), Teeth (2D6 damage)
Mutant Animal Powers: Righting Reflex, Advance Vision, Extra Physical Prowess, Leaping: Feline (118 feet/35.9 meters straight up from standing position,
173 feet/52.7 meters lengthwise, +50% with a running start), Advance Hearing, Nightvision 1000 feet (305 m), Advance Smell (track by smell 75%, recognize
smell/detect extreme emotions 70%), and Extra Physical Endurance. He can carry 640 lbs (288 kg) and lift 1600 lbs (720 kg).
Combat Training: Fu Chiao Pai (Tiger Claw Kung-Fu),
Body Hardening: Iron Hand (Kanshu), Dam Sun Sing, Karumi-Jutsu (fall from 2000 feet/610 m suffer 2D4 damage, any higher (per 20 feet/6.1 m) does
1 additional point of damage, climb any surface without fear of failure/falling (+20%), tread lightly (+20%), requires concentration).
Special Katas: Fortress of Penetration (Bassai), Must use at the beginning of a melee round and last for the entire melee round, +3 to strike for an entire
melee round against a single opponent, -3 to all defensive moves (parry, dodge, roll with punch, etc).
Attacks per Melee: 6 (3 initial +3 from Hand to Hand)
Combat Bonuses: +1 to initiative, +4 to strike, +6 to parry, +6 to dodge, +19 to damage, +9 to roll with punch/fall, +1 to pull punch, +1 to disarm,
and +3 to Perception Rolls.
Combat Skills: Backhand 1D4+2, Palm Strike 1D6+2, Claw Hand 1D6+2/2D6+2 with claws, Duo-Claw (Double Claw strike, no automatic parry for entire
melee round, 2D6+2/4D6+2 with real claws), Kick Attack 2D4+2, Crescent Kick 2D4+4, Wheel Kick 2D6+2, Tripping/Leg Hook (cannot be paired, must dodge
or knockdown), Backward Sweep (cannot be paired, must dodge or knockdown, -2 to dodge), Reverse Turn Kick (roll a successful dodge than roll to
Kick Attack, cannot use any combat bonus, counts as a single action/attack), Drop Kick (roll a successful dodge/fall to ground than roll to Kick Attack, cannot
use any combat bonus, counts as a single action/attack), Power Block/Parry/Claw (roll a successful parry than roll to Claw Strike, cannot use combat bonus
or automatic parry, counts as a single action), Strike/Parry (roll a successful strike roll than roll to Parry attack, cannot use any combat bonus, counts as a
single action/attack), Jump Kick 6D6 (use up all attacks/actions), +2 to Leap Attack (critical strike for any hand attack, use up all attacks/actions, can strike
two opponents if close together-although need to make two strike rolls), Critical Strike from Behind, and Critical strike on an unmodified roll of 18-20.
Saving Throws: +20% to save vs coma/death, +5 to save vs magic, and +7 to save vs poison, drug, and disease.
Educational Background: Highly trained as a Specialist.
Common Skills: Read-Write/Speak English and Chinese 90%/93%, Fasting 79%, Climbing 70%/70%, Gymnastics (Sense of Balance 65%, Bars & Rings 75%,
Backflip 80%, and Taoism (Philosophy) 90%.
Criminal Program: Streetwise 55%, Pick Locks 70%, Find Contraband 61%, Tailing 70%, and Prowl 77%.
Physical Program: Body Building & Weightlifting, Athletics (general), Outdoormanship, and Aerobics Athletics.
Secondary Skills: Hand to Hand: Fu Chiao Pai (Tiger Claw Kung-Fu),Wilderness Survival 65%, Swimming 75%, Mathematics: Basic 87%, Running,
Performance 50%, Land Navigation 56%, Track & Trap Animals 50%/60%, Hunting, Law (General) 50%, and Cook 60%.
Money: She has no need for human currency. She steals whatever she needs or wants. She does take donation and charity.
Weapons: She has all the weapons she needs in her hand, claws, and feet.
Equipment & Vehicles: She does occasionally wears special made fighting clothes and gloves.
OX
Real Name: Ox
Occupation: Protector of the City Streets
Alignment: Scrupulous
Power Category: Mutant Animal (Bull/Zebu)
Experience Level: 5th
Hit Points: 52 S.D.C.: 124
P.P.E.: 46
Appearance: Ox is a humanoid bull (minotaur). He has large muzzled head, long, rounded ears, eyes on side of head, very thick neck, fur, massive body, skinny
tail and short arms and legs. He wears clothes to conceal his male humanoid parts. His clothes make him look like a Anime/Manga character.
Attributes: I.Q. 19, M.E. 10, M.A. 26, P.S. 34 (beastly/extraordinary), P.P. 16, P.E. 23, P.B. 6, Spd. 46 (32.2 mph/51.8 km).
Age: 14 (35 in human years), Sex: Male, Height: 4 foot (1.21m), Weight: 164 lbs (73.8 kg)
Size Level: 9. Build: Short
Human Features: Hands (full), Biped (full), Speech (partial), Looks (None).
Vestigial Disadvantages: Vestigial Tail, Vestigial Hooves (feet only), Vestigial Horns (1D6 damage), Diet: Herbivore, and Domestication.
Natural Weapons: Hoofed Feet (see kick attacks), Vestigial Horns (1D6 damage),
Mutant Animal Powers: Advance Vision, Extra Physical Endurance, Advance Smell (track by smell 75%, recognize smell/detect extreme emotions 70%), Beastly Strength,
Extraordinary Speed, and Extra Mental Affinity. He can carry 3400 lbs (1.7 tons/1530 kg) and lift 6800 lbs (3.4 tons/3060 kg).
Combat Training: Shao-lin Kung-Fu
Special Katas: Dragon (for an entire melee round, her does nothing but parry. When his opponent has finished attacking, at the end of the melee round, Ox strikes
make a single strike roll that if successful is an automatic critical strike/double damage attack (regardless of die roll) with any kind of hand strike, kick attack, Snap
Kick, or Crescent Kick (cannot be used with Leap Attack). If he does roll a critical strike die roll, it becomes triple damage! Note: Remember Ox can keep combining
different critical combat skills/techniques which keep increasing intensity. A power blow using dragon and tamashiwara would do quintuple damage direct to Hit Points,
and critical strike roll would do quintuple (x5)!
Body Hardening Exercises: Stone Ox and Kangeiko & Shochu Geiko.
Martial Arts Technique: Tamashiwara (roll 14 or better any melee attack does double damage (plus damage bonus) direct to Hit Points, failure does regular
damage but he takes half damage, can only do this attack once per melee round).
Attacks per Melee: 6 (2 initial +4 from Hand to Hand)
Combat Bonuses: +3 to strike, +3 to parry, +3 to dodge, +20 to damage, +7 to roll with punch/fall, +2 to pull punch, +2 to disarm, and +3 to Perception Rolls.
Combat Skills: Karate Punch 2D4, Knife Hand 1D6, Backhand 1D6, Palm Strike 1D6, Elbow or Forearm 1D6, Headbutt 1D4+2, Power Punch (double damage
any fist attack, counts as two attacks), Kick Attack 2D6, Snap Kick 1D6+4, Crescent Kick 2D8, Wheel Kick 3D6, Tripping/Leg Hook (cannot be paired, must dodge
or knockdown), Jump Kick 6D6 (uses up all attack/actions), Combination Parry/Attack (roll a successful parry than roll a success hand attack, cannot use any
combat bonus, counts as a single action/attack), +1 to Leap Attack (double damage, uses up all attacks), All Holds, Critical strike from behind, and Critical strike
on an unmodified roll of 19-20.
Saving Throws: +16% to save vs coma/death, +4 to save vs magic, and +6 to save vs poison, disease, and drugs.
Other Bonuses: +5% to all skills, 88% trust/intimidate.
Educational Background: Highly trained as a Specialist (with limited intelligence)
Common Skills: Read-Write/Speak English & Chinese 95%/97%, Gymnastics (Sense of Balance 40%, Bars and Rings 50%, Back Flip 55%), and
Taoism (Philosophy) 95%.
Physical Program: Body Build & Weightlifting, Athletics (general), Outdoormanship, and Physical Labor.
Investigation Program: Computer Operation 94%, Research 84%, Photography 79%, Writing (Journalism) 69%, Prowl 79%, and Tailing 74%.
Secondary Skills: Hand to Hand: Shao-Lin Kun-Fu, Identify Plants & Fruits 60%, Land Navigation 61%, Wilderness Survival 65%, Gardening 71%,
Streetwise 45%, Climbing 75%/65%, Performance 55%, Mathematics: Basic 92%, Swimming 70%, and Law (general) 60%.
Money: When the opportunity comes along, he always tries to take it.
Weapons: He relies on his natural abilities and skills in hand to hand combat.
Equipment & Vehicles: He wears modified to fit every day clothes when is out and about in his kunfu outfit.
- Stone Gargoyle
- Virtuoso of Variants
- Posts: 10356
- 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.....
I agree. My players and I don't like making characters that are that complicated.Reagren Wright wrote:While there some parts of Matt's Optional Material for HU that I like, it makes HU way more complicated (difficult to remember stuff) for me.
I like Tiger and Ox. Are you going to do up stats for the Ancient Master character you mentioned as well?
"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.....
The two Ancient Masters I mentioned are actually already on this forum. But since they are some of my earlier creations here they are.
JIJII (The Old Man)
He is legend among the assassin community. Some do not believe he is a real person, however
that is the way Hiromasa wants his reputation to stay. He prides himself in his anonymity, and
freedom it provides. Although it would appear he lives in retirement, spending most of his time
fishing and riding his bike, he does on occasion check up on his Chunin to see how they are
doing, when he does so, he never announce his presence. He merely watches, and should he
notice failure or weakness, he will unleash his wrath upon the Chunin and all within the clan.
sometimes when he visit, he will accept an assignment if the target is intriguing or
challenging enough. None have ever live to speak of an encounter with him. Having learn of the
success Hitomi has gained in Century Station, Old Man has decided to see the city for himself.
Who knows what he may do or who he will kill when he arrives?
Real Name: Hiromasa Tagawa
Aliases: To many to list.
Occupation: Ninja Jonin for the entire Kagemusha Ryuujin clan. Supreme assassin.
Alignment: Aberrant
Power Category: Mega-Villain Special Training (Ancient Master)
Experience Level: 15th
Hit Points: 145 S.D.C. 496
P.P.E.: 28
Appearance: He appears as an elderly Japanese man. Nothing about him would lead
anyone to suspect he is a deadly assassin. He wears simply clothes and his long white hair goes
down to his waist.
Attributes: I.Q. 24, M.E. 14, M.A. 19, P.S. 26 (supernatural), P.P. 31, P.E. 24, Spd 520
mph (837.2 km), P.B. 15.
Age: 73. Sex: Male. Height: 5 foot, 9 inches (1.79 m). Weight: 135 lbs (60.75 kg)
Achilles’ Heel: He maybe one of the most dangerous individuals in the criminal underworld,
but he is extremely nearsighted. He must wear glasses or contact lenses if he wants to see. He
does all that he can to make sure no one learns about this flaw.
Mega-Abilities: Standard plus Awe-Factor (16).
Special Abilities: Feign Death 98%, Cleansing Spirit 98%,Positive Energy, Channel &
Unleash Physical Energy: Range: 112 feet (34.13 m), Damage: 3D6+30, Minor Super Ability:
Extraordinary Speed.
Combat Training: Hand to Hand: Martial Arts
Number of Attacks: 13 (2 initial +9 from Hand to Hand +1 from boxing) +1 from powers.
Combat Bonuses: +19 to initiative, +18 to strike, +21 to parry, +24 to dodge, +17 to
auto dodge, +29 to damage/+4 to damage per 20 mph (32 km) +13 to pull punch, +11 to roll
with punch/fall, +8 disarm, and +7 automatic body flip.
Saving Throws: +48% to save vs. coma/death, +6 to save vs. magic, +5 to save vs.
poison, +2 to save vs. mind control, +10 to save vs. possession, and +11 to save vs. horror
factor.
Combat Skills: Restrained Punch 2D6, Full Strength Punch 4D6, Backhand 5D6, Elbow &
Forearm 5D6, Knee 4D6, Power Blow 1D4x10 (counts as two attacks), Karate Kick 1D4x10,
Roundhouse Kick 1D6x10, Snap Kick 4D6, Wheel kick 1D4x10, Crescent Kick 6D6, Axe Kick
1D4x10, Tripping/Leghook (cannot be paired, must dodge or knockdown), Backward Sweep
(cannot be paired, must dodge or knockdown, -2 to dodge), Power Kick (double damage to any
kick, counts as two attacks), Jump Kick 2D6x10, Flying Jump Kick 2D4x10, Automatic Body Flip
6D6 + P.S. damage (lose initiative and 1 melee attack/action), All Holds, Paired Weapons, Leap
Attack, Critical strike from behind or surprise, Knockout/stun on an unmodified roll of 18-20,
Critical strike on an unmodified) roll of 18-20), and Deathblow on an unmodified roll of 17-20.
Other Bonuses: +10% to skills, 55% trust/intimidate, 75% trust/intimidate, and Horror
Factor 10 (by reputation only).
Education Level: Special Education
Common Skills: Read/Write/Speak Japanese 98%
Special Skills: Mathematics: Basic, Language: English 98%, Literacy: English 98%, Biology
98%, First Aid 98%, Art (paint) 98%, Boxing, Wrestling, Climbing 98%/98%, Acrobatics (Sense
of Balance 98% and Walk Rope 98%), Gymnastics (Bars and Rings 98% and Back Flip 98%), Cook
98%, Fishing 98%. W.P. Blunt (+9 to strike/+5 to parry), W.P. Chain (+9 to strike, +5 entangle,
and +3 to parry), W.P. Sword (+10 to strike/+5 to parry), W.P. Staff (+9 to strike/+5 to parry),
W.P. Knife (+5 to strike, +5 to parry, +10 to throw).
Secondary Skills: Business & Finance 98%, Streetwise 90%, Law (basic) 98%, Research
98%, Writing 98%, Prowl 98%, Sew 98%, and Pilot: Bicycling 78%.
Money: For a man in charge of an entire Ninja clan, he lives a very simple life. Money
does not mean much to him, just a means to an end.
Weapons: He can use a variety of weapons, but one he keeps with him all the time.
The Oni Katana. The weapon is an enchanted katana powered by the essence of a
demon trapped within its steel. The weapon is indestructible. It does 6D6 to mortals and 1D6x10
to the supernatural. Provides its owner a +1 to all saving throws. It has a +1 to strike/parry.
The owner is able to parry energy/projectile attacks with a -6 penalty.
Vehicles and Equipment: He has the resources of the entire clan at his disposal but he
allows his Chunin to decide what sorts of equipment and weapons are available in the city in
which the clan operates. He almost never wears armor (says its uncomfortable). His one true
prize possession is a simple bicycle that he rides on all over Japan.
JIJII (The Old Man)
He is legend among the assassin community. Some do not believe he is a real person, however
that is the way Hiromasa wants his reputation to stay. He prides himself in his anonymity, and
freedom it provides. Although it would appear he lives in retirement, spending most of his time
fishing and riding his bike, he does on occasion check up on his Chunin to see how they are
doing, when he does so, he never announce his presence. He merely watches, and should he
notice failure or weakness, he will unleash his wrath upon the Chunin and all within the clan.
sometimes when he visit, he will accept an assignment if the target is intriguing or
challenging enough. None have ever live to speak of an encounter with him. Having learn of the
success Hitomi has gained in Century Station, Old Man has decided to see the city for himself.
Who knows what he may do or who he will kill when he arrives?
Real Name: Hiromasa Tagawa
Aliases: To many to list.
Occupation: Ninja Jonin for the entire Kagemusha Ryuujin clan. Supreme assassin.
Alignment: Aberrant
Power Category: Mega-Villain Special Training (Ancient Master)
Experience Level: 15th
Hit Points: 145 S.D.C. 496
P.P.E.: 28
Appearance: He appears as an elderly Japanese man. Nothing about him would lead
anyone to suspect he is a deadly assassin. He wears simply clothes and his long white hair goes
down to his waist.
Attributes: I.Q. 24, M.E. 14, M.A. 19, P.S. 26 (supernatural), P.P. 31, P.E. 24, Spd 520
mph (837.2 km), P.B. 15.
Age: 73. Sex: Male. Height: 5 foot, 9 inches (1.79 m). Weight: 135 lbs (60.75 kg)
Achilles’ Heel: He maybe one of the most dangerous individuals in the criminal underworld,
but he is extremely nearsighted. He must wear glasses or contact lenses if he wants to see. He
does all that he can to make sure no one learns about this flaw.
Mega-Abilities: Standard plus Awe-Factor (16).
Special Abilities: Feign Death 98%, Cleansing Spirit 98%,Positive Energy, Channel &
Unleash Physical Energy: Range: 112 feet (34.13 m), Damage: 3D6+30, Minor Super Ability:
Extraordinary Speed.
Combat Training: Hand to Hand: Martial Arts
Number of Attacks: 13 (2 initial +9 from Hand to Hand +1 from boxing) +1 from powers.
Combat Bonuses: +19 to initiative, +18 to strike, +21 to parry, +24 to dodge, +17 to
auto dodge, +29 to damage/+4 to damage per 20 mph (32 km) +13 to pull punch, +11 to roll
with punch/fall, +8 disarm, and +7 automatic body flip.
Saving Throws: +48% to save vs. coma/death, +6 to save vs. magic, +5 to save vs.
poison, +2 to save vs. mind control, +10 to save vs. possession, and +11 to save vs. horror
factor.
Combat Skills: Restrained Punch 2D6, Full Strength Punch 4D6, Backhand 5D6, Elbow &
Forearm 5D6, Knee 4D6, Power Blow 1D4x10 (counts as two attacks), Karate Kick 1D4x10,
Roundhouse Kick 1D6x10, Snap Kick 4D6, Wheel kick 1D4x10, Crescent Kick 6D6, Axe Kick
1D4x10, Tripping/Leghook (cannot be paired, must dodge or knockdown), Backward Sweep
(cannot be paired, must dodge or knockdown, -2 to dodge), Power Kick (double damage to any
kick, counts as two attacks), Jump Kick 2D6x10, Flying Jump Kick 2D4x10, Automatic Body Flip
6D6 + P.S. damage (lose initiative and 1 melee attack/action), All Holds, Paired Weapons, Leap
Attack, Critical strike from behind or surprise, Knockout/stun on an unmodified roll of 18-20,
Critical strike on an unmodified) roll of 18-20), and Deathblow on an unmodified roll of 17-20.
Other Bonuses: +10% to skills, 55% trust/intimidate, 75% trust/intimidate, and Horror
Factor 10 (by reputation only).
Education Level: Special Education
Common Skills: Read/Write/Speak Japanese 98%
Special Skills: Mathematics: Basic, Language: English 98%, Literacy: English 98%, Biology
98%, First Aid 98%, Art (paint) 98%, Boxing, Wrestling, Climbing 98%/98%, Acrobatics (Sense
of Balance 98% and Walk Rope 98%), Gymnastics (Bars and Rings 98% and Back Flip 98%), Cook
98%, Fishing 98%. W.P. Blunt (+9 to strike/+5 to parry), W.P. Chain (+9 to strike, +5 entangle,
and +3 to parry), W.P. Sword (+10 to strike/+5 to parry), W.P. Staff (+9 to strike/+5 to parry),
W.P. Knife (+5 to strike, +5 to parry, +10 to throw).
Secondary Skills: Business & Finance 98%, Streetwise 90%, Law (basic) 98%, Research
98%, Writing 98%, Prowl 98%, Sew 98%, and Pilot: Bicycling 78%.
Money: For a man in charge of an entire Ninja clan, he lives a very simple life. Money
does not mean much to him, just a means to an end.
Weapons: He can use a variety of weapons, but one he keeps with him all the time.
The Oni Katana. The weapon is an enchanted katana powered by the essence of a
demon trapped within its steel. The weapon is indestructible. It does 6D6 to mortals and 1D6x10
to the supernatural. Provides its owner a +1 to all saving throws. It has a +1 to strike/parry.
The owner is able to parry energy/projectile attacks with a -6 penalty.
Vehicles and Equipment: He has the resources of the entire clan at his disposal but he
allows his Chunin to decide what sorts of equipment and weapons are available in the city in
which the clan operates. He almost never wears armor (says its uncomfortable). His one true
prize possession is a simple bicycle that he rides on all over Japan.
- 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 PAN-PACIFIC ACTION ALLIANCE (PPAA)
This high-tech criminal group is also well versed in martial arts forms (Physical Training). They
operate from a single command base, a stolen U.S. Navy Sturgeon class submarine. The sub was
being sold to Japan by the U.S. but came up missing somewhere in the middle of the Pacific.
Since then the PPAA has used it to hold up freighters, yachts, and cruise ships in the middle of
the ocean. Presently the U.S. Navy is still attempting to locate these criminals, and so is the
Sector. When the ship was sold to Japan (for 320 million), the ship not only maintained several
torpedoes, submarine rockets, and deep water mines, but still had one HARPOON missile on
board. So far the PPAA have been content with being pirates of the Pacific Ocean, but there is
a growing fear that at some point they will threaten to use the Harpoon against another nation
(possibly the U.S.) unless they are paid a hefty ransom. Other claims they are not entirely
concerned because they feel as some point the ship will require an expensive reactor refueling
operation, making it necessary for the PPAA to surrender. Because their base is a U.S. Navy
attack submarine, it’s rather difficult to locate these criminals. If anything, they make
themselves known first by their actions. The PPAA is led by Iyetsu Fukami, who has no problem
with using the armaments of his ship against civilian targets.
IYETSU FUKAMI
As a former Sumo wrestler, Fukami commands respect with his physical presence. Along with
those who run the ship, he also commands thirty-four shadowy warriors who continually trained
to turn their bodies into finely turned fighting machines. Iyetsu has been investing all the money
stolen and plans to start up his own bank. His goal is to retire with one trillion dollars. Presently
he is sitting pretty on 500 billion, which makes him not only one of the richest criminal
masterminds, but one of the richest persons on the planet. And he won’t stop until he has even
more.
Real Name: Ityetsu Fukami
Occupation: Former Yokozuna Sumo wrestler, turned super criminal.
Alignment: Aberrant
Power Category: Special Training/Ancient Master
Experience Level: 11th
Appearance: A large Japanese sumo wrestler. He is general seen wearing colorful Hawaiian
shirts and shorts, with bare feet.
Attributes: I.Q. 20, M.E. 18, M.A. 22, P.S. 30, P.P. 20, P.E. 28, Spd. 8, P.B. 10.
Age: 44, Sex: Male, Height: 6 foot and 10 inch (2.08 m), Weight: 335 lbs (151.9 kg).
Hit Points: 85 S.D.C. 309 Armor Rating.: A.R.: 8
P.P.E.: 67
Special Ancient Master Skills: Feign Death 96%, Cleansing Spirit 92%, Positive Energy,
Channel & Unleash Physical Energy-Range: 55 feet (16.7 m), Damage: 3D6+22 damage, and his
strength is equal to the super ability Extraordinary P.S.
Minor Super Ability: Heavyweight.
Combat Training: Hand to Hand: Martial Arts
Attacks per Melee: 10 (2 initial + 7 from Hand to Hand +1 from boxing)
Combat Bonuses: +9 to initiative, +10 to strike, +10 to parry, +9 to dodge, +8 auto
dodge +35 to damage, +8 to roll with punch/fall, +10 to pull punch, and +7 to disarm.
Saving Throws: +46% to save. vs coma/death, +7 to save vs. possession, +4 to save
vs. mind control, +7 to save vs. Horror Factor, +2 to save vs. psionics, and +7 to save vs.
magic and poison.
Combat Skills: Karate Punch 2D4, Backhand 1D6, Elbow/Forearm 1D6, Knee 1D6, +5
Automatic Body Flip 2D4 + P.S. damage (lose initiative and 2 melee attack/action), Karate kick
2D6+2, Roundhouse Kick 3D6+2, Snap Kick 1D6+2, Wheel kick 2D6+2, Crescent Kick 2D4+4, Axe
Kick 2D6+2, Tripping/Leg Hook (cannot be paired, must dodge or knockdown), Backward Sweep
(cannot be paired, must dodge or knockdown, -2 to dodge), Jump Kick 6D6+2, Flying Jump Kick
4D6+2, Power Punch 4D4 (counts as two attacks), Body Block/Tackle 1D4 + P.S. damage bonus
(must parry/dodge or knockdown), Pin 18-20, Crush 1D4, Leap Attack, Critical strike from behind
or surprise, Deathblow on a natural 17-20 unmodified die roll, Knockout/stun on a natural
(unmodified) die roll of 18-20, All Holds, Paired Weapons, Critical strike on a natural (unmodified)
roll of 18-20), and he can leap 12 feet high (3.6 m) and 20 feet (6 m) with a trot, +30% with a
running start, -20% from a standing position.
Other Bonuses: +6% to all skills and 14% trust/intimidate,
Educational Background: Special Training
Common Skill: Read/Write/Speak Japanese 98%
Special Skills: Mathematics: Basic, Language: English 98%, Literacy: English 98%,
Biology 98%, First Aid 98%, Art (drawing & floral arrangement) 98%, Boxing, Wrestling, Climbing
98%, Aerobic Athletics (Sense of Balance 98%), Body Building & Weightlifting, Cook 98%, Fishing
98%, W.P. Blunt +8 to strike/+4 to parry), W.P. Chain (+4 to strike/+2 to parry), W.P. Sword
(+to strike/+4 to parry), W.P. Staff (+8 to strike/+4 to parry), and W.P. Pole Arm (+4 to
strike/parry and +4 to damage).
Secondary Skills: Business & Finance 96%, Streetwise 70%, Law (basic) 86%,
Research 98%, Swimming 98%, Basic: Radio 98%, Astronomy & Navigation 91%, Pilot:
Boats/Ships & Seamanship 98%, Pilot: Motor, Race, and Hydrofoil 98%, Gambling (Standard) 81%,
Philosophy 76%, Sewing 76%, History 81%/61%, and Computer Operation 75%.
Money: Five hundred billion U.S. dollars. Does not include the money required to run the
PPAA.
Weapons: He owns a furibo, a composite club made of wood, bound and tipped with iron.
The weapon was crafted especially for him. Damage: 2D4+3, Bonuses: +2 to strike/parry.
Equipment & Vehicles: He has use of the entire inventory utilized or stolen by the PPAA.
He never wears armor believing his body can withstand conventional weapons and resist the
fighting style of any individual. He lives on the PPAA attack submarine called the Beast.
The Kubikiri
These are the thirty-four elite Japanese warriors of the PPAA. Each is trained in a slightly
different style of hand combat, but they all emphasis agility and speed. They are the ones who
sneak aboard ships, dispatch the crew, and remove the valuables, usually with the owner
asleep or tossed overboard. Ityetsu stays on board the sub unless someone becomes a problem,
and that is a rare event. The Kubikiri are not in charge of the day to day task of running the
submarine, although they do function as its security.
Occupation: Thieves and assassins.
Typical Alignment: 50% Aberrant, 25% Miscreant, 25% Diabolic
Power Category: Physical Training
Typical Attributes: I.Q.8+1D6, M.E. 12+1D6, M.A. 6+1D6, P.S. 15+1D6, P.P. 24, P.E.
13+2D6, P.B. 2D6+6, Spd.1D4x10+10.
Experience Level: 4th
Appearance: They are clad in black ninja uniforms with a short sword slung across their
back.
Age: 18-30, Sex: Male & Female, Height: Varies, Weight: Varies
Hit Points: 26+ P.E. attribute score. S.D.C.: 80
P.P.E.: 22
Special Combat Abilities: Power Punch x2 damage (2), Power Kick x2 damage (2), Force
of Will, and their strength is equal to the super ability Extraordinary P.S.
Combat Training: Focus on Agility & Speed.
Attacks per Melee: 7 (2 initial + 5 from Hand to Hand)
Combat Bonuses: +4 to initiative, +7 to strike, +7 to parry, +8 to dodge, +6 to roll with
punch/fall, +5 to pull punch, and +3 to disarm. Note: These do not include possible attribute
bonuses (accept for P.P.).
Saving Throws: +10% to save. vs coma/death. Note: These do not include possible
attributes bonuses.
Combat Skills: Karate Punch 2D4, Backhand 1D6, Elbow/Forearm 1D6, +2 to Body Flip 1D6
+ P.S. damage (lose initiative and 1 melee attack/action), Karate kick 2D6, Roundhouse Kick
3D6, Axe Kick 2D8, Auto Backflip 88%, Backward Sweep (knockdown, cannot be parried),
Knee 2D4, Leap Kick 3D8 (2), Arm and Body Holds, and Paired Weapons.
Educational Background: On the Job Training.
Common Skills: Read-Write/Speak Japanese 88%/92%, Mathematics: Basic 84%,
and Pilot: Automobile 72%.
Criminal Program: Streetwise 51%, Pick Locks 65%, Prowl 60%, Find Contraband
57%, and Safe-Cracking.
Physical Skills: Acrobatics, Gymnastics, Swimming 75%, S.C.U.B.A. 75%, Kick
Boxing, and Climbing 85%
Espionage Skills: Detect Concealment 55%, Wilderness Survival 60%, Pick Pocket
55%, and Escape Artist 60%
Secondary Skills: Language: English 77%, Literacy: English 75%, Radio: Basic 70%,
W.P. Sword (+2 to strike/parry), W.P. Forked (+2 to strike/entangle & +2 to parry), W.P. Knife
(+2 to strike/parry & +4 to throw), W.P. Targeting (+2 to throw/critical strike on unmodified roll
of 19-20), and W.P. Grappling Hook (+1 to strike/entangle).
Money: Whatever ones steals on a mission and a weekly pay of $4000.
Weapons: Any and all ninja, martial arts, ancient and stealth weapons. They also use a
wide variety of gimmick weapons and ammunition like explosive/trick arrows, spring wrist release
mechanisms, and explosive pellets.
Armor: Concealed Body Armor to Ninja Outfits. A.R. 12 and 40 S.D.C.
Equipment & Vehicles: Each agent has use of the inventory utilized or stolen by the
PPAA. They all live on the attack submarine called the Beast.
THE BEAST
Model Type: SSN-683
Class: Sturgeon
Crew: 15 officers (not including Ityetsu Fukami) and 32 crew hands (does not include the
thirty-four Kubikiri.
S.D.C. by location:
Torpedo Tubes (4)-100 S.D.C. each
*Bridge Tower-1500 S.D.C.
*Main Body-3500 S.D.C.
Armor: 15. Stops pistols and rifle rounds (Penetration Value of 7+).
*Depleting the S.D.C. of the bridge tower or main body destroys the ship’s structural integrity,
causing it to sink. There are more then enough flotation devices and life rafts to accommodate
everyone on board, but these are only useful if the submarine is surfaced! If the vessel sinks
below 1900 feet (1900 m) the pressure will crush the submarine, killing everyone inside.
Absolutely no survivors! Anyone exiting the sub at depths beyond normal lung capacity without
special deep-sea diving gear will suffer the bends and die.
Speed: 28 mph (45 km or 25 knots)
Endurance: 60 days before needing to replenish supplies
Maximum Depth: 1900 feet (600 m)
Statistical Data:
Draft: 28.8 feet (8.77 m)
Beam: 32 feet (9.7 m)
Length: 302 feet (92 m)
Displacement: 4,460 tons surfaced, 4,960 tons submerged.
Power Plant: One S5W Nuclear Reactor
Two steam turbines, 15,000 shp, one shaft
Weapon Systems:
Torpedo Tubes (4): Range: 25 miles (40 km), Damage: 3D6x10, Blast Radius: 30 feet
(9.1 m), Speed: 63 mph (101 km or 55 knots), Depth: 3000 feet (914.4 m), Search and Attack
Depth Setting: Minimum 60 feet (18.2 m), Maximum 4500 feet (1371 m), Rate of Fire: One at a
time or volleys of two, three, or four, Payload: 16 (four for each tube). A full melee round/15
seconds is required to reload a single torpedo, Bonuses: +3 to strike (guided)
Submarine Rocket (SUBROC): Range: After breaking surface/25-30 miles (40-48 km),
Damage: 4D6x10, Blast Radius: 40 feet (12.2 m), Rate of Fire: One at a time or of volleys of
two, three, or four, Payload: 8 (two for each torpedo tube), Bonuses: +3 to strike (guided). A
full melee round/15 seconds is required to reload a single SUBROC. Note: These are ejected from
the torpedo tubes, once it clears the ship, a solid fuel rocket motor ignites coming out of the
water. These are to be launched to attack targets on the surface.
Submarine-laid Mine: Range: Touch, Damage: 2D6x10, Blast Radius: 20 feet (6.1 m), Rate
of Fire: One per minute, Payload: 10. The mines explosive depth is determined by a cable-
measuring device. When the preset depth has been determined, an electrical signal is sent to
an explosive device which locks the cable to prevent further payout. Mine will fill with water and
neutralize itself should it become separated from its cable before reaching its program depth.
Once it reaches it dept, the mine is released where it waits for an unsuspecting victim to touch
it.
Systems of Note:
Passive Sonar: Range is 10 miles (16 km). This system collects all the background
noise in the area which must be sifted through to detect enemy vessels. The sonar can track 30
different targets and identify 100 different vessels from their acoustic signature, like American
and Russian submarines.
Active Sonar: Range is 50 miles (80 km). A system set to locate targets by bouncing
sound off objects and vessels. It gives away the submarine’s position, however, and is thus
rarely used. Can also track 30 targets and identity all of the same vessels as the passive
system.
Targeting Computer System: All of the information collected by sensors is sent to
central combat computer that possesses information and feeds a target solution to the fire
control sub-system.
World Wide Communications: A sophisticated combo package that includes directional,
wide-band, and all radio frequencies, and satellite systems (GPS). To use any of these systems
the submarine must release a radio buoy or rise to a periscope depth (about 100 feet/30.5 M).
For intra-ship communications there is a telephone system and public address system.
Full Environmental System. There is a 60 day air supply
Stealth System: Measures have been taken to reduce the noise made by a sub’s system
when it’s underway. There is a -10% penalty to vehicles, robots, and human operators using
sonar to make the sub’s sonar signature undetectable.
Acoustic Decoys: Launched from mini-torpedoes tubes amidships, the decoys broadcast
an acoustic signal designed to mask the submarine’s signature and confused incoming torpedoes.
(50% chance to deflect normal torpedoes). Decoys can be launched two at a time, and
reloading the mini-tubes requires one-melee. The sub normally carries 20 decoys.
Dry Deck Shelter (DDS): This is a submersible launcher hanger with a hyperbolic chamber
that attaches to the ship’s Weapon Shipping Hatch. It’s purpose it to allow for the covert
insertion of the Kubikiri. The DDS also provides a practical means of delivering the Kubikiri due to
its size, capabilities, and location on the ship.
Note What about the Harpoon? I leave that for G.M. to decide.If you choose to include it in your adventure.
PPAA Organization Statistics
A. Outfits: Specialty Clothing (10 Points)
B. Equipment: Electronic Supplies (10 Points)
C. Weapons: Ninja Weapons (5 Points)
D. Bionics & Robotics: Cyber Agents (25 Points)
E. Vehicles: None (0 Points) Does not include the Beast
F. Communications: Secured Services (10 Points)
G. Offices: None (0 Points)
H. Military Power: None (0 Points)
I. Super Powered Operatives: A few Regulars (20 Points)
J. Sponsorship: Agent Sponsored (50 Points)
K. Special Budget: Big Bucks (35 Points)
L. Administrative Control: Free Hand (15 Points)
M. Internal Security: Lax (5 Points). They don’t expect anyone to
even try sneaking onto a submarine.
N. External Infiltration: Information Source (10 Points)
O. Research & Information Gathering: Good Connection (10 Points)
P. Agency Credentials: Hunted (0 points)
Q. Agency Salary: Excellent (30 points)
Total Agency Points: 235 Points.
This high-tech criminal group is also well versed in martial arts forms (Physical Training). They
operate from a single command base, a stolen U.S. Navy Sturgeon class submarine. The sub was
being sold to Japan by the U.S. but came up missing somewhere in the middle of the Pacific.
Since then the PPAA has used it to hold up freighters, yachts, and cruise ships in the middle of
the ocean. Presently the U.S. Navy is still attempting to locate these criminals, and so is the
Sector. When the ship was sold to Japan (for 320 million), the ship not only maintained several
torpedoes, submarine rockets, and deep water mines, but still had one HARPOON missile on
board. So far the PPAA have been content with being pirates of the Pacific Ocean, but there is
a growing fear that at some point they will threaten to use the Harpoon against another nation
(possibly the U.S.) unless they are paid a hefty ransom. Other claims they are not entirely
concerned because they feel as some point the ship will require an expensive reactor refueling
operation, making it necessary for the PPAA to surrender. Because their base is a U.S. Navy
attack submarine, it’s rather difficult to locate these criminals. If anything, they make
themselves known first by their actions. The PPAA is led by Iyetsu Fukami, who has no problem
with using the armaments of his ship against civilian targets.
IYETSU FUKAMI
As a former Sumo wrestler, Fukami commands respect with his physical presence. Along with
those who run the ship, he also commands thirty-four shadowy warriors who continually trained
to turn their bodies into finely turned fighting machines. Iyetsu has been investing all the money
stolen and plans to start up his own bank. His goal is to retire with one trillion dollars. Presently
he is sitting pretty on 500 billion, which makes him not only one of the richest criminal
masterminds, but one of the richest persons on the planet. And he won’t stop until he has even
more.
Real Name: Ityetsu Fukami
Occupation: Former Yokozuna Sumo wrestler, turned super criminal.
Alignment: Aberrant
Power Category: Special Training/Ancient Master
Experience Level: 11th
Appearance: A large Japanese sumo wrestler. He is general seen wearing colorful Hawaiian
shirts and shorts, with bare feet.
Attributes: I.Q. 20, M.E. 18, M.A. 22, P.S. 30, P.P. 20, P.E. 28, Spd. 8, P.B. 10.
Age: 44, Sex: Male, Height: 6 foot and 10 inch (2.08 m), Weight: 335 lbs (151.9 kg).
Hit Points: 85 S.D.C. 309 Armor Rating.: A.R.: 8
P.P.E.: 67
Special Ancient Master Skills: Feign Death 96%, Cleansing Spirit 92%, Positive Energy,
Channel & Unleash Physical Energy-Range: 55 feet (16.7 m), Damage: 3D6+22 damage, and his
strength is equal to the super ability Extraordinary P.S.
Minor Super Ability: Heavyweight.
Combat Training: Hand to Hand: Martial Arts
Attacks per Melee: 10 (2 initial + 7 from Hand to Hand +1 from boxing)
Combat Bonuses: +9 to initiative, +10 to strike, +10 to parry, +9 to dodge, +8 auto
dodge +35 to damage, +8 to roll with punch/fall, +10 to pull punch, and +7 to disarm.
Saving Throws: +46% to save. vs coma/death, +7 to save vs. possession, +4 to save
vs. mind control, +7 to save vs. Horror Factor, +2 to save vs. psionics, and +7 to save vs.
magic and poison.
Combat Skills: Karate Punch 2D4, Backhand 1D6, Elbow/Forearm 1D6, Knee 1D6, +5
Automatic Body Flip 2D4 + P.S. damage (lose initiative and 2 melee attack/action), Karate kick
2D6+2, Roundhouse Kick 3D6+2, Snap Kick 1D6+2, Wheel kick 2D6+2, Crescent Kick 2D4+4, Axe
Kick 2D6+2, Tripping/Leg Hook (cannot be paired, must dodge or knockdown), Backward Sweep
(cannot be paired, must dodge or knockdown, -2 to dodge), Jump Kick 6D6+2, Flying Jump Kick
4D6+2, Power Punch 4D4 (counts as two attacks), Body Block/Tackle 1D4 + P.S. damage bonus
(must parry/dodge or knockdown), Pin 18-20, Crush 1D4, Leap Attack, Critical strike from behind
or surprise, Deathblow on a natural 17-20 unmodified die roll, Knockout/stun on a natural
(unmodified) die roll of 18-20, All Holds, Paired Weapons, Critical strike on a natural (unmodified)
roll of 18-20), and he can leap 12 feet high (3.6 m) and 20 feet (6 m) with a trot, +30% with a
running start, -20% from a standing position.
Other Bonuses: +6% to all skills and 14% trust/intimidate,
Educational Background: Special Training
Common Skill: Read/Write/Speak Japanese 98%
Special Skills: Mathematics: Basic, Language: English 98%, Literacy: English 98%,
Biology 98%, First Aid 98%, Art (drawing & floral arrangement) 98%, Boxing, Wrestling, Climbing
98%, Aerobic Athletics (Sense of Balance 98%), Body Building & Weightlifting, Cook 98%, Fishing
98%, W.P. Blunt +8 to strike/+4 to parry), W.P. Chain (+4 to strike/+2 to parry), W.P. Sword
(+to strike/+4 to parry), W.P. Staff (+8 to strike/+4 to parry), and W.P. Pole Arm (+4 to
strike/parry and +4 to damage).
Secondary Skills: Business & Finance 96%, Streetwise 70%, Law (basic) 86%,
Research 98%, Swimming 98%, Basic: Radio 98%, Astronomy & Navigation 91%, Pilot:
Boats/Ships & Seamanship 98%, Pilot: Motor, Race, and Hydrofoil 98%, Gambling (Standard) 81%,
Philosophy 76%, Sewing 76%, History 81%/61%, and Computer Operation 75%.
Money: Five hundred billion U.S. dollars. Does not include the money required to run the
PPAA.
Weapons: He owns a furibo, a composite club made of wood, bound and tipped with iron.
The weapon was crafted especially for him. Damage: 2D4+3, Bonuses: +2 to strike/parry.
Equipment & Vehicles: He has use of the entire inventory utilized or stolen by the PPAA.
He never wears armor believing his body can withstand conventional weapons and resist the
fighting style of any individual. He lives on the PPAA attack submarine called the Beast.
The Kubikiri
These are the thirty-four elite Japanese warriors of the PPAA. Each is trained in a slightly
different style of hand combat, but they all emphasis agility and speed. They are the ones who
sneak aboard ships, dispatch the crew, and remove the valuables, usually with the owner
asleep or tossed overboard. Ityetsu stays on board the sub unless someone becomes a problem,
and that is a rare event. The Kubikiri are not in charge of the day to day task of running the
submarine, although they do function as its security.
Occupation: Thieves and assassins.
Typical Alignment: 50% Aberrant, 25% Miscreant, 25% Diabolic
Power Category: Physical Training
Typical Attributes: I.Q.8+1D6, M.E. 12+1D6, M.A. 6+1D6, P.S. 15+1D6, P.P. 24, P.E.
13+2D6, P.B. 2D6+6, Spd.1D4x10+10.
Experience Level: 4th
Appearance: They are clad in black ninja uniforms with a short sword slung across their
back.
Age: 18-30, Sex: Male & Female, Height: Varies, Weight: Varies
Hit Points: 26+ P.E. attribute score. S.D.C.: 80
P.P.E.: 22
Special Combat Abilities: Power Punch x2 damage (2), Power Kick x2 damage (2), Force
of Will, and their strength is equal to the super ability Extraordinary P.S.
Combat Training: Focus on Agility & Speed.
Attacks per Melee: 7 (2 initial + 5 from Hand to Hand)
Combat Bonuses: +4 to initiative, +7 to strike, +7 to parry, +8 to dodge, +6 to roll with
punch/fall, +5 to pull punch, and +3 to disarm. Note: These do not include possible attribute
bonuses (accept for P.P.).
Saving Throws: +10% to save. vs coma/death. Note: These do not include possible
attributes bonuses.
Combat Skills: Karate Punch 2D4, Backhand 1D6, Elbow/Forearm 1D6, +2 to Body Flip 1D6
+ P.S. damage (lose initiative and 1 melee attack/action), Karate kick 2D6, Roundhouse Kick
3D6, Axe Kick 2D8, Auto Backflip 88%, Backward Sweep (knockdown, cannot be parried),
Knee 2D4, Leap Kick 3D8 (2), Arm and Body Holds, and Paired Weapons.
Educational Background: On the Job Training.
Common Skills: Read-Write/Speak Japanese 88%/92%, Mathematics: Basic 84%,
and Pilot: Automobile 72%.
Criminal Program: Streetwise 51%, Pick Locks 65%, Prowl 60%, Find Contraband
57%, and Safe-Cracking.
Physical Skills: Acrobatics, Gymnastics, Swimming 75%, S.C.U.B.A. 75%, Kick
Boxing, and Climbing 85%
Espionage Skills: Detect Concealment 55%, Wilderness Survival 60%, Pick Pocket
55%, and Escape Artist 60%
Secondary Skills: Language: English 77%, Literacy: English 75%, Radio: Basic 70%,
W.P. Sword (+2 to strike/parry), W.P. Forked (+2 to strike/entangle & +2 to parry), W.P. Knife
(+2 to strike/parry & +4 to throw), W.P. Targeting (+2 to throw/critical strike on unmodified roll
of 19-20), and W.P. Grappling Hook (+1 to strike/entangle).
Money: Whatever ones steals on a mission and a weekly pay of $4000.
Weapons: Any and all ninja, martial arts, ancient and stealth weapons. They also use a
wide variety of gimmick weapons and ammunition like explosive/trick arrows, spring wrist release
mechanisms, and explosive pellets.
Armor: Concealed Body Armor to Ninja Outfits. A.R. 12 and 40 S.D.C.
Equipment & Vehicles: Each agent has use of the inventory utilized or stolen by the
PPAA. They all live on the attack submarine called the Beast.
THE BEAST
Model Type: SSN-683
Class: Sturgeon
Crew: 15 officers (not including Ityetsu Fukami) and 32 crew hands (does not include the
thirty-four Kubikiri.
S.D.C. by location:
Torpedo Tubes (4)-100 S.D.C. each
*Bridge Tower-1500 S.D.C.
*Main Body-3500 S.D.C.
Armor: 15. Stops pistols and rifle rounds (Penetration Value of 7+).
*Depleting the S.D.C. of the bridge tower or main body destroys the ship’s structural integrity,
causing it to sink. There are more then enough flotation devices and life rafts to accommodate
everyone on board, but these are only useful if the submarine is surfaced! If the vessel sinks
below 1900 feet (1900 m) the pressure will crush the submarine, killing everyone inside.
Absolutely no survivors! Anyone exiting the sub at depths beyond normal lung capacity without
special deep-sea diving gear will suffer the bends and die.
Speed: 28 mph (45 km or 25 knots)
Endurance: 60 days before needing to replenish supplies
Maximum Depth: 1900 feet (600 m)
Statistical Data:
Draft: 28.8 feet (8.77 m)
Beam: 32 feet (9.7 m)
Length: 302 feet (92 m)
Displacement: 4,460 tons surfaced, 4,960 tons submerged.
Power Plant: One S5W Nuclear Reactor
Two steam turbines, 15,000 shp, one shaft
Weapon Systems:
Torpedo Tubes (4): Range: 25 miles (40 km), Damage: 3D6x10, Blast Radius: 30 feet
(9.1 m), Speed: 63 mph (101 km or 55 knots), Depth: 3000 feet (914.4 m), Search and Attack
Depth Setting: Minimum 60 feet (18.2 m), Maximum 4500 feet (1371 m), Rate of Fire: One at a
time or volleys of two, three, or four, Payload: 16 (four for each tube). A full melee round/15
seconds is required to reload a single torpedo, Bonuses: +3 to strike (guided)
Submarine Rocket (SUBROC): Range: After breaking surface/25-30 miles (40-48 km),
Damage: 4D6x10, Blast Radius: 40 feet (12.2 m), Rate of Fire: One at a time or of volleys of
two, three, or four, Payload: 8 (two for each torpedo tube), Bonuses: +3 to strike (guided). A
full melee round/15 seconds is required to reload a single SUBROC. Note: These are ejected from
the torpedo tubes, once it clears the ship, a solid fuel rocket motor ignites coming out of the
water. These are to be launched to attack targets on the surface.
Submarine-laid Mine: Range: Touch, Damage: 2D6x10, Blast Radius: 20 feet (6.1 m), Rate
of Fire: One per minute, Payload: 10. The mines explosive depth is determined by a cable-
measuring device. When the preset depth has been determined, an electrical signal is sent to
an explosive device which locks the cable to prevent further payout. Mine will fill with water and
neutralize itself should it become separated from its cable before reaching its program depth.
Once it reaches it dept, the mine is released where it waits for an unsuspecting victim to touch
it.
Systems of Note:
Passive Sonar: Range is 10 miles (16 km). This system collects all the background
noise in the area which must be sifted through to detect enemy vessels. The sonar can track 30
different targets and identify 100 different vessels from their acoustic signature, like American
and Russian submarines.
Active Sonar: Range is 50 miles (80 km). A system set to locate targets by bouncing
sound off objects and vessels. It gives away the submarine’s position, however, and is thus
rarely used. Can also track 30 targets and identity all of the same vessels as the passive
system.
Targeting Computer System: All of the information collected by sensors is sent to
central combat computer that possesses information and feeds a target solution to the fire
control sub-system.
World Wide Communications: A sophisticated combo package that includes directional,
wide-band, and all radio frequencies, and satellite systems (GPS). To use any of these systems
the submarine must release a radio buoy or rise to a periscope depth (about 100 feet/30.5 M).
For intra-ship communications there is a telephone system and public address system.
Full Environmental System. There is a 60 day air supply
Stealth System: Measures have been taken to reduce the noise made by a sub’s system
when it’s underway. There is a -10% penalty to vehicles, robots, and human operators using
sonar to make the sub’s sonar signature undetectable.
Acoustic Decoys: Launched from mini-torpedoes tubes amidships, the decoys broadcast
an acoustic signal designed to mask the submarine’s signature and confused incoming torpedoes.
(50% chance to deflect normal torpedoes). Decoys can be launched two at a time, and
reloading the mini-tubes requires one-melee. The sub normally carries 20 decoys.
Dry Deck Shelter (DDS): This is a submersible launcher hanger with a hyperbolic chamber
that attaches to the ship’s Weapon Shipping Hatch. It’s purpose it to allow for the covert
insertion of the Kubikiri. The DDS also provides a practical means of delivering the Kubikiri due to
its size, capabilities, and location on the ship.
Note What about the Harpoon? I leave that for G.M. to decide.If you choose to include it in your adventure.
PPAA Organization Statistics
A. Outfits: Specialty Clothing (10 Points)
B. Equipment: Electronic Supplies (10 Points)
C. Weapons: Ninja Weapons (5 Points)
D. Bionics & Robotics: Cyber Agents (25 Points)
E. Vehicles: None (0 Points) Does not include the Beast
F. Communications: Secured Services (10 Points)
G. Offices: None (0 Points)
H. Military Power: None (0 Points)
I. Super Powered Operatives: A few Regulars (20 Points)
J. Sponsorship: Agent Sponsored (50 Points)
K. Special Budget: Big Bucks (35 Points)
L. Administrative Control: Free Hand (15 Points)
M. Internal Security: Lax (5 Points). They don’t expect anyone to
even try sneaking onto a submarine.
N. External Infiltration: Information Source (10 Points)
O. Research & Information Gathering: Good Connection (10 Points)
P. Agency Credentials: Hunted (0 points)
Q. Agency Salary: Excellent (30 points)
Total Agency Points: 235 Points.
- Stone Gargoyle
- Virtuoso of Variants
- Posts: 10356
- 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.....
Thanks much.Reagren Wright wrote:The two Ancient Masters I mentioned are actually already on this forum. But since they are some of my earlier creations here they are.
JIJII (The Old Man)
"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.....
I shall return real 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.....
First a little background. In 1989 my cousin Marco and I along with Vincent, Shawn, and Damien created Hardline Comics, these were going to be cutting edge comic books with
superheroes and other science fiction stories. Marco and Vincent are master artists, if you know Palladium artist Charles Chuck Walton, their stuff looks that good. Marco is a artistic
prodigy. He was offered a position to work for Disney (that's how good of an artist he was). At the time we were heavily influenced by Japanese Anime/Manga and we wanted to tell
super hero/science fiction stories in comics just as good as theirs. Our initial comic BIO Marco and Vincent completed all the artwork, ink, pencils, lettering, and so on and we were
shopping it around. If my memory is correct Issue #2 and #3 we're also done. My job was basically to take all these characters the guys created and give them detailed background,
explain their powers, and work on the overall BIO plot. I also was working on my own stories since I have zero artistic ability. One of the characters I created and wanted to tell
stories about was a character who inhabited the BIO universe but in the distant past when the UNSF (United Nation Security Force) was in its heyday going around capturing and
canistering all super beings. That character was Special Agent Scott Benter (Rifter #64). Scott at that time was an amalgam of Hunter (the cop from the tv show of the 1980s), Tom
Baker's Doctor Who, and my own sensibilities at that age. Scott had all his trademarks his yellow coat, the Vintage AMC Pacer, eating mixtures of Jelly Belly jelly beans, and the GASP
gun which at that time was the fire gun to be able to canister people. You basically shot this ray that turned people into biological soup and then you stored them in these canister to
imprison them. You could reverse the process and the person would be just fine just locked in suspended animation. Scott was feeling guilty at the time over what he was doing.
Questioning everything. Making enemies within the system and so on.
Unfortunately a family tragedy occurred with Marco and Hardline fell apart. We never got a chance to make our vision come to life. It want to say like a year or two later Milestone
Comics came out. I use to lament that could have been us and I still dream of the what could have been all the time.
Anyway I still had all these characters and stories I created and no artists to do anything with. So I retooled everything and created my own personal comics/concepts I called Power
Comics (all my super hero stuff). For those who read any of my Heroes Unlimited stuff posted here and in Rifters #33, #42, #64, #66, #69, and MAYBE one day in a Heroes
Unlimited sourcebook you are seeing "parts" of that comic universe I created in the 1990s, merged in with the Heroes Unlimited material. I never got to fulfill the dream of being a
comic book writer, but I have become a novelist and got stuff public of course published by Palladium Books.
Scott Benter is still my favorite fictional/super hero character from that era along with one other but that character is now apart of my dark fantasy novel writing. Scott has evolved
over the years (the psychic powers is actually a recent and edition). I love to write about him and his quest to remove guilt he feels about his past and the morality of the job that
he's doing. Scott borderlines the novel/short story writing line because its the only way to tell his personal stories. If I could I'd spend the rest of my life writing Scott Benter stories
professionally if it paid my bills. Right now though I enjoy the marriage I've given him with Heroes Unlimited. The following bad guys are a few of the weird cases Scott had during
his comic books days and I reimagined them for the Heroes Unlimited setting for you all to enjoy. They are sympatric villains you can mess around with. They could very easily turn
into very powerful bad guys so enjoy these guys are usual folks.
superheroes and other science fiction stories. Marco and Vincent are master artists, if you know Palladium artist Charles Chuck Walton, their stuff looks that good. Marco is a artistic
prodigy. He was offered a position to work for Disney (that's how good of an artist he was). At the time we were heavily influenced by Japanese Anime/Manga and we wanted to tell
super hero/science fiction stories in comics just as good as theirs. Our initial comic BIO Marco and Vincent completed all the artwork, ink, pencils, lettering, and so on and we were
shopping it around. If my memory is correct Issue #2 and #3 we're also done. My job was basically to take all these characters the guys created and give them detailed background,
explain their powers, and work on the overall BIO plot. I also was working on my own stories since I have zero artistic ability. One of the characters I created and wanted to tell
stories about was a character who inhabited the BIO universe but in the distant past when the UNSF (United Nation Security Force) was in its heyday going around capturing and
canistering all super beings. That character was Special Agent Scott Benter (Rifter #64). Scott at that time was an amalgam of Hunter (the cop from the tv show of the 1980s), Tom
Baker's Doctor Who, and my own sensibilities at that age. Scott had all his trademarks his yellow coat, the Vintage AMC Pacer, eating mixtures of Jelly Belly jelly beans, and the GASP
gun which at that time was the fire gun to be able to canister people. You basically shot this ray that turned people into biological soup and then you stored them in these canister to
imprison them. You could reverse the process and the person would be just fine just locked in suspended animation. Scott was feeling guilty at the time over what he was doing.
Questioning everything. Making enemies within the system and so on.
Unfortunately a family tragedy occurred with Marco and Hardline fell apart. We never got a chance to make our vision come to life. It want to say like a year or two later Milestone
Comics came out. I use to lament that could have been us and I still dream of the what could have been all the time.
Anyway I still had all these characters and stories I created and no artists to do anything with. So I retooled everything and created my own personal comics/concepts I called Power
Comics (all my super hero stuff). For those who read any of my Heroes Unlimited stuff posted here and in Rifters #33, #42, #64, #66, #69, and MAYBE one day in a Heroes
Unlimited sourcebook you are seeing "parts" of that comic universe I created in the 1990s, merged in with the Heroes Unlimited material. I never got to fulfill the dream of being a
comic book writer, but I have become a novelist and got stuff public of course published by Palladium Books.
Scott Benter is still my favorite fictional/super hero character from that era along with one other but that character is now apart of my dark fantasy novel writing. Scott has evolved
over the years (the psychic powers is actually a recent and edition). I love to write about him and his quest to remove guilt he feels about his past and the morality of the job that
he's doing. Scott borderlines the novel/short story writing line because its the only way to tell his personal stories. If I could I'd spend the rest of my life writing Scott Benter stories
professionally if it paid my bills. Right now though I enjoy the marriage I've given him with Heroes Unlimited. The following bad guys are a few of the weird cases Scott had during
his comic books days and I reimagined them for the Heroes Unlimited setting for you all to enjoy. They are sympatric villains you can mess around with. They could very easily turn
into very powerful bad guys so enjoy these guys are usual folks.
- 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.....
SCOTT BENTERS’ SEVEN RED FLAGS OF ULTROPOLIS
The following is the official list of Red Flag Watches that Senior Special GIGMA Agent Scott Benter (see Rifters #33, #64 and other short stories that I’ve written) calls the most
dangerous super beings in his home city of Ultropolis. These super beings are not only incredibly powerful, but Scott has decided they must be spared from incarceration at Gramercy
Island and kept out any SCRET Holding Facility (See Rifter #33). The reason he gives is they are not “evil” per say and the guilt they express over their “crimes” makes them worthy
of being watched to ensure they don’t use their super abilities unlawfully. However, Scott still had to file GIGMA paper work on them and send it to GIGMA’s headquarters Richmond,
Virginia to be stored at the G-Lab database, the United States ultimate source (background check system) for super beings (both criminals and lawful registered individuals). Scott’s
paper work on these 7 individuals is missing some key details about their super abilities, and he’s included as much vagueness as he can get away with. The most important thing is
they are red flagged meaning he denotes they are extremely dangerous and not other GIGMA agent should approach them or risk being killed. Being red flagged doesn’t mean they
are criminal or oppose a threat to a lawful society, it means these seven individuals are to be fearful and must not be approach or agitated by the presence of law enforcement,
mutant recovery teams, federal agents, corporation, etc who might be trying to apprehend or arrest them. These seven are very untrusting of everyone ACCEPT Agent Scott Benter
(and maybe a select few of his contacts/associates). Scott as a GIGMA agent has every right to authorize them as red flags under the old administrative guidelines and because he
has Alpha Black Security Clearance (the unofficial highest levels of U.S. classified information, more so than the U.S. President of anyone else in any of the three branches of
government or military) because of his lifelong appointment as an Agent Zero in the US Secret Service (Presidential Detail). Current GIGMA Director Theodore Rains and the
two men who run US SCRET, Army Brigadier General Kevin Drysdale and Deputy Secretary of Homeland Security Grover Ridge are not happy about it, but as the mandates
and laws of GIGMA/SCRET cannot be official changed without Congress approval, there is little they can do about it.
Scott unfortunately is so busy traveling the country that he doesn’t spend enough time observing/monitoring all of his watches, especially these seven he red flagged in his
hometown. As such these seven individuals spend a lot of time being unobserved which could potentially get them into trouble for various purposes that a G.M. could introduce in an
adventure scenario. Scott does have some contacts in place just in case things turn sour that he will notify him as quickly as possible. This means Player Characters will run into Scott
as a NPC and he might have to work with him to solve the issue or the other way around. Scott will do what he can to put things right so his red flags can continue living their lives
without government oversight as much as possible. He will attempt to persuade player characters this is also for the best, and if he must, he will use his super hypnotic suggestion to
“mind control” players into doing this for him. If he has no choice he will terminate the red flags but only if there is no other options. The problem is some of his red flags he’s not
sure if that is even possible.
The following is the official list of Red Flag Watches that Senior Special GIGMA Agent Scott Benter (see Rifters #33, #64 and other short stories that I’ve written) calls the most
dangerous super beings in his home city of Ultropolis. These super beings are not only incredibly powerful, but Scott has decided they must be spared from incarceration at Gramercy
Island and kept out any SCRET Holding Facility (See Rifter #33). The reason he gives is they are not “evil” per say and the guilt they express over their “crimes” makes them worthy
of being watched to ensure they don’t use their super abilities unlawfully. However, Scott still had to file GIGMA paper work on them and send it to GIGMA’s headquarters Richmond,
Virginia to be stored at the G-Lab database, the United States ultimate source (background check system) for super beings (both criminals and lawful registered individuals). Scott’s
paper work on these 7 individuals is missing some key details about their super abilities, and he’s included as much vagueness as he can get away with. The most important thing is
they are red flagged meaning he denotes they are extremely dangerous and not other GIGMA agent should approach them or risk being killed. Being red flagged doesn’t mean they
are criminal or oppose a threat to a lawful society, it means these seven individuals are to be fearful and must not be approach or agitated by the presence of law enforcement,
mutant recovery teams, federal agents, corporation, etc who might be trying to apprehend or arrest them. These seven are very untrusting of everyone ACCEPT Agent Scott Benter
(and maybe a select few of his contacts/associates). Scott as a GIGMA agent has every right to authorize them as red flags under the old administrative guidelines and because he
has Alpha Black Security Clearance (the unofficial highest levels of U.S. classified information, more so than the U.S. President of anyone else in any of the three branches of
government or military) because of his lifelong appointment as an Agent Zero in the US Secret Service (Presidential Detail). Current GIGMA Director Theodore Rains and the
two men who run US SCRET, Army Brigadier General Kevin Drysdale and Deputy Secretary of Homeland Security Grover Ridge are not happy about it, but as the mandates
and laws of GIGMA/SCRET cannot be official changed without Congress approval, there is little they can do about it.
Scott unfortunately is so busy traveling the country that he doesn’t spend enough time observing/monitoring all of his watches, especially these seven he red flagged in his
hometown. As such these seven individuals spend a lot of time being unobserved which could potentially get them into trouble for various purposes that a G.M. could introduce in an
adventure scenario. Scott does have some contacts in place just in case things turn sour that he will notify him as quickly as possible. This means Player Characters will run into Scott
as a NPC and he might have to work with him to solve the issue or the other way around. Scott will do what he can to put things right so his red flags can continue living their lives
without government oversight as much as possible. He will attempt to persuade player characters this is also for the best, and if he must, he will use his super hypnotic suggestion to
“mind control” players into doing this for him. If he has no choice he will terminate the red flags but only if there is no other options. The problem is some of his red flags he’s not
sure if that is even possible.
- 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.....
Lenny Burks
Lenny Burks mother Pamela Burks was a strung out junkie/street person. She never turned down a chance to get high. It is believed she likely injected an experimental drug
into her blood stream causing a mutagenic transformation in her unborn child. When Lenny was born, it became quite apparent he didn’t feel any pain or could be harm in any
fashion. Lenny was invulnerable. Despite effort to stay clean and sober to raise her son, Pamela fell back to her old habits and with Lenny able to go without food or water far longer
than normal people didn’t help any. One of Pamela love interests was Alex Rickey Wilcox, a pusher and two-bit hood. He became fascinated in the way Lenny couldn’t be hurt. He
also noticed Lenny was slower than normal children. Whether or not she noticed it or not, Alex began abusing Lenny who never felt any pain nor did he “feel” wrong about what was
being done to him.
Alex worked for criminal mastermind Jaquan “Machette” Durando and his crime family, and accumulated a lot of gambling debt. Unable to pay it back, it was decided Alex
needed to be taught a lesson. Nobody realized days earlier, Pamela told Alex to get out of her house and to leave her and 12 year old Lenny alone. Pamela was really trying to get
her life back together (it is not known if she ever learned the truth). On Christmas Day, Lenny and his mom were in the living room opening presents when their house exploded.
Everything was destroyed accept for Lenny who remained unharmed. When the police arrived, one came up to him to see if he was okay. The moment he laid a hand on Lenny, he
let out a scream, releasing a dimensional energy burst that also transformed all the metal nearby into glass, which in turn destroyed two fire trucks. After a while, U.S. S.C.R.E.T
arrived and believing he lost control of his powers and killed his mother. Lenny was eventually apprehended and put into Suspended Animation at a Maximum Security S.C.R.E.T.
Holding Facility called the Sphere.
For ten years scientists and doctors closely monitored him, then one day Doctor Wilhelm Vilde learned about his existence. He sent the Black Eagles to retrieve him. They and a
small group of Dire Harpies and Deevils laid waste to the compound. Hours later, G.I.G.M.A. special agent Scott Benter and a group of teenage Legionnairs arrived on the scene to
find several demonic troops searching the wreckage for survivors to kill. Scott and teenage group of mutants confront the lesser deevils until the Order of the Three arrived. After
destroying the deevils, Lord Arcane explained to Scott the importance of Lenny and what kind of threat to the world he could impose. Lenny was taken to the town of Centralia,
Pennsylvania where Doctor Wilhelm devised a Chaos Generator to be powered by Lenny that could uses his dimensional powers to open a permanent dimensional portal to Dyval.
Lenny was given the Milk of Power to enhance his powers which increased and further destabilize his powers and control over them. Scott, the Order of the Three, and the teen
mutants attacked the compound. They defeated the deevils, rescued Lenny and destroyed the device. Doctor Wilhelm escaped along with many of his underlings. Most of the teen
mutants were killed. Lord Arcane did a bio-scan on Lenny and realized that Lenny he was nearly bursting with dimensional energy that could take decades to bleed off. He theorized
if Lenny died any other way except natural causes 30 or 40 years from now, his death would create a potential permanent dimensional rift to Dyval. He doesn’t think Lenny should be
placed in suspended animation because it does not assure he will kept safe or that Doctor Wilhelm will find him again. Scott swears to Lord Arcane that he will look after Lenny and
will take him some place safe. Lord Arcane agrees but says he will check on him from time to time.
Scott takes Lenny to the Royal Citadel in Ultropolis, a 60 story building that serves as a city-in-a-building concept,” mixing shopping area, entertainment, restaurants, hotel,
office building, convention center, bank, post office and even a full blown aquarium, theme park and planetarium all into one massive building. Scott doesn’t realize the building is
built on top of a ley line nexus. The site original was a prison known for a long history of abusing prisoners. Scott paid for Lenny stay and for adult services to come and take care of
him. He vowed to come see him at least once a month and give him Vanilla Bean Ice Cream. Regrettably, Scott numerous responsibilities and case load prevented him from ever
checking on Lenny who hard work and personality made him the one of the environmental technicians/grounds keeper for the building.
Real Name: Lenny Burks
Alias: Hell Flux
Occupation: Maintenance Man/Grounds Keeper for Royal Citadel
Alignment: Scrupulous
Power Category: Unstable Mutant (experimented on by Doctor Wilhelm Vilde)
Experience Level: 7th
Hit Points: 96 S.D.C.: 171
P.P.E.: 108
Appearance: Lenny is a normal looking male who doesn’t engage in any exercise. He has hooded azure eyes. His fine, curly, long hair is the color of chestnuts, and is worn in
a precise style. He is very tall and has a lean build. His skin is china-white. He has bushy eyebrows and long-fingered hands. He wears clothing more akin to be worn by a 10-12 year
old.
Attributes: I.Q. 6, M.E. 14, M.A. 11, P.S. 16 (superhuman), P.P. 12, P.E. 15, P.B. 9, Spd 14.
Age: 22, Sex: Male, Height: 6 foot and 1 inch (1.85 m), Weight: 189 (85.05 kg)
Unusual Characteristics: He is very pale, but not so much that he looks unusual. Power Lock (Alter Dimensional Fabric). Lenny is unable to turn this power off. It is constantly
on as a result he always loses 1 action/attack each melee round.
Vulnerability: Gases, drugs, chemicals, poisons, toxins, diseases, and radiation will harm him but the damage, duration, effect, and penalty is one half, poison, radiation, and
disease cannot kill him. He is vulnerable to psionics, spell magic, magic illusions, magic weapons, and attacks from supernatural beings. Supernatural P.S. does half damage.
Particle Beams, if Lenny is struck by any type of particle beam weapon/attack, it does double damage direct to his Hit Points. Should his Hit Points reach zero, Lenny will
disintegrate but leave a permanent Dimensional Portal to Dyval in his place. Damage done to him from particle beams heals back three times slower than normal. If Lenny should die
before experiencing a natural death in his late 80s or more, he will also create a permanent portal.
Autistic Mutant Savant, Lenny has permanent learning, communication, and social disabilities. He has the mind of a 5th grader, however he can still do “adult” things with a
skilled expertise such as sculpting and whittling, fixing things that are broke. He is a masterful carpenter, able to build anything from a bird house to complex woodworking and
furnishings. However Lenny can can’t perform some of the simplest of daily tasks, cook for himself, buy the tools that he or even to dress himself properly to go out in public. One
might find him in his woodwork shop naked until someone comes along to help him pick out his clothes and help him remember how to put them on. But he knows which detergent
is the best to remove tough stains fast. He’ll clean an entire house from the top to bottom, even the air ducts, toilet, underneath the sink, beneath the refrigerator.
Major Super Ability: Dimension Energy Absorption, Lenny has the ability to absorb dimensional energy and utilize it in various ways, to make himself physically invulnerable to
conventional injury, release an energy attack, create a doorway portal and/or dimensional pocket. Because he lacks the intelligence to do so, Lenny would have even more abilities.
Lenny super power gives him the following Major Super Abilities: Invulnerability, Energy Expulsion: Dimensional Energy (special), and Alter Dimensional Fabric (1200 feet/365 m).
Note: Lenny’s Alter Dimensional Fabric power is constantly weakening reality around him. He cannot control or regulate this power in any manner nor can he strengthen the
fabric or sense any change to the dimensional fabric. Lenny has no control over the random events that occur whenever he uses his dimensional energy blast. The range of all
dimensional effects is increased by 50% and they last 50% longer and all dimensional portals remain open 50% longer. Lenny cannot close the portals.
Use the following when rolling on the Random Dimensional Event Table:
01-10% Warped Reality affects a 60 foot (18.2 m) radius around Lenny, for two melee round (30 seconds) all creatures, vehicles, and objects are wildly distorted and
resemble something in a carnival house of mirrors. During this time, everyone in the area of effect is fairly helpless, reduce the normal number of melee attacks/actions and usual
combat bonuses by half, and speed by 75%. Anyone trying to shoot into the area from a safe distance will suffer a -9 to strike as the shot/attack is also warped or completely
dispelled. Anyone (including Lenny) entering the area while Warped Reality is in effect will be struck by the effect. While uncomfortable and disorienting, Warped Reality does not
physical damage living beings. In the Warped Reality all energy weapons, energy attacks/expulsions, and magical energy attacks will not work, psionic do not work, and anything
made of metal turns to glass (with 10 S.D.C. for each object). Everything returns to normal after 30 seconds (two melees) ends. (The rest of the table on Armageddon Unlimited
sourcebook, page 16-17) is the same, just remember the range of the dimensional effect is increased by +50% and they last +50% longer and dimensional portals remain open
50% longer, all on top of the fact there is a ley line nexus in the middle of Ultropolis).
Minor Super Abilities: Doorway and Dimensional Pocket
Combat Training: Non-combatant
Attacks per Melee: 2 combat action/attack per melee round/5 non-combat action per round.
Combat Bonuses: +1 to dodge and +1 to damage.
Saving Throws: +20% to save vs coma/death and +1 to save vs magic.
Combat Skills: Punch 1D4
Educational Background: Lenny is slow and rather child like (equivalent to a 10 year old)
Common Skills: Read-Write/Speak English 65%/71% (3rd grade) and Mathematics: Basic 40%.
Domestic Program: Housekeeping 72% and Sewing 80%
Secondary Skills: Physical Labor, Gardening 69%, Fishing 80%, Recycle 65%, Carpentry 60%, General Repair/Maintenance 80%, Jury-Rig 60%,
Streetwise 48%, Land Navigation 64%, and Whittling/Sculpting 70%.
Money: If Lenny needs anything, he has professional (adult care givers) people who take care of his daily wants and needs.
Weapons: Lenny will only use his super powers for self-defense, he will never directly use his power offensively or out of anger. Fear oh yes.
Energy Expulsion: Dimensional Energy, Range: 675 feet (205 m), Damage: 6D6 +50%, Triple the damage and triple the range, as well as triple the
duration of the Random Dimensional Event, whenever he is at a Ley Line Nexus, place of power, or Rift, Attacks per Melee: Counts as a single attack/action.
Note: Lenny has no control over his Dimensional Events, they will occur every time he uses this power.
Equipment & Vehicles: He has his state I.D. since he doesn’t know how to drive. What equipment he does have are basic tools to do his work or household chores.
Lenny Burks mother Pamela Burks was a strung out junkie/street person. She never turned down a chance to get high. It is believed she likely injected an experimental drug
into her blood stream causing a mutagenic transformation in her unborn child. When Lenny was born, it became quite apparent he didn’t feel any pain or could be harm in any
fashion. Lenny was invulnerable. Despite effort to stay clean and sober to raise her son, Pamela fell back to her old habits and with Lenny able to go without food or water far longer
than normal people didn’t help any. One of Pamela love interests was Alex Rickey Wilcox, a pusher and two-bit hood. He became fascinated in the way Lenny couldn’t be hurt. He
also noticed Lenny was slower than normal children. Whether or not she noticed it or not, Alex began abusing Lenny who never felt any pain nor did he “feel” wrong about what was
being done to him.
Alex worked for criminal mastermind Jaquan “Machette” Durando and his crime family, and accumulated a lot of gambling debt. Unable to pay it back, it was decided Alex
needed to be taught a lesson. Nobody realized days earlier, Pamela told Alex to get out of her house and to leave her and 12 year old Lenny alone. Pamela was really trying to get
her life back together (it is not known if she ever learned the truth). On Christmas Day, Lenny and his mom were in the living room opening presents when their house exploded.
Everything was destroyed accept for Lenny who remained unharmed. When the police arrived, one came up to him to see if he was okay. The moment he laid a hand on Lenny, he
let out a scream, releasing a dimensional energy burst that also transformed all the metal nearby into glass, which in turn destroyed two fire trucks. After a while, U.S. S.C.R.E.T
arrived and believing he lost control of his powers and killed his mother. Lenny was eventually apprehended and put into Suspended Animation at a Maximum Security S.C.R.E.T.
Holding Facility called the Sphere.
For ten years scientists and doctors closely monitored him, then one day Doctor Wilhelm Vilde learned about his existence. He sent the Black Eagles to retrieve him. They and a
small group of Dire Harpies and Deevils laid waste to the compound. Hours later, G.I.G.M.A. special agent Scott Benter and a group of teenage Legionnairs arrived on the scene to
find several demonic troops searching the wreckage for survivors to kill. Scott and teenage group of mutants confront the lesser deevils until the Order of the Three arrived. After
destroying the deevils, Lord Arcane explained to Scott the importance of Lenny and what kind of threat to the world he could impose. Lenny was taken to the town of Centralia,
Pennsylvania where Doctor Wilhelm devised a Chaos Generator to be powered by Lenny that could uses his dimensional powers to open a permanent dimensional portal to Dyval.
Lenny was given the Milk of Power to enhance his powers which increased and further destabilize his powers and control over them. Scott, the Order of the Three, and the teen
mutants attacked the compound. They defeated the deevils, rescued Lenny and destroyed the device. Doctor Wilhelm escaped along with many of his underlings. Most of the teen
mutants were killed. Lord Arcane did a bio-scan on Lenny and realized that Lenny he was nearly bursting with dimensional energy that could take decades to bleed off. He theorized
if Lenny died any other way except natural causes 30 or 40 years from now, his death would create a potential permanent dimensional rift to Dyval. He doesn’t think Lenny should be
placed in suspended animation because it does not assure he will kept safe or that Doctor Wilhelm will find him again. Scott swears to Lord Arcane that he will look after Lenny and
will take him some place safe. Lord Arcane agrees but says he will check on him from time to time.
Scott takes Lenny to the Royal Citadel in Ultropolis, a 60 story building that serves as a city-in-a-building concept,” mixing shopping area, entertainment, restaurants, hotel,
office building, convention center, bank, post office and even a full blown aquarium, theme park and planetarium all into one massive building. Scott doesn’t realize the building is
built on top of a ley line nexus. The site original was a prison known for a long history of abusing prisoners. Scott paid for Lenny stay and for adult services to come and take care of
him. He vowed to come see him at least once a month and give him Vanilla Bean Ice Cream. Regrettably, Scott numerous responsibilities and case load prevented him from ever
checking on Lenny who hard work and personality made him the one of the environmental technicians/grounds keeper for the building.
Real Name: Lenny Burks
Alias: Hell Flux
Occupation: Maintenance Man/Grounds Keeper for Royal Citadel
Alignment: Scrupulous
Power Category: Unstable Mutant (experimented on by Doctor Wilhelm Vilde)
Experience Level: 7th
Hit Points: 96 S.D.C.: 171
P.P.E.: 108
Appearance: Lenny is a normal looking male who doesn’t engage in any exercise. He has hooded azure eyes. His fine, curly, long hair is the color of chestnuts, and is worn in
a precise style. He is very tall and has a lean build. His skin is china-white. He has bushy eyebrows and long-fingered hands. He wears clothing more akin to be worn by a 10-12 year
old.
Attributes: I.Q. 6, M.E. 14, M.A. 11, P.S. 16 (superhuman), P.P. 12, P.E. 15, P.B. 9, Spd 14.
Age: 22, Sex: Male, Height: 6 foot and 1 inch (1.85 m), Weight: 189 (85.05 kg)
Unusual Characteristics: He is very pale, but not so much that he looks unusual. Power Lock (Alter Dimensional Fabric). Lenny is unable to turn this power off. It is constantly
on as a result he always loses 1 action/attack each melee round.
Vulnerability: Gases, drugs, chemicals, poisons, toxins, diseases, and radiation will harm him but the damage, duration, effect, and penalty is one half, poison, radiation, and
disease cannot kill him. He is vulnerable to psionics, spell magic, magic illusions, magic weapons, and attacks from supernatural beings. Supernatural P.S. does half damage.
Particle Beams, if Lenny is struck by any type of particle beam weapon/attack, it does double damage direct to his Hit Points. Should his Hit Points reach zero, Lenny will
disintegrate but leave a permanent Dimensional Portal to Dyval in his place. Damage done to him from particle beams heals back three times slower than normal. If Lenny should die
before experiencing a natural death in his late 80s or more, he will also create a permanent portal.
Autistic Mutant Savant, Lenny has permanent learning, communication, and social disabilities. He has the mind of a 5th grader, however he can still do “adult” things with a
skilled expertise such as sculpting and whittling, fixing things that are broke. He is a masterful carpenter, able to build anything from a bird house to complex woodworking and
furnishings. However Lenny can can’t perform some of the simplest of daily tasks, cook for himself, buy the tools that he or even to dress himself properly to go out in public. One
might find him in his woodwork shop naked until someone comes along to help him pick out his clothes and help him remember how to put them on. But he knows which detergent
is the best to remove tough stains fast. He’ll clean an entire house from the top to bottom, even the air ducts, toilet, underneath the sink, beneath the refrigerator.
Major Super Ability: Dimension Energy Absorption, Lenny has the ability to absorb dimensional energy and utilize it in various ways, to make himself physically invulnerable to
conventional injury, release an energy attack, create a doorway portal and/or dimensional pocket. Because he lacks the intelligence to do so, Lenny would have even more abilities.
Lenny super power gives him the following Major Super Abilities: Invulnerability, Energy Expulsion: Dimensional Energy (special), and Alter Dimensional Fabric (1200 feet/365 m).
Note: Lenny’s Alter Dimensional Fabric power is constantly weakening reality around him. He cannot control or regulate this power in any manner nor can he strengthen the
fabric or sense any change to the dimensional fabric. Lenny has no control over the random events that occur whenever he uses his dimensional energy blast. The range of all
dimensional effects is increased by 50% and they last 50% longer and all dimensional portals remain open 50% longer. Lenny cannot close the portals.
Use the following when rolling on the Random Dimensional Event Table:
01-10% Warped Reality affects a 60 foot (18.2 m) radius around Lenny, for two melee round (30 seconds) all creatures, vehicles, and objects are wildly distorted and
resemble something in a carnival house of mirrors. During this time, everyone in the area of effect is fairly helpless, reduce the normal number of melee attacks/actions and usual
combat bonuses by half, and speed by 75%. Anyone trying to shoot into the area from a safe distance will suffer a -9 to strike as the shot/attack is also warped or completely
dispelled. Anyone (including Lenny) entering the area while Warped Reality is in effect will be struck by the effect. While uncomfortable and disorienting, Warped Reality does not
physical damage living beings. In the Warped Reality all energy weapons, energy attacks/expulsions, and magical energy attacks will not work, psionic do not work, and anything
made of metal turns to glass (with 10 S.D.C. for each object). Everything returns to normal after 30 seconds (two melees) ends. (The rest of the table on Armageddon Unlimited
sourcebook, page 16-17) is the same, just remember the range of the dimensional effect is increased by +50% and they last +50% longer and dimensional portals remain open
50% longer, all on top of the fact there is a ley line nexus in the middle of Ultropolis).
Minor Super Abilities: Doorway and Dimensional Pocket
Combat Training: Non-combatant
Attacks per Melee: 2 combat action/attack per melee round/5 non-combat action per round.
Combat Bonuses: +1 to dodge and +1 to damage.
Saving Throws: +20% to save vs coma/death and +1 to save vs magic.
Combat Skills: Punch 1D4
Educational Background: Lenny is slow and rather child like (equivalent to a 10 year old)
Common Skills: Read-Write/Speak English 65%/71% (3rd grade) and Mathematics: Basic 40%.
Domestic Program: Housekeeping 72% and Sewing 80%
Secondary Skills: Physical Labor, Gardening 69%, Fishing 80%, Recycle 65%, Carpentry 60%, General Repair/Maintenance 80%, Jury-Rig 60%,
Streetwise 48%, Land Navigation 64%, and Whittling/Sculpting 70%.
Money: If Lenny needs anything, he has professional (adult care givers) people who take care of his daily wants and needs.
Weapons: Lenny will only use his super powers for self-defense, he will never directly use his power offensively or out of anger. Fear oh yes.
Energy Expulsion: Dimensional Energy, Range: 675 feet (205 m), Damage: 6D6 +50%, Triple the damage and triple the range, as well as triple the
duration of the Random Dimensional Event, whenever he is at a Ley Line Nexus, place of power, or Rift, Attacks per Melee: Counts as a single attack/action.
Note: Lenny has no control over his Dimensional Events, they will occur every time he uses this power.
Equipment & Vehicles: He has his state I.D. since he doesn’t know how to drive. What equipment he does have are basic tools to do his work or household chores.
- 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.....
Trashman
The entity known as the Trashman does not have a true “origin” story but Senior Special GIGMA Agent Scott Benter has been able to “piece together” various circumstances
which he believes account for how this legendary super being came into existence. Fifty years ago, Dan Riley owned the Ultraopolis Junkyard where broken down car ended to be
scrapped and salvaged. Some super villain known as the Rapid Racer had one of his demolished super vehicles towed here to be disassembled. This occurred without SCRET
awareness otherwise they would have taken the vehicle to one of their Holding Facilities. When the car arrived at the junk yard, the owner Dan Riley looked under the hood and
realized he could make a small fortune with all that he saw. As he began disassembling the car, he was unaware that Racer has installed a special safety feature. At some point, this
feature was triggered while Dan was underneath the car causing it to explode. Dan’s body was blown to bits. However, possibly do to the fact a ley line runs through the junkyard, or
maybe it was the strange experimental battery in the car (maybe even both), Riley’s human essence survived as a disembodied spirit but alas trapped at the junkyard unable to
leave the area. His mind began to suffer as he couldn’t communicate with anyone. His sons took over the business and quickly began to make changes that he didn’t like,
nonetheless there was nothing he could do about it. Then one day his eldest son Curt showed up with several people involved with the organized crime family the Syndicate. During
the meeting, Curt got knocked out and the enforcers put his body in the truck of a car and put inside the car crusher. Dan was desperate to save his son but lacking physical body he
could do nothing but watch helplessly as the machine was crushed with his son inside. His anguish turned to rage and from that a host of rats appeared. These rats attacked the
members of the syndicate, biting and clawing them to death. One enforcer started shooting them with his assault weapon and the rats united together to form a living entity, a
physical body for Dan Riley. Dan’s body had the impressive influence over the scrap, junk, and debris throughout the entire junkyard. He used it to kill all the enforcers. For a while
Syndicate keep sending people to the junkyard, and each time they would all die. It wasn’t long before people began insisting the junkyard was haunted but as usual such talk is
typical in Ultropolis.
Years passed and the entity known as Dan Riley grew more powerful but less attached his family. They sold the business but every time someone tried to take down the sign,
they would be “killed” in some sort of tragic accident or drive insane. So it was always said to keep the sign on the name or else, one would anger the spirit. Rufus Haley the current
owner is an odd man and the one who when he first saw Dan gave him the name Trashman. When crime boss Anthony Lorenzo showed up one day to investigate what happened to
his father, he tried to “torture” the truth out Rufus only to end up confronting the Trashman. Anthony barley managed to escape the auto yard with his life. He decided to contact
GIGMA agent Scott Benter to investigate the area. Scott talked with Rufus and realized he was indeed hiding something. Scott could sense some kind of protective, malevolent
presence in the yard. During his confrontation with the Trashman, Scott withstood the Mind Trap and realized what Trashman was, he then informed the entity that he was not here
to harm anyone just make sure no more innocent lives were lost. Scott told Anthony the truth an advised him to leave the auto yard or he would share the fate of his father and
dozens of enforcers, hoodlums, and underlings the Syndicate keeps sending there. As of now Anthony Lorenzo is leaving the Trashman and the Riley Auto Yard alone, but he still
vows revenge against the thing that lives there. Scott has filed a report on the place with the G-Lab warning that GIGMA/SCRET agent should avoid the place at all cost.
Real Name: Dan Riley
Occupation: Entity of Riley’s Auto Yard
Alignment: Aberrant
Power Category: Gestalt (Animal)
Experience Level: 9th
Hit Points: 29 life essence/spirit S.D.C.: 700 gestalt body
Armor Rating: A.R.: 12 gestalt body
P.P.E.: 30
Appearance: His natural existence is a life essence/spirit. His physical body is composed entirely of rats.
Attributes: I.Q. 10, M.E. 9, M.A. 8, P.S. 24 (superhuman), P.P. 17, P.E. n/a, P.B. 9, Spd. 15 running, 30.8 mph
(49.5 km) in flight as a spirit. Note: His physical attributes can only occur when he has his gestalt body.
Age: 50, Sex: Male, Height: 7 foot (2.13 m), Weight: Unknown
Vulnerability: His physical body can only be created twice per 24 hours period. If it is destroyed, he must wait
12 hours before making a new body, with a maximum of two bodies possible per 24 hours. Once both bodies are
destroyed, he must wait 24 hours to make a new one. He will die (true death) if he doesn’t make a physical body
within 72 hours. He begins to lose his memory after 20 minutes of not having a physical body. The physical body
can be maintained for three days before it starts to deteriorate.
Cursed: Trashman is bound to his auto yard. Neither his essence nor gestalt body can leave the place. If anyone
takes something out of the auto yard, Trashman can follow them up to one mile (1.6 km) away before the invisible chain
that tethered him to the auto yard stops him from going any further. There is nothing that can be done to undo this vulnerability.
However, his ability to summon rats does extend beyond the physical boundaries of the auto yard.
Natural Abilities: Ethereal being, Summon & Command Rats, and Alter Physical Form.
Animal Psionics: Mind Trap (No I.S.P. cost). Mind Trap is without question one the most vicious psionic attacks capable of any psychic
character. A bizarre combination of Mental Illusion and Insert Memory that attacks the mind of the victim, making them experience an artificial
reality (for 2D6 minutes) of whatever the user desires. This reality has the same effect as dreaming only far more real and powerful and the
person is fully awake. Maintaining the false reality for the user is relatively easy as long as the fantasy is simple and the effect does not have
a traumatic outcome on the victim. Because the artificial reality takes place in the victim’s mind, he can see, hear, feel, smell, and taste whatever
he’s experiencing. For Example, if Trashman places a victim inside a locked steal cage, the victim suddenly find himself locked in a cage. One minute
a hero could be approaching Trashman, suddenly he’s trapped inside a 48-inch (1.21 m) animal cage. A terrible side effect of the mind trap is for
every minute the victim is subjected to the false reality, he experiences one hour of subjective time. In other words, in the hero’s mind, he thinks
he’s been locked in a cell for 10 hours when in reality he’s only been in the cell for ten minutes. The initial use of this psychic attack counts as a
single melee attack, plus it only costs the user one attack per melee round to maintain as long as the environment and effect on the user is relatively simple.
The saving grace is if the victim makes a second saving throw against psionics (the initial roll is use to see if the victim can resist the mind trap attack
in the first place), he realizes this experience is an illusion, a false reality, and nothing can hurt you. The downside is it doesn’t help you escape the
mental illusion, but the passing of time is less distorted (seems like ten minutes for every one minute of real time within the trap).
Because the psionic attack affects its victim on both a conscious and subconscious level, regardless what the victim does, his subconscious mind
does not allow anything to alter the false reality. Therefore, if a character possesses supernatural strength, he cannot bend the bars of the cage or
damage the cage in any fashion. If he tries to fly out of the cage, instead of flying straight up (which he should be able to since the cage only exists
in his mind), his subconscious mind will only let him fly as high as the ceiling of the cage. If he tries to fire a super energy expulsion blast at the
cage, in his mind he sees himself release the energy blast (nothing happens to the cage), but at the sub-conscious level the power is never
activated, thus in the real world he just stands there with his hands outstretched with nothing happening.
Meanwhile, while the victim is subjected to this false reality, his companions in the real world can do nothing to affect the situation that is occurring
within his mind. The victim might even see them standing outside the cage, screaming and yelling that there is no cage. Yet if they manage to convince
their friend the experience isn’t real (i.e., he makes the second saving throw), it doesn’t help him get out of the false reality. Hence, the reason it’s
called a mind trap. Fortunately once the victim realizes the experience is a complete fantasy he’ll not suffer, any lasting effects.
Trashman delights to torment his victims in complex, twisted, delusions that attack a person’s sanity. These experiences differ from the simple
mentally generated environment (1) The victim is removed from having any sensory interaction with the real world. (2) The fantasy ALWAYS occurs
in the salvage yard involving a maze like experience through tens of thousands of junk cars and towers of broken appliances. (3) The victim
ALWAYS ends up in a car crusher or scrap metal shredder. The experience is so traumatic and mentally upsetting that the victim himself can
be driven temporarily insane. Because this attack requires so much out of Trashman, he loses all melee attacks and movement (user cannot move,
fight, or speak) for as long as the fantasy he is inflicting on someone remains in place.
Major Super Abilities: Junkyard and Dismantle Machines
Combat Training: Basic
Attacks per Melee: 6 (2 initial +4 from Hand to Hand)
Combat Bonuses: +1 to initiative, +2 to strike, +3 to parry, +3 to dodge, +11 to damage, +2
to roll with punch/fall, +2 to pull punch, and +1 to disarm.
Saving Throws: As an ethereal being, he is impervious to all physical and energy attacks,
only harmed by magic, magic weapons, and psionics. His gestalt form is impervious to possession, +2 to save vs psionics & mind control,
and +3 to save vs Horror Factor.
Combat Skills: Punch 2D4+2, Power Punch 3D6+2 (counts as two attacks), Elbow/Forearm 2D6, Knee 2D6, Body Flip/Throw
2D6 plus P.S. damage bonus (lose initiative and 1 attack/action), all Holds, and Critical strike on an unmodified 19-20.
Educational Background: Street Schooled
Common Skills: Read-Write/Speak English 48%/97% and Pilot: Automobile 87%
Street Skills: Streetwise 70%, Prowl 75%, W.P. Knife (+3 to strike, +4 to parry, +4 to throw), Tailing 80%,
I.D. Undercover Agents 86%, Find Contraband 62%, Recycle 85%, Salvage 80%, and General Repair/Maintenance 90%.
Secondary Skills: Hand to Hand: Basic, Basic Mechanics 95%, Auto Mechanics 97%, Basic Electronics 85%, Jury-Rig 80%,
Appraise Antiques 75%, Mathematics: Basic 98%, W.P. Blunt (+4 to strike/parry), Whittling & Sculpting 75%,
W.P. Improvised Weapons +1 to strike/+2 to throw, Wilderness Survival 45%, and Outdoormanship.
Money: Money means nothing to him. He values only the things in his salvage yard.
Weapons: He relies on his super abilities and anything that he can get a hold of to be used to destroy intruders.
Equipment & Vehicles: Sitting on 3 acres of auto scrap, junk, and salvage, Trashman has a few thousand cars, trucks, etc to
choose from (not that he drives any). Besides vehicles the scrap yard has appliances, metal bed frames, and just about
anything else made of metal.
The entity known as the Trashman does not have a true “origin” story but Senior Special GIGMA Agent Scott Benter has been able to “piece together” various circumstances
which he believes account for how this legendary super being came into existence. Fifty years ago, Dan Riley owned the Ultraopolis Junkyard where broken down car ended to be
scrapped and salvaged. Some super villain known as the Rapid Racer had one of his demolished super vehicles towed here to be disassembled. This occurred without SCRET
awareness otherwise they would have taken the vehicle to one of their Holding Facilities. When the car arrived at the junk yard, the owner Dan Riley looked under the hood and
realized he could make a small fortune with all that he saw. As he began disassembling the car, he was unaware that Racer has installed a special safety feature. At some point, this
feature was triggered while Dan was underneath the car causing it to explode. Dan’s body was blown to bits. However, possibly do to the fact a ley line runs through the junkyard, or
maybe it was the strange experimental battery in the car (maybe even both), Riley’s human essence survived as a disembodied spirit but alas trapped at the junkyard unable to
leave the area. His mind began to suffer as he couldn’t communicate with anyone. His sons took over the business and quickly began to make changes that he didn’t like,
nonetheless there was nothing he could do about it. Then one day his eldest son Curt showed up with several people involved with the organized crime family the Syndicate. During
the meeting, Curt got knocked out and the enforcers put his body in the truck of a car and put inside the car crusher. Dan was desperate to save his son but lacking physical body he
could do nothing but watch helplessly as the machine was crushed with his son inside. His anguish turned to rage and from that a host of rats appeared. These rats attacked the
members of the syndicate, biting and clawing them to death. One enforcer started shooting them with his assault weapon and the rats united together to form a living entity, a
physical body for Dan Riley. Dan’s body had the impressive influence over the scrap, junk, and debris throughout the entire junkyard. He used it to kill all the enforcers. For a while
Syndicate keep sending people to the junkyard, and each time they would all die. It wasn’t long before people began insisting the junkyard was haunted but as usual such talk is
typical in Ultropolis.
Years passed and the entity known as Dan Riley grew more powerful but less attached his family. They sold the business but every time someone tried to take down the sign,
they would be “killed” in some sort of tragic accident or drive insane. So it was always said to keep the sign on the name or else, one would anger the spirit. Rufus Haley the current
owner is an odd man and the one who when he first saw Dan gave him the name Trashman. When crime boss Anthony Lorenzo showed up one day to investigate what happened to
his father, he tried to “torture” the truth out Rufus only to end up confronting the Trashman. Anthony barley managed to escape the auto yard with his life. He decided to contact
GIGMA agent Scott Benter to investigate the area. Scott talked with Rufus and realized he was indeed hiding something. Scott could sense some kind of protective, malevolent
presence in the yard. During his confrontation with the Trashman, Scott withstood the Mind Trap and realized what Trashman was, he then informed the entity that he was not here
to harm anyone just make sure no more innocent lives were lost. Scott told Anthony the truth an advised him to leave the auto yard or he would share the fate of his father and
dozens of enforcers, hoodlums, and underlings the Syndicate keeps sending there. As of now Anthony Lorenzo is leaving the Trashman and the Riley Auto Yard alone, but he still
vows revenge against the thing that lives there. Scott has filed a report on the place with the G-Lab warning that GIGMA/SCRET agent should avoid the place at all cost.
Real Name: Dan Riley
Occupation: Entity of Riley’s Auto Yard
Alignment: Aberrant
Power Category: Gestalt (Animal)
Experience Level: 9th
Hit Points: 29 life essence/spirit S.D.C.: 700 gestalt body
Armor Rating: A.R.: 12 gestalt body
P.P.E.: 30
Appearance: His natural existence is a life essence/spirit. His physical body is composed entirely of rats.
Attributes: I.Q. 10, M.E. 9, M.A. 8, P.S. 24 (superhuman), P.P. 17, P.E. n/a, P.B. 9, Spd. 15 running, 30.8 mph
(49.5 km) in flight as a spirit. Note: His physical attributes can only occur when he has his gestalt body.
Age: 50, Sex: Male, Height: 7 foot (2.13 m), Weight: Unknown
Vulnerability: His physical body can only be created twice per 24 hours period. If it is destroyed, he must wait
12 hours before making a new body, with a maximum of two bodies possible per 24 hours. Once both bodies are
destroyed, he must wait 24 hours to make a new one. He will die (true death) if he doesn’t make a physical body
within 72 hours. He begins to lose his memory after 20 minutes of not having a physical body. The physical body
can be maintained for three days before it starts to deteriorate.
Cursed: Trashman is bound to his auto yard. Neither his essence nor gestalt body can leave the place. If anyone
takes something out of the auto yard, Trashman can follow them up to one mile (1.6 km) away before the invisible chain
that tethered him to the auto yard stops him from going any further. There is nothing that can be done to undo this vulnerability.
However, his ability to summon rats does extend beyond the physical boundaries of the auto yard.
Natural Abilities: Ethereal being, Summon & Command Rats, and Alter Physical Form.
Animal Psionics: Mind Trap (No I.S.P. cost). Mind Trap is without question one the most vicious psionic attacks capable of any psychic
character. A bizarre combination of Mental Illusion and Insert Memory that attacks the mind of the victim, making them experience an artificial
reality (for 2D6 minutes) of whatever the user desires. This reality has the same effect as dreaming only far more real and powerful and the
person is fully awake. Maintaining the false reality for the user is relatively easy as long as the fantasy is simple and the effect does not have
a traumatic outcome on the victim. Because the artificial reality takes place in the victim’s mind, he can see, hear, feel, smell, and taste whatever
he’s experiencing. For Example, if Trashman places a victim inside a locked steal cage, the victim suddenly find himself locked in a cage. One minute
a hero could be approaching Trashman, suddenly he’s trapped inside a 48-inch (1.21 m) animal cage. A terrible side effect of the mind trap is for
every minute the victim is subjected to the false reality, he experiences one hour of subjective time. In other words, in the hero’s mind, he thinks
he’s been locked in a cell for 10 hours when in reality he’s only been in the cell for ten minutes. The initial use of this psychic attack counts as a
single melee attack, plus it only costs the user one attack per melee round to maintain as long as the environment and effect on the user is relatively simple.
The saving grace is if the victim makes a second saving throw against psionics (the initial roll is use to see if the victim can resist the mind trap attack
in the first place), he realizes this experience is an illusion, a false reality, and nothing can hurt you. The downside is it doesn’t help you escape the
mental illusion, but the passing of time is less distorted (seems like ten minutes for every one minute of real time within the trap).
Because the psionic attack affects its victim on both a conscious and subconscious level, regardless what the victim does, his subconscious mind
does not allow anything to alter the false reality. Therefore, if a character possesses supernatural strength, he cannot bend the bars of the cage or
damage the cage in any fashion. If he tries to fly out of the cage, instead of flying straight up (which he should be able to since the cage only exists
in his mind), his subconscious mind will only let him fly as high as the ceiling of the cage. If he tries to fire a super energy expulsion blast at the
cage, in his mind he sees himself release the energy blast (nothing happens to the cage), but at the sub-conscious level the power is never
activated, thus in the real world he just stands there with his hands outstretched with nothing happening.
Meanwhile, while the victim is subjected to this false reality, his companions in the real world can do nothing to affect the situation that is occurring
within his mind. The victim might even see them standing outside the cage, screaming and yelling that there is no cage. Yet if they manage to convince
their friend the experience isn’t real (i.e., he makes the second saving throw), it doesn’t help him get out of the false reality. Hence, the reason it’s
called a mind trap. Fortunately once the victim realizes the experience is a complete fantasy he’ll not suffer, any lasting effects.
Trashman delights to torment his victims in complex, twisted, delusions that attack a person’s sanity. These experiences differ from the simple
mentally generated environment (1) The victim is removed from having any sensory interaction with the real world. (2) The fantasy ALWAYS occurs
in the salvage yard involving a maze like experience through tens of thousands of junk cars and towers of broken appliances. (3) The victim
ALWAYS ends up in a car crusher or scrap metal shredder. The experience is so traumatic and mentally upsetting that the victim himself can
be driven temporarily insane. Because this attack requires so much out of Trashman, he loses all melee attacks and movement (user cannot move,
fight, or speak) for as long as the fantasy he is inflicting on someone remains in place.
Major Super Abilities: Junkyard and Dismantle Machines
Combat Training: Basic
Attacks per Melee: 6 (2 initial +4 from Hand to Hand)
Combat Bonuses: +1 to initiative, +2 to strike, +3 to parry, +3 to dodge, +11 to damage, +2
to roll with punch/fall, +2 to pull punch, and +1 to disarm.
Saving Throws: As an ethereal being, he is impervious to all physical and energy attacks,
only harmed by magic, magic weapons, and psionics. His gestalt form is impervious to possession, +2 to save vs psionics & mind control,
and +3 to save vs Horror Factor.
Combat Skills: Punch 2D4+2, Power Punch 3D6+2 (counts as two attacks), Elbow/Forearm 2D6, Knee 2D6, Body Flip/Throw
2D6 plus P.S. damage bonus (lose initiative and 1 attack/action), all Holds, and Critical strike on an unmodified 19-20.
Educational Background: Street Schooled
Common Skills: Read-Write/Speak English 48%/97% and Pilot: Automobile 87%
Street Skills: Streetwise 70%, Prowl 75%, W.P. Knife (+3 to strike, +4 to parry, +4 to throw), Tailing 80%,
I.D. Undercover Agents 86%, Find Contraband 62%, Recycle 85%, Salvage 80%, and General Repair/Maintenance 90%.
Secondary Skills: Hand to Hand: Basic, Basic Mechanics 95%, Auto Mechanics 97%, Basic Electronics 85%, Jury-Rig 80%,
Appraise Antiques 75%, Mathematics: Basic 98%, W.P. Blunt (+4 to strike/parry), Whittling & Sculpting 75%,
W.P. Improvised Weapons +1 to strike/+2 to throw, Wilderness Survival 45%, and Outdoormanship.
Money: Money means nothing to him. He values only the things in his salvage yard.
Weapons: He relies on his super abilities and anything that he can get a hold of to be used to destroy intruders.
Equipment & Vehicles: Sitting on 3 acres of auto scrap, junk, and salvage, Trashman has a few thousand cars, trucks, etc to
choose from (not that he drives any). Besides vehicles the scrap yard has appliances, metal bed frames, and just about
anything else made of metal.
- 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.....
Laughing Skull
Doctor Arthur Burch was a master at molecular physics and wanted to change the world by making it possible for humans to teleport from one location to another. He dedicated
his life to this belief and making the technology possible. His beloved wife Penny shared in his vision and did whatever she could to see his dream come true. When Penny started
experiencing sharp abdominal cramps, vomiting, and weakness, Arthur took her to the hospital where it was learned she had an ectopic pregnancy. Doctors wanted to operate
immediately but Arthur was convinced he could save his wife and his unborn child. He would teleport the fertilized egg out of her fallopian tube and into an artificial womb he
developed that would allow his unborn child to continue developing. What Arthur didn’t know was Fabricators Inc (specifically the Fabricator himself) recognized his teleport
technology nearly mirrored their own. His research could not be allowed to continue so efforts were made to discredit and sabotage his research. While doctors pleaded with Arthur
to let them do what had to be done to save Penny’s life, Arthur was determined to save them both. When sickened Penny stepped into the machine, both she and her unborn child
where disassembled and remerged together at an atomic level becoming an entirely new entity inside the artificial womb. Arthur didn’t know this and believed he teleported his wife
into some random location. He spent weeks searching for her, while still taking care of his growing child in the artificial womb. When the child was seven months old, Arthur was able
to extract DNA from his unborn son and discovered the truth as to what happened to his wife. This drove him completely mad and he took his own life. His research and his unborn
son was given over to his assistant Kane Robbinson.
When the child was removed from the artificial tomb, to the horror of everyone in attendance, it had no flesh or skin on his head, just its skull. Kane Robbinson wanted nothing
more to do with the freakish creation and believed it ought to be destroyed. Those sponsoring Arthur Burch’s teleportation research vowed to look after the child. Years would pass
the freakish child would move from lab to lab, until the corporation fell into bankruptcy. Morris would find himself in a foster family who worked as professional clowns in a traveling
circus. They only wanted Morris to be used as part of their sideshow attraction, the Skull Child. While living at the circus, a young Morris began to learn how to be a performer/clown.
He honed his talents in an effort to earn acceptance and not just be the freak at the circus. Around the age of ten, he developed his Pseudobulbar affect (PBA) as well as his unusual
super abilities.
When Morris was 16 years old, he could no longer tolerate being seen as a freak of nature. During a live performance a man in the crowd said all kinds of terrible thing to him.
Morris grabbed the man and teleported himself over to a spot where the man would materialize inside a tent pole. As the audience screamed and fled in terror, Morris delighted in
the panic before teleporting away. For the next couple of years, Morris spent a life on the run, hiding from GIGMA/SCRET agents looking for him. Using his skills at being a clown, he
would go to traveling shows and circuses looking for work, anywhere to hide his face. It wasn’t long before he decided to turn to crime, however this time he did try to avoid killing
people.
Morris was sitting at his hideout looking at the stolen loot and cash he acquired and the henchmen working for him when he suddenly realized what good was any of it if he
couldn’t do anything with it. He then told his paid henchmen to leave before he killed them all. While sitting miserably watching the television, he watched a guy in the wheelchair
appear on a nighttime talk show and start telling jokes. This disabled person was actually a stand-up comedian who found a way to laugh at himself and at the world in large,
making people forget he was disabled. “If he can make a life for himself as a famous person well so can I.” However just at that moment, Senior Special GIGMA Agent Scott Benter
arrived at his hideout. Morris powers triggered, pinning Agent Benter against a wall. Morris apologized and insisted that he was going to turn his life around all he needed was a
chance. Agent Benter asked about the man he killed, when will he receive justice and how will his family be compensated. Morris told Scott to take the $280,000 he had lying around
and give it to the man’s family. “It’s not enough but perhaps it could do some good to ask for forgiveness.” Agent Benter understood guilt that Morris was feelings and agreed to do
as he asked, but also warned Morris that he would be watching him for a long time to make sure he stayed on the path of redemption.
A few weeks later after filing his red flag report on the Laughing Skull, Scott was watching a televised amateur comedian program and saw Morris Burch perform, he had to
admit the guy is funny and talented.
Real Name: Morris Burch
Occupation: A circus clown/sideshow and aspiring stand-up comedian
Alignment: Aberrant
Power Category: Experiment
Experience Level: 8th
Hit Points: 51 S.D.C.: 54
P.P.E.: 22
Appearance: All the soft tissue and hair around Morris skull is invisible (including his eyeballs). He is otherwise a normal white human male
who engages in intensive regular exercise. He dresses in clown costumes all the time and must apply makeup and a wig to give himself
a “normal appearance).
Attributes: I.Q. 27, M.E. 12, M.A. 20, P.S. 15, P.P. 17, P.E. 23, P.B. 4, Spd. 25
Age: 30, Sex: Male, Height: 6 foot, 5 inches (1.95 m), Weight: 192 lbs (86.4 kg)
Insanity: Morris Bursh suffers from Pseudobulbar affect (PBA), or emotional incontinence, a type of emotional disturbance characterized
by uncontrollable episodes of laughing. He might start laughing uncontrollably at something that should invoke sorrow or anger, and instead
laughs instead, being unable to stop himself for 2D4 minutes. His episodes can be triggered by almost anything, or not at all, even when
things should be funny he might not even laugh at them, even if wants too. Morris emotional states seem to switch at a moment notice.
He might start off crying uncontrollably before dissolving into fits of laughter.
Side Effect: Invisible soft tissue around his head, no hair on his head (bald), only his bare skull. During any of his episodes of
laughing, Morris’s Negative Matter ability automatically triggers and goes into overdrive increasing in range, damage, and repelling force
by +50%. Morris has a Horror Factor of 10.
Major Super Abilities: Teleport (four times per melee round) and Negative Matter
Minor Super Ability: Extraordinary I.Q.
Combat Training: Basic
Attacks per Melee: 6 (2 initial + 4 from Hand to Hand)
Combat Bonuses: +2 to initiative, +1 to strike, +3 to parry, +3 to dodge, +3 to teleport (automatic) dodge,
+2 to damage, +7 to roll with punch/fall, +3 to pull punch, and +2 to disarm.
Saving Throws: +16% to save vs coma/death, +4 to save vs magic and poison, +2 to save vs possession,
+2 to save vs mind control, +2 to save vs illusion, and +2 to save vs Horror Factor.
Combat Skills: Punch 1D4, Elbow/Forearm 1D6, Knee 1D6, Power Blow 2D4 (counts as two attacks), Snap Kick 1D6+2,
Kick Attack 2D4+2, Body Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and 1 attack or action), All Holds, and Critical
strike on unmodified rolls of 19-20.
Other Bonuses: +13% to skills and 60% trust/intimidate.
Educational Background: On the Job Training
Common Skills: Read-Write/Speak English 98%/98%, Mathematics: Basic 98%, Pilot: Automobile 84%, Intelligence 97%,
and Clowning 85%. Note: The latter two skills will increase beyond 98% as Laughing Skull grows in experience.
Physical Program: Acrobatics (Sense of Balance 98%, Walk Rope 98%, and Climb Rope 98%), Gymnastics (Bars and Rings 98%
and Back Flip 98%), Juggling 90%, and Prowl 90%.
Criminal Program: Streetwise 67%, Pick Locks 85%, Tailing 90%, Pick Pocket 80%, and Find Contraband 73%.
Secondary Skills: Hand to Hand: Basic, Athletics (general), Climbing 98%, Swimming 90%, Running, W.P. Knife (+3 to strike,
+3 to parry, +7 to throw), W.P. Targeting (+3 to throw, throw two items, Critical strike on an unmodified 19-20), Performance 72%,
Aerobic Athletics, Pilot: Motorcycle 72%, Rope Works 73%, Wardrobe & Grooming 87%, Pilot: Bicycling 91%, Public Speaking 58%,
Pilot: Roller blades & Skateboards 72%, and Play Xylophone 63%.
Money: He typically carries $4D6x100 on his person whenever he needs to pay for things. Morrris has hidden away almost
$15,000 from his crime spree days. This is emergency money. He has a legit banking account with $10,500 in checking and $8000 in savings.
Weapons: His clown clothes are full of clown gimmicks, juggling balls, metal blade throwing knives that look like playing cards
(Damage: 1D6), and leather pouches filled with caltrops (a volley does 1D4 damage).
Equipment & Vehicles: He owns a variety of bicycles, roller skates, roller blades, and skateboards. They are his preferred method
of transportation and only used cars when he has to travel a long distance or has to haul items.
Doctor Arthur Burch was a master at molecular physics and wanted to change the world by making it possible for humans to teleport from one location to another. He dedicated
his life to this belief and making the technology possible. His beloved wife Penny shared in his vision and did whatever she could to see his dream come true. When Penny started
experiencing sharp abdominal cramps, vomiting, and weakness, Arthur took her to the hospital where it was learned she had an ectopic pregnancy. Doctors wanted to operate
immediately but Arthur was convinced he could save his wife and his unborn child. He would teleport the fertilized egg out of her fallopian tube and into an artificial womb he
developed that would allow his unborn child to continue developing. What Arthur didn’t know was Fabricators Inc (specifically the Fabricator himself) recognized his teleport
technology nearly mirrored their own. His research could not be allowed to continue so efforts were made to discredit and sabotage his research. While doctors pleaded with Arthur
to let them do what had to be done to save Penny’s life, Arthur was determined to save them both. When sickened Penny stepped into the machine, both she and her unborn child
where disassembled and remerged together at an atomic level becoming an entirely new entity inside the artificial womb. Arthur didn’t know this and believed he teleported his wife
into some random location. He spent weeks searching for her, while still taking care of his growing child in the artificial womb. When the child was seven months old, Arthur was able
to extract DNA from his unborn son and discovered the truth as to what happened to his wife. This drove him completely mad and he took his own life. His research and his unborn
son was given over to his assistant Kane Robbinson.
When the child was removed from the artificial tomb, to the horror of everyone in attendance, it had no flesh or skin on his head, just its skull. Kane Robbinson wanted nothing
more to do with the freakish creation and believed it ought to be destroyed. Those sponsoring Arthur Burch’s teleportation research vowed to look after the child. Years would pass
the freakish child would move from lab to lab, until the corporation fell into bankruptcy. Morris would find himself in a foster family who worked as professional clowns in a traveling
circus. They only wanted Morris to be used as part of their sideshow attraction, the Skull Child. While living at the circus, a young Morris began to learn how to be a performer/clown.
He honed his talents in an effort to earn acceptance and not just be the freak at the circus. Around the age of ten, he developed his Pseudobulbar affect (PBA) as well as his unusual
super abilities.
When Morris was 16 years old, he could no longer tolerate being seen as a freak of nature. During a live performance a man in the crowd said all kinds of terrible thing to him.
Morris grabbed the man and teleported himself over to a spot where the man would materialize inside a tent pole. As the audience screamed and fled in terror, Morris delighted in
the panic before teleporting away. For the next couple of years, Morris spent a life on the run, hiding from GIGMA/SCRET agents looking for him. Using his skills at being a clown, he
would go to traveling shows and circuses looking for work, anywhere to hide his face. It wasn’t long before he decided to turn to crime, however this time he did try to avoid killing
people.
Morris was sitting at his hideout looking at the stolen loot and cash he acquired and the henchmen working for him when he suddenly realized what good was any of it if he
couldn’t do anything with it. He then told his paid henchmen to leave before he killed them all. While sitting miserably watching the television, he watched a guy in the wheelchair
appear on a nighttime talk show and start telling jokes. This disabled person was actually a stand-up comedian who found a way to laugh at himself and at the world in large,
making people forget he was disabled. “If he can make a life for himself as a famous person well so can I.” However just at that moment, Senior Special GIGMA Agent Scott Benter
arrived at his hideout. Morris powers triggered, pinning Agent Benter against a wall. Morris apologized and insisted that he was going to turn his life around all he needed was a
chance. Agent Benter asked about the man he killed, when will he receive justice and how will his family be compensated. Morris told Scott to take the $280,000 he had lying around
and give it to the man’s family. “It’s not enough but perhaps it could do some good to ask for forgiveness.” Agent Benter understood guilt that Morris was feelings and agreed to do
as he asked, but also warned Morris that he would be watching him for a long time to make sure he stayed on the path of redemption.
A few weeks later after filing his red flag report on the Laughing Skull, Scott was watching a televised amateur comedian program and saw Morris Burch perform, he had to
admit the guy is funny and talented.
Real Name: Morris Burch
Occupation: A circus clown/sideshow and aspiring stand-up comedian
Alignment: Aberrant
Power Category: Experiment
Experience Level: 8th
Hit Points: 51 S.D.C.: 54
P.P.E.: 22
Appearance: All the soft tissue and hair around Morris skull is invisible (including his eyeballs). He is otherwise a normal white human male
who engages in intensive regular exercise. He dresses in clown costumes all the time and must apply makeup and a wig to give himself
a “normal appearance).
Attributes: I.Q. 27, M.E. 12, M.A. 20, P.S. 15, P.P. 17, P.E. 23, P.B. 4, Spd. 25
Age: 30, Sex: Male, Height: 6 foot, 5 inches (1.95 m), Weight: 192 lbs (86.4 kg)
Insanity: Morris Bursh suffers from Pseudobulbar affect (PBA), or emotional incontinence, a type of emotional disturbance characterized
by uncontrollable episodes of laughing. He might start laughing uncontrollably at something that should invoke sorrow or anger, and instead
laughs instead, being unable to stop himself for 2D4 minutes. His episodes can be triggered by almost anything, or not at all, even when
things should be funny he might not even laugh at them, even if wants too. Morris emotional states seem to switch at a moment notice.
He might start off crying uncontrollably before dissolving into fits of laughter.
Side Effect: Invisible soft tissue around his head, no hair on his head (bald), only his bare skull. During any of his episodes of
laughing, Morris’s Negative Matter ability automatically triggers and goes into overdrive increasing in range, damage, and repelling force
by +50%. Morris has a Horror Factor of 10.
Major Super Abilities: Teleport (four times per melee round) and Negative Matter
Minor Super Ability: Extraordinary I.Q.
Combat Training: Basic
Attacks per Melee: 6 (2 initial + 4 from Hand to Hand)
Combat Bonuses: +2 to initiative, +1 to strike, +3 to parry, +3 to dodge, +3 to teleport (automatic) dodge,
+2 to damage, +7 to roll with punch/fall, +3 to pull punch, and +2 to disarm.
Saving Throws: +16% to save vs coma/death, +4 to save vs magic and poison, +2 to save vs possession,
+2 to save vs mind control, +2 to save vs illusion, and +2 to save vs Horror Factor.
Combat Skills: Punch 1D4, Elbow/Forearm 1D6, Knee 1D6, Power Blow 2D4 (counts as two attacks), Snap Kick 1D6+2,
Kick Attack 2D4+2, Body Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and 1 attack or action), All Holds, and Critical
strike on unmodified rolls of 19-20.
Other Bonuses: +13% to skills and 60% trust/intimidate.
Educational Background: On the Job Training
Common Skills: Read-Write/Speak English 98%/98%, Mathematics: Basic 98%, Pilot: Automobile 84%, Intelligence 97%,
and Clowning 85%. Note: The latter two skills will increase beyond 98% as Laughing Skull grows in experience.
Physical Program: Acrobatics (Sense of Balance 98%, Walk Rope 98%, and Climb Rope 98%), Gymnastics (Bars and Rings 98%
and Back Flip 98%), Juggling 90%, and Prowl 90%.
Criminal Program: Streetwise 67%, Pick Locks 85%, Tailing 90%, Pick Pocket 80%, and Find Contraband 73%.
Secondary Skills: Hand to Hand: Basic, Athletics (general), Climbing 98%, Swimming 90%, Running, W.P. Knife (+3 to strike,
+3 to parry, +7 to throw), W.P. Targeting (+3 to throw, throw two items, Critical strike on an unmodified 19-20), Performance 72%,
Aerobic Athletics, Pilot: Motorcycle 72%, Rope Works 73%, Wardrobe & Grooming 87%, Pilot: Bicycling 91%, Public Speaking 58%,
Pilot: Roller blades & Skateboards 72%, and Play Xylophone 63%.
Money: He typically carries $4D6x100 on his person whenever he needs to pay for things. Morrris has hidden away almost
$15,000 from his crime spree days. This is emergency money. He has a legit banking account with $10,500 in checking and $8000 in savings.
Weapons: His clown clothes are full of clown gimmicks, juggling balls, metal blade throwing knives that look like playing cards
(Damage: 1D6), and leather pouches filled with caltrops (a volley does 1D4 damage).
Equipment & Vehicles: He owns a variety of bicycles, roller skates, roller blades, and skateboards. They are his preferred method
of transportation and only used cars when he has to travel a long distance or has to haul items.
- 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.....
George Tweedle
George Tweedle’s dad Bert decided to buy some fancy fertilizer he had no idea the company that made the product, Terra Industries, a North American manufacturer and
distributor of agricultural fertilizers, was being investigated for two counts of corruption. Their fertilizers while having an amazing effect on vegetation were producing mutagenic
effects on children and animals after the vegetation was consumed. This of course was unknown to Bert Tweedle because he never paid close attention to any of that stuff. One year
later, his son George would come home dirty and/or covered in mud. George would insist he didn’t do anything to get muddy or dirty, but the earth for whatever reason would stick
to him. His parents refuse to believe it. One day while taking working out on the farm something spooked one of the horses. It came running at Geroge who suddenly held up his
hand and a giant first of dirt came out of the ground and calm the horse down. What spooked the animal was an automaton that looked like George only made out of mud/dirt from
the barn. George was a mutant. His father sought all sorts of means of curing his son, trying to stop him from mutating any further. Yet George’s hair (on top of his head and body
hair) turned green and his eyes yellow. His skin took on a strange leathery texture. George just wanted to take care of the farm and do right by his family but his dad insisted on
curing him and keeping him from being a mutant. Finally some scientists arrived and took George away promising to fix him. The scientists worked for a criminal Bio-Tech company
that acquired the tainted fertilizer and wanted to use it to create an army of mutant animals, but upon realized that could instead have a group of teenage mutants, the Elemental
Assembly. The company decided to use them instead after some serious brainwashing; George was one of eight teenage kids with elemental powers, Terra-Fiend. For a couple of
years, the Elemental Assembly served as an in-house team of enforcers, investigators, and “problem solvers” for the Bio-Tech company. Things were great until they caught the ire
of the Kenaga Corporation, run by Japanese Yakuza. They sent their own team of mutant eliminators that not only took out the executives and scientists of the Bio-Tech company but
eliminated the Elemental Assembly with George becoming the suspected lone survivor. George went into hiding and has been that way ever since, trying to avoid using his powers at
any cost. George also rededicated his life to living as a simple farmer. Years would pass. George would one day run into Aquawave, one of his fellow mutants from the Elemental
Assembly. His former friend tracked him down wanting them both to team up to take on the Kenaga Corporation, but George refused. Aquawave wasn’t going to take no for an
answer. Their conflict in the city drew the attention of Special GIGMA Agent Scott Benter. Scott and George managed to “permanently incapacitate” Aquawave. Scott thought about
turning George in, but since he owed his life to the man and understood his attempt at redemption agreed to let George be at peace. Nevertheless he did warn George he be keeping
a close eye on him. Even though George’s farm is just outside Ultropolis, his farm is technical in a sub-district (like Ulster of Century Station), so he very much falls under Scott’s
home base jurisdiction. George is also unaware that the Kenaga Corporation and the Dark Tribunal are looking for him.
Real Name: George Tweedle
Alias: Terra-Fiend
Occupation: Farmer/Gardner
Alignment: Aberrant
Power Category: Mutant
Experience Level: 6th level
Hit Points: 44/+20 in stone armor S.D.C.: 76/+180 in stone armor
Armor Rating: A.R.: 15 for stone armor.
P.P.E.: 27
Appearance: He is a portly white male who spends his life outdoors tending to his garden. He has yellow eyes and fine,
wavy green hair worn in a style that reminds you of a monk’s cowl. He’s got five o’clock shadow. His nut-brown weathered skin
feels like leather. His wardrobe is always very simple and suggests he works as a farmer.
Attributes: I.Q. 8, M.E. 24, M.A. 11, P.S. 26/36 in stone armor/52 with earth exoskeleton (superhuman), P.P. 13/19 with
earth exo-skeleton, P.E. 23/33 in stone armor/exoskeleton, P.B. 9, Spd. 11/16 with earth exo-skeleton.
Age: 40, Sex: Male, Height: 5 foot and 8 inches (1.72 m), Weight: 231 lbs (103.95 kg)
Unusual Characteristics: Yellow eyes, Green hair, and Tough Leathery Skin.
Major Super Abilities: Earth Possession and Matter Expulsions: Stone. Note: He can hold his breath for 6 minutes.
Attacks per Melee: 5 (2 Initial +3 from Hand to Hand)
Combat Training: Basic
Combat Bonuses: +1 to initiative, +1 to strike/+3 with exoskeleton, +2 to parry/+4 with exoskeleton,
+2 to dodge/+4 with exoskeleton, +11 to damage/+29 in stone armor/+45 in earth exo-skeleton, +2 to roll with punch/fall,
and +2 to pull punch.
Combat Skills: Punch 1D4, Power Punch 2D4 (counts as two attacks), Elbow/Forearm 1D6, Knee 1D6, Karate Kick 2D4,
all Holds, and Critical strike on an unmodified roll of 19-20. Saving Throws: +16% to save vs coma/death, +5 to save vs psionics,
+2 to save vs possession, +7 to save vs mind control, +7 to save vs insanity, +4 to save vs poison, +4 to save vs magic/+8 against
earth magic. In stone armor, he is impervious to disease, +33% to save vs coma/death, +8 to save poison, and +8 to save vs magic/+12 to
save earth magic.
Educational Background: Farmer (Agriculture & Livestock)
Common Skills: Read-Write/Speak English 92%94%, Mathematics: Basic 90%, Pilot: Automobile 78%.
Occupational Skills: Animal Husbandry 85%, Barter 71%, Brewing 70%/75%, First Aid 85%, Herding 80%, Horsemanship 74%/54%,
Identify Plants & Fruits 75%, Physical Labor, Preserve Food 80%, Skin & Prepare Animal Hides 75%, Pilot: Truck 98%, Veterinary Science 80%,
and W.P. Shotgun (+3 to aim/+1 to burst).
Elective Skills: Gardening 70%, General Repair/Maintenance 85%, Basic Mechanics 70%, Auto Mechanics 78%, Basic Electronics 60%,
Wilderness Survival 70%, and Whittling & Sculpting 70%.
Secondary Skills: Hand to Hand: Basic, Excavation 60%, Gemology 55%, Land Navigation 60%, W.P. Blunt (+3 to strike/parry),
Salvage 55%, Masonry 60%, Recycling 40%, and Mining 40%.
Money: He has $7000 in his checking account and $5000 in his savings. This money does not reflect the money necessary to keep his
farm running smoothly and paying for the various expenses.
Weapons: He relies on his super abilities.
Stone Ball (golf ball size), Range: 80 feet (24.3 m), Damage: 6D6, Fade after 2 melees (30 seconds of existence).
Create Blunt Weapon, Standard range, Damage: Standard damage +1D6.
Encase in Stone: Range: Touch or 24 feet (7.3 m), Damage: None, unless attempt to suffocate the head, Duration: 2 hours.
Stone Limbs: P.S. becomes Superhuman, +1D6 to damage, +1 to initiative, +2 to strike and disarm. Stone limb takes half damage from heat, fire, and cold.
Hurl Stones (up to 4), 180 feet (54.8 m), Damage: 1 point for each pebble, 1D4 for each golf ball, 1D6 for each baseball, 2D6 for each
soccer ball/cinder block, Attacks per Melee: Each stone or volley counts as a single attack/action.
Earthen Fist, Damage: 2D6, P.S. of 30. Attacks per Melee: Each punch or grab counts as a single attack/action.
Earth Golem Automaton or Earth Exo-Skeleton/Power Armor.
Equipment & Vehicles: He relies on his super abilities. He owns several farm vehicles and pickup trucks of various ages still in working condition.
George Tweedle’s dad Bert decided to buy some fancy fertilizer he had no idea the company that made the product, Terra Industries, a North American manufacturer and
distributor of agricultural fertilizers, was being investigated for two counts of corruption. Their fertilizers while having an amazing effect on vegetation were producing mutagenic
effects on children and animals after the vegetation was consumed. This of course was unknown to Bert Tweedle because he never paid close attention to any of that stuff. One year
later, his son George would come home dirty and/or covered in mud. George would insist he didn’t do anything to get muddy or dirty, but the earth for whatever reason would stick
to him. His parents refuse to believe it. One day while taking working out on the farm something spooked one of the horses. It came running at Geroge who suddenly held up his
hand and a giant first of dirt came out of the ground and calm the horse down. What spooked the animal was an automaton that looked like George only made out of mud/dirt from
the barn. George was a mutant. His father sought all sorts of means of curing his son, trying to stop him from mutating any further. Yet George’s hair (on top of his head and body
hair) turned green and his eyes yellow. His skin took on a strange leathery texture. George just wanted to take care of the farm and do right by his family but his dad insisted on
curing him and keeping him from being a mutant. Finally some scientists arrived and took George away promising to fix him. The scientists worked for a criminal Bio-Tech company
that acquired the tainted fertilizer and wanted to use it to create an army of mutant animals, but upon realized that could instead have a group of teenage mutants, the Elemental
Assembly. The company decided to use them instead after some serious brainwashing; George was one of eight teenage kids with elemental powers, Terra-Fiend. For a couple of
years, the Elemental Assembly served as an in-house team of enforcers, investigators, and “problem solvers” for the Bio-Tech company. Things were great until they caught the ire
of the Kenaga Corporation, run by Japanese Yakuza. They sent their own team of mutant eliminators that not only took out the executives and scientists of the Bio-Tech company but
eliminated the Elemental Assembly with George becoming the suspected lone survivor. George went into hiding and has been that way ever since, trying to avoid using his powers at
any cost. George also rededicated his life to living as a simple farmer. Years would pass. George would one day run into Aquawave, one of his fellow mutants from the Elemental
Assembly. His former friend tracked him down wanting them both to team up to take on the Kenaga Corporation, but George refused. Aquawave wasn’t going to take no for an
answer. Their conflict in the city drew the attention of Special GIGMA Agent Scott Benter. Scott and George managed to “permanently incapacitate” Aquawave. Scott thought about
turning George in, but since he owed his life to the man and understood his attempt at redemption agreed to let George be at peace. Nevertheless he did warn George he be keeping
a close eye on him. Even though George’s farm is just outside Ultropolis, his farm is technical in a sub-district (like Ulster of Century Station), so he very much falls under Scott’s
home base jurisdiction. George is also unaware that the Kenaga Corporation and the Dark Tribunal are looking for him.
Real Name: George Tweedle
Alias: Terra-Fiend
Occupation: Farmer/Gardner
Alignment: Aberrant
Power Category: Mutant
Experience Level: 6th level
Hit Points: 44/+20 in stone armor S.D.C.: 76/+180 in stone armor
Armor Rating: A.R.: 15 for stone armor.
P.P.E.: 27
Appearance: He is a portly white male who spends his life outdoors tending to his garden. He has yellow eyes and fine,
wavy green hair worn in a style that reminds you of a monk’s cowl. He’s got five o’clock shadow. His nut-brown weathered skin
feels like leather. His wardrobe is always very simple and suggests he works as a farmer.
Attributes: I.Q. 8, M.E. 24, M.A. 11, P.S. 26/36 in stone armor/52 with earth exoskeleton (superhuman), P.P. 13/19 with
earth exo-skeleton, P.E. 23/33 in stone armor/exoskeleton, P.B. 9, Spd. 11/16 with earth exo-skeleton.
Age: 40, Sex: Male, Height: 5 foot and 8 inches (1.72 m), Weight: 231 lbs (103.95 kg)
Unusual Characteristics: Yellow eyes, Green hair, and Tough Leathery Skin.
Major Super Abilities: Earth Possession and Matter Expulsions: Stone. Note: He can hold his breath for 6 minutes.
Attacks per Melee: 5 (2 Initial +3 from Hand to Hand)
Combat Training: Basic
Combat Bonuses: +1 to initiative, +1 to strike/+3 with exoskeleton, +2 to parry/+4 with exoskeleton,
+2 to dodge/+4 with exoskeleton, +11 to damage/+29 in stone armor/+45 in earth exo-skeleton, +2 to roll with punch/fall,
and +2 to pull punch.
Combat Skills: Punch 1D4, Power Punch 2D4 (counts as two attacks), Elbow/Forearm 1D6, Knee 1D6, Karate Kick 2D4,
all Holds, and Critical strike on an unmodified roll of 19-20. Saving Throws: +16% to save vs coma/death, +5 to save vs psionics,
+2 to save vs possession, +7 to save vs mind control, +7 to save vs insanity, +4 to save vs poison, +4 to save vs magic/+8 against
earth magic. In stone armor, he is impervious to disease, +33% to save vs coma/death, +8 to save poison, and +8 to save vs magic/+12 to
save earth magic.
Educational Background: Farmer (Agriculture & Livestock)
Common Skills: Read-Write/Speak English 92%94%, Mathematics: Basic 90%, Pilot: Automobile 78%.
Occupational Skills: Animal Husbandry 85%, Barter 71%, Brewing 70%/75%, First Aid 85%, Herding 80%, Horsemanship 74%/54%,
Identify Plants & Fruits 75%, Physical Labor, Preserve Food 80%, Skin & Prepare Animal Hides 75%, Pilot: Truck 98%, Veterinary Science 80%,
and W.P. Shotgun (+3 to aim/+1 to burst).
Elective Skills: Gardening 70%, General Repair/Maintenance 85%, Basic Mechanics 70%, Auto Mechanics 78%, Basic Electronics 60%,
Wilderness Survival 70%, and Whittling & Sculpting 70%.
Secondary Skills: Hand to Hand: Basic, Excavation 60%, Gemology 55%, Land Navigation 60%, W.P. Blunt (+3 to strike/parry),
Salvage 55%, Masonry 60%, Recycling 40%, and Mining 40%.
Money: He has $7000 in his checking account and $5000 in his savings. This money does not reflect the money necessary to keep his
farm running smoothly and paying for the various expenses.
Weapons: He relies on his super abilities.
Stone Ball (golf ball size), Range: 80 feet (24.3 m), Damage: 6D6, Fade after 2 melees (30 seconds of existence).
Create Blunt Weapon, Standard range, Damage: Standard damage +1D6.
Encase in Stone: Range: Touch or 24 feet (7.3 m), Damage: None, unless attempt to suffocate the head, Duration: 2 hours.
Stone Limbs: P.S. becomes Superhuman, +1D6 to damage, +1 to initiative, +2 to strike and disarm. Stone limb takes half damage from heat, fire, and cold.
Hurl Stones (up to 4), 180 feet (54.8 m), Damage: 1 point for each pebble, 1D4 for each golf ball, 1D6 for each baseball, 2D6 for each
soccer ball/cinder block, Attacks per Melee: Each stone or volley counts as a single attack/action.
Earthen Fist, Damage: 2D6, P.S. of 30. Attacks per Melee: Each punch or grab counts as a single attack/action.
Earth Golem Automaton or Earth Exo-Skeleton/Power Armor.
Equipment & Vehicles: He relies on his super abilities. He owns several farm vehicles and pickup trucks of various ages still in working condition.
- 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.....
Perry Knight
Perry Knight when he was 12 years old came to the United States with his family (James and Barbara, and his little brother Ian). This was their first trip to the United States to
visit James brother Colin. While sitting in their Ultropolis Taxi cab, the super villain Stratacide hit the city streets with a tornado. It picked up the cab and smashed it against a
building. Everyone was critical injured. When Perry awoke he was told he would never walk again. His family however did not survive. Perry spent time recovering with his uncle
Colin, seething with hatred toward all super beings, with thoughts for revenge in his mind. When he turned 18, he returned to England and sought after anyone involved in U.K.
military to help him defend the nation against hostile super beings. His passion and determination attracted the attention of Professor Gabriel Crowley who was in charge of U.K.
SCRET Super Soldier program, developed in an effort to compete with the Soviet Union’s RIG Program (Red Iron Guard). Perry was the perfect candidate for Gabriel to activate the
Phase Two Trials. The year-long experimentation was a success but Perry was the only one to develop additional super abilities. The process could not be replicated. As such the
program was abandoned but Perry was put in charge all the Phase One Super Soldiers (Super Soldiers from Heroes Unlimited 2nd edition, not Powers Unlimited Two).
Taking on various names, this elite group of Special Force Super Soldiers operated throughout UK sphere of influence, taking on various super villains, rogue nations, and
terrorist organizations. Perry (aka Black Death) showed little or no mercy to anyone they meet with super powers or meta-technology. He killed them with cold efficiency. He did this
for nearly 25 years killing without guilt or compassion. Then one day, while working on a joint operation with US SCRET, a freelance mercenary named Wind Draft showed up looking
like a dead ringer for Stratacide. When confronted, the mutant revealed he not only possessed the powers of APS-Air but Multiple Lives. His however was different for each time he
died, he would resurrect with a completely different personality and alignment. Stratacide a super villain Diabolic was two lives ago. Wind Draft worked as freelance operative for
both US and UK SCRET. Later on, as they were carrying out the mission, Perry used his power to turn off Wind Draft’s abilities and shot him with his PB rays. Suddenly he realized
what he’d done and it turns out the mission couldn’t be completed without Wind Draft assistance. His personal hatred ruined everything. Despite botching the mission and failing in
the objective, the two teams returned home, although Perry immediately requested a leave of absence. Instead he was honorably discharged.
Perry move to the United States and took over his uncle’s family grocery store. Perry tries to live a very quiet life, far removed from all that he did. He feel guilty over what he’s
done, namely how his actions nearly cost many people their lives, but he still can’t forgive the man who killed his family and give him purpose in life. However, he also recognizes he
failed his country and his teammates because of his hate and single mindedness. He wants to be left alone, but alas 25 years of working as a government super beings he has
acquired lots of INTEL so he has on rare occasioned talked with people like Senior Special Agent Scott Benter. However he doesn’t trust people, he’s just that suspicious, and made
too many enemies to let people close to his inner circle. Scott red flagged him with the hope of giving the man the peace and quiet his soul deserves.
Real Name: Perry Knight
Alias: Black Death
Occupation: Former U.K. S.C.R.E.T. operative. He held the rank of Warrant Officer Class 1.
Alignment: Aberrant.
Power Category: Super Soldier
Experience Level: 9th
Hit Points: 67 S.D.C.: 330 Armor Rating: A.R.: 14
P.P.E.: 22
Appearance: He is thin and lanky with an athletic build. He is rather good looking, although not overly so. He has gray
hair (once a thick brown hair). He has bright blue eyes. Perry carries himself well, appearing fully confident in both himself
and his powers.
Attributes: I.Q. 10, M.E. 10, M.A. 21, P.S. 39 (extraordinary), P.P. 15, P.E. 23, P.B. 15, Spd. 44 (30.8 mph/49.5 km).
Age: 55, Sex: Male, Height: 6 foot and 2 inches (1.82 m), Weight: 192 lbs (86.4 kg).
Unusual Characteristics: Delicate, sensitive hands, with long slender fingers and Odd Color Eyes (Bright Blue).
Super Soldier Enhancements: Attempt to Make Invulnerable, Physical Transformation, and Mind and Body
Attune. Note: Despite being middle age, his super soldier enhancements still keep him as healthy as he was in his
20s. He can carry 3900 lbs (1.95 tons/1755 kg) and lift 7800 lbs (3.9 tons/3510 kg).
Major Super Ability: Negate Super Ability
Minor Super Abilities: Lightning Reflexes and Energy Expulsion: Particle Beam
Combat Training: Commando
Attacks per Melee: 9 (2 initial +4 from Hand to Hand +1 from boxing +1 from enhancement) +1 from powers
Combat Bonuses: +11 to initiative, +3 to strike, +7 to parry, +7 to dodge, +6 to auto dodge,
+28 to damage, +9 to roll with punch/fall, +14 to pull punch, +3 disarm, and +3 to Perception Rolls.
Saving Throws: +16% to save vs coma/death, +11 to save vs Horror Factor, +5 to save vs poison and disease,
+2 to save vs possession, and +4 to save vs magic.
Combat Skills: Karate Punch 2D4, Power Punch 4D4 (Counts as two attacks), Backhand Strike 1D6, Elbow/Forearm 1D6,
Knee 2D4, Karate Kick 2D6, Snap Kick 1D6, Crescent Kick 2D4+2, Wheel Kick 2D6, Tripping/Leg Hook (cannot be paired, must dodge
or knockdown), Backward Sweep (cannot be paired, must dodge or knockdown, -2 to dodge), Roundhouse Kick 3D6, Axe Kick 2D8,
Leap Kick 3D8 (counts as two attacks), Power Kick (double damage to any kick attack, counts as two attacks), Jump Kick 6D6,
Flying Jump Kick 4D6, +3 to Body Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and 1 attack/action), Body Block/Tackle 1D4 + P.S. damage
bonus (must parry/dodge or knockdown). All Holds, Paired Weapons, and Knockout on a natural 20 for 1D6 melees, and Deathblow on a
natural 18-20 (double damage, direct to Hit Points, counts as two attacks).
Other Bonuses: 65% trust/intimidate.
Educational Background: Military plus additional UK SCRET Training.
Common Skills: Read-Write/Speak British English 98%/97%, Mathematics: Basic 98%, and Pilot: Automobile 87%.
Military Program (Basic): Running, Climbing 95%/85%, Forced Marched, Military Etiquette 90%, Radio: Basic 98%,
W.P. Rifle (+5 to aim/+2 to burst), and W.P. Grenade (+3 to throw).
2nd Military Program: Demolition 97%, Demolition Disposal 97%, Parachuting 95%, and Trap/Mine Detection 75%.
Espionage Program: Hand to Hand: Commando, Detect Ambush 85%, Intelligence 78%, Wilderness Survival 85%,
Sniper (+2 to called or aimed shot), and Detect Concealment 80%.
Physical Program: Boxing, Kick Boxing, Prowl 85%, and Swimming 98%.
Secondary Skills: Athlete (general), Body Build & Weightlifting, First Aid 90%, Computer Operation 87%, Pilot: Airplane 86%,
Basic Electronics 75%, Land Navigation 72%, Public Speaking 85%, Law (General) 70%, Research 60%, Streetwise 36%, Cook 40%,
and Astronomy & Navigation 35%.
Money: He has about 89,000 British Pounds (120,041 U.S. dollars) in saving he made from his days as a British S.C.R.E.T. operative.
In his checking account, he has 110,000 U.S. dollars which pays most of his living expenses. Exactly how much he receives as a pension
from SCRET even he is unaware of. Most of his money goes to charity.
Weapons: He is trained in using all the weapons used by the U.K.SCRET, but he relies on his skills and powers.
Energy Expulsion: Particle Beam, Range: 400 feet (183 m), Damage: 4D6+4 on a Natural roll of 12-17, on a Natural roll of 18-19
does 6D6+16, on a Natural roll of 20 does 6D6+16 direct to Hit Points. Attacks Per Melee: Each blast counts as three attacks/actions.
Bonus: +1 to aim. Note: Particle Beams automatically by-pass the A.R. of a target, including all Natural Armor Ratings. Objects destroyed
or people killed by PB are disintegrated! Living things heal damage back three times slower and objects cannot be repaired by normal means.
Particle Beams inflict half damage against Invulnerable beings.
Equipment & Vehicles: He no longer has access to any of UK SCRET technology or special equipment.
Perry Knight when he was 12 years old came to the United States with his family (James and Barbara, and his little brother Ian). This was their first trip to the United States to
visit James brother Colin. While sitting in their Ultropolis Taxi cab, the super villain Stratacide hit the city streets with a tornado. It picked up the cab and smashed it against a
building. Everyone was critical injured. When Perry awoke he was told he would never walk again. His family however did not survive. Perry spent time recovering with his uncle
Colin, seething with hatred toward all super beings, with thoughts for revenge in his mind. When he turned 18, he returned to England and sought after anyone involved in U.K.
military to help him defend the nation against hostile super beings. His passion and determination attracted the attention of Professor Gabriel Crowley who was in charge of U.K.
SCRET Super Soldier program, developed in an effort to compete with the Soviet Union’s RIG Program (Red Iron Guard). Perry was the perfect candidate for Gabriel to activate the
Phase Two Trials. The year-long experimentation was a success but Perry was the only one to develop additional super abilities. The process could not be replicated. As such the
program was abandoned but Perry was put in charge all the Phase One Super Soldiers (Super Soldiers from Heroes Unlimited 2nd edition, not Powers Unlimited Two).
Taking on various names, this elite group of Special Force Super Soldiers operated throughout UK sphere of influence, taking on various super villains, rogue nations, and
terrorist organizations. Perry (aka Black Death) showed little or no mercy to anyone they meet with super powers or meta-technology. He killed them with cold efficiency. He did this
for nearly 25 years killing without guilt or compassion. Then one day, while working on a joint operation with US SCRET, a freelance mercenary named Wind Draft showed up looking
like a dead ringer for Stratacide. When confronted, the mutant revealed he not only possessed the powers of APS-Air but Multiple Lives. His however was different for each time he
died, he would resurrect with a completely different personality and alignment. Stratacide a super villain Diabolic was two lives ago. Wind Draft worked as freelance operative for
both US and UK SCRET. Later on, as they were carrying out the mission, Perry used his power to turn off Wind Draft’s abilities and shot him with his PB rays. Suddenly he realized
what he’d done and it turns out the mission couldn’t be completed without Wind Draft assistance. His personal hatred ruined everything. Despite botching the mission and failing in
the objective, the two teams returned home, although Perry immediately requested a leave of absence. Instead he was honorably discharged.
Perry move to the United States and took over his uncle’s family grocery store. Perry tries to live a very quiet life, far removed from all that he did. He feel guilty over what he’s
done, namely how his actions nearly cost many people their lives, but he still can’t forgive the man who killed his family and give him purpose in life. However, he also recognizes he
failed his country and his teammates because of his hate and single mindedness. He wants to be left alone, but alas 25 years of working as a government super beings he has
acquired lots of INTEL so he has on rare occasioned talked with people like Senior Special Agent Scott Benter. However he doesn’t trust people, he’s just that suspicious, and made
too many enemies to let people close to his inner circle. Scott red flagged him with the hope of giving the man the peace and quiet his soul deserves.
Real Name: Perry Knight
Alias: Black Death
Occupation: Former U.K. S.C.R.E.T. operative. He held the rank of Warrant Officer Class 1.
Alignment: Aberrant.
Power Category: Super Soldier
Experience Level: 9th
Hit Points: 67 S.D.C.: 330 Armor Rating: A.R.: 14
P.P.E.: 22
Appearance: He is thin and lanky with an athletic build. He is rather good looking, although not overly so. He has gray
hair (once a thick brown hair). He has bright blue eyes. Perry carries himself well, appearing fully confident in both himself
and his powers.
Attributes: I.Q. 10, M.E. 10, M.A. 21, P.S. 39 (extraordinary), P.P. 15, P.E. 23, P.B. 15, Spd. 44 (30.8 mph/49.5 km).
Age: 55, Sex: Male, Height: 6 foot and 2 inches (1.82 m), Weight: 192 lbs (86.4 kg).
Unusual Characteristics: Delicate, sensitive hands, with long slender fingers and Odd Color Eyes (Bright Blue).
Super Soldier Enhancements: Attempt to Make Invulnerable, Physical Transformation, and Mind and Body
Attune. Note: Despite being middle age, his super soldier enhancements still keep him as healthy as he was in his
20s. He can carry 3900 lbs (1.95 tons/1755 kg) and lift 7800 lbs (3.9 tons/3510 kg).
Major Super Ability: Negate Super Ability
Minor Super Abilities: Lightning Reflexes and Energy Expulsion: Particle Beam
Combat Training: Commando
Attacks per Melee: 9 (2 initial +4 from Hand to Hand +1 from boxing +1 from enhancement) +1 from powers
Combat Bonuses: +11 to initiative, +3 to strike, +7 to parry, +7 to dodge, +6 to auto dodge,
+28 to damage, +9 to roll with punch/fall, +14 to pull punch, +3 disarm, and +3 to Perception Rolls.
Saving Throws: +16% to save vs coma/death, +11 to save vs Horror Factor, +5 to save vs poison and disease,
+2 to save vs possession, and +4 to save vs magic.
Combat Skills: Karate Punch 2D4, Power Punch 4D4 (Counts as two attacks), Backhand Strike 1D6, Elbow/Forearm 1D6,
Knee 2D4, Karate Kick 2D6, Snap Kick 1D6, Crescent Kick 2D4+2, Wheel Kick 2D6, Tripping/Leg Hook (cannot be paired, must dodge
or knockdown), Backward Sweep (cannot be paired, must dodge or knockdown, -2 to dodge), Roundhouse Kick 3D6, Axe Kick 2D8,
Leap Kick 3D8 (counts as two attacks), Power Kick (double damage to any kick attack, counts as two attacks), Jump Kick 6D6,
Flying Jump Kick 4D6, +3 to Body Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and 1 attack/action), Body Block/Tackle 1D4 + P.S. damage
bonus (must parry/dodge or knockdown). All Holds, Paired Weapons, and Knockout on a natural 20 for 1D6 melees, and Deathblow on a
natural 18-20 (double damage, direct to Hit Points, counts as two attacks).
Other Bonuses: 65% trust/intimidate.
Educational Background: Military plus additional UK SCRET Training.
Common Skills: Read-Write/Speak British English 98%/97%, Mathematics: Basic 98%, and Pilot: Automobile 87%.
Military Program (Basic): Running, Climbing 95%/85%, Forced Marched, Military Etiquette 90%, Radio: Basic 98%,
W.P. Rifle (+5 to aim/+2 to burst), and W.P. Grenade (+3 to throw).
2nd Military Program: Demolition 97%, Demolition Disposal 97%, Parachuting 95%, and Trap/Mine Detection 75%.
Espionage Program: Hand to Hand: Commando, Detect Ambush 85%, Intelligence 78%, Wilderness Survival 85%,
Sniper (+2 to called or aimed shot), and Detect Concealment 80%.
Physical Program: Boxing, Kick Boxing, Prowl 85%, and Swimming 98%.
Secondary Skills: Athlete (general), Body Build & Weightlifting, First Aid 90%, Computer Operation 87%, Pilot: Airplane 86%,
Basic Electronics 75%, Land Navigation 72%, Public Speaking 85%, Law (General) 70%, Research 60%, Streetwise 36%, Cook 40%,
and Astronomy & Navigation 35%.
Money: He has about 89,000 British Pounds (120,041 U.S. dollars) in saving he made from his days as a British S.C.R.E.T. operative.
In his checking account, he has 110,000 U.S. dollars which pays most of his living expenses. Exactly how much he receives as a pension
from SCRET even he is unaware of. Most of his money goes to charity.
Weapons: He is trained in using all the weapons used by the U.K.SCRET, but he relies on his skills and powers.
Energy Expulsion: Particle Beam, Range: 400 feet (183 m), Damage: 4D6+4 on a Natural roll of 12-17, on a Natural roll of 18-19
does 6D6+16, on a Natural roll of 20 does 6D6+16 direct to Hit Points. Attacks Per Melee: Each blast counts as three attacks/actions.
Bonus: +1 to aim. Note: Particle Beams automatically by-pass the A.R. of a target, including all Natural Armor Ratings. Objects destroyed
or people killed by PB are disintegrated! Living things heal damage back three times slower and objects cannot be repaired by normal means.
Particle Beams inflict half damage against Invulnerable beings.
Equipment & Vehicles: He no longer has access to any of UK SCRET technology or special equipment.
- 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.....
MACABRE
Macabre is an Ancient Spirit of Hate who arrived during a ritual taking place by a group of college students from Ultropolis University. The ritual was discovered by one student
in a library book. On a whim they decided to do the ritual during a fraternity party. Once she appeared, she immediately requested purpose, a task to spread chaos and discord.
Several students hated a college professor, so they told her to “go be mean to him.” So she did for several days attack him, ransack him home, his car, etc. When the college
professor called campus security and the police, Macabre would attack and kill them. Upon realizing what they done, the college student tried to get her to stop obeying their
commands. Macabre insisted the ritual gave her purpose and until they gave her a new one, she would continue. About this time, Special GIGMA Agent Scott Benter got involved.
She would use Scott’s own hypnotic suggestion powers against him making him do things he did want too. Finally one of the students completed a new ritual and told her to “live
among humans without hurting them.” Macabre answered, “I can do that, continue to spread hate and misery without causing them pain.” Then Scott who manage to break the mind
control she held over him followed up by completing a rapid version of the ritual and told her, “You task is to be self-loathsome until you cannot hate anymore.” The ritual caused
some kind of mental feedback upon Macabre’s mind causing her to collapse. When she awoke, she was no longer compelled by the mystic ritual any longer. Scott hand
unintentionally freed her from its bindings. She was now free to cause grief and suffering all on her own. She flew into the air and disappeared. A few days later, Scott got a knock on
his door and to his astonishment Macabre was there in tears. “What have you done to me?” she demanded. Scott had indeed broken the ritual binding but she was inflicted with self
hatred. Scott now had the task of teaching the spirit not to hate but have virtue, compassion, and goodness. Not having the time or the commitment to do this task, Scott then
assigned those responsible for her summoning to take care of her and steer her on the straight and narrow path of righteousness.
Macabre now wonders Ultropolis University Campus, going from place to place trying not to hate. Macabre spends her days talking to mortals, asking age-old questions of purpose in
life, joy, right and wrong, good and evil. She has “sort of” switched sides, and is possibly on the verge of feeling content and fulfilled. She can still be savage and ruthless (especially
to men in military uniform), but at least she is trying to control her hatred and base instincts, and opposes evil and injustice. The real problem is she “believes” she has fallen in love
with Agent Scott Benter and is not sure how to deal with it.
Real Name: Deilarthata
Occupation: Ancient Spirit of Hate
Alignment: Aberrant
Power Category: Immortal (Ancient Spirit of Darkness)
Experience Level: 6th
Hit Points: 90 S.D.C.: 127 Armor Rating: A.R. 10
P.P.E.: 142
Appearance: Macabre is a gorgeous, tall, busty, athletic woman. She has round blue eyes and medium length,
straight black hair worn in an alluring style. Her blue and black outfit resembles something worn by an exotic dancer and is
obviously made for combat.
Attributes: I.Q. 28, M.E. 14, M.A.15, P.S. 25, P.P. 18, P.E. 28, P.B. 23, Spd. 38/300 mph (483 km) in flight.
Age: Immortal, Sex: Female, Height: 6 feet (1.8 m), Weight: 110 lbs (49.5 kg).
Insanity: She loathes men in military uniform (includes law enforcement) who threaten her and/or challenge her.
The moment she confronts them, nothing else matters. She is easily distracted by their presence (-6 to initiative and Perception).
She refuses to believe they can speak truthfully and only when they are in agony will they ever be honest. Women as far as she
is concerned speak nothing but the truth, which makes it easy for her to be fooled by them.
Unusual Characteristics: She is simply eye-popping gorgeous and constantly attracts attention wherever she goes.
Natural Abilities: Her wings are made of energy and can magically appear or disappear as desired. She can choose to fly into space
into space if she so desired.
Major Super Abilities: Mimic, Natural Combat Ability, and Multiple Beings (6).
Attacks per Melee: 6/7 (3 initial and +3 from Hand to Hand) +1 in flight.
Combat Training: Special
Combat Bonuses: (in addition to those she acquires from gaining her opponent’s hand to hand combat style): +6 to initiative, +2 to strike/+3 in flight,
+3 to parry/+4 in flight, +3 to dodge/+5 in flight, +5 automatic dodge/+7 in flight, +10 damage/+4 damage for every 20 mph (32 km)
of flight speed, +9 to roll with punch/fall, +9 to pull punch, +3 to disarm, and +2 to Perception Rolls. Note: Whomever she engages
in Hand to Hand Combat or observes fighting, after one melee round (15 seconds), she acquires their equivalent level of hand to hand combat,
combat bonuses, and combat skills/techniques (including boxing, wrestling, kick boxing), added to her own (thus making her that much
better than her opponent, she doesn’t add their additional attacks/actions per melee). She can only do this with one person. When she encounters
a person who is an unskilled fighter (non-combatant) or multiple opponents, she will be able to fight with combat style of Hand to Hand: Expert
equal to her own level of experience. Player and G.M. Note: She can only acquire her opponent’s hand to hand (or boxing, wrestling,
and kickboxing) combat bonuses/skills/techniques. She cannot acquire additional combat bonuses, skills, or techniques from physical attributes
or super abilities.
Saving Throw: +26% to save vs coma/death, +9 to save vs magic, +8 to save vs possession, +2 to save vs mind control, +11 to save
vs Horror Factor, and +7 to save vs poison and disease.
Combat Skills: Punch 1D6+2, Power Punch 2D6+12 (counts as two melee attacks), Elbow/Forearm 1D6, Knee 1D6, Kick Attack 2D4,
Karate Kick 2D6+2, Jump Kick 6D6 (counts as two attacks), Head Butt 1D6, Body Flip/Throw 2D4 plus P.S. damage bonus (lose initiative and
1 attack/action), All Holds, Paired Weapons, Back Flip (use in place of dodge, can only use back flip bonuses 94%), Leap Attack (critical strike),
Knockout/stun on an unmodified roll of 19-20, and Critical strike on an unmodified roll of 18-20. Note: She can jump 10 feet (3 m) high
or 15 feet (4.6 m) long, +50% with a running start. Remember she will acquire all the combat skills of her component (their hand and kick attacks,
special maneuvers, and training techniques within one melee round of engaging them in combat or observing them fighting).
Other Bonuses: +14% to all skills, 97% trust/intimidate, 92% charm/impress.
Educational Background: Military Specialist (some familiarity with Earth). Note: She can pick up any weapon (ancient or modern) and
perform with it as if she had a W.P. with that weapon. +2 to strike/aim, parry, throw, entangle, and disarm. Her rate of fire (for archery) is 9. Increase
range of projectile weapons by +50%.
Common Skills: Read-Write/Speak English and Aramaic 98%.
Basic Military Program: Running, Climbing 98%, Forced March, Military Etiquette 98%, Public Speaking 98%, W.P. Sword (+5 to strike/+4 to parry,
and W.P. Shield (+4 to parry).
Espionage Program: Detect Ambush 89%, Intelligence 85%, Wilderness Survival 89%, Detect Concealment 85%, and Tracking (people) 85%.
Physical Program: Acrobatics (Sense of Balance 98%, Walk Rope 97%, Climb Rope 98%), Gymnastics (Bars & Rings 97% and Back Flip 98%,
Athletics (general), and Fencing (+1 to strike/parry, +1D6 to sword or knife).
Secondary Skills: Sing 79%, Wardrobe & Grooming 88%, Prowl 79%, Gemology 69%, Mathematics: Basic 98%, Astronomy & Navigation 74%,
W.P. Knife (+4 to strike, +4 to parry, and +4 to throw), Land Navigation 66%, Law (general) 49%, and History 79%/59%.
Money: She never pays for anything. She has other people do this for her. As she lives aimlessly on Ultropolis University, she stays with
whoever wants to put up with her.
Weapons: None, she relies on her natural abilities.
Equipment & Vehicles: None.
Macabre is an Ancient Spirit of Hate who arrived during a ritual taking place by a group of college students from Ultropolis University. The ritual was discovered by one student
in a library book. On a whim they decided to do the ritual during a fraternity party. Once she appeared, she immediately requested purpose, a task to spread chaos and discord.
Several students hated a college professor, so they told her to “go be mean to him.” So she did for several days attack him, ransack him home, his car, etc. When the college
professor called campus security and the police, Macabre would attack and kill them. Upon realizing what they done, the college student tried to get her to stop obeying their
commands. Macabre insisted the ritual gave her purpose and until they gave her a new one, she would continue. About this time, Special GIGMA Agent Scott Benter got involved.
She would use Scott’s own hypnotic suggestion powers against him making him do things he did want too. Finally one of the students completed a new ritual and told her to “live
among humans without hurting them.” Macabre answered, “I can do that, continue to spread hate and misery without causing them pain.” Then Scott who manage to break the mind
control she held over him followed up by completing a rapid version of the ritual and told her, “You task is to be self-loathsome until you cannot hate anymore.” The ritual caused
some kind of mental feedback upon Macabre’s mind causing her to collapse. When she awoke, she was no longer compelled by the mystic ritual any longer. Scott hand
unintentionally freed her from its bindings. She was now free to cause grief and suffering all on her own. She flew into the air and disappeared. A few days later, Scott got a knock on
his door and to his astonishment Macabre was there in tears. “What have you done to me?” she demanded. Scott had indeed broken the ritual binding but she was inflicted with self
hatred. Scott now had the task of teaching the spirit not to hate but have virtue, compassion, and goodness. Not having the time or the commitment to do this task, Scott then
assigned those responsible for her summoning to take care of her and steer her on the straight and narrow path of righteousness.
Macabre now wonders Ultropolis University Campus, going from place to place trying not to hate. Macabre spends her days talking to mortals, asking age-old questions of purpose in
life, joy, right and wrong, good and evil. She has “sort of” switched sides, and is possibly on the verge of feeling content and fulfilled. She can still be savage and ruthless (especially
to men in military uniform), but at least she is trying to control her hatred and base instincts, and opposes evil and injustice. The real problem is she “believes” she has fallen in love
with Agent Scott Benter and is not sure how to deal with it.
Real Name: Deilarthata
Occupation: Ancient Spirit of Hate
Alignment: Aberrant
Power Category: Immortal (Ancient Spirit of Darkness)
Experience Level: 6th
Hit Points: 90 S.D.C.: 127 Armor Rating: A.R. 10
P.P.E.: 142
Appearance: Macabre is a gorgeous, tall, busty, athletic woman. She has round blue eyes and medium length,
straight black hair worn in an alluring style. Her blue and black outfit resembles something worn by an exotic dancer and is
obviously made for combat.
Attributes: I.Q. 28, M.E. 14, M.A.15, P.S. 25, P.P. 18, P.E. 28, P.B. 23, Spd. 38/300 mph (483 km) in flight.
Age: Immortal, Sex: Female, Height: 6 feet (1.8 m), Weight: 110 lbs (49.5 kg).
Insanity: She loathes men in military uniform (includes law enforcement) who threaten her and/or challenge her.
The moment she confronts them, nothing else matters. She is easily distracted by their presence (-6 to initiative and Perception).
She refuses to believe they can speak truthfully and only when they are in agony will they ever be honest. Women as far as she
is concerned speak nothing but the truth, which makes it easy for her to be fooled by them.
Unusual Characteristics: She is simply eye-popping gorgeous and constantly attracts attention wherever she goes.
Natural Abilities: Her wings are made of energy and can magically appear or disappear as desired. She can choose to fly into space
into space if she so desired.
Major Super Abilities: Mimic, Natural Combat Ability, and Multiple Beings (6).
Attacks per Melee: 6/7 (3 initial and +3 from Hand to Hand) +1 in flight.
Combat Training: Special
Combat Bonuses: (in addition to those she acquires from gaining her opponent’s hand to hand combat style): +6 to initiative, +2 to strike/+3 in flight,
+3 to parry/+4 in flight, +3 to dodge/+5 in flight, +5 automatic dodge/+7 in flight, +10 damage/+4 damage for every 20 mph (32 km)
of flight speed, +9 to roll with punch/fall, +9 to pull punch, +3 to disarm, and +2 to Perception Rolls. Note: Whomever she engages
in Hand to Hand Combat or observes fighting, after one melee round (15 seconds), she acquires their equivalent level of hand to hand combat,
combat bonuses, and combat skills/techniques (including boxing, wrestling, kick boxing), added to her own (thus making her that much
better than her opponent, she doesn’t add their additional attacks/actions per melee). She can only do this with one person. When she encounters
a person who is an unskilled fighter (non-combatant) or multiple opponents, she will be able to fight with combat style of Hand to Hand: Expert
equal to her own level of experience. Player and G.M. Note: She can only acquire her opponent’s hand to hand (or boxing, wrestling,
and kickboxing) combat bonuses/skills/techniques. She cannot acquire additional combat bonuses, skills, or techniques from physical attributes
or super abilities.
Saving Throw: +26% to save vs coma/death, +9 to save vs magic, +8 to save vs possession, +2 to save vs mind control, +11 to save
vs Horror Factor, and +7 to save vs poison and disease.
Combat Skills: Punch 1D6+2, Power Punch 2D6+12 (counts as two melee attacks), Elbow/Forearm 1D6, Knee 1D6, Kick Attack 2D4,
Karate Kick 2D6+2, Jump Kick 6D6 (counts as two attacks), Head Butt 1D6, Body Flip/Throw 2D4 plus P.S. damage bonus (lose initiative and
1 attack/action), All Holds, Paired Weapons, Back Flip (use in place of dodge, can only use back flip bonuses 94%), Leap Attack (critical strike),
Knockout/stun on an unmodified roll of 19-20, and Critical strike on an unmodified roll of 18-20. Note: She can jump 10 feet (3 m) high
or 15 feet (4.6 m) long, +50% with a running start. Remember she will acquire all the combat skills of her component (their hand and kick attacks,
special maneuvers, and training techniques within one melee round of engaging them in combat or observing them fighting).
Other Bonuses: +14% to all skills, 97% trust/intimidate, 92% charm/impress.
Educational Background: Military Specialist (some familiarity with Earth). Note: She can pick up any weapon (ancient or modern) and
perform with it as if she had a W.P. with that weapon. +2 to strike/aim, parry, throw, entangle, and disarm. Her rate of fire (for archery) is 9. Increase
range of projectile weapons by +50%.
Common Skills: Read-Write/Speak English and Aramaic 98%.
Basic Military Program: Running, Climbing 98%, Forced March, Military Etiquette 98%, Public Speaking 98%, W.P. Sword (+5 to strike/+4 to parry,
and W.P. Shield (+4 to parry).
Espionage Program: Detect Ambush 89%, Intelligence 85%, Wilderness Survival 89%, Detect Concealment 85%, and Tracking (people) 85%.
Physical Program: Acrobatics (Sense of Balance 98%, Walk Rope 97%, Climb Rope 98%), Gymnastics (Bars & Rings 97% and Back Flip 98%,
Athletics (general), and Fencing (+1 to strike/parry, +1D6 to sword or knife).
Secondary Skills: Sing 79%, Wardrobe & Grooming 88%, Prowl 79%, Gemology 69%, Mathematics: Basic 98%, Astronomy & Navigation 74%,
W.P. Knife (+4 to strike, +4 to parry, and +4 to throw), Land Navigation 66%, Law (general) 49%, and History 79%/59%.
Money: She never pays for anything. She has other people do this for her. As she lives aimlessly on Ultropolis University, she stays with
whoever wants to put up with her.
Weapons: None, she relies on her natural abilities.
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.....
Stan Gibbson
A few days after Stan Gibbson started his custodian job at one of the experimental research sites for the KLS Corporation. They were experimenting with an immense particle
accelerator/decelerator as a means to mass-produce or collect antimatter needed for propulsion and storage, a way to travel to distant stars. One of the people working on the
project was Charley Richmond, who worked at Project Daedalus in Century Station under Dr. Leopold Sarnhoff. He managed to leave the city before the aliens arrived to arrest the
“alien” Sarnoff and confiscated all off-world technology he helped develop on Earth, as well as any “hybrid” technology. Richmond got away with his lap top full of notes on their anti-
matter research. It was discovered despite having a readily available nuclear power plant to provide them power, they still didn’t have enough “energy” to capture or produce anti-
matter, just barely enough to boil water. So Richmond got the bright idea to put thaesium into their device. Thaesium is a radioactive crystal meteorite found in Antarctica with
alleged properties that gave humans super abilities. However, there were also top secret documents held by the government department known as Project Secure that Thaesium
could be used to power alien space craft or huge orbital space stations. Dr. Leopold noted indicated before the arrival of the Covenent (the aliens) he wanted to perform experiments
with thaesium believing it was the key to how the Atorians developed their Matter/Anti-Matter Drives.
Stan Gibbson was in the lab taking out the trash when a group of scientists and members of the U.S. military where in the room to observe the effects of adding particles of
thaesium into the accelerator/decelerator. When the device was switched on, they unknowingly created a primitive hypergravity bridge, but since it didn’t link to another gateway
device, it created a man made black hole. The entire complex disappeared with everyone inside. An immense undertaking tried to determine what had exactly happened because
nothing remained of the research complex. Suddenly Stan Gibbson appears from out of now where. When asked what happened to him and everyone else, all he can remember is
everyone in at the complex was transported to an anti-matter universe. Their bodies were processed so they could continue to exists without destroy everything. For some reason he
got sent back. Nobody believes his story however Stan Gibbson body is surrounded by a force aura. When the military tries to arrest, Stan fights back and manages to escape.
Nobody believes in Stan’s story and believes him to be a crazy mutant who destroyed the KLS Research Facility. SCRET/GIGMA begin a long search for the man and KLS hires various
Mutant Recovery Teams to capture him.
Months later Senior Special Agent Scott Benter was following up on a lead about a teen mutant at a high school in Ultropolis when an explosion happens that obliterates the
entire building. Scott arrives to find an unconscious Stan Gibbson surrounded by debris and ruin. Scott finds the ruins of broom and uses it to object read the man. Scott sees the
man and witnesses a bizarre flash of Stan and the broom being transported to the anti-matter universe, being experimented on by a highly advance race of aliens and for some
reason rejecting him. Stan’s body is no longer surrounded by a force aura never the less Scott drags him away and hides him. Later on, as emergency crews arrive, Scott uses his
coat and his invisible haze to move from the scene unnoticed. He takes Stan to his alien friend Gunter who does several alien scans on him. He determines Stan’s entire body has
been turned into anti-matter but the process has temporarily been reversed, he’s normal but in a few days or weeks he will revert back, fortunately the force aura will keep him from
destroying the planet. Scott takes Stan to his apartment where they spend a few days together. With help from Gunter, Scott uses his GIGMA connections to create a new identity for
Stan (Frederick Baker). He sets him up with a job as a custodian at his old high school in Ultropolis. Scott just wants him to keep out of trouble and not blow up the planet. Stan is
ever grateful for Scott and Gunter for all they’ve done for him. Gunter claims his “people” a few times made contact with the beings living in the anti-matter universe. With the right
tools and hybrid tech, he believes he might be able to reengineer Stan and give him control over his transformation so he can enjoy a relative normal life. The problem is finding the
tools and designing the hybrid tech. In the meantime, Stan keeps to himself and lives a very lonely life alone in the small underground apartment Scott set up for him. Stan misses
his family and longs to be with them. He hasn’t told Scott the reason the school blew up was because he was confronted by Charley Richmond who like him was sent back on Earth
and processed to inhabit the positive universe. Charley wanted his help to take over the planet and hold it ransom or else they trigger its eventual destruction. The two man fought
and Stan found a way to weak his force field and triggered a matter/anti-matter explosion. Scott hasn’t told Stan his object read indeed informed him what happened and because
Stan fought to protect Earth, Scott hasn’t called SCRET to take him away to a Holding Facility. Scott is indeed terrified at the possibility of what Stan represents and hopes Gunter
can indeed fix him soon.
Real Name: Stan Gibbson
Alias: Frederick Baker and Master Fusion
Occupation: Night Custodian for Ultropolis High School
Alignment: Scrupulous
Power Category: Mega Experiment
Experience Level: 4th
Hit Points: 30 S.D.C.: 91 Force Aura A.R.: 14 with 690 Force S.D.C.
P.P.E.: 56
Appearance: Stan is a normal looking guy, with smoke-gray eyes. His thick, wavy, brown hair is short and is worn in
an uncomplicated, dignified style. He is nearly average height, skinny, yet with a broad-shouldered build. His skin is pale and
he has prominent cheekbones. He wears dirty overalls and old, tattered clothing. The same clothes he’s been wearing for
several years since he cannot remove them or exchange them new ones.
Attributes: I.Q. 8, M.E. 3, M.A. 4, P.S. 15/25 (superhuman with force aura), P.P. 10, P.E. 16, P.B. 7, Spd 12.
Age: 30, Sex: Male, Height: 5 feet, 10 inches (1.55 m), Weight: 160 lbs (72 kg).
Side Effect: Requires Energy for Nourishment: Cannot eat or drink normal food; must absorb radiant energy such as
electrical, light, or thermal (not organic life energies). Must have 200,000 amps or six hours of light per day. As a bonus, the
character never gets hungry nor fatigues when exposed to sunlight or heat. Power Lock: Stan’s body has been permanently
transformed into anti-matter. His other powers serve as the means to keep him from physically interacting with the normal
universe and to convert energy into a source of food/nutrients.
Vulnerability: Because every particle in his body is anti-matter, Stan is incapable of interacting with any of the five states
of natural matter, without causing a fierce burst of energy 2D4x100 damage (if the damage exceeds the target’s S.D.C., it is
completely atomized). Stan generates a powerful Force Aura to keep a physical barrier between himself and the outside world.
If this barrier were to be destroyed, Stan’s anti-matter body would interact with matter (solid, liquid, gases, or plasma) and
annihilation would occur, triggering an explosion nearly equal to a nuclear bomb that does 10,000 points of damage to a 1050 feet
(320 m) radius around his entire body in all directions. Once any matter/anti-matter explosion occurs, the G.M. has to roll to
determine what happens next.
01-10% Stan lives revert to normal, no permanent damage; his anti-matter form returns in 1D4 weeks. Roll on the insanity tables, Neurosis and Phobia.
11-25% Stan survives, reverts to normal, and remains a normal person for the rest of his life.
26-40% Stan is atomized, but the blast radius is doubled!
41-85% Stan is atomized but the blast radius increases by 1D6x100%
86-00% Stan is atomized, the blast radius increased by 2D4x100% and the damage increases to 2D4x10,000! All five states of
matter in the blast radius is atomized, this creates a sudden change in air pressure that can crush objects, and high winds that can knock
objects down (3D6x100 points of damage to anyone or anything caught in the open). The range of this lethal blast force can extend an
additional 7000 feet (2133 m or 1.3 miles/2.1 kms) beyond the initial blast radius for every 8000 points of damage. This mean
atomization of 50,000 points of damage to 6300 feet (1920 m/1.1 miles/1.9 km) will produce a pressure wave (3D6x100 points of damage)
at range of 43,750 feet (13,335 m/8.2 miles or 13 km).
The Cascade Effect: If some physical/kinetic attack inflicted upon Stan surpasses his force aura (i.e., destroying it and damaging his anti-matter body),
if any part of him (hair, blood, saliva, skin cells, etc) touches matter, it causes annihilation. The fear is this could trigger continual matter/anti-matter
explosions could eventually destroys the entire planet!
Mega Powers: Standard mega abilities and Longevity (he ages one year for every 12 years of time).
Major Super Abilities: Copy Energy Pattern/Energy Conversion, Force Aura, and Alter Physical Structure: Anti-Matter (special).
All of his powers work as a Power Combo. His body copies all energy attacks (except kinetic, electromagnetic, sound, and cold) and covert them
into force field energy or radiant energy that his body absorbs as food. His Force Aura keeps his anti-matter body from having physical contact with
matter. His Force Aura only protects him from kinetic energy/physical attacks, hostile environment, temperature extremes, hazardous chemicals,
and airborne infection. Energy attacks (including magic and psionics) can by-pass the Force Aura, however, his natural immunity and copy energy
pattern/energy conversion ability reduce the damage he takes from all energy attacks to 1 or 2 points, even an alien battle ship particle cannon only
does 1 or 2 points of damage to him.
APS-Anti-Matter, His organic body looks no different only every particle converted into anti-matter. This allows him to breathe without air
and makes him impervious to cold, radiation, depressurization, zero gravity, organic requirements, and the hazards of space. In fact, he can
survive indefinitely in space. He can speak in the vacuum of space and does not require food, water, gravity, or an earth atmosphere to survive.
He can see in total darkness even the void of space (absent of light). He cannot be blinded by intense light and can gaze into the brilliance of a
nuclear flash without ill effect.
1. The Touch, Stan can weaken the Force Aura around one finger so he can perform a finger poke. When Stan makes contact with any form
of matter with this finger poke, he still doesn’t make “full contact” with the object but allows .0035 oz (.1 grams) of anti-matter to make a “brief” contact”
with matter. When this happens, two things happen. First, the object touched takes 2D4x100 points of damage! If the damage exceeds the target’s S.D.C.
(and Hit Points for living things), it is completely atomized (disintegrated). Not a single particle is left, just a three foot (0.9 m) deep, smoldering
crater. Second, everything in a 10 foot (3 m) radius is struck by a pressure wave (similar to those of a nuclear explosion) that does 3D6x10 points.
2. Anti-Particle Blast, this is the release of a controlled energy attack over a specific target area. It is nearly identical to Energy Expulsion: Particle Beam.
Like all PBs, the beam automatically by-pass the A.R. of a target, including all Natural Armor Ratings. Objects destroyed or people killed by PB are
disintegrated! Living things heal damage back three times slower and objects cannot be repaired by normal means. Range: 600 feet (182 m)
maximum, Duration: Instant, Damage: When rolling the D20 to strike with the anti-matter blast, only a Natural roll (not modified by bonuses)
of a 12-20 hits. A roll of 11-17 does 4D6+4 points of damage, a roll of 18-19 does 6D6+16 points of damage. A roll of 20 does 6D6+16 direct
to Hit Points! The anti-matter blast cannot be divided between two targets. Attacks per Melee: Each blast counts as two attack/actions!
Bonus: +1 to strike on Aimed Shots.
Force Aura, his Force Aura unlike others force aura or force fields only protect him from kinetic energy/physical attacks, as such it has twice
the normal amount of S.D.C. and further enhanced by his Mega Hero status (+50% to S.D.C.). This gives him a NAR of 14 and 690 S.D.C. The force field
recovers 4D6 S.D.C. every 10 minutes. His force field prevents his body from making physical contact with his bare skin, however with his force aura he
can still punch, kick, or grab objects with the force aura making contact rather than his skin. The force field allows him to carry, lift, hold, punch,
etc with Superhuman P.S. Note: If Stan surrounded a person with his force aura (which he can do), they would immediately suffocate because his
force aura is not permeable (does not allow liquids or gases to penetrate it). Stan only sleeps for 1D4 hours and when he does, his Force Aura stays on.
[b]Combat Training: Non-combatant. He cannot perform an automatic parry.
Attacks per Melee[/b]: 2 attacks/actions and 3 non-combat actions.
Combat Bonuses: +1 to initiative, +1 to dodge, +10 damage (force aura), and +4 to roll with punch/fall with force aura.
Saving Throws: Impervious to disease, +4% to save vs coma/death, -4 to save vs Horror Factor, +8 to save vs magic (even if he fails he takes
half damage, duration, and penalty), +4 to save vs psionic attack (even if he fails he takes only half damage, duration, and penalty),
+6 to save vs possession, -4 to save vs illusion, -2 to save vs insanity. Seducers gets a +20% bonus when using seduction, and anyone intimidating
or interrogating him get a +20% bonus.
Combat Skills: Force Aura Punch 2D4+2, Force Aura Power Punch 3D6+2 (counts as two attacks).
Educational Background: Street schooled, he dropped out of school in the 9th grade.
Common Skills: Read-Write/Speak 44%/English 92%, Mathematics: Basic 42%, and Pilot Automobile 72%.
Street Skills: Streetwise 50%, Prowl 50%, Pick Locks 50%, Pick Pocket 50%, Palming 40%, Cook 55%, Sewing 60%, General Repair/Maintenance 55%,
and Recycle 50%.
Secondary Skills: Fishing 60%, Swimming 70%, Pilot: Truck 56%, Identify Plants & Fruits 45%, Carpentry 45%, Gardening 52%, Salvage 55%,
Basic Mechanics 60%, Physical Labor, Mining 45%.
Money: He has $3217 in his checking account.
Weapons: None, he relies on his super abilities to protect him.
Equipment & Vehicles: He doesn’t own a car so he tends to rely on public transportation but tries to avoid crowds whenever possible.
The only equipment he has is whatever the school allows him to use while on the job. Note: Stan’s clothes and shoes were also processed and
turned into anti-matter. Fortunately his body seems to produce a Bio-Aura that if he reverts to normal after an explosion, his clothes also revert to
positive matter. When he changes back, his clothes would also change. Gunter is trying to figure out how to get him new clothes with a Bio-Aura
on them because his old ones are started to deteriorate from constant use as he cannot remove them and even if he could, any contact with them
and positive matter would trigger annihilation. Stan works nights at the school to avoid contact with people. Scott has done his best to pay off folks
who might have a problem with Stan.
A few days after Stan Gibbson started his custodian job at one of the experimental research sites for the KLS Corporation. They were experimenting with an immense particle
accelerator/decelerator as a means to mass-produce or collect antimatter needed for propulsion and storage, a way to travel to distant stars. One of the people working on the
project was Charley Richmond, who worked at Project Daedalus in Century Station under Dr. Leopold Sarnhoff. He managed to leave the city before the aliens arrived to arrest the
“alien” Sarnoff and confiscated all off-world technology he helped develop on Earth, as well as any “hybrid” technology. Richmond got away with his lap top full of notes on their anti-
matter research. It was discovered despite having a readily available nuclear power plant to provide them power, they still didn’t have enough “energy” to capture or produce anti-
matter, just barely enough to boil water. So Richmond got the bright idea to put thaesium into their device. Thaesium is a radioactive crystal meteorite found in Antarctica with
alleged properties that gave humans super abilities. However, there were also top secret documents held by the government department known as Project Secure that Thaesium
could be used to power alien space craft or huge orbital space stations. Dr. Leopold noted indicated before the arrival of the Covenent (the aliens) he wanted to perform experiments
with thaesium believing it was the key to how the Atorians developed their Matter/Anti-Matter Drives.
Stan Gibbson was in the lab taking out the trash when a group of scientists and members of the U.S. military where in the room to observe the effects of adding particles of
thaesium into the accelerator/decelerator. When the device was switched on, they unknowingly created a primitive hypergravity bridge, but since it didn’t link to another gateway
device, it created a man made black hole. The entire complex disappeared with everyone inside. An immense undertaking tried to determine what had exactly happened because
nothing remained of the research complex. Suddenly Stan Gibbson appears from out of now where. When asked what happened to him and everyone else, all he can remember is
everyone in at the complex was transported to an anti-matter universe. Their bodies were processed so they could continue to exists without destroy everything. For some reason he
got sent back. Nobody believes his story however Stan Gibbson body is surrounded by a force aura. When the military tries to arrest, Stan fights back and manages to escape.
Nobody believes in Stan’s story and believes him to be a crazy mutant who destroyed the KLS Research Facility. SCRET/GIGMA begin a long search for the man and KLS hires various
Mutant Recovery Teams to capture him.
Months later Senior Special Agent Scott Benter was following up on a lead about a teen mutant at a high school in Ultropolis when an explosion happens that obliterates the
entire building. Scott arrives to find an unconscious Stan Gibbson surrounded by debris and ruin. Scott finds the ruins of broom and uses it to object read the man. Scott sees the
man and witnesses a bizarre flash of Stan and the broom being transported to the anti-matter universe, being experimented on by a highly advance race of aliens and for some
reason rejecting him. Stan’s body is no longer surrounded by a force aura never the less Scott drags him away and hides him. Later on, as emergency crews arrive, Scott uses his
coat and his invisible haze to move from the scene unnoticed. He takes Stan to his alien friend Gunter who does several alien scans on him. He determines Stan’s entire body has
been turned into anti-matter but the process has temporarily been reversed, he’s normal but in a few days or weeks he will revert back, fortunately the force aura will keep him from
destroying the planet. Scott takes Stan to his apartment where they spend a few days together. With help from Gunter, Scott uses his GIGMA connections to create a new identity for
Stan (Frederick Baker). He sets him up with a job as a custodian at his old high school in Ultropolis. Scott just wants him to keep out of trouble and not blow up the planet. Stan is
ever grateful for Scott and Gunter for all they’ve done for him. Gunter claims his “people” a few times made contact with the beings living in the anti-matter universe. With the right
tools and hybrid tech, he believes he might be able to reengineer Stan and give him control over his transformation so he can enjoy a relative normal life. The problem is finding the
tools and designing the hybrid tech. In the meantime, Stan keeps to himself and lives a very lonely life alone in the small underground apartment Scott set up for him. Stan misses
his family and longs to be with them. He hasn’t told Scott the reason the school blew up was because he was confronted by Charley Richmond who like him was sent back on Earth
and processed to inhabit the positive universe. Charley wanted his help to take over the planet and hold it ransom or else they trigger its eventual destruction. The two man fought
and Stan found a way to weak his force field and triggered a matter/anti-matter explosion. Scott hasn’t told Stan his object read indeed informed him what happened and because
Stan fought to protect Earth, Scott hasn’t called SCRET to take him away to a Holding Facility. Scott is indeed terrified at the possibility of what Stan represents and hopes Gunter
can indeed fix him soon.
Real Name: Stan Gibbson
Alias: Frederick Baker and Master Fusion
Occupation: Night Custodian for Ultropolis High School
Alignment: Scrupulous
Power Category: Mega Experiment
Experience Level: 4th
Hit Points: 30 S.D.C.: 91 Force Aura A.R.: 14 with 690 Force S.D.C.
P.P.E.: 56
Appearance: Stan is a normal looking guy, with smoke-gray eyes. His thick, wavy, brown hair is short and is worn in
an uncomplicated, dignified style. He is nearly average height, skinny, yet with a broad-shouldered build. His skin is pale and
he has prominent cheekbones. He wears dirty overalls and old, tattered clothing. The same clothes he’s been wearing for
several years since he cannot remove them or exchange them new ones.
Attributes: I.Q. 8, M.E. 3, M.A. 4, P.S. 15/25 (superhuman with force aura), P.P. 10, P.E. 16, P.B. 7, Spd 12.
Age: 30, Sex: Male, Height: 5 feet, 10 inches (1.55 m), Weight: 160 lbs (72 kg).
Side Effect: Requires Energy for Nourishment: Cannot eat or drink normal food; must absorb radiant energy such as
electrical, light, or thermal (not organic life energies). Must have 200,000 amps or six hours of light per day. As a bonus, the
character never gets hungry nor fatigues when exposed to sunlight or heat. Power Lock: Stan’s body has been permanently
transformed into anti-matter. His other powers serve as the means to keep him from physically interacting with the normal
universe and to convert energy into a source of food/nutrients.
Vulnerability: Because every particle in his body is anti-matter, Stan is incapable of interacting with any of the five states
of natural matter, without causing a fierce burst of energy 2D4x100 damage (if the damage exceeds the target’s S.D.C., it is
completely atomized). Stan generates a powerful Force Aura to keep a physical barrier between himself and the outside world.
If this barrier were to be destroyed, Stan’s anti-matter body would interact with matter (solid, liquid, gases, or plasma) and
annihilation would occur, triggering an explosion nearly equal to a nuclear bomb that does 10,000 points of damage to a 1050 feet
(320 m) radius around his entire body in all directions. Once any matter/anti-matter explosion occurs, the G.M. has to roll to
determine what happens next.
01-10% Stan lives revert to normal, no permanent damage; his anti-matter form returns in 1D4 weeks. Roll on the insanity tables, Neurosis and Phobia.
11-25% Stan survives, reverts to normal, and remains a normal person for the rest of his life.
26-40% Stan is atomized, but the blast radius is doubled!
41-85% Stan is atomized but the blast radius increases by 1D6x100%
86-00% Stan is atomized, the blast radius increased by 2D4x100% and the damage increases to 2D4x10,000! All five states of
matter in the blast radius is atomized, this creates a sudden change in air pressure that can crush objects, and high winds that can knock
objects down (3D6x100 points of damage to anyone or anything caught in the open). The range of this lethal blast force can extend an
additional 7000 feet (2133 m or 1.3 miles/2.1 kms) beyond the initial blast radius for every 8000 points of damage. This mean
atomization of 50,000 points of damage to 6300 feet (1920 m/1.1 miles/1.9 km) will produce a pressure wave (3D6x100 points of damage)
at range of 43,750 feet (13,335 m/8.2 miles or 13 km).
The Cascade Effect: If some physical/kinetic attack inflicted upon Stan surpasses his force aura (i.e., destroying it and damaging his anti-matter body),
if any part of him (hair, blood, saliva, skin cells, etc) touches matter, it causes annihilation. The fear is this could trigger continual matter/anti-matter
explosions could eventually destroys the entire planet!
Mega Powers: Standard mega abilities and Longevity (he ages one year for every 12 years of time).
Major Super Abilities: Copy Energy Pattern/Energy Conversion, Force Aura, and Alter Physical Structure: Anti-Matter (special).
All of his powers work as a Power Combo. His body copies all energy attacks (except kinetic, electromagnetic, sound, and cold) and covert them
into force field energy or radiant energy that his body absorbs as food. His Force Aura keeps his anti-matter body from having physical contact with
matter. His Force Aura only protects him from kinetic energy/physical attacks, hostile environment, temperature extremes, hazardous chemicals,
and airborne infection. Energy attacks (including magic and psionics) can by-pass the Force Aura, however, his natural immunity and copy energy
pattern/energy conversion ability reduce the damage he takes from all energy attacks to 1 or 2 points, even an alien battle ship particle cannon only
does 1 or 2 points of damage to him.
APS-Anti-Matter, His organic body looks no different only every particle converted into anti-matter. This allows him to breathe without air
and makes him impervious to cold, radiation, depressurization, zero gravity, organic requirements, and the hazards of space. In fact, he can
survive indefinitely in space. He can speak in the vacuum of space and does not require food, water, gravity, or an earth atmosphere to survive.
He can see in total darkness even the void of space (absent of light). He cannot be blinded by intense light and can gaze into the brilliance of a
nuclear flash without ill effect.
1. The Touch, Stan can weaken the Force Aura around one finger so he can perform a finger poke. When Stan makes contact with any form
of matter with this finger poke, he still doesn’t make “full contact” with the object but allows .0035 oz (.1 grams) of anti-matter to make a “brief” contact”
with matter. When this happens, two things happen. First, the object touched takes 2D4x100 points of damage! If the damage exceeds the target’s S.D.C.
(and Hit Points for living things), it is completely atomized (disintegrated). Not a single particle is left, just a three foot (0.9 m) deep, smoldering
crater. Second, everything in a 10 foot (3 m) radius is struck by a pressure wave (similar to those of a nuclear explosion) that does 3D6x10 points.
2. Anti-Particle Blast, this is the release of a controlled energy attack over a specific target area. It is nearly identical to Energy Expulsion: Particle Beam.
Like all PBs, the beam automatically by-pass the A.R. of a target, including all Natural Armor Ratings. Objects destroyed or people killed by PB are
disintegrated! Living things heal damage back three times slower and objects cannot be repaired by normal means. Range: 600 feet (182 m)
maximum, Duration: Instant, Damage: When rolling the D20 to strike with the anti-matter blast, only a Natural roll (not modified by bonuses)
of a 12-20 hits. A roll of 11-17 does 4D6+4 points of damage, a roll of 18-19 does 6D6+16 points of damage. A roll of 20 does 6D6+16 direct
to Hit Points! The anti-matter blast cannot be divided between two targets. Attacks per Melee: Each blast counts as two attack/actions!
Bonus: +1 to strike on Aimed Shots.
Force Aura, his Force Aura unlike others force aura or force fields only protect him from kinetic energy/physical attacks, as such it has twice
the normal amount of S.D.C. and further enhanced by his Mega Hero status (+50% to S.D.C.). This gives him a NAR of 14 and 690 S.D.C. The force field
recovers 4D6 S.D.C. every 10 minutes. His force field prevents his body from making physical contact with his bare skin, however with his force aura he
can still punch, kick, or grab objects with the force aura making contact rather than his skin. The force field allows him to carry, lift, hold, punch,
etc with Superhuman P.S. Note: If Stan surrounded a person with his force aura (which he can do), they would immediately suffocate because his
force aura is not permeable (does not allow liquids or gases to penetrate it). Stan only sleeps for 1D4 hours and when he does, his Force Aura stays on.
[b]Combat Training: Non-combatant. He cannot perform an automatic parry.
Attacks per Melee[/b]: 2 attacks/actions and 3 non-combat actions.
Combat Bonuses: +1 to initiative, +1 to dodge, +10 damage (force aura), and +4 to roll with punch/fall with force aura.
Saving Throws: Impervious to disease, +4% to save vs coma/death, -4 to save vs Horror Factor, +8 to save vs magic (even if he fails he takes
half damage, duration, and penalty), +4 to save vs psionic attack (even if he fails he takes only half damage, duration, and penalty),
+6 to save vs possession, -4 to save vs illusion, -2 to save vs insanity. Seducers gets a +20% bonus when using seduction, and anyone intimidating
or interrogating him get a +20% bonus.
Combat Skills: Force Aura Punch 2D4+2, Force Aura Power Punch 3D6+2 (counts as two attacks).
Educational Background: Street schooled, he dropped out of school in the 9th grade.
Common Skills: Read-Write/Speak 44%/English 92%, Mathematics: Basic 42%, and Pilot Automobile 72%.
Street Skills: Streetwise 50%, Prowl 50%, Pick Locks 50%, Pick Pocket 50%, Palming 40%, Cook 55%, Sewing 60%, General Repair/Maintenance 55%,
and Recycle 50%.
Secondary Skills: Fishing 60%, Swimming 70%, Pilot: Truck 56%, Identify Plants & Fruits 45%, Carpentry 45%, Gardening 52%, Salvage 55%,
Basic Mechanics 60%, Physical Labor, Mining 45%.
Money: He has $3217 in his checking account.
Weapons: None, he relies on his super abilities to protect him.
Equipment & Vehicles: He doesn’t own a car so he tends to rely on public transportation but tries to avoid crowds whenever possible.
The only equipment he has is whatever the school allows him to use while on the job. Note: Stan’s clothes and shoes were also processed and
turned into anti-matter. Fortunately his body seems to produce a Bio-Aura that if he reverts to normal after an explosion, his clothes also revert to
positive matter. When he changes back, his clothes would also change. Gunter is trying to figure out how to get him new clothes with a Bio-Aura
on them because his old ones are started to deteriorate from constant use as he cannot remove them and even if he could, any contact with them
and positive matter would trigger annihilation. Stan works nights at the school to avoid contact with people. Scott has done his best to pay off folks
who might have a problem with Stan.
- 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.....
My thoughts are swirling with another old character of mine that I'll be posting 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.....
Wow been gone way to long. Nearly finished with some Lopan revision and I'll be back to post my latest thoughts and ideas to brighten your Heroes
Unlimited adventures.
Unlimited adventures.
- Stone Gargoyle
- Virtuoso of Variants
- Posts: 10356
- 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.....
I'll be looking forward to it!
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
- Daniel Stoker
- Knight
- Posts: 5557
- Joined: Sat Sep 30, 2000 1:01 am
- Comment: Non Impediti Ratione Cogitationis
- Location: Jewdica
Re: On the topic of Revised to 2nd ed conversions.....
WB and looking forward to seeing it.
Daniel Stoker
Daniel Stoker
Judaism - More Old School than either Christianity or Islam.
- 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.....
Update. Coming along folks. These guys are going to be more player oriented then NPC oriented so won't have the normal backgrounds and origins I do. Unless there is a
request for more info.
request for more info.
- 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 okay here it is folks. Sorry for the long wait. Like I said doing something different this time. The following characters are purposely designed for GM to print out and hand to
players for their HU games or for anyone out there who wants to play this particular character. Their backgrounds and origin stories are not as extensive as I usually do, just enough
to give the player something to work with. I'm planning on using these guys in an adventure that I'll run at the Open House (when I get around to writing it down:roll: ). The villain
I'm afraid for that reason I'm leaving out as well as the NPCs. Some of these guys are rather unique but if your familiar with this post you notice how "fluid" I am with creating
unique and different super heroes who are heavily comic inspired. Perhaps one day a manuscript on how to create even more diverse HU characters will see print, but in the mean
time you can always come to the post where you will find HU NPCS and readily available characters to utilize in your games. For an adding bonus I'll also present from Rifter #66 the
organization behind these characters which also appears in Rifter #69.
Eagle Knight Security
Eagle Knight Security is a privately owned professional military, law enforcement, security, peacekeeping, and stability operations firm that provides specialist security and risk
management solutions to extreme threats, tailored for international clients including governments, international agencies and the corporate sector. It is a registered and active UN
contractor, a major security provider to the US government and security advisor to the United Nations. In short, they are professional mercenaries. The United States State
Department employs Eagle Knight to provide support in danger zones that would be difficult for conventional U.S. forces. The military employs them as guards to extremely high-
ranking US government officials in hot spots all around the world. Eagle Knight provides services for the Pentagon and indirectly assists in overseas theaters of operation. It also
serves in advisory roles that help train local militaries to fight more effectively instead of intervening directly. But Eagle Knight is seen most often in major cities serving as
bodyguards and security personnel for corporate executives, celebrities, politicians, and the wealthy elite.
On the surface Eagle Knight looks like any other security firm but nearly all the operatives for Eagle Knight are super beings recruited from all walks of life, and intensely educated in
all aspects of special law enforcement and military training. The supers’ educational expenses are paid for, as well as any additional amount of training wanted. Upon completing the
training, the individual receives an EKS badge and a protection detail (assignment). If the individual proves himself in the civilian sector, then he or she might be reassigned to a
theater of operations overseas. Century Station is home to one of its four training academies. Located in Javarta near Route 918, it looks like a typical college campus, but this is all
a clever facade. The grounds are used to train operatives to be able to handle any situation. A hidden tunnel goes under Route 918 and into Old Orchard where operatives conduct
field exercises on secluded property. Eagle Knight is run by billionaire Reginald Knight. He created the company on the belief that both the US military and law enforcement
establishments require capabilities far beyond the normal standards to keep the country secure both here and abroad. Reginald is huge admirer of super-beings, and wishes he was
one. Since his birth he’s suffered from Severe Combined Immunodeficiency, or SCID, which make him extremely vulnerable to infectious diseases so he must live in a completely
sterile environment (a plastic bubble). A result of having little contact with the outside world, he was home schooled and learned everything from television, radio, books, and
computers. Yet Reginald possessed an uncanny intelligence, one in which he used to master the stock market at an early age, and in time make himself into one of the richest men
in the world. Eagle Knight has more than 230 superbeing operatives deployed in nine countries, including the United States. It has a private fleet of more than twenty aircraft,
including helicopter gunships and robotic surveillance aircraft. Its 1700-acre headquarters just outside Ultropolis is one of the largest of its kind.
Eagle Knight is backed by Reginald’s crack law firm; White and Knight (1170 attorneys). He doesn’t like the idea of his operatives having to deal with silly laws, or the
annoying Geneva Convention. Whatever works to get the bad guys is fine by him, even if the measures are unorthodox, so long as innocent by-standers are not put at risk, and the
bad guys are taken down. White and Knight are quick to arrive to clean up any legal problems an operative might have in the course of performing their duties.
Presently Reginald Knight is looking to expand Eagle Knight’s roll in the world, by developing deeper and longstanding ties to the US military and intelligence agencies. Knight’s
ultimate goal is to see Eagle Knight become one of the most powerful military armies in the world. He also wants to expand the mercenary motivating factor (or rationalization)
beyond simple monetary gain to a duty-oriented, patriotic justification. On the downside, Eagle Knight is not appreciated by numerous third world countries, SCRET or the MTF who
on numerous occasions have interfere in the course of their investigations. As far as they are concerned, the entire organization is nothing more than a giant band of Legionnaires
with far too much influence in the Department of Defense and Homeland Security. Many in the government, particular those involved with the American Patriot Party (President J.P.
Anderson’s) are fearful of their pro-super being agenda and secretive nature. Several top US officials are fearful that a growing private army of super beings may one day engage the
nation in an epic battle for control of the country to be place in their hands, or perhaps the world itself.
EKS Player Characters:
Step One: The Eight Attributes are determined as usual.
Step Two: Hit Points and S.D.C. is determined, however regardless of the Power Category EKS characters receive a onetime bonus of 2D6 additional S.D.C.
Step Three: Pick a Power Category and/or Determine Super Abilities. EKS works with anyone, including Ordinary People. All full-time operatives also receive the following in
addition to the usual attribute, skill, and hand to hand bonuses: +1 on initiative, +2 to roll with punch/fall/impact, +2 to pull punch, and +2 to save vs Horror Factor.
Step Four: Determine Education and Skills. There are three options. Option One: Player characters can choose to be a part time or freelance operative. This is
character who gets hired by Eagle Knight as is and receives no additional training. You can be as young as 16 years old. Roll or pick one roll or pick one from the Education Level
Table (page 44-45 in HU™ 2nd Edition). Option Two: This is a character who is a full-time operative who gets hired by Eagle Knight and receives additional training on top of
their preexisting skill knowledge. Must be 18 or older. Roll or pick one roll or pick one from the Education Level Table (page 44-45 in HU™ 2nd Edition) then choose Military (Basic)
and 1D4 Espionage or Rogue skills. If the character already has a Military and/or Espionage Background, the player character can select 4 additional skills from Communications,
Espionage, Military, Rogue, or W.P. (Ancient or Modern). Option Three: This is a full-time operative who gets all of his or her training and education from the EKS Training
Program. Must be 18 years or older. Skill and education include the following: Military (Basic) Program, Police/Law Enforcement Program, and one of the following: Communication,
Espionage, Military (choose 4 military skills), Physical, Pilot: Advance Program, Rogue, Technical, or W.P. Ancient or Modern. All scholastic skills receive a onetime +15% bonus. The
Player Character also receives 8 Secondary Skills.
Step Five: Picking an Alignment. Individuals working for EKS must be any good or unprincipled. Anarchist or evil alignment characters are not tolerated and will be terminated
from employment, and likely sought after by EKS agents, GIGMA and SCRET, and other law enforcements agencies. Note: You can make an anarchist and evil character but
1) you are lying about your true motivation, 2) you have to be a team player, the moment you start "acting" anarchist or evil, you will be fired! You do anything that deliberately
harms your teammates or gets innocent civilian killed and your behavior/attitude reflects a personality that is anarchist or evil, you'rr not only fired but you'll be arrested!
Step Six: Rounding Out One’s Character: Roll 1D6 to determines how many years the PC has been with EKS. For every year of employment, the character has earned
2D4x$10,000. EKS provides uniforms, equipment ($6000 worth of sensory and communications), weapons (any within reason), a vehicle (only one), and pays for medical expenses
(Including cybernetic replacements and/or implants, but not bionic reconstruction, limbs, weapons, or armor), as well as clone replacements (but not modifications or
augmentations). This means whatever the character earned over the years he or she has kept, but it’s safe to assume the PC did spend at a minimum 30% of his or her earnings on
personal items, vacation, etc.
The Player Characters must then determine his or her current assignment. Civilian (bodyguard or security personnel here in the United States) or Mercenary (body guard in foreign
nation or contracted to assist U.S. military or U.S. military ally). Those who have only one year of work experience or less cannot serve as a Mercenary. One has to prove themselves
first on the civilian side before being allowed to work overseas. Every EKS operative is required to wear his or her EKS badge (a bald eagle wearing plate armor) and have his EKS
I.D. on their person at all times. These two things are the only physical proof of belonging to the agency. Documents are of course kept on file at the agency in the U.S. and its
foreign operations HQ (as well as with GIGMA and possibly The Sector, MTF, and other agencies or SCRET Defense Contractors).
Note: Being a member of the EKS doesn’t give one a license to kill or diplomatic immunity however the White and Knight Law firm will be on hand to protect the Player
Character from any legal suits or prosecution, and will pay for any damages and will attempt to settle civil suits brought up against the character. EK will attempt to negotiate for an
operatives release if arrested, and if all else fails EK will attempt a rescue if Reginald feels the operative is being held unjustifiably. That being said, it’s far easier to get out of trouble
while working within the U.S. and its NATO allies then working in most third world countries and world hot spots.
REGINALD KNIGHT NPC Quick Stats
Alignment: Unprincipled
Attributes: I.Q. 25, M.E. 19, M.A. 20, P.S. 8, P.P. 9, P.E. 4, P.B. 15., Spd 11
Age: 37, Height: 5’11 (1.79 m), Weight: 162 lbs (72.9 kg).
Hit Points: 25 S.D.C.: 14
Equivalent Level of Experience: 7th level Ordinary Human
Vulnerability: Reginald has no biological immune system. He must live completely sterile environment in order to avoid getting sick all the time and possibly dying.
Attacks per Melee: 2 attacks per melee round and 5 non-combat actions.
Combat Bonuses: +1 to dodge and +5 to Perception Rolls.
Saving Throws: +2 to save vs psionics and insanity, -6 to save vs disease, -5 to save vs drugs & poison, -4 to save vs magic, -10% to save vs coma/death, and fatigues 50%
more than the average person. Duration of illness and side effect from drugs is 25% longer.
Other Bonuses: +11% to all skills and 60% trust/intimidate.
Skills of Note: Business & Finance 98%, Computer Operation 98%, Law (General) 98%, Research 98%, Criminal Scene Investigation 98%, Forensics 98%, Toxicology 98%,
Basic and Advance Mathematics: 98%, Chemistry 98%, Biology 98%, Read/Write/Speak Russian, French, Spanish, Arabic 98%/98%.
Eagle Knight Securities Organization Statistics
A. Outfits: Utility (2 Points)
B. Equipment: Electronic Supplies (10 Points)
C. Weapons: The Arsenal (30 Points)
D. Bionics & Robotics: Cyber Agents (25 Points)
E. Vehicles: Spy Cars (25 Points)
F. Communications: Computerized (15 Points)
G. Offices: Regional (25 Points)
H. Military Power: Militia (15 Points)
I. Super Powered Operatives: Major Force (70 Points)
J. Sponsorship: Private Industry (6 Points)
K. Special Budget: Large Loans (25 Points)
L. Administrative Control: Agency Protection (25 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: Freelance (5 points, earn 1D4x$10,000 per mission), Full time Good (20 points). $300-$400 a day is about average ($1500-$2000 a week or 78,000-104,000
a year. Free medical care. All agents (including psychics) can receive three (3) bionic implants. These include cybernetic/bionics implants for the ear, eye, sensors, hand/foot, lungs,
and throat from Heroes Unlimited, Ninja & Superspies™ or Rifts® Bionics sourcebook™. Bionic organs replacement is available to an agent who is seriously injured however full
bionic conversion, replacement for items larger than a hand/foot, weapons, and armor are NOT available. Nor is Eugenics (clone replacement parts).
Total Agency Points: 338 Points.
players for their HU games or for anyone out there who wants to play this particular character. Their backgrounds and origin stories are not as extensive as I usually do, just enough
to give the player something to work with. I'm planning on using these guys in an adventure that I'll run at the Open House (when I get around to writing it down:roll: ). The villain
I'm afraid for that reason I'm leaving out as well as the NPCs. Some of these guys are rather unique but if your familiar with this post you notice how "fluid" I am with creating
unique and different super heroes who are heavily comic inspired. Perhaps one day a manuscript on how to create even more diverse HU characters will see print, but in the mean
time you can always come to the post where you will find HU NPCS and readily available characters to utilize in your games. For an adding bonus I'll also present from Rifter #66 the
organization behind these characters which also appears in Rifter #69.
Eagle Knight Security
Eagle Knight Security is a privately owned professional military, law enforcement, security, peacekeeping, and stability operations firm that provides specialist security and risk
management solutions to extreme threats, tailored for international clients including governments, international agencies and the corporate sector. It is a registered and active UN
contractor, a major security provider to the US government and security advisor to the United Nations. In short, they are professional mercenaries. The United States State
Department employs Eagle Knight to provide support in danger zones that would be difficult for conventional U.S. forces. The military employs them as guards to extremely high-
ranking US government officials in hot spots all around the world. Eagle Knight provides services for the Pentagon and indirectly assists in overseas theaters of operation. It also
serves in advisory roles that help train local militaries to fight more effectively instead of intervening directly. But Eagle Knight is seen most often in major cities serving as
bodyguards and security personnel for corporate executives, celebrities, politicians, and the wealthy elite.
On the surface Eagle Knight looks like any other security firm but nearly all the operatives for Eagle Knight are super beings recruited from all walks of life, and intensely educated in
all aspects of special law enforcement and military training. The supers’ educational expenses are paid for, as well as any additional amount of training wanted. Upon completing the
training, the individual receives an EKS badge and a protection detail (assignment). If the individual proves himself in the civilian sector, then he or she might be reassigned to a
theater of operations overseas. Century Station is home to one of its four training academies. Located in Javarta near Route 918, it looks like a typical college campus, but this is all
a clever facade. The grounds are used to train operatives to be able to handle any situation. A hidden tunnel goes under Route 918 and into Old Orchard where operatives conduct
field exercises on secluded property. Eagle Knight is run by billionaire Reginald Knight. He created the company on the belief that both the US military and law enforcement
establishments require capabilities far beyond the normal standards to keep the country secure both here and abroad. Reginald is huge admirer of super-beings, and wishes he was
one. Since his birth he’s suffered from Severe Combined Immunodeficiency, or SCID, which make him extremely vulnerable to infectious diseases so he must live in a completely
sterile environment (a plastic bubble). A result of having little contact with the outside world, he was home schooled and learned everything from television, radio, books, and
computers. Yet Reginald possessed an uncanny intelligence, one in which he used to master the stock market at an early age, and in time make himself into one of the richest men
in the world. Eagle Knight has more than 230 superbeing operatives deployed in nine countries, including the United States. It has a private fleet of more than twenty aircraft,
including helicopter gunships and robotic surveillance aircraft. Its 1700-acre headquarters just outside Ultropolis is one of the largest of its kind.
Eagle Knight is backed by Reginald’s crack law firm; White and Knight (1170 attorneys). He doesn’t like the idea of his operatives having to deal with silly laws, or the
annoying Geneva Convention. Whatever works to get the bad guys is fine by him, even if the measures are unorthodox, so long as innocent by-standers are not put at risk, and the
bad guys are taken down. White and Knight are quick to arrive to clean up any legal problems an operative might have in the course of performing their duties.
Presently Reginald Knight is looking to expand Eagle Knight’s roll in the world, by developing deeper and longstanding ties to the US military and intelligence agencies. Knight’s
ultimate goal is to see Eagle Knight become one of the most powerful military armies in the world. He also wants to expand the mercenary motivating factor (or rationalization)
beyond simple monetary gain to a duty-oriented, patriotic justification. On the downside, Eagle Knight is not appreciated by numerous third world countries, SCRET or the MTF who
on numerous occasions have interfere in the course of their investigations. As far as they are concerned, the entire organization is nothing more than a giant band of Legionnaires
with far too much influence in the Department of Defense and Homeland Security. Many in the government, particular those involved with the American Patriot Party (President J.P.
Anderson’s) are fearful of their pro-super being agenda and secretive nature. Several top US officials are fearful that a growing private army of super beings may one day engage the
nation in an epic battle for control of the country to be place in their hands, or perhaps the world itself.
EKS Player Characters:
Step One: The Eight Attributes are determined as usual.
Step Two: Hit Points and S.D.C. is determined, however regardless of the Power Category EKS characters receive a onetime bonus of 2D6 additional S.D.C.
Step Three: Pick a Power Category and/or Determine Super Abilities. EKS works with anyone, including Ordinary People. All full-time operatives also receive the following in
addition to the usual attribute, skill, and hand to hand bonuses: +1 on initiative, +2 to roll with punch/fall/impact, +2 to pull punch, and +2 to save vs Horror Factor.
Step Four: Determine Education and Skills. There are three options. Option One: Player characters can choose to be a part time or freelance operative. This is
character who gets hired by Eagle Knight as is and receives no additional training. You can be as young as 16 years old. Roll or pick one roll or pick one from the Education Level
Table (page 44-45 in HU™ 2nd Edition). Option Two: This is a character who is a full-time operative who gets hired by Eagle Knight and receives additional training on top of
their preexisting skill knowledge. Must be 18 or older. Roll or pick one roll or pick one from the Education Level Table (page 44-45 in HU™ 2nd Edition) then choose Military (Basic)
and 1D4 Espionage or Rogue skills. If the character already has a Military and/or Espionage Background, the player character can select 4 additional skills from Communications,
Espionage, Military, Rogue, or W.P. (Ancient or Modern). Option Three: This is a full-time operative who gets all of his or her training and education from the EKS Training
Program. Must be 18 years or older. Skill and education include the following: Military (Basic) Program, Police/Law Enforcement Program, and one of the following: Communication,
Espionage, Military (choose 4 military skills), Physical, Pilot: Advance Program, Rogue, Technical, or W.P. Ancient or Modern. All scholastic skills receive a onetime +15% bonus. The
Player Character also receives 8 Secondary Skills.
Step Five: Picking an Alignment. Individuals working for EKS must be any good or unprincipled. Anarchist or evil alignment characters are not tolerated and will be terminated
from employment, and likely sought after by EKS agents, GIGMA and SCRET, and other law enforcements agencies. Note: You can make an anarchist and evil character but
1) you are lying about your true motivation, 2) you have to be a team player, the moment you start "acting" anarchist or evil, you will be fired! You do anything that deliberately
harms your teammates or gets innocent civilian killed and your behavior/attitude reflects a personality that is anarchist or evil, you'rr not only fired but you'll be arrested!
Step Six: Rounding Out One’s Character: Roll 1D6 to determines how many years the PC has been with EKS. For every year of employment, the character has earned
2D4x$10,000. EKS provides uniforms, equipment ($6000 worth of sensory and communications), weapons (any within reason), a vehicle (only one), and pays for medical expenses
(Including cybernetic replacements and/or implants, but not bionic reconstruction, limbs, weapons, or armor), as well as clone replacements (but not modifications or
augmentations). This means whatever the character earned over the years he or she has kept, but it’s safe to assume the PC did spend at a minimum 30% of his or her earnings on
personal items, vacation, etc.
The Player Characters must then determine his or her current assignment. Civilian (bodyguard or security personnel here in the United States) or Mercenary (body guard in foreign
nation or contracted to assist U.S. military or U.S. military ally). Those who have only one year of work experience or less cannot serve as a Mercenary. One has to prove themselves
first on the civilian side before being allowed to work overseas. Every EKS operative is required to wear his or her EKS badge (a bald eagle wearing plate armor) and have his EKS
I.D. on their person at all times. These two things are the only physical proof of belonging to the agency. Documents are of course kept on file at the agency in the U.S. and its
foreign operations HQ (as well as with GIGMA and possibly The Sector, MTF, and other agencies or SCRET Defense Contractors).
Note: Being a member of the EKS doesn’t give one a license to kill or diplomatic immunity however the White and Knight Law firm will be on hand to protect the Player
Character from any legal suits or prosecution, and will pay for any damages and will attempt to settle civil suits brought up against the character. EK will attempt to negotiate for an
operatives release if arrested, and if all else fails EK will attempt a rescue if Reginald feels the operative is being held unjustifiably. That being said, it’s far easier to get out of trouble
while working within the U.S. and its NATO allies then working in most third world countries and world hot spots.
REGINALD KNIGHT NPC Quick Stats
Alignment: Unprincipled
Attributes: I.Q. 25, M.E. 19, M.A. 20, P.S. 8, P.P. 9, P.E. 4, P.B. 15., Spd 11
Age: 37, Height: 5’11 (1.79 m), Weight: 162 lbs (72.9 kg).
Hit Points: 25 S.D.C.: 14
Equivalent Level of Experience: 7th level Ordinary Human
Vulnerability: Reginald has no biological immune system. He must live completely sterile environment in order to avoid getting sick all the time and possibly dying.
Attacks per Melee: 2 attacks per melee round and 5 non-combat actions.
Combat Bonuses: +1 to dodge and +5 to Perception Rolls.
Saving Throws: +2 to save vs psionics and insanity, -6 to save vs disease, -5 to save vs drugs & poison, -4 to save vs magic, -10% to save vs coma/death, and fatigues 50%
more than the average person. Duration of illness and side effect from drugs is 25% longer.
Other Bonuses: +11% to all skills and 60% trust/intimidate.
Skills of Note: Business & Finance 98%, Computer Operation 98%, Law (General) 98%, Research 98%, Criminal Scene Investigation 98%, Forensics 98%, Toxicology 98%,
Basic and Advance Mathematics: 98%, Chemistry 98%, Biology 98%, Read/Write/Speak Russian, French, Spanish, Arabic 98%/98%.
Eagle Knight Securities Organization Statistics
A. Outfits: Utility (2 Points)
B. Equipment: Electronic Supplies (10 Points)
C. Weapons: The Arsenal (30 Points)
D. Bionics & Robotics: Cyber Agents (25 Points)
E. Vehicles: Spy Cars (25 Points)
F. Communications: Computerized (15 Points)
G. Offices: Regional (25 Points)
H. Military Power: Militia (15 Points)
I. Super Powered Operatives: Major Force (70 Points)
J. Sponsorship: Private Industry (6 Points)
K. Special Budget: Large Loans (25 Points)
L. Administrative Control: Agency Protection (25 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: Freelance (5 points, earn 1D4x$10,000 per mission), Full time Good (20 points). $300-$400 a day is about average ($1500-$2000 a week or 78,000-104,000
a year. Free medical care. All agents (including psychics) can receive three (3) bionic implants. These include cybernetic/bionics implants for the ear, eye, sensors, hand/foot, lungs,
and throat from Heroes Unlimited, Ninja & Superspies™ or Rifts® Bionics sourcebook™. Bionic organs replacement is available to an agent who is seriously injured however full
bionic conversion, replacement for items larger than a hand/foot, weapons, and armor are NOT available. Nor is Eugenics (clone replacement parts).
Total Agency Points: 338 Points.