Old Beth Mutant Underground

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Skiles99
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Old Beth Mutant Underground

Unread post by Skiles99 »

Hello all!

So, Old Beth seems to be missing a chunk of her character sheet in Mutant Underground. At absolute minimum she appears to be without either a Skill List or an Appearance/Description. While I'm entirely capable of making this stuff up, I was wondering if anyone knew of any errata for it. My own searching has turned up nothing thus far.

Thanks in advance!
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Stone Gargoyle
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Re: Old Beth Mutant Underground

Unread post by Stone Gargoyle »

Skiles99 wrote:Hello all!

So, Old Beth seems to be missing a chunk of her character sheet in Mutant Underground. At absolute minimum she appears to be without either a Skill List or an Appearance/Description. While I'm entirely capable of making this stuff up, I was wondering if anyone knew of any errata for it. My own searching has turned up nothing thus far.

Thanks in advance!
Check the thread On the Topic of Revised to Second Edition Conversions. If you don't see it there you can always post it as a suggestion of something Reagren Wright should write up.
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
Skiles99
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Re: Old Beth Mutant Underground

Unread post by Skiles99 »

Stone Gargoyle wrote:
Skiles99 wrote:Hello all!

So, Old Beth seems to be missing a chunk of her character sheet in Mutant Underground. At absolute minimum she appears to be without either a Skill List or an Appearance/Description. While I'm entirely capable of making this stuff up, I was wondering if anyone knew of any errata for it. My own searching has turned up nothing thus far.

Thanks in advance!
Check the thread On the Topic of Revised to Second Edition Conversions. If you don't see it there you can always post it as a suggestion of something Reagren Wright should write up.



I'll check there, thank you!
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Reagren Wright
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Re: Old Beth Mutant Underground

Unread post by Reagren Wright »

I'll check. Im not sure if I did or not. If not shouldnt be
to hard to complete her.
Skiles99
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Re: Old Beth Mutant Underground

Unread post by Skiles99 »

Reagren Wright wrote:I'll check. Im not sure if I did or not. If not shouldnt be
to hard to complete her.


Thanks!

I couldn't find her in there, but I wouldn't put it past myself to have entirely missed her somehow.
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Reagren Wright
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Location: LaPorte, In USA

Re: Old Beth Mutant Underground

Unread post by Reagren Wright »

Here you go folks. Now for some reasons her stats didn't make any sense when I did a thorough examine of them. So, I made
some slight adjustments to make her 2.5 compatible (meaning inline of three Powers Unlimited books).

OLD BETH

Real Name: She claims not to remember, but it is Elizabeth Pearson
Alias: Old Beth, Old Crone, and the Bag Lady.
Occupation: Founder of Great Lakes Mutant Underground faction, current 2nd in command of Great Lake faction. Mutant Protector.
Alignment: Scrupulous
Power Category: Mutant (Continuous)
Experience Level: 13th
Hit Points: 89 S.D.C.: 115
P.P.E.: 26
Appearance: She makes herself appear as an elderly street person, pushing a shopping cart and carrying a 1920s
handbag. She looks craggy, weathered, and hunched over. In her youth, she had an Amazonian physique. Now she is muscular
and compact as a pit bull. Her clothes always look as disheveled as herself. For a lady over a hundred years old, Old Beth looks
like a strong and healthy 60-year-old, when she not covered in dirt and grime. Despite her homeless person appearance, Beth
prides in keeping up with her hygiene. She has sandy brown eyes and nutmeg brown hair that’s starting to turn gray.
Attributes: I.Q. 17, M.E. 10, M.A. 19, P.S. 20 (superhuman), P.P. 17, P.E. 22, P.B. 7, Spd. 18.
Age: Born in 1908, Sex: Female, Height: 6 foot (1.8 m), Weight: 320 lbs (144 kg).
Unusual Characteristics: Stocky, broad and muscular. She can carry 4000 lbs (1800 kg) and lift 6000 lbs (2700 kg).
Major Super Ability: Control Physical Structure and Bulletproof
Minor Super Abilities: Healing Factor, Iron Will, Bend Light, and Manipulate Kinetic Energy.
Combat Training: Basic
Attacks per Melee: 7 (2 initial + 5 from Hand to Hand)
Combat Bonuses: +1 to initiative, +3 to strike, +5 to parry, +5 to dodge, +7 to damage, +7 to roll with punch/fall, +4 to
pull punch, and +1 to disarm.
Saving Throws: Impervious to bullets, shells, and grenades, need a 12 or better to save vs psionics, +54% to save vs
coma/death, fire and cold do half damage, +7 to save vs poison/drugs, if fail save one-third the damage, duration, effect,
penalty, +10 to save vs magic/disease, half the penalty for being confused or dazed, +3 to save vs psionics/insanity, +7 to save
vs possession, +6 to save vs mind control, and +5 to save vs illusions and Horror Factor.
Combat Skills: Punch 1D4, Power Blow 2D4 (counts as two attack), Elbow/Forearm 1D6, Knee 1D6, Kick Attack 2D4, Snap
Kick 1D6, Body Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and 1 attack/action), All Holds, Critical strike/knockout
from behind, and Critical Strike on a roll of 19-20. Note: +1D6 physical damage when Copying Physical Structures.
Other Bonuses: +3% to skills and 55% to trust/intimidate.
Educational Background: On the Job Training with additional skills because of age.
Common Skills: Read-Write/Speak English 98%/98%, Pilot: Automobile 98%, Mathematics: Basic 98%, and Recognize
Weapon Quality 98%.
Physical Program: Acrobatics (Sense of Balance 98%, Walk Rope 98%, Climb Rope 98%, Back Flip 98%), Prowl 98%,
Swimming 98%, and Athletics (general).
Criminal Program: Streetwise 90%, Pick Locks 98%, Find Contraband 96%, I.D. Undercover Agent 98%, and Tailing 98%.
Secondary Skills: Hand to Hand: Basic, Housekeeping 98%, Wardrobe & Grooming 98%, Performance 98%, Public
Speaking 98%, Climbing 98%, Recycle 98%, Wilderness Survival 98%, Outdoormanship, Land Navigation 85%, Salvage 98%,
Sewing 98%, Cook 78%, History 98%/98%, Concealment 43%, Appraise Antiques 58%, Law (general) 48%, and General
Repair/Maintenance 58%.
Money: She has $10,000 hidden away. Her purse typically has $4D4x10 dollars in it.
Weapons: None, she relies only on her super powers.
Equipment & Vehicles: Having spent most of her life as a wander, she has little attachment for things, except the double
handle artificial leather handbag her mother bought for .45 cents back in 1921.
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Stone Gargoyle
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Contact:

Re: Old Beth Mutant Underground

Unread post by Stone Gargoyle »

Are there any other characters in Mutant Underground that might need to be rewritten? If this one was written poorly, I'm thinking there might be others.
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
Skiles99
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Re: Old Beth Mutant Underground

Unread post by Skiles99 »

Reagren Wright wrote:Here you go folks. Now for some reasons her stats didn't make any sense when I did a thorough examine of them. So, I made
some slight adjustments to make her 2.5 compatible (meaning inline of three Powers Unlimited books).

OLD BETH

Real Name: She claims not to remember, but it is Elizabeth Pearson
Alias: Old Beth, Old Crone, and the Bag Lady.
Occupation: Founder of Great Lakes Mutant Underground faction, current 2nd in command of Great Lake faction. Mutant Protector.
Alignment: Scrupulous
Power Category: Mutant (Continuous)
Experience Level: 13th
Hit Points: 89 S.D.C.: 115
P.P.E.: 26
Appearance: She makes herself appear as an elderly street person, pushing a shopping cart and carrying a 1920s
handbag. She looks craggy, weathered, and hunched over. In her youth, she had an Amazonian physique. Now she is muscular
and compact as a pit bull. Her clothes always look as disheveled as herself. For a lady over a hundred years old, Old Beth looks
like a strong and healthy 60-year-old, when she not covered in dirt and grime. Despite her homeless person appearance, Beth
prides in keeping up with her hygiene. She has sandy brown eyes and nutmeg brown hair that’s starting to turn gray.
Attributes: I.Q. 17, M.E. 10, M.A. 19, P.S. 20 (superhuman), P.P. 17, P.E. 22, P.B. 7, Spd. 18.
Age: Born in 1908, Sex: Female, Height: 6 foot (1.8 m), Weight: 320 lbs (144 kg).
Unusual Characteristics: Stocky, broad and muscular. She can carry 4000 lbs (1800 kg) and lift 6000 lbs (2700 kg).
Major Super Ability: Control Physical Structure and Bulletproof
Minor Super Abilities: Healing Factor, Iron Will, Bend Light, and Manipulate Kinetic Energy.
Combat Training: Basic
Attacks per Melee: 7 (2 initial + 5 from Hand to Hand)
Combat Bonuses: +1 to initiative, +3 to strike, +5 to parry, +5 to dodge, +7 to damage, +7 to roll with punch/fall, +4 to
pull punch, and +1 to disarm.
Saving Throws: Impervious to bullets, shells, and grenades, need a 12 or better to save vs psionics, +54% to save vs
coma/death, fire and cold do half damage, +7 to save vs poison/drugs, if fail save one-third the damage, duration, effect,
penalty, +10 to save vs magic/disease, half the penalty for being confused or dazed, +3 to save vs psionics/insanity, +7 to save
vs possession, +6 to save vs mind control, and +5 to save vs illusions and Horror Factor.
Combat Skills: Punch 1D4, Power Blow 2D4 (counts as two attack), Elbow/Forearm 1D6, Knee 1D6, Kick Attack 2D4, Snap
Kick 1D6, Body Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and 1 attack/action), All Holds, Critical strike/knockout
from behind, and Critical Strike on a roll of 19-20. Note: +1D6 physical damage when Copying Physical Structures.
Other Bonuses: +3% to skills and 55% to trust/intimidate.
Educational Background: On the Job Training with additional skills because of age.
Common Skills: Read-Write/Speak English 98%/98%, Pilot: Automobile 98%, Mathematics: Basic 98%, and Recognize
Weapon Quality 98%.
Physical Program: Acrobatics (Sense of Balance 98%, Walk Rope 98%, Climb Rope 98%, Back Flip 98%), Prowl 98%,
Swimming 98%, and Athletics (general).
Criminal Program: Streetwise 90%, Pick Locks 98%, Find Contraband 96%, I.D. Undercover Agent 98%, and Tailing 98%.
Secondary Skills: Hand to Hand: Basic, Housekeeping 98%, Wardrobe & Grooming 98%, Performance 98%, Public
Speaking 98%, Climbing 98%, Recycle 98%, Wilderness Survival 98%, Outdoormanship, Land Navigation 85%, Salvage 98%,
Sewing 98%, Cook 78%, History 98%/98%, Concealment 43%, Appraise Antiques 58%, Law (general) 48%, and General
Repair/Maintenance 58%.
Money: She has $10,000 hidden away. Her purse typically has $4D4x10 dollars in it.
Weapons: None, she relies only on her super powers.
Equipment & Vehicles: Having spent most of her life as a wander, she has little attachment for things, except the double
handle artificial leather handbag her mother bought for .45 cents back in 1921.




This is awesome, thank you!!
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Reagren Wright
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Posts: 3240
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Location: LaPorte, In USA

Re: Old Beth Mutant Underground

Unread post by Reagren Wright »

Your welcome. I can also confirm War Hawks stats are
wrong. It also looks like they did a cut and paste on his and Beth's. Poor editing. So I'll fix him and anyone else
I find in Mutant Underground.
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Daniel Stoker
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Re: Old Beth Mutant Underground

Unread post by Daniel Stoker »

Thank you Reagren.


Daniel Stoker
Judaism - More Old School than either Christianity or Islam.
Skiles99
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Re: Old Beth Mutant Underground

Unread post by Skiles99 »

Reagren Wright wrote:Your welcome. I can also confirm War Hawks stats are
wrong. It also looks like they did a cut and paste on his and Beth's. Poor editing. So I'll fix him and anyone else
I find in Mutant Underground.


That's deeply appreciated!
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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: Old Beth Mutant Underground

Unread post by Reagren Wright »

New and Improved
Warhawk 2.0.

Real Name: Devon Carboneaux
Alias: Warhawk, Demon of the Night, Danny Clark, and Deon Winnston. He has several others.
Occupation: Vigilante hero, protector of mutants, and leader of the Great Lakes Mutant Underground
Alignment: Unprincipled with leaning toward Aberrant.
Power Category: Mutant (Continuous)
Experience Level: 8th
Hit Points: 62 S.D.C.: 145/+50 at night
P.P.E.: 19
Appearance: A tall, rugged mountain of muscle and courage. He has large, round white eyes. He wears a grey suit with purple gloves, boots, cowl, and
cape, a yellow or black (or red, depending on his mood). Wing-shaped mask is over the eyes. It provides extra protection to the eyes and cheeks (extra
padding plus the “wings” help to defect and lessen blows to the eyes, nose and temples). He is a rather imposing figure, especially when emerging from the
shadows. Note: War Hawk does wear “white-face” to conceal his true identity. He is an African American with albinism.
Attributes: I.Q. 15, M.E. 14, M.A. 15, P.S. 23, P.P. 21, P.E. 22, P.B. 12, Spd. 34 (23.8 mph/38 km) running, 360 mph (576 km) flying.
Age: 31, Sex: Male, Height: 6 foot, 4 inches (1.93 m), Weight: 250 lbs (112 kg).
Unusual Characteristics: Albinism and white eyes.
Major Super Abilities: Animal Abilities: Nocturnal and Alter Metabolism. Note: He can control 2D4+8 types of nocturnal animals (American porcupine,
badgers, bats, beavers, cockroach, coyotes, crickets, fireflys, frogs, hamster, hedgehogs, kangaroo, leopards, moths, opossums, owls, rabbits, raccoons, rats,
scorpions, skunk, tarantula, toads, wolves, and etc). His enhance senses/skills become further heighten at night (+10% skill bonus).
Minor Super Abilities: Night Stalking (1000 feet/305 m true nightvision), Flight: Wingless, and Un-Trackable. He has an optional Horror Factor 13 at
night.
Combat Training: Commando
Attacks per Melee: 7/8 (2 Initial +4 from Hand to Hand +1 from boxing) +1 in flight. Note: His Alter Metabolism can increase his attacks/action
per melee.
Combat Bonuses: +4 to initiative/+5 at night, +5 to strike/+7 in flight, +9 to parry/+11 in flight, +9 to dodge/+13 when hovering/flying under 80 mph
(128 km)/+15 when flying 90 mph (144 km) or more, +6 to auto dodge/+10 to auto dodge while flying, +10 to damage/+1D6 damage at night/+4 to
damage for every 20 mph (32 km) of flight speed, +8 to roll with punch/fall, +5 to pull punch, +3 to disarm, and +4 to Perception Rolls. Note: He can carry
460 lbs (207 kg) and lift 920 lbs (414 kg). Note: Using his Alter Metabolism his combat bonuses are all subject to change.
Saving Throws: +14% to save vs coma/death, +5 to save vs Horror Factor, +3 to save magic, and +3 to save vs poison/disease.
Combat Skills: Karate Punch 2D4, Power Punch 4D4 (counts as two attacks), Elbow/Forearm 1D6, Knee 2D4, Karate Kick 2D6, Snap Kick 1D6, Crescent
Kick 2D4+2, Wheel Kick 2D6, Roundhouse Kick 3D6, Axe Kick 2D8, Leap Kick 3D8 (counts as two attacks), Backward Sweep (cannot be paired, must dodge or
knockdown, -2 to dodge), Tripping/Leg Hook (cannot be paired, must dodge or knockdown), Jump Kick 6D6 (use all attacks for melee), Power Kick x2 to
damage (counts as two attacks), +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 Critical strike/knockout from behind, and Knockout on an unmodified roll of
20 for 1D6 melees.
Educational Background: Special Training/Education: Free Agent—Private Eye (with two years of college)-See Ninjas and Super Spies sourcebook.
Common Skills: Read-Write/Speak English 96%/96%, Pilot: Automobile 92%, and Mathematics: Basic 96%.
Journalism Program: Research 95%, Computer Operation 98%, Writing (Professional) 85%, Photography 90%, Radio: Basic 98%, and Pilot: Motorcycle
98%.
Physical Program: Boxing, Acrobatics (Sense of Balance 98%, Walk Rope 98% Climb Rope 98%, and Back Flip 98%), SCUBA 98%, and Prowl
98%/108% at night.
Espionage Program: Security Specialist: Electronic Counter Measures 85%, Forgery 75%, Interrogation 85%, Optic Systems 85%, Sensory Equipment
85%, Surveillance 85%, T.V./Video 95%, and W.P. Handgun (+4 to aim/+2 to burst).
Espionage Program: Deep Cover: Streetwise 67%, Cryptography 80%, Disguise 87%, Escape Artist 85%, Impersonation 98%/95%, Imitate Voice &
Sounds 89%/83%, Undercover Ops 98%, Find Contraband 76%, I.D. Undercover Agent 97%, Athletics (General), and Swimming 98%
Military Program (Basic): Running, Climbing 98%, Military Etiquette 90%, Forced March, W.P. Rifle (+4 to aim/+2 to burst), and W.P. Grenade (+3 to
throw).
Military Program (Guerilla Warfare): Hand to Hand: Commando, Camouflage 80%, Detect Ambush 85%, Detect Concealment 80%, Land Navigation
83%/93% at night, Sniper (+2 to Aimed/Called shots, counts as two attacks), Tracking (people) 80%/90% at night, Wilderness Survival 85%, W.P. Paired
Weapons, W.P. Knife (+3 to strike/parry and +4 to throw), W.P. Sword (+3 to strike/parry), and Demolitions 98%.
Secondary Skills: Computer Programming 74%, Pilot: Motor Boat, Race, & Hydrofoil 80%, Palming 60%, Performance 72%, Wardrobe & Grooming
82%, Public Speaking 70%, Basic Electronics 70%, and Basic Mechanics 80%.
Money: Although money has not been his primary concern, it is a necessity for protecting mutants. Warhawk usually carries several thousand dollars
with him and has several thousand more stashed away in various secret locations. He has several Fabricators Inc bank accounts.
Weapons: He likes to use his own abilities but he has some personal favorites.
Gimmick Weapon, Clawed Gloves: +5% to climbing, Damage: 2D4 damage (+ P.S. damage bonus) as a slashing or clawing weapon.
Gimmick Weapon: Smoke & Tear Gas Pellets: The claw-like studs on his gloves, up on the forearm, can be pulled off, and thrown to release smoke for
cover, or tear gas to undermine opponents and create confusion. They have same basic stats as hand grenades of the same type, only the blast radius is 30%
smaller. Payload: Nine smoke, nine tear gas.
Gimmick Weapon: Boot Pellets: The claw-like studs on the boots of his lower leg can be pulled off and used to various purposes. There are nine on each
boot, 18 total.
Three are explosives (do 4D6 damage to a three foot/0.9 m area).
Three are sonic disruptors unleashing an ultrasonic squeal that disrupts characters with a Heightened Sense of Hearing, Radar and Sonic Power (hurts
their ears, confuses sound, prevents them from listening in, reduces the range of their hearing and powers by half, and inflicts a -1 penalty to all combat
bonuses).
Three are signal flares (burn for five minutes).
Three are stink bombs that disrupt characters with Heightened or Advanced Sense of Smell (makes them feel nauseous and want to puke, reduces all
scent/smell abilities by half, and is likely to make them lose a scent trail, at least temporarily; 1D6 minutes). Normal people have a 01-60% chance of
vomiting, while characters with a keen sense of smell have a 01-80% likelihood of vomiting (lose initiative, two melee attacks that round, and suffer the
following penalties) and everyone is -2 on initiative, -1 on all other combat skills and -10% on skill performance, plus they will all want to vacate the area to
escape the noxious fumes. Duration is 1D4+1 minutes.
Three are magnetic bugs that can be attached to a vehicle or slipped in a pocket.
Three are throwing spikes (1D4 damage each).
Other Weapons: Sometimes uses an old-fashion ball and chain (3D6 damage +P.S. bonus), sword, automatic pistol and a variety of rifles when called
for. Usually has 4-6 throwing knives (1D6+1 damage each) or shurikens (1D4+1 damage each) hidden in his cape or on a belt.
Armor: His body armor/costume is made of Flexi-Steel fabric using Fabricators Inc technology (A.R. 14, 60 S.D.C.), plus the head/cowl is reinforced to
function as a helmet (A.R. 16, 40 S.D.C.). The suit is insulated and fire retardant (half damage from fire/heat).
Equipment & Vehicles: Built into his mask/cowl is a Fabricator Inc designed two-way radio/communicator, satellite phone, and & GSM cell phone that
offers 1000 radio/cellular/Wi-Fi channels and frequencies, including the police band, emergency bands, and most NATO military bands, including the means to
intercept and unscramble U.S. SCRET and GIGMA coded messages and transmissions (-15% to Electronic Counter Measures). HUD Display.
Among the other things he keeps in his costume is a trick cape with concealed pockets to hold knives, shurikens, 1-4 pairs of handcuffs, $1,000-5,000 in
cash, and other extra stuff; all small items or things that fold or roll up.
Warhawk owns a soup-up 2020 Harley-Davidson Touring Ultra Limited (black) and allegedly has an entire fleet of other vehicles.
Skiles99
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Posts: 37
Joined: Tue Jun 22, 2004 4:11 pm

Re: Old Beth Mutant Underground

Unread post by Skiles99 »

Reagren Wright wrote:New and Improved
Warhawk 2.0.

Real Name: Devon Carboneaux
Alias: Warhawk, Demon of the Night, Danny Clark, and Deon Winnston. He has several others.
Occupation: Vigilante hero, protector of mutants, and leader of the Great Lakes Mutant Underground
Alignment: Unprincipled with leaning toward Aberrant.
Power Category: Mutant (Continuous)
Experience Level: 8th
Hit Points: 62 S.D.C.: 145/+50 at night
P.P.E.: 19
Appearance: A tall, rugged mountain of muscle and courage. He has large, round white eyes. He wears a grey suit with purple gloves, boots, cowl, and
cape, a yellow or black (or red, depending on his mood). Wing-shaped mask is over the eyes. It provides extra protection to the eyes and cheeks (extra
padding plus the “wings” help to defect and lessen blows to the eyes, nose and temples). He is a rather imposing figure, especially when emerging from the
shadows. Note: War Hawk does wear “white-face” to conceal his true identity. He is an African American with albinism.
Attributes: I.Q. 15, M.E. 14, M.A. 15, P.S. 23, P.P. 21, P.E. 22, P.B. 12, Spd. 34 (23.8 mph/38 km) running, 360 mph (576 km) flying.
Age: 31, Sex: Male, Height: 6 foot, 4 inches (1.93 m), Weight: 250 lbs (112 kg).
Unusual Characteristics: Albinism and white eyes.
Major Super Abilities: Animal Abilities: Nocturnal and Alter Metabolism. Note: He can control 2D4+8 types of nocturnal animals (American porcupine,
badgers, bats, beavers, cockroach, coyotes, crickets, fireflys, frogs, hamster, hedgehogs, kangaroo, leopards, moths, opossums, owls, rabbits, raccoons, rats,
scorpions, skunk, tarantula, toads, wolves, and etc). His enhance senses/skills become further heighten at night (+10% skill bonus).
Minor Super Abilities: Night Stalking (1000 feet/305 m true nightvision), Flight: Wingless, and Un-Trackable. He has an optional Horror Factor 13 at
night.
Combat Training: Commando
Attacks per Melee: 7/8 (2 Initial +4 from Hand to Hand +1 from boxing) +1 in flight. Note: His Alter Metabolism can increase his attacks/action
per melee.
Combat Bonuses: +4 to initiative/+5 at night, +5 to strike/+7 in flight, +9 to parry/+11 in flight, +9 to dodge/+13 when hovering/flying under 80 mph
(128 km)/+15 when flying 90 mph (144 km) or more, +6 to auto dodge/+10 to auto dodge while flying, +10 to damage/+1D6 damage at night/+4 to
damage for every 20 mph (32 km) of flight speed, +8 to roll with punch/fall, +5 to pull punch, +3 to disarm, and +4 to Perception Rolls. Note: He can carry
460 lbs (207 kg) and lift 920 lbs (414 kg). Note: Using his Alter Metabolism his combat bonuses are all subject to change.
Saving Throws: +14% to save vs coma/death, +5 to save vs Horror Factor, +3 to save magic, and +3 to save vs poison/disease.
Combat Skills: Karate Punch 2D4, Power Punch 4D4 (counts as two attacks), Elbow/Forearm 1D6, Knee 2D4, Karate Kick 2D6, Snap Kick 1D6, Crescent
Kick 2D4+2, Wheel Kick 2D6, Roundhouse Kick 3D6, Axe Kick 2D8, Leap Kick 3D8 (counts as two attacks), Backward Sweep (cannot be paired, must dodge or
knockdown, -2 to dodge), Tripping/Leg Hook (cannot be paired, must dodge or knockdown), Jump Kick 6D6 (use all attacks for melee), Power Kick x2 to
damage (counts as two attacks), +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 Critical strike/knockout from behind, and Knockout on an unmodified roll of
20 for 1D6 melees.
Educational Background: Special Training/Education: Free Agent—Private Eye (with two years of college)-See Ninjas and Super Spies sourcebook.
Common Skills: Read-Write/Speak English 96%/96%, Pilot: Automobile 92%, and Mathematics: Basic 96%.
Journalism Program: Research 95%, Computer Operation 98%, Writing (Professional) 85%, Photography 90%, Radio: Basic 98%, and Pilot: Motorcycle
98%.
Physical Program: Boxing, Acrobatics (Sense of Balance 98%, Walk Rope 98% Climb Rope 98%, and Back Flip 98%), SCUBA 98%, and Prowl
98%/108% at night.
Espionage Program: Security Specialist: Electronic Counter Measures 85%, Forgery 75%, Interrogation 85%, Optic Systems 85%, Sensory Equipment
85%, Surveillance 85%, T.V./Video 95%, and W.P. Handgun (+4 to aim/+2 to burst).
Espionage Program: Deep Cover: Streetwise 67%, Cryptography 80%, Disguise 87%, Escape Artist 85%, Impersonation 98%/95%, Imitate Voice &
Sounds 89%/83%, Undercover Ops 98%, Find Contraband 76%, I.D. Undercover Agent 97%, Athletics (General), and Swimming 98%
Military Program (Basic): Running, Climbing 98%, Military Etiquette 90%, Forced March, W.P. Rifle (+4 to aim/+2 to burst), and W.P. Grenade (+3 to
throw).
Military Program (Guerilla Warfare): Hand to Hand: Commando, Camouflage 80%, Detect Ambush 85%, Detect Concealment 80%, Land Navigation
83%/93% at night, Sniper (+2 to Aimed/Called shots, counts as two attacks), Tracking (people) 80%/90% at night, Wilderness Survival 85%, W.P. Paired
Weapons, W.P. Knife (+3 to strike/parry and +4 to throw), W.P. Sword (+3 to strike/parry), and Demolitions 98%.
Secondary Skills: Computer Programming 74%, Pilot: Motor Boat, Race, & Hydrofoil 80%, Palming 60%, Performance 72%, Wardrobe & Grooming
82%, Public Speaking 70%, Basic Electronics 70%, and Basic Mechanics 80%.
Money: Although money has not been his primary concern, it is a necessity for protecting mutants. Warhawk usually carries several thousand dollars
with him and has several thousand more stashed away in various secret locations. He has several Fabricators Inc bank accounts.
Weapons: He likes to use his own abilities but he has some personal favorites.
Gimmick Weapon, Clawed Gloves: +5% to climbing, Damage: 2D4 damage (+ P.S. damage bonus) as a slashing or clawing weapon.
Gimmick Weapon: Smoke & Tear Gas Pellets: The claw-like studs on his gloves, up on the forearm, can be pulled off, and thrown to release smoke for
cover, or tear gas to undermine opponents and create confusion. They have same basic stats as hand grenades of the same type, only the blast radius is 30%
smaller. Payload: Nine smoke, nine tear gas.
Gimmick Weapon: Boot Pellets: The claw-like studs on the boots of his lower leg can be pulled off and used to various purposes. There are nine on each
boot, 18 total.
Three are explosives (do 4D6 damage to a three foot/0.9 m area).
Three are sonic disruptors unleashing an ultrasonic squeal that disrupts characters with a Heightened Sense of Hearing, Radar and Sonic Power (hurts
their ears, confuses sound, prevents them from listening in, reduces the range of their hearing and powers by half, and inflicts a -1 penalty to all combat
bonuses).
Three are signal flares (burn for five minutes).
Three are stink bombs that disrupt characters with Heightened or Advanced Sense of Smell (makes them feel nauseous and want to puke, reduces all
scent/smell abilities by half, and is likely to make them lose a scent trail, at least temporarily; 1D6 minutes). Normal people have a 01-60% chance of
vomiting, while characters with a keen sense of smell have a 01-80% likelihood of vomiting (lose initiative, two melee attacks that round, and suffer the
following penalties) and everyone is -2 on initiative, -1 on all other combat skills and -10% on skill performance, plus they will all want to vacate the area to
escape the noxious fumes. Duration is 1D4+1 minutes.
Three are magnetic bugs that can be attached to a vehicle or slipped in a pocket.
Three are throwing spikes (1D4 damage each).
Other Weapons: Sometimes uses an old-fashion ball and chain (3D6 damage +P.S. bonus), sword, automatic pistol and a variety of rifles when called
for. Usually has 4-6 throwing knives (1D6+1 damage each) or shurikens (1D4+1 damage each) hidden in his cape or on a belt.
Armor: His body armor/costume is made of Flexi-Steel fabric using Fabricators Inc technology (A.R. 14, 60 S.D.C.), plus the head/cowl is reinforced to
function as a helmet (A.R. 16, 40 S.D.C.). The suit is insulated and fire retardant (half damage from fire/heat).
Equipment & Vehicles: Built into his mask/cowl is a Fabricator Inc designed two-way radio/communicator, satellite phone, and & GSM cell phone that
offers 1000 radio/cellular/Wi-Fi channels and frequencies, including the police band, emergency bands, and most NATO military bands, including the means to
intercept and unscramble U.S. SCRET and GIGMA coded messages and transmissions (-15% to Electronic Counter Measures). HUD Display.
Among the other things he keeps in his costume is a trick cape with concealed pockets to hold knives, shurikens, 1-4 pairs of handcuffs, $1,000-5,000 in
cash, and other extra stuff; all small items or things that fold or roll up.
Warhawk owns a soup-up 2020 Harley-Davidson Touring Ultra Limited (black) and allegedly has an entire fleet of other vehicles.


Now that's a much more believable Warhawk!
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