Nope. based on the manuscript I have from Wayne Breaux, Atorian tech should be the top of the food chain, the end all/be all. As Wayne explains it, with tech, there should be an upper limit. The Atorian Empire IS that upper limit!!Glistam wrote:Reagren Wright wrote:March so that means it's time to post something. Any suggestions from the peanut gallery.
An all tech group... whether it is Hardware, cyborgs, robots, alien combinations of the previous, etc...And EVERYTHING should be more advanced than the Atorian Empire....
On the topic of Revised to 2nd ed conversions.....
Moderators: Immortals, Supreme Beings, Old Ones
Re: On the topic of Revised to 2nd ed conversions.....
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Re: On the topic of Revised to 2nd ed conversions.....
NMI wrote:Nope. based on the manuscript I have from Wayne Breaux, Atorian tech should be the top of the food chain, the end all/be all. As Wayne explains it, with tech, there should be an upper limit. The Atorian Empire IS that upper limit!!Glistam wrote:Reagren Wright wrote:March so that means it's time to post something. Any suggestions from the peanut gallery.
An all tech group... whether it is Hardware, cyborgs, robots, alien combinations of the previous, etc...And EVERYTHING should be more advanced than the Atorian Empire....
A drafted manuscript that was never published or even shared/released beyond a select few people who can't share it is hardly a credible source. The published books have this to say about Atorian tech:
Aliens Unlimited, page 47 wrote:Most Atorian spacecraft, armor, and weapons will have 20% more S.D.C., 10% greater speed, and weapons inflict 10% more damage than their competitors'. Their robots have maximum S.D.C. and A.R. ratings for their type.
Hardware and invention based characters should be able to surpass those limits on their personal, unique gear.
Zerebus: "I like MDC. MDC is a hundred times better than SDC."
kiralon: "...the best way to kill an old one is to crash a moon into it."
Temporal Wizard O.C.C. update 0.8 | Rifts random encounters
New Fire magic | New Temporal magic
Grim Gulf, the Nightlands version of Century Station
Let Chaos Magic flow in your campaigns.
kiralon: "...the best way to kill an old one is to crash a moon into it."
Temporal Wizard O.C.C. update 0.8 | Rifts random encounters
New Fire magic | New Temporal magic
Grim Gulf, the Nightlands version of Century Station
Let Chaos Magic flow in your campaigns.
Re: On the topic of Revised to 2nd ed conversions.....
Relax pal, it is a game.Glistam wrote:NMI wrote:Nope. based on the manuscript I have from Wayne Breaux, Atorian tech should be the top of the food chain, the end all/be all. As Wayne explains it, with tech, there should be an upper limit. The Atorian Empire IS that upper limit!!Glistam wrote:Reagren Wright wrote:March so that means it's time to post something. Any suggestions from the peanut gallery.
An all tech group... whether it is Hardware, cyborgs, robots, alien combinations of the previous, etc...And EVERYTHING should be more advanced than the Atorian Empire....
A drafted manuscript that was never published or even shared/released beyond a select few people who can't share it is hardly a credible source. The published books have this to say about Atorian tech:Aliens Unlimited, page 47 wrote:Most Atorian spacecraft, armor, and weapons will have 20% more S.D.C., 10% greater speed, and weapons inflict 10% more damage than their competitors'. Their robots have maximum S.D.C. and A.R. ratings for their type.
Hardware and invention based characters should be able to surpass those limits on their personal, unique gear.
And it was seen and played with by several people in multiple events in 2-3 years of Open Houses
"Freedom is the recognition that no single person, no single authority or government has a monopoly on the truth, but that every individual life is infinitely precious, that every one of us put on this world has been put there for a reason and has something to offer."
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- Reagren Wright
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- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
Hmm sounds like I need to do the Drop Squad. That I can do folks.
Re: On the topic of Revised to 2nd ed conversions.....
Love to see 3 Magic-using Heroes and A villains for Each.
- taalismn
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Re: On the topic of Revised to 2nd ed conversions.....
Given the recent hiccup in the forums, timetravelling/reality-warpers are suggested.
-------------
"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.....
The Drop Squad
The Drop Squad is a recognize Super–Ops team that works out of Las Vegas working directly with local law enforcement and an U.S. S.C.R.E.T. company (who
operate out of a downtown office). Their mission is to assist law enforcement with crimes committed by criminal masterminds, terrorists, and super villains.
They can also respond to calls for SWAT or a high alert emergency (a hotel fire for example). They are not allowed to respond to any situation unless they are
called upon, nor can they involve themselves in any confrontation without LVPD (Las Vegas Police Department) or S.C.R.E.T approval. However, unbeknownst to
everyone the Drop Squad is one of the covert Super Ops employed by The Sector working under the supervision of Director Michael Veil. They’ve
done a number of clandestine operations, foreign and domestic; specifically, most of them involved South America (they’ve done a dozen missions into
Malvador in search of the Usurper). They’ve been together for five years and formed a strong friendship. The death of their teammate Lucus Smith
(Inferno) still feels like a fresh wound whenever it’s brought up. Their reputation is growing and causing heads in Washington to take notice. In fact, some are
considering reassigning them to help in Washington D.C., especially now that Operation U.S.A. has begun. Their headquarters is located at a stunning Las Vegas
Country Club home w/ golf course frontage, pool & spa.
The Drop Squad is a recognize Super–Ops team that works out of Las Vegas working directly with local law enforcement and an U.S. S.C.R.E.T. company (who
operate out of a downtown office). Their mission is to assist law enforcement with crimes committed by criminal masterminds, terrorists, and super villains.
They can also respond to calls for SWAT or a high alert emergency (a hotel fire for example). They are not allowed to respond to any situation unless they are
called upon, nor can they involve themselves in any confrontation without LVPD (Las Vegas Police Department) or S.C.R.E.T approval. However, unbeknownst to
everyone the Drop Squad is one of the covert Super Ops employed by The Sector working under the supervision of Director Michael Veil. They’ve
done a number of clandestine operations, foreign and domestic; specifically, most of them involved South America (they’ve done a dozen missions into
Malvador in search of the Usurper). They’ve been together for five years and formed a strong friendship. The death of their teammate Lucus Smith
(Inferno) still feels like a fresh wound whenever it’s brought up. Their reputation is growing and causing heads in Washington to take notice. In fact, some are
considering reassigning them to help in Washington D.C., especially now that Operation U.S.A. has begun. Their headquarters is located at a stunning Las Vegas
Country Club home w/ golf course frontage, pool & spa.
- 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.....
GREG TOWER
Greg Tower was born in Chicago in 1921. He spent most of his childhood struggling to overcome the physical disabilities he was born with. His father, a
sanitation worker, did everything he could to find a way to help his son. Eventually he decided to enlist him in a government experimental medical program in
an attempt to repair genetic and physical abnormalities. Of course, in doing so, it meant he wouldn’t be allowed to see his son for a long time because Greg
would be owned by the government, but George Tower wanted a better life for his son, although he was unsure, what sort of opportunities a black man
working for the government would have. The program worked. Greg’s body healed itself. They also trained him to an exceptional level of physical fitness.
Along the way, Greg discovered he no longer sustained injuries. No matter how hard he tried, nothing ever hurt him. This made him take a lot of unnecessary
risks as a young man. As America went off to war in 1942, Tower was enlisted into the nation Super Ops group called Legion America. On one
particular mission, Tower survived being hit with a howitzer shell in the chest. Afterward he was flown back to the U.S. where they began to conduct
numerous tests on him in an attempt to duplicate the original experiment. They all failed, leaving him bitter and vengeful. He took out his frustrations on the
enemy. When the war was over, Tower tried to return to normal life. One day as he and his father were coming home from a movie, a firefight erupted
between the police and some mobsters. Tower watched helplessly as his father was gunned down by one of the mobsters. Outraged he charged into the gun
battle and beat the hell out of them. Michael Veil showed up and took Tower into his custody. He convinced him to rejoin Legion America, which was now
under the control of G.I.G.M.A. Tower became one of this country's finest covert agents. His indestructible body made it possible for him to do things
nobody else could. Eventually Tower realized that he wasn’t aging at all. Veil did what he could to put him at ease with the idea of possibly being immortal.
When Veil and the other G.I.G.M.A directors left their positions, Tower was made a S.C.R.E.T. Team Leader. Later he became an instructor for new
recruits, but this took him out of field duty and put him behind a desk. Eventually he was contacted by Veil who asked him to join his new Super Ops team
called Master Force. Tower refused, so Veil offered him to be the Team Captain. Greg accepted this time on the condition that he decided who stayed
and who went. Unbeknownst to Tower, members of Master Force consisted primarily of Sector created humans. It wasn’t until the "Paris affair" that he learned
the truth. Having been lied to for so long, an enraged Tower took out his frustration on Veil and his office. He wanted to quit, yet his friend Inferno, a Sector
Super Soldier, convinced him to stay on. When Master Force was broken up into smaller Super Ops units, Tower was put in charge of a team that worked
alongside the Las Vegas police department and S.C.R.E.T to protect the city since it had become a prime target for super villains and criminal masterminds.
His friend Inferno joined him, as did two former Sector covert operatives Reject and Harridean. The team was given the name Drop Squad.
Eight months ago, the Cremator killed Inferno when the team attempted to capture him. Tower became severely distraught over the matter. He
considered resigning but his team mates wouldn't let him. Michael Veil also assured him that Inferno wouldn't have wanted him to either. A week ago, Tower
learned that the Sector plans to give the Drop Squad a new replacement, the mega villain Ti-ton who served as The Sector first test subject in their
black project called Dead Men. Tower hates the idea, one he doesn't want their team having experiments/mutants on it (himself being the one
exception) and two, he can’t stand the man, who in his eye is a brutal murderer. However, at the same time, he feels sympathy for him knowing that Ti-Ton
has become a government lab rat. Tower continues to distrust The Sector and the federal government, although he does applaud the efforts being made in
Operation U.S.A. He just feels there is something else going on behind the scenes, and Michael Veil and The Sector are behind it.
Real Name: Greg Tower
Occupation: Leader of the Drop Squad and a former Team Captain within Master Force. He has the rank of Master Sergeant in the U.S. Army.
Alignment: Scrupulous
Power Category: Experiment
Experience Level: 9th
Hit Points: 239 S.D.C.: 463
P.P.E.: 22
Appearance: A tall black man with brown eyes, short black hair, heavily muscled arms, and a scowl on his face. He is always wearing some kind of
military fatigues.
Attributes: I.Q. 13, M.E. 13, M.A. 11, P.S. 40, P.P. 15, P.E. 28, P.B. 14, Spd 30.
Age: Born in 1921, Sex: Male, Height: 6 foot, 2 inches (1.88 m), Weight: 201 lbs (90.45 kg).
Major Super Ability: Invulnerability
Minor Super Ability: Superhuman Strength, Extraordinary P.E., and Longevity.
Combat Training: Hand to Hand: Expert (took it rather than Martial Arts).
Attacks per Melee: 7 (2 Initial + 5 from Hand Combat).
Combat Bonuses: +2 to Initiative, +2 to strike, +6 to parry, +6 to dodge, +40 to damage, +6 to pull punch, +6 to roll with punch/fall, and +2 disarm.
Saving Throws: +51% to save vs coma/death, +10 to save vs disease, +8 to save vs Horror Factor, and +7 to save vs magic and poison.
Combat Skills: Punch 2D4+2, Knee 2D6, Forearm/Elbow 2D6, Power Blow 3D6+2 (counts as two attacks), Karate Kick 2D6+2, Crescent Kick 4D4,
Tripping/Leghook (cannot be paired, must dodge or knockdown), Tackle 2D4+2 +P.S. damage bonus (must parry/dodge or knockdown), Pin 18-20, Crush
2D4+2, Body Flip/Throw 2D6 plus P.S. damage bonus (lose initiative and 1 attack/action), Paired Weapons, all Holds, Knockout on the unmodified roll of a 20,
and Critical strike on the roll of a natural 18-20.
Education Level: Military Specialist.
Common Skills: Read-Write/Speak English 98%/98%, Mathematics: Basic 98%, and Pilot: Automobile 87%.
Basic Military Program: Running, Climbing 98%. Forced March, Military Etiquette 98%, Radio: Radio 98%, W.P. Rifle (+5 to aim/+2 to burst), and W.P. Grenade (+3 to throw).
Advance Military Program/Special Forces: Swimming 98%, S.C.U.B.A. 98%, Prowl 90%, Parachuting, 98%, Camouflage 85%, Trap/Mine Detection
85%, Demolitions 98%, Demolition Disposal 98%, Underwater Demolitions 98%, W.P. Submachine-gun (+4 to aim/+2 to burst), W.P. Knife (+3 to strike, +4
to parry and throw).
Espionage Program: Detect Ambush 90%, Intelligence 83%, and Wilderness Survival 90%, Detect Concealment 85%, Interrogation 98%, and Tracking
85%.
W.P. Modern Program: W.P. Handgun (+4 to aim/+2 to build), W.P. Heavy Military Weapons (+3 to aim/+ 1 to burst), and W.P. Shotgun (+3 to aim/+1
to burst).
Physical Program: Boxing, Wrestling, Body Building and Weightlifting, and Athletics (general).
Secondary Skills: Land Navigation 74%, Law (general) 70%, First Aid 90%, General Repair 80%. Pilot: Truck 76%, W.P. Blunt (+4 to strike and
parry), Pilot Tracked Vehicle 98%, Basic Electronics 65%, Basic Mechanics 65%, Recognize Weapon Quality 45%, Streetwise 36%, Lore: Psychics & Super
Beings 35%, and Research 55%
Money: Greg has been saving his earnings since WWII. He hopes one day to retire and use his money to build a community center and fix up his old
neighborhood. It shouldn’t be too hard since has $1.8 million in his checking account and half a million in a savings account.
Weapons: He has access to every weapon within The Sector’s arsenal (including experimental) and has the know how to use them, however the
following are his favorites:
Glock 20 with AP ammo, Range: 165 feet (50 m), Damage: 5D6, Rate of Fire, Single Shot, Semi-Automatic, or Full. Payload: 15 round detachable box
magazine or 50 round detachable drum magazine. Bonus: Armor piercing rounds lower a target’s A.R. by two (or get +2 strike against armored targets,
choose one). He always keeps 4 clips on his person.
Heckler & Kock MP5A2 with AP ammo, Range: 656 feet (199.9 m), Damage: 4D6, Rate of Fire: Semi-Automatic or Full Automatic, Payload: 30 round
detachable round magazine or 100 round Beta C-Mag drum mag, Bonus: Armor piercing rounds lower a target’s A.R. by two (or get +2 strike against armored
targets, choose one). The weapon can be fitted with a slotted flash suppressor or a cup-type attachment used to launch tear gas grenades. It can be used to
mount daytime optical sights (telescopic 4×24), night sights, reflex sights and laser pointers (+1 to aim). He typically carries 2+1D4 extra clips.
M4A1 Carbine, Range: 1800 feet (548 m), Damage: 5D6, Rate of Fire: Single shot, Semi-Automatic, Full, Payload: 30 round box magazine. Bonuses:
+1 to aim/burst. Greg has various accessories for this weapon including a M203 grenade launcher, RIS fore grip, removable carry handle/rear sight assembly,
laser system (sights), and night vision optics. He typically carries 2+1D4 extra clips.
10 Concussion Grenades, Designed to knock down and stun victims. When detonated, the grenade erupts in a 30-foot (9.1 m) blast radius causing 1D4
points of damage to everyone within. Individuals caught in the blast must roll above a 15 on a d20 (P.E. bonus apply) or they will be knocked off their feet and
stunned (01-65%). If only knocked down, the victim will experience ringing ears and a headache, but only lose one melee action/attack and initiative. If
stunned, the victim is dazed, -10 to strike, parry, and dodge, roll with impact or pull punch, is the last to attack (no initiative) and reduce Spd and
attack/actions per melee round by one-half for 1D4 melee rounds!
Vehicles and Equipment: He has access to all the latest gadgets and pieces of equipment within The Sector agency. The following is a list of the most
common items he uses: Belt Side Holster, Military Shoulder Holster, Web Belt, 2 Wrist Cartridge Bandoleer, Gun Repair Kit, Battle Harness, Infrared Distancing
Binoculars, Combat Bush Knife (Damage: 1D6+1), Ear Mike Radio Receiver & Transmitter, G.I.G.M.A. Smart Phone, Military Field Jacket, and Battle Dress
Uniform. He drives around in a modified 1998 Jeep Cherokee (five passenger) that’s been Soup-Up with Light Ground Vehicle Armor (A.R. 14, with 350 S.D.C.,
the armor can reduce damage from energy attacks by one-half. Sonic attacks will inflict damage against the armor (if by-pass) but will not penetrate and
harm the occupants inside), Passenger Light Armor/Plexiglas Windows (A.R. 12 with 250 S.D.C.), Friction Inducing Brakes, Inertia Dampeners, and Superior
Suspension (+15% to control rolls), Theft Alarm System, Thief Proof Locks, Armored Tires/Self-Seal, Satellite Radio/CD Player, Engine Readout Package,
Radar Display, Three Secret Compartments, and Fuel Efficiency Modification. He keeps most of his equipment and gear in the trunk hidden away (-15% to
Detect Concealment) when he goes on a mission.
Greg Tower was born in Chicago in 1921. He spent most of his childhood struggling to overcome the physical disabilities he was born with. His father, a
sanitation worker, did everything he could to find a way to help his son. Eventually he decided to enlist him in a government experimental medical program in
an attempt to repair genetic and physical abnormalities. Of course, in doing so, it meant he wouldn’t be allowed to see his son for a long time because Greg
would be owned by the government, but George Tower wanted a better life for his son, although he was unsure, what sort of opportunities a black man
working for the government would have. The program worked. Greg’s body healed itself. They also trained him to an exceptional level of physical fitness.
Along the way, Greg discovered he no longer sustained injuries. No matter how hard he tried, nothing ever hurt him. This made him take a lot of unnecessary
risks as a young man. As America went off to war in 1942, Tower was enlisted into the nation Super Ops group called Legion America. On one
particular mission, Tower survived being hit with a howitzer shell in the chest. Afterward he was flown back to the U.S. where they began to conduct
numerous tests on him in an attempt to duplicate the original experiment. They all failed, leaving him bitter and vengeful. He took out his frustrations on the
enemy. When the war was over, Tower tried to return to normal life. One day as he and his father were coming home from a movie, a firefight erupted
between the police and some mobsters. Tower watched helplessly as his father was gunned down by one of the mobsters. Outraged he charged into the gun
battle and beat the hell out of them. Michael Veil showed up and took Tower into his custody. He convinced him to rejoin Legion America, which was now
under the control of G.I.G.M.A. Tower became one of this country's finest covert agents. His indestructible body made it possible for him to do things
nobody else could. Eventually Tower realized that he wasn’t aging at all. Veil did what he could to put him at ease with the idea of possibly being immortal.
When Veil and the other G.I.G.M.A directors left their positions, Tower was made a S.C.R.E.T. Team Leader. Later he became an instructor for new
recruits, but this took him out of field duty and put him behind a desk. Eventually he was contacted by Veil who asked him to join his new Super Ops team
called Master Force. Tower refused, so Veil offered him to be the Team Captain. Greg accepted this time on the condition that he decided who stayed
and who went. Unbeknownst to Tower, members of Master Force consisted primarily of Sector created humans. It wasn’t until the "Paris affair" that he learned
the truth. Having been lied to for so long, an enraged Tower took out his frustration on Veil and his office. He wanted to quit, yet his friend Inferno, a Sector
Super Soldier, convinced him to stay on. When Master Force was broken up into smaller Super Ops units, Tower was put in charge of a team that worked
alongside the Las Vegas police department and S.C.R.E.T to protect the city since it had become a prime target for super villains and criminal masterminds.
His friend Inferno joined him, as did two former Sector covert operatives Reject and Harridean. The team was given the name Drop Squad.
Eight months ago, the Cremator killed Inferno when the team attempted to capture him. Tower became severely distraught over the matter. He
considered resigning but his team mates wouldn't let him. Michael Veil also assured him that Inferno wouldn't have wanted him to either. A week ago, Tower
learned that the Sector plans to give the Drop Squad a new replacement, the mega villain Ti-ton who served as The Sector first test subject in their
black project called Dead Men. Tower hates the idea, one he doesn't want their team having experiments/mutants on it (himself being the one
exception) and two, he can’t stand the man, who in his eye is a brutal murderer. However, at the same time, he feels sympathy for him knowing that Ti-Ton
has become a government lab rat. Tower continues to distrust The Sector and the federal government, although he does applaud the efforts being made in
Operation U.S.A. He just feels there is something else going on behind the scenes, and Michael Veil and The Sector are behind it.
Real Name: Greg Tower
Occupation: Leader of the Drop Squad and a former Team Captain within Master Force. He has the rank of Master Sergeant in the U.S. Army.
Alignment: Scrupulous
Power Category: Experiment
Experience Level: 9th
Hit Points: 239 S.D.C.: 463
P.P.E.: 22
Appearance: A tall black man with brown eyes, short black hair, heavily muscled arms, and a scowl on his face. He is always wearing some kind of
military fatigues.
Attributes: I.Q. 13, M.E. 13, M.A. 11, P.S. 40, P.P. 15, P.E. 28, P.B. 14, Spd 30.
Age: Born in 1921, Sex: Male, Height: 6 foot, 2 inches (1.88 m), Weight: 201 lbs (90.45 kg).
Major Super Ability: Invulnerability
Minor Super Ability: Superhuman Strength, Extraordinary P.E., and Longevity.
Combat Training: Hand to Hand: Expert (took it rather than Martial Arts).
Attacks per Melee: 7 (2 Initial + 5 from Hand Combat).
Combat Bonuses: +2 to Initiative, +2 to strike, +6 to parry, +6 to dodge, +40 to damage, +6 to pull punch, +6 to roll with punch/fall, and +2 disarm.
Saving Throws: +51% to save vs coma/death, +10 to save vs disease, +8 to save vs Horror Factor, and +7 to save vs magic and poison.
Combat Skills: Punch 2D4+2, Knee 2D6, Forearm/Elbow 2D6, Power Blow 3D6+2 (counts as two attacks), Karate Kick 2D6+2, Crescent Kick 4D4,
Tripping/Leghook (cannot be paired, must dodge or knockdown), Tackle 2D4+2 +P.S. damage bonus (must parry/dodge or knockdown), Pin 18-20, Crush
2D4+2, Body Flip/Throw 2D6 plus P.S. damage bonus (lose initiative and 1 attack/action), Paired Weapons, all Holds, Knockout on the unmodified roll of a 20,
and Critical strike on the roll of a natural 18-20.
Education Level: Military Specialist.
Common Skills: Read-Write/Speak English 98%/98%, Mathematics: Basic 98%, and Pilot: Automobile 87%.
Basic Military Program: Running, Climbing 98%. Forced March, Military Etiquette 98%, Radio: Radio 98%, W.P. Rifle (+5 to aim/+2 to burst), and W.P. Grenade (+3 to throw).
Advance Military Program/Special Forces: Swimming 98%, S.C.U.B.A. 98%, Prowl 90%, Parachuting, 98%, Camouflage 85%, Trap/Mine Detection
85%, Demolitions 98%, Demolition Disposal 98%, Underwater Demolitions 98%, W.P. Submachine-gun (+4 to aim/+2 to burst), W.P. Knife (+3 to strike, +4
to parry and throw).
Espionage Program: Detect Ambush 90%, Intelligence 83%, and Wilderness Survival 90%, Detect Concealment 85%, Interrogation 98%, and Tracking
85%.
W.P. Modern Program: W.P. Handgun (+4 to aim/+2 to build), W.P. Heavy Military Weapons (+3 to aim/+ 1 to burst), and W.P. Shotgun (+3 to aim/+1
to burst).
Physical Program: Boxing, Wrestling, Body Building and Weightlifting, and Athletics (general).
Secondary Skills: Land Navigation 74%, Law (general) 70%, First Aid 90%, General Repair 80%. Pilot: Truck 76%, W.P. Blunt (+4 to strike and
parry), Pilot Tracked Vehicle 98%, Basic Electronics 65%, Basic Mechanics 65%, Recognize Weapon Quality 45%, Streetwise 36%, Lore: Psychics & Super
Beings 35%, and Research 55%
Money: Greg has been saving his earnings since WWII. He hopes one day to retire and use his money to build a community center and fix up his old
neighborhood. It shouldn’t be too hard since has $1.8 million in his checking account and half a million in a savings account.
Weapons: He has access to every weapon within The Sector’s arsenal (including experimental) and has the know how to use them, however the
following are his favorites:
Glock 20 with AP ammo, Range: 165 feet (50 m), Damage: 5D6, Rate of Fire, Single Shot, Semi-Automatic, or Full. Payload: 15 round detachable box
magazine or 50 round detachable drum magazine. Bonus: Armor piercing rounds lower a target’s A.R. by two (or get +2 strike against armored targets,
choose one). He always keeps 4 clips on his person.
Heckler & Kock MP5A2 with AP ammo, Range: 656 feet (199.9 m), Damage: 4D6, Rate of Fire: Semi-Automatic or Full Automatic, Payload: 30 round
detachable round magazine or 100 round Beta C-Mag drum mag, Bonus: Armor piercing rounds lower a target’s A.R. by two (or get +2 strike against armored
targets, choose one). The weapon can be fitted with a slotted flash suppressor or a cup-type attachment used to launch tear gas grenades. It can be used to
mount daytime optical sights (telescopic 4×24), night sights, reflex sights and laser pointers (+1 to aim). He typically carries 2+1D4 extra clips.
M4A1 Carbine, Range: 1800 feet (548 m), Damage: 5D6, Rate of Fire: Single shot, Semi-Automatic, Full, Payload: 30 round box magazine. Bonuses:
+1 to aim/burst. Greg has various accessories for this weapon including a M203 grenade launcher, RIS fore grip, removable carry handle/rear sight assembly,
laser system (sights), and night vision optics. He typically carries 2+1D4 extra clips.
10 Concussion Grenades, Designed to knock down and stun victims. When detonated, the grenade erupts in a 30-foot (9.1 m) blast radius causing 1D4
points of damage to everyone within. Individuals caught in the blast must roll above a 15 on a d20 (P.E. bonus apply) or they will be knocked off their feet and
stunned (01-65%). If only knocked down, the victim will experience ringing ears and a headache, but only lose one melee action/attack and initiative. If
stunned, the victim is dazed, -10 to strike, parry, and dodge, roll with impact or pull punch, is the last to attack (no initiative) and reduce Spd and
attack/actions per melee round by one-half for 1D4 melee rounds!
Vehicles and Equipment: He has access to all the latest gadgets and pieces of equipment within The Sector agency. The following is a list of the most
common items he uses: Belt Side Holster, Military Shoulder Holster, Web Belt, 2 Wrist Cartridge Bandoleer, Gun Repair Kit, Battle Harness, Infrared Distancing
Binoculars, Combat Bush Knife (Damage: 1D6+1), Ear Mike Radio Receiver & Transmitter, G.I.G.M.A. Smart Phone, Military Field Jacket, and Battle Dress
Uniform. He drives around in a modified 1998 Jeep Cherokee (five passenger) that’s been Soup-Up with Light Ground Vehicle Armor (A.R. 14, with 350 S.D.C.,
the armor can reduce damage from energy attacks by one-half. Sonic attacks will inflict damage against the armor (if by-pass) but will not penetrate and
harm the occupants inside), Passenger Light Armor/Plexiglas Windows (A.R. 12 with 250 S.D.C.), Friction Inducing Brakes, Inertia Dampeners, and Superior
Suspension (+15% to control rolls), Theft Alarm System, Thief Proof Locks, Armored Tires/Self-Seal, Satellite Radio/CD Player, Engine Readout Package,
Radar Display, Three Secret Compartments, and Fuel Efficiency Modification. He keeps most of his equipment and gear in the trunk hidden away (-15% to
Detect Concealment) when he goes on a mission.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
REJECT
Jack Johnson joined the U.S. Army right out of high school, becoming one of the nation’s finest soldiers. Within a short time, his combat skills earned him a
place with the U.S Army Special Forces. After successfully completing over a dozen missions, his notoriety earned him the notice of The Sector. They recruited
him to be one of their covert operators, but on his second mission, he was on board a Boeing MH-47 Chinook Helicopter when it was attacked by the
Masters of Speed. Blur used his vibration powers to cause a critical engine failure. The helicopter crashed killing everyone on board, except
Johnson although he suffered severe internal damage and lost his right arm and left leg. Prior to joining The Sector, he’d signed an agreement with the army
that he wanted to be made cybernetic if he suffered any major injuries. Days later, he awoke to his new appearance and didn’t take it very well. A month later
with counseling and therapy, Johnson took to his augmentation without another thought. Soon he was his old self, but perhaps a bit more arrogant and fun
loving. However, his phobia of helicopters made it impossible for him to be around them. However, Johnson found working with The Sector still to be the
greatest joy in life. He joined up with the Drop Squad along with Greg Tower, Inferno, and Harridan. After the death of Inferno at the hands of the Cremator,
Johnson is even more determined to capture super criminals and villains. He and Harridan have developed an unusual relationship, but the feelings they share
toward each other will never involve into anything but a mutual friendship.
Real Name: Jack Johnson
Occupation: Covert operator for the Sector. His rank in the U.S. Army was Specialist.
Alignment: Scrupulous
Power Category: Bionic (Partial Cyborg)
Experience Level: 5th
Hit Points: 51 S.D.C.: 222
P.P.E.: 7
Appearance: Jack has a busted nose that he’s never gotten repaired and his face still sports nasty scars. He has brown hair and brown eyes. He wears a tight-
fitting green floppy cap. He is always dressed in an army uniform and/or fatigues.
Attributes: I.Q. 11, M.E. 11, M.A. 13, P.S. 18, P.P. 12, P.E. 27, P.B. 8, Spd. 34.
Age: 27. Sex: Male. Height: 6 foot, 1 inch (1.85 m). Weight: 285 lbs (128 kg)
Insanity: *Reject has a phobia about being in or around helicopters. The Drop Squad Goshawk doesn’t look like a helicopter so traveling in it doesn’t
bother him.
Bionic Right Arm (with extendable feature) and Hand. P.S. 20, PP 12.
Bionic Chest with Toxic Filter in Lungs.
Bionic Left Leg. P.S. of 18 and Spd 34. It has two secret compartments.
Bionic Right Eye with Infrared Vision, Thermo-Imager, Target Sight, and Motion Detector.
Partial Body Exoskeletons (all five).
Bionic Skull with Synthetic Plastic Skin
Combat Training: Hand to Hand: Expert
Attacks per Melee: 5 (2 Initial + 3 from Hand Combat).
Combat Bonuses: +2 to Initiative, +2 to strike, +6 to parry, +7 to dodge, +3 to damage/+5 from bionic arm, +5 to roll with punch/fall, and +2 to pull
punch.
Saving Throws: +25% to save vs coma/death, +12 to save vs poisonous gas, +6 to save vs magic and poison, and +2 to save vs Horror Factor.
Combat Skills: Punch 1D4, Knife Hand 1D6, Power Punch 2D4 (counts as two attacks), Karate Kick 2D4, Snap Kick 1D6, Tripping/Leghook (cannot be
paired, must dodge or knockdown), Tackle 1D4 +P.S. damage bonus (must parry/dodge or knockdown), Elbow/Forearm 1D6, Knee 1D6, and Knockout on an
unmodified roll of 20 for 1D6 melee rounds.
Education Level: Military
Common Skills: Read-Write/Speak English 93%/90%, Mathematics: Basic 87%, and Pilot: Automobile 75%.
Basic Military Program: Running, Climbing 98%, Forced March Military Etiquette 70%, Radio: Basic 80%, W.P. Rifle (+3 to aim, +1 to burst), and W.p. Grenade (+2 to throw).
Advance Military Program/Combat Aircraft: Aircraft Mechanics 60%, Navigation 85%, *Pilot: Helicopter 70%, Pilot: Jet Aircraft 70%, Weapon Systems
75%, Navigation: Space 75%, and Sensory Equipment 65%.
Physical Program: Boxing, Athletics (general), Swimming 85%, and S.C.U.B.A 85%.
Secondary Skills: Hand to Hand: Expert, General Repair 60%, Prowl 40%, First Aid 60%, W.P. Handgun (+2 to aim, +1 to burst), W.P.
Submachine-gun (+2 to aim, +1 to burst), Pilot: Motorcycle 80%, Pilot: Truck 60%, Pilot: Tracked Vehicles 79%, Mathematics: Advance 64%, Pilot:
Automobile 70%, Basic Mechanics 45%, and Basic Electronics 45%.
Money: Reject has about $75,000 in the bank. Most of his money he sends to his mother and teenage sister.
Weapons: He has access to every weapon within the Sector’s arsenal (including experimental), but the following are among those he uses most often:
Desert Eagle (Mark XIX) with AP ammo, Range: 660 feet (201 m), Damage: 7D6, Rate of Fire: Single shot or Semi-Automatic, Feed: 7 round
detachable stick magazine. Bonus: Armor piercing rounds lower a target’s A.R. by two (or get +2 strike against armored targets, choose one). He always
keeps 4 clips on his person.
M4A1 Carbine, Range: 1800 feet (548 m), Damage: 5D6, Rate of Fire: Single shot, Semi-Automatic, Full, Payload: 30 round box magazine. Bonuses:
+1 to aim/burst. Greg has various accessories for this weapon including a M203 grenade launcher, RIS fore grip, removable carry handle/rear sight assembly,
laser system (sights), and night vision optics. He typically carries 2+1D4 extra clips.
PM-2 Submachine Gun, This unique weapon has found more favor in the hands of GIGMA than SCRET. It’s based on the similar designs of the Ares FMG
in that it is designed to be folded into a box shape, the size of a cigarette carton, but it can be unfolded and made ready to fire in a matter of seconds. When
folded, the weapon’s stock would fold over the handle and into the barrel. When disassembled, the various parts of the weapon looking nothing like those of a
standard gun, so it can be spread out over a person's body, virtually undetected. Like a Glock pistol, it’s built from carbon-fiber plastics, making the weapon
difficult to detect on X-rays when disassembled (the barrel and part of the bolt are still made of metal). This weapon also boasts internal laser sights and a
gas-vent recoil compensation system (barrel mount). The special ops variant offers an internal silencer instead of the recoil system. Weight: 3.8 lbs (1.71 kg),
Range: 492 feet (150 m), Caliber: 9 mm x 19 Parabellum, Damage: 3D6. Weapon Length: Folded-10.5 inches (262.5 mm), Opened-20 inches (503 mm),
Rate of Fire: Single shot or fully automatic, Feed: 20 or a 32-round magazine, Bonus: Laser sights add +1 to all strike rolls, including bursts and if installed,
the recoil compensation adds an additional +1 when burst firing. He always keeps 4 clips on his person.
Two Tear Gas Grenades, The gas will instantly affect all characters without protective masks or environmental body armor. The eyes burn, sting and
water profusely, causing great discomfort and making seeing clearly impossible. The gas also makes breathing difficult and irritates exposed skin. The effect
lasts for about 3D4 minutes. The 25-foot (7.6 m) cloud dissipates in about five minutes unless blown away by wind (dissipates in about 1D4 minutes). There
is no saving throw for tear gas. Victims are –10 to strike, parry, and dodge, -3 on initiative, and lose one melee attack/action for each of the next 1D6+1
melee rounds. Those in environmental armor are completely safe and not affected.
Two Tranquilizer (knockout) Gas Grenades, This anesthesia-type mist will induce drowsiness within 1D4 melee of exposure (save vs. non-lethal poison)
and sleep within 1D4 minutes (save vs. non-lethal poison). If the victim makes the first successful save, his body has successfully fought off the effects of the
gas. However, the person must roll once for every minute (four melees) of exposure. Those who fail the first save become groggy, and remain as such even if
they make the second save successful for the next 1D4 melees (-2 on initiative and to dodge). Those who fail the second save pass out. Once the 25-foot (7.6
m) cloud dissipates in about five minutes unless blown away by wind (dissipates in about 1D4 minutes) victims can be awakened with some effort (still suffer
the effects of being groggy for 1D4 melees). If victims are not forcefully awoken, they might sleep for a lengthy duration. Those in environmental armor are
completely safe and not affected
Four Explosive (HE) Grenades, Damage: 2D4x10. Blast Radius: 20 feet (6 m).
Armor: Flak vest, A.R. 10, 50 S.D.C. or a full suit of Hard Armor (A.R. 16, 240 S.D.C.). He owns several.
Vehicles and Equipment: He has access to all the latest gadgets and pieces of equipment used by the Sector. The following is a list of the most common
items he uses: Belt Side Holster, Two Web Belts, Battle Harness, Ear Mike Radio R&T, and Sector issued Smart Phone. He drives a 2003 Harley Davison V Rod
Anniversary Edition. The engine has been tinkered with so it can reach speeds of 210 mph (338 km). It also consumes 15% of the normal miles per gallon
rate.
Jack Johnson joined the U.S. Army right out of high school, becoming one of the nation’s finest soldiers. Within a short time, his combat skills earned him a
place with the U.S Army Special Forces. After successfully completing over a dozen missions, his notoriety earned him the notice of The Sector. They recruited
him to be one of their covert operators, but on his second mission, he was on board a Boeing MH-47 Chinook Helicopter when it was attacked by the
Masters of Speed. Blur used his vibration powers to cause a critical engine failure. The helicopter crashed killing everyone on board, except
Johnson although he suffered severe internal damage and lost his right arm and left leg. Prior to joining The Sector, he’d signed an agreement with the army
that he wanted to be made cybernetic if he suffered any major injuries. Days later, he awoke to his new appearance and didn’t take it very well. A month later
with counseling and therapy, Johnson took to his augmentation without another thought. Soon he was his old self, but perhaps a bit more arrogant and fun
loving. However, his phobia of helicopters made it impossible for him to be around them. However, Johnson found working with The Sector still to be the
greatest joy in life. He joined up with the Drop Squad along with Greg Tower, Inferno, and Harridan. After the death of Inferno at the hands of the Cremator,
Johnson is even more determined to capture super criminals and villains. He and Harridan have developed an unusual relationship, but the feelings they share
toward each other will never involve into anything but a mutual friendship.
Real Name: Jack Johnson
Occupation: Covert operator for the Sector. His rank in the U.S. Army was Specialist.
Alignment: Scrupulous
Power Category: Bionic (Partial Cyborg)
Experience Level: 5th
Hit Points: 51 S.D.C.: 222
P.P.E.: 7
Appearance: Jack has a busted nose that he’s never gotten repaired and his face still sports nasty scars. He has brown hair and brown eyes. He wears a tight-
fitting green floppy cap. He is always dressed in an army uniform and/or fatigues.
Attributes: I.Q. 11, M.E. 11, M.A. 13, P.S. 18, P.P. 12, P.E. 27, P.B. 8, Spd. 34.
Age: 27. Sex: Male. Height: 6 foot, 1 inch (1.85 m). Weight: 285 lbs (128 kg)
Insanity: *Reject has a phobia about being in or around helicopters. The Drop Squad Goshawk doesn’t look like a helicopter so traveling in it doesn’t
bother him.
Bionic Right Arm (with extendable feature) and Hand. P.S. 20, PP 12.
Bionic Chest with Toxic Filter in Lungs.
Bionic Left Leg. P.S. of 18 and Spd 34. It has two secret compartments.
Bionic Right Eye with Infrared Vision, Thermo-Imager, Target Sight, and Motion Detector.
Partial Body Exoskeletons (all five).
Bionic Skull with Synthetic Plastic Skin
Combat Training: Hand to Hand: Expert
Attacks per Melee: 5 (2 Initial + 3 from Hand Combat).
Combat Bonuses: +2 to Initiative, +2 to strike, +6 to parry, +7 to dodge, +3 to damage/+5 from bionic arm, +5 to roll with punch/fall, and +2 to pull
punch.
Saving Throws: +25% to save vs coma/death, +12 to save vs poisonous gas, +6 to save vs magic and poison, and +2 to save vs Horror Factor.
Combat Skills: Punch 1D4, Knife Hand 1D6, Power Punch 2D4 (counts as two attacks), Karate Kick 2D4, Snap Kick 1D6, Tripping/Leghook (cannot be
paired, must dodge or knockdown), Tackle 1D4 +P.S. damage bonus (must parry/dodge or knockdown), Elbow/Forearm 1D6, Knee 1D6, and Knockout on an
unmodified roll of 20 for 1D6 melee rounds.
Education Level: Military
Common Skills: Read-Write/Speak English 93%/90%, Mathematics: Basic 87%, and Pilot: Automobile 75%.
Basic Military Program: Running, Climbing 98%, Forced March Military Etiquette 70%, Radio: Basic 80%, W.P. Rifle (+3 to aim, +1 to burst), and W.p. Grenade (+2 to throw).
Advance Military Program/Combat Aircraft: Aircraft Mechanics 60%, Navigation 85%, *Pilot: Helicopter 70%, Pilot: Jet Aircraft 70%, Weapon Systems
75%, Navigation: Space 75%, and Sensory Equipment 65%.
Physical Program: Boxing, Athletics (general), Swimming 85%, and S.C.U.B.A 85%.
Secondary Skills: Hand to Hand: Expert, General Repair 60%, Prowl 40%, First Aid 60%, W.P. Handgun (+2 to aim, +1 to burst), W.P.
Submachine-gun (+2 to aim, +1 to burst), Pilot: Motorcycle 80%, Pilot: Truck 60%, Pilot: Tracked Vehicles 79%, Mathematics: Advance 64%, Pilot:
Automobile 70%, Basic Mechanics 45%, and Basic Electronics 45%.
Money: Reject has about $75,000 in the bank. Most of his money he sends to his mother and teenage sister.
Weapons: He has access to every weapon within the Sector’s arsenal (including experimental), but the following are among those he uses most often:
Desert Eagle (Mark XIX) with AP ammo, Range: 660 feet (201 m), Damage: 7D6, Rate of Fire: Single shot or Semi-Automatic, Feed: 7 round
detachable stick magazine. Bonus: Armor piercing rounds lower a target’s A.R. by two (or get +2 strike against armored targets, choose one). He always
keeps 4 clips on his person.
M4A1 Carbine, Range: 1800 feet (548 m), Damage: 5D6, Rate of Fire: Single shot, Semi-Automatic, Full, Payload: 30 round box magazine. Bonuses:
+1 to aim/burst. Greg has various accessories for this weapon including a M203 grenade launcher, RIS fore grip, removable carry handle/rear sight assembly,
laser system (sights), and night vision optics. He typically carries 2+1D4 extra clips.
PM-2 Submachine Gun, This unique weapon has found more favor in the hands of GIGMA than SCRET. It’s based on the similar designs of the Ares FMG
in that it is designed to be folded into a box shape, the size of a cigarette carton, but it can be unfolded and made ready to fire in a matter of seconds. When
folded, the weapon’s stock would fold over the handle and into the barrel. When disassembled, the various parts of the weapon looking nothing like those of a
standard gun, so it can be spread out over a person's body, virtually undetected. Like a Glock pistol, it’s built from carbon-fiber plastics, making the weapon
difficult to detect on X-rays when disassembled (the barrel and part of the bolt are still made of metal). This weapon also boasts internal laser sights and a
gas-vent recoil compensation system (barrel mount). The special ops variant offers an internal silencer instead of the recoil system. Weight: 3.8 lbs (1.71 kg),
Range: 492 feet (150 m), Caliber: 9 mm x 19 Parabellum, Damage: 3D6. Weapon Length: Folded-10.5 inches (262.5 mm), Opened-20 inches (503 mm),
Rate of Fire: Single shot or fully automatic, Feed: 20 or a 32-round magazine, Bonus: Laser sights add +1 to all strike rolls, including bursts and if installed,
the recoil compensation adds an additional +1 when burst firing. He always keeps 4 clips on his person.
Two Tear Gas Grenades, The gas will instantly affect all characters without protective masks or environmental body armor. The eyes burn, sting and
water profusely, causing great discomfort and making seeing clearly impossible. The gas also makes breathing difficult and irritates exposed skin. The effect
lasts for about 3D4 minutes. The 25-foot (7.6 m) cloud dissipates in about five minutes unless blown away by wind (dissipates in about 1D4 minutes). There
is no saving throw for tear gas. Victims are –10 to strike, parry, and dodge, -3 on initiative, and lose one melee attack/action for each of the next 1D6+1
melee rounds. Those in environmental armor are completely safe and not affected.
Two Tranquilizer (knockout) Gas Grenades, This anesthesia-type mist will induce drowsiness within 1D4 melee of exposure (save vs. non-lethal poison)
and sleep within 1D4 minutes (save vs. non-lethal poison). If the victim makes the first successful save, his body has successfully fought off the effects of the
gas. However, the person must roll once for every minute (four melees) of exposure. Those who fail the first save become groggy, and remain as such even if
they make the second save successful for the next 1D4 melees (-2 on initiative and to dodge). Those who fail the second save pass out. Once the 25-foot (7.6
m) cloud dissipates in about five minutes unless blown away by wind (dissipates in about 1D4 minutes) victims can be awakened with some effort (still suffer
the effects of being groggy for 1D4 melees). If victims are not forcefully awoken, they might sleep for a lengthy duration. Those in environmental armor are
completely safe and not affected
Four Explosive (HE) Grenades, Damage: 2D4x10. Blast Radius: 20 feet (6 m).
Armor: Flak vest, A.R. 10, 50 S.D.C. or a full suit of Hard Armor (A.R. 16, 240 S.D.C.). He owns several.
Vehicles and Equipment: He has access to all the latest gadgets and pieces of equipment used by the Sector. The following is a list of the most common
items he uses: Belt Side Holster, Two Web Belts, Battle Harness, Ear Mike Radio R&T, and Sector issued Smart Phone. He drives a 2003 Harley Davison V Rod
Anniversary Edition. The engine has been tinkered with so it can reach speeds of 210 mph (338 km). It also consumes 15% of the normal miles per gallon
rate.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
HARRIDAN
Harridan keeps to herself for the most part. She is quiet yet always ready for action, an assassin with style. She’s traveled the world and studied for many
years in the orient. Although she is an American, she has obvious Asian features in her appearance. She maintains a flirtatious relationship with Reject, but
she won’t allow it to develop into anything serious. She likes her privacy and keeping her past a secret from everybody. Although she respects the leadership
abilities of Greg Tower, her loyalties exclusively belong to The Sector. She is a high-strung risk taker whose methods are almost never by the book. So will do
whatever it takes to put the bad guy down.
Real Name: Classified
Alias: Alexis Kawa
Occupation: Covert Operator and Sniper for The Sector.
Alignment: Unprincipled
Power Category: Wandering Free Agent (See Ninjas & Superspies)TM
Experience Level: 6th
Hit Points: 36 S.D.C..: 103
P.P.E.: 8
Appearance: She is a lovely Asian American woman with long black hair. She has a superior athletic body and green eyes. She dresses in a white suit
and blue tie. Loves her expensive sunglasses.
Attributes: I.Q. 11, M.E. 14, M.A. 8, P.S. 23, P.P. 18, P.E. 18, P.B. 15, Spd. 30.
Age: 25. Sex: Female. Height: 6 foot, 1 inch (1.85 m). Weight: 131 lbs (58.95 kg)
Cybernetic Right Eye. Looks realistic but has Telescopic Vision/Targeting Sight (+1 to aim/called shots).Range: 2000 feet (609 m).
Combat Training: T’ang-Su Karate (See Ninjas & Superspies)
Attacks per Melee: 6 (All gained from Hand to Hand Combat)
Combat Bonuses: +6 to Initiative, +3 to strike, +8 to parry, +10 to dodge, +6 to damage, and +9 to roll with punch/fall.
Saving Throws: +2 to save vs magic and poison, and +6% to save vs coma/death.
Combat Skills: Punch 1D4+2, Power Punch 2D4+2 (counts as two attacks), Backhand 1D6+2, Duo-Fist 2D4+2. Karate Kick 2D4, Snap Kick 1D6,
Roundhouse Kick 3D6, Axe Kick 2D6, Reverse Turn Kick (dodge/snap kick 1D6), Jump Kick 6D6, Flying Jump Kick 4D6, Leap Attack, Strike/Parry, Grab/Kick
(inflicts critical damage), Forearm/Elbow 1D6, Grab/Headbash 2D6, Multiple Dodge, Power Block/Parry (1D6), Disarm, Critical strike on the roll of a natural
18-20, Knockout on the roll of a natural 20 for 1D6 melees, and Critical strike from Behind.
Martial Arts Powers: Tamashiwara, Iron Hand, Stone Ox, Zanshin (no surprise from behind, no penalty from invisible or concealed foes for 18 feet (5.48
m).
Education Level: Special Training.
Common Skills: Read-Write/Speak English & Chinese 98%/98%, Mathematics: Basic 90%, and Pilot: Automobile 78%.
Oriental Culture Program: Read/Write/Speak Japanese 90%, Read/Write/Speak Korean 80%, Read/Write/Speak Thai 85%, Mountaineering 75%,
Desert Survival 85%, and Spelunking 90%.
Advance Pilot Program: Radio: Basic 85%, Pilot: Airplane 89%, Pilot: Hovercraft 86%, Pilot: Jet Aircraft 70%, Navigation 90%, and Weapon Systems
80%
Physical Program: Gymnastics, Acrobatics, Boxing, and Athletics (general).
Body Guard/Assassin Program: Sniper (+3 to aim/called shots), Detect Ambush 70%, Detect Concealment 70%, Escape Artist 65%, Optic Systems
65%, Surveillance 75%, Tracking 65% (people), W.P. Energy Pistol (+3 to aim/+1 to burst), W.P. Handgun (+3 to aim/+1 to burst), and W.P. Energy Rifle (+3
to aim/+1 to burst).
Basic Military Program: Running, Climbing 90/80%, Forced March, Demolition 83%, Demolitions Disposal 83%, Military Etiquette 75%, Sensory
Equipment 65%, W.P. Rifle (+3 to aim/+1 to burst), and W.P. Grenade (+2 to throw).
Weapon Construction Program: Armorer 90%, Basic Mechanics 85%, Basic Electronics 65%, Mechanical Engineer 70%, Gizmoteer Construction Skill
64%, W.P. Sub-Machinegun (+3 to aim/+1 to burst), W.P. Heavy Military Weapon (+2 to aim/+1 to burst), W.P. Heavy Energy Weapon (+2 to aim/+1 to
burst), W.P. Military Flamethrower (+2 to aim/+1 to burst), and W.P. Shotgun (+3 to aim/+1 to burst).
Secondary Skills: Swimming 80%, Prowl 67%, Wilderness Survival 65%, Pilot: Motorcycle 84%, Land Navigation 60%, Streetwise 44%, Law
(basic) 55%, Computer Operation 75%, Mathematics: Advance 76%, Pilot: Race Car 73%, Pick Locks 50%, TV & Video 54%, Hunting, and Concealment 24%.
Money: Harridan has about $175,000 in ready cash, another $200,000 hidden away in a New York bank under a different alias, and $450,000 US dollars in an account in Hong Kong.
Weapons: She has access to every weapon within the Sector’s arsenal (including experimental) and has the know how to use them however the
following are her personal favorite:
A modified 7.62mm SSG 69 with AP rounds (weapon balancing, HUD feed into cybernetic eye, and sound suppressor). Range: 2887 feet (880 m),
Damage: 5D6, Rate of Fire: Single shot, Feed: 10 round box mag, Bonuses: +3 to aim. She also gets an additional +3 if she uses her sniper skill on an
aimed/called shot). These bonuses do not include her W.P. skill. The AP rounds lowers a target’s A.R. by two (or she get a +2 against armored targets). She
carries 2+1D4 extra ammo clips.
A modified Colt Anaconda with AP rounds (weapon balance), Range: 195 feet (59.4 m), Damage: 8D6 Rate of Fire: Single shot, Feed: 6 chamber side-
loading cylinder, Bonus: +1 to aim. The AP rounds lowers a target’s A.R. by two (or she get a +2 against armored targets). She has four speed loaders for his
gun. She carries 2+1D4 speed loads for this gun.
T1 Laser Pulse Rifle, Triton Industries just release these bad boys to SCRET and already its demand is growing. The big advantage between it and
the standard laser rifle or heavy laser is the rapid firing three pulses, which now provides the option of single shot or multi-shot. In addition, the rifle has been
fitted with an M-203 grenade launcher attached under the fore grip. Range: 4000 feet (1200 m), Damage: 4D6 single shot or 2D4x10 per triple pulse,
Grenade Damage: Varies with type (range 1150 feet/350 m), Explosive grenade damage is 2D4x10 to 20-foot (6 m) area, but can also fire tear gas, smoke,
or flash to incapacitate rather than kill, Rate of Fire: Single shot or a three beam pulse, the grenade launcher fires single shot, Feed: 24 shot energy clip (a
triple pulse uses 3 shots), the grenade launcher is manually loaded and holds a single shot.
Milkor MGL (Multiple Greande Launcher), Range: 1320 feet (402 m), Damage (varies of those uses), Rate of Fire: Single shot or semi-automatic, Feed:
6 round, revolver-type swing out cylinder. If using, she carries a cylinder of each.
Two Tear Gas Grenades, The gas will instantly affect all characters without protective masks or environmental body armor. The eyes burn, sting and
water profusely, causing great discomfort and making seeing clearly impossible. The gas also makes breathing difficult and irritates exposed skin. The effect
lasts for about 3D4 minutes. The 25-foot (7.6 m) cloud dissipates in about five minutes unless blown away by wind (dissipates in about 1D4 minutes). There
is no saving throw for tear gas. Victims are –10 to strike, parry, and dodge, -3 on initiative, and lose one melee attack/action for each of the next 1D6+1
melee rounds. Those in environmental armor are completely safe and not affected.
Two Knockout Grenades, Two Tranquilizer (knockout) Gas Grenades, This anesthesia-type mist will induce drowsiness within 1D4 melee of exposure
(save vs. non-lethal poison) and sleep within 1D4 minutes (save vs. non-lethal poison). If the victim makes the first successful save, his body has successfully
fought off the effects of the gas. However, the person must roll once for every minute (four melees) of exposure. Those who fail the first save become groggy,
and remain as such even if they make the second save successful for the next 1D4 melees (-2 on initiative and to dodge). Those who fail the second save
pass out. Once the 25-foot (7.6 m) cloud dissipates in about five minutes unless blown away by wind (dissipates in about 1D4 minutes) victims can be
awakened with some effort (still suffer the effects of being groggy for 1D4 melees). If victims are not forcefully awoken, they might sleep for a lengthy
duration. Those in environmental armor are completely safe and not affected
Four Explosive (HE) Grenades, Damage: 2D4x10. Blast Radius: 20 feet (6 m).
Armor: On special missions, she wears an RBR 4001 military jacket on over her head and onto her black skintight costume. It has multiple attachments
allowing her to store additional ammo and gear. A.R.: 12, S.D.C.: 120
Vehicles and Equipment: She has access to all the latest gadgets and pieces of equipment within the Sector. The following is a list of the most common
items she likes to use: Belt Side Holster, Military Shoulder Holster, Web Belt, Gun Repair Kit, Ear Mike Radio Receiver & Transmitter, and Sector issued Smart
Phone. She drives around in a 1967 Pontiac Firebird with all the available Souped-Up Modification of a Secret Operative.
Harridan keeps to herself for the most part. She is quiet yet always ready for action, an assassin with style. She’s traveled the world and studied for many
years in the orient. Although she is an American, she has obvious Asian features in her appearance. She maintains a flirtatious relationship with Reject, but
she won’t allow it to develop into anything serious. She likes her privacy and keeping her past a secret from everybody. Although she respects the leadership
abilities of Greg Tower, her loyalties exclusively belong to The Sector. She is a high-strung risk taker whose methods are almost never by the book. So will do
whatever it takes to put the bad guy down.
Real Name: Classified
Alias: Alexis Kawa
Occupation: Covert Operator and Sniper for The Sector.
Alignment: Unprincipled
Power Category: Wandering Free Agent (See Ninjas & Superspies)TM
Experience Level: 6th
Hit Points: 36 S.D.C..: 103
P.P.E.: 8
Appearance: She is a lovely Asian American woman with long black hair. She has a superior athletic body and green eyes. She dresses in a white suit
and blue tie. Loves her expensive sunglasses.
Attributes: I.Q. 11, M.E. 14, M.A. 8, P.S. 23, P.P. 18, P.E. 18, P.B. 15, Spd. 30.
Age: 25. Sex: Female. Height: 6 foot, 1 inch (1.85 m). Weight: 131 lbs (58.95 kg)
Cybernetic Right Eye. Looks realistic but has Telescopic Vision/Targeting Sight (+1 to aim/called shots).Range: 2000 feet (609 m).
Combat Training: T’ang-Su Karate (See Ninjas & Superspies)
Attacks per Melee: 6 (All gained from Hand to Hand Combat)
Combat Bonuses: +6 to Initiative, +3 to strike, +8 to parry, +10 to dodge, +6 to damage, and +9 to roll with punch/fall.
Saving Throws: +2 to save vs magic and poison, and +6% to save vs coma/death.
Combat Skills: Punch 1D4+2, Power Punch 2D4+2 (counts as two attacks), Backhand 1D6+2, Duo-Fist 2D4+2. Karate Kick 2D4, Snap Kick 1D6,
Roundhouse Kick 3D6, Axe Kick 2D6, Reverse Turn Kick (dodge/snap kick 1D6), Jump Kick 6D6, Flying Jump Kick 4D6, Leap Attack, Strike/Parry, Grab/Kick
(inflicts critical damage), Forearm/Elbow 1D6, Grab/Headbash 2D6, Multiple Dodge, Power Block/Parry (1D6), Disarm, Critical strike on the roll of a natural
18-20, Knockout on the roll of a natural 20 for 1D6 melees, and Critical strike from Behind.
Martial Arts Powers: Tamashiwara, Iron Hand, Stone Ox, Zanshin (no surprise from behind, no penalty from invisible or concealed foes for 18 feet (5.48
m).
Education Level: Special Training.
Common Skills: Read-Write/Speak English & Chinese 98%/98%, Mathematics: Basic 90%, and Pilot: Automobile 78%.
Oriental Culture Program: Read/Write/Speak Japanese 90%, Read/Write/Speak Korean 80%, Read/Write/Speak Thai 85%, Mountaineering 75%,
Desert Survival 85%, and Spelunking 90%.
Advance Pilot Program: Radio: Basic 85%, Pilot: Airplane 89%, Pilot: Hovercraft 86%, Pilot: Jet Aircraft 70%, Navigation 90%, and Weapon Systems
80%
Physical Program: Gymnastics, Acrobatics, Boxing, and Athletics (general).
Body Guard/Assassin Program: Sniper (+3 to aim/called shots), Detect Ambush 70%, Detect Concealment 70%, Escape Artist 65%, Optic Systems
65%, Surveillance 75%, Tracking 65% (people), W.P. Energy Pistol (+3 to aim/+1 to burst), W.P. Handgun (+3 to aim/+1 to burst), and W.P. Energy Rifle (+3
to aim/+1 to burst).
Basic Military Program: Running, Climbing 90/80%, Forced March, Demolition 83%, Demolitions Disposal 83%, Military Etiquette 75%, Sensory
Equipment 65%, W.P. Rifle (+3 to aim/+1 to burst), and W.P. Grenade (+2 to throw).
Weapon Construction Program: Armorer 90%, Basic Mechanics 85%, Basic Electronics 65%, Mechanical Engineer 70%, Gizmoteer Construction Skill
64%, W.P. Sub-Machinegun (+3 to aim/+1 to burst), W.P. Heavy Military Weapon (+2 to aim/+1 to burst), W.P. Heavy Energy Weapon (+2 to aim/+1 to
burst), W.P. Military Flamethrower (+2 to aim/+1 to burst), and W.P. Shotgun (+3 to aim/+1 to burst).
Secondary Skills: Swimming 80%, Prowl 67%, Wilderness Survival 65%, Pilot: Motorcycle 84%, Land Navigation 60%, Streetwise 44%, Law
(basic) 55%, Computer Operation 75%, Mathematics: Advance 76%, Pilot: Race Car 73%, Pick Locks 50%, TV & Video 54%, Hunting, and Concealment 24%.
Money: Harridan has about $175,000 in ready cash, another $200,000 hidden away in a New York bank under a different alias, and $450,000 US dollars in an account in Hong Kong.
Weapons: She has access to every weapon within the Sector’s arsenal (including experimental) and has the know how to use them however the
following are her personal favorite:
A modified 7.62mm SSG 69 with AP rounds (weapon balancing, HUD feed into cybernetic eye, and sound suppressor). Range: 2887 feet (880 m),
Damage: 5D6, Rate of Fire: Single shot, Feed: 10 round box mag, Bonuses: +3 to aim. She also gets an additional +3 if she uses her sniper skill on an
aimed/called shot). These bonuses do not include her W.P. skill. The AP rounds lowers a target’s A.R. by two (or she get a +2 against armored targets). She
carries 2+1D4 extra ammo clips.
A modified Colt Anaconda with AP rounds (weapon balance), Range: 195 feet (59.4 m), Damage: 8D6 Rate of Fire: Single shot, Feed: 6 chamber side-
loading cylinder, Bonus: +1 to aim. The AP rounds lowers a target’s A.R. by two (or she get a +2 against armored targets). She has four speed loaders for his
gun. She carries 2+1D4 speed loads for this gun.
T1 Laser Pulse Rifle, Triton Industries just release these bad boys to SCRET and already its demand is growing. The big advantage between it and
the standard laser rifle or heavy laser is the rapid firing three pulses, which now provides the option of single shot or multi-shot. In addition, the rifle has been
fitted with an M-203 grenade launcher attached under the fore grip. Range: 4000 feet (1200 m), Damage: 4D6 single shot or 2D4x10 per triple pulse,
Grenade Damage: Varies with type (range 1150 feet/350 m), Explosive grenade damage is 2D4x10 to 20-foot (6 m) area, but can also fire tear gas, smoke,
or flash to incapacitate rather than kill, Rate of Fire: Single shot or a three beam pulse, the grenade launcher fires single shot, Feed: 24 shot energy clip (a
triple pulse uses 3 shots), the grenade launcher is manually loaded and holds a single shot.
Milkor MGL (Multiple Greande Launcher), Range: 1320 feet (402 m), Damage (varies of those uses), Rate of Fire: Single shot or semi-automatic, Feed:
6 round, revolver-type swing out cylinder. If using, she carries a cylinder of each.
Two Tear Gas Grenades, The gas will instantly affect all characters without protective masks or environmental body armor. The eyes burn, sting and
water profusely, causing great discomfort and making seeing clearly impossible. The gas also makes breathing difficult and irritates exposed skin. The effect
lasts for about 3D4 minutes. The 25-foot (7.6 m) cloud dissipates in about five minutes unless blown away by wind (dissipates in about 1D4 minutes). There
is no saving throw for tear gas. Victims are –10 to strike, parry, and dodge, -3 on initiative, and lose one melee attack/action for each of the next 1D6+1
melee rounds. Those in environmental armor are completely safe and not affected.
Two Knockout Grenades, Two Tranquilizer (knockout) Gas Grenades, This anesthesia-type mist will induce drowsiness within 1D4 melee of exposure
(save vs. non-lethal poison) and sleep within 1D4 minutes (save vs. non-lethal poison). If the victim makes the first successful save, his body has successfully
fought off the effects of the gas. However, the person must roll once for every minute (four melees) of exposure. Those who fail the first save become groggy,
and remain as such even if they make the second save successful for the next 1D4 melees (-2 on initiative and to dodge). Those who fail the second save
pass out. Once the 25-foot (7.6 m) cloud dissipates in about five minutes unless blown away by wind (dissipates in about 1D4 minutes) victims can be
awakened with some effort (still suffer the effects of being groggy for 1D4 melees). If victims are not forcefully awoken, they might sleep for a lengthy
duration. Those in environmental armor are completely safe and not affected
Four Explosive (HE) Grenades, Damage: 2D4x10. Blast Radius: 20 feet (6 m).
Armor: On special missions, she wears an RBR 4001 military jacket on over her head and onto her black skintight costume. It has multiple attachments
allowing her to store additional ammo and gear. A.R.: 12, S.D.C.: 120
Vehicles and Equipment: She has access to all the latest gadgets and pieces of equipment within the Sector. The following is a list of the most common
items she likes to use: Belt Side Holster, Military Shoulder Holster, Web Belt, Gun Repair Kit, Ear Mike Radio Receiver & Transmitter, and Sector issued Smart
Phone. She drives around in a 1967 Pontiac Firebird with all the available Souped-Up Modification of a Secret Operative.
- 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.....
MECH GIRL
Reyna Miles was an operative agent for U.S. S.C.R.E.T. Her apparent loyalty and skill as a top espionage operative made her a logical choice for the
agency’s power armor/robotics division. Agent Miles was one of three operatives assigned to test the effectiveness of a new prototype exo-skeleton in the field
made by the KLS Corporation. After six months of extensive use, marked with an 89% success factor, Agent Miles was chosen to pilot the suit. She proved
herself in numerous missions, until the day she was assigned on SCREET team tasked to pursue and capture the Master of Speed. Reyna suit was
damaged by Slow Mo and Fullbore. It resulted in seven casualties and 20 million dollars' worth of destroyed equipment. The worst part Reyna suit
was damaged to the point she had no optics, instruments, and could not get out. She walked around asking for assistance. “Hey can you help me?” Seeing
her multimillion-dollar power armor walking around asking for assistance became an instant meme and internet sensation on various social media platforms,
turning her into a joke. She was heavily criticized by politicians and made the butt of jokes on late night talk shows. Her friends and teammates in U.S.
S.C.R.E.T., sympathized and supported her, but President J.P. Anderson demanded she be fired for making a mockery of the nation elite super being
police force. Army Brigadier General Kevin Drysdale and Deputy Secretary of Homeland Security Grover Ridge, the leaders of U.S. S.C.R.E.T didn’t
want too, but her humiliation was affecting the whole agency. Coming to her rescue however was Sector Director Michael Veil. He hired her to serve with
the Drop Squad after the death of Inferno.
When Reyna arrived, she was not welcomed at first, not until she pulled her weight by baking a cake, which resulted in her turning on the sprinkler
system. It made everyone laugh and she was then welcome into the group. Before long, she found herself issued a new prototype KLS Corporation Exo-
Skeleton, this one with some feminine features. Unknown to her, the suit arrived and Apex Paragon decided to tinker with it. This resulted in her having a
super power armor that has truly made her a part of the team. Reyna no longer feels like an outsider but a member of the Drop Squad.
Real Name: Reyna Miles
Occupation: Former S.C.R.E.T. Agent, now member of the Drop Squad
Alignment: Scrupulous
Power Category: Robot (Exoskeleton/Robot Pilot)
Experience Level: 6th
Hit Points: 43 S.D.C.: 61
P.P.E.: 6
Appearance: Reyna is an attractive female who appears to engage in regular exercise. She has strawberry blond hair and blue eyes.
Attributes: I.Q. 11, M.E. 9, M.A. 10, P.S. 18, P.P. 14, P.E. 16, P.B. 1, Spd. 21.
Age: 29, Sex: Female, Height: 5 foot and 8 inch (1.75 m), Weight: 130 lbs (58.5 kg)
Combat Training: Basic
Attacks per Melee: 5/6 (2 initial +4 from Hand to Hand) +1 in power armor.
Combat Bonuses: +1 to initiative, +2 to strike, +4 to parry, +4 to dodge, +5 to damage, +3 to roll with punch/fall, +2 to pull punch, and +3 to
Perception. Note: Her combat skills are slightly enhanced thanks to her US SCRET combat training.
Saving Throws: +4% to save vs coma/death, +1 to save vs magic & poison, and +4 to save vs Horror Factor.
Combat Skills: Punch 1D4, Power Blow 2D4 (counts as two attacks), Snap Kick 1D6, Elbow/Forearm 1D6, Knee 1D6, All Holds, and Critical strike on
natural 19-20.
Other Bonuses: 35% Charm/Impress
Educational Background: Special Training
Common Skills: Read-Write/Speak English 92%/94%, Mathematics: Basic 90%, Pilot: Automobile 78%, and Pilot Robot & Power Armor 84%
Computer Program: Basic Electronic 75%, Computer Operation 93%, Computer Programming 83%, and Computer Repairs 75%.
Advance Piloting Program: Navigation 85%, Sensory Equipment 75%, Weapon Systems 85%, Pilot: Airplane 89%, Pilot: Race Car 88%, Pilot:
Boat: Motor, Race, and Hydrofoil, 98%, and Pilot: Jet Pack 81%.
Military Program (Basic): Hand to Hand: Basic, Running, Climbing 85%/75%, Forced March, Military Etiquette 80%, Radio: Basic 95%, W.P. Rifle
(+3 to aim/+1 to burst), and W.P. Grenade.
Secondary Skills: Athletics (general), Swimming 80%, Body Build & Weightlifting, Photography 65%, Pick Locks 60%, Wilderness Survival 60%,
W.P. Handgun (+3 to aim/+1 to burst), Language: Spanish 56%, and Cook 40%.
Money: Reyna has roughly 1.3 million in the bank. Most of her money she sends to her parents. They supported her so she can do the same for them.
The Sector pays her $4500 a week when she is not on assignment, during an assignment she can make an additional $50,000 with all her expenses paid.
Weapons: The Mech Girl Power Armor.
Equipment & Vehicles: Aside from her armor, Mech Girl has her flight suit and her Sector issued smart phone. She has no car since she was involved in
a car accident that totaled the vehicle. Her driver's license is currently suspended.
MECH GIRL POWER ARMOR
A.R.: 15
S.D.C. by Location:
Hands (2)-30 each
Arms (2)-75 each.
Legs (2)-120 each.
*Head-60
Main Body: 600
*Destroy the head/helmet will eliminate all optics and sensory systems as well as negate all power armor combat bonuses. The pilot will have to rely on
his own human vision and senses. The head is relatively small and difficult to hit, especially when the robot is moving. Thus, they can only be hit when a
character makes a “called shot,” and even than the attacker is –3 to strike.
Speed: 34 (23 mph/38 km)
Leaping: Leap 27 feet (8.22 m) high and 32 feet long (9.75 m).
Flying: Jump Boots (Speed 40 mph/64.4 km). Duration: 1 hour, Altitude: 40 feet (12.1 m)
Statistical Data
Height: 6 feet and 10 inches (2.08 m) tall
Width: 3.5 feet (1.07 m) wide
Weight: 340 lbs (153 kg)
Length: 4 feet, 6 inches (1.4 m)
Type: Exoskeleton/Power Armor
Physical Attributes: Equal to a P.S. of 26 (considered superhuman), P.P. 24
Power System: Super Solar Engine with a Power Pack that provides an additional 36 hour of energy (A.R. 18 with 300 S.D.C.).
Weapons: These are the following weapons he has on his suit or carries with him.
2 Smart Microjet Bullet Launchers (.50). Range: 1320 feet (402 m), Damage: 6D6 per round with an 18 inch (.5 m) blast radius. Rate of Fire: Volley 1-
6 per launcher. Payload: 6 per shoulder launcher. Bonus: +3 to aim. She can target a single or multiple moving targets.
Finger Blasters (4 per hand). Range: 200 feet (61 m), Damage: 3D6 per finger (max 4 per hand), Rate of Fire: Each shot counts as one melee
attack or volley of 1-4 per hand), Bonuses: +3 to aim.
Electrical Discharge: Range: 12 feet (3.65 m), Damage: 4D6 or Stun Attack-a saving throw of 16 or better (P.E. bonus only) or victim’s nervous
system is short circuit. -10 to strike, parry, and dodge, reduce attack per melee round by one-half for 2D4 melees. A successful saving throw and the victim is
relatively unimpaired, lose initiative and one melee action, or can be fired as an arching energy blast (energy damage only), Energy Capacity: 20 blasts per
hour; self-recharging. Rate of Fire: stun attack use up 1 charge, 4D6 damage uses up 4 charges, Bonus: +1 to strike for arc blast.
Cumulative Exoskeleton Bonuses (includes bonus from her regular attributes): +8 to initiative, +8 to strike, +12 to parry, +11 to dodge, +15 damage,
+3 to roll with punch/fall, and +6 to pull punch. Punch 2D4+2 + P.S. damage bonus. Power Punch 3D6+2 + P.S. Damage bonus (counts as two attacks).
1. Sensor Systems of Note
Optics: Full optic system, including visible light spectrum, infrared (1600 feet/487 m), polarization, passive night vision (light amplification-1600
feet/487 m), ultraviolet sight (1600 feet/487 m), thermo-vision (1600 feet/488 m) telescopic (1600 feet/487 m). Camera Eye, and Spotlight (built in
chest/Range: 60 feet-18.2 meter with an illumination field of an 8 foot-2.43 meter radius).
Audio System: Basic Listening System and Radio Signal Scrambler.
Sensors: Bio-Scan, Combat Computer, Motion Detector and Warning System, Radiation Detector, and Voice Actuate Controls.
Special Equipment:
SIGINT (Signal Intelligence) GEAR: Enables the pilot to receive radio or cell phone frequencies. He or she can monitor specific frequencies, or scan
though a range of frequencies for a specific signal. Once the signal has been found, a radio directional finder will attempt to track the signal to its source
(88%).
Secure Radio: Encrypted radio transmissions. Must use Electronic Countermeasures in order to intercept exoskeleton's transmissions, and even then, it’s a –25% penalty.
SatCome Radio: Receive and transmit radio broadcasts with any military and/or civilian satellites: Range: World Wide Communications.
Missile Warning System and Anti-Missile Chaff: Enough to decoy 4 medium or long-range missiles. The system provides a +5 bonus to Initiative
whenever any missiles or rockets are propelled at the vehicle. There is a 01-75% chance of confusing the missile, resulting in an automatic miss.
2. Special Features:
Radiation Shielding
Life Support Unit
Floatation Device
Underwater Capabilities (armor is not affect by smoke)
Electrical Insulation (Makes the armor incredibly resistant to electrical damage reduce damage by 1/3).
Reyna Miles was an operative agent for U.S. S.C.R.E.T. Her apparent loyalty and skill as a top espionage operative made her a logical choice for the
agency’s power armor/robotics division. Agent Miles was one of three operatives assigned to test the effectiveness of a new prototype exo-skeleton in the field
made by the KLS Corporation. After six months of extensive use, marked with an 89% success factor, Agent Miles was chosen to pilot the suit. She proved
herself in numerous missions, until the day she was assigned on SCREET team tasked to pursue and capture the Master of Speed. Reyna suit was
damaged by Slow Mo and Fullbore. It resulted in seven casualties and 20 million dollars' worth of destroyed equipment. The worst part Reyna suit
was damaged to the point she had no optics, instruments, and could not get out. She walked around asking for assistance. “Hey can you help me?” Seeing
her multimillion-dollar power armor walking around asking for assistance became an instant meme and internet sensation on various social media platforms,
turning her into a joke. She was heavily criticized by politicians and made the butt of jokes on late night talk shows. Her friends and teammates in U.S.
S.C.R.E.T., sympathized and supported her, but President J.P. Anderson demanded she be fired for making a mockery of the nation elite super being
police force. Army Brigadier General Kevin Drysdale and Deputy Secretary of Homeland Security Grover Ridge, the leaders of U.S. S.C.R.E.T didn’t
want too, but her humiliation was affecting the whole agency. Coming to her rescue however was Sector Director Michael Veil. He hired her to serve with
the Drop Squad after the death of Inferno.
When Reyna arrived, she was not welcomed at first, not until she pulled her weight by baking a cake, which resulted in her turning on the sprinkler
system. It made everyone laugh and she was then welcome into the group. Before long, she found herself issued a new prototype KLS Corporation Exo-
Skeleton, this one with some feminine features. Unknown to her, the suit arrived and Apex Paragon decided to tinker with it. This resulted in her having a
super power armor that has truly made her a part of the team. Reyna no longer feels like an outsider but a member of the Drop Squad.
Real Name: Reyna Miles
Occupation: Former S.C.R.E.T. Agent, now member of the Drop Squad
Alignment: Scrupulous
Power Category: Robot (Exoskeleton/Robot Pilot)
Experience Level: 6th
Hit Points: 43 S.D.C.: 61
P.P.E.: 6
Appearance: Reyna is an attractive female who appears to engage in regular exercise. She has strawberry blond hair and blue eyes.
Attributes: I.Q. 11, M.E. 9, M.A. 10, P.S. 18, P.P. 14, P.E. 16, P.B. 1, Spd. 21.
Age: 29, Sex: Female, Height: 5 foot and 8 inch (1.75 m), Weight: 130 lbs (58.5 kg)
Combat Training: Basic
Attacks per Melee: 5/6 (2 initial +4 from Hand to Hand) +1 in power armor.
Combat Bonuses: +1 to initiative, +2 to strike, +4 to parry, +4 to dodge, +5 to damage, +3 to roll with punch/fall, +2 to pull punch, and +3 to
Perception. Note: Her combat skills are slightly enhanced thanks to her US SCRET combat training.
Saving Throws: +4% to save vs coma/death, +1 to save vs magic & poison, and +4 to save vs Horror Factor.
Combat Skills: Punch 1D4, Power Blow 2D4 (counts as two attacks), Snap Kick 1D6, Elbow/Forearm 1D6, Knee 1D6, All Holds, and Critical strike on
natural 19-20.
Other Bonuses: 35% Charm/Impress
Educational Background: Special Training
Common Skills: Read-Write/Speak English 92%/94%, Mathematics: Basic 90%, Pilot: Automobile 78%, and Pilot Robot & Power Armor 84%
Computer Program: Basic Electronic 75%, Computer Operation 93%, Computer Programming 83%, and Computer Repairs 75%.
Advance Piloting Program: Navigation 85%, Sensory Equipment 75%, Weapon Systems 85%, Pilot: Airplane 89%, Pilot: Race Car 88%, Pilot:
Boat: Motor, Race, and Hydrofoil, 98%, and Pilot: Jet Pack 81%.
Military Program (Basic): Hand to Hand: Basic, Running, Climbing 85%/75%, Forced March, Military Etiquette 80%, Radio: Basic 95%, W.P. Rifle
(+3 to aim/+1 to burst), and W.P. Grenade.
Secondary Skills: Athletics (general), Swimming 80%, Body Build & Weightlifting, Photography 65%, Pick Locks 60%, Wilderness Survival 60%,
W.P. Handgun (+3 to aim/+1 to burst), Language: Spanish 56%, and Cook 40%.
Money: Reyna has roughly 1.3 million in the bank. Most of her money she sends to her parents. They supported her so she can do the same for them.
The Sector pays her $4500 a week when she is not on assignment, during an assignment she can make an additional $50,000 with all her expenses paid.
Weapons: The Mech Girl Power Armor.
Equipment & Vehicles: Aside from her armor, Mech Girl has her flight suit and her Sector issued smart phone. She has no car since she was involved in
a car accident that totaled the vehicle. Her driver's license is currently suspended.
MECH GIRL POWER ARMOR
A.R.: 15
S.D.C. by Location:
Hands (2)-30 each
Arms (2)-75 each.
Legs (2)-120 each.
*Head-60
Main Body: 600
*Destroy the head/helmet will eliminate all optics and sensory systems as well as negate all power armor combat bonuses. The pilot will have to rely on
his own human vision and senses. The head is relatively small and difficult to hit, especially when the robot is moving. Thus, they can only be hit when a
character makes a “called shot,” and even than the attacker is –3 to strike.
Speed: 34 (23 mph/38 km)
Leaping: Leap 27 feet (8.22 m) high and 32 feet long (9.75 m).
Flying: Jump Boots (Speed 40 mph/64.4 km). Duration: 1 hour, Altitude: 40 feet (12.1 m)
Statistical Data
Height: 6 feet and 10 inches (2.08 m) tall
Width: 3.5 feet (1.07 m) wide
Weight: 340 lbs (153 kg)
Length: 4 feet, 6 inches (1.4 m)
Type: Exoskeleton/Power Armor
Physical Attributes: Equal to a P.S. of 26 (considered superhuman), P.P. 24
Power System: Super Solar Engine with a Power Pack that provides an additional 36 hour of energy (A.R. 18 with 300 S.D.C.).
Weapons: These are the following weapons he has on his suit or carries with him.
2 Smart Microjet Bullet Launchers (.50). Range: 1320 feet (402 m), Damage: 6D6 per round with an 18 inch (.5 m) blast radius. Rate of Fire: Volley 1-
6 per launcher. Payload: 6 per shoulder launcher. Bonus: +3 to aim. She can target a single or multiple moving targets.
Finger Blasters (4 per hand). Range: 200 feet (61 m), Damage: 3D6 per finger (max 4 per hand), Rate of Fire: Each shot counts as one melee
attack or volley of 1-4 per hand), Bonuses: +3 to aim.
Electrical Discharge: Range: 12 feet (3.65 m), Damage: 4D6 or Stun Attack-a saving throw of 16 or better (P.E. bonus only) or victim’s nervous
system is short circuit. -10 to strike, parry, and dodge, reduce attack per melee round by one-half for 2D4 melees. A successful saving throw and the victim is
relatively unimpaired, lose initiative and one melee action, or can be fired as an arching energy blast (energy damage only), Energy Capacity: 20 blasts per
hour; self-recharging. Rate of Fire: stun attack use up 1 charge, 4D6 damage uses up 4 charges, Bonus: +1 to strike for arc blast.
Cumulative Exoskeleton Bonuses (includes bonus from her regular attributes): +8 to initiative, +8 to strike, +12 to parry, +11 to dodge, +15 damage,
+3 to roll with punch/fall, and +6 to pull punch. Punch 2D4+2 + P.S. damage bonus. Power Punch 3D6+2 + P.S. Damage bonus (counts as two attacks).
1. Sensor Systems of Note
Optics: Full optic system, including visible light spectrum, infrared (1600 feet/487 m), polarization, passive night vision (light amplification-1600
feet/487 m), ultraviolet sight (1600 feet/487 m), thermo-vision (1600 feet/488 m) telescopic (1600 feet/487 m). Camera Eye, and Spotlight (built in
chest/Range: 60 feet-18.2 meter with an illumination field of an 8 foot-2.43 meter radius).
Audio System: Basic Listening System and Radio Signal Scrambler.
Sensors: Bio-Scan, Combat Computer, Motion Detector and Warning System, Radiation Detector, and Voice Actuate Controls.
Special Equipment:
SIGINT (Signal Intelligence) GEAR: Enables the pilot to receive radio or cell phone frequencies. He or she can monitor specific frequencies, or scan
though a range of frequencies for a specific signal. Once the signal has been found, a radio directional finder will attempt to track the signal to its source
(88%).
Secure Radio: Encrypted radio transmissions. Must use Electronic Countermeasures in order to intercept exoskeleton's transmissions, and even then, it’s a –25% penalty.
SatCome Radio: Receive and transmit radio broadcasts with any military and/or civilian satellites: Range: World Wide Communications.
Missile Warning System and Anti-Missile Chaff: Enough to decoy 4 medium or long-range missiles. The system provides a +5 bonus to Initiative
whenever any missiles or rockets are propelled at the vehicle. There is a 01-75% chance of confusing the missile, resulting in an automatic miss.
2. Special Features:
Radiation Shielding
Life Support Unit
Floatation Device
Underwater Capabilities (armor is not affect by smoke)
Electrical Insulation (Makes the armor incredibly resistant to electrical damage reduce damage by 1/3).
- 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.....
APEX PARAGON
Apex Paragon is the 16-year-old clone of famous super genius Albert Newton, famed hero and operative of Eagle Knight Security. Albert
Newton invented technology that allowed him to Clone Physiology from animals, plants, human (oids), even aliens. The clone possesses all of the traits of the
being cloned from, everything from the genetic donor’s memories, skills, knowledge and powers. However, they only retain short- and long-term memories
prior to their donor’s last REM sleep. This means if a person went to bed at 10:00 pm, and he was cloned the following day at 3:00 p.m., any memories the
subject acquired from the time he woke up to the moment he was cloned, the replica does not know. Several years ago, Albert decided to see if he could
create a clone that was not a genetic duplicate, but a unique being with his own consciousness and soul. Albert did some tinker with some of his own cells and
created an infant version of himself. The infant immediately began to age faster than usual, though chronologically only five years old. Soon the clone had the
body of a 16-year-old Albert before the accelerated aging switched back to a normal aging process. Having been born with the exact same knowledge as
himself, the young clone developed his “original self” skills faster than his level of maturity and young age. But it soon became apparent, the young clone
lacked emotional maturity, instead he was overconfident and arrogant, a Mister Know-It-All. Albert decided to send his clone to someone who could find a
suitable job for him, that someone was Sector Director Michael Veil. The Sector Co-Leader contacted Greg Tower and told him he has a new operative for
him to train. When the 16-year-old super genius arrived a month ago, he was no welcomed at first, he was arrogant pain in the ass but after nearly getting
killed, he decided to stop taking so many foolish chances or believe his “big brain” could defeat anyone and anything he encountered. Working alongside the
Drop Squad has been a calming influence on him. However, Apex is unaware that Albert’s other clone Lord Bedlam is very much interested in him and
hope one day to acquire the boy for study and dissection.
Real Name: Albert Edison Newton
Occupation: Works for The Sector, now member of the Drop Squad
Alignment: Aberrant (Principled toward his friends and allies)
Power Category: Natural Genius
Experience Level: 10th
Hit Points: 46 S.D.C.: 40
P.P.E.: 28
Appearance: Albert Newton sort of resembles a teenage Albert Einstein with shoulder length blond hair. He has light blue eyes. He dresses like a typical
teen accept he wears the latest expensive trends and fashions. The idea of wearing body armor he laughs at.
Attributes: I.Q. 21, M.E. 24, M.A. 19, P.S. 22, P.P. 18, P.E. 17, P.B. 15. Spd. 25,
Age: 5 but looks 16, Sex: Male, Height: 5 foot and 10 inches (1.55 m), Weight: 170 lbs (76.5 kg)
Vulnerability: Albert knows he is faster, smarter, and better than everyone else. He respects and tries to associate with others with a strong college
education or share his outlook on life. He will talk with “ordinary people” but his arrogance and ego always put them on a lesser status compared to himself or
other educated people. Because he is so brilliant and dashing, he takes foolish challenges, takes dangerous risks, and often underestimates those of lesser
mental status them himself. Albert has a firm code against directly taking of human life, even the evilest being he will attempt to save their life instead of
take it. Even if he has rigged the villain’s island with explosives, he will attempt to warn his henchmen and allow them time to get off the island. He will save
whom he can if able too.
Mental Disciplines: Analytical Mind (six non-combat actions per melee round), Clinical Outlook, Odds Assessment, Mind over Matter; Combat Trance,
Iron Will Power, Enhanced Memory, Speed Reader, and Sexual Charisma.
Combat Training: Akido
Attacks per Melee: 6 (2 initial +4 from hand to hand)
Combat Bonuses: +7 to Perception Rolls, +5 to initiative, +5 to strike, +8 to parry, +8 to dodge, +2 to auto dodge, +9 to damage, +6 to roll with
punch/fall, +6 to pull punch, +4 to disarm, and +3 to break fall (using this instead of roll with punch/fall (must roll a 14 or better) or he takes no damage
from a fall, and only half damage if the roll for break fall fails! It can also be used against a knock out attack (roll a 15 or better). A successful roll against
knock out means the character takes normal damage, but is not stunned or unconscious. Note: The break fall uses up one melee attack each used. Combat
Trance (22 times per 24 hours, 20 melees, +2 to attacks, +1 to initiative, +6 to strike/parry, +3 to dodge, +3 disarm, +3 to entangle, +3 to pull punch,
during combat trance all his skill performance is reduce by one-half, reduce saving throw bonus by one half, no other Mental Discipline can be done with this
trance).
Saving Throws: +20% to save vs coma/death, +5 to save vs psionics, +11 to save vs insanity, +10 to save vs Horror Factor, +9 to save vs mind
control, +5 to save vs possession, +5 to save vs drugs, +5 to save vs poison, +8 to save vs illusion, +4 to save vs knockout/stun, and +1 to save vs magic.
Combat Skills: Punch 1D4, Karate Kick 2D6+2, Power Punch 2D4 (counts as two attacks), Jump Kick 6D6+2 (uses up all attacks/actions), +2 to Body
Flip 1D6 plus P.S. damage bonus (lose initiative and 1 attack or action) a critical body flip throw on an unmodified roll of 19-20), +1 to Body Block/Tackle 1D4
+ P.S. damage bonus (must parry/dodge or knockdown), Paired Weapons, and All Holds (+4 to strike).
Blindness: On a strike roll of 14 or better, a precision two finger strike just below the victim’s eyes causes blindness for 1D6 hours! A missed roll
or parry does no damage. A successful roll with punch/impact reduces the blindness to 3D6 melee rounds! A blind victim is -10 to strike, parry, and dodge
and must travel at half speed. This is a nerve attack (duration is one half used against invulnerable beings or solid APS forms).
Knife Hand Knockout: Once he performs a successful Hold, he can perform a knife hand (with a successful strike) and his opponent must save at
15 or better or be knocked out for 2D4 melee rounds. The knife hand does not damage (even if make the save). If unsuccessful victim is still remain in the
hold and lose two melee attacks and all combat bonuses are reduced by half.
Duatsu: With a simple touch, he can snap a victim out of Knockout, Stun, or Paralyze or other forms of temporary shock.
Other Bonuses: +7% to all skills and 55% trust/intimidate.
Educational Background: Special
Common Skills: Read-Write/Speak English 107%%/105%, Mathematics: Basic 109% Pilot Automobile 97%%, Play Go 92%, and Bonsai 112%.
Mechanical (General) Program: Mechanical Engineer 117%, Basic Electronics 117%, and Locksmith 122%.
Investigation Program: Computer Operation 132%, History 142%/122%, Research 132%, Tailing 92%, Photography 122%, and Writing 112%.
Science Program: Mathematics: Advance 121%, Astrophysics 122%, Astronomy & Navigation 127%, and Anthropology 127%.
Language Program: Read-Write/Speak Japanese, German, Spanish, and Russian 132%/122%.
Technical Program: Business & Finance 127%, Law (General) 127%, Computer Programming 117%, and Jury-Rig 122%.
Law Enforcement: W.P. Handgun (+5 to aim/+2 to burst), Radio: Basic 107%, Crime Scene Investigation 127%, Forensics 132%, Toxicology 127%,
and Streetwise 67%.
2nd Investigation Program: Cryptography 117%, Intelligence 114% (139% when dealing with women), Detect Concealment 87%, and Computer
Hacking 112%.
Medical Doctor Program: Biology 127%, Chemistry 137%, Pathology 127%, and Medical Doctor 132%/117%.
Hunter/Outdoormanship Program (based on Rifter #25 by John C. Philpott): Camouflage 77%, Fishing 97%, Land Navigation 88%, Prowl 82%,
Tracking (people) 87%, Wilderness Survival 87%, W.P. Rifle (+5 to aim/+2 to burst), and Track and Trap Animal 82%/87%.
Entertainer Program (base in part by John C. Philpott): Disguise 114%, Impersonation 119%/104%, Performance 89%, Public Speaking 87%,
Seduction 84%, TV/Video 92%, and Wardrobe & Grooming 97%.
Secondary Skills: Hand to Hand; Akido, Athletics (General), Aerobics Athletics (Sense of Balance 92%), Climbing 97%/87%, Swimming 107%,
Running, Imitate Voice & Sounds 89%/83%, W.P. Trickshooting, W.P. Knife (+3 to strike, +4 to parry, +5 to throw), W.P. Sword (+4 to strike/parry), Play
Piano 87%, Play Violin 87%, Pilot: Airplane 85%, Pilot: Avtran 91%, Pilot: Truck 91%, Cook 77%, Recognize Weapon Quality 47%, and Boat: Sail Type 82%.
Money: Albert can access any of his various accounts so at any given time he can withdraw $10 million from several banks accounts, he owns $30
million in stocks and property, and has 1D4x100,000 dollars in cash stacked away in his room (throw away money).
Weapons: He is not allowed to use guns even though he knows how to make them.
2 Sleep Guns, Range: 165 feet (50 m), Damage: 4D6+2, Rate of Fire: Single shot or Semi-Auto, Feed: 15 round box mag. Each comes with a special
silencer to reduce noise. Each clip is loaded with Chemical Rounds filled a powerful tranquilizer (save vs non-lethal poison/16) that the moment the round
impacts, the chemical instantly gets absorbed into human skin, it causes its victims to instantly lapse into a comatose like state for 1D4 hours, even if the
save is made, the victims is woozy in 1D4 melees making him -3 to strike, parry, and dodge and -15% to skill rolls for 4D4 minutes. These penalties are
accumulative with additional Chem Rounds (there is a -1 penalty to the saving throw for every additional 3 round of impact).
Armor: Half Suit Vest: A.R.: 10, S.D.C. 50. He wears this when he HAS too or the group knows they’re going into combat.
Equipment & Vehicles: Albert has at his disposal numerous gadgets and gizmos available to almost any secret agent or spy (Heroes Unlimited or Ninjas
and Super Spies) that works for the Sector as well as GIGMA and US SCRET. He doesn’t have access to any of the agency’s weaponry, military vehicles, or
classified technology/secret.
Jet Pack/Flying Harness (V/STOL): Speed: 150 mph (240 km), Altitude: 2000 feet (610 m), Range: 200 miles (320 km), Gasoline powered (4 gallon
tank). Weighs: 34 lbs (15.3 kg).
Apex Paragon is the 16-year-old clone of famous super genius Albert Newton, famed hero and operative of Eagle Knight Security. Albert
Newton invented technology that allowed him to Clone Physiology from animals, plants, human (oids), even aliens. The clone possesses all of the traits of the
being cloned from, everything from the genetic donor’s memories, skills, knowledge and powers. However, they only retain short- and long-term memories
prior to their donor’s last REM sleep. This means if a person went to bed at 10:00 pm, and he was cloned the following day at 3:00 p.m., any memories the
subject acquired from the time he woke up to the moment he was cloned, the replica does not know. Several years ago, Albert decided to see if he could
create a clone that was not a genetic duplicate, but a unique being with his own consciousness and soul. Albert did some tinker with some of his own cells and
created an infant version of himself. The infant immediately began to age faster than usual, though chronologically only five years old. Soon the clone had the
body of a 16-year-old Albert before the accelerated aging switched back to a normal aging process. Having been born with the exact same knowledge as
himself, the young clone developed his “original self” skills faster than his level of maturity and young age. But it soon became apparent, the young clone
lacked emotional maturity, instead he was overconfident and arrogant, a Mister Know-It-All. Albert decided to send his clone to someone who could find a
suitable job for him, that someone was Sector Director Michael Veil. The Sector Co-Leader contacted Greg Tower and told him he has a new operative for
him to train. When the 16-year-old super genius arrived a month ago, he was no welcomed at first, he was arrogant pain in the ass but after nearly getting
killed, he decided to stop taking so many foolish chances or believe his “big brain” could defeat anyone and anything he encountered. Working alongside the
Drop Squad has been a calming influence on him. However, Apex is unaware that Albert’s other clone Lord Bedlam is very much interested in him and
hope one day to acquire the boy for study and dissection.
Real Name: Albert Edison Newton
Occupation: Works for The Sector, now member of the Drop Squad
Alignment: Aberrant (Principled toward his friends and allies)
Power Category: Natural Genius
Experience Level: 10th
Hit Points: 46 S.D.C.: 40
P.P.E.: 28
Appearance: Albert Newton sort of resembles a teenage Albert Einstein with shoulder length blond hair. He has light blue eyes. He dresses like a typical
teen accept he wears the latest expensive trends and fashions. The idea of wearing body armor he laughs at.
Attributes: I.Q. 21, M.E. 24, M.A. 19, P.S. 22, P.P. 18, P.E. 17, P.B. 15. Spd. 25,
Age: 5 but looks 16, Sex: Male, Height: 5 foot and 10 inches (1.55 m), Weight: 170 lbs (76.5 kg)
Vulnerability: Albert knows he is faster, smarter, and better than everyone else. He respects and tries to associate with others with a strong college
education or share his outlook on life. He will talk with “ordinary people” but his arrogance and ego always put them on a lesser status compared to himself or
other educated people. Because he is so brilliant and dashing, he takes foolish challenges, takes dangerous risks, and often underestimates those of lesser
mental status them himself. Albert has a firm code against directly taking of human life, even the evilest being he will attempt to save their life instead of
take it. Even if he has rigged the villain’s island with explosives, he will attempt to warn his henchmen and allow them time to get off the island. He will save
whom he can if able too.
Mental Disciplines: Analytical Mind (six non-combat actions per melee round), Clinical Outlook, Odds Assessment, Mind over Matter; Combat Trance,
Iron Will Power, Enhanced Memory, Speed Reader, and Sexual Charisma.
Combat Training: Akido
Attacks per Melee: 6 (2 initial +4 from hand to hand)
Combat Bonuses: +7 to Perception Rolls, +5 to initiative, +5 to strike, +8 to parry, +8 to dodge, +2 to auto dodge, +9 to damage, +6 to roll with
punch/fall, +6 to pull punch, +4 to disarm, and +3 to break fall (using this instead of roll with punch/fall (must roll a 14 or better) or he takes no damage
from a fall, and only half damage if the roll for break fall fails! It can also be used against a knock out attack (roll a 15 or better). A successful roll against
knock out means the character takes normal damage, but is not stunned or unconscious. Note: The break fall uses up one melee attack each used. Combat
Trance (22 times per 24 hours, 20 melees, +2 to attacks, +1 to initiative, +6 to strike/parry, +3 to dodge, +3 disarm, +3 to entangle, +3 to pull punch,
during combat trance all his skill performance is reduce by one-half, reduce saving throw bonus by one half, no other Mental Discipline can be done with this
trance).
Saving Throws: +20% to save vs coma/death, +5 to save vs psionics, +11 to save vs insanity, +10 to save vs Horror Factor, +9 to save vs mind
control, +5 to save vs possession, +5 to save vs drugs, +5 to save vs poison, +8 to save vs illusion, +4 to save vs knockout/stun, and +1 to save vs magic.
Combat Skills: Punch 1D4, Karate Kick 2D6+2, Power Punch 2D4 (counts as two attacks), Jump Kick 6D6+2 (uses up all attacks/actions), +2 to Body
Flip 1D6 plus P.S. damage bonus (lose initiative and 1 attack or action) a critical body flip throw on an unmodified roll of 19-20), +1 to Body Block/Tackle 1D4
+ P.S. damage bonus (must parry/dodge or knockdown), Paired Weapons, and All Holds (+4 to strike).
Blindness: On a strike roll of 14 or better, a precision two finger strike just below the victim’s eyes causes blindness for 1D6 hours! A missed roll
or parry does no damage. A successful roll with punch/impact reduces the blindness to 3D6 melee rounds! A blind victim is -10 to strike, parry, and dodge
and must travel at half speed. This is a nerve attack (duration is one half used against invulnerable beings or solid APS forms).
Knife Hand Knockout: Once he performs a successful Hold, he can perform a knife hand (with a successful strike) and his opponent must save at
15 or better or be knocked out for 2D4 melee rounds. The knife hand does not damage (even if make the save). If unsuccessful victim is still remain in the
hold and lose two melee attacks and all combat bonuses are reduced by half.
Duatsu: With a simple touch, he can snap a victim out of Knockout, Stun, or Paralyze or other forms of temporary shock.
Other Bonuses: +7% to all skills and 55% trust/intimidate.
Educational Background: Special
Common Skills: Read-Write/Speak English 107%%/105%, Mathematics: Basic 109% Pilot Automobile 97%%, Play Go 92%, and Bonsai 112%.
Mechanical (General) Program: Mechanical Engineer 117%, Basic Electronics 117%, and Locksmith 122%.
Investigation Program: Computer Operation 132%, History 142%/122%, Research 132%, Tailing 92%, Photography 122%, and Writing 112%.
Science Program: Mathematics: Advance 121%, Astrophysics 122%, Astronomy & Navigation 127%, and Anthropology 127%.
Language Program: Read-Write/Speak Japanese, German, Spanish, and Russian 132%/122%.
Technical Program: Business & Finance 127%, Law (General) 127%, Computer Programming 117%, and Jury-Rig 122%.
Law Enforcement: W.P. Handgun (+5 to aim/+2 to burst), Radio: Basic 107%, Crime Scene Investigation 127%, Forensics 132%, Toxicology 127%,
and Streetwise 67%.
2nd Investigation Program: Cryptography 117%, Intelligence 114% (139% when dealing with women), Detect Concealment 87%, and Computer
Hacking 112%.
Medical Doctor Program: Biology 127%, Chemistry 137%, Pathology 127%, and Medical Doctor 132%/117%.
Hunter/Outdoormanship Program (based on Rifter #25 by John C. Philpott): Camouflage 77%, Fishing 97%, Land Navigation 88%, Prowl 82%,
Tracking (people) 87%, Wilderness Survival 87%, W.P. Rifle (+5 to aim/+2 to burst), and Track and Trap Animal 82%/87%.
Entertainer Program (base in part by John C. Philpott): Disguise 114%, Impersonation 119%/104%, Performance 89%, Public Speaking 87%,
Seduction 84%, TV/Video 92%, and Wardrobe & Grooming 97%.
Secondary Skills: Hand to Hand; Akido, Athletics (General), Aerobics Athletics (Sense of Balance 92%), Climbing 97%/87%, Swimming 107%,
Running, Imitate Voice & Sounds 89%/83%, W.P. Trickshooting, W.P. Knife (+3 to strike, +4 to parry, +5 to throw), W.P. Sword (+4 to strike/parry), Play
Piano 87%, Play Violin 87%, Pilot: Airplane 85%, Pilot: Avtran 91%, Pilot: Truck 91%, Cook 77%, Recognize Weapon Quality 47%, and Boat: Sail Type 82%.
Money: Albert can access any of his various accounts so at any given time he can withdraw $10 million from several banks accounts, he owns $30
million in stocks and property, and has 1D4x100,000 dollars in cash stacked away in his room (throw away money).
Weapons: He is not allowed to use guns even though he knows how to make them.
2 Sleep Guns, Range: 165 feet (50 m), Damage: 4D6+2, Rate of Fire: Single shot or Semi-Auto, Feed: 15 round box mag. Each comes with a special
silencer to reduce noise. Each clip is loaded with Chemical Rounds filled a powerful tranquilizer (save vs non-lethal poison/16) that the moment the round
impacts, the chemical instantly gets absorbed into human skin, it causes its victims to instantly lapse into a comatose like state for 1D4 hours, even if the
save is made, the victims is woozy in 1D4 melees making him -3 to strike, parry, and dodge and -15% to skill rolls for 4D4 minutes. These penalties are
accumulative with additional Chem Rounds (there is a -1 penalty to the saving throw for every additional 3 round of impact).
Armor: Half Suit Vest: A.R.: 10, S.D.C. 50. He wears this when he HAS too or the group knows they’re going into combat.
Equipment & Vehicles: Albert has at his disposal numerous gadgets and gizmos available to almost any secret agent or spy (Heroes Unlimited or Ninjas
and Super Spies) that works for the Sector as well as GIGMA and US SCRET. He doesn’t have access to any of the agency’s weaponry, military vehicles, or
classified technology/secret.
Jet Pack/Flying Harness (V/STOL): Speed: 150 mph (240 km), Altitude: 2000 feet (610 m), Range: 200 miles (320 km), Gasoline powered (4 gallon
tank). Weighs: 34 lbs (15.3 kg).
- 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.....
VAMARS
The android Vamas is the creation of joint effort made by Triton Industries and the Sector. An alien spacecraft was found not far from the Sector
HQ near Freedom, Nm. Two of the four Sector Directors; Michael Veil and George McClintock wanted the ship brought inside, but Clemence
Sayton and Morton Fallbright thought it best if they brought in Triton Industries to examine the spacecraft. To break the tie, Rebus was allowed
to vote. After the vote occurred, Veil contacted Arthur Harding. It was agreed TI engineers and operatives could work on the craft but only in restricted
areas within Freedom, Nm and not at the underground HQ of the Sector. Arthur’s Director of Security, Brittany Shale (aka Shatter) confided with Arthur
that she thought the craft looked familiar. Finally, she told him it appeared to be from the Atorian Empire, but that didn’t make sense. Once the craft
was opened, they discovered the skeletal bodies of the crew (they had been dead for several decades). Inside a damaged compartment they found a severely
damaged android that looked entirely of synthetic, organic-like materials. He resembled an Earth human except he had a silver hair mow hawk, and at the
base of the head in back between the ears. Above his ears were several strange looking tattoos. Brittany confirmed with Arthur that the android looked like an
Atorian only taller. The TI operatives worked on the spacecraft and the robot. Whenever possible some of the Darclons would also investigate and take
psychic scans on both. Finally, after four long months of experimenting on the android in the hope of reactivating him, and trying numerous known power
sources, the TI tech gave up feeling the efforts were futile. That is when one of the Darclon used some parts she got from an exchange with the Dark
Tribunal. The android opened his eyes before moving the muscles in his hand.
The android had its emotive and personality programming stripped away, allowing him to function as a servant to the Sector. Only operatives from the
Sector can communicate with him, however he can still make his own choices and is not a complete slave to the Sector programming. He gave his name as
Vamars. He describes his function as to fight, to kill, to serve the…Sector. Not completely trusting the alien android, the four directors decided to assign it
somewhere outside Sector HQ. An hour later, Greg Tower received a call announcing he had a new recruit to add to his ranks.
Vamars has added Greg Tower as one capable of giving him orders and the other members of Drop Squad as supporting roles, meaning what orders they
can give him must be confirmed by Greg Tower. His programming does not allow him to call the other members his friends but it does permit him to refer to
him as co-workers he must protect. Whether or not he can be reprogrammed or default to his original programming has yet to be determined. So far Vamars
has proven to be a valued team member who can be counted on.
Occupation: Cyber Agent for the Sector
Alignment: Aberrant
Power Category: Alien Robotics (Type 4)
Hit Points: n/a S.D.C.: 300 A.R.: 15
Attributes: I.Q. 14, M.E. n/a, M.A. 6, P.S. 36 (robotic/superhuman), P.P. 24, P.E. n/a, P.B. 15, Spd.132 (90 mph/144 km) P.B. 8
Size: 6 foot and 6 inches (1.98 m). Weight: 240 lbs (108 kg).
Number of Attacks: 8 per melee
Combat Bonuses: +3 on initiative, +7 to strike, +9 to parry, +9 to dodge, +21 to damage/+4 for every 20 mph/32 km), +4 to roll with impact/fall, +2
to disarm, +5 to pull punch, and+2 to entangle.
Saving Throws: Impervious to organic attacks (disease, poison, toxins, gases, heat, cold) and Impervious to non-physical psionics and similar magic.
Combat Skills: Karate Punch 2D6+2, Elbow/Forearm 2D6, Knee 2D6, Backhand 2D6, Power Blow 4D6+2 (counts as two attacks), Karate Kick 3D6,
Roundhouse Kick 4D6, Crescent Kick 2D8, Power Kick (double damage, counts as two attacks), Tripping/Leghook (cannot be paired, must dodge or
knockdown), Backward Sweep (cannot be paired, must dodge or knockdown, -2 to dodge), Body Flip/Throw 2D6 plus P.S. damage bonus (lose initiative and 1
attack/action), Body Block/Tackle 2D4 (parry or dodge to avoid knockdown), Jump Kick 7D6, Flying Jump Kick 5D6, Leap Attack, Paired Weapons, all Holds,
Critical strike on an unmodified roll of 18-20, and Critical strike/knockout from Behind.
Intelligence: Neural Intelligence
Common Skills: Read/Speak English, Mandarin (Chinese), Hindi, Spanish, Russian, and Arabic 98%/98%, Mathematics: Basic and Advance 98%,
Biology 50%, and common sense laws of physics and societal behavior.
Combat & Military Skills: Camouflage 85%, Climb 98%/90%, Forced March, Land Navigation 94%, Mathematics: Basic 98%, Military Etiquette
98%, Pilot: Automobile 98%, Pilot: Motorcycle 96%, Pilot: Jet Pack 94%, Pilot: Helicopter 90%, Pilot: Combat Helicopter 88%, Pilot: Airplane 90%, Pilot:
Tanks & APCs 90%, Radio: Basic 98%, Swim 94%, and Wilderness Survival 94%.
Espionage & Reconnaissance: Basic Electronics 97%, Basic Mechanics 95%, Cryptography 95%, Computer Operation 98%, Computer Hacking
75%, Computer Programming 95%, Demolitions 98%, Demolitions Disposal 98%, Demolitions: Underwater 97%, Detect Ambush 70%, Detect Concealment
65%, Electronic Countermeasures 97%, Escape Artist 90%, Find Contraband 80%, I.D. Undercover Agent 90%, Intelligence 98%, Imitate Voices & Sounds
88% (has a modulating voice synthesizer), Land Navigation 98%, Palming 85%, Pick Locks 98%, Prowl 80% (legs and feet designed for stealth), Sensory
Equipment 98%, Spelunking 98%, Streetwise 65%, Surveillance 95%, Tracking 90%, and Tailing 95%. Also programmed to set ambushes, hide, lie and make
up cover stories.
W.P. and Hand to Hand Combat Program: Hand to Hand: Martial Arts (8th level), W.P. Energy Pistol (+4 to aim/+2 to burst, W.P. Energy Rifle (+4
to aim/+2 to burst), W.P. Heavy Energy Weapons (+3 to aim/+1 to burst), W.P. Heavy Military Weapons (+3 to aim/+1 to burst), W.P. Rifles (+4 to aim/+2 to
burst), W.P. Handguns (+4 to aim/+2 to burst), W.P. Blunt (+3 to strike/parry), W.P. Knife (+3 to strike/parry and +4 to throw), W.P. Sword (+3 to
strike/parry), and W.P. Paired Weapons.
Money: Each week he can access up $75,000 for a single purchase if its mission oriented. Otherwise, he can use a Sector Debit Card which allows him
to purchase any necessities to maintain his human identity that are under $5000.
Weapons: These are his favorite weapons.
Two Vibro Swords, Damage 4D6, Can attempt to stop bullets and energy beams with a -6 penalty.
Triton Industries (TI) Wrist Brand Lasers, Range: 300 feet (91.5 m), Damage: 3D6, Rate of Fire: Single- or two-handed shot, Payload: Two shots each
per melee round (draw on his own power supply, continual use (15 shots in half hour) will fatigue him and a cause him to draw on his emergency reserve
Two Triton Industries (TI) Automatic Pistols (weapon balance and recoil diminishers), Range: 200 feet (60 m), Damage: 5D6, Rate of Fire: Aimed or
shot burst (x2), Feed: 15 round mag. He usually carries 1D4 extra clips.
Two Stun Batons, Damage: 1D6 + P.S. when used as a club, can be used to parry vibro blades. Stun Damage: Victims struck by the neural stick must
roll to save vs non-lethal poison/attack (16 or higher to save, P.E. bonus only). A successful save means the victim loses one melee action from the jolt but is
otherwise, unimpaired. A failed roll to save means the opponent is stunned: -7 on initiative, -5 to strike, parry, and dodge, and reduce melee actions/attacks,
speed and skill performance by half. The victim must save each time he or she is struck. Stun Duration: 2D4 melee rounds. The duration and penalties are
increased by 2D4 melee rounds for every hit by the stick. There is also a cumulative chance of 15% per each subsequent hit that the victim will be rendered
unconscious for 1D4 minutes. This means the second hit has a 15% chance of knocking the victim out, the third hit 30%, forth hit 45%, and so on.
Limitations: The stick is ineffective against environmental body armor, power armor, and full conversion borgs, but is effective against all ancient and modern
forms of body armor or fully environmental without the helmet attached). Partial cyborgs, those with healing factor, and mega heroes/villains are all +2 to
save and the stun effect lasts half as long. No effect against robots and most supernatural beings and creatures of magic.
10 Exploding throwing stars, Range: Reduce throwing range by 10%, Damage 3D6, Blast Radius (4 inches/10 cm).
6 Superior Balanced Throwing Knives, Damage: 1D6+1, Bonus: +1 to throw.
Armor: Vamars wears a full body suit made of hardened Kevlar 2000 plates on titanium-dipped tri-weave fibers and is broken into multiple pieces of
armor over a flexible bodysuit. The armor fits like an athlete’s body suit, allowing him unrivaled protection and unhampered flexibility. He suffers no
movement penalties while wearing the armor. The armor is also chemically treated with a non-reflective coating, making its wearer invisible to radar and
sends confusing signals to motion, thermal, and infrared systems. The dark coating helps him prowl (+10%) at night. Weight: 12 lbs (5.4 kg). A.R.: 14,
S.D.C.: 140.
Equipment and Vehicles: Several nondescript sets of clothing and disguises, black or camouflage ninja suit. Also a basic tool kit, utility belt, backpack,
50 feet (15.2 m) of knotted rope, grappling hook and one Ninja Emergency Kit.
Vamars’ Android Body
Type: Alien Android
A.I.: Neural Intelligence,
Body Frame: Humanoid, Reinforced
Dimensions: Height: 6 foot and 6 inch (2.01 m), Weight: 240 lbs (108 kg)
Power Supply: Super-Solar Engine (includes a superior energy storage unit that can hold 14 hours' worth of power). His emergency reserve has a six-
hour storage capacity. When it engages, he immediately falls asleep, but he does not shut down completely, he can be awakened but functions only at one-
half his normal abilities. The moment he is exposed to solar (photon) energy, he will return to normal fully energized.
Legs: Two Humanoid. Speed 132 (90 mph/144 km).
Arms & Hands: Two Humanoid; Robotic/Superhuman P.S. 36, P.P. 24
Audio System: Amplified Hearing: Can hear sounds as quiet as 10 decibels as far away as 500 feet (152 m), including the ultrasonic range of high
frequency sound. The computer is programmed to recognize over 360,000 different mechanical sounds, from vehicle engines and the hum of a generator, to
the whirr of a helicopter and the distinctive click of the trigger from a specific hand-held pistol. Modulating Voice Synthesizer (allows the android to change the
tone. bass, pitch and frequency of his voice).
SIGINT (Signal Intelligence) GEAR: Enables the android to receive radio or cell phone frequencies. It can monitor specific frequencies, or scan though a
range of frequencies for a specific signal. Once the signal has been found, a radio directional finder will attempt to track the signal to its source (88%).
Secure Radio: Encrypted radio/cellular transmissions. Must use Electronic Countermeasures in order to intercept android's transmissions, and even then, it’s a –25% penalty.
SatCome Radio: Receive and transmit radio/cellular broadcasts with any military and/or civilian satellites: Range: World Wide Communications.
Optics: Advance Robotics Optic System) All visible light spectrums, including infrared and ultraviolet, polarized filters to reduce glare, as well as passive
light amplification (nightvision 2,000 feet/610 m), telescopic sight (6,000 feet/1829 m), and thermal-imaging (2,000 feet/610 m). Laser Targeting and
Targeting Sight: Computer directed to indicate the most vulnerable and vital areas by means of crosshairs and data. An ultraviolet laser beam (6,000
feet/l829 m range) locks onto the target and ties into other targeting systems.
Sensors: Combat Computer (includes basic tactics and strategies, hand to hand combat, use of energy weapons and rail guns, as well as training in
ancient weapons-based combat, can identify undercover agents and operatives from various U.S. intelligent agencies as well as all level five S.C.R.E.T.
agencies, Interpol, MOSSAD, etc. Chemical Analysis System (located in his nose and tongue, virtually no difference between it and a normal human sense of
smell and taste). Touch Sensing System (identical to normal human touch).
Special Operating Systems and Misc: Radiation Shielding (when exposed to X-rays, a fake image is created that makes it appear he has normal human
skeleton), Underwater Capabilities, Flotation Device (self-activated), Artificial Liquid System (blood, saliva, sweat, etc), Internal Food/Liquid Processor
(function like a humanoid digestive system, even produces waste products-feces), Artificial Heart, Lungs, and Kidneys (similar to those use in cyborgs, but in
reality do nothing for him; however they work good enough to fool a cardiologist or basic life support equipment (one can even feel a pulse in random places
in his body) at 90%, Artificial Electrical System (he can be hooked up to a EKG machine and it will read his electrical rhythms), Superior Cosmetic
Enhancements (he has realistic skin that is perfectly textured to feel just like very smooth human skin. The faux skin is also warm to the touch, maintaining a
similar surface temperature to real skin. The hair on his head, facial hair, and body hair are also realistic synthetic creations that look extremely real and will
fool even the most learned of experts until studied under a microscope. Medical Doctors and Robotic Specialist have a mere 01-07% chance of identifying him
as android, and that’s only when in close proximity or they give him a thorough exam), and Nanotech robots repair his artificial skin and flesh, making it
appear that his wounds heal as if he were a normal organic person.
Armor Rating (A.R.): 15
S.D.C.: 300
Cumulative Robot Bonuses: See Combat Bonuses: However, if he chooses to engage his infrared laser targeting, he gains a +3 to strike with range/throwing weapons.
The android Vamas is the creation of joint effort made by Triton Industries and the Sector. An alien spacecraft was found not far from the Sector
HQ near Freedom, Nm. Two of the four Sector Directors; Michael Veil and George McClintock wanted the ship brought inside, but Clemence
Sayton and Morton Fallbright thought it best if they brought in Triton Industries to examine the spacecraft. To break the tie, Rebus was allowed
to vote. After the vote occurred, Veil contacted Arthur Harding. It was agreed TI engineers and operatives could work on the craft but only in restricted
areas within Freedom, Nm and not at the underground HQ of the Sector. Arthur’s Director of Security, Brittany Shale (aka Shatter) confided with Arthur
that she thought the craft looked familiar. Finally, she told him it appeared to be from the Atorian Empire, but that didn’t make sense. Once the craft
was opened, they discovered the skeletal bodies of the crew (they had been dead for several decades). Inside a damaged compartment they found a severely
damaged android that looked entirely of synthetic, organic-like materials. He resembled an Earth human except he had a silver hair mow hawk, and at the
base of the head in back between the ears. Above his ears were several strange looking tattoos. Brittany confirmed with Arthur that the android looked like an
Atorian only taller. The TI operatives worked on the spacecraft and the robot. Whenever possible some of the Darclons would also investigate and take
psychic scans on both. Finally, after four long months of experimenting on the android in the hope of reactivating him, and trying numerous known power
sources, the TI tech gave up feeling the efforts were futile. That is when one of the Darclon used some parts she got from an exchange with the Dark
Tribunal. The android opened his eyes before moving the muscles in his hand.
The android had its emotive and personality programming stripped away, allowing him to function as a servant to the Sector. Only operatives from the
Sector can communicate with him, however he can still make his own choices and is not a complete slave to the Sector programming. He gave his name as
Vamars. He describes his function as to fight, to kill, to serve the…Sector. Not completely trusting the alien android, the four directors decided to assign it
somewhere outside Sector HQ. An hour later, Greg Tower received a call announcing he had a new recruit to add to his ranks.
Vamars has added Greg Tower as one capable of giving him orders and the other members of Drop Squad as supporting roles, meaning what orders they
can give him must be confirmed by Greg Tower. His programming does not allow him to call the other members his friends but it does permit him to refer to
him as co-workers he must protect. Whether or not he can be reprogrammed or default to his original programming has yet to be determined. So far Vamars
has proven to be a valued team member who can be counted on.
Occupation: Cyber Agent for the Sector
Alignment: Aberrant
Power Category: Alien Robotics (Type 4)
Hit Points: n/a S.D.C.: 300 A.R.: 15
Attributes: I.Q. 14, M.E. n/a, M.A. 6, P.S. 36 (robotic/superhuman), P.P. 24, P.E. n/a, P.B. 15, Spd.132 (90 mph/144 km) P.B. 8
Size: 6 foot and 6 inches (1.98 m). Weight: 240 lbs (108 kg).
Number of Attacks: 8 per melee
Combat Bonuses: +3 on initiative, +7 to strike, +9 to parry, +9 to dodge, +21 to damage/+4 for every 20 mph/32 km), +4 to roll with impact/fall, +2
to disarm, +5 to pull punch, and+2 to entangle.
Saving Throws: Impervious to organic attacks (disease, poison, toxins, gases, heat, cold) and Impervious to non-physical psionics and similar magic.
Combat Skills: Karate Punch 2D6+2, Elbow/Forearm 2D6, Knee 2D6, Backhand 2D6, Power Blow 4D6+2 (counts as two attacks), Karate Kick 3D6,
Roundhouse Kick 4D6, Crescent Kick 2D8, Power Kick (double damage, counts as two attacks), Tripping/Leghook (cannot be paired, must dodge or
knockdown), Backward Sweep (cannot be paired, must dodge or knockdown, -2 to dodge), Body Flip/Throw 2D6 plus P.S. damage bonus (lose initiative and 1
attack/action), Body Block/Tackle 2D4 (parry or dodge to avoid knockdown), Jump Kick 7D6, Flying Jump Kick 5D6, Leap Attack, Paired Weapons, all Holds,
Critical strike on an unmodified roll of 18-20, and Critical strike/knockout from Behind.
Intelligence: Neural Intelligence
Common Skills: Read/Speak English, Mandarin (Chinese), Hindi, Spanish, Russian, and Arabic 98%/98%, Mathematics: Basic and Advance 98%,
Biology 50%, and common sense laws of physics and societal behavior.
Combat & Military Skills: Camouflage 85%, Climb 98%/90%, Forced March, Land Navigation 94%, Mathematics: Basic 98%, Military Etiquette
98%, Pilot: Automobile 98%, Pilot: Motorcycle 96%, Pilot: Jet Pack 94%, Pilot: Helicopter 90%, Pilot: Combat Helicopter 88%, Pilot: Airplane 90%, Pilot:
Tanks & APCs 90%, Radio: Basic 98%, Swim 94%, and Wilderness Survival 94%.
Espionage & Reconnaissance: Basic Electronics 97%, Basic Mechanics 95%, Cryptography 95%, Computer Operation 98%, Computer Hacking
75%, Computer Programming 95%, Demolitions 98%, Demolitions Disposal 98%, Demolitions: Underwater 97%, Detect Ambush 70%, Detect Concealment
65%, Electronic Countermeasures 97%, Escape Artist 90%, Find Contraband 80%, I.D. Undercover Agent 90%, Intelligence 98%, Imitate Voices & Sounds
88% (has a modulating voice synthesizer), Land Navigation 98%, Palming 85%, Pick Locks 98%, Prowl 80% (legs and feet designed for stealth), Sensory
Equipment 98%, Spelunking 98%, Streetwise 65%, Surveillance 95%, Tracking 90%, and Tailing 95%. Also programmed to set ambushes, hide, lie and make
up cover stories.
W.P. and Hand to Hand Combat Program: Hand to Hand: Martial Arts (8th level), W.P. Energy Pistol (+4 to aim/+2 to burst, W.P. Energy Rifle (+4
to aim/+2 to burst), W.P. Heavy Energy Weapons (+3 to aim/+1 to burst), W.P. Heavy Military Weapons (+3 to aim/+1 to burst), W.P. Rifles (+4 to aim/+2 to
burst), W.P. Handguns (+4 to aim/+2 to burst), W.P. Blunt (+3 to strike/parry), W.P. Knife (+3 to strike/parry and +4 to throw), W.P. Sword (+3 to
strike/parry), and W.P. Paired Weapons.
Money: Each week he can access up $75,000 for a single purchase if its mission oriented. Otherwise, he can use a Sector Debit Card which allows him
to purchase any necessities to maintain his human identity that are under $5000.
Weapons: These are his favorite weapons.
Two Vibro Swords, Damage 4D6, Can attempt to stop bullets and energy beams with a -6 penalty.
Triton Industries (TI) Wrist Brand Lasers, Range: 300 feet (91.5 m), Damage: 3D6, Rate of Fire: Single- or two-handed shot, Payload: Two shots each
per melee round (draw on his own power supply, continual use (15 shots in half hour) will fatigue him and a cause him to draw on his emergency reserve
Two Triton Industries (TI) Automatic Pistols (weapon balance and recoil diminishers), Range: 200 feet (60 m), Damage: 5D6, Rate of Fire: Aimed or
shot burst (x2), Feed: 15 round mag. He usually carries 1D4 extra clips.
Two Stun Batons, Damage: 1D6 + P.S. when used as a club, can be used to parry vibro blades. Stun Damage: Victims struck by the neural stick must
roll to save vs non-lethal poison/attack (16 or higher to save, P.E. bonus only). A successful save means the victim loses one melee action from the jolt but is
otherwise, unimpaired. A failed roll to save means the opponent is stunned: -7 on initiative, -5 to strike, parry, and dodge, and reduce melee actions/attacks,
speed and skill performance by half. The victim must save each time he or she is struck. Stun Duration: 2D4 melee rounds. The duration and penalties are
increased by 2D4 melee rounds for every hit by the stick. There is also a cumulative chance of 15% per each subsequent hit that the victim will be rendered
unconscious for 1D4 minutes. This means the second hit has a 15% chance of knocking the victim out, the third hit 30%, forth hit 45%, and so on.
Limitations: The stick is ineffective against environmental body armor, power armor, and full conversion borgs, but is effective against all ancient and modern
forms of body armor or fully environmental without the helmet attached). Partial cyborgs, those with healing factor, and mega heroes/villains are all +2 to
save and the stun effect lasts half as long. No effect against robots and most supernatural beings and creatures of magic.
10 Exploding throwing stars, Range: Reduce throwing range by 10%, Damage 3D6, Blast Radius (4 inches/10 cm).
6 Superior Balanced Throwing Knives, Damage: 1D6+1, Bonus: +1 to throw.
Armor: Vamars wears a full body suit made of hardened Kevlar 2000 plates on titanium-dipped tri-weave fibers and is broken into multiple pieces of
armor over a flexible bodysuit. The armor fits like an athlete’s body suit, allowing him unrivaled protection and unhampered flexibility. He suffers no
movement penalties while wearing the armor. The armor is also chemically treated with a non-reflective coating, making its wearer invisible to radar and
sends confusing signals to motion, thermal, and infrared systems. The dark coating helps him prowl (+10%) at night. Weight: 12 lbs (5.4 kg). A.R.: 14,
S.D.C.: 140.
Equipment and Vehicles: Several nondescript sets of clothing and disguises, black or camouflage ninja suit. Also a basic tool kit, utility belt, backpack,
50 feet (15.2 m) of knotted rope, grappling hook and one Ninja Emergency Kit.
Vamars’ Android Body
Type: Alien Android
A.I.: Neural Intelligence,
Body Frame: Humanoid, Reinforced
Dimensions: Height: 6 foot and 6 inch (2.01 m), Weight: 240 lbs (108 kg)
Power Supply: Super-Solar Engine (includes a superior energy storage unit that can hold 14 hours' worth of power). His emergency reserve has a six-
hour storage capacity. When it engages, he immediately falls asleep, but he does not shut down completely, he can be awakened but functions only at one-
half his normal abilities. The moment he is exposed to solar (photon) energy, he will return to normal fully energized.
Legs: Two Humanoid. Speed 132 (90 mph/144 km).
Arms & Hands: Two Humanoid; Robotic/Superhuman P.S. 36, P.P. 24
Audio System: Amplified Hearing: Can hear sounds as quiet as 10 decibels as far away as 500 feet (152 m), including the ultrasonic range of high
frequency sound. The computer is programmed to recognize over 360,000 different mechanical sounds, from vehicle engines and the hum of a generator, to
the whirr of a helicopter and the distinctive click of the trigger from a specific hand-held pistol. Modulating Voice Synthesizer (allows the android to change the
tone. bass, pitch and frequency of his voice).
SIGINT (Signal Intelligence) GEAR: Enables the android to receive radio or cell phone frequencies. It can monitor specific frequencies, or scan though a
range of frequencies for a specific signal. Once the signal has been found, a radio directional finder will attempt to track the signal to its source (88%).
Secure Radio: Encrypted radio/cellular transmissions. Must use Electronic Countermeasures in order to intercept android's transmissions, and even then, it’s a –25% penalty.
SatCome Radio: Receive and transmit radio/cellular broadcasts with any military and/or civilian satellites: Range: World Wide Communications.
Optics: Advance Robotics Optic System) All visible light spectrums, including infrared and ultraviolet, polarized filters to reduce glare, as well as passive
light amplification (nightvision 2,000 feet/610 m), telescopic sight (6,000 feet/1829 m), and thermal-imaging (2,000 feet/610 m). Laser Targeting and
Targeting Sight: Computer directed to indicate the most vulnerable and vital areas by means of crosshairs and data. An ultraviolet laser beam (6,000
feet/l829 m range) locks onto the target and ties into other targeting systems.
Sensors: Combat Computer (includes basic tactics and strategies, hand to hand combat, use of energy weapons and rail guns, as well as training in
ancient weapons-based combat, can identify undercover agents and operatives from various U.S. intelligent agencies as well as all level five S.C.R.E.T.
agencies, Interpol, MOSSAD, etc. Chemical Analysis System (located in his nose and tongue, virtually no difference between it and a normal human sense of
smell and taste). Touch Sensing System (identical to normal human touch).
Special Operating Systems and Misc: Radiation Shielding (when exposed to X-rays, a fake image is created that makes it appear he has normal human
skeleton), Underwater Capabilities, Flotation Device (self-activated), Artificial Liquid System (blood, saliva, sweat, etc), Internal Food/Liquid Processor
(function like a humanoid digestive system, even produces waste products-feces), Artificial Heart, Lungs, and Kidneys (similar to those use in cyborgs, but in
reality do nothing for him; however they work good enough to fool a cardiologist or basic life support equipment (one can even feel a pulse in random places
in his body) at 90%, Artificial Electrical System (he can be hooked up to a EKG machine and it will read his electrical rhythms), Superior Cosmetic
Enhancements (he has realistic skin that is perfectly textured to feel just like very smooth human skin. The faux skin is also warm to the touch, maintaining a
similar surface temperature to real skin. The hair on his head, facial hair, and body hair are also realistic synthetic creations that look extremely real and will
fool even the most learned of experts until studied under a microscope. Medical Doctors and Robotic Specialist have a mere 01-07% chance of identifying him
as android, and that’s only when in close proximity or they give him a thorough exam), and Nanotech robots repair his artificial skin and flesh, making it
appear that his wounds heal as if he were a normal organic person.
Armor Rating (A.R.): 15
S.D.C.: 300
Cumulative Robot Bonuses: See Combat Bonuses: However, if he chooses to engage his infrared laser targeting, he gains a +3 to strike with range/throwing weapons.
- 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.....
Enjoy as always. Magic heroes and villains that I can do. Give me some extra time though.
- taalismn
- Priest
- Posts: 48664
- 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:Enjoy as always. Magic heroes and villains that I can do. Give me some extra time though.
Take all the time you need. RL & health first, inspiration as it comes, and writing when it's comfortable for you.
-------------
"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.....
As to what magic item or magic weapon for Heroes and Villians I need random generator ideas or suggestions.
Re: On the topic of Revised to 2nd ed conversions.....
I say for the heroes,A Wizard and 2 Magic-Weapons and their enemes can be A Witch and her Monster.
- SolCannibal
- Champion
- Posts: 2433
- Joined: Wed Sep 21, 2011 1:25 pm
- Location: Rio de Janeiro, Brazil
Re: On the topic of Revised to 2nd ed conversions.....
I don't even know how long it has been since i posted on this topic and the messages kept on going with me unknowing. I'm honestly lost - time to backtrack hard i guess.
- 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:I say for the heroes,A Wizard and 2 Magic-Weapons and their enemes can be A Witch and her Monster.
Wizard with two magic weapons and a witch and her monster pet. Got it.
-
- Dungeon Crawler
- Posts: 330
- Joined: Thu Dec 22, 2022 2:46 pm
Re: On the topic of Revised to 2nd ed conversions.....
One of the magic weapons can be a magic staff. I don't see a wizard using a blade.
Re: On the topic of Revised to 2nd ed conversions.....
1 Magic weapon a shoygun [shoots fireball, call lightning, etc..]
2. Magic weapon as sword
2. Magic weapon as sword
"Freedom is the recognition that no single person, no single authority or government has a monopoly on the truth, but that every individual life is infinitely precious, that every one of us put on this world has been put there for a reason and has something to offer."
Megaversal Ambassador Coordinator
My GoFund Me - Help Me Walk Again
Megaversal Ambassador Coordinator
My GoFund Me - Help Me Walk Again
- taalismn
- Priest
- Posts: 48664
- 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.....
Go for something really unusual, eccentric enough to appeal to a mage with imagination. Frying pan-chuks, an enchanted boat-hook, a Swiss army knife with expanding tool/weapon options, a walking stick with an animal/monster head with actual jaws or a breath weapon(I've always liked TW sword canes with Spinning Blades added, myself).
-------------
"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
------------
Re: On the topic of Revised to 2nd ed conversions.....
I was Thinking more like a Team 1 Magic user and 2 Characters who use magic weapons like One with sword and One with Spear,their Enemies Evil magic user and his Gang of 3 henchmen,That are Empowered by Magic user.
Re: On the topic of Revised to 2nd ed conversions.....
a "techno-wizard" shotgun that shoots out the equivalent of the Exploding SPheres power.
"Freedom is the recognition that no single person, no single authority or government has a monopoly on the truth, but that every individual life is infinitely precious, that every one of us put on this world has been put there for a reason and has something to offer."
Megaversal Ambassador Coordinator
My GoFund Me - Help Me Walk Again
Megaversal Ambassador Coordinator
My GoFund Me - Help Me Walk Again
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
Hmm sounds like I'm making a version of a certain magic character who lives in Chicago and just fought a goddess possessing the Eye of Balor. He will
have a bunch of misc magic items. Okay I got this. As soon as I can finish writing up one of my adventures for Gen Con 2023.
have a bunch of misc magic items. Okay I got this. As soon as I can finish writing up one of my adventures for Gen Con 2023.
Re: On the topic of Revised to 2nd ed conversions.....
Reagren Wright wrote:Hmm sounds like I'm making a version of a certain magic character who lives in Chicago and just fought a goddess possessing the Eye of Balor. He will
have a bunch of misc magic items. Okay I got this. As soon as I can finish writing up one of my adventures for Gen Con 2023.
He should be hisoanic male, techno-wizard with TW bionic legs!
"Freedom is the recognition that no single person, no single authority or government has a monopoly on the truth, but that every individual life is infinitely precious, that every one of us put on this world has been put there for a reason and has something to offer."
Megaversal Ambassador Coordinator
My GoFund Me - Help Me Walk Again
Megaversal Ambassador Coordinator
My GoFund Me - Help Me Walk Again
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
Okay FINALLY adventures for Gen Con are done and I can work on this. Definitely got something in mind that I think people will enjoy.
- 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.....
Turns out I had characters perfect for this made back in the late 1990s, god I'm getting old. So with some quick updates and possibly one or two days off from
work because of a recent car issue I should get some of the Night Watch posted soon.
work because of a recent car issue I should get some of the Night Watch posted soon.
-
- Dungeon Crawler
- Posts: 330
- Joined: Thu Dec 22, 2022 2:46 pm
Re: On the topic of Revised to 2nd ed conversions.....
Looking forward to reading it.
- 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 NIGHT WATCH
The Night Watch is a private/supernatural investigator agency run by Andreas Delacroix, Gauge, and their junior partner Medea (and her cat) that
operates in the city of Ultropolis. Few people realized that one of US major metropolitan cities has a ley line nexus smack down in the center of it. Fortunately
the ley lines of Heroes Unlimited are too weak to have any noticeable effect on regular people, only on psychics and those who know what they’re looking for
and how to use it. Even then, the use of magic is only possible during heighten energy levels during the two solstices, equinoxes, lunar eclipse, etc. Still the
presence of the ley line nexus does make Ultropolis a hot bed for the supernatural, the paranormal, psychic and unexplained phenomena. It’s never a dull
moment for the Night Watch. Although they do get the occasional crank call about a ghost in the attic turning out to be squirrels, or other explainable natural
phenomenon, along with cases that turn out to be some combination of delusion, misunderstanding, and fraud. Half of the time the group has been involved
in far too many bungled monster investigations, then actual cases involving monsters, wizards, and the paranormal. But when those cases do turn out to be
true the Night Watch is ready to handle the situation. The Night Watch can also count on an ally Felix Christiansen whose magical inventions and gadgets can
always change the outcome. They also have a believer in GIGMA Special Agent Scott Benter who has no problem calling them up whenever he has to deal
with something that is supernatural. He has no problem dealing with cyborgs, killer robots, evil mutant, criminal mastermind, or a nutcase with a ray gun,
however, when he has to deal with a wizard cult like the Society of Mystic Font, he’s got the Night Watch on speed dial.
Night Watch Organization Statistics
A. Outfits: None (0 Points)
B. Equipment: Electronic Supplies (10 Points)
C. Weapons: None (0 Points)
D. Bionics & Robotics: None (0 Points)
E. Vehicles: None (0 Points)
F. Communications: Basic Service (2 Points)
G. Offices: Urban (2 Points)
H. Military Power: None (0 Points)
I. Super Powered Operatives: None 0 Points)
J. Sponsorship: Agent Sponsors (50 Points)
K. Special Budget: Dimes and Quarters (Once a month $25,000/10 Points)
L. Administrative Control: Rigid Laws (0 Points)
M. Internal Security: Tight (10 Points)
N. External Infiltration: None (0 Points)
O. Excellent: Good Connection (10 Points)
P. Business Credentials: Faceless (5 points)
Q. Employees Salary: Freelance Good (5 points).
Total Agency Points: 104 Points.
The Night Watch is a private/supernatural investigator agency run by Andreas Delacroix, Gauge, and their junior partner Medea (and her cat) that
operates in the city of Ultropolis. Few people realized that one of US major metropolitan cities has a ley line nexus smack down in the center of it. Fortunately
the ley lines of Heroes Unlimited are too weak to have any noticeable effect on regular people, only on psychics and those who know what they’re looking for
and how to use it. Even then, the use of magic is only possible during heighten energy levels during the two solstices, equinoxes, lunar eclipse, etc. Still the
presence of the ley line nexus does make Ultropolis a hot bed for the supernatural, the paranormal, psychic and unexplained phenomena. It’s never a dull
moment for the Night Watch. Although they do get the occasional crank call about a ghost in the attic turning out to be squirrels, or other explainable natural
phenomenon, along with cases that turn out to be some combination of delusion, misunderstanding, and fraud. Half of the time the group has been involved
in far too many bungled monster investigations, then actual cases involving monsters, wizards, and the paranormal. But when those cases do turn out to be
true the Night Watch is ready to handle the situation. The Night Watch can also count on an ally Felix Christiansen whose magical inventions and gadgets can
always change the outcome. They also have a believer in GIGMA Special Agent Scott Benter who has no problem calling them up whenever he has to deal
with something that is supernatural. He has no problem dealing with cyborgs, killer robots, evil mutant, criminal mastermind, or a nutcase with a ray gun,
however, when he has to deal with a wizard cult like the Society of Mystic Font, he’s got the Night Watch on speed dial.
Night Watch Organization Statistics
A. Outfits: None (0 Points)
B. Equipment: Electronic Supplies (10 Points)
C. Weapons: None (0 Points)
D. Bionics & Robotics: None (0 Points)
E. Vehicles: None (0 Points)
F. Communications: Basic Service (2 Points)
G. Offices: Urban (2 Points)
H. Military Power: None (0 Points)
I. Super Powered Operatives: None 0 Points)
J. Sponsorship: Agent Sponsors (50 Points)
K. Special Budget: Dimes and Quarters (Once a month $25,000/10 Points)
L. Administrative Control: Rigid Laws (0 Points)
M. Internal Security: Tight (10 Points)
N. External Infiltration: None (0 Points)
O. Excellent: Good Connection (10 Points)
P. Business Credentials: Faceless (5 points)
Q. Employees Salary: Freelance Good (5 points).
Total Agency Points: 104 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.....
Felix Christiansen
The moment you see me, you’re probably guessing my name is John Shaft, Jefferson Bolt, Grave Digger Jones, Nick Fury, Agent Shroud, or maybe my
first name is Kadin, Demetrios, Lamond, Marcus, or something along those lines. Nope, my name is Felix. When is the last time you ran into a Felix, or
watched Jack Lemmon or Tony Randall character from the Odd Couple movie or TV show. Now you’re asking why am I named Felix? That’s because my father
(Gottfrid Savant, aka the super villain Tombspell) wanted to name me after his grandfather Felix Makart (aka the World Shatterer), a famous (no infamous
Wizard who founded the Astraulsiara, Institute of Magics and wanted to conqueror the Xiabroegor Dimension, what’s that you ask? It's a dimensional plane
where the traditional laws of physics don’t apply and it serves as a nexus point to an infinite number of dimensions. My grandfather was a lunatic mage who
opened portals to different dimensions and summoned/controlled dimensional beings and supernatural monsters. Now you’re wondering, where in the world
did my mother Shandra Christiansen (not a super villain or lunatic wizard, just a regular, beautiful, woman born in the impoverish neighborhoods of Ultropolis)
meet a family of insane wizards wanting to destroy the world?
In 1917, my lunatic, sinister grandfather was about to open a portal at Grossglockner (that’s 12,000+ foot/3657 m) tall mountain in Austria, in fact the
highest mountain in the Alps east of Brenner Pass) that would open to a dimension full of beings called the Utukki. These dimensional berserkers would have
destroyed the planet but my grandfather convinced himself he could control them to defeat the Allied forces of WW1. A powerful wizard (who doesn’t like me
mentioning his name) stopped him and locked him inside a powerful sanctum spell that made it impossible for my grandfather to get out and nobody could
enter. Unless you happen to be able to absorb magical energy that would normal destroy any other magic user (that would be yours truly, but I’m not here
yet). His son (my father) was sheltered by his father’s minions, smuggled out of Europe to the United State. There he was raised and taught all the dark arts
by operatives from the school of magic. When WW2 broke out, my father tried to get his dad out of his imprisonment. He failed and it turned him into a ghoul-
looking creature forced to feed on P.P.E. in order to sustain himself. It took him a few decades but he made it back to America. Dad prowled the streets
looking for mages and surprisingly didn’t find any so he looked…very skeleton like. Then 22 years ago, he grabbed a deevil named Tuhman and started using
him like a fast-food restaurant. He kept the poor creature in his lair in the sewers of Ultropolis. This allowed him to look “normal” long enough to walk around
on the surface. He went to Ultropolis University hoping to find a wizard professor, the former apprentice to granddad named Hans Lara. One of his students
happened to be mom. She was fascinated with the occult and mythology. According to her grandma, their family descended from an African witch who used
her magic to inflict disease and disaster on the slave owning family until all the slaves were set free. Mom always wanted to find out if the tale was true. Any
way mom became an assistant for Dr. Lara, and during one particular night, the two of them met. Dad wanted to extract information out of her, but instead he
became…distracted and infatuated with her. Weeks passed and although he had every opportunity to confront the professor or learn his schedule, he didn’t.
Then one faithful night, the professor came into the lab. The moment Dr Lara saw dad a wizard fight ensued. Mom was confused didn’t know what to believe,
but her heart sided with dad so she smashed Dr Lara in the head with a club, accidently killing him. Dad and mom fled the university and went on the run. At
some point during this, I was a happy accident. Dad eventually told her the truth. He took her to Austria and showed her where granddad was imprisoned and
he had no choice but to find a way to free him. He teared up and said she was nothing but a distraction so he had to get her out of the way. Yet dad didn’t
realize that at this point I existed inside mom, so when he tried to draw out her life force, I and my unborn mutant powers, decided to feed on him instead.
Mom saw dad's true self and became horrified. Once again, the hero wizard (won’t mention his name) showed up and defeated dad this time banishing him.
He took mom back to Ultropolis and explained to her the reason she was still alive, me.
Months later yours truly was born. I grew up being raised by mom and various members of mom’s family while she finished college. As time passed,
mom and I grew distant. She became haunted by my existence, not that I could blame her. Our wizard hero benefactor would also show up unexpectedly to
check on us. I always thought he was some friendly neighbor. One day he did something with his fingers and he gave me a loaf of bread to give to me and my
family. I remember saying, “Hey how did you do that?” and he said, “It’s a magic trick.” Well, I wanted to do that trick too. So, I spent an hour or so in my
room trying to recall everything he did. Then I suddenly remembered the words he spoke. Suddenly I not only created a loaf of bread but I had milk too. The
next day I showed him I could cast the spell too. His jaw hit the dirt. Here I am a five-year-old and I just performed a mid-level magic spell that normally
requires 6 years of apprenticeship, followed by 3.5 years of mentoring. And I pulled it off in less than 24 hours. When mom came home excited about some
job she was going to have with the folks at Michael Netics, I decided to show my bread and milk trick. It freaked her out. You thought I conjured a demon, but
to mom what I did was the worst sin imaginable. That’s when the hero wizard decided if mom was so afraid of me that he would make sure I learned how to
use my talents, to make sure I didn’t do that bad magic that could make me like my father.
So, while other kids came home after school to play video games, I had to learn to speak properly, improving and expanding my vocabulary, and learn
the basics of debate, analytical reasoning and public speaking. I was told if I mispronounced words, or mixed in slang or didn’t speak clearly or in the proper
order, my spells wouldn’t work or I might turn myself into a goat. I thought that hysterical. Umm not only did I turn myself into a goat on three
occasions, but also a pig, rabbit, frog, and a pink flamingo (why a Pink Flamingo?). Anyway Bearach (screw it) believed I had some kind of learning disability
because my magic refused to work properly no matter how hard I tried to learn it the right way. One day I decided I needed a magic wand so I took the time
to make one. Bearach says to me, “Okay let take it from the top.” And for the first time I made a Globe of Daylight that I could actually use. Bearach decides
to have me examined by a guy named Lord Arcane. He studies me and calls me an image practitioner; in that I need a medium (an object) to channel my
magic. I am bound by the Law of Similarity. If I want to dive underwater and breathe without air, I can’t simply cast such a spell. I need a construct to focus
and channel my magic into. However, he also theorized I had no limitations and that made me a danger to the Balance. I was a thaumavore, I could feed off
of magic or magical energy. Combined with the power to learn to replicate any magic I observe or read about, I had the potential to wield a tremendous
amount of power and single-handedly affect the balance of magic, therefore the arcane community of the Order of Three (Victor Dragon, Hierophant,
and Lord Arcane) and the Dragon Kings considered me a world level threat. That is when my mentor Bearach revealed he was one of these Dragon
Kings (15th level). Yep, I was being mentored by a dragon who wanted to make sure I didn’t end up like granddad or grandpa. If I couldn’t keep myself in
check, they have no choice but to kill me, decapitate my head and burn it and my body into two separate funeral pyres. No pressure.
Years would pass and living in Ultropolis would prove to be a great place to run into supernatural bad guys and monsters who wanted to visit just to use
our ley lines that run through our town. “Great city planning folks”. I, of course, excelled because I am who I am and I got the best teacher in the magic
community. Then a cult of idiots called the Society of Mystic Font did something incredibly stupid, they brought my father back to this world. They thought
they could control him, wrong! The humanity that my mother fell in love with was gone. Only the monster Tombspell remained. My father beat the crap out of
those cult clowns and set out on his task to not just release granddad but open the portal to the realm of the Utukki. He did find some lunatics in the cult
worth keeping around Mantis, Brainspawn, and the deevil Tuhman. Lucky for me I got some friends in Andreas, Gauge, Medea (and Shadow). That is what my
friends and I, the Night Watch, do we keep the things that go bump in the night from sneaking into your room and eating you. We make the dead stay buried
in the cemetery. No vampires, were-things, demons, deevils, and wizards with magic wands get passed us. I really don't have a choice in the matter. Bearach
keeps an eye on me, always worried I’m going to turn evil at the drop of a hat. Okay that 20-foot (6 m) stone golem I made was probably not my best idea
when fighting the Order of the Cobra when they came into town, but it sure did look cool. Well maybe the 2 million dollars in damage wasn’t.
Real Name: Felix Savant
Occupation: Freelance Investigator of the supernatural, member of the Night Watch.
Alignment: Scrupulous
Power Category: Magic Mutant
Experience Level: 8th level
Hit Points: 51 S.D.C.: 45
P.P.E..: 300. Note: Felix constantly absorbs ambient P.P.E., so his recovery rate is 15 points every hour, 30 points per hour of sleeping/rest, and 144
points per successful hour of meditating (98%). This is of course if he chooses not to absorb P.P.E. from ordinary humans (2D6), animals, super beings (6D6),
and against magic and supernaturally powered individuals. There is no limit to how much he can super charge himself. He could stand on ley line
and absorb indefinitely and suffer no ill effect, eventually his body would dissipate unused energy after a while.
Appearance: He is a medium height African-American male with brown eyes and short black hair. His physique depicts someone who engages in
moderate exercise. He is always dressed in black. His basic garb is a form-fitting shirt with slacks, leather gloves, and boots. Over this, he wears a stylized
bulletproof vest (with decorative buckles) with a holster for his Mag flashlight and a combat harness holding his arsenal of weapons. He wears a leather trench
coat. He owns a pair of stylish slim black shades.
Attributes: I.Q. 27, M.E. 23, M.A. 22, P.S. 12, P.P. 22, P.E. 14, P.B. 19, Spd. 21
Age: 21, Sex: Male, Height: 6 foot (1.82 m), Weight: 175 lbs.
Unusual Characteristics: Forearm and Lower Back Tattoos, whenever Felix absorbs magic, a strange pattern of tattoos appear on his forearms and his
lower back. Note: Diabolist characters (from Palladium Fantasy/Rifts), or those who can read and understand wards and runes would identify the
following ward phrase on his forearms; Left—Protection From Magic/Forces (rune) with Power and Permanence. Right—Protection by Inflicting Mystic Energy
Drain with Power and Permanence. Lower Back—Inflict Magic/Forces (rune) with Power and Permanence.
Vulnerability: Felix can absorb an unlimited amount of magical energy (P.P.E.), has the innate ability to build and create magical devices, and the ability
to learn to cast ANY spell or ritual simply by watching done a single time or reading about it, HOWEVER he is NOT a true master of spell magic. The
orientation for his magic MUST be used in conjunction with the Reconstruction devices he builds and creates. His spell casting capabilities are not the same as
true spell casters, even though he has learned to replicate what they know, he needs an appropriate device (item) to concentrate his thoughts and focus his
magic. For example, if Felix wanted to cast the 2nd level spell Energy Bolt, he needs something that looks like a pistol, or perhaps ring, or one of his own
weird looking devices. He points the reconstruction device at the target, whispers a few words (spends 5 P.P.E.), and his Energy Bolt spell erupts from the
item. Every spell he knows must be cast in this manner, failure to do so means suffering the penalty for not having an appropriate focus. Spell Casting
Penalty: The P.P.E. cost is TRIPPLED and the spell range, duration, effect, penalty, additional S.D.C. saving throw, and damage are reduced to a mere one-
third when cast through traditional words and gestures, rather than focused through a Reconstruction device. Energy Bolt for example would cost 15 P.P.E.
Range: 50 feet (15.2 m), Damage: 2D4, Saving Throw: Dodge of a 6 or higher.
Major Super Abilities: Mystic Energy Absorb (special). Felix is a living magic energy (P.P.E.) sponge that he can soak up, store, and harmlessly convert
and release magic energy (P.P.E.). This means he is impervious to ALL magic spells, and any magical power/talent/ability that utilizes P.P.E. There is no LIMIT
to how much magical energy he can store. He doesn’t roll to save vs magic, he simply absorbs it (the amount of P.P.E. that went into casting the spell, ritual,
talent, ability, etc). He can retain and accumulate additional P.P.E. beyond his normal P.P.E. pool equal to his P.E. attribute score in hours before it harmlessly
dissipates, or he can utilize that P.P.E. to build his magical creations/devices. He suffers half the normal damage from the physical attack of a magic weapon
(including rune and millennium) and he cannot be soul drained. He cannot absorb non-magical energy attacks (fire, heat, laser blasts, electricity, and so on).
These and normal kinetic energy attacks (punches, kicks, bullets, explosions, etc) do full damage to him, including if they are done to him by a supernatural
being or creature of magic.
1. Draining Touch: Felix can drain the P.P.E. out of an item (a talisman or magic items) or a person/being by touching them. A talisman/amulet will
simply become a non-magical artifact, while magic weapons are rendered temporarily inert (having zero P.P.E.) for 24 hours, but if invulnerable would still
keep this natural property. Simply making physical contact with a lesser/minor magical supernatural being (mega heroes/villains), creatures of magic, or
mages less than 5th level causes them to lose temporarily all their P.P.E. with Felix able to drain as much as 300 P.P.E. in less than 5 seconds (counts as one
action/attack). Against creatures of greater magic, supernatural beings, dragons, immortals, deities, etc, they must make a magic save of 16 or better, or
Felix can drain them of 300 P.P.E. and cause an additional 1D4x100 to dispel harmlessly into the surrounding area (it vanished in 2D6 minutes, which if Felix
releases his touch on the victim, he can absorb likewise). If the greater supernatural being makes his/her save, Felix can still absorb 1D6x10 P.P.E. from such
a being as well as reduce their S.D.C., Hit Points, combat bonuses, and combat abilities by 30%! If Felix uses his power on a psychic, they will temporarily
lose half of their I.S.P., and all their P.P.E. The absorption process is instantaneous. P.P.E. and I.S.P. will recover naturally, but the drainage temporarily disrupts
the victim’s psychic essence and they are left with no personal P.P.E. to draw upon to cast magic, talents, spells, etc. Since there is no limit to his ability,
simply by holding onto a victim, he can drain them completely bone drain of P.P.E.
2. Energy Charge: Felix can send a surge of P.P.E. into magic practitioner, creature of magic, supernatural being, etc giving them the full magical
capabilities as if they were standing on a ley line nexus during a partial (full) solar eclipse! This however has 01-25% chance of disrupting a magic
practitioner less than 5th level, requiring a magic saving throw (16 or better) or it will short-circuit their ability to hold and retain P.P.E. for up to 3D4 melee
rounds, or worse (G.M. discretion), short out their capabilities for 3D4 days.
3. Energy Flash: (same as Energy Absorb), Range: 80 feet (24.3 m), Damage: 2D6, Attacks Per Melee: Counts as one melee attack/action, but he can
only perform once per melee round.
4. Glow: Felix can use the storage of P.P.E. he absorbs to glow equal to a Globe of Daylight spell (8th level). This magical light is harmless. He can
restrict the light to a specific part of his body, like a hand, or arm, or his entire body. This of course means vampires and other light sensitive supernatural
creatures cannot approach him, or as in the case of Shadow Beasts do so in a reduced capacity.
5. Magic Energy Bolt: Range: 800 feet (243 m), Damage: 8D4 or 5D6+2, Duration: Instant, Attacks per Melee: Counts as two attacks/actions.
Magic Reconstruction: Felix has the strange ability to build and repair any kind of machine or device without needing any knowledge of how it
might work or need any of the proper tools to perform repairs, all he really needs is the necessary parts and pieces available. Felix doesn’t even need metal to
make these devices work. He can pretty much use anything around him, however, its important he chooses a form that matches what Functions he plans to
use it for; while he could build a magic powered energy cannon out of a washing machine, it would be incredibly difficult. It is better to try to pick a form and
components that complement the Functions that it is expected to perform. It also helps if Felix chooses something to symbolize how he wants the device to
function with the added mystic power. For example, Felix could simply take a plastic mask and snorkel (bought at a department store) and give it a Breath
Without Air spell. If the mask and snorkel are separated or destroyed the magic empowerment is lost. He could also grab a pair of red sunglasses off the shelf
and bestow upon them Impervious to Fire spell, the red color being the symbol he needs to produce the magic. Felix’s Magic Reconstruction still allows most
things to operate/function as they would normally, meaning if he turned a Bic Pen into a magic wand, it would still have ink in it to write, a revolver would still
fire normal bullets, a smart phone would still make normal calls. Using any technology as a magic reconstruction device does not harm the device, it simply
becomes the temporary conduit which he channels his focus and energy. Once the spell ends, the device is as non-magical as it was before casting the spell.
However, if he wants item to retain and maintains permanent magical capabilities, he will fully reconstruct them and they will no longer function as a normal
item, but as a magical device. HOWEVER, Felix must remain within 320 feet (97 m) of the item for it to keep working. If he leaves that range, the item falls
apart or stops working in 2D6 hours, meaning he must start all over again.
Duration: Repairs and construction work fine as long as Felix remains within range.
Attacks per Melee: Uses up all the attacks/actions of a melee round while building or making a repair.
Time Requirements: Takes one melee round to build a magic wand, amulet, talisman, or magically charge an item, or magically repair simple items (a
Bic Pen, pair of pants, broken handle, broken plate, etc), four melee rounds (one minute) for moderately complicated items like a bicycle, 1D6+6 melee
rounds for complicated items like a computer or car engine, flying carpet, standard techno-wizard device, or make a door an object for himself to teleport
himself through, and possibly 2-4 times longer for more complex things (TW Teleport Station with Teleport Superior, or a TW Turbo Wing Board), or 2D4 days
to build something like a Golem or TW land vehicle like a car or ATV (if frame and parts available), and 2D4 weeks to build a giant war machine (need lots of
parts, components, a frame, coffee, and a huge lack of sleep). Author Note: Felix is a sort of mutant Techno-Wizard, however, he doesn’t suffer the usual limit
to many Techno-Wizard creation rules. He can effectively replicate or create ANY Techno-Wizard weapons, vehicles and devices are presented in the many of
the different Rifts supplements (such as the Rifts® Book of Magic). Simply covert M.D.C. to S.D.C.
Minor Super Abilities: Abnormal Energy Sense, Super Vision: Paranormal Sight, and Knowledge Replication (special). Felix has the ability to gain and
replicate any kind of magical knowledge he observes (sees and hears) or reads about. He can duplicate this information simply by observing it and stockpile
this knowledge indefinitely. This is passive (constant absorption) ability is always on. He can simply read a scroll and he will intuitively know how to cast that
spell. He can handle most magic weapon and over time replicate that weapon (cannot replicate or build rune/Enchanted Weapons, Weapons of Order
or Chaos since they require souls to power, nor millennium weapons, but he could create any Enchanted Object if it has spell knowledge, cannot give it major
or minor super abilities). He has been mentored by a powerful magic practitioner (aka the Dragon King Baarrtk Krror) and effortlessly learned a ton of spells
from the Heroes Unlimited 2nd edition universe.
Spell Knowledge: Thanks to his Dragon King mentor and his minor super ability, Felix knows a huge range of spell knowledge. HOWEVER all of these
spells require him to use a Magical Reconstruction device, otherwise if he tries to cast them like a normal wizard, they will operate at one-third their normal
range, duration, effect, penalty, additional S.D.C. saving throw (5 or better), and damage. Opponents need a 14 or higher to save versus his magic.
Amulet (290), Armor of Ithan (10), Befuddle (3), Blind (6), Breathe Without Air (5), Blinding Flash (1), Call Lightning (15), Carpet of Adhesion (10),
Chameleon (6), Charismatic Aura (10), Climb (3), Cloud of Smoke (2), Compulsion (20), Concealment (6), Constrain Being (20), Cold Wall (Alien Unlimited
15), Create Bread & Milk (15), Create Golem (700 or 1000), Cure Illness (15), Cure Minor Disorders (10), Curse: Phobia (40), Death Trance (1), Detect
Concealment (6), Dimensional Pocket (30 or 140), Dispel Magic Barrier (20), Energy Bolt (5), Energy Disruption (12), Energy Field (10), Escape (8), Eyes of
Thoth (8), Eyes of the Wolf (25), Extinguish Fire (4), Fear (5), Fingers of the Wind (5), Finger of Lictalon (150), Fire Ball (10), Fire Bolt (7), Fire Fist (15), Fire
Storm (30), Float in Air (5), Fly (15), Fly as the Eagle (25), Globe of Daylight (2), Globe of Silence (20), Heal Wounds (10), Heal Self (20), Heavy Breathing
(3), Ice Blast (Alien Unlimited 10), Ignite Fire (6), Impervious to Energy (20), Impervious to Fire (5), Invisibility: Simple (6), Invisibility: Superior (20),
Invulnerability (25), Levitation (5), Ley Line Transmission (30), Locate (30), Magic Pigeon (20), Magic Net (7), Mask of Deceit (15), Memory Bank (12), Mend
Cloth (12), Multiple Image (7), Mystic Alarm (5), Mystic Shield (10), Mystic Portal (60), Negate Magic (30), Negate Poisons/Toxins (5), Paralysis: Lesser (5),
Protection Circle: Simple (45), Purification (20), Repel Animals (7), Reduce: Self (20), Resist Fire (6), Seal (7), See Aura (6), See the Invisible (4), Sense Evil
(2), Sense Magic (4), Shadow Meld (10), Sleep (10), Swim as a Fish (6), Sword to Snake (50), Talisman (500), Telekinesis (6), Teleport: Lesser (15), Teleport
(120), Teleport Superior (600), Time Hole (210), Time Slip (20), Thunderclap (4), Tongues (12), Trance (7), Transferal (50), Turn Dead (6), and Wind Rush
(20).
Attacks per Melee: 5 (2 initial +3 from hand to hand).
Combat Training: Expert
Combat Bonuses: +9 to Perception Rolls, +2 to initiative, +6 to strike, +7 to parry, +7 to dodge, 4 to damage, +2 to roll with punch/fall, +2 to pull
punch, +2 to disarm, +2 to spell strength (need a 14 or better to save against magic).
Saving Throws: Impervious to all magic (all P.P.E. power abilities), take half damage from magic weapons, his is not a psionic but he needs a 12 or
better to save vs psionics, +3 to save vs possession, +6 to save vs Horror Factor/+10 against the supernatural, +6 to save vs mind control,+4 to save vs
psionics, +4 to save vs insanity.
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 or knockdown), Body Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and 1 attack/action), All Holds,
Paired Weapons, Critical/Knockout from behind, and Critical strike on an unmodified roll of 18-20.
Other Bonuses: +13% to skills, 70% to trust/intimidate, and 45% charm/impress
Educational Background: Private Detective combined with Mystic Study (Wizardry).
Common Skills: Read-Write/Speak English 98%/98%, Mathematics: Basic 98%, Pilot: Automobile 97%, Pilot: Hoverboard 93%, Meditation 98%, Spell
Translation 91%, Lore: Demon & Monster 85%, Geomancy 80%, Religion 90%, Archaeology 98%/83%, Chemistry 98%, and Holistic Medicine 93%/83%. .
O.C.C. Skills: Pilot: Motorcycle 98%, Basic Electronics 93%, Computer Operation 98%, Crime Scene Investigation 98%, Hand to Hand: Expert,
Photography 98%, Research 98%, Streetwise 85%, Find Contraband 86%, Surveillance 98%, Tracking (people) 88%, Undercover Ops 98%, and W.P.
Handgun (+4 to aim/+2 to burst).
O.C.C. Elective Skills: Prowl 88%, Escape Artist 88%, Pick Locks 98%, Intelligence 87%, Tailing 98%, History 98%98%, Astronomy & Navigation 73%,
and Appraise Antiques 78%,
Secondary Skills: Running, Housekeeping 88%, Sewing 98%, First Aid 98%, Identify Plants & Fruits 88%, Land Navigation 81% Swimming 93%,
Climbing 83%/73%, and Law (General) 68%.
Money: On any giving day, he has $4D6x100 in his checking account and $3D6x50 in his savings account. However, he owns two million dollars in
antiques and 6 million in various gems and various unusual and weird spell/ritual components.
Weapons: When it’s time to go on a mission, he carries a handful of his favorite reconstruction weapons and gadgets. He sometimes has one or two “untested” ones.
Beretta Model 92 9mm Automatic Pistol, Range: 180 feet (55 m), Damage: 3D6, Rate of Fire: Single shot or Semi-Automatic, Payload: 15 rounds. He typically keeps 1D4 clips on him.
A pair of British Napoeonic Flintlock Overcoat Pistols (1800), Left Holster-Fire, Range: 90 feet (27.4 m), Damage: 8D6 or 1D4x10+8, Saving Throw:
Dodge, but the victim must know the attack is coming and must roll an 18 or higher (with dodge bonuses), P.P.E.: 10. Right Holster-Ice, Range: 90 feet (27.4
m), Damage: 8D6 or 1D4x10+8, Saving Throw: Dodge, but the victim must know the attack is coming and must roll an 18 or higher (with dodge bonuses),
P.P.E.: 10.
Madball Grenades, Toy foam balls that incorporate gross-out humor and given a character synopsis and odd name, for example Horn Head (a Cyclops
with a nose ring) or Oculus Orbus (a bloodshot eyeball). He uses these as grenades by imprinting various spells onto them that he carries in a shoulder bag.
The grenades release their magic when they make contact (Befuddle, Blinding Flash, Cloud of Smoke, Carpet of Adhesion, Cold Wall, Fear, Extinguish Fire,
Float in Air, and Globe of Silence). Range: 100 feet (30.5 m), Cost: P.P.E. of spell. Note: None of these spells destroys the Madball, so if he can he will
try to retrieve them.
Black Ski Mask (Shadow Meld, 10 P.P.E.).
Nintendo Power Glove-Left Hand; Mystic Shield (10), Animate Object (15), Telekinesis (8).
Mag Light Flashlight (Energy Blade). P.P.E. channel cost 15, Damage: 5D6+2, Duration: 4 minutes per 15 P.P.E. Functions same as Energy Melee
Weapon. No P.S. damage bonuses, can parry (stop) a single projectile (bullet) and energy beams (-6 to parry).
Smart Watch (magical features), Fire Fist (10), Fly as the Eagle (25), Call Lightning (15), and Energy Disruption (15).
Boxers/Briefs (magical feature underwear) Escape (8) and Float in Air (5).
Armor: His vest covers his check, back, and shoulders, with inserts of his own hand made ceramic and plastic plates. The vest does have a slight
pointed extension that protects the groin area from range weapons (not melee). His long leather coat is likewise able to have padding and plates inserted and
has a hood that be pulled over his head. His cargo-like pants have places to insert metal and ceramic plates to protect his thighs, knees, and lower legs.
(Armor of Ithan, Impervious to Energy, Energy Field, and a P.P.E. Energy Battery fuel the spell magic beyond its normal duration. Once he puts his
costume/body armor on, he spends 25 P.P.E and it activates all three spells at once and the battery sustains them for 3 hours. A.R. 10, 70 S.D.C. (A.R.: 13,
S.D.C. 120 with the long coat). Force Field Body Armor is a unique combination and application of Armor of Ithan, Energy Field, and Impervious Energy; 240
S.D.C.
Magic Equipment & Vehicles: The following are other misc (magical) pieces of equipment that he has permanently turned into magical devices, but
each time he leaves his building without them, they will have to be magically reconstructed in order to work, but he doesn’t have to recast the spell as its
been permanently infused with the magic, hence the reason it keeps falling apart after he leaves. Multi-Optic Helmet (Eyes of the Wolf), Hand Held Scanner
(Locate, Sense Magic, Sense Evil, and Detect Concealment), Frying Pan (instant hot plate to cook outdoors with), Swiss Army Knife (Escape/Seal), Pocket
Watch (Trance), Mask/Snorkel (Swim as a Fish), five pairs of Hand Cuffs (Negate Magic/Speed of Snail), Headphones (Globe of Silence), Snake Head Cane
(Sword to Snake), and Picnic Basket (Create Bread & Milk).
Flying Hover Board (2 person), Spells include: Fly like the Eagle, Float in Air, Wind Rush, Levitation, Energy Field, Telekinesis, Carpet of Adhesion,
Armor of Ithan, and a number of secret incantations (430 P.P.E. total). S.D.C. 20, Range: Unlimited, Maximum Altitude: 10,000 feet (3049 km), Speed: 120
mph (192 km). Bonuses: +2 on initiative, +2 to dodge, and +1 attack per melee.
Non-Magical Equipment & Vehicles: Backpack, sunglasses, first aid kit, high end tablet, portable tool kit, camping gear (when necessary), and anything
that he might need depending upon the mission. He typically drives a 2014 Harley-Davidson VRSCD Night Rod motorcycle or a 2021 GMC Savana Cargo van.
The moment you see me, you’re probably guessing my name is John Shaft, Jefferson Bolt, Grave Digger Jones, Nick Fury, Agent Shroud, or maybe my
first name is Kadin, Demetrios, Lamond, Marcus, or something along those lines. Nope, my name is Felix. When is the last time you ran into a Felix, or
watched Jack Lemmon or Tony Randall character from the Odd Couple movie or TV show. Now you’re asking why am I named Felix? That’s because my father
(Gottfrid Savant, aka the super villain Tombspell) wanted to name me after his grandfather Felix Makart (aka the World Shatterer), a famous (no infamous
Wizard who founded the Astraulsiara, Institute of Magics and wanted to conqueror the Xiabroegor Dimension, what’s that you ask? It's a dimensional plane
where the traditional laws of physics don’t apply and it serves as a nexus point to an infinite number of dimensions. My grandfather was a lunatic mage who
opened portals to different dimensions and summoned/controlled dimensional beings and supernatural monsters. Now you’re wondering, where in the world
did my mother Shandra Christiansen (not a super villain or lunatic wizard, just a regular, beautiful, woman born in the impoverish neighborhoods of Ultropolis)
meet a family of insane wizards wanting to destroy the world?
In 1917, my lunatic, sinister grandfather was about to open a portal at Grossglockner (that’s 12,000+ foot/3657 m) tall mountain in Austria, in fact the
highest mountain in the Alps east of Brenner Pass) that would open to a dimension full of beings called the Utukki. These dimensional berserkers would have
destroyed the planet but my grandfather convinced himself he could control them to defeat the Allied forces of WW1. A powerful wizard (who doesn’t like me
mentioning his name) stopped him and locked him inside a powerful sanctum spell that made it impossible for my grandfather to get out and nobody could
enter. Unless you happen to be able to absorb magical energy that would normal destroy any other magic user (that would be yours truly, but I’m not here
yet). His son (my father) was sheltered by his father’s minions, smuggled out of Europe to the United State. There he was raised and taught all the dark arts
by operatives from the school of magic. When WW2 broke out, my father tried to get his dad out of his imprisonment. He failed and it turned him into a ghoul-
looking creature forced to feed on P.P.E. in order to sustain himself. It took him a few decades but he made it back to America. Dad prowled the streets
looking for mages and surprisingly didn’t find any so he looked…very skeleton like. Then 22 years ago, he grabbed a deevil named Tuhman and started using
him like a fast-food restaurant. He kept the poor creature in his lair in the sewers of Ultropolis. This allowed him to look “normal” long enough to walk around
on the surface. He went to Ultropolis University hoping to find a wizard professor, the former apprentice to granddad named Hans Lara. One of his students
happened to be mom. She was fascinated with the occult and mythology. According to her grandma, their family descended from an African witch who used
her magic to inflict disease and disaster on the slave owning family until all the slaves were set free. Mom always wanted to find out if the tale was true. Any
way mom became an assistant for Dr. Lara, and during one particular night, the two of them met. Dad wanted to extract information out of her, but instead he
became…distracted and infatuated with her. Weeks passed and although he had every opportunity to confront the professor or learn his schedule, he didn’t.
Then one faithful night, the professor came into the lab. The moment Dr Lara saw dad a wizard fight ensued. Mom was confused didn’t know what to believe,
but her heart sided with dad so she smashed Dr Lara in the head with a club, accidently killing him. Dad and mom fled the university and went on the run. At
some point during this, I was a happy accident. Dad eventually told her the truth. He took her to Austria and showed her where granddad was imprisoned and
he had no choice but to find a way to free him. He teared up and said she was nothing but a distraction so he had to get her out of the way. Yet dad didn’t
realize that at this point I existed inside mom, so when he tried to draw out her life force, I and my unborn mutant powers, decided to feed on him instead.
Mom saw dad's true self and became horrified. Once again, the hero wizard (won’t mention his name) showed up and defeated dad this time banishing him.
He took mom back to Ultropolis and explained to her the reason she was still alive, me.
Months later yours truly was born. I grew up being raised by mom and various members of mom’s family while she finished college. As time passed,
mom and I grew distant. She became haunted by my existence, not that I could blame her. Our wizard hero benefactor would also show up unexpectedly to
check on us. I always thought he was some friendly neighbor. One day he did something with his fingers and he gave me a loaf of bread to give to me and my
family. I remember saying, “Hey how did you do that?” and he said, “It’s a magic trick.” Well, I wanted to do that trick too. So, I spent an hour or so in my
room trying to recall everything he did. Then I suddenly remembered the words he spoke. Suddenly I not only created a loaf of bread but I had milk too. The
next day I showed him I could cast the spell too. His jaw hit the dirt. Here I am a five-year-old and I just performed a mid-level magic spell that normally
requires 6 years of apprenticeship, followed by 3.5 years of mentoring. And I pulled it off in less than 24 hours. When mom came home excited about some
job she was going to have with the folks at Michael Netics, I decided to show my bread and milk trick. It freaked her out. You thought I conjured a demon, but
to mom what I did was the worst sin imaginable. That’s when the hero wizard decided if mom was so afraid of me that he would make sure I learned how to
use my talents, to make sure I didn’t do that bad magic that could make me like my father.
So, while other kids came home after school to play video games, I had to learn to speak properly, improving and expanding my vocabulary, and learn
the basics of debate, analytical reasoning and public speaking. I was told if I mispronounced words, or mixed in slang or didn’t speak clearly or in the proper
order, my spells wouldn’t work or I might turn myself into a goat. I thought that hysterical. Umm not only did I turn myself into a goat on three
occasions, but also a pig, rabbit, frog, and a pink flamingo (why a Pink Flamingo?). Anyway Bearach (screw it) believed I had some kind of learning disability
because my magic refused to work properly no matter how hard I tried to learn it the right way. One day I decided I needed a magic wand so I took the time
to make one. Bearach says to me, “Okay let take it from the top.” And for the first time I made a Globe of Daylight that I could actually use. Bearach decides
to have me examined by a guy named Lord Arcane. He studies me and calls me an image practitioner; in that I need a medium (an object) to channel my
magic. I am bound by the Law of Similarity. If I want to dive underwater and breathe without air, I can’t simply cast such a spell. I need a construct to focus
and channel my magic into. However, he also theorized I had no limitations and that made me a danger to the Balance. I was a thaumavore, I could feed off
of magic or magical energy. Combined with the power to learn to replicate any magic I observe or read about, I had the potential to wield a tremendous
amount of power and single-handedly affect the balance of magic, therefore the arcane community of the Order of Three (Victor Dragon, Hierophant,
and Lord Arcane) and the Dragon Kings considered me a world level threat. That is when my mentor Bearach revealed he was one of these Dragon
Kings (15th level). Yep, I was being mentored by a dragon who wanted to make sure I didn’t end up like granddad or grandpa. If I couldn’t keep myself in
check, they have no choice but to kill me, decapitate my head and burn it and my body into two separate funeral pyres. No pressure.
Years would pass and living in Ultropolis would prove to be a great place to run into supernatural bad guys and monsters who wanted to visit just to use
our ley lines that run through our town. “Great city planning folks”. I, of course, excelled because I am who I am and I got the best teacher in the magic
community. Then a cult of idiots called the Society of Mystic Font did something incredibly stupid, they brought my father back to this world. They thought
they could control him, wrong! The humanity that my mother fell in love with was gone. Only the monster Tombspell remained. My father beat the crap out of
those cult clowns and set out on his task to not just release granddad but open the portal to the realm of the Utukki. He did find some lunatics in the cult
worth keeping around Mantis, Brainspawn, and the deevil Tuhman. Lucky for me I got some friends in Andreas, Gauge, Medea (and Shadow). That is what my
friends and I, the Night Watch, do we keep the things that go bump in the night from sneaking into your room and eating you. We make the dead stay buried
in the cemetery. No vampires, were-things, demons, deevils, and wizards with magic wands get passed us. I really don't have a choice in the matter. Bearach
keeps an eye on me, always worried I’m going to turn evil at the drop of a hat. Okay that 20-foot (6 m) stone golem I made was probably not my best idea
when fighting the Order of the Cobra when they came into town, but it sure did look cool. Well maybe the 2 million dollars in damage wasn’t.
Real Name: Felix Savant
Occupation: Freelance Investigator of the supernatural, member of the Night Watch.
Alignment: Scrupulous
Power Category: Magic Mutant
Experience Level: 8th level
Hit Points: 51 S.D.C.: 45
P.P.E..: 300. Note: Felix constantly absorbs ambient P.P.E., so his recovery rate is 15 points every hour, 30 points per hour of sleeping/rest, and 144
points per successful hour of meditating (98%). This is of course if he chooses not to absorb P.P.E. from ordinary humans (2D6), animals, super beings (6D6),
and against magic and supernaturally powered individuals. There is no limit to how much he can super charge himself. He could stand on ley line
and absorb indefinitely and suffer no ill effect, eventually his body would dissipate unused energy after a while.
Appearance: He is a medium height African-American male with brown eyes and short black hair. His physique depicts someone who engages in
moderate exercise. He is always dressed in black. His basic garb is a form-fitting shirt with slacks, leather gloves, and boots. Over this, he wears a stylized
bulletproof vest (with decorative buckles) with a holster for his Mag flashlight and a combat harness holding his arsenal of weapons. He wears a leather trench
coat. He owns a pair of stylish slim black shades.
Attributes: I.Q. 27, M.E. 23, M.A. 22, P.S. 12, P.P. 22, P.E. 14, P.B. 19, Spd. 21
Age: 21, Sex: Male, Height: 6 foot (1.82 m), Weight: 175 lbs.
Unusual Characteristics: Forearm and Lower Back Tattoos, whenever Felix absorbs magic, a strange pattern of tattoos appear on his forearms and his
lower back. Note: Diabolist characters (from Palladium Fantasy/Rifts), or those who can read and understand wards and runes would identify the
following ward phrase on his forearms; Left—Protection From Magic/Forces (rune) with Power and Permanence. Right—Protection by Inflicting Mystic Energy
Drain with Power and Permanence. Lower Back—Inflict Magic/Forces (rune) with Power and Permanence.
Vulnerability: Felix can absorb an unlimited amount of magical energy (P.P.E.), has the innate ability to build and create magical devices, and the ability
to learn to cast ANY spell or ritual simply by watching done a single time or reading about it, HOWEVER he is NOT a true master of spell magic. The
orientation for his magic MUST be used in conjunction with the Reconstruction devices he builds and creates. His spell casting capabilities are not the same as
true spell casters, even though he has learned to replicate what they know, he needs an appropriate device (item) to concentrate his thoughts and focus his
magic. For example, if Felix wanted to cast the 2nd level spell Energy Bolt, he needs something that looks like a pistol, or perhaps ring, or one of his own
weird looking devices. He points the reconstruction device at the target, whispers a few words (spends 5 P.P.E.), and his Energy Bolt spell erupts from the
item. Every spell he knows must be cast in this manner, failure to do so means suffering the penalty for not having an appropriate focus. Spell Casting
Penalty: The P.P.E. cost is TRIPPLED and the spell range, duration, effect, penalty, additional S.D.C. saving throw, and damage are reduced to a mere one-
third when cast through traditional words and gestures, rather than focused through a Reconstruction device. Energy Bolt for example would cost 15 P.P.E.
Range: 50 feet (15.2 m), Damage: 2D4, Saving Throw: Dodge of a 6 or higher.
Major Super Abilities: Mystic Energy Absorb (special). Felix is a living magic energy (P.P.E.) sponge that he can soak up, store, and harmlessly convert
and release magic energy (P.P.E.). This means he is impervious to ALL magic spells, and any magical power/talent/ability that utilizes P.P.E. There is no LIMIT
to how much magical energy he can store. He doesn’t roll to save vs magic, he simply absorbs it (the amount of P.P.E. that went into casting the spell, ritual,
talent, ability, etc). He can retain and accumulate additional P.P.E. beyond his normal P.P.E. pool equal to his P.E. attribute score in hours before it harmlessly
dissipates, or he can utilize that P.P.E. to build his magical creations/devices. He suffers half the normal damage from the physical attack of a magic weapon
(including rune and millennium) and he cannot be soul drained. He cannot absorb non-magical energy attacks (fire, heat, laser blasts, electricity, and so on).
These and normal kinetic energy attacks (punches, kicks, bullets, explosions, etc) do full damage to him, including if they are done to him by a supernatural
being or creature of magic.
1. Draining Touch: Felix can drain the P.P.E. out of an item (a talisman or magic items) or a person/being by touching them. A talisman/amulet will
simply become a non-magical artifact, while magic weapons are rendered temporarily inert (having zero P.P.E.) for 24 hours, but if invulnerable would still
keep this natural property. Simply making physical contact with a lesser/minor magical supernatural being (mega heroes/villains), creatures of magic, or
mages less than 5th level causes them to lose temporarily all their P.P.E. with Felix able to drain as much as 300 P.P.E. in less than 5 seconds (counts as one
action/attack). Against creatures of greater magic, supernatural beings, dragons, immortals, deities, etc, they must make a magic save of 16 or better, or
Felix can drain them of 300 P.P.E. and cause an additional 1D4x100 to dispel harmlessly into the surrounding area (it vanished in 2D6 minutes, which if Felix
releases his touch on the victim, he can absorb likewise). If the greater supernatural being makes his/her save, Felix can still absorb 1D6x10 P.P.E. from such
a being as well as reduce their S.D.C., Hit Points, combat bonuses, and combat abilities by 30%! If Felix uses his power on a psychic, they will temporarily
lose half of their I.S.P., and all their P.P.E. The absorption process is instantaneous. P.P.E. and I.S.P. will recover naturally, but the drainage temporarily disrupts
the victim’s psychic essence and they are left with no personal P.P.E. to draw upon to cast magic, talents, spells, etc. Since there is no limit to his ability,
simply by holding onto a victim, he can drain them completely bone drain of P.P.E.
2. Energy Charge: Felix can send a surge of P.P.E. into magic practitioner, creature of magic, supernatural being, etc giving them the full magical
capabilities as if they were standing on a ley line nexus during a partial (full) solar eclipse! This however has 01-25% chance of disrupting a magic
practitioner less than 5th level, requiring a magic saving throw (16 or better) or it will short-circuit their ability to hold and retain P.P.E. for up to 3D4 melee
rounds, or worse (G.M. discretion), short out their capabilities for 3D4 days.
3. Energy Flash: (same as Energy Absorb), Range: 80 feet (24.3 m), Damage: 2D6, Attacks Per Melee: Counts as one melee attack/action, but he can
only perform once per melee round.
4. Glow: Felix can use the storage of P.P.E. he absorbs to glow equal to a Globe of Daylight spell (8th level). This magical light is harmless. He can
restrict the light to a specific part of his body, like a hand, or arm, or his entire body. This of course means vampires and other light sensitive supernatural
creatures cannot approach him, or as in the case of Shadow Beasts do so in a reduced capacity.
5. Magic Energy Bolt: Range: 800 feet (243 m), Damage: 8D4 or 5D6+2, Duration: Instant, Attacks per Melee: Counts as two attacks/actions.
Magic Reconstruction: Felix has the strange ability to build and repair any kind of machine or device without needing any knowledge of how it
might work or need any of the proper tools to perform repairs, all he really needs is the necessary parts and pieces available. Felix doesn’t even need metal to
make these devices work. He can pretty much use anything around him, however, its important he chooses a form that matches what Functions he plans to
use it for; while he could build a magic powered energy cannon out of a washing machine, it would be incredibly difficult. It is better to try to pick a form and
components that complement the Functions that it is expected to perform. It also helps if Felix chooses something to symbolize how he wants the device to
function with the added mystic power. For example, Felix could simply take a plastic mask and snorkel (bought at a department store) and give it a Breath
Without Air spell. If the mask and snorkel are separated or destroyed the magic empowerment is lost. He could also grab a pair of red sunglasses off the shelf
and bestow upon them Impervious to Fire spell, the red color being the symbol he needs to produce the magic. Felix’s Magic Reconstruction still allows most
things to operate/function as they would normally, meaning if he turned a Bic Pen into a magic wand, it would still have ink in it to write, a revolver would still
fire normal bullets, a smart phone would still make normal calls. Using any technology as a magic reconstruction device does not harm the device, it simply
becomes the temporary conduit which he channels his focus and energy. Once the spell ends, the device is as non-magical as it was before casting the spell.
However, if he wants item to retain and maintains permanent magical capabilities, he will fully reconstruct them and they will no longer function as a normal
item, but as a magical device. HOWEVER, Felix must remain within 320 feet (97 m) of the item for it to keep working. If he leaves that range, the item falls
apart or stops working in 2D6 hours, meaning he must start all over again.
Duration: Repairs and construction work fine as long as Felix remains within range.
Attacks per Melee: Uses up all the attacks/actions of a melee round while building or making a repair.
Time Requirements: Takes one melee round to build a magic wand, amulet, talisman, or magically charge an item, or magically repair simple items (a
Bic Pen, pair of pants, broken handle, broken plate, etc), four melee rounds (one minute) for moderately complicated items like a bicycle, 1D6+6 melee
rounds for complicated items like a computer or car engine, flying carpet, standard techno-wizard device, or make a door an object for himself to teleport
himself through, and possibly 2-4 times longer for more complex things (TW Teleport Station with Teleport Superior, or a TW Turbo Wing Board), or 2D4 days
to build something like a Golem or TW land vehicle like a car or ATV (if frame and parts available), and 2D4 weeks to build a giant war machine (need lots of
parts, components, a frame, coffee, and a huge lack of sleep). Author Note: Felix is a sort of mutant Techno-Wizard, however, he doesn’t suffer the usual limit
to many Techno-Wizard creation rules. He can effectively replicate or create ANY Techno-Wizard weapons, vehicles and devices are presented in the many of
the different Rifts supplements (such as the Rifts® Book of Magic). Simply covert M.D.C. to S.D.C.
Minor Super Abilities: Abnormal Energy Sense, Super Vision: Paranormal Sight, and Knowledge Replication (special). Felix has the ability to gain and
replicate any kind of magical knowledge he observes (sees and hears) or reads about. He can duplicate this information simply by observing it and stockpile
this knowledge indefinitely. This is passive (constant absorption) ability is always on. He can simply read a scroll and he will intuitively know how to cast that
spell. He can handle most magic weapon and over time replicate that weapon (cannot replicate or build rune/Enchanted Weapons, Weapons of Order
or Chaos since they require souls to power, nor millennium weapons, but he could create any Enchanted Object if it has spell knowledge, cannot give it major
or minor super abilities). He has been mentored by a powerful magic practitioner (aka the Dragon King Baarrtk Krror) and effortlessly learned a ton of spells
from the Heroes Unlimited 2nd edition universe.
Spell Knowledge: Thanks to his Dragon King mentor and his minor super ability, Felix knows a huge range of spell knowledge. HOWEVER all of these
spells require him to use a Magical Reconstruction device, otherwise if he tries to cast them like a normal wizard, they will operate at one-third their normal
range, duration, effect, penalty, additional S.D.C. saving throw (5 or better), and damage. Opponents need a 14 or higher to save versus his magic.
Amulet (290), Armor of Ithan (10), Befuddle (3), Blind (6), Breathe Without Air (5), Blinding Flash (1), Call Lightning (15), Carpet of Adhesion (10),
Chameleon (6), Charismatic Aura (10), Climb (3), Cloud of Smoke (2), Compulsion (20), Concealment (6), Constrain Being (20), Cold Wall (Alien Unlimited
15), Create Bread & Milk (15), Create Golem (700 or 1000), Cure Illness (15), Cure Minor Disorders (10), Curse: Phobia (40), Death Trance (1), Detect
Concealment (6), Dimensional Pocket (30 or 140), Dispel Magic Barrier (20), Energy Bolt (5), Energy Disruption (12), Energy Field (10), Escape (8), Eyes of
Thoth (8), Eyes of the Wolf (25), Extinguish Fire (4), Fear (5), Fingers of the Wind (5), Finger of Lictalon (150), Fire Ball (10), Fire Bolt (7), Fire Fist (15), Fire
Storm (30), Float in Air (5), Fly (15), Fly as the Eagle (25), Globe of Daylight (2), Globe of Silence (20), Heal Wounds (10), Heal Self (20), Heavy Breathing
(3), Ice Blast (Alien Unlimited 10), Ignite Fire (6), Impervious to Energy (20), Impervious to Fire (5), Invisibility: Simple (6), Invisibility: Superior (20),
Invulnerability (25), Levitation (5), Ley Line Transmission (30), Locate (30), Magic Pigeon (20), Magic Net (7), Mask of Deceit (15), Memory Bank (12), Mend
Cloth (12), Multiple Image (7), Mystic Alarm (5), Mystic Shield (10), Mystic Portal (60), Negate Magic (30), Negate Poisons/Toxins (5), Paralysis: Lesser (5),
Protection Circle: Simple (45), Purification (20), Repel Animals (7), Reduce: Self (20), Resist Fire (6), Seal (7), See Aura (6), See the Invisible (4), Sense Evil
(2), Sense Magic (4), Shadow Meld (10), Sleep (10), Swim as a Fish (6), Sword to Snake (50), Talisman (500), Telekinesis (6), Teleport: Lesser (15), Teleport
(120), Teleport Superior (600), Time Hole (210), Time Slip (20), Thunderclap (4), Tongues (12), Trance (7), Transferal (50), Turn Dead (6), and Wind Rush
(20).
Attacks per Melee: 5 (2 initial +3 from hand to hand).
Combat Training: Expert
Combat Bonuses: +9 to Perception Rolls, +2 to initiative, +6 to strike, +7 to parry, +7 to dodge, 4 to damage, +2 to roll with punch/fall, +2 to pull
punch, +2 to disarm, +2 to spell strength (need a 14 or better to save against magic).
Saving Throws: Impervious to all magic (all P.P.E. power abilities), take half damage from magic weapons, his is not a psionic but he needs a 12 or
better to save vs psionics, +3 to save vs possession, +6 to save vs Horror Factor/+10 against the supernatural, +6 to save vs mind control,+4 to save vs
psionics, +4 to save vs insanity.
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 or knockdown), Body Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and 1 attack/action), All Holds,
Paired Weapons, Critical/Knockout from behind, and Critical strike on an unmodified roll of 18-20.
Other Bonuses: +13% to skills, 70% to trust/intimidate, and 45% charm/impress
Educational Background: Private Detective combined with Mystic Study (Wizardry).
Common Skills: Read-Write/Speak English 98%/98%, Mathematics: Basic 98%, Pilot: Automobile 97%, Pilot: Hoverboard 93%, Meditation 98%, Spell
Translation 91%, Lore: Demon & Monster 85%, Geomancy 80%, Religion 90%, Archaeology 98%/83%, Chemistry 98%, and Holistic Medicine 93%/83%. .
O.C.C. Skills: Pilot: Motorcycle 98%, Basic Electronics 93%, Computer Operation 98%, Crime Scene Investigation 98%, Hand to Hand: Expert,
Photography 98%, Research 98%, Streetwise 85%, Find Contraband 86%, Surveillance 98%, Tracking (people) 88%, Undercover Ops 98%, and W.P.
Handgun (+4 to aim/+2 to burst).
O.C.C. Elective Skills: Prowl 88%, Escape Artist 88%, Pick Locks 98%, Intelligence 87%, Tailing 98%, History 98%98%, Astronomy & Navigation 73%,
and Appraise Antiques 78%,
Secondary Skills: Running, Housekeeping 88%, Sewing 98%, First Aid 98%, Identify Plants & Fruits 88%, Land Navigation 81% Swimming 93%,
Climbing 83%/73%, and Law (General) 68%.
Money: On any giving day, he has $4D6x100 in his checking account and $3D6x50 in his savings account. However, he owns two million dollars in
antiques and 6 million in various gems and various unusual and weird spell/ritual components.
Weapons: When it’s time to go on a mission, he carries a handful of his favorite reconstruction weapons and gadgets. He sometimes has one or two “untested” ones.
Beretta Model 92 9mm Automatic Pistol, Range: 180 feet (55 m), Damage: 3D6, Rate of Fire: Single shot or Semi-Automatic, Payload: 15 rounds. He typically keeps 1D4 clips on him.
A pair of British Napoeonic Flintlock Overcoat Pistols (1800), Left Holster-Fire, Range: 90 feet (27.4 m), Damage: 8D6 or 1D4x10+8, Saving Throw:
Dodge, but the victim must know the attack is coming and must roll an 18 or higher (with dodge bonuses), P.P.E.: 10. Right Holster-Ice, Range: 90 feet (27.4
m), Damage: 8D6 or 1D4x10+8, Saving Throw: Dodge, but the victim must know the attack is coming and must roll an 18 or higher (with dodge bonuses),
P.P.E.: 10.
Madball Grenades, Toy foam balls that incorporate gross-out humor and given a character synopsis and odd name, for example Horn Head (a Cyclops
with a nose ring) or Oculus Orbus (a bloodshot eyeball). He uses these as grenades by imprinting various spells onto them that he carries in a shoulder bag.
The grenades release their magic when they make contact (Befuddle, Blinding Flash, Cloud of Smoke, Carpet of Adhesion, Cold Wall, Fear, Extinguish Fire,
Float in Air, and Globe of Silence). Range: 100 feet (30.5 m), Cost: P.P.E. of spell. Note: None of these spells destroys the Madball, so if he can he will
try to retrieve them.
Black Ski Mask (Shadow Meld, 10 P.P.E.).
Nintendo Power Glove-Left Hand; Mystic Shield (10), Animate Object (15), Telekinesis (8).
Mag Light Flashlight (Energy Blade). P.P.E. channel cost 15, Damage: 5D6+2, Duration: 4 minutes per 15 P.P.E. Functions same as Energy Melee
Weapon. No P.S. damage bonuses, can parry (stop) a single projectile (bullet) and energy beams (-6 to parry).
Smart Watch (magical features), Fire Fist (10), Fly as the Eagle (25), Call Lightning (15), and Energy Disruption (15).
Boxers/Briefs (magical feature underwear) Escape (8) and Float in Air (5).
Armor: His vest covers his check, back, and shoulders, with inserts of his own hand made ceramic and plastic plates. The vest does have a slight
pointed extension that protects the groin area from range weapons (not melee). His long leather coat is likewise able to have padding and plates inserted and
has a hood that be pulled over his head. His cargo-like pants have places to insert metal and ceramic plates to protect his thighs, knees, and lower legs.
(Armor of Ithan, Impervious to Energy, Energy Field, and a P.P.E. Energy Battery fuel the spell magic beyond its normal duration. Once he puts his
costume/body armor on, he spends 25 P.P.E and it activates all three spells at once and the battery sustains them for 3 hours. A.R. 10, 70 S.D.C. (A.R.: 13,
S.D.C. 120 with the long coat). Force Field Body Armor is a unique combination and application of Armor of Ithan, Energy Field, and Impervious Energy; 240
S.D.C.
Magic Equipment & Vehicles: The following are other misc (magical) pieces of equipment that he has permanently turned into magical devices, but
each time he leaves his building without them, they will have to be magically reconstructed in order to work, but he doesn’t have to recast the spell as its
been permanently infused with the magic, hence the reason it keeps falling apart after he leaves. Multi-Optic Helmet (Eyes of the Wolf), Hand Held Scanner
(Locate, Sense Magic, Sense Evil, and Detect Concealment), Frying Pan (instant hot plate to cook outdoors with), Swiss Army Knife (Escape/Seal), Pocket
Watch (Trance), Mask/Snorkel (Swim as a Fish), five pairs of Hand Cuffs (Negate Magic/Speed of Snail), Headphones (Globe of Silence), Snake Head Cane
(Sword to Snake), and Picnic Basket (Create Bread & Milk).
Flying Hover Board (2 person), Spells include: Fly like the Eagle, Float in Air, Wind Rush, Levitation, Energy Field, Telekinesis, Carpet of Adhesion,
Armor of Ithan, and a number of secret incantations (430 P.P.E. total). S.D.C. 20, Range: Unlimited, Maximum Altitude: 10,000 feet (3049 km), Speed: 120
mph (192 km). Bonuses: +2 on initiative, +2 to dodge, and +1 attack per melee.
Non-Magical Equipment & Vehicles: Backpack, sunglasses, first aid kit, high end tablet, portable tool kit, camping gear (when necessary), and anything
that he might need depending upon the mission. He typically drives a 2014 Harley-Davidson VRSCD Night Rod motorcycle or a 2021 GMC Savana Cargo van.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
Andreas
Andreas Delacroix was born in Paris, France. By the time he was ten years old, his parents encouraged him to take up fencing. To his instructors’
amazement, he was a natural with foil, épée, and sabre. He won numerous junior tournaments. He won the world championship and a gold and two silver
medals in the Olympics. He continued to dominate at the world championships until the following Olympic summer games. In the semi-finals, he made short
work of Aleister Sangria from Germany. That night while he was returning to the Olympic village when he had a chance encounter with Aleister sister Angelita.
She suddenly attacked him. To his horror, he learned she was a vampire. Andreas awoke weak and unable to finish the tournament, allowing her brother to
take his place and take the gold medal. When Andreas recovered, he told anyone who would listen, but everyone regarded him as a sore loser. When he tried
to go after him during a live interview, Andreas got arrested. The following night, Angelita attacked him again, putting him in the hospital. She then vowed to
return the following night to drain him dry. Andreas tried to alert the hospital staff but all this did was get him strapped down to a bed and filled with anti-
psychotic drugs. That night Andreas came for him, but suddenly appearing in his room was the Demon Hunter Adam Finn who had in his possession the magic
sword Dark Blood. Finn killed Angelita impaling her through the heart and then decapitated her. But before he could set her body ablaze, Aleister was there to
shoot him. Police arrived and arrested Aleister. Just before he died, Adam Finn looked at a barely conscious Andreas and told him. “Sword of a forgotten
mage, I pass you on, renew your rage.” Adam Finn suddenly shriveled up, died, and vanished. Now Andreas was armed with the magic sword Dark Blood. In
his mind, he suddenly saw a caramel-colored African American male whose name he knew to be Isaac Boone, he was the next sword wielder. Andreas
understood that one day in the future he and Isaac Boone would cross paths and the same thing that happened to Adam Finn would happen to him. Andreas
made up his mind to meet Isaac Boone and tell him his future. He didn’t know if the exchange would happen before hand but he wanted to tell the man now
and warn him. On his way to meet with Isaac, Andreas found himself surrounded by members belonging to the Society of the Mystic Font who at the time
were using were-wolves as their minions. A mysterious arcane detective named Gauge came to his rescue just in time to help him defeat them all. The two
men struck up a friendship that lasts to this very day. They formed the supernatural private detective agency Night Watch. Later they recruited a mystic
named Medea (and her cat Shadow). Andreas and Gauge often work alongside the wizard specialist Felix Christiansen. Andreas has “safely” met with the now
18-year-old Isaac Boone on several different occasions. The young man is aware of his fate and is ready at any time to take up the mantle. Andreas tries to
carry on with his normal life without worrying so much about “seeing” Isaac at any given moment, although he has wondered if it’s even possible to give Isaac
the sword now and avoid the whole dying process.
Real Name: Andreas Delacroix
Occupation: Former Olympic Fencer now supernatural hunter/investigator.
Alignment: Scrupulous
Power Category: Enchanted Weapon (Weapon of Order)
Experience Level: 4th level
Hit Points: 35 S.D.C.: 47/+30 with Dark Blood.
P.P.E.: 10
Appearance: Andreas is average looking French male who engaged in extensive physical exercise and hand-to-hand combat to become a natural
athlete. He has medium-length; straight, luxurious brown hair and brown eyes. When he summons the power of Dark Blood, he magically beefs up, yet
nothing about him changes. He carries a belt with four throwing knives in leather holsters around his waist. He is usually clad in a black leather vest (that
shows his bare and impressively muscular arms) and a pair of brown loose cut trousers and boots.
Attributes: I.Q. 14, M.E. 9, M.A. 15, P.S. 20, P.P. 16, P.E. 16, P.B. 10, Spd. 28.
Age: 28, Sex: Male, Height: 6 foot (1.82 m), Weight: 192 lbs (86.4 kg)
Vulnerability: Bloody Hand, whenever Dark Blood sense the presence of vampires (400 feet/121 m), the wielder’s right-hand drips with blood (not their
own). This blood odor attracts vampires (up to one mile/1/6 km away). The blood belongs to any vampire stabbed in the heart by the sword (effectively a
stake in the heart) and the sword absorbs into it.
The Surrogate, the moment Dark Blood passes on to a new owner, the name and exact location of the next owner becomes known to the current
wielder. Exactly how this happens is unknown, perhaps an extension of the sense death and destruction. Dark Blood seems to have Precognitive Connection
with the current and next sword wielder, knowing precise when the two individuals need to meet, which always occurs just before the current holder is going to die.
Weapon of Order: Dark Blood (long sword), Damage: 4D6. Bonus: +1 to strike/parry. Andreas can attempt to parry a single bullet or energy beam but
is -6 to do so.
Powers and Bonuses: +30 S.D.C., fire and cold ½ damage, +3 to save vs magic, and see the invisible. These bonuses apply only when fighting the
undead. +2 on Perception Rolls, +1 to strike and parry, Critical Strike (double damage) against undead on the roll of a Natural 18-20 or a modified roll of 21
or higher, +2 to dodge, +1 to save vs magic, +2 to save vs illusions, +1 to save vs possession, +1 to save vs vampire’s bite and mind control, +2 to save vs
Horror Factor, and +15% to save vs coma/death.
Powers of Order: Damage Bonus (+6 to all attacks), Turn itself and wielder invisible: superior), Mystic Shield, Vampire Slayer (double damage to ALL
vampires and wounds cannot be healed for 1D4 hours), Spit Magic Fire (Range: 300 feet/91 m, Damage 3D6), and Words of Truth.
Minor Super Abilities: Power Weapon (16 minutes, +2D6 damage to Dark Blood and a 2nd hand held weapon, once per melee fire an energy bolt 400
feet/121 m) that does 36 points of damage), and Sense Death and Destruction.
Combat Training: Expert
Attacks per Melee: 6 (2 initial +3 from Hand to Hand +1 from boxing)
Combat Bonuses: +2 to initiative, +3 to strike, +7 to parry, +7 to dodge, +5 damage, +4 to roll with punch/fall, +2 to pull punch, and +2 to disarm.
Saving Throws: +4% to save vs coma/death, +1 to save vs magic & poison, and +3 to save vs Horror Factor.
Combat Skills: Punch 1D4, Power Punch 2D4 (counts as two attacks), Elbow/Forearm 1D6, Knee 2D4, Karate Kick 2D4, Roundhouse 3D6, Axe Kick
2D8, Leap Kick 3D8 (counts as two attacks), Paired Weapons, all Holds, Critical strike from behind, and Knockout on an unmodified roll of 20.
Educational Background: Athletics: Fighting Competition with studies into the supernatural.
Common Skills: Read-Write/Speak French and English 88%/92%, Basic Mathematics 84%, and Pilot: Automobile 72%.
Occupational Skills: Pilot: Motorcycle 81%, Athletics (General), Boxing, Kick Boxing, Performance 60%, Running, Fencing (+1D6 damage to sword),
W.P. Sword (+3 to strike/parry) and W.P. Dagger (+3 to strike/parry and +2 to throw).
Elective Skills: Streetwise 46%, Undercover Ops 50%, Tailing 70%, Intelligence 48%, Prowl 55%, and Recognize Weapon Quality 45%.
Learned Skills: Lore: Demon & Monster 50%, Mythology 50%, and W.P. Paired Weapons.
Secondary Skills: Swimming 70% and Climbing 50%/40%.
Money: He has on him on any given moment $3D6x50 dollars in cash.
Weapons: His weapon of choice is Dark Blood. However, he also uses the following.
Angel’s Tear, this is a trident dagger (parrying dagger) made entirely of silver. The 3 blades folded together to resemble a conventional blade. All three
blades are eternally sharp, indestructible, well balanced (+1 to strike and +3 to parry), inflicts 1D6+6 damage to mortal foes and double damage (2D6+12)
against the undead, including animated dead, mummies, zombies, and of course vampires and other undead. There is a mechanism near the hilt that releases
two side blades to spring open to form a cross. The two blades are stopped by the ends of the curved quillions. This allows the weapon to become a holy
symbol that can be used to hold Vampires and were-beasts at bay. When thrown into the air, the dagger stops and hovers above the owner head, where it will
suddenly glow a moon glow yellow and turn away 4D6 dead as well as demonic Grave Ghouls. (Functions same as the Turn Dead spell.) It does this for one
full minute.
4 silver platted throwing daggers (crossed on the hilt), Damage: 1D6 (double damage to vampire), +1 to throw.
Armor: When he needs to, he will wear a half suit vest into combat. A.R. 10, S.D.C. 50.
Magic Items: Sigil of Inner Will, a special medallion that helps Andreas focus his will power to resist mind control and overcome adversity. As long as he
wears the medallion (or has it on his person), he is impervious to the bite and all forms of mind control by vampires and other undead, and impervious to
possession by supernatural beings! The medallion also provides a +4 bonus to save vs magical mind control (Charms, Domination, etc.) and illusions, and +4
to save vs psionic mind control and any battle of wills. It also provides him a bonus of +4 to save vs poison and disease and +20% to save vs coma/death.
The medallion bears the image of an angel holding a sword (Dark Blood).
Equipment & Vehicles: He drives around on a purple Ducati 1299 Panigale sport bike. He takes whatever gear or equipment he needs to complete his
mission. He doesn’t like carrying too many things on his person.
Andreas Delacroix was born in Paris, France. By the time he was ten years old, his parents encouraged him to take up fencing. To his instructors’
amazement, he was a natural with foil, épée, and sabre. He won numerous junior tournaments. He won the world championship and a gold and two silver
medals in the Olympics. He continued to dominate at the world championships until the following Olympic summer games. In the semi-finals, he made short
work of Aleister Sangria from Germany. That night while he was returning to the Olympic village when he had a chance encounter with Aleister sister Angelita.
She suddenly attacked him. To his horror, he learned she was a vampire. Andreas awoke weak and unable to finish the tournament, allowing her brother to
take his place and take the gold medal. When Andreas recovered, he told anyone who would listen, but everyone regarded him as a sore loser. When he tried
to go after him during a live interview, Andreas got arrested. The following night, Angelita attacked him again, putting him in the hospital. She then vowed to
return the following night to drain him dry. Andreas tried to alert the hospital staff but all this did was get him strapped down to a bed and filled with anti-
psychotic drugs. That night Andreas came for him, but suddenly appearing in his room was the Demon Hunter Adam Finn who had in his possession the magic
sword Dark Blood. Finn killed Angelita impaling her through the heart and then decapitated her. But before he could set her body ablaze, Aleister was there to
shoot him. Police arrived and arrested Aleister. Just before he died, Adam Finn looked at a barely conscious Andreas and told him. “Sword of a forgotten
mage, I pass you on, renew your rage.” Adam Finn suddenly shriveled up, died, and vanished. Now Andreas was armed with the magic sword Dark Blood. In
his mind, he suddenly saw a caramel-colored African American male whose name he knew to be Isaac Boone, he was the next sword wielder. Andreas
understood that one day in the future he and Isaac Boone would cross paths and the same thing that happened to Adam Finn would happen to him. Andreas
made up his mind to meet Isaac Boone and tell him his future. He didn’t know if the exchange would happen before hand but he wanted to tell the man now
and warn him. On his way to meet with Isaac, Andreas found himself surrounded by members belonging to the Society of the Mystic Font who at the time
were using were-wolves as their minions. A mysterious arcane detective named Gauge came to his rescue just in time to help him defeat them all. The two
men struck up a friendship that lasts to this very day. They formed the supernatural private detective agency Night Watch. Later they recruited a mystic
named Medea (and her cat Shadow). Andreas and Gauge often work alongside the wizard specialist Felix Christiansen. Andreas has “safely” met with the now
18-year-old Isaac Boone on several different occasions. The young man is aware of his fate and is ready at any time to take up the mantle. Andreas tries to
carry on with his normal life without worrying so much about “seeing” Isaac at any given moment, although he has wondered if it’s even possible to give Isaac
the sword now and avoid the whole dying process.
Real Name: Andreas Delacroix
Occupation: Former Olympic Fencer now supernatural hunter/investigator.
Alignment: Scrupulous
Power Category: Enchanted Weapon (Weapon of Order)
Experience Level: 4th level
Hit Points: 35 S.D.C.: 47/+30 with Dark Blood.
P.P.E.: 10
Appearance: Andreas is average looking French male who engaged in extensive physical exercise and hand-to-hand combat to become a natural
athlete. He has medium-length; straight, luxurious brown hair and brown eyes. When he summons the power of Dark Blood, he magically beefs up, yet
nothing about him changes. He carries a belt with four throwing knives in leather holsters around his waist. He is usually clad in a black leather vest (that
shows his bare and impressively muscular arms) and a pair of brown loose cut trousers and boots.
Attributes: I.Q. 14, M.E. 9, M.A. 15, P.S. 20, P.P. 16, P.E. 16, P.B. 10, Spd. 28.
Age: 28, Sex: Male, Height: 6 foot (1.82 m), Weight: 192 lbs (86.4 kg)
Vulnerability: Bloody Hand, whenever Dark Blood sense the presence of vampires (400 feet/121 m), the wielder’s right-hand drips with blood (not their
own). This blood odor attracts vampires (up to one mile/1/6 km away). The blood belongs to any vampire stabbed in the heart by the sword (effectively a
stake in the heart) and the sword absorbs into it.
The Surrogate, the moment Dark Blood passes on to a new owner, the name and exact location of the next owner becomes known to the current
wielder. Exactly how this happens is unknown, perhaps an extension of the sense death and destruction. Dark Blood seems to have Precognitive Connection
with the current and next sword wielder, knowing precise when the two individuals need to meet, which always occurs just before the current holder is going to die.
Weapon of Order: Dark Blood (long sword), Damage: 4D6. Bonus: +1 to strike/parry. Andreas can attempt to parry a single bullet or energy beam but
is -6 to do so.
Powers and Bonuses: +30 S.D.C., fire and cold ½ damage, +3 to save vs magic, and see the invisible. These bonuses apply only when fighting the
undead. +2 on Perception Rolls, +1 to strike and parry, Critical Strike (double damage) against undead on the roll of a Natural 18-20 or a modified roll of 21
or higher, +2 to dodge, +1 to save vs magic, +2 to save vs illusions, +1 to save vs possession, +1 to save vs vampire’s bite and mind control, +2 to save vs
Horror Factor, and +15% to save vs coma/death.
Powers of Order: Damage Bonus (+6 to all attacks), Turn itself and wielder invisible: superior), Mystic Shield, Vampire Slayer (double damage to ALL
vampires and wounds cannot be healed for 1D4 hours), Spit Magic Fire (Range: 300 feet/91 m, Damage 3D6), and Words of Truth.
Minor Super Abilities: Power Weapon (16 minutes, +2D6 damage to Dark Blood and a 2nd hand held weapon, once per melee fire an energy bolt 400
feet/121 m) that does 36 points of damage), and Sense Death and Destruction.
Combat Training: Expert
Attacks per Melee: 6 (2 initial +3 from Hand to Hand +1 from boxing)
Combat Bonuses: +2 to initiative, +3 to strike, +7 to parry, +7 to dodge, +5 damage, +4 to roll with punch/fall, +2 to pull punch, and +2 to disarm.
Saving Throws: +4% to save vs coma/death, +1 to save vs magic & poison, and +3 to save vs Horror Factor.
Combat Skills: Punch 1D4, Power Punch 2D4 (counts as two attacks), Elbow/Forearm 1D6, Knee 2D4, Karate Kick 2D4, Roundhouse 3D6, Axe Kick
2D8, Leap Kick 3D8 (counts as two attacks), Paired Weapons, all Holds, Critical strike from behind, and Knockout on an unmodified roll of 20.
Educational Background: Athletics: Fighting Competition with studies into the supernatural.
Common Skills: Read-Write/Speak French and English 88%/92%, Basic Mathematics 84%, and Pilot: Automobile 72%.
Occupational Skills: Pilot: Motorcycle 81%, Athletics (General), Boxing, Kick Boxing, Performance 60%, Running, Fencing (+1D6 damage to sword),
W.P. Sword (+3 to strike/parry) and W.P. Dagger (+3 to strike/parry and +2 to throw).
Elective Skills: Streetwise 46%, Undercover Ops 50%, Tailing 70%, Intelligence 48%, Prowl 55%, and Recognize Weapon Quality 45%.
Learned Skills: Lore: Demon & Monster 50%, Mythology 50%, and W.P. Paired Weapons.
Secondary Skills: Swimming 70% and Climbing 50%/40%.
Money: He has on him on any given moment $3D6x50 dollars in cash.
Weapons: His weapon of choice is Dark Blood. However, he also uses the following.
Angel’s Tear, this is a trident dagger (parrying dagger) made entirely of silver. The 3 blades folded together to resemble a conventional blade. All three
blades are eternally sharp, indestructible, well balanced (+1 to strike and +3 to parry), inflicts 1D6+6 damage to mortal foes and double damage (2D6+12)
against the undead, including animated dead, mummies, zombies, and of course vampires and other undead. There is a mechanism near the hilt that releases
two side blades to spring open to form a cross. The two blades are stopped by the ends of the curved quillions. This allows the weapon to become a holy
symbol that can be used to hold Vampires and were-beasts at bay. When thrown into the air, the dagger stops and hovers above the owner head, where it will
suddenly glow a moon glow yellow and turn away 4D6 dead as well as demonic Grave Ghouls. (Functions same as the Turn Dead spell.) It does this for one
full minute.
4 silver platted throwing daggers (crossed on the hilt), Damage: 1D6 (double damage to vampire), +1 to throw.
Armor: When he needs to, he will wear a half suit vest into combat. A.R. 10, S.D.C. 50.
Magic Items: Sigil of Inner Will, a special medallion that helps Andreas focus his will power to resist mind control and overcome adversity. As long as he
wears the medallion (or has it on his person), he is impervious to the bite and all forms of mind control by vampires and other undead, and impervious to
possession by supernatural beings! The medallion also provides a +4 bonus to save vs magical mind control (Charms, Domination, etc.) and illusions, and +4
to save vs psionic mind control and any battle of wills. It also provides him a bonus of +4 to save vs poison and disease and +20% to save vs coma/death.
The medallion bears the image of an angel holding a sword (Dark Blood).
Equipment & Vehicles: He drives around on a purple Ducati 1299 Panigale sport bike. He takes whatever gear or equipment he needs to complete his
mission. He doesn’t like carrying too many things on his person.
- 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.....
GAUGE
The man known as Gauge can no longer remember his past, his real name, or much of anything. He does recall the year he was born (1824) and he
speaks in a 19th century American accent. He does recall his long wandering in the Astral Plane, traveling the Outer and Inner Layers, camping in Astral
Domains and Astral Kingdom. Fighting all sorts of monsters. He spent a great deal of time a prisoner of a she-demon who did all kinds of terrible things to
him. It was from her that he learned the art of Demon Magic, which corrupted his soul and nearly sent him on a dark path to become more like her. He was
saved by a mysterious Astral Traveler who killed the she-demon. Having become a raving lunatic, the man took him to an oversize medieval castle, here he
was taught by various magic and astral travelers from the 1800s known as the Gray Ghost Society. They brought his mind from the brink of insanity. They
taught him some other magic besides the vile Demon Magic he learned, most of which he’s forgotten (or was erased from his mind). One of the mages there
helped him to construct an astral configured shotgun that he could take with him during his traveling to and from the Astral Plane. They also taught him how
to come and go using a magic Astral portal spell, since he was actually physically in the Astral Plane (not an Astral body or Transference). When he returned to
Earth, it was in the 21st century. It took him a long time to adjust to the modern era, but one thing had not changed. Supernatural monsters like the she-
demon still stalked regular people. All beings like those needed to die. He has devoted the rest of his life to destroying the supernatural evils that plague
humanity and took away the life he believes he must have had. Gauge carries a locket containing some hair in it. He has no memory who it belongs to (it's
human at least). After meeting his friend Andreas, he told Gauge that he should get the DNA tested to learn more about it. Gauge refuses because he doesn’t
want answers that might break his heart or torment his already tortured soul. Since joining forces with Andreas, Gauge has “mellowed out” somewhat. He still
anti-social and doesn’t particularly care for most modern things. He hates television, movies and prefers to listen to classical music. Kids today confuse him.
He really hates government types and doesn’t trust anyone until they prove themselves worthy of his friendship. Once earned, he will go out of his way to
protect and fight for his friends (Andreas, Medea, and Felix).
Real Name: Unknown
Occupation: Arcane Detective/Supernatural Hunter
Alignment: Anarchist (with a tendency toward Unprincipled)
Power Category: Arcane Detective/Astral Plane Traveler
Experience Level: 4th level
Hit Points: 37 S.D.C.: 56
P.P.E.: 127. Note: Gauge recovers 5 P.P.E. per hour of rest/sleep. A successful meditation skill roll allows him to regain 24 P.P.E. per hour of
mediation.
Appearance: Gauge is average looking white male who does a lot of physical exercise and hand-to-hand combat. He has medium-length blond hair that
ties into a ponytail. He gets lazy about shaving, so often his face is full of stubble. Gauge dresses with a Victorian (1800s) flair. He likes leather horseman’s
gloves, skin waistcoats, 19th century shirts, and so on.
Attributes: I.Q. 11, M.E. 14, M.A. 11, P.S. 14, P.P. 12, P.E. 24, P.B. 14, Spd. 28.
Age: Looks mid 20s, born 1824, Sex: Male, Height: 5 foot, 10 inches (1.77 m), Weight: 185 lbs (83.25 kg)
Vulnerability: Demon Magic, Gauge learned the dark art mystic art of Demon Magic, which allows a low cost of P.P.E. to cast spells, but requires the
sacrifice of a living creature (animal or humanoid), the drinking or other use of blood, and manipulation of souls. Gauge has never offered a good or selfish
alignment blood sacrifice to utilize this magic (only evil). If he does, it would cost him two melee attack/actions, one to speak the innovation and one to make
the kill (cut the victim’s throat).
Natural Abilities: Astral Senses; Gauge can see and sense astral (energy) entities and other astral travelers. He can also sense the presence of ley lines
and nexus points (range: 1 mile/1.6 km), and may be able to recognize/sense supernatural beings simply making a Moderate (of Challenging Perception Roll).
He can fully navigate the Astral Plane without any difficulty.
Spell Magic: Armor of Ithan (10), Astral Projection (10), Astral Portal (60), Befuddle (6), Blinding Flash (1), Breathe Without Air (5), Charm (12),
Commune with Spirits (25), Create Bread & Milk (15), Decipher Magic (4), Detect Concealment (6), Escape (8), Exorcism (30), Float in the Air (5), Globe of
Daylight (2), Increase Weight (4), Locate (30), Multiple Image (7), Protection Circle: Simple (45), See Aura (6), See the Invisible (4), Sense Evil (2), Sense
Traps (7), Trance (7), Turn Dead (6), and Words of Truth (15). Note: Gauge is a skilled enough magic user that if he kills anyone, he will attempt to
draw upon their P.P.E (doubled at the moment of their death) and use it to fuel additional magic.
Hellfire Bolt (10 with blood sacrifice, 30 without one); Range: 1600 feet (487 m), Duration: Instant, point and cast. Damage: 5D6+12. Saving Throw:
-1 to dodge. This spell launches a long-range bolt of magical fire and hits like a blast of plasma. It has the smell of brimstone. Note: By channeling the
spell through the shotgun, it cost him the same as a blood sacrifice.
Soul Fire (25 with a blood sacrifice, 75 without); Range: 200 feet (60 m), Duration: Instant results. Damage: 5D6 direct to Hit Points, Special. Saving
Throw: 16 or higher. If successful damage is half. A magic bolt of energy that looks like a stream of crackling blue energy. The energy blast bypasses any
armor, including power armor and force fields, and if directed at the right location of a vehicle, it will hit the pilot and do damage. Those struck suffer 5D6
damage direct to Hit Points. For beings who can Bio-Regenerate, the damage from this attack cannot be regenerated for one hour. Furthermore, the shock and
pain of this soul-rending attack causes the victim to lose one melee attack and initiative for 1D4 melee rounds. Note: He can use the shotgun to
channel the magic into it so he doesn’t have to perform the blood sacrifice.
Consume Soul (60), Range: Self, Duration: 4 minutes, Sacrifice Required: One sentient being must be slain so his/her soul may be consumed. Saving
Throw: Not applicable. Gauge can actually consume the soul of another living, sentient being by killing that individual at the end of the spell. He casts the
spell before killing them (or he cast it during combat, but must within 10 feet/3 m) of the person before they die). The process is unspeakable agony to the
soul until it is released at the end of the spell duration. In the meanwhile, Gauge consumes the P.P.E. and waning life essence, and holds onto the victim’s soul
inside his body with the following results:
Unless stated otherwise, bonuses last 2D4 minutes after the spell duration ends.
• His P.P.E. Base goes up 50%. This boost remains until the P.P.E. is used or 24 hours passes, whichever comes first.
• Damage for his own spells increases by 2D6; ends with spell duration.
• Triple his Hit Points and double his S.D.C.!
• Bio-Regenerates damage at a rate of 2D6 Hit Points/S.DC. per melee round and lost eyes or limbs regrow in two melee rounds.
• Increase P.S. 30% and it becomes Supernatural P.S.
• +4 to Perception Rolls. Ends with spell duration.
• +1 attack per melee round and +2 to strike and dodge.
• +1 on all saving throws.
• Impervious to possession and mind control.
Consequences of Dark Magic: If Gauge consumed the soul of an innocent person (i.e., not a known villain, demon, etc., regardless of his actual alignment),
Gauge’s alignment instantly changes to Miscreant evil. Gauge makes an effort to not to use this spell very often because it makes the spell caster crave power
and he will covet ways to become powerful. He’ll also want to use this spell whenever he can. Victim Note: -50% to resurrect a victim who was sacrificed to
power this spell and their soul consumed via this magic.
Combat Training: Expert
Attacks per Melee: 5 (2 initial +3 from Hand to Hand).
Combat Bonuses: +3 to Perception Rolls, +3 to initiative, +2 to strike, +4 to parry, +4 to dodge, +3 to roll with punch/fall, +2 to pull punch, +1 to
spell strength (13 or better).
Saving Throws: +18% to save vs coma/death, +6 to save vs magic, +2 to save vs possession, +5 to save vs poison/disease, and +4 to save vs Horror Factor.
Combat Skills: Punch 1D4, Power Punch 2D4 (counts as two attacks), Elbow/Forearm 1D6, Knee 1D6, Karate Kick 2D4, all Holds, and Critical strike
from behind.
Educational Background: Arcane Detective plus nearly 200 years living in the Astral Plane.
Common Skills: Read-Write/Speak English 88%/92%, Basic Mathematics 84%, Meditation 80%, and Horsemanship 71%/51%. Read-Write/Speak Spanish, French,
German, Russian, and Italian 90%.
Occupational Skills: Streetwise 52%, Intelligence 62%, Lore: Demon & Monster 62%, Pick Locks 60%, Tailing 70%, W.P. Handgun (+2 to aim/+1 to
burst), and Hand to Hand: Expert.
O.C.C. Related Skills: Research 70%, Religion 67%, Archaeology 60%/40%, Geomancy 57%, History 98%/85%, Tracking (people) 45%, Prowl 50%,
Find Contraband 47%, Crime Scene Investigation 50%, and Astronomy & Navigation 40%.
Secondary: Wilderness Survival 55%, Outdoorsmanship, Land Navigation 52%, W.P. Rifle (+2 to aim/+1 to burst), W.P. Shotgun (+2 to aim/+1 to
burst), Law (general) 60%, General Repair/Maintenance 65%, Gemology 45%, Carpentry 45%, Athletics (General), Running, Sewing 60%, Wardrobe &
Grooming 66%, Skin & Prepare Animal Hide 50%, Track & Trap Animals 40%/50%, and Cook 55%
Learned Skill: Pilot: Motorcycle 73%. He loves horses, but motorcycles are just too cool.
Money: He has on him at any given moment $3D6x50 dollars in cash on his person.
Weapons: His main weapon of choice is a Winchester Model 1901. Range: 180 feet (5.4 m), Damage: 5D6, Rate of Fire: Single shot, Feed: 5+2 round
tubular magazine. He uses a variety of shells some with rock salt (for witches, Faries, etc), silver rounds (were-wolves and vampires), gel rounds filled with
holy water. This particular shotgun is inscribed with magical symbols that allow the rifle to be transported to the Astral Plane where it will do 6D6 points of
damage to native and dimensional beings (without having to fire bullets). Any round fired from the gun in the material plane (coexistence) does normal
damage to astral being/native outside the Astral Plane. This means he can use the gun to shoot ghosts (entities). If Gauge wants the gun to harm those
typically invulnerable to normal weapons, he will infuse his Demon Magic into the gun. Vampires or other supernatural touching the shotgun suffers the same
damage as if they touched a Holy Item. He carries a bandoleer that holds 56 rounds and a side-saddle on the weapon that carries 6 rounds.
Glock 17, Range: 165 feet (50 m), Damage: 3D6, Rate of Fire: Single shot or Semi-Automatic, Feed: 17 round mag. He typically carries 1D4+1 extra clips.
4 silver platted stakes (crossed on the hilt), Damage: 1D6 (double damage to vampire).
Holy symbol brass knuckles, this allows him to punch (not kick or any physical attack) vampires and other supernatural creatures normally impervious
to normal punches +1D4 additional damage. Must make a save vs Horror Factor (18 or better without benefit of bonuses) or causes 2D6 damage direct to Hit
Points, the undead is immobilized cannot move or attack for one full melee round, unless attacked.
Armor: When he needs to, he will wear a half suit vest into combat. A.R. 10, S.D.C. 50.
Magic Items: Sigil of Inner Will, a special medallion that helps Gauge focus his will power to resist mind control and overcome adversity. As long
as he wears the medallion (or has it on his person), he is impervious to the bite and all forms of mind control by vampires and other undead, and impervious
to possession by supernatural beings! The medallion also provides a +4 bonus to save vs magical mind control (Charms, Domination, etc.) and illusions, and
+4 to save vs psionic mind control and any battle of wills. It also provides him a bonus of +4 to save vs poison and disease and +20% to save vs coma/death.
The medallion bears the image of an angel holding a sword (Dark Blood).
Equipment & Vehicles: He drives around on a 2020 Harley-Davidson Cruiser Fat Boy 114. He takes whatever gear or equipment he needs to complete
his mission. He doesn’t like carrying to many things on his person. On his bike, he has a portable fingerprint kit, lock picks, flashlight, a telescope, 2 pairs of
handcuffs, note pads, and classic looking ink pens.
The man known as Gauge can no longer remember his past, his real name, or much of anything. He does recall the year he was born (1824) and he
speaks in a 19th century American accent. He does recall his long wandering in the Astral Plane, traveling the Outer and Inner Layers, camping in Astral
Domains and Astral Kingdom. Fighting all sorts of monsters. He spent a great deal of time a prisoner of a she-demon who did all kinds of terrible things to
him. It was from her that he learned the art of Demon Magic, which corrupted his soul and nearly sent him on a dark path to become more like her. He was
saved by a mysterious Astral Traveler who killed the she-demon. Having become a raving lunatic, the man took him to an oversize medieval castle, here he
was taught by various magic and astral travelers from the 1800s known as the Gray Ghost Society. They brought his mind from the brink of insanity. They
taught him some other magic besides the vile Demon Magic he learned, most of which he’s forgotten (or was erased from his mind). One of the mages there
helped him to construct an astral configured shotgun that he could take with him during his traveling to and from the Astral Plane. They also taught him how
to come and go using a magic Astral portal spell, since he was actually physically in the Astral Plane (not an Astral body or Transference). When he returned to
Earth, it was in the 21st century. It took him a long time to adjust to the modern era, but one thing had not changed. Supernatural monsters like the she-
demon still stalked regular people. All beings like those needed to die. He has devoted the rest of his life to destroying the supernatural evils that plague
humanity and took away the life he believes he must have had. Gauge carries a locket containing some hair in it. He has no memory who it belongs to (it's
human at least). After meeting his friend Andreas, he told Gauge that he should get the DNA tested to learn more about it. Gauge refuses because he doesn’t
want answers that might break his heart or torment his already tortured soul. Since joining forces with Andreas, Gauge has “mellowed out” somewhat. He still
anti-social and doesn’t particularly care for most modern things. He hates television, movies and prefers to listen to classical music. Kids today confuse him.
He really hates government types and doesn’t trust anyone until they prove themselves worthy of his friendship. Once earned, he will go out of his way to
protect and fight for his friends (Andreas, Medea, and Felix).
Real Name: Unknown
Occupation: Arcane Detective/Supernatural Hunter
Alignment: Anarchist (with a tendency toward Unprincipled)
Power Category: Arcane Detective/Astral Plane Traveler
Experience Level: 4th level
Hit Points: 37 S.D.C.: 56
P.P.E.: 127. Note: Gauge recovers 5 P.P.E. per hour of rest/sleep. A successful meditation skill roll allows him to regain 24 P.P.E. per hour of
mediation.
Appearance: Gauge is average looking white male who does a lot of physical exercise and hand-to-hand combat. He has medium-length blond hair that
ties into a ponytail. He gets lazy about shaving, so often his face is full of stubble. Gauge dresses with a Victorian (1800s) flair. He likes leather horseman’s
gloves, skin waistcoats, 19th century shirts, and so on.
Attributes: I.Q. 11, M.E. 14, M.A. 11, P.S. 14, P.P. 12, P.E. 24, P.B. 14, Spd. 28.
Age: Looks mid 20s, born 1824, Sex: Male, Height: 5 foot, 10 inches (1.77 m), Weight: 185 lbs (83.25 kg)
Vulnerability: Demon Magic, Gauge learned the dark art mystic art of Demon Magic, which allows a low cost of P.P.E. to cast spells, but requires the
sacrifice of a living creature (animal or humanoid), the drinking or other use of blood, and manipulation of souls. Gauge has never offered a good or selfish
alignment blood sacrifice to utilize this magic (only evil). If he does, it would cost him two melee attack/actions, one to speak the innovation and one to make
the kill (cut the victim’s throat).
Natural Abilities: Astral Senses; Gauge can see and sense astral (energy) entities and other astral travelers. He can also sense the presence of ley lines
and nexus points (range: 1 mile/1.6 km), and may be able to recognize/sense supernatural beings simply making a Moderate (of Challenging Perception Roll).
He can fully navigate the Astral Plane without any difficulty.
Spell Magic: Armor of Ithan (10), Astral Projection (10), Astral Portal (60), Befuddle (6), Blinding Flash (1), Breathe Without Air (5), Charm (12),
Commune with Spirits (25), Create Bread & Milk (15), Decipher Magic (4), Detect Concealment (6), Escape (8), Exorcism (30), Float in the Air (5), Globe of
Daylight (2), Increase Weight (4), Locate (30), Multiple Image (7), Protection Circle: Simple (45), See Aura (6), See the Invisible (4), Sense Evil (2), Sense
Traps (7), Trance (7), Turn Dead (6), and Words of Truth (15). Note: Gauge is a skilled enough magic user that if he kills anyone, he will attempt to
draw upon their P.P.E (doubled at the moment of their death) and use it to fuel additional magic.
Hellfire Bolt (10 with blood sacrifice, 30 without one); Range: 1600 feet (487 m), Duration: Instant, point and cast. Damage: 5D6+12. Saving Throw:
-1 to dodge. This spell launches a long-range bolt of magical fire and hits like a blast of plasma. It has the smell of brimstone. Note: By channeling the
spell through the shotgun, it cost him the same as a blood sacrifice.
Soul Fire (25 with a blood sacrifice, 75 without); Range: 200 feet (60 m), Duration: Instant results. Damage: 5D6 direct to Hit Points, Special. Saving
Throw: 16 or higher. If successful damage is half. A magic bolt of energy that looks like a stream of crackling blue energy. The energy blast bypasses any
armor, including power armor and force fields, and if directed at the right location of a vehicle, it will hit the pilot and do damage. Those struck suffer 5D6
damage direct to Hit Points. For beings who can Bio-Regenerate, the damage from this attack cannot be regenerated for one hour. Furthermore, the shock and
pain of this soul-rending attack causes the victim to lose one melee attack and initiative for 1D4 melee rounds. Note: He can use the shotgun to
channel the magic into it so he doesn’t have to perform the blood sacrifice.
Consume Soul (60), Range: Self, Duration: 4 minutes, Sacrifice Required: One sentient being must be slain so his/her soul may be consumed. Saving
Throw: Not applicable. Gauge can actually consume the soul of another living, sentient being by killing that individual at the end of the spell. He casts the
spell before killing them (or he cast it during combat, but must within 10 feet/3 m) of the person before they die). The process is unspeakable agony to the
soul until it is released at the end of the spell duration. In the meanwhile, Gauge consumes the P.P.E. and waning life essence, and holds onto the victim’s soul
inside his body with the following results:
Unless stated otherwise, bonuses last 2D4 minutes after the spell duration ends.
• His P.P.E. Base goes up 50%. This boost remains until the P.P.E. is used or 24 hours passes, whichever comes first.
• Damage for his own spells increases by 2D6; ends with spell duration.
• Triple his Hit Points and double his S.D.C.!
• Bio-Regenerates damage at a rate of 2D6 Hit Points/S.DC. per melee round and lost eyes or limbs regrow in two melee rounds.
• Increase P.S. 30% and it becomes Supernatural P.S.
• +4 to Perception Rolls. Ends with spell duration.
• +1 attack per melee round and +2 to strike and dodge.
• +1 on all saving throws.
• Impervious to possession and mind control.
Consequences of Dark Magic: If Gauge consumed the soul of an innocent person (i.e., not a known villain, demon, etc., regardless of his actual alignment),
Gauge’s alignment instantly changes to Miscreant evil. Gauge makes an effort to not to use this spell very often because it makes the spell caster crave power
and he will covet ways to become powerful. He’ll also want to use this spell whenever he can. Victim Note: -50% to resurrect a victim who was sacrificed to
power this spell and their soul consumed via this magic.
Combat Training: Expert
Attacks per Melee: 5 (2 initial +3 from Hand to Hand).
Combat Bonuses: +3 to Perception Rolls, +3 to initiative, +2 to strike, +4 to parry, +4 to dodge, +3 to roll with punch/fall, +2 to pull punch, +1 to
spell strength (13 or better).
Saving Throws: +18% to save vs coma/death, +6 to save vs magic, +2 to save vs possession, +5 to save vs poison/disease, and +4 to save vs Horror Factor.
Combat Skills: Punch 1D4, Power Punch 2D4 (counts as two attacks), Elbow/Forearm 1D6, Knee 1D6, Karate Kick 2D4, all Holds, and Critical strike
from behind.
Educational Background: Arcane Detective plus nearly 200 years living in the Astral Plane.
Common Skills: Read-Write/Speak English 88%/92%, Basic Mathematics 84%, Meditation 80%, and Horsemanship 71%/51%. Read-Write/Speak Spanish, French,
German, Russian, and Italian 90%.
Occupational Skills: Streetwise 52%, Intelligence 62%, Lore: Demon & Monster 62%, Pick Locks 60%, Tailing 70%, W.P. Handgun (+2 to aim/+1 to
burst), and Hand to Hand: Expert.
O.C.C. Related Skills: Research 70%, Religion 67%, Archaeology 60%/40%, Geomancy 57%, History 98%/85%, Tracking (people) 45%, Prowl 50%,
Find Contraband 47%, Crime Scene Investigation 50%, and Astronomy & Navigation 40%.
Secondary: Wilderness Survival 55%, Outdoorsmanship, Land Navigation 52%, W.P. Rifle (+2 to aim/+1 to burst), W.P. Shotgun (+2 to aim/+1 to
burst), Law (general) 60%, General Repair/Maintenance 65%, Gemology 45%, Carpentry 45%, Athletics (General), Running, Sewing 60%, Wardrobe &
Grooming 66%, Skin & Prepare Animal Hide 50%, Track & Trap Animals 40%/50%, and Cook 55%
Learned Skill: Pilot: Motorcycle 73%. He loves horses, but motorcycles are just too cool.
Money: He has on him at any given moment $3D6x50 dollars in cash on his person.
Weapons: His main weapon of choice is a Winchester Model 1901. Range: 180 feet (5.4 m), Damage: 5D6, Rate of Fire: Single shot, Feed: 5+2 round
tubular magazine. He uses a variety of shells some with rock salt (for witches, Faries, etc), silver rounds (were-wolves and vampires), gel rounds filled with
holy water. This particular shotgun is inscribed with magical symbols that allow the rifle to be transported to the Astral Plane where it will do 6D6 points of
damage to native and dimensional beings (without having to fire bullets). Any round fired from the gun in the material plane (coexistence) does normal
damage to astral being/native outside the Astral Plane. This means he can use the gun to shoot ghosts (entities). If Gauge wants the gun to harm those
typically invulnerable to normal weapons, he will infuse his Demon Magic into the gun. Vampires or other supernatural touching the shotgun suffers the same
damage as if they touched a Holy Item. He carries a bandoleer that holds 56 rounds and a side-saddle on the weapon that carries 6 rounds.
Glock 17, Range: 165 feet (50 m), Damage: 3D6, Rate of Fire: Single shot or Semi-Automatic, Feed: 17 round mag. He typically carries 1D4+1 extra clips.
4 silver platted stakes (crossed on the hilt), Damage: 1D6 (double damage to vampire).
Holy symbol brass knuckles, this allows him to punch (not kick or any physical attack) vampires and other supernatural creatures normally impervious
to normal punches +1D4 additional damage. Must make a save vs Horror Factor (18 or better without benefit of bonuses) or causes 2D6 damage direct to Hit
Points, the undead is immobilized cannot move or attack for one full melee round, unless attacked.
Armor: When he needs to, he will wear a half suit vest into combat. A.R. 10, S.D.C. 50.
Magic Items: Sigil of Inner Will, a special medallion that helps Gauge focus his will power to resist mind control and overcome adversity. As long
as he wears the medallion (or has it on his person), he is impervious to the bite and all forms of mind control by vampires and other undead, and impervious
to possession by supernatural beings! The medallion also provides a +4 bonus to save vs magical mind control (Charms, Domination, etc.) and illusions, and
+4 to save vs psionic mind control and any battle of wills. It also provides him a bonus of +4 to save vs poison and disease and +20% to save vs coma/death.
The medallion bears the image of an angel holding a sword (Dark Blood).
Equipment & Vehicles: He drives around on a 2020 Harley-Davidson Cruiser Fat Boy 114. He takes whatever gear or equipment he needs to complete
his mission. He doesn’t like carrying to many things on his person. On his bike, he has a portable fingerprint kit, lock picks, flashlight, a telescope, 2 pairs of
handcuffs, note pads, and classic looking ink pens.
- 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.....
MEDEA
Medea Star had a strange childhood. Whenever she dreamed about would manifest itself in the real world, sometimes in her room, other times
appearing outside her window. This incredible power soon attracted the attention of various magical orders, powerful magic practitioners, and dimensional
beings. Medea learned the people she thought were her parents were really two immortal guardians trying to keep her safe from dark and sinister forces in
the Megaverse. One day a group of deevils (agents for Doctor Wilhelm Vilde) attempted to kidnap her. Her guardians tried their best to protect her, but they
were quickly overwhelmed by a demon dragon named Spoiled Yolk. At that moment, earth’s magical guardian Lord Arcane arrived and took her away. The
immortal mage told her about her grandmother Evangeline Serrano, a powerful sorceress on an alternative Earth born with the ability to tap into the
Xiabroegor Dimension, a strange dimensional plane where the traditional laws of physics didn’t apply and it served as a nexus point to an infinite number of
dimensions. Anyone who drew power from this realm could bring anything from their imagination into reality; from structures, objects, weapons, creatures,
elements, or any fictional or non-fictional material that the user can think of. The user could imagine anything that can be real, from changing current events
(war, genocides, protests, presidential elections, families, discoveries of riches or artifacts, etc.) into something else, materializing their imaginative friend into
actuality with a composed physical body, or make fictional elements that bend the laws of physics. Such power could not be allowed to go unchecked so a
council of powerful beings (the Dragon Kings) decided they couldn’t allow Medea’s grandmother to exist so they sent their Shadow Dragon selves to destroy
her. Evangeline destroyed the creatures but started to lose control over her imagination causing reality to break down around her. In a final desperate act, she
focused all her thoughts on one thing, protecting her daughter hidden away in a pocket reality. Evangeline died and took her planet Earth with her. Her
daughter had been rescued by the two immortal guardians and taken to the Earth of the Heroes Unlimited universe where they thought she would be kept
safe. Decades later the daughter would meet a man, they would marry, have a child, and that child was Medea. Unfortunately, a man named Gottfrid Savant
(aka the super villain Tombspell) learned about her mother’s existence and tried to capture her so she could release his father Felix Makart (aka the World
Shatterer) who possessed world-altering powers. Makart was imprisoned in a magical dimension that nobody could escape from unless someone with the
ability to tap into the Xiabroegor Dimension could open a portal for him. Tombspell thought Medea’s mother was such a person. In truth, her mother
possessed zero magical or dimensional capabilities. They instead passed onto her daughter Medea, which is why the two immortal guardians had taken her
away shortly after she was born. Tombspell upon learning this killed her parents. Now he was hunting for Medea. Lord Arcane handed Medea over to a Demon
Hunter Adam Finn to look after now that her immortal guardians were dead. In the meanwhile, he and the other members of the Order of Three vowed to
keep her safe. However, the Dragon King Baarrtk Krror (who opposed going after Evangeline in the first place) worried that Medea’s power although linked to
her dreams might grow in potential making her a threat to the universe as terrible as her mother. Things only got worse when her protector Adam Finn got
himself killed protecting the heir to his magic sword Dark Blood. Baarrtk decided to hand Medea over to his student Felix Christiansen, but never told him
about the close connection they both shared.
In the months that followed Medea slowly developed a teenage crush on Felix. He, however, was unaware of her feelings, as he was more worried about
the sheer number of monsters and demons that kept attacking him. Finally, he pieced together that he was not the intended target but Medea was. Felix
sought the assistance of his friends in the Night Watch. That night Medea manifested Shadow since she was lonely and wanted a pet cat. In the morning,
Andreas found a folder in the office records (from Adam Finn) filled with details about Medea and her family. Gauge believed Medea needed to be killed before
she played havoc on the universe. Felix and Andreas oppose such an idea. Felix then decides perhaps he could severe the link so he built a magical
reconstruction device that scanned Medea and located the metaphysical tether that connected her to the Xiabroegor Dimension and severed it. This triggered
a massive dimensional explosion in the dimension 3x times more powerful than the Tsar Bomba; the most powerful nuclear weapon ever created. Free from
her mystic lineage, Medea started to develop innate psychic and magical abilities. Shadow her last dream construct for whatever reason remained at her side
as a living entity. When Lord Arcane and Baarrtk learned what happened they were pleased and not happy with the results. Lord Arcane took Medea with her
to teach her how to use her magic and keep her away from local social service workers who wondered why she wasn’t in school.
Months later, Medea returned to Felix four years older and highly skilled in her magic. Shadow her protector was still with her. She wanted to be his
sidekick. Felix instead convinced her to join the Night Watch. Feeling rejected, she agreed. Gauge didn’t like the idea at first but eventually warmed up to her,
but he and Shadow remain uncivil with each other. Andreas has warned Felix that Medea still has feelings for him, but the artificer remains in denial or he’s
hoping she’ll find someone more appropriate for her. Medea is far more experienced than Andreas and Gauge as Lord Arcane had her train in the Astral Plane
where time passes far more slowly (a week is the equivalent of a minute). She tries not to rub this in their face but sometimes she can’t help it, especially the
computer stuff which finds herself doing a lot of.
Real Name: Medea Star
Occupation: Teenage investigator, member of the Night Watch
Alignment: Principled
Power Category: Mystic
Experience Level: 7th
Hit Points: 38 S.D.C.: 45
P.P.E.: 81
I.S.P.: 92.
Appearance: She has beady chestnut eyes. Her thick, straight, night-black hair is shoulder-length and is worn in a utilitarian style. She is medium
height and has an elegant build, the physique of gymnast. Her skin is cream-colored. Her outfits are steam punk in appearance. She has a number of mystic
symbols tattoos on her arms, shoulder, and legs.
Attributes: I.Q. 10, M.E. 20, M.A. 13, P.S. 14, P.P. 17, P.E. 16, P.B. 15, Spd. 27.
Age: 18, Sex: Female, Height: 5 foot and 7 inches (1.70 m), Weight: 127 lbs (57.15 kg)
Mystic Lineage: Medea was born with a metaphysical link to the Xiabroegor Dimension which she could tap into as a child/adolescent and use that
power to create anything (whether organic or inorganic) she wanted via her dreams. For example, if she dreamed about a massive amount of cash when
she awoke her room would be full of money. Any organism and object in her dreams could potentially appear in the real world. Medea when she was younger
needed to get plenty of rest/sleep. If she didn’t her dreams/subconscious could spill into the real world, causing various effects, taking symbolic shapes
(manifestation of creatures or humanoids), transforming and altering reality, and others could find themselves interacting with her manifestations according to
the sub-conscious meaning she attached to it (thoughts she didn’t want to say nor think about, deepest desires, fears, and emotions). With the help of the
Night Watch and Felix, Medea had the metaphysical link severed however; her last dream connected to the Xiabroegor Dimension had her owning a cat. In the
morning when she awoke, she created a dream being named Shadow. For whatever reason after severing the link, Shadow remained a physical being
although still a dream construct.
Psychic Abilities: Bio-Regeneration (6), Clairvoyance (4), Exorcism (10), Healing Touch (6), Object Read (6), Mimic Skills (12), Mind Block (4),
Precognition (8), Psychic Diagnosis (4), Psychic Surgery (14), Sense Evil (2), Sixth Sense (2), and Telepathy (4).
Spell Magic: Apparition (20), Calling (8), Cure Illness (15), Cure Minor Disorder (10), Globe of Daylight (2), Energy Field (10), Escape (8), Firebolt
(10), Magic Armor (Alien Unlimited, , Negate Poison/Toxin (8), Repel Animals (7), Second Sight (25), See Aura (6), See the Invisible (4), Sense Magic (4),
Telekinesis (8), Wind Rush (20), and Wink Out (20). Note: She recovers 6 I.S.P. and 5 P.P.E. with simple rest and sleep every hour. A successful mediation,
she recovers 12 I.S.P. or 42 P.P.E. per hour of meditation. She must focus on either I.S.P. or P.P.E., she cannot do both at the same time. She can switch back
and forth 6 I.S.P. or 8 P.P.E.
Combat Training: Basic
Attacks per Melee: 5 (2 initial +3 from Hand to Hand)
Combat Bonuses: +1 to initiative, +2 to strike, +3 to parry, +3 to dodge, +2 damage, +6 to roll with punch/fall, +2 to pull punch, +2 to disarm, +2 to
spell strength (14 or better).
Saving Throws: Need a 12 or better to save vs psionics, +4% to save vs coma/death, +3 to save vs magic, +1 to save vs poison/disease, +4 to save
vs psionics, +3 to save vs insanity, and +5 to save vs Horror Factor.
Combat Skills: Punch 1D4, Power Punch 2D4, (counts as two attacks), Elbow/Forearm 1D6, Knee 2D4, Snap Kick 1D6, Karate Kick 2D4, All Holds, and
Critical strikes on an unmodified roll of 19-20.
Educational Background: Home Schooled and Self-Taught Mystic.
Common Skills: Read-Write/Speak English 94%/95%, Basic Mathematics 93%, and Pilot Automobile 81%.
O.C.C. Skills: Dance 75%, Demon & Monster 90%, Gardening 74%, Geomancy 75%, Hand-to --Hand Basic, Holistic Medicine 75%/65%, Meditation
(95%), and Religion 75%.
O.C.C. Related Skills: Streetwise 48%, Acrobatics (Sense of Balance 95%, Walk Rope 81%, Climb Rope 94%, Back Flip 95%), Gymnastics (Bars and
Rings 81%), Identify Plants & Fruits 75%, Anthropology 75%, Wilderness Survival 70%, Outdoormanship, Botany 75%, Gemology 70%, Law (General) 85%,
Computer Operation 85%, and Research 60%.
Secondary Skills: Prowl 70%, Climbing 95%, Swimming 85%, Running, Land Navigation 64%, and Cook 70%.
Money: She has 2D6x10 cash on her on any given moment. She has $12,000 in her savings, and she keeps $50,000 in art pieces at her apartment.
Weapons: She relies on her psionics and magic, and of course her cat and the men in her life. Equipment & Vehicles: She is never without her phone.
The most expensive she can buy and the best plan available. She owns about $10,000 in steam punk/punk rock clothes.
SHADOW
Occupation: Dream Being Construct
Alignment: Unprincipled
Power Category: Special
Experience Level: 6th
Hit Points/S.D.C.: 256. Natural Armor Rating: A.R.: 14
P.P.E.: 111. He recovers 10 per hour. 20 when merged with Medea
I.S.P.: 136. He recovers 12 per hour or 24 when merged with Medea
Appearance: His natural appearance is as black Norwegian Forest Cat. He can also metamorphosis into a Black Panther/Leopard.
Attributes: I.Q. 19, M.E. 21, M.A. 5, P.S. 26 (extraordinary), P.P. 24, P.E. 19, P.B. 19, Spd.35 (he can run 24.5 mph/39 km).
Age: 3 years old (acts like a guy in his 20s), Sex: Male, Length: 2 foot (.6 m), Weight: 12 lbs (540 kg). As a Black Panther, he is
6.5 feet (1.98 m) long with a 4-foot (1.2 m) tail and weighs 165 lbs (74.2 kg).
Vulnerabilities: Magic and magic weapons do double damage to him. He is also vulnerable to psionic attacks. All such attacks take 1D4 hours to bio-regenerate.
Natural Abilities: Psionic Energy Being, Shadow is a living construct of psychic energy. His body is similar to APS-Force Field in that he has a
solid energy body. He is not semi-intangible, nor able to assume such a form. He does not bleed or feel injury like an organic life form. He doesn’t have vital
organs or parts (he cannot be knocked out). He does not sleep, fatigue, breathe air, and is impervious to organic attacks (poison, toxin, acid, drugs, disease,
radiation, etc). He cannot be blinded or rendered deaf. Projectiles, arrows, bullets, explosions, force bolts, punches, kicks and most physical attacks do only
half damage even when they exceed his natural AR. However, blows from Extraordinary Physical Strength, Superhuman, and Supernatural do full damage,
provided the roll the strike is 14 or higher. Lasers and light-based attacks do half damage, but all other forms of energy attacks, fire, plasma, heat, cold,
sound, electricity, etc do full damage (provided they roll to strike higher than 14). Shadow regenerates at the impressive rate of 2D6 Hit Poins/S.D.C. per
melee round. He can see the invisible, 40 (12.2 m) nightvision (see in total darkness), has keen vision and sense of smell, leap 15 feet (4.5 m) high and 18
feet (5.4 m) long from a standing position (double in Black Panther form and double when running in either form). Medea cannot discorporate Shadow or
cause him to cease his existence. Shadow will exist as long as Medea is alive or until he is destroyed via combat (although she can recreate him in the Astral
Plane).
1. Merge into Medea: As a creature constructed of psychic energy initially created by Medea, Shadow has the ability to jump into Medea’s body and
merge with it. Medea receives no additional bonus or abilities when he does this, however Shadow can perceive the world using Medea’s senses and the two
develop speak with a telepathic/empathic bond (no I.S.P. cost). While in Medea’s body, Shadow doubles his regeneration (4D6 Hit Points/S.D.C.) and Medea
without spending any I.S.P. can Bio-Regenerate 2D6 Hit Points/S.D.C., and recover her I.S.P. and P.P.E. at doubled her normal rate. Shadow can remain within
Medea indefinitely but she can choose to expel him whenever she chooses. While Shadow is merged with Medea, the two of them can enter the Astral Plane at
will. If merged together in the Astral Plane and Medea died there, Shadow would survive, but he have to stay there indefinitely. If he tried to return to the
physical world/coexistence, he could remain alive for 2D6x100 minutes before discorporating.
2. Astral Travel: Shadow can enter the Astral Plane at will and navigate through it effortlessly. If Medea died outside the plane while Shadow was there,
he would remain alive there indefinitely, but if he tried returning to the physical world/coexistence, he could only survive 2D6x100 minutes before
discorporating.
3. Reshape Self: Shadow can change his shape at will, animal or humanoid. He doesn’t gain the natural abilities of the form he appears in (i.e., he
turns into a skunk he can’t odor or turn into a dragon and breathe fire). His physical appearance changes, but nothing else is gained or lost. The shape can be
as big or small, attractive or horrific as however he wishes. He can choose to imitate the form of actual people, such as famous personalities, people based on
Medea’s memories, etc. I.S.P. Cost: Varies. The base cost is 5 points to alter his shape; trying to increase the P.B. or Horror Factor costs three I.S.P. for every
one point of each (maximum P.B. is 30; maximum horror factor is 18). 65% to impersonate a real person. If the person to be simulated is well known or is
somebody Shadow has spent a great deal of time studying, or is part of his or Medea’s memories, an additional +15% bonus (G.M.’s call) can be applied. The
attempt to impersonate costs an additional 10 I.S.P. However, while this disguise may look disturbingly like a specific person, there are striking imperfections
and characteristics (if nothing else, how Shadow carries himself) that will make an impersonation for more than 1D6 minutes impossible among people
who really know the person. This ability is often used to add confusion and/or horror to a situation, like appearing as a two-headed monster to frighten an
attacker.
4. Increase Attributes: Shadow can raise his physical attributes in both the Astral Plane and the physical world. The actual increase is limited by his
willpower (M.E.) and costs I.S.P. to if if maintain. P.S. and P.E. can be raised by +1 per M.E. point (i.e., so he can increase his P.S. to 47). P.P. can be increased
by +1 per 4 levels of M.E., rounded down, so a maximum of +5 to his P.P. Hit Point/S.D.C. can be increased by M.E. x3 (+63 S.D.C.). Duration: 18 minutes.
I.S.P. Cost: 5 per attribute (P.S., P.E., P.P. or S.D.C.) increased; each attribute must be “paid for” separately. Any one attribute can be raised individually, or all
four can be increased for a total of 20 I.S.P.
5. Indestructible: While Shadow can be destroyed, his physical existence is still connected to Medea’s subconscious, unfortunately she cannot
reestablish her connection with the Xiabroegor Dimension so if he is destroyed, she can’t will him back into existence. However, Medea has learned that if she
goes to the Astral Plane, she can recreate Shadow simply by expending 1 I.S.P. He will fully manifest back into existence as if he never died in the first place.
However, if Shadow was destroyed and Medea suffered a Mind Wipe afterward, then his existence would be gone forever.
Spell Magic: He can cast any spell that Medea knows at 6th level in experience.
Psionic Powers: Clairvoyance (4), Bio-Manipulation (12), Empathy (with Medea no I.S.P., everyone else 4), Exorcism (10), Healing Touch (6), Object
Read (6), Psychic Diagnosis (4), Pyrokinesis (varies), Sense Dimensional Anomaly (6), Sense Evil (2), Telekinesis (varies), Telepathy (with Medea no
I.S.P.cost, everyone else 4).
Combat Training: Equivalent to Hand-to-Hand Assassin
Attacks per Melee: 7 (3 initial +4 from hand to hand).
Combat Bonuses: +6 to initiative, +7 to strike, +8 to parry, +8 to dodge, +15 to damage, +3 to roll with punch/fall, +7 to pull punch, +3 to disarm,
+2 to entangle, and +2 to Perception Rolls.
Saving Throws: Impervious to mind control & possession, he needs a 12 or better to save vs psionics, +8% to save vs coma/death, +4 to save vs
magic, +5 to save vs psionics, and +12 to save vs Horror Factor.
Combat Skills: Punch/Claw attacks 1D6, Power Punch/Claw 2D6 (counts as two attacks), Kick 1D6, Bite 1D6, Body Flip/Throw 1D6 plus P.S. damage
bonus (lose initiative and 1 attack or action), All Holds, Critical strike/Knockout from Behind, and a pouncing leap has a 01-65% chance of knocking human-
size prey off his feet (victim loses initiative and one melee attack) and he suffers 1D6 damage from the impact and fall plus claws. Note: If Shadow increases
his size to Blank Panther or humanoid form, increase the damage of all his attack by 1D6.
Other Bonuses: +5% to skills.
Education: Shadow has all of Medea’s knowledge and memories, but when it comes to performing skills, the following are those he can perform with
any proficiency.
R.C.C. Skills: Read-Write/Speak English 98%/95%, Basic Mathematics 98%, Demon & Monster Lore 98%, Geomancy 90%, Religion 90%, Streetwise
63%, Acrobatics (Sense of Balance 98%, Walk Rope 96%, Back Flip 98%), Gymnastics, Identify Plants & Fruits 90%, Anthropology 90%, Botany 90%,
Gemology 70%, and Research 75 %.
Secondary Skills: Prowl 75%, Climbing 98%, Swimming 90%, Running, Land Navigation 69%, and Cook 75%.
Weapons: He relies on his physical capabilities, spell knowledge, and psionics.
Equipment & Vehicles: None, although he does insist on riding shotgun. He refuses to sit in the back seat.
Medea Star had a strange childhood. Whenever she dreamed about would manifest itself in the real world, sometimes in her room, other times
appearing outside her window. This incredible power soon attracted the attention of various magical orders, powerful magic practitioners, and dimensional
beings. Medea learned the people she thought were her parents were really two immortal guardians trying to keep her safe from dark and sinister forces in
the Megaverse. One day a group of deevils (agents for Doctor Wilhelm Vilde) attempted to kidnap her. Her guardians tried their best to protect her, but they
were quickly overwhelmed by a demon dragon named Spoiled Yolk. At that moment, earth’s magical guardian Lord Arcane arrived and took her away. The
immortal mage told her about her grandmother Evangeline Serrano, a powerful sorceress on an alternative Earth born with the ability to tap into the
Xiabroegor Dimension, a strange dimensional plane where the traditional laws of physics didn’t apply and it served as a nexus point to an infinite number of
dimensions. Anyone who drew power from this realm could bring anything from their imagination into reality; from structures, objects, weapons, creatures,
elements, or any fictional or non-fictional material that the user can think of. The user could imagine anything that can be real, from changing current events
(war, genocides, protests, presidential elections, families, discoveries of riches or artifacts, etc.) into something else, materializing their imaginative friend into
actuality with a composed physical body, or make fictional elements that bend the laws of physics. Such power could not be allowed to go unchecked so a
council of powerful beings (the Dragon Kings) decided they couldn’t allow Medea’s grandmother to exist so they sent their Shadow Dragon selves to destroy
her. Evangeline destroyed the creatures but started to lose control over her imagination causing reality to break down around her. In a final desperate act, she
focused all her thoughts on one thing, protecting her daughter hidden away in a pocket reality. Evangeline died and took her planet Earth with her. Her
daughter had been rescued by the two immortal guardians and taken to the Earth of the Heroes Unlimited universe where they thought she would be kept
safe. Decades later the daughter would meet a man, they would marry, have a child, and that child was Medea. Unfortunately, a man named Gottfrid Savant
(aka the super villain Tombspell) learned about her mother’s existence and tried to capture her so she could release his father Felix Makart (aka the World
Shatterer) who possessed world-altering powers. Makart was imprisoned in a magical dimension that nobody could escape from unless someone with the
ability to tap into the Xiabroegor Dimension could open a portal for him. Tombspell thought Medea’s mother was such a person. In truth, her mother
possessed zero magical or dimensional capabilities. They instead passed onto her daughter Medea, which is why the two immortal guardians had taken her
away shortly after she was born. Tombspell upon learning this killed her parents. Now he was hunting for Medea. Lord Arcane handed Medea over to a Demon
Hunter Adam Finn to look after now that her immortal guardians were dead. In the meanwhile, he and the other members of the Order of Three vowed to
keep her safe. However, the Dragon King Baarrtk Krror (who opposed going after Evangeline in the first place) worried that Medea’s power although linked to
her dreams might grow in potential making her a threat to the universe as terrible as her mother. Things only got worse when her protector Adam Finn got
himself killed protecting the heir to his magic sword Dark Blood. Baarrtk decided to hand Medea over to his student Felix Christiansen, but never told him
about the close connection they both shared.
In the months that followed Medea slowly developed a teenage crush on Felix. He, however, was unaware of her feelings, as he was more worried about
the sheer number of monsters and demons that kept attacking him. Finally, he pieced together that he was not the intended target but Medea was. Felix
sought the assistance of his friends in the Night Watch. That night Medea manifested Shadow since she was lonely and wanted a pet cat. In the morning,
Andreas found a folder in the office records (from Adam Finn) filled with details about Medea and her family. Gauge believed Medea needed to be killed before
she played havoc on the universe. Felix and Andreas oppose such an idea. Felix then decides perhaps he could severe the link so he built a magical
reconstruction device that scanned Medea and located the metaphysical tether that connected her to the Xiabroegor Dimension and severed it. This triggered
a massive dimensional explosion in the dimension 3x times more powerful than the Tsar Bomba; the most powerful nuclear weapon ever created. Free from
her mystic lineage, Medea started to develop innate psychic and magical abilities. Shadow her last dream construct for whatever reason remained at her side
as a living entity. When Lord Arcane and Baarrtk learned what happened they were pleased and not happy with the results. Lord Arcane took Medea with her
to teach her how to use her magic and keep her away from local social service workers who wondered why she wasn’t in school.
Months later, Medea returned to Felix four years older and highly skilled in her magic. Shadow her protector was still with her. She wanted to be his
sidekick. Felix instead convinced her to join the Night Watch. Feeling rejected, she agreed. Gauge didn’t like the idea at first but eventually warmed up to her,
but he and Shadow remain uncivil with each other. Andreas has warned Felix that Medea still has feelings for him, but the artificer remains in denial or he’s
hoping she’ll find someone more appropriate for her. Medea is far more experienced than Andreas and Gauge as Lord Arcane had her train in the Astral Plane
where time passes far more slowly (a week is the equivalent of a minute). She tries not to rub this in their face but sometimes she can’t help it, especially the
computer stuff which finds herself doing a lot of.
Real Name: Medea Star
Occupation: Teenage investigator, member of the Night Watch
Alignment: Principled
Power Category: Mystic
Experience Level: 7th
Hit Points: 38 S.D.C.: 45
P.P.E.: 81
I.S.P.: 92.
Appearance: She has beady chestnut eyes. Her thick, straight, night-black hair is shoulder-length and is worn in a utilitarian style. She is medium
height and has an elegant build, the physique of gymnast. Her skin is cream-colored. Her outfits are steam punk in appearance. She has a number of mystic
symbols tattoos on her arms, shoulder, and legs.
Attributes: I.Q. 10, M.E. 20, M.A. 13, P.S. 14, P.P. 17, P.E. 16, P.B. 15, Spd. 27.
Age: 18, Sex: Female, Height: 5 foot and 7 inches (1.70 m), Weight: 127 lbs (57.15 kg)
Mystic Lineage: Medea was born with a metaphysical link to the Xiabroegor Dimension which she could tap into as a child/adolescent and use that
power to create anything (whether organic or inorganic) she wanted via her dreams. For example, if she dreamed about a massive amount of cash when
she awoke her room would be full of money. Any organism and object in her dreams could potentially appear in the real world. Medea when she was younger
needed to get plenty of rest/sleep. If she didn’t her dreams/subconscious could spill into the real world, causing various effects, taking symbolic shapes
(manifestation of creatures or humanoids), transforming and altering reality, and others could find themselves interacting with her manifestations according to
the sub-conscious meaning she attached to it (thoughts she didn’t want to say nor think about, deepest desires, fears, and emotions). With the help of the
Night Watch and Felix, Medea had the metaphysical link severed however; her last dream connected to the Xiabroegor Dimension had her owning a cat. In the
morning when she awoke, she created a dream being named Shadow. For whatever reason after severing the link, Shadow remained a physical being
although still a dream construct.
Psychic Abilities: Bio-Regeneration (6), Clairvoyance (4), Exorcism (10), Healing Touch (6), Object Read (6), Mimic Skills (12), Mind Block (4),
Precognition (8), Psychic Diagnosis (4), Psychic Surgery (14), Sense Evil (2), Sixth Sense (2), and Telepathy (4).
Spell Magic: Apparition (20), Calling (8), Cure Illness (15), Cure Minor Disorder (10), Globe of Daylight (2), Energy Field (10), Escape (8), Firebolt
(10), Magic Armor (Alien Unlimited, , Negate Poison/Toxin (8), Repel Animals (7), Second Sight (25), See Aura (6), See the Invisible (4), Sense Magic (4),
Telekinesis (8), Wind Rush (20), and Wink Out (20). Note: She recovers 6 I.S.P. and 5 P.P.E. with simple rest and sleep every hour. A successful mediation,
she recovers 12 I.S.P. or 42 P.P.E. per hour of meditation. She must focus on either I.S.P. or P.P.E., she cannot do both at the same time. She can switch back
and forth 6 I.S.P. or 8 P.P.E.
Combat Training: Basic
Attacks per Melee: 5 (2 initial +3 from Hand to Hand)
Combat Bonuses: +1 to initiative, +2 to strike, +3 to parry, +3 to dodge, +2 damage, +6 to roll with punch/fall, +2 to pull punch, +2 to disarm, +2 to
spell strength (14 or better).
Saving Throws: Need a 12 or better to save vs psionics, +4% to save vs coma/death, +3 to save vs magic, +1 to save vs poison/disease, +4 to save
vs psionics, +3 to save vs insanity, and +5 to save vs Horror Factor.
Combat Skills: Punch 1D4, Power Punch 2D4, (counts as two attacks), Elbow/Forearm 1D6, Knee 2D4, Snap Kick 1D6, Karate Kick 2D4, All Holds, and
Critical strikes on an unmodified roll of 19-20.
Educational Background: Home Schooled and Self-Taught Mystic.
Common Skills: Read-Write/Speak English 94%/95%, Basic Mathematics 93%, and Pilot Automobile 81%.
O.C.C. Skills: Dance 75%, Demon & Monster 90%, Gardening 74%, Geomancy 75%, Hand-to --Hand Basic, Holistic Medicine 75%/65%, Meditation
(95%), and Religion 75%.
O.C.C. Related Skills: Streetwise 48%, Acrobatics (Sense of Balance 95%, Walk Rope 81%, Climb Rope 94%, Back Flip 95%), Gymnastics (Bars and
Rings 81%), Identify Plants & Fruits 75%, Anthropology 75%, Wilderness Survival 70%, Outdoormanship, Botany 75%, Gemology 70%, Law (General) 85%,
Computer Operation 85%, and Research 60%.
Secondary Skills: Prowl 70%, Climbing 95%, Swimming 85%, Running, Land Navigation 64%, and Cook 70%.
Money: She has 2D6x10 cash on her on any given moment. She has $12,000 in her savings, and she keeps $50,000 in art pieces at her apartment.
Weapons: She relies on her psionics and magic, and of course her cat and the men in her life. Equipment & Vehicles: She is never without her phone.
The most expensive she can buy and the best plan available. She owns about $10,000 in steam punk/punk rock clothes.
SHADOW
Occupation: Dream Being Construct
Alignment: Unprincipled
Power Category: Special
Experience Level: 6th
Hit Points/S.D.C.: 256. Natural Armor Rating: A.R.: 14
P.P.E.: 111. He recovers 10 per hour. 20 when merged with Medea
I.S.P.: 136. He recovers 12 per hour or 24 when merged with Medea
Appearance: His natural appearance is as black Norwegian Forest Cat. He can also metamorphosis into a Black Panther/Leopard.
Attributes: I.Q. 19, M.E. 21, M.A. 5, P.S. 26 (extraordinary), P.P. 24, P.E. 19, P.B. 19, Spd.35 (he can run 24.5 mph/39 km).
Age: 3 years old (acts like a guy in his 20s), Sex: Male, Length: 2 foot (.6 m), Weight: 12 lbs (540 kg). As a Black Panther, he is
6.5 feet (1.98 m) long with a 4-foot (1.2 m) tail and weighs 165 lbs (74.2 kg).
Vulnerabilities: Magic and magic weapons do double damage to him. He is also vulnerable to psionic attacks. All such attacks take 1D4 hours to bio-regenerate.
Natural Abilities: Psionic Energy Being, Shadow is a living construct of psychic energy. His body is similar to APS-Force Field in that he has a
solid energy body. He is not semi-intangible, nor able to assume such a form. He does not bleed or feel injury like an organic life form. He doesn’t have vital
organs or parts (he cannot be knocked out). He does not sleep, fatigue, breathe air, and is impervious to organic attacks (poison, toxin, acid, drugs, disease,
radiation, etc). He cannot be blinded or rendered deaf. Projectiles, arrows, bullets, explosions, force bolts, punches, kicks and most physical attacks do only
half damage even when they exceed his natural AR. However, blows from Extraordinary Physical Strength, Superhuman, and Supernatural do full damage,
provided the roll the strike is 14 or higher. Lasers and light-based attacks do half damage, but all other forms of energy attacks, fire, plasma, heat, cold,
sound, electricity, etc do full damage (provided they roll to strike higher than 14). Shadow regenerates at the impressive rate of 2D6 Hit Poins/S.D.C. per
melee round. He can see the invisible, 40 (12.2 m) nightvision (see in total darkness), has keen vision and sense of smell, leap 15 feet (4.5 m) high and 18
feet (5.4 m) long from a standing position (double in Black Panther form and double when running in either form). Medea cannot discorporate Shadow or
cause him to cease his existence. Shadow will exist as long as Medea is alive or until he is destroyed via combat (although she can recreate him in the Astral
Plane).
1. Merge into Medea: As a creature constructed of psychic energy initially created by Medea, Shadow has the ability to jump into Medea’s body and
merge with it. Medea receives no additional bonus or abilities when he does this, however Shadow can perceive the world using Medea’s senses and the two
develop speak with a telepathic/empathic bond (no I.S.P. cost). While in Medea’s body, Shadow doubles his regeneration (4D6 Hit Points/S.D.C.) and Medea
without spending any I.S.P. can Bio-Regenerate 2D6 Hit Points/S.D.C., and recover her I.S.P. and P.P.E. at doubled her normal rate. Shadow can remain within
Medea indefinitely but she can choose to expel him whenever she chooses. While Shadow is merged with Medea, the two of them can enter the Astral Plane at
will. If merged together in the Astral Plane and Medea died there, Shadow would survive, but he have to stay there indefinitely. If he tried to return to the
physical world/coexistence, he could remain alive for 2D6x100 minutes before discorporating.
2. Astral Travel: Shadow can enter the Astral Plane at will and navigate through it effortlessly. If Medea died outside the plane while Shadow was there,
he would remain alive there indefinitely, but if he tried returning to the physical world/coexistence, he could only survive 2D6x100 minutes before
discorporating.
3. Reshape Self: Shadow can change his shape at will, animal or humanoid. He doesn’t gain the natural abilities of the form he appears in (i.e., he
turns into a skunk he can’t odor or turn into a dragon and breathe fire). His physical appearance changes, but nothing else is gained or lost. The shape can be
as big or small, attractive or horrific as however he wishes. He can choose to imitate the form of actual people, such as famous personalities, people based on
Medea’s memories, etc. I.S.P. Cost: Varies. The base cost is 5 points to alter his shape; trying to increase the P.B. or Horror Factor costs three I.S.P. for every
one point of each (maximum P.B. is 30; maximum horror factor is 18). 65% to impersonate a real person. If the person to be simulated is well known or is
somebody Shadow has spent a great deal of time studying, or is part of his or Medea’s memories, an additional +15% bonus (G.M.’s call) can be applied. The
attempt to impersonate costs an additional 10 I.S.P. However, while this disguise may look disturbingly like a specific person, there are striking imperfections
and characteristics (if nothing else, how Shadow carries himself) that will make an impersonation for more than 1D6 minutes impossible among people
who really know the person. This ability is often used to add confusion and/or horror to a situation, like appearing as a two-headed monster to frighten an
attacker.
4. Increase Attributes: Shadow can raise his physical attributes in both the Astral Plane and the physical world. The actual increase is limited by his
willpower (M.E.) and costs I.S.P. to if if maintain. P.S. and P.E. can be raised by +1 per M.E. point (i.e., so he can increase his P.S. to 47). P.P. can be increased
by +1 per 4 levels of M.E., rounded down, so a maximum of +5 to his P.P. Hit Point/S.D.C. can be increased by M.E. x3 (+63 S.D.C.). Duration: 18 minutes.
I.S.P. Cost: 5 per attribute (P.S., P.E., P.P. or S.D.C.) increased; each attribute must be “paid for” separately. Any one attribute can be raised individually, or all
four can be increased for a total of 20 I.S.P.
5. Indestructible: While Shadow can be destroyed, his physical existence is still connected to Medea’s subconscious, unfortunately she cannot
reestablish her connection with the Xiabroegor Dimension so if he is destroyed, she can’t will him back into existence. However, Medea has learned that if she
goes to the Astral Plane, she can recreate Shadow simply by expending 1 I.S.P. He will fully manifest back into existence as if he never died in the first place.
However, if Shadow was destroyed and Medea suffered a Mind Wipe afterward, then his existence would be gone forever.
Spell Magic: He can cast any spell that Medea knows at 6th level in experience.
Psionic Powers: Clairvoyance (4), Bio-Manipulation (12), Empathy (with Medea no I.S.P., everyone else 4), Exorcism (10), Healing Touch (6), Object
Read (6), Psychic Diagnosis (4), Pyrokinesis (varies), Sense Dimensional Anomaly (6), Sense Evil (2), Telekinesis (varies), Telepathy (with Medea no
I.S.P.cost, everyone else 4).
Combat Training: Equivalent to Hand-to-Hand Assassin
Attacks per Melee: 7 (3 initial +4 from hand to hand).
Combat Bonuses: +6 to initiative, +7 to strike, +8 to parry, +8 to dodge, +15 to damage, +3 to roll with punch/fall, +7 to pull punch, +3 to disarm,
+2 to entangle, and +2 to Perception Rolls.
Saving Throws: Impervious to mind control & possession, he needs a 12 or better to save vs psionics, +8% to save vs coma/death, +4 to save vs
magic, +5 to save vs psionics, and +12 to save vs Horror Factor.
Combat Skills: Punch/Claw attacks 1D6, Power Punch/Claw 2D6 (counts as two attacks), Kick 1D6, Bite 1D6, Body Flip/Throw 1D6 plus P.S. damage
bonus (lose initiative and 1 attack or action), All Holds, Critical strike/Knockout from Behind, and a pouncing leap has a 01-65% chance of knocking human-
size prey off his feet (victim loses initiative and one melee attack) and he suffers 1D6 damage from the impact and fall plus claws. Note: If Shadow increases
his size to Blank Panther or humanoid form, increase the damage of all his attack by 1D6.
Other Bonuses: +5% to skills.
Education: Shadow has all of Medea’s knowledge and memories, but when it comes to performing skills, the following are those he can perform with
any proficiency.
R.C.C. Skills: Read-Write/Speak English 98%/95%, Basic Mathematics 98%, Demon & Monster Lore 98%, Geomancy 90%, Religion 90%, Streetwise
63%, Acrobatics (Sense of Balance 98%, Walk Rope 96%, Back Flip 98%), Gymnastics, Identify Plants & Fruits 90%, Anthropology 90%, Botany 90%,
Gemology 70%, and Research 75 %.
Secondary Skills: Prowl 75%, Climbing 98%, Swimming 90%, Running, Land Navigation 69%, and Cook 75%.
Weapons: He relies on his physical capabilities, spell knowledge, and psionics.
Equipment & Vehicles: None, although he does insist on riding shotgun. He refuses to sit in the back seat.
- 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.....
Wheeh the Felix and Night Watch are done. I'll work on the Unnaturals (their enemies) in a few weeks. I got some fantasy material to work on and need to get
ready for Gen Con 2023. Be back soon folks.
ready for Gen Con 2023. Be back soon folks.
-
- Dungeon Crawler
- Posts: 330
- Joined: Thu Dec 22, 2022 2:46 pm
Re: On the topic of Revised to 2nd ed conversions.....
Nice work, Reagren.
Re: On the topic of Revised to 2nd ed conversions.....
It seems you have put a significant amount of effort into converting and boosting the power of the Villains Unlimited character, Chiang-Six. Your adjustments include increasing his power score, maxing certain attributes, and raising his level to reflect his activities over the years. Additionally, you have followed guidelines from the Dragons and Gods book and used Chiang-Six's existing stats as a reference.
The resulting Chiang-Six is a formidable creature with a wide range of abilities. His supernatural strength and endurance, immunity to various substances, and exceptional metamorphosis make him a force to be reckoned with. He possesses extensive knowledge of magic, including the ability to create magic tattoos and use various magical devices. Furthermore, his psionic powers further enhance his capabilities in combat.
In terms of combat skills, Chiang-Six is skilled in hand-to-hand combat and possesses a high level of proficiency in various areas. His perception, resistance to psionics and magic, and combat bonuses contribute to his effectiveness in battle.
Overall, your conversion has greatly enhanced Chiang-Six's power and expanded his abilities. It will be interesting to see how this character develops and impacts the story. Remember to consider balancing factors to ensure the character remains engaging and fits within the overall narrative. Well done on your efforts!
The resulting Chiang-Six is a formidable creature with a wide range of abilities. His supernatural strength and endurance, immunity to various substances, and exceptional metamorphosis make him a force to be reckoned with. He possesses extensive knowledge of magic, including the ability to create magic tattoos and use various magical devices. Furthermore, his psionic powers further enhance his capabilities in combat.
In terms of combat skills, Chiang-Six is skilled in hand-to-hand combat and possesses a high level of proficiency in various areas. His perception, resistance to psionics and magic, and combat bonuses contribute to his effectiveness in battle.
Overall, your conversion has greatly enhanced Chiang-Six's power and expanded his abilities. It will be interesting to see how this character develops and impacts the story. Remember to consider balancing factors to ensure the character remains engaging and fits within the overall narrative. Well done on your efforts!
- 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.....
david322 wrote:It seems you have put a significant amount of effort into converting and boosting the power of the Villains Unlimited character, Chiang-Six. Your adjustments include increasing his power score, maxing certain attributes, and raising his level to reflect his activities over the years. Additionally, you have followed guidelines from the Dragons and Gods book and used Chiang-Six's existing stats as a reference.
The resulting Chiang-Six is a formidable creature with a wide range of abilities. His supernatural strength and endurance, immunity to various substances, and exceptional metamorphosis make him a force to be reckoned with. He possesses extensive knowledge of magic, including the ability to create magic tattoos and use various magical devices. Furthermore, his psionic powers further enhance his capabilities in combat.
In terms of combat skills, Chiang-Six is skilled in hand-to-hand combat and possesses a high level of proficiency in various areas. His perception, resistance to psionics and magic, and combat bonuses contribute to his effectiveness in battle.
Overall, your conversion has greatly enhanced Chiang-Six's power and expanded his abilities. It will be interesting to see how this character develops and impacts the story. Remember to consider balancing factors to ensure the character remains engaging and fits within the overall narrative. Well done on your efforts!
Well thank you for the complement. If you're referring to the Chiang-Six on the first page of this post that would be Cardiac, the guy who originally started
making updated conversions to 1st edition HU characters. I sort of took over the post after he disappeared from the community. Later on, I did on page 10
of this post a Powers Unlimited 2 Immortal Dragon conversion of Chiang-Six thus making him "more" in line with Heroes Unlimited type characters. Not that
there is nothing wrong with the original version that appears in Villains Unlimited (or the real updated 2nd edition version) or Cardiac update. Always like
Chiang-Six as he makes a great uber-villain for the HU world in the same way the Mandarin does in Marvel Comics. The idea of him being a Chinese Dragon
or a Chiang-Ku Dragon was always fascinating to me. I actually have a love for these dragons. Island of Lopan (the Raw Edition) has one as a villain
and I decided to stat out the Elixir of Power and Deceit. Seems rather stupid to not have it available in Palladium Fantasy RPG, especially since Kevin decided
PF is not allowed to have access to Tattoo Magic (Rifts exclusive, which is understandable). I would love to see a nice HU 2nd edition adventure that utilizes
this villain and his organization. I would love to see a tie-in with Armageddon Unlimited, what would he be doing to combat the threat of the Minion War
spilling onto HU Earth. A fully fleshed out HU world where all the books and Ninjas and Superspies (not Mystic China) exist in the same universe. Oh, one
can only dream. Anyway, thank you for nice words and as always I try my best to provide unique and interesting NPCS on this post whenever 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.....
Hey folks I'll be posting the Unnaturals in a few weeks either before or right after Gen Con 2023. As always thanks for sticking around during my long
absences.
absences.
- taalismn
- Priest
- Posts: 48664
- 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:Hey folks I'll be posting the Unnaturals in a few weeks either before or right after Gen Con 2023. As always thanks for sticking around during my long
absences.
Some of us ain't got no place better to go....
-------------
"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.....
Wow Forums been nicely updated. Time to get myself in gear and get the Unnaturals done. Need to take a break from Palladium
Fantasy any how.
Fantasy any how.
- Stone Gargoyle
- Virtuoso of Variants
- Posts: 10364
- 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.....
Looking forward to it.
"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.....
Sorry for the long delay folks. Some supernatural villains was requested so here come the Unnaturals. Just in time for Halloween.
TOMBSPELL
Gottfrid Savant was born in Munich, Germany in 1905. His mother Anna Marie was a devoted witch of the Astraulsiara, Institute of Magics. Her
lover was Felix Makart (aka the World Shatterer). Mr. Makart was a teacher of German, ancient history and religious history. He became fascinated by
the occult. His studies came to the realization that a dimensional plane existed where the traditional laws of physics don’t apply and serves as a
nexus points to an infinite number of dimensions. He named this place Xiabroegor Dimension. He soon became obsessed with it. However, in order to reach it he needed followers. Lucky for him there was a general occult revival that occurred in Austria and Germany during the late 19th and early 20th centuries so he easily gathered followers and set up his school. Anna Marie was one of those followers.
In 1917, as WW1 waged across Europe, Felix Makart became convince he could help Germany win the war with the help of the Utukki—
dimensional berserkers with the power to destroy a planet but Felix became convinced he could control them in order to defeat the Allied forces.
Gottfrid watched his father open numerous dimensional portals and summon creatures from beyond the earthly veil. Most of these beings were good,
kind, and well intentioned, but increasingly Felix was summoning cruel and ruthless things that wanted him to make a “deal with the devil” and Felix
mental stability was showing signs of delusions of grandeur and exaggerated self-importance. Felix started the ritual first by sacrificing his witch wife
(a willing victim) and using her P.P.E. to open the portal. Then all of a sudden Bearach one of the powerful Dragon Kings (15th level) showed up. He
disrupted the ritual and closed the portal then he cast a reverse Sanctum spell, a supernatural prison that trapped Felix inside. Then he collapsed
part of a mountain (Grossglockner 12,000+ foot/3657 m) in Austria, Felix’s servants then fled the area with Gottfrid, smuggling the boy out of Europe
to the United States to keep him safe.
Gottfrid was left with a burning hatred for the Dragon King, the Allies, and everyone involved for his father’s imprisonment. He demanded to be
taught his father’s secrets so he could free him. Hans Lara was his father’s apprentice so Gottfrid believed him to be the best qualified to teach him.
However, Felix trusted no one and only shared so much knowledge with his students. Gottfrid didn’t care. He studied what they actually knew and
improvised the rest. A decade later, he returned to the mountain with an expedition to dig his father out. Upon seeing him, his heart broke. Felix
demanded to be let out. Gottfrid prepared a spell open a breach in the dimensional prison, but Gottfrid’s self-study resulted in a botched spell
casting. The unstable spell had an immediate effect on its spell caster turning him into corpse looking humanoid. He now had to feed on life-
force/energy of living beings in order to use it as a power source for his magic. His transformation sent him into a rage, which he took out on the last
of his father’s minions. He then disappeared.
Gottfrid returned to the United States 22 years ago prowling the allies and sewer tunnels of Ultropolis. At some point he captured a deevil
named Tuhman and used him as his food source. Now that he looked “normal” enough to pass as a regular human being. By chance, he spotted Hans
Lara who by this time was professor at Ultropolis University. Vowing revenge, Gottfrid followed him to the campus and waited for his opportunity.
Later that night, he snuck into the lab hoping to confront his former mentor only to find his teaching assistant Shandra Christiansen, a beautiful
African American woman. He wanted to torture the woman to extract any information about Lara from her but something about this woman
infatuated him. They started seeing one another, despite the fact he had every opportunity to confront the professor or learn his schedule. One day
he finished draining Tuhman when the deevil began to laugh at him, Calling him weak and pathetic more concerned about his so-called humanity than
his obligation to free his father. That night, Gottfrid went to the school and confronted his old mentor. A wizard fight ensued. Shandra hearing the
confrontation raced inside and witnessed the two battling each other with spell casting. She didn’t know what to do or who to trust, but she finally
decided to side with her heart and smashed Dr Lara in the head with a club from behind, accidently killing him. Gottfrid and her fled the university
and went into hiding. For weeks, they avoided the police and paranormal investigators. Gottfrid told Shandra he needed to leave her behind but she
refused to leave his side. Unable to resist their passions any longer the two made love for the first time. Afterward he told her the truth about this
life. She urged him to show her, he reluctantly agreed. One month later, they were in Austria. He took her to the mountain where his father was
imprisoned. When they arrive though, Gottfrid love for Shandra could not hold back the obligation he felt for his father. He came to realize she was
nothing more than a distraction that ruined his chance to free his father. He decided right then and there to do away with her. However, neither of
them realized she was pregnant. Their unborn son immediately latched onto his father’s life draining powers and absorbed it. Gottfrid true self was
revealed to her, before he could finish her off the dragon king Bearach appeared. He beat Gottfrid senseless and was about to kill him when Shandra
beg him not too. Reluctantly the dragon opened a mystic portal and tossed Gottfrid inside. To his horror, he found himself trapped in a realm of
unbeing where there is neither time nor space. Here he would remain forever.
Years later, the Society of the Mystic Font received the journal of Dr Lara, which detailed everything that happened with Felix and his son. The
deevil Tuhman was also working alongside members of the mystic society and he very wanted to get his revenge. The deevil provided a single strand
of Gottfrid’s hair taken from the lair where he was imprisoned. The wizard group conducted a summoning ritual. They opened a portal and Gottfrid
stepped through only now he was more corpse like and referred to himself as Tombspell. He then proceeded to eradicate members of the
Mystic Society. The devil Tuhman was about to attack when it forgot that Tombspell knew its true name. The only ones spared were Mantis and
Brainspawn. Tombspell is determined to not only free his father but also release the Utukki to destroy the world. His group called the Unnaturals is
hell-bent on gathering mystical artifacts that can be used to break the mystical seals to both places or find individuals with the magical talents to
make it possible. Opposing him is a private/supernatural investigator agency run by Andreas Delacroix, Gauge, and their junior partner Medea (and
her cat) called the Night Watch and his artificer son Felix Savant. Tombspell must also deal with other magical and supernatural heroes who oppose
his plans.
Real Name: Gottfrid Savant
Occupation: Would be World Conqueror.
Alignment: Diabolic (he will never love or trust again)
Power Category: Mega Mystic Study (Wizard)
Experience Level: 10th level
Hit Points: 54 S.D.C.: 112
P.P.E.: 189
Appearance: His skin has a green tone. He is bald, hairless and his flesh shows signs of decomposing, often with open wounds and patches the
peel away showing musculature or bone underneath. His nose is disfigured. His almond shaped eyes are sickly, milky-yellow. He smells faintly like
rotting meat. He is tall and has a narrow build. He generally dresses in expensive black suits, with a white tie and a dark shirt. Black leather lace up
boots. Cahill hat.
Attributes: I.Q. 19, M.E. 12, M.A. 5, P.S. 13 (supernatural), P.P. 12, P.E. 14, P.B. 3, Spd. 10.
Age: Born 1905, Sex: Male, Height: 6 foot and 7 inches (2 m), Weight: 275 lbs (123 kg),
Mega-Abilities: All normal Mega-Abilities plus Undead. The range of all spell magic is increased by 50%. Note: He does not recover P.P.E. See
Achilles Heel.
Natural Abilities: Horror Factor 14, Impervious to organic attacks (poison, drugs, toxins, cold, and heat). Impervious to normal P.S. attacks
(rest do half damage), normal physical/kinetic weapons (melee or projectiles), conventional damage, and explosions do half damage (rest do full
damage). Bio-regenerate 2D6 Hit Points/S.D.C. per melee round. He can regenerate lost limbs and organs within 1D4 days (except the head). He no
longer needs to eat, drink, or breathe air. He is immortal. He is immune to having his own life force drained and cannot be turned into a vampire or
zombie, and recognizes vampires, supernatural parasites, and fellow Life Force/Energy Vampires for what they are.
Wizard Abilities: Astral Projection (6), Familiar Link (20, doesn’t have one), Sense Enchantment (0), Sense Supernatural (0), and Sense Magic
(4). Note: Range of all wizard abilities and spells is increased by +50%.
Life-Force/Energy Vampire: Once a week (7 days), he needs to feed on 30 Hit Points in order to avoid further decaying than he already does.
To feed he must touch his opponent's bare skin (needs a strike roll higher than 6 to get passed clothing or whatever A.R. the person possesses.
Natural Armor rating doesn’t count (5 or better, including APS metal, ice, stone, etc). He might need to make a Called Shot to touch a victim’s face
or any exposed skin. Once he makes contact, the victim needs to make a saving throw of 16 or better (P.E. bonus applicable) to remain unaffected;
no Hit Points stolen, Cyborgs and aliens are +4 to save. Those who fail his “Death Touch” lose 2D6x10 Hit Points (Not S.D.C.). If the victim survives,
he/she is weak for 24 hours, has no initiative or combat bonuses, and reduce skill performance, attacks per melee round. P.S. and speed by 75%, plus
tires twice as quickly. Alternatively, he can choose not to do a death touch, but a 100-foot (30 m) range attack in which he targets one opponent
draining up to half his Hit Points in an instant! Or he can drain 10 Hit Points from as many as ten different people or animals within the range/radius
of his life drain power. Those who endure a range attack will suddenly feel very tired and, for the next hour, will be at -1 to strike, parry and dodge.
In addition, their Speed attribute will be reduced by 25%. Those he has fed on successfully cannot be fed on again for 48 hours.
After draining 30 Hit Points, for the next 7 days, all additional Hit Points absorbed by him are turned into P.P.E. on a one-to-one basis (i.e. 10
H.P. = 10 P.P.E.). Those who save against his life drain attack suffer no damage or penalty.
Achilles Heel: Sunlight, running water, symbols of faith, garlic/wolf bane, and holy water DOES NOT harm him. Holy/Magic weapons inflict
regular (not double damage). He has no problem crossing thresholds of water, salt, and do not suffer any extra damage from wood, bone, or magic
weapons. Weapons of silver whether made entirely of silver (a soft, bendable metal) or just coated/plated in silver inflict double damage. He cannot
regenerate any damage inflicted upon him by a silver weapon. He cannot enter a circle made of rose petals. The thorns of a rose inflict 1D6 points of
damage direct to his Hit Points. Just holding a rose or wearing one prevents him from life draining them and +3 bonus to save against his spell magic.
Unfortunately, the protection quality of a rose works better while the plant is alive and/or fresh. Picking a rose or using rose petals is only effective
protection for 24 hours.
P.P.E. Drain: He cannot replenish his P.P.E. by meditation, rest, or sleep. He cannot use talismans, P.P.E. batteries, ley lines, nexus point, etc.
Every hour, he loses 10 P.P.E. If he wants P.P.E. he needs to constantly drain others to keep it. He can performs a blood sacrifice (double the victim’s
P.P.E. at the moment of death), but this stolen P.P.E. still drains away at the same rate mentioned above. He is a life force/energy vampire who
constantly needs to steal P.P.E. to cast spells.
Spell Magic: Levels One through Four: All spells!
Level Five: Calling (8), Charm (12), Domination (10), Eyes of Thoth (8), and Ice Blast (10) See Alien Unlimited-Revised.
Level Six: Animate Object (15), Apparition (20), and Tongues (12)
Level Seven: Animate & Control Dead (20), Constrain Being (20), Life Drain (25), Second Sight (25), Wink Out (20+).
Level Eight: Commune with Spirits (25), Firestorm (30), Hallucination (30), Sickness (50), Spoil (30), Wisps of Confusion (40).
Level Nine: Age (50), Monster Insect (50 or 100), Mute (50), Summon & Control Canines (50)
Level Ten: Metamorphosis: Superior (100), Mystic Portal (60), Summon Shadow Beast (140), Summon & Control Rodents (70)
Level Eleven: Create Mummy (160), Summon & Control Animals (125)
Level Twelve: Create Zombie (250) and Time Hole (210)
Level Thirteen: Sanctum (390+)
Level Fifteen: Dimensional Portal (1000)
Attacks per Melee: 6 (2 Initial +4 from Hand to Hand)
Combat Training: Expert
Combat Bonuses: +2 to initiative, +2 to strike, +3 to parry, +3 to dodge, +3 to damage, +2 to roll with punch/fall, +4 to pull punch, +2 to
disarm, and +4 to spell strength (16 or higher).
Saving Throws: Impervious to heat and cold. Impervious to poisons, toxins, drugs, and disease. +30% to save vs coma/death, +6 to save vs
possession, +4 to save vs mind control, +4 to save vs magic, and +8 to save vs Horror Factor.
Combat Skills: Punch 2D4, Power Punch 3D6 (counts as two attacks), Karate Kick 3D6, Power Kick 6D6 (counts as two attacks), Snap Kick 2D4,
Tripping/Leghook (cannot be paired, must dodge or knockdown), Elbow/Forearm, 2D6, Knee 2D4, Body Flip/Throw 2D6 plus P.S. damage bonus (lose
initiative and 1 attack/action, Paired Weapons, All Holds, and Critical strike on unmodified roll of 18-20.
Other Bonuses: +5% to all skills.
Educational Background: Special.
Common Skills: Read-Write/Speak English, Chinese, Hindi., Spanish, German, and Russian, French, and Arabic 98%/98%, Pilot: Automobile
95%, Spell Translation 33%, Lore: Demon & Monster 92%, Lore: Geomancy 87%, Lore: Religion 97%, Archaeology 98%/85%, Chemistry 98%, and Holistic
Medicine 95%/85%.
Special Skills: Anthropology 98%, Law (general) 98%, History (general) 98%, Art (Painting) 98%, and Research 98%.
Domestic Program: Mathematics: Basic 98%, Wardrobe & Grooming 98%, Sewing 98%, and Gardening 91%.
Technical Program: Appraise Antiques 95%, Gemology 90%, Writing 90%, and Navigation 98%.
Secondary: Hand to Hand Expert, Identify Plants & Fruits 85%, Performance 82%, Wilderness Survival 90%, Outdoormanship, Rope Works
85%, Climbing /95%85%, Streetwise 65%, and Land Navigation 81%. Since becoming Undead, he has chosen not to learn any new secondary skills.
Money: He has 350,000 US dollars in precious stones and 90,000 in U.S. dollars in cash he keeps in a hidden location. He has 86,000 Euros
(90,500 US dollars) in an Austrian bank. Over the years, he and the Unnaturals have accumulated nearly $1D6x3 million in cash and resources.
Armor: Every suit he owns has concealed body armor. A.R. 12, 40 S.D.C.
Weapons: He relies on life draining and spell magic.
Equipment & Vehicles: He relies on whatever becomes available for transportation. For the longest time, he stowed away on cargo vessel to get back and forth between US and Europe. His corpse appearance does limit his options.
TOMBSPELL
Gottfrid Savant was born in Munich, Germany in 1905. His mother Anna Marie was a devoted witch of the Astraulsiara, Institute of Magics. Her
lover was Felix Makart (aka the World Shatterer). Mr. Makart was a teacher of German, ancient history and religious history. He became fascinated by
the occult. His studies came to the realization that a dimensional plane existed where the traditional laws of physics don’t apply and serves as a
nexus points to an infinite number of dimensions. He named this place Xiabroegor Dimension. He soon became obsessed with it. However, in order to reach it he needed followers. Lucky for him there was a general occult revival that occurred in Austria and Germany during the late 19th and early 20th centuries so he easily gathered followers and set up his school. Anna Marie was one of those followers.
In 1917, as WW1 waged across Europe, Felix Makart became convince he could help Germany win the war with the help of the Utukki—
dimensional berserkers with the power to destroy a planet but Felix became convinced he could control them in order to defeat the Allied forces.
Gottfrid watched his father open numerous dimensional portals and summon creatures from beyond the earthly veil. Most of these beings were good,
kind, and well intentioned, but increasingly Felix was summoning cruel and ruthless things that wanted him to make a “deal with the devil” and Felix
mental stability was showing signs of delusions of grandeur and exaggerated self-importance. Felix started the ritual first by sacrificing his witch wife
(a willing victim) and using her P.P.E. to open the portal. Then all of a sudden Bearach one of the powerful Dragon Kings (15th level) showed up. He
disrupted the ritual and closed the portal then he cast a reverse Sanctum spell, a supernatural prison that trapped Felix inside. Then he collapsed
part of a mountain (Grossglockner 12,000+ foot/3657 m) in Austria, Felix’s servants then fled the area with Gottfrid, smuggling the boy out of Europe
to the United States to keep him safe.
Gottfrid was left with a burning hatred for the Dragon King, the Allies, and everyone involved for his father’s imprisonment. He demanded to be
taught his father’s secrets so he could free him. Hans Lara was his father’s apprentice so Gottfrid believed him to be the best qualified to teach him.
However, Felix trusted no one and only shared so much knowledge with his students. Gottfrid didn’t care. He studied what they actually knew and
improvised the rest. A decade later, he returned to the mountain with an expedition to dig his father out. Upon seeing him, his heart broke. Felix
demanded to be let out. Gottfrid prepared a spell open a breach in the dimensional prison, but Gottfrid’s self-study resulted in a botched spell
casting. The unstable spell had an immediate effect on its spell caster turning him into corpse looking humanoid. He now had to feed on life-
force/energy of living beings in order to use it as a power source for his magic. His transformation sent him into a rage, which he took out on the last
of his father’s minions. He then disappeared.
Gottfrid returned to the United States 22 years ago prowling the allies and sewer tunnels of Ultropolis. At some point he captured a deevil
named Tuhman and used him as his food source. Now that he looked “normal” enough to pass as a regular human being. By chance, he spotted Hans
Lara who by this time was professor at Ultropolis University. Vowing revenge, Gottfrid followed him to the campus and waited for his opportunity.
Later that night, he snuck into the lab hoping to confront his former mentor only to find his teaching assistant Shandra Christiansen, a beautiful
African American woman. He wanted to torture the woman to extract any information about Lara from her but something about this woman
infatuated him. They started seeing one another, despite the fact he had every opportunity to confront the professor or learn his schedule. One day
he finished draining Tuhman when the deevil began to laugh at him, Calling him weak and pathetic more concerned about his so-called humanity than
his obligation to free his father. That night, Gottfrid went to the school and confronted his old mentor. A wizard fight ensued. Shandra hearing the
confrontation raced inside and witnessed the two battling each other with spell casting. She didn’t know what to do or who to trust, but she finally
decided to side with her heart and smashed Dr Lara in the head with a club from behind, accidently killing him. Gottfrid and her fled the university
and went into hiding. For weeks, they avoided the police and paranormal investigators. Gottfrid told Shandra he needed to leave her behind but she
refused to leave his side. Unable to resist their passions any longer the two made love for the first time. Afterward he told her the truth about this
life. She urged him to show her, he reluctantly agreed. One month later, they were in Austria. He took her to the mountain where his father was
imprisoned. When they arrive though, Gottfrid love for Shandra could not hold back the obligation he felt for his father. He came to realize she was
nothing more than a distraction that ruined his chance to free his father. He decided right then and there to do away with her. However, neither of
them realized she was pregnant. Their unborn son immediately latched onto his father’s life draining powers and absorbed it. Gottfrid true self was
revealed to her, before he could finish her off the dragon king Bearach appeared. He beat Gottfrid senseless and was about to kill him when Shandra
beg him not too. Reluctantly the dragon opened a mystic portal and tossed Gottfrid inside. To his horror, he found himself trapped in a realm of
unbeing where there is neither time nor space. Here he would remain forever.
Years later, the Society of the Mystic Font received the journal of Dr Lara, which detailed everything that happened with Felix and his son. The
deevil Tuhman was also working alongside members of the mystic society and he very wanted to get his revenge. The deevil provided a single strand
of Gottfrid’s hair taken from the lair where he was imprisoned. The wizard group conducted a summoning ritual. They opened a portal and Gottfrid
stepped through only now he was more corpse like and referred to himself as Tombspell. He then proceeded to eradicate members of the
Mystic Society. The devil Tuhman was about to attack when it forgot that Tombspell knew its true name. The only ones spared were Mantis and
Brainspawn. Tombspell is determined to not only free his father but also release the Utukki to destroy the world. His group called the Unnaturals is
hell-bent on gathering mystical artifacts that can be used to break the mystical seals to both places or find individuals with the magical talents to
make it possible. Opposing him is a private/supernatural investigator agency run by Andreas Delacroix, Gauge, and their junior partner Medea (and
her cat) called the Night Watch and his artificer son Felix Savant. Tombspell must also deal with other magical and supernatural heroes who oppose
his plans.
Real Name: Gottfrid Savant
Occupation: Would be World Conqueror.
Alignment: Diabolic (he will never love or trust again)
Power Category: Mega Mystic Study (Wizard)
Experience Level: 10th level
Hit Points: 54 S.D.C.: 112
P.P.E.: 189
Appearance: His skin has a green tone. He is bald, hairless and his flesh shows signs of decomposing, often with open wounds and patches the
peel away showing musculature or bone underneath. His nose is disfigured. His almond shaped eyes are sickly, milky-yellow. He smells faintly like
rotting meat. He is tall and has a narrow build. He generally dresses in expensive black suits, with a white tie and a dark shirt. Black leather lace up
boots. Cahill hat.
Attributes: I.Q. 19, M.E. 12, M.A. 5, P.S. 13 (supernatural), P.P. 12, P.E. 14, P.B. 3, Spd. 10.
Age: Born 1905, Sex: Male, Height: 6 foot and 7 inches (2 m), Weight: 275 lbs (123 kg),
Mega-Abilities: All normal Mega-Abilities plus Undead. The range of all spell magic is increased by 50%. Note: He does not recover P.P.E. See
Achilles Heel.
Natural Abilities: Horror Factor 14, Impervious to organic attacks (poison, drugs, toxins, cold, and heat). Impervious to normal P.S. attacks
(rest do half damage), normal physical/kinetic weapons (melee or projectiles), conventional damage, and explosions do half damage (rest do full
damage). Bio-regenerate 2D6 Hit Points/S.D.C. per melee round. He can regenerate lost limbs and organs within 1D4 days (except the head). He no
longer needs to eat, drink, or breathe air. He is immortal. He is immune to having his own life force drained and cannot be turned into a vampire or
zombie, and recognizes vampires, supernatural parasites, and fellow Life Force/Energy Vampires for what they are.
Wizard Abilities: Astral Projection (6), Familiar Link (20, doesn’t have one), Sense Enchantment (0), Sense Supernatural (0), and Sense Magic
(4). Note: Range of all wizard abilities and spells is increased by +50%.
Life-Force/Energy Vampire: Once a week (7 days), he needs to feed on 30 Hit Points in order to avoid further decaying than he already does.
To feed he must touch his opponent's bare skin (needs a strike roll higher than 6 to get passed clothing or whatever A.R. the person possesses.
Natural Armor rating doesn’t count (5 or better, including APS metal, ice, stone, etc). He might need to make a Called Shot to touch a victim’s face
or any exposed skin. Once he makes contact, the victim needs to make a saving throw of 16 or better (P.E. bonus applicable) to remain unaffected;
no Hit Points stolen, Cyborgs and aliens are +4 to save. Those who fail his “Death Touch” lose 2D6x10 Hit Points (Not S.D.C.). If the victim survives,
he/she is weak for 24 hours, has no initiative or combat bonuses, and reduce skill performance, attacks per melee round. P.S. and speed by 75%, plus
tires twice as quickly. Alternatively, he can choose not to do a death touch, but a 100-foot (30 m) range attack in which he targets one opponent
draining up to half his Hit Points in an instant! Or he can drain 10 Hit Points from as many as ten different people or animals within the range/radius
of his life drain power. Those who endure a range attack will suddenly feel very tired and, for the next hour, will be at -1 to strike, parry and dodge.
In addition, their Speed attribute will be reduced by 25%. Those he has fed on successfully cannot be fed on again for 48 hours.
After draining 30 Hit Points, for the next 7 days, all additional Hit Points absorbed by him are turned into P.P.E. on a one-to-one basis (i.e. 10
H.P. = 10 P.P.E.). Those who save against his life drain attack suffer no damage or penalty.
Achilles Heel: Sunlight, running water, symbols of faith, garlic/wolf bane, and holy water DOES NOT harm him. Holy/Magic weapons inflict
regular (not double damage). He has no problem crossing thresholds of water, salt, and do not suffer any extra damage from wood, bone, or magic
weapons. Weapons of silver whether made entirely of silver (a soft, bendable metal) or just coated/plated in silver inflict double damage. He cannot
regenerate any damage inflicted upon him by a silver weapon. He cannot enter a circle made of rose petals. The thorns of a rose inflict 1D6 points of
damage direct to his Hit Points. Just holding a rose or wearing one prevents him from life draining them and +3 bonus to save against his spell magic.
Unfortunately, the protection quality of a rose works better while the plant is alive and/or fresh. Picking a rose or using rose petals is only effective
protection for 24 hours.
P.P.E. Drain: He cannot replenish his P.P.E. by meditation, rest, or sleep. He cannot use talismans, P.P.E. batteries, ley lines, nexus point, etc.
Every hour, he loses 10 P.P.E. If he wants P.P.E. he needs to constantly drain others to keep it. He can performs a blood sacrifice (double the victim’s
P.P.E. at the moment of death), but this stolen P.P.E. still drains away at the same rate mentioned above. He is a life force/energy vampire who
constantly needs to steal P.P.E. to cast spells.
Spell Magic: Levels One through Four: All spells!
Level Five: Calling (8), Charm (12), Domination (10), Eyes of Thoth (8), and Ice Blast (10) See Alien Unlimited-Revised.
Level Six: Animate Object (15), Apparition (20), and Tongues (12)
Level Seven: Animate & Control Dead (20), Constrain Being (20), Life Drain (25), Second Sight (25), Wink Out (20+).
Level Eight: Commune with Spirits (25), Firestorm (30), Hallucination (30), Sickness (50), Spoil (30), Wisps of Confusion (40).
Level Nine: Age (50), Monster Insect (50 or 100), Mute (50), Summon & Control Canines (50)
Level Ten: Metamorphosis: Superior (100), Mystic Portal (60), Summon Shadow Beast (140), Summon & Control Rodents (70)
Level Eleven: Create Mummy (160), Summon & Control Animals (125)
Level Twelve: Create Zombie (250) and Time Hole (210)
Level Thirteen: Sanctum (390+)
Level Fifteen: Dimensional Portal (1000)
Attacks per Melee: 6 (2 Initial +4 from Hand to Hand)
Combat Training: Expert
Combat Bonuses: +2 to initiative, +2 to strike, +3 to parry, +3 to dodge, +3 to damage, +2 to roll with punch/fall, +4 to pull punch, +2 to
disarm, and +4 to spell strength (16 or higher).
Saving Throws: Impervious to heat and cold. Impervious to poisons, toxins, drugs, and disease. +30% to save vs coma/death, +6 to save vs
possession, +4 to save vs mind control, +4 to save vs magic, and +8 to save vs Horror Factor.
Combat Skills: Punch 2D4, Power Punch 3D6 (counts as two attacks), Karate Kick 3D6, Power Kick 6D6 (counts as two attacks), Snap Kick 2D4,
Tripping/Leghook (cannot be paired, must dodge or knockdown), Elbow/Forearm, 2D6, Knee 2D4, Body Flip/Throw 2D6 plus P.S. damage bonus (lose
initiative and 1 attack/action, Paired Weapons, All Holds, and Critical strike on unmodified roll of 18-20.
Other Bonuses: +5% to all skills.
Educational Background: Special.
Common Skills: Read-Write/Speak English, Chinese, Hindi., Spanish, German, and Russian, French, and Arabic 98%/98%, Pilot: Automobile
95%, Spell Translation 33%, Lore: Demon & Monster 92%, Lore: Geomancy 87%, Lore: Religion 97%, Archaeology 98%/85%, Chemistry 98%, and Holistic
Medicine 95%/85%.
Special Skills: Anthropology 98%, Law (general) 98%, History (general) 98%, Art (Painting) 98%, and Research 98%.
Domestic Program: Mathematics: Basic 98%, Wardrobe & Grooming 98%, Sewing 98%, and Gardening 91%.
Technical Program: Appraise Antiques 95%, Gemology 90%, Writing 90%, and Navigation 98%.
Secondary: Hand to Hand Expert, Identify Plants & Fruits 85%, Performance 82%, Wilderness Survival 90%, Outdoormanship, Rope Works
85%, Climbing /95%85%, Streetwise 65%, and Land Navigation 81%. Since becoming Undead, he has chosen not to learn any new secondary skills.
Money: He has 350,000 US dollars in precious stones and 90,000 in U.S. dollars in cash he keeps in a hidden location. He has 86,000 Euros
(90,500 US dollars) in an Austrian bank. Over the years, he and the Unnaturals have accumulated nearly $1D6x3 million in cash and resources.
Armor: Every suit he owns has concealed body armor. A.R. 12, 40 S.D.C.
Weapons: He relies on life draining and spell magic.
Equipment & Vehicles: He relies on whatever becomes available for transportation. For the longest time, he stowed away on cargo vessel to get back and forth between US and Europe. His corpse appearance does limit his options.
- Stone Gargoyle
- Virtuoso of Variants
- Posts: 10364
- 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'm loving Tombspell. I am curious to see the other members of the group.
"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.....
I cant wait for the Technowizard with TW bionic legs!
"Freedom is the recognition that no single person, no single authority or government has a monopoly on the truth, but that every individual life is infinitely precious, that every one of us put on this world has been put there for a reason and has something to offer."
Megaversal Ambassador Coordinator
My GoFund Me - Help Me Walk Again
Megaversal Ambassador Coordinator
My GoFund Me - Help Me Walk Again
- 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.....
MANTIS
The girl called Mantis is an enigma. Nobody knows anything about her. Her powers were given to her by her wizard husband who made deal with
a Deevil Lord in order to save his wife. The deevil lord mystically bestowed her (permanently) into what she is. Like the praying mantis, she killed
her mate and ate him. Her husband must have belonged to the Society of the Mystic Font because Mantis has always associated with them in some
capacity, often working at many of their branch locations, but she is also known to work for Fabricators Inc, Kenaga Corporation (Japanese Yakuza),
and Chiang Six. She has also unknowingly assisted the Monster Factory and the Devil Dragons (Asian Anarchy Team of Doctor Vilde). She enjoys
working with Tombspell who always pays her Hotlicks (edible insect candy).
Real Name: Unknown
Occupation: Freelance Assassin and Mercenary for Hire.
Alignment: Miscreant
Power Category: Mystically Bestowed (Permanent)
Experience Level: 5th
Hit Points: 45 S.D.C.: 181
P.P.E.: 30
Appearance: She has an Asian humanoid appearance with a green skin tone. She has insect compound eyes and very short, curly, fine black
hair with yellow streaks worn in a simple style. She has a leggy build and is small breasted. Her outfit is minimal, green and violet with an organic
look to it. She has 12 inch (30 cm) long antenna growing from her temples.
Attributes: I.Q. 9, M.E. 8, M.A. 8, P.S. 31, P.P. 32, P.E. 26, P.B. 7, Spd. 250 (175 mph/108 km), 40-50 mph (64-80 km) flight speed, 20-25 mph
(32-40 km) indoors. 120 mph (192 km) from great height or airplane.
Age: 23, Sex: Female, Height: 5 foot, 10 inches (1.77 m), Weight: 134 lbs (60.3 kg)
Insanity: Blood Thirsty: She loves to fight, hurt people, torture and kill. She is a sadistic bully who shows no mercy and intentionally strikes to
do maximum damage. She seeks to prove her superiority, as well as satisfying her cruel pleasures.
Natural Abilities: 180-degree area of sight. Ultraviolet vision: Can see that spectrum of light, Polarized sight: Can tell direction (95%) by the
position of the sun and by the direction of sunlight. Not adversely affected by bright light and glare, Hard eyes: 50 S.D.C. Antenna Powers: Track and
maneuver by smell alone: 75%.; roll once for every 1000 feet (305 m), Identify common, known smells, and chemical: 90%. Range: 1200 feet (365 m),
Remember and identify a specific unusual scent: 50%. Range: 1200 feet (365 m). Smell the coming of rain and large fires: 60%; two miles (3.2 km)
range. Identify temperature (within 1D6 degrees): 75%, includes air temperature. Accurately identify wind direction: 55%. Track by sound alone: 45%.
She can locate prey by following the vibration of a running car or a robot engine, voices, noise from movement, or the audio transmissions of a radio.
Range: 1000 feet (305 m). Motion detection and track by motion detection alone; 20-foot (6.1 m) radius around her. Can follow and locate prey by
following the air vibrations caused by movement (not sound per se, but air movement); 50%. Range: 500 feet (152 m). Feel the vibrations of an
approaching ground vehicle(s), giant bot, herd of mammals, and giant animals, up to six miles (9.6 km) away. Running or walking humans, 2000 feet
(365 m) away. Flying vehicle or animal, 4000 feet (122 m) away. Hear and communicate with ultrasonic sounds; super keen hearing and produce
sounds inaudible to humans. Reduce range by 75% for mini-selves.
Major Super Powers: Swarm Selves (9 minis) and Animal Powers: Insect (Control/Summon 1D4x10+50 any type of insect, also includes Adhesion
and Flight: Glide.
Combat Training: Hand to Hand: Assassin
Number of Attacks: 6 (2 Initial +4 from Hand Combat)
Combat Bonuses: +8 to initiative/+9 flight, +11 to strike/+12 in flight, +10 to parry/+11 in flight, +12 to dodge/+14 in flight, +20 to damage,
+4 to damage for every 20 mph (32 km), +8 to roll with punch/fall, +7 to pull punch, +3 to disarm/entangle, and +4 to Perception Rolls.
Saving Throws: +22% to save vs coma/death, +7 to save vs magic, +6 to save vs poison/drugs, +2 to save vs possession, and +6 to save Horror
Factor.
Combat Skills: Karate Punch 2D4, Power Punch 4D4 (counts as two attacks), Roundhouse 3D6, Axe Kick 2D8, Leap Kick 3D8 (counts as two
attacks) Kick Attack 2D6, Power Kick (any kick, double damage, counts as two attacks), Elbow/Forearm 1D6, Knee 2D4, Body Block/Tackle 1D4 + P.S.
damage bonus (must parry/dodge or knockdown), Paired Weapons, Entangle/Disarm, all Holds, and Critical/Knockout from behind.
Education Level: On the Job Training
Common Skills: Read-Write/Speak English/Japanese 90%/93%, Mathematics: Basic 87%, and Pilot: Automobile 75%. Entomology 98%.
Criminal Program: Streetwise 50%, Pick Locks 75%, Pick Pocket 90%, Palming 80%, and Prowl 85% (95% wall, ceiling, or high place).
Physical Program: Acrobatics (Sense of Balance 98%, Walk Rope 98%, Climb Rope 98%), Gymnastics (Bars and Rings 98% & Back Flip 98%),
Athletics (general), and Kick Boxing.
Secondary Skills: Hand to Hand: Assassin, Climbing 98% (never below 90%), Running, Land Navigation 51%, Outdoormanship, Wilderness Survival
60%, Gardening 48%, and Identify Plants & Fruits 40%.
Money: She shows little interest in money. She steals whatever she wants (candy, sweets, cookies).
Weapons: Mini-Selves. P.P., P.E., and P.B. remain unchanged. P.S. 10. Spd 62 (43 mph/69 km), 40-50 mph (64-80 km) flight speed, 20-25 mph
(32-40 km) indoors. 120 mph (192 km) from great height or airplane. Height: 6 inches (15 cm), Weight. Half a pound (.225 kg). 2 attacks. 5 Hit Points,
50 S.D.C. Must remain within 20 feet (6.1 m) of each other or lapse into coma. 5-hour duration. +14 to auto dodge. Combat Bonuses: None. Take half
damage from impacts and blunt weapons. Full damage from blades, projectiles, and energy attacks. Each mini can control 3D6+4 insects. Opponents
are -6 to strike with a gun, projectile, or energy blast, -3 to strike with physical attack, and -4 to kick.
Vehicles and Equipment: She relies on her super abilities. She will only take gear if it's required of her.
The girl called Mantis is an enigma. Nobody knows anything about her. Her powers were given to her by her wizard husband who made deal with
a Deevil Lord in order to save his wife. The deevil lord mystically bestowed her (permanently) into what she is. Like the praying mantis, she killed
her mate and ate him. Her husband must have belonged to the Society of the Mystic Font because Mantis has always associated with them in some
capacity, often working at many of their branch locations, but she is also known to work for Fabricators Inc, Kenaga Corporation (Japanese Yakuza),
and Chiang Six. She has also unknowingly assisted the Monster Factory and the Devil Dragons (Asian Anarchy Team of Doctor Vilde). She enjoys
working with Tombspell who always pays her Hotlicks (edible insect candy).
Real Name: Unknown
Occupation: Freelance Assassin and Mercenary for Hire.
Alignment: Miscreant
Power Category: Mystically Bestowed (Permanent)
Experience Level: 5th
Hit Points: 45 S.D.C.: 181
P.P.E.: 30
Appearance: She has an Asian humanoid appearance with a green skin tone. She has insect compound eyes and very short, curly, fine black
hair with yellow streaks worn in a simple style. She has a leggy build and is small breasted. Her outfit is minimal, green and violet with an organic
look to it. She has 12 inch (30 cm) long antenna growing from her temples.
Attributes: I.Q. 9, M.E. 8, M.A. 8, P.S. 31, P.P. 32, P.E. 26, P.B. 7, Spd. 250 (175 mph/108 km), 40-50 mph (64-80 km) flight speed, 20-25 mph
(32-40 km) indoors. 120 mph (192 km) from great height or airplane.
Age: 23, Sex: Female, Height: 5 foot, 10 inches (1.77 m), Weight: 134 lbs (60.3 kg)
Insanity: Blood Thirsty: She loves to fight, hurt people, torture and kill. She is a sadistic bully who shows no mercy and intentionally strikes to
do maximum damage. She seeks to prove her superiority, as well as satisfying her cruel pleasures.
Natural Abilities: 180-degree area of sight. Ultraviolet vision: Can see that spectrum of light, Polarized sight: Can tell direction (95%) by the
position of the sun and by the direction of sunlight. Not adversely affected by bright light and glare, Hard eyes: 50 S.D.C. Antenna Powers: Track and
maneuver by smell alone: 75%.; roll once for every 1000 feet (305 m), Identify common, known smells, and chemical: 90%. Range: 1200 feet (365 m),
Remember and identify a specific unusual scent: 50%. Range: 1200 feet (365 m). Smell the coming of rain and large fires: 60%; two miles (3.2 km)
range. Identify temperature (within 1D6 degrees): 75%, includes air temperature. Accurately identify wind direction: 55%. Track by sound alone: 45%.
She can locate prey by following the vibration of a running car or a robot engine, voices, noise from movement, or the audio transmissions of a radio.
Range: 1000 feet (305 m). Motion detection and track by motion detection alone; 20-foot (6.1 m) radius around her. Can follow and locate prey by
following the air vibrations caused by movement (not sound per se, but air movement); 50%. Range: 500 feet (152 m). Feel the vibrations of an
approaching ground vehicle(s), giant bot, herd of mammals, and giant animals, up to six miles (9.6 km) away. Running or walking humans, 2000 feet
(365 m) away. Flying vehicle or animal, 4000 feet (122 m) away. Hear and communicate with ultrasonic sounds; super keen hearing and produce
sounds inaudible to humans. Reduce range by 75% for mini-selves.
Major Super Powers: Swarm Selves (9 minis) and Animal Powers: Insect (Control/Summon 1D4x10+50 any type of insect, also includes Adhesion
and Flight: Glide.
Combat Training: Hand to Hand: Assassin
Number of Attacks: 6 (2 Initial +4 from Hand Combat)
Combat Bonuses: +8 to initiative/+9 flight, +11 to strike/+12 in flight, +10 to parry/+11 in flight, +12 to dodge/+14 in flight, +20 to damage,
+4 to damage for every 20 mph (32 km), +8 to roll with punch/fall, +7 to pull punch, +3 to disarm/entangle, and +4 to Perception Rolls.
Saving Throws: +22% to save vs coma/death, +7 to save vs magic, +6 to save vs poison/drugs, +2 to save vs possession, and +6 to save Horror
Factor.
Combat Skills: Karate Punch 2D4, Power Punch 4D4 (counts as two attacks), Roundhouse 3D6, Axe Kick 2D8, Leap Kick 3D8 (counts as two
attacks) Kick Attack 2D6, Power Kick (any kick, double damage, counts as two attacks), Elbow/Forearm 1D6, Knee 2D4, Body Block/Tackle 1D4 + P.S.
damage bonus (must parry/dodge or knockdown), Paired Weapons, Entangle/Disarm, all Holds, and Critical/Knockout from behind.
Education Level: On the Job Training
Common Skills: Read-Write/Speak English/Japanese 90%/93%, Mathematics: Basic 87%, and Pilot: Automobile 75%. Entomology 98%.
Criminal Program: Streetwise 50%, Pick Locks 75%, Pick Pocket 90%, Palming 80%, and Prowl 85% (95% wall, ceiling, or high place).
Physical Program: Acrobatics (Sense of Balance 98%, Walk Rope 98%, Climb Rope 98%), Gymnastics (Bars and Rings 98% & Back Flip 98%),
Athletics (general), and Kick Boxing.
Secondary Skills: Hand to Hand: Assassin, Climbing 98% (never below 90%), Running, Land Navigation 51%, Outdoormanship, Wilderness Survival
60%, Gardening 48%, and Identify Plants & Fruits 40%.
Money: She shows little interest in money. She steals whatever she wants (candy, sweets, cookies).
Weapons: Mini-Selves. P.P., P.E., and P.B. remain unchanged. P.S. 10. Spd 62 (43 mph/69 km), 40-50 mph (64-80 km) flight speed, 20-25 mph
(32-40 km) indoors. 120 mph (192 km) from great height or airplane. Height: 6 inches (15 cm), Weight. Half a pound (.225 kg). 2 attacks. 5 Hit Points,
50 S.D.C. Must remain within 20 feet (6.1 m) of each other or lapse into coma. 5-hour duration. +14 to auto dodge. Combat Bonuses: None. Take half
damage from impacts and blunt weapons. Full damage from blades, projectiles, and energy attacks. Each mini can control 3D6+4 insects. Opponents
are -6 to strike with a gun, projectile, or energy blast, -3 to strike with physical attack, and -4 to kick.
Vehicles and Equipment: She relies on her super abilities. She will only take gear if it's required of her.
- Stone Gargoyle
- Virtuoso of Variants
- Posts: 10364
- 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.....
Mantis is a great character. I would have her antennae coming out of her forehead/frontal lobes rather than her temples (which would be the sides of her head), but that is an asthetic factor and really unimportant.
"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.....
BRAINSPAWN
Like Mantis, there is very little data about the one called Brainspawn. Jefferson Ruiz was a wizard soldier for the Society of the Mystic
Font. These magic warriors were dedicated champions to fight supernatural menaces wherever they threaten the organization. They were selected,
trained and equipped by the most elite of masters of combat and scholars of the supernatural found in the Heroes Unlimited world. As a combination of soldier and sorcerer, they relied on technological magical weapons to help them in their fight. Yet Jefferson Ruiz found himself injured during one confrontation losing both legs to a demon. The organization no longer had any use for him. Jefferson, however, refused to give in and believed the same magic technology to provide him with magic weapons could be designed to give him legs to walk. For weeks, he tirelessly devoted himself to learning this techno-wizardry until he built a set of magical motorized cybernetic legs. When he showed the designs to a group of wizards in the Society of Mystic Font, they broke the news to him that he failed to take into account that giving him magical tech legs would not work, as his body would require reinforcing his entire skeleton, muscle tissue, and body connections. Jefferson didn’t care. He vowed to endure anything in order to walk again. Thus, an experimental magical tech operation was conducted on him ending with him becoming a partial magical powered cyborg. Jefferson showed his appreciation by taking down a number of the guild’s enemies. Yet even his enhancements were not enough when he came face to face with Tombspell. Instead of killing him, Tombspell made him an offer to work for him. Jefferson reluctantly agreed. For a while, he plotted his revenge, yet as time passed, he became a loyal follower. Jefferson now finds himself conflicted, working for both organizations, but not sharing secrets with either. Will he betray Tombspell or turn his back on the Society of Mystic Font in order to achieve further greatness?
Real Name: Jefferson Ruiz
Occupation: Freelance Soldier and mercenary for the Unnaturals and Society of Mystic Font.
Alignment: Aberrant
Power Category: Empowered (Magic-Techno Wizardary)
Experience Level: 5th
Hit Points: 51 S.D.C.: 222
P.P.E. Battery (Heart): 200. Recharges at a rate of 4 per hour, enter into a low-power state (meditation 8 per hour). Recharge double on a ley
line or nexus. No he cannot perform a blood sacrifice to refill it with P.P.E nor use talismans.
Appearance: Jefferson is Hispanic male with slanted eyes the color of varnished wood. His shoulder-length, straight, thick hair is the color of
beyrl, and is worn in an artistic style. He has a wide-chested build. His uniform is mostly black, resembles a bodybuilder's form-fitting outfit, and it
looks to be carved from darkness itself.
Attributes: I.Q. 15, M.E. 17, M.A. 17, P.S. 18, P.P. 12, P.E. 27, P.B. 8, Spd. 44 (30 mph/48. 3km).
Age: 27. Sex: Male. Height: 6-foot, 1 inch (1.85 m). Weight: 285 lbs (128 kg)
TW Bionic Chest with Iron Lung (bionic lungs augmented with spells Breathe Without Air, Impervious to Fire, and Negate Poison/Toxin. Hold
breathe up to 10 minutes. P.P.E. 5 to Breath without air for 15 minutes. Chest: 75 S.D.C.
TW Bionic Legs. P.S. of 18 and Spd 44. (60 S.D.C. each). It has two secret compartments. Magi-Levi: Levitate and float through the air. 30 mph
(13.6 km) with a maximum height of 100 feet (30.5 m). 5 P.P.E. per melee. Locomotion Enhancement: P.P.E. 16. Duration: 20 minutes. +44 to Spd, +1
attack per melee round, +1 to parry, and +3 to dodge.
Stealth System: Combination of Globe of Silence, Shadow Meld, and Chameleon (see spells). Duration: 10 minutes. P.P.E. 33.
Partial Body Exoskeletons (all five).
Bionics cover with Synthetic Plastic Skin
Combat Training: Hand to Hand: Expert
Attacks per Melee: 5 (2 Initial + 3 from Hand Combat).
Combat Bonuses: +3 to initiative, +2 to strike, +6 to parry, +7 to dodge, +3 to damage, +10 to roll with punch/fall, +2 to pull punch, and +3 on
Perception Rolls that involve magic or machine or their combination.
Saving Throws: +25% to save vs coma/death, +12 to save vs poisonous gas, +6 to save vs magic, poison, disease, +2 to save vs Horror Factor, +2
to save vs possession and mind control.
Combat Skills: Punch 1D4, Knife Hand 1D6, Power Punch 2D4 (counts as two attacks), Karate Kick 2D4, Snap Kick 1D6, Tripping/Leghook
(cannot be paired, must dodge or knockdown), Tackle 1D4 +P.S. damage bonus (must parry/dodge or knockdown), Elbow/Forearm 1D6, Knee 1D6, and
Knockout on an unmodified roll of 20 for 1D6 melee rounds.
Education Level: Special Training as a Wizard Soldier
Common Skills: Read-Write/Speak English 93%/90%, Mathematics: Basic 87%, and Pilot: Automobile 75%.
Basic Military Program: Running, Climbing 98%, Forced March, Military Etiquette 70%, Radio: Basic 80%, W.P. Rifle (+3 to aim, +1 to burst),
and W.P. Grenade +2 to throw.
Mystic Study Program: Spell Translation 18%, Research 75%, Lore: Demon & Monster 62%, Lore: Geomancy 52%, Lore: Religion 62%, Archaeology
75%/55%, Chemistry 85%, and Holistic Medicine 70%/60%.
Physical Skill Program: Boxing, Athletics (general), Swimming 85%, and S.C.U.B.A 85%.
Secondary Skills: Hand to Hand: Expert, General Repair 60%, Prowl 40%, First Aid 60%, W.P. Handgun (+2 to aim, +1 to burst), W.P.
Submachine-gun (+2 to aim, +1 to burst), Pilot: Motorcycle 80%, Pilot: Truck 60%, Pilot: Tracked Vehicles 79%, Mathematics: Advance 64%, Pilot:
Automobile 70%, Basic Mechanics 45%, and Basic Electronics 45%.
Money: Brainspawn has about $75,000 in the bank. Most of his money he acquires he uses to try to purchase supplies and materials to give the Society of Mystic Font to build him more TW weapons.
Weapons: These are his favorite weapons.
TK-Submachine-Gun (fires telekinetic energy force bolts), Range: 200 feet (61 m), Damage: 2D6 single shot, 4D6 for short burst (3 rounds),
1D4x10 for long burst (10 rounds), and 2D4x10 for full melee burst of 20 rounds Rate of Fire: Single shot or Semi-Automatic, Duration of charge: Holds
40 TK-Bolts, the TK-Bolts remain ready in the weapon until fired. Recharge: 1 P.P.E. to recharge two, or 20 P.P.E. to completely recharge weapon. He
keeps about 4 extra clips on hand.
M4A1 Carbine, Range: 1800 feet (548 m), Damage: 5D6, Rate of Fire: Single shot, Semi-Automatic, Full, Payload: 30 round box magazine.
Bonuses: +1 to aim/burst. Brainspawn has various accessories for this weapon including a M203 grenade launcher, RIS fore grip, removable carry
handle/rear sight assembly, laser system (sights), and night vision optics. He typically carries 2+1D4 extra clips.
Two TW Firebolt Pistols, Range: 492 feet (150 m), Damage: 4D6 per blast of magic fire.), Rate of Fire: Single shot, Payload: 10 shots.
Rechargeable P.P.E. E-clip or pump P.P.E. directly into the weapon 10 P.P.E. per blast. He always keeps 4 clips on his person.
Two Fear Grenades, Creates an aura of fear that affects everybody within a 20-foot (6 m) radius from the impact point of the grenade. Same
as Fear spell.
Two Blinding Flash Grenades, Same as spell.
Four TW Firebombs (explosion of magical flame and flying embers), Damage: 6D6 to 20 feet (6 m).
Armor: Modified Flak Vest, A.R. 12, 70 S.D.C. He owns several.
Vehicles and Equipment: Besides access to some magic weapons and equipment owned by the Society of the Mystic Font, he also has the
following. Two Belt Side Holsters, Two Web Belts, Battle Harness, Ear Mike Radio R&T, and high-tech smart phone ($1800). He owns a variety of
different body armor, but on most of his missions, he wears a full suit of Hard Armor (A.R. 16, 240 S.D.C.). He drives a 2003 Harley Davison V Rod
Anniversary Edition. The engine has been tinkered with so it can reach speeds of 210 mph (338 km). It also consumes 15% of the normal miles per
gallon rate. He is in the process of converting it into a TW device.
Like Mantis, there is very little data about the one called Brainspawn. Jefferson Ruiz was a wizard soldier for the Society of the Mystic
Font. These magic warriors were dedicated champions to fight supernatural menaces wherever they threaten the organization. They were selected,
trained and equipped by the most elite of masters of combat and scholars of the supernatural found in the Heroes Unlimited world. As a combination of soldier and sorcerer, they relied on technological magical weapons to help them in their fight. Yet Jefferson Ruiz found himself injured during one confrontation losing both legs to a demon. The organization no longer had any use for him. Jefferson, however, refused to give in and believed the same magic technology to provide him with magic weapons could be designed to give him legs to walk. For weeks, he tirelessly devoted himself to learning this techno-wizardry until he built a set of magical motorized cybernetic legs. When he showed the designs to a group of wizards in the Society of Mystic Font, they broke the news to him that he failed to take into account that giving him magical tech legs would not work, as his body would require reinforcing his entire skeleton, muscle tissue, and body connections. Jefferson didn’t care. He vowed to endure anything in order to walk again. Thus, an experimental magical tech operation was conducted on him ending with him becoming a partial magical powered cyborg. Jefferson showed his appreciation by taking down a number of the guild’s enemies. Yet even his enhancements were not enough when he came face to face with Tombspell. Instead of killing him, Tombspell made him an offer to work for him. Jefferson reluctantly agreed. For a while, he plotted his revenge, yet as time passed, he became a loyal follower. Jefferson now finds himself conflicted, working for both organizations, but not sharing secrets with either. Will he betray Tombspell or turn his back on the Society of Mystic Font in order to achieve further greatness?
Real Name: Jefferson Ruiz
Occupation: Freelance Soldier and mercenary for the Unnaturals and Society of Mystic Font.
Alignment: Aberrant
Power Category: Empowered (Magic-Techno Wizardary)
Experience Level: 5th
Hit Points: 51 S.D.C.: 222
P.P.E. Battery (Heart): 200. Recharges at a rate of 4 per hour, enter into a low-power state (meditation 8 per hour). Recharge double on a ley
line or nexus. No he cannot perform a blood sacrifice to refill it with P.P.E nor use talismans.
Appearance: Jefferson is Hispanic male with slanted eyes the color of varnished wood. His shoulder-length, straight, thick hair is the color of
beyrl, and is worn in an artistic style. He has a wide-chested build. His uniform is mostly black, resembles a bodybuilder's form-fitting outfit, and it
looks to be carved from darkness itself.
Attributes: I.Q. 15, M.E. 17, M.A. 17, P.S. 18, P.P. 12, P.E. 27, P.B. 8, Spd. 44 (30 mph/48. 3km).
Age: 27. Sex: Male. Height: 6-foot, 1 inch (1.85 m). Weight: 285 lbs (128 kg)
TW Bionic Chest with Iron Lung (bionic lungs augmented with spells Breathe Without Air, Impervious to Fire, and Negate Poison/Toxin. Hold
breathe up to 10 minutes. P.P.E. 5 to Breath without air for 15 minutes. Chest: 75 S.D.C.
TW Bionic Legs. P.S. of 18 and Spd 44. (60 S.D.C. each). It has two secret compartments. Magi-Levi: Levitate and float through the air. 30 mph
(13.6 km) with a maximum height of 100 feet (30.5 m). 5 P.P.E. per melee. Locomotion Enhancement: P.P.E. 16. Duration: 20 minutes. +44 to Spd, +1
attack per melee round, +1 to parry, and +3 to dodge.
Stealth System: Combination of Globe of Silence, Shadow Meld, and Chameleon (see spells). Duration: 10 minutes. P.P.E. 33.
Partial Body Exoskeletons (all five).
Bionics cover with Synthetic Plastic Skin
Combat Training: Hand to Hand: Expert
Attacks per Melee: 5 (2 Initial + 3 from Hand Combat).
Combat Bonuses: +3 to initiative, +2 to strike, +6 to parry, +7 to dodge, +3 to damage, +10 to roll with punch/fall, +2 to pull punch, and +3 on
Perception Rolls that involve magic or machine or their combination.
Saving Throws: +25% to save vs coma/death, +12 to save vs poisonous gas, +6 to save vs magic, poison, disease, +2 to save vs Horror Factor, +2
to save vs possession and mind control.
Combat Skills: Punch 1D4, Knife Hand 1D6, Power Punch 2D4 (counts as two attacks), Karate Kick 2D4, Snap Kick 1D6, Tripping/Leghook
(cannot be paired, must dodge or knockdown), Tackle 1D4 +P.S. damage bonus (must parry/dodge or knockdown), Elbow/Forearm 1D6, Knee 1D6, and
Knockout on an unmodified roll of 20 for 1D6 melee rounds.
Education Level: Special Training as a Wizard Soldier
Common Skills: Read-Write/Speak English 93%/90%, Mathematics: Basic 87%, and Pilot: Automobile 75%.
Basic Military Program: Running, Climbing 98%, Forced March, Military Etiquette 70%, Radio: Basic 80%, W.P. Rifle (+3 to aim, +1 to burst),
and W.P. Grenade +2 to throw.
Mystic Study Program: Spell Translation 18%, Research 75%, Lore: Demon & Monster 62%, Lore: Geomancy 52%, Lore: Religion 62%, Archaeology
75%/55%, Chemistry 85%, and Holistic Medicine 70%/60%.
Physical Skill Program: Boxing, Athletics (general), Swimming 85%, and S.C.U.B.A 85%.
Secondary Skills: Hand to Hand: Expert, General Repair 60%, Prowl 40%, First Aid 60%, W.P. Handgun (+2 to aim, +1 to burst), W.P.
Submachine-gun (+2 to aim, +1 to burst), Pilot: Motorcycle 80%, Pilot: Truck 60%, Pilot: Tracked Vehicles 79%, Mathematics: Advance 64%, Pilot:
Automobile 70%, Basic Mechanics 45%, and Basic Electronics 45%.
Money: Brainspawn has about $75,000 in the bank. Most of his money he acquires he uses to try to purchase supplies and materials to give the Society of Mystic Font to build him more TW weapons.
Weapons: These are his favorite weapons.
TK-Submachine-Gun (fires telekinetic energy force bolts), Range: 200 feet (61 m), Damage: 2D6 single shot, 4D6 for short burst (3 rounds),
1D4x10 for long burst (10 rounds), and 2D4x10 for full melee burst of 20 rounds Rate of Fire: Single shot or Semi-Automatic, Duration of charge: Holds
40 TK-Bolts, the TK-Bolts remain ready in the weapon until fired. Recharge: 1 P.P.E. to recharge two, or 20 P.P.E. to completely recharge weapon. He
keeps about 4 extra clips on hand.
M4A1 Carbine, Range: 1800 feet (548 m), Damage: 5D6, Rate of Fire: Single shot, Semi-Automatic, Full, Payload: 30 round box magazine.
Bonuses: +1 to aim/burst. Brainspawn has various accessories for this weapon including a M203 grenade launcher, RIS fore grip, removable carry
handle/rear sight assembly, laser system (sights), and night vision optics. He typically carries 2+1D4 extra clips.
Two TW Firebolt Pistols, Range: 492 feet (150 m), Damage: 4D6 per blast of magic fire.), Rate of Fire: Single shot, Payload: 10 shots.
Rechargeable P.P.E. E-clip or pump P.P.E. directly into the weapon 10 P.P.E. per blast. He always keeps 4 clips on his person.
Two Fear Grenades, Creates an aura of fear that affects everybody within a 20-foot (6 m) radius from the impact point of the grenade. Same
as Fear spell.
Two Blinding Flash Grenades, Same as spell.
Four TW Firebombs (explosion of magical flame and flying embers), Damage: 6D6 to 20 feet (6 m).
Armor: Modified Flak Vest, A.R. 12, 70 S.D.C. He owns several.
Vehicles and Equipment: Besides access to some magic weapons and equipment owned by the Society of the Mystic Font, he also has the
following. Two Belt Side Holsters, Two Web Belts, Battle Harness, Ear Mike Radio R&T, and high-tech smart phone ($1800). He owns a variety of
different body armor, but on most of his missions, he wears a full suit of Hard Armor (A.R. 16, 240 S.D.C.). He drives a 2003 Harley Davison V Rod
Anniversary Edition. The engine has been tinkered with so it can reach speeds of 210 mph (338 km). It also consumes 15% of the normal miles per
gallon rate. He is in the process of converting it into a TW device.
- Stone Gargoyle
- Virtuoso of Variants
- Posts: 10364
- 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 actually did Nimmy's suggestion!
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD