On the topic of Revised to 2nd ed conversions.....
Moderators: Immortals, Supreme Beings, Old Ones
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
GERAS-Lord of Old Age
Elmer won many accolades while in middle school and highs school track. He also achieved his
black belt in karate while in high school as well. But despite all his major accomplishment, he was
a bully. He liked picking on weaker kids or pretty much anyone in general. Perhaps this came
about from being bullied himself, but Elmer perfected it to daily ritual. He believed in showing no
mercy for the weak and in make the weak suffer. In college, he was finding it difficult to fit in
with the track team because his belief system didn’t transfer to anyone. His behavior was
constantly getting him into trouble with the coaching staff. He soon found favor in Rhonda Mavis
Shields and began hanging out with her friends. It didn’t take long for her criminal behavior to
star rubbing off on Elmer. Soon he was threatening anyone who looked in her direction. He beat
up on kid so badly he ended up in the hospital, yet he escaped being identified. The seduction
of Nyx wasn’t much of a stretch for him, but he refused to share her with the others. Elmer is
the least loyal to the Night Children’s cause when it comes to their loose behavior with each
other or with anyone else in general. Don’t look at Rhonda or else. Now he is even more of a
bully, deliberately going out of his way to hurt others, especially when he makes them weak and
feeble by aging them to near death. Then he beats them up senselessly and laughs about it. He
is having the hardest time staying in school, but he really doesn’t care if they do force him out.
He will simply kill ever administrator who gets in his face.
Real Name: Elmer Leon Golden
Occupation: Criminal and College student
Alignment: Miscreant (he is very loyal and protective of Rhonda)
Power Category: Mystically Bestowed.
Experience Level: 4th
Hit Points: 33/+5 as Geras S.D.C.: 36 /as Geras +220
P.P.E.: 8/30
Appearance: Elmer is a little short and scrawny. His shoulder length blond hair is usually
unkempt. He has blue eyes. As Geras he is very tall and has a wide-chested build. His white hair
looks more like a cloud. His eyes glow strangely green. He has dark skin and wears an artistic
suit of armor that is mostly vermillion in color.
Attributes: I.Q. 12, M.E. 14, M.A. 10, P.S. 12, P.P. 15, P.E. 13, Spd. 13, P.B. 11
Geras: M.A. 14, P.S. 21, P.P. 21, P.E. 18, Spd. 660 mph (1062 km), P.B. 7
Age: 20, Sex: Male, Height: 5 foot and 8 inches (1.76 m)/6 foot and 4
inches (1.95 m), Weight: 160 lbs (72 kg)/240 lbs (108 kg)
Major Super Abilities: Sonic Speed and Accelerate Aging (special): Geras can actually
transform a living target into an older form of itself (1D6 years of natural life span limit). This
elderly and decrepit form is totally incapable of fighting. Suffering the following penalties: -5 to
strike, -4 to damage, -8 to parry/dodge, all physical attributes and attacks per melee round are
reduce by one-half, and -25% to all skills, S.D.C. and hit points. Range: 90 feet (27. 5m),
Duration: 4D6 hours, Attacks per Melee: Counts as two melee attacks. Saving Throw: Only
those who save against the effect by rolling a 16 or higher (P.E. bonus applicable) remain
completely unaffected. Geras also has an uncanny sense of time and is never late, unless he
wants to be. Knows the day and time within 1D4 minutes without having to refer to a time
piece.
Combat Training: Martial Arts
Attacks per Melee: 5/7 (2 Initial and 3 from Hand to Hand) +2 as Geras
Combat Bonuses: +2 to initiative, +2 to strike, +4 to parry, +4 to dodge, +5 to roll with
punch/fall, +3 to pull punch, and disarm.
Geras: +11 to initiative, +6 to strike, +10 to parry, +13 to dodge/+7 to automatic dodge,
+6 to damage, +11 to roll with punch/fall, +8 to pull punch, and disarm.
Saving Throws: None. As Geras: +6% to save vs. coma/death, +2 to possession,
+4 to horror factor, +3 to save vs. magic, +2 to save vs. poison, and +3 to save vs. time
altering powers, and +6 to save vs. time altering magic.
Combat Skills: Karate Punch 2D4, Power Blow 4D4 (counts as two attacks),
Elbow/Forearm 1D6, Knee 1D6, Karate Kick 2D4, Roundhouse Kick 3D6, Snap Kick 1D6, Crescent
Kick 2D4+2, Tripping/Leghook (cannot be paired, must dodge or knockdown), and All Holds.
As Geras: Karate Punch 2D6+2, Fast Punch/Kick 3D6, Super Fast Punch 4D6, Super Fast
Kick 5D6, Super Fast Power Punch/Kick 1D6x10 (Counts as two attacks), Elbow/Forearm 2D6,
Knee 2D6, and all Holds.
Educational Background: Two years of college
Common Skills: Read-Write/Speak English 88%/92%, Mathematics: Basic 89%, and
Pilot Automobile 72%.
Physical Program: Hand to Hand: Martial Arts and Running.
Felon Program: Prowl 55% and Tailing 65%.
Secondary Skills: Climbing 60%/50%, Athletics (General), Land Navigation 52%,
Play Sports (Basketball) 60%, Cardship/Card Shark 42%, Palming 44%, Concealment 36%,
Gambling (Standard) 40%, and Streetwise 28%.
Money: He steals whatever he needs. He has however assumed $5D4x300 he has
stashed away from all his gambling winnings from school.
Weapons: He relies on his super abilities.
Equipment & Vehicles: He has no need to use a vehicle as he can outrun any land based
vehicle.
Elmer won many accolades while in middle school and highs school track. He also achieved his
black belt in karate while in high school as well. But despite all his major accomplishment, he was
a bully. He liked picking on weaker kids or pretty much anyone in general. Perhaps this came
about from being bullied himself, but Elmer perfected it to daily ritual. He believed in showing no
mercy for the weak and in make the weak suffer. In college, he was finding it difficult to fit in
with the track team because his belief system didn’t transfer to anyone. His behavior was
constantly getting him into trouble with the coaching staff. He soon found favor in Rhonda Mavis
Shields and began hanging out with her friends. It didn’t take long for her criminal behavior to
star rubbing off on Elmer. Soon he was threatening anyone who looked in her direction. He beat
up on kid so badly he ended up in the hospital, yet he escaped being identified. The seduction
of Nyx wasn’t much of a stretch for him, but he refused to share her with the others. Elmer is
the least loyal to the Night Children’s cause when it comes to their loose behavior with each
other or with anyone else in general. Don’t look at Rhonda or else. Now he is even more of a
bully, deliberately going out of his way to hurt others, especially when he makes them weak and
feeble by aging them to near death. Then he beats them up senselessly and laughs about it. He
is having the hardest time staying in school, but he really doesn’t care if they do force him out.
He will simply kill ever administrator who gets in his face.
Real Name: Elmer Leon Golden
Occupation: Criminal and College student
Alignment: Miscreant (he is very loyal and protective of Rhonda)
Power Category: Mystically Bestowed.
Experience Level: 4th
Hit Points: 33/+5 as Geras S.D.C.: 36 /as Geras +220
P.P.E.: 8/30
Appearance: Elmer is a little short and scrawny. His shoulder length blond hair is usually
unkempt. He has blue eyes. As Geras he is very tall and has a wide-chested build. His white hair
looks more like a cloud. His eyes glow strangely green. He has dark skin and wears an artistic
suit of armor that is mostly vermillion in color.
Attributes: I.Q. 12, M.E. 14, M.A. 10, P.S. 12, P.P. 15, P.E. 13, Spd. 13, P.B. 11
Geras: M.A. 14, P.S. 21, P.P. 21, P.E. 18, Spd. 660 mph (1062 km), P.B. 7
Age: 20, Sex: Male, Height: 5 foot and 8 inches (1.76 m)/6 foot and 4
inches (1.95 m), Weight: 160 lbs (72 kg)/240 lbs (108 kg)
Major Super Abilities: Sonic Speed and Accelerate Aging (special): Geras can actually
transform a living target into an older form of itself (1D6 years of natural life span limit). This
elderly and decrepit form is totally incapable of fighting. Suffering the following penalties: -5 to
strike, -4 to damage, -8 to parry/dodge, all physical attributes and attacks per melee round are
reduce by one-half, and -25% to all skills, S.D.C. and hit points. Range: 90 feet (27. 5m),
Duration: 4D6 hours, Attacks per Melee: Counts as two melee attacks. Saving Throw: Only
those who save against the effect by rolling a 16 or higher (P.E. bonus applicable) remain
completely unaffected. Geras also has an uncanny sense of time and is never late, unless he
wants to be. Knows the day and time within 1D4 minutes without having to refer to a time
piece.
Combat Training: Martial Arts
Attacks per Melee: 5/7 (2 Initial and 3 from Hand to Hand) +2 as Geras
Combat Bonuses: +2 to initiative, +2 to strike, +4 to parry, +4 to dodge, +5 to roll with
punch/fall, +3 to pull punch, and disarm.
Geras: +11 to initiative, +6 to strike, +10 to parry, +13 to dodge/+7 to automatic dodge,
+6 to damage, +11 to roll with punch/fall, +8 to pull punch, and disarm.
Saving Throws: None. As Geras: +6% to save vs. coma/death, +2 to possession,
+4 to horror factor, +3 to save vs. magic, +2 to save vs. poison, and +3 to save vs. time
altering powers, and +6 to save vs. time altering magic.
Combat Skills: Karate Punch 2D4, Power Blow 4D4 (counts as two attacks),
Elbow/Forearm 1D6, Knee 1D6, Karate Kick 2D4, Roundhouse Kick 3D6, Snap Kick 1D6, Crescent
Kick 2D4+2, Tripping/Leghook (cannot be paired, must dodge or knockdown), and All Holds.
As Geras: Karate Punch 2D6+2, Fast Punch/Kick 3D6, Super Fast Punch 4D6, Super Fast
Kick 5D6, Super Fast Power Punch/Kick 1D6x10 (Counts as two attacks), Elbow/Forearm 2D6,
Knee 2D6, and all Holds.
Educational Background: Two years of college
Common Skills: Read-Write/Speak English 88%/92%, Mathematics: Basic 89%, and
Pilot Automobile 72%.
Physical Program: Hand to Hand: Martial Arts and Running.
Felon Program: Prowl 55% and Tailing 65%.
Secondary Skills: Climbing 60%/50%, Athletics (General), Land Navigation 52%,
Play Sports (Basketball) 60%, Cardship/Card Shark 42%, Palming 44%, Concealment 36%,
Gambling (Standard) 40%, and Streetwise 28%.
Money: He steals whatever he needs. He has however assumed $5D4x300 he has
stashed away from all his gambling winnings from school.
Weapons: He relies on his super abilities.
Equipment & Vehicles: He has no need to use a vehicle as he can outrun any land based
vehicle.
- 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.....
ERIS-Lady of Strife
She is the daughter of Jian Chang, the Golden Dragon (leader) of the Chinese Tongs of Ultropolis
and Century Station. She has learned much from her father’s crime syndicate. While she was
supposed to be forbidden from learning anything, at the age of 13 she convinced a member of a
Chinese street gang associated with the Tongs to teach her how to defend herself. When she
was 17 years old, he was killed by a rival street gang. On her own, she managed to kill all 197
members. The ordeal drove her well beyond the limits of sanity. In an effort to reground her to a
world of normality, her father sent her to Gulf Coast University, with a promise to stay out of
trouble. Instead Sheryl silent began butchering guys who would hit on her at after school
functions or night clubs. Eventually she started to hang around with Kyle and Diana who were so
intrigued by her. Soon she started to regard their friends as hers, and placed them under her
protection. Once given the power of strife, Sheryl turned into a even deadlier psychopath who is
responsible already for the murders of 43 people around Gulf Coast City, mostly fellow students.
Her murderous behavior is the main reason the group is being sought after because she is such a
twisted, malevolent individual when it comes to human (and animal) life.
Real Name: Sheryl Chang
Occupation: Criminal and College Student. Daughter of Jian Chang (Leader of White
Serpent Association-Chinese Tongs).
Alignment: Diabolic
Power Category: Mystically Bestowed.
Experience Level: 4th
Hit Points: 34/as Eris 46 S.D.C.: 45/as Eris +161
P.P.E.: 10/30
Appearance: Sheryl is a young Chinese American woman. She wears cute dresses and
tries to look weak and feeble. But there is always an evil intention in her eye. As Eris she has
china-white skin. She has a lean yet muscular build. She has wavy, gray hair and slitted red
eyes. She wears a purple tong with two purple scabbard.
Attributes: I.Q. 10, M.E. 11, M.A., 15, P.S. 14, P.P. 14, P.E. 12, Spd 44, P.B. 15
Eris: M.A. 27, P.S. 28, P.P. 23, Spd 220 (154 mph/247 km), P.B. 24
Age: 21, Sex: Female, Height: 5 foot (1.52), Weight: 98 lbs (44.1 kg).
Insanity: She is a psychopath. Wild, daring, and thrives on danger (as well as murder and
mayhem). She has no moral center. She will kill just about anyone if she puts her mind to it.
Those she associates with and her family are the only people she has any love for. Everyone
else she will kill (women and children) without a care in the world. She has a secret storage area
for all the body parts she collects from her victims (mostly males).
Minor Super Abilities: Extra PP, Power Weapon, Physical Perfection, and Iron Will.
Combat Training: Assassin
Attacks per Melee: 5/6 (2 Initial and +3 from Hand to Hand) +1 as Eris
Combat Bonuses: +3 to initiative, +2 to strike, +1 to parry, +1 to dodge, +4 to damage,
+4 to roll with punch/fall, +6 to pull punch, and +4 to disarm.
Eris: +5 to initiative, +6 to strike, +5 to parry, +5 to dodge/+9 running/+8 to automatic
dodge, +17 to damage, +5 to roll with punch/fall, +8 to pull punch, and +5 to disarm.
Saving Throws: None. As Eris: Need a 12 or better to save vs. psionics. +25% to save
vs. coma/death, +4 to save vs. magic, +3 to save vs. disease, +3 to save vs. insanity, +9 to
save vs. possession, +6 to save vs. mind control, +5 to save vs. illusion, and +9 to save vs.
horror factor.
Combat Skills: Punch 1D4, Power Blow 2D4 (counts as two attacks), Elbow/Forearm 1D6,
Knife Hand 1D6, Knee 1D6, Paired Weapons, and all Holds.
Other Bonuses: As Eris 92% trust/intimidate and 70% charm/impress
Educational Background: Three years in College
Common Skills: Read-Write/Speak Chinese and English 88%/92% and Pilot: Automobile 72%
Fitness Program by Sinestus: Climbing 75%/65% (+10% as Eris), Body Build and
Weightlifting, Athletics (general), Running, and Meditation.
Felon Program: Find Contraband 57% and Streetwise 51%
Domestic Program: Mathematics: Basic 98%, Cook 65%, Housekeeping 70%, and Dance
65%/75% as Eris
Secondary Skills: Hand to Hand Assassin, Wardrobe & Grooming 66%, Prowl 45%/55% as
Eris, Fencing (+1D6 to damage with sword/knife, +1 to strike/parry), W.P. Sword (+2 to
strike/parry), W.P. Knife (+2 to strike/parry/throw), Aerobic Athletics (Sense of Balance
40%/50% as Eris), and Pick Locks 40%/50% as Eris.
Money: She has a hidden stash of $4D6x4000. Her father will provide for her anything she
needs. She can also get anything she wants by asking members of the WSA.
Weapons: She owns two Lion Head Sword (Tai Chi) that have been special modified.
Damage: 3D6+3, Bonuses: +2 to strike/parry. Power Weapon: +2D6 damage or energy bolt that
does 33 points of damage, Range: 400 feet (121 m). Duration: 16 minutes.
Equipment & Vehicles: She steals what she wants or her father provides her whatever
she wants.
Note: Yes her father now knows about her powers and has problem having her friends and
associates handle Tong business.
She is the daughter of Jian Chang, the Golden Dragon (leader) of the Chinese Tongs of Ultropolis
and Century Station. She has learned much from her father’s crime syndicate. While she was
supposed to be forbidden from learning anything, at the age of 13 she convinced a member of a
Chinese street gang associated with the Tongs to teach her how to defend herself. When she
was 17 years old, he was killed by a rival street gang. On her own, she managed to kill all 197
members. The ordeal drove her well beyond the limits of sanity. In an effort to reground her to a
world of normality, her father sent her to Gulf Coast University, with a promise to stay out of
trouble. Instead Sheryl silent began butchering guys who would hit on her at after school
functions or night clubs. Eventually she started to hang around with Kyle and Diana who were so
intrigued by her. Soon she started to regard their friends as hers, and placed them under her
protection. Once given the power of strife, Sheryl turned into a even deadlier psychopath who is
responsible already for the murders of 43 people around Gulf Coast City, mostly fellow students.
Her murderous behavior is the main reason the group is being sought after because she is such a
twisted, malevolent individual when it comes to human (and animal) life.
Real Name: Sheryl Chang
Occupation: Criminal and College Student. Daughter of Jian Chang (Leader of White
Serpent Association-Chinese Tongs).
Alignment: Diabolic
Power Category: Mystically Bestowed.
Experience Level: 4th
Hit Points: 34/as Eris 46 S.D.C.: 45/as Eris +161
P.P.E.: 10/30
Appearance: Sheryl is a young Chinese American woman. She wears cute dresses and
tries to look weak and feeble. But there is always an evil intention in her eye. As Eris she has
china-white skin. She has a lean yet muscular build. She has wavy, gray hair and slitted red
eyes. She wears a purple tong with two purple scabbard.
Attributes: I.Q. 10, M.E. 11, M.A., 15, P.S. 14, P.P. 14, P.E. 12, Spd 44, P.B. 15
Eris: M.A. 27, P.S. 28, P.P. 23, Spd 220 (154 mph/247 km), P.B. 24
Age: 21, Sex: Female, Height: 5 foot (1.52), Weight: 98 lbs (44.1 kg).
Insanity: She is a psychopath. Wild, daring, and thrives on danger (as well as murder and
mayhem). She has no moral center. She will kill just about anyone if she puts her mind to it.
Those she associates with and her family are the only people she has any love for. Everyone
else she will kill (women and children) without a care in the world. She has a secret storage area
for all the body parts she collects from her victims (mostly males).
Minor Super Abilities: Extra PP, Power Weapon, Physical Perfection, and Iron Will.
Combat Training: Assassin
Attacks per Melee: 5/6 (2 Initial and +3 from Hand to Hand) +1 as Eris
Combat Bonuses: +3 to initiative, +2 to strike, +1 to parry, +1 to dodge, +4 to damage,
+4 to roll with punch/fall, +6 to pull punch, and +4 to disarm.
Eris: +5 to initiative, +6 to strike, +5 to parry, +5 to dodge/+9 running/+8 to automatic
dodge, +17 to damage, +5 to roll with punch/fall, +8 to pull punch, and +5 to disarm.
Saving Throws: None. As Eris: Need a 12 or better to save vs. psionics. +25% to save
vs. coma/death, +4 to save vs. magic, +3 to save vs. disease, +3 to save vs. insanity, +9 to
save vs. possession, +6 to save vs. mind control, +5 to save vs. illusion, and +9 to save vs.
horror factor.
Combat Skills: Punch 1D4, Power Blow 2D4 (counts as two attacks), Elbow/Forearm 1D6,
Knife Hand 1D6, Knee 1D6, Paired Weapons, and all Holds.
Other Bonuses: As Eris 92% trust/intimidate and 70% charm/impress
Educational Background: Three years in College
Common Skills: Read-Write/Speak Chinese and English 88%/92% and Pilot: Automobile 72%
Fitness Program by Sinestus: Climbing 75%/65% (+10% as Eris), Body Build and
Weightlifting, Athletics (general), Running, and Meditation.
Felon Program: Find Contraband 57% and Streetwise 51%
Domestic Program: Mathematics: Basic 98%, Cook 65%, Housekeeping 70%, and Dance
65%/75% as Eris
Secondary Skills: Hand to Hand Assassin, Wardrobe & Grooming 66%, Prowl 45%/55% as
Eris, Fencing (+1D6 to damage with sword/knife, +1 to strike/parry), W.P. Sword (+2 to
strike/parry), W.P. Knife (+2 to strike/parry/throw), Aerobic Athletics (Sense of Balance
40%/50% as Eris), and Pick Locks 40%/50% as Eris.
Money: She has a hidden stash of $4D6x4000. Her father will provide for her anything she
needs. She can also get anything she wants by asking members of the WSA.
Weapons: She owns two Lion Head Sword (Tai Chi) that have been special modified.
Damage: 3D6+3, Bonuses: +2 to strike/parry. Power Weapon: +2D6 damage or energy bolt that
does 33 points of damage, Range: 400 feet (121 m). Duration: 16 minutes.
Equipment & Vehicles: She steals what she wants or her father provides her whatever
she wants.
Note: Yes her father now knows about her powers and has problem having her friends and
associates handle Tong business.
- 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.....
Done for now. I'll try to be back later in the winter or maybe early spring. Enjoys these NPCS as
always folks.
always folks.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
You know your getting old when you start looking at your older stuff and you go . So
I'm going back through old characters posted on this site and giving them a little clean up job.
Some people need some serious editing. As of 2/17/2014 I've just cleaned up the Dark Tribunal
from 2006 . Has it been that long (#6 if your interested). Don't forget to check out Cardiac
updates as well. There just as cool now as they where back then.
I'm going back through old characters posted on this site and giving them a little clean up job.
Some people need some serious editing. As of 2/17/2014 I've just cleaned up the Dark Tribunal
from 2006 . Has it been that long (#6 if your interested). Don't forget to check out Cardiac
updates as well. There just as cool now as they where back then.
Re: On the topic of Revised to 2nd ed conversions.....
Well the Only Npc,s that are left are the dead Ones.
Maybe you can make a all new peason taking on the Name?
Maybe you can make a all new peason taking on the Name?
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
Well I cleaned up most of the earlier posts from 2006-2008. I've been thinking about what you
said baby and I'm going to look some people over and see if anything stirs and idea. Unlike
Marvel and DC Comics, Heroes Unlimited NPC need to stay dead if it says they are dead.
Also going to see if I can sneak another NPC group into the Rifter as well. Thought about
posting them here but I want to see some artwork on these guys (gals) hopefully
said baby and I'm going to look some people over and see if anything stirs and idea. Unlike
Marvel and DC Comics, Heroes Unlimited NPC need to stay dead if it says they are dead.
Also going to see if I can sneak another NPC group into the Rifter as well. Thought about
posting them here but I want to see some artwork on these guys (gals) hopefully
Re: On the topic of Revised to 2nd ed conversions.....
You dit a Great job,put a Power catagory and backstory with Only a Name takes real Talent.
Maybe you can come up with Original heroes or villains for each Power Catagory
in H.U and PU2?
You known thers also the Butleverse wiki,they pic up from the Global Guardians PBEM (1994 to 2006) maybe you can make New Heroes and Villains for them?
Maybe you can come up with Original heroes or villains for each Power Catagory
in H.U and PU2?
You known thers also the Butleverse wiki,they pic up from the Global Guardians PBEM (1994 to 2006) maybe you can make New Heroes and Villains for them?
- 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.....
No thanks. I'm happy to share creations that originate from Palladium Books and expand upon the
unmentioned, and yes I do create original guys myself (in fact you can find some new guys in the
upcoming Rifter #66), but rest assured I've got some good stuff coming soon.
unmentioned, and yes I do create original guys myself (in fact you can find some new guys in the
upcoming Rifter #66), but rest assured I've got some good stuff coming soon.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
I wanted to thank someone for pointing out another source for names that can be turned into HU
NPCs characters. Only wish I could remember where I saw the post . Anyway, Rifts
Mercenaries has a guy named Zippo in it whose from the HU universe (page 47-48). It mentions he
was part of a group called the New Guardians who were founded by a wizard-coded named Merlin,
who claimed he was the ancient magician from Arthurian legend. Unfortunately the entire team
gets taken down by a evil wizard named Doombringer after following him to a dimension full of
demons!!! Zippo races through a dimensional portal thinking it will take him back to HU Earth and
instead he ends up in Rifts Earth. Now he has a new life as a member of the mercs called
DemonBusters with his girlfriend Lady Arson. Still the story of the New Guardians and the fact that
they were lead in the HU Universe by Merlin I find very intriguing. And it looks like at one time
there was an older group of guardians. Even more interesting.
NPCs characters. Only wish I could remember where I saw the post . Anyway, Rifts
Mercenaries has a guy named Zippo in it whose from the HU universe (page 47-48). It mentions he
was part of a group called the New Guardians who were founded by a wizard-coded named Merlin,
who claimed he was the ancient magician from Arthurian legend. Unfortunately the entire team
gets taken down by a evil wizard named Doombringer after following him to a dimension full of
demons!!! Zippo races through a dimensional portal thinking it will take him back to HU Earth and
instead he ends up in Rifts Earth. Now he has a new life as a member of the mercs called
DemonBusters with his girlfriend Lady Arson. Still the story of the New Guardians and the fact that
they were lead in the HU Universe by Merlin I find very intriguing. And it looks like at one time
there was an older group of guardians. Even more interesting.
Re: On the topic of Revised to 2nd ed conversions.....
Well Maybe the old Guardians are a team in the 60s,but ended, the News Guardians formed in the 90s,by Merlin.I say keep each team to 7or 9 memebers.
Maybe you can show both teams and ther top 10 Rogues?
Maybe you can show both teams and ther top 10 Rogues?
- 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.....
Finished with the "Old Guardians" getting ready to make the new team. It's also occurred to me
that the group Team American Eagle mentioned in Armageddon Unlimited as those who helped
defeat Doctor Vilde. Already did a WWII background with Euroforce and many of the villains
mentioned in Britannia in GI (page 134). This would be an entire American WW 2 team of super
heroes. Had a blast last time I did this. Should be fun. Look for it.
that the group Team American Eagle mentioned in Armageddon Unlimited as those who helped
defeat Doctor Vilde. Already did a WWII background with Euroforce and many of the villains
mentioned in Britannia in GI (page 134). This would be an entire American WW 2 team of super
heroes. Had a blast last time I did this. Should be fun. Look for it.
- Glistam
- Megaversal® Ambassador
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- Location: Connecticut
- Contact:
Re: On the topic of Revised to 2nd ed conversions.....
Reagren Wright wrote:Well I cleaned up most of the earlier posts from 2006-2008. I've been thinking about what you
said baby and I'm going to look some people over and see if anything stirs and idea. Unlike
Marvel and DC Comics, Heroes Unlimited NPC need to stay dead if it says they are dead.
Also going to see if I can sneak another NPC group into the Rifter as well. Thought about
posting them here but I want to see some artwork on these guys (gals) hopefully
I was very pleased to find your take on the Century Station Centurions who were only briefly mentioned in Century Station as either deceased or missing. My current campaign takes place before Bloody Monday and it's my intention to introduce the group to these guys over time as part of the build-up for that chaos. Thanks for putting them together and making them available.
Zerebus: "I like MDC. MDC is a hundred times better than SDC."
kiralon: "...the best way to kill an old one is to crash a moon into it."
Temporal Wizard O.C.C. update 0.8 | Rifts random encounters
New Fire magic | New Temporal magic
Grim Gulf, the Nightlands version of Century Station
Let Chaos Magic flow in your campaigns.
kiralon: "...the best way to kill an old one is to crash a moon into it."
Temporal Wizard O.C.C. update 0.8 | Rifts random encounters
New Fire magic | New Temporal magic
Grim Gulf, the Nightlands version of Century Station
Let Chaos Magic flow in your campaigns.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
Glad you liked them. Joan of Arc was a fun character to create. The idea behind her was one I
really enjoyed come up with. Sometimes you have to be a little creative with the "character
creation rules" that let you come up with a really cool idea. Like I always say, talk it over with you
GM and let your imagination roll with it .
really enjoyed come up with. Sometimes you have to be a little creative with the "character
creation rules" that let you come up with a really cool idea. Like I always say, talk it over with you
GM and let your imagination roll with 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 GUARDIANS
The Guardians is the name of a group of Immortals who banned together in an effort to protect
the planet Earth from the force of evil (particularly supernatural evils) and the cruelties of the
human race. The Earth is more than four elements (fire, earth, air, water); the planet has a fifth
elemental component, a collective higher conscious, a hive mind. This consciousness can sense
when the planet and the living inhabitants are threatened by unnatural terrors or evils generated
by its highest form of intelligent life, the human race. The planet is usually more than capable of
defending itself against these threats, by diminishing the magical energies that crisscross its
surface. It also creates life forms that will protect it from harm (human beings for example). But
its most potent defense weapon is an avatar it generates that has no other goal than to
defense the planet for all mortal and immortal threats. The avatar has gone through many
incarnations, but the one that stands out the most is Merlin the Magician.
The Guardians were Merlin attempt to band immortals together to serve for the good of the
planet. Unfortunately, the group was always bickering, with egos and differences of opinions
continually clashing. Sometimes it ended with words other times with fists. Despite the good
they did, the group couldn’t keep itself together despite Merlin’s best efforts. Early in the
1990s, Merlin decided to try again, this time he brought together numerous super beings, The
New Guardians, believing if he remains the only immortal in the group, calmer heads would prevail
and the group would work together. For five years, the group did form a cohesive unit, becoming
a well known, and public accepted team of Legionnaires. Eventually the group came face to face
with a powerful mage named Doombringer. Unbeknownst to everyone (including Merlin),
Doombringer was a Greater Demon, a Rakaska. When the New Guardians confronted him, he
created a dimensional portal and the group followed him in. The portal led to the dimension of
Hades. There hundreds of lesser demons awaited the heroes, all under the command of
Doombringer. Though the heroes fought bravely, they were no match for the demons on their
own turf. Soon only Merlin and Zippo were still alive. Zippo seeing the portal still open decided
he would travel through it in an effort to get reinforcement. He was unaware the portal he
thought was the same one created by Doombringer. This portal was actually a natural occurring
rift, and once Zippo travel through it he ended up in the reality of Rifts Earth. Whatever
happened to Merlin and Doombringer remains to be seen. Since that day, no one is aware of
what happened to the New Guardians. Even the old members have not been informed of what
occurred, although it’s highly likely the group would want to go to Merlin aid despite the
difference they had.
The New Guardians operated out of penthouse of Nathan Cleveland in the city of Ultropolis. With
Mr. Cleveland’s apparent disappearance, his butler Philip York sealed it up, leaving all of its
equipment and technology still in place.
The New Guardians Organization Statistics (prior to their disappearance)
A. Outfits: None (0 Points)
B. Equipment: Electronic Supplies (10 Points)
C. Weapons: Ammunition (2 Points)
D. Bionics & Robotics: None (0 Points)
E. Vehicles: None (0 Points)
F. Communications: Basic Services (2 Points)
G. Offices: Urban (5 Points)
H. Military Power: None (0 Points)
I. Super Powered Operatives: None (0 Points)
J. Sponsorship: Agent Sponsored (50 Points)
K. Special Budget: Big Bucks (35 Points)
L. Administrative Control: Loose Laws (5 Points)
M. Internal Security: Tight (10 Points)
N. External Infiltration: None (0 Points)
O. Excellent: Good Connection (10 Points)
P. Agency Credentials: Faceless (5 points)
Q. Agency Salary: Good (20 points).
Total Agency Points: 154 Points.
The Guardians is the name of a group of Immortals who banned together in an effort to protect
the planet Earth from the force of evil (particularly supernatural evils) and the cruelties of the
human race. The Earth is more than four elements (fire, earth, air, water); the planet has a fifth
elemental component, a collective higher conscious, a hive mind. This consciousness can sense
when the planet and the living inhabitants are threatened by unnatural terrors or evils generated
by its highest form of intelligent life, the human race. The planet is usually more than capable of
defending itself against these threats, by diminishing the magical energies that crisscross its
surface. It also creates life forms that will protect it from harm (human beings for example). But
its most potent defense weapon is an avatar it generates that has no other goal than to
defense the planet for all mortal and immortal threats. The avatar has gone through many
incarnations, but the one that stands out the most is Merlin the Magician.
The Guardians were Merlin attempt to band immortals together to serve for the good of the
planet. Unfortunately, the group was always bickering, with egos and differences of opinions
continually clashing. Sometimes it ended with words other times with fists. Despite the good
they did, the group couldn’t keep itself together despite Merlin’s best efforts. Early in the
1990s, Merlin decided to try again, this time he brought together numerous super beings, The
New Guardians, believing if he remains the only immortal in the group, calmer heads would prevail
and the group would work together. For five years, the group did form a cohesive unit, becoming
a well known, and public accepted team of Legionnaires. Eventually the group came face to face
with a powerful mage named Doombringer. Unbeknownst to everyone (including Merlin),
Doombringer was a Greater Demon, a Rakaska. When the New Guardians confronted him, he
created a dimensional portal and the group followed him in. The portal led to the dimension of
Hades. There hundreds of lesser demons awaited the heroes, all under the command of
Doombringer. Though the heroes fought bravely, they were no match for the demons on their
own turf. Soon only Merlin and Zippo were still alive. Zippo seeing the portal still open decided
he would travel through it in an effort to get reinforcement. He was unaware the portal he
thought was the same one created by Doombringer. This portal was actually a natural occurring
rift, and once Zippo travel through it he ended up in the reality of Rifts Earth. Whatever
happened to Merlin and Doombringer remains to be seen. Since that day, no one is aware of
what happened to the New Guardians. Even the old members have not been informed of what
occurred, although it’s highly likely the group would want to go to Merlin aid despite the
difference they had.
The New Guardians operated out of penthouse of Nathan Cleveland in the city of Ultropolis. With
Mr. Cleveland’s apparent disappearance, his butler Philip York sealed it up, leaving all of its
equipment and technology still in place.
The New Guardians Organization Statistics (prior to their disappearance)
A. Outfits: None (0 Points)
B. Equipment: Electronic Supplies (10 Points)
C. Weapons: Ammunition (2 Points)
D. Bionics & Robotics: None (0 Points)
E. Vehicles: None (0 Points)
F. Communications: Basic Services (2 Points)
G. Offices: Urban (5 Points)
H. Military Power: None (0 Points)
I. Super Powered Operatives: None (0 Points)
J. Sponsorship: Agent Sponsored (50 Points)
K. Special Budget: Big Bucks (35 Points)
L. Administrative Control: Loose Laws (5 Points)
M. Internal Security: Tight (10 Points)
N. External Infiltration: None (0 Points)
O. Excellent: Good Connection (10 Points)
P. Agency Credentials: Faceless (5 points)
Q. Agency Salary: Good (20 points).
Total Agency Points: 154 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.....
MERLIN
He is Earth’s protector. Summon by the planet itself to serve as a defender of mortal life. Merlin
has no childhood. He was born an adult male with full knowledge of the natural world. Shortly
after the fall of the Roman Empire, Merlin took Daolayae Pantherix (Lord Arcane) as his
apprentice. For centuries, Merlin and his apprentice fought against the force of evil and human
cruelty. Between the fall of Rome and 1000 C.E. Merlin had his many adventures that are
recorded in history and legend with King Arthur and the Knights of the Round Table. At some
point in history, Merlin met a huntress named Niviane, who was the daughter of the king of
Northumberland. Niviane was about to depart from Arthur’s court, but, with some
encouragement from Merlin, Arthur asks her to stay in his castle with Queen Guinevere. During
her stay, Merlin falls in love with her and desires her. Niviane, frightened that Merlin might take
advantage of her with his spells, swears that she will never love him unless he swears to teach
her all of his magic. Merlin agrees, unaware that throughout the course of her lessons, Niviane
learns to use his magic against him, forcing him to do her bidding. When Niviane finally goes back
to her country, Merlin escorts her. However, along the way, Merlin receives a vision that Arthur
is in need of assistance against the schemes of Morgan le Fay. Niviane and Merlin rush back to
Arthur's castle, but have to stop for the night in a stone chamber, once inhabited by two lovers.
Merlin relates that when the lovers died, they were placed in a magic tomb within a room in the
chamber. That night, while Merlin is asleep, Niviane, still disgusted with Merlin’s desire for her, as
well as his demonic heritage, casts a spell over him and places him in the magic tomb so that he
can never escape. Because of his imprisonment, Merlin was not there to protect Arthur and
Camelot eventually fell to ruin without its beloved king. A century later, Daolayae Pantherix
found the cave and released Merlin from its confines. From that moment on, the wizard swore
off love forever.
Around 1066, Merlin attempted to prevent the Normans from conquering the Anglo-Saxons when
Daolayae stayed his hand, claiming Norman rule would eventually make the Anglo people
stronger. Merlin refused to believe such nonsense. Master and apprentice fought one another
over the matter. When Merlin claimed victory, he banished Daolayae from his sight. Daolayae
called him an old fool and departed. In time, Merlin sought the assistance of others to aid him in
his quest. But he could never find one as good as a protector as Daolayae. However, it wasn’t
long before he discovered his apprentice took the mantle Lord Arcane and began to observe and
protect Earth from the forces of evil. The two acknowledged each other presence but refuse to
speak to one another.
At the beginning of the 20th century, Merlin sensed the world was on the brink of war and that
by himself he couldn’t handle all of its affairs, so he called upon other immortal defenders to aid
him. These included Robin Hood, Hercules, St. George, and Hiawatha. These Guardians as they
became known did much good but eventually bickering and arrogance broke up the group. Years
later, Merlin forms a new group of Guardians, though not as powerful as the original, but still
strong enough to defend humanity from the various threats from supernatural evil and criminal
human behavior. What exactly happened to Merlin remains a mystery. But with his
disappearance, Lord Arcane named himself leader of the Order of Three and officially took over
as Guardian of the Heroes Unlimited Earth Reality.
Real Name: Merlin Ambrosius
Alias: Numerous identities over the centuries.
Occupation: Former Leader of the Order of Three, Protector of Humankind, Former
Guardian of the Heroes Unlimited Earth Reality.
Alignment: Scrupulous
Power Category: Immortal (Avatar of the Earth)
Experience Level: 14th
Hit Points: 200 S.D.C.: 125 Armor Rating: A.R.: 12
P.P.E.: 525
Appearance: He appears as an old man with a long beard, short and hunchbacked, in an
old torn woolen coat, big shoes, bristly hair, and a long staff.
Attributes: I.Q. 22, M.E. 22, M.A. 18, P.S. 16 (extraordinary), P.P. 16, P.E. 27, Spd. 22,
P.B. 12.
Age: 1580, Sex: Male, Height: 5 foot and 5 inches (1.67 m), Weight:
165 lbs (74.25 kg).
Vulnerability: Opposite Sex. Merlin is easily swayed by any attractive female who shows
any interest in him. He doesn’t seek them out, it only occurs when on shows interests in him
alone. Then he suffers the full effect of the Achilles’ Heel. Merlin absolutely detests the use of
technology. The idea of using anything built beyond the 18th century appalls him.
Life Awareness: Whenever a human (Earthling) dies a violent death by the direct action
of another person (homicide or self-defense), force of nature (earthquake, flood, tornado), a
man-made incident (a dam/bridge collapse, airliner crash), or by unnatural means Merlin feels the
pain of it. He does not feel the pain of death caused by indirect action (man drops a wrench
from a high story building and it hit a guy in the head), if it’s self-inflicted (suicide, accident, or
clumsiness), or brought on by natural causes (struck by lightning, eaten by a predator in the
wild, old age, a normal disease). This pain feels like a sharp and powerful headache that last one
melee round. Merlin feels this pain each time a person dies within one mile of his current
location. He doesn’t know where it happened; he just feels that it did. If more than 10 humans
(Earthling) die from a single event, he feels the pain 100 miles away. This time the pain is the
equivalent of the Agony spell (at first level). If more than 100 people die, he feels the pain 1000
miles away and loses 1D6 hit points (he will recover normally) and feel the Agony like effects. If
more than 1000 people die, he feels the pain 10,000 miles away, loses 2D6x10 hit points (he will
recover normally), and it will leave him weaken for 24 hours (reduce physical attributes, attacks
per melee, and combat bonuses by one-half). If more than 10,000 people die, he feels the pain
100,000 miles away, loses 3D6x10+20 hit points (he still recovers normally), and suffers the
same effect as mentioned above. If more than 100,000 people from a single incident, he will feel
the death 1 million miles away (Earth’s moon is 238,856 miles/384,403 km away). He would lose
4D6x10+60 hit points (which will likely kill him permanently. If more than a million people died, he
would die even at the furthest edge of the Solar System. Even if Merlin where in a different
dimension or another part of the galaxy, the moment he comes within range, he feels the pain,
even if the death occurred more up to 48 hours passed.
Special Mega-Power: Immortal (he can bio-regenerates 2D6 hit points/3D6 S.D.C. every
10 minutes).
Immortal Powers: He is resistant to all poisons, drugs, toxins, fire, heat, and cold (all
does half damage, duration, effect, and penalty). He has 120 foot (36.6 m) night vision. He can
bio-regenerate 1D6 hit points/S.D.C. per melee round. He never tires, is never hungry, nor does
he need to drink other than to be sociable.
Wizard Abilities: Astral Projection, Familiar Link (Cat-Viviane), Sense Enchantment, Sense
Supernatural Evil, and Sense Magic.
Magic Spells: Blinding Flash, See Aura, Decipher Magic, Globe of Daylight, Turn Dead,
Fear, Extinguish Fire, Mystic Alarm, Breathe Without Air, Invisibility: Simple, Impervious to Fire,
Energy Bolt, Carpet of Adhesion, Shadow Meld, Trance, Charismatic Aura, Eyes of Thoth,
Escape, Heal Wounds, Calling, Tongues, Mystic Shield, Swim as the Fish: Superior, Memory
Bank, Metamorphosis: Animal, Invulnerability: Superior, Dispel Magic Barriers, Immobilize, Sense
Dimensional Anomaly, Firestorm, Locate, Exorcism, Speed of the Snail, Havoc, Metamorphosis:
Human, Negate Magic, Oracle, Banishment, Dimensional Pocket, Teleport, Mystic Portal,
Anti-Magic Cloud, Summon & Control Animals, Remove Curse, Amulet, Time Hole, Protection
Circle: Superior, Talisman, Close Rift, Restoration, Dimensional Portal, Teleport Superior, Sanctum,
Create Magic Scroll, Barrier of Thoth, and Sanctuary.
Combat Training: Basic
Attacks per Melee: 6 (2 initial +4 from Hand to Hand)
Combat Bonuses: +2 to initiative, +3 to strike, +4 to parry, +4 to dodge, +4 to damage,
+4 to roll with punch/fall, +7 to pull punch, +2 to disarm, and +4 to spell strength (need a 16 or
better to save vs. his magic).
Saving Throws: +24% to save vs. coma/death, +10 to save vs. magic, +9 to save vs.
possession, +6 to save vs. poison & disease, +4 to save vs. psionics, +5 to save vs. insanity,
and +10 to save vs. horror factor.
Combat Skills: Punch 1D4, Power Blow 2D4 (counts as two attacks), Elbow/Forearm 1D6,
Knee 1D6, Snap Kick 1D6, Body Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and 1
attack/action), All Holds, Critical strike on an unmodified roll of 19-20, and Critical strike or
knockout from behind.
Other Bonuses: +8% to all skills and 50% trust/intimidate
Educational Background: Ph.D. equivalent
Common Skills: Read-Write/Speak English & French 98%/98%, Spell Translation
42%, Lore: Demon & Monster 98%, Lore: Geomancy 98%, Chemistry 98%, Holistic Medicine
98%/96%, Read-Write/Speak Chinese, Danish, Hindi, Spanish, Russian, Arabic, Portuguese,
Japanese, Latin, and German 98%.
Science Program: Astronomy & Navigation 98%, Mathematics: Advance 98%, Chemistry
98%, Archeology 98%, Anthropology 98%, and Veterinary Science 98%.
Technical Program: History 98%, Research 98%, Law (general) 98%, and Philosophy 98%.
Medical Investigation Program: Crime Scene Investigation 98%, Biology 98%, Pathology 98%,
Forensics 98%, and Mathematics: Basic 98%,
Domestic Program: Animal Husbandry 98%, Singing 98%, Cook 98%, and Sewing 98%
Ancient W.P.: Paired Weapons, W.P. Sword (+6 to strike/parry), W.P. Staff (+5 to
strike/parry), and W.P. Knife (+6 to strike, parry, and throw).
Secondary Skills: Outdoormanship, Public Speaking 98%, Performance 98%, Swimming
98%, Fencing (+1D6 damage to sword/dagger), Prowl 98%, Land Navigation 96%, First Aid 98%,
Holistic Medicine 98%, Identify Plants & Fruits 98%, Aerobic Athletics (Sense of Balance 98%),
Gemology 98%, Track & Trap Animals & Fruits 98%, W.P. Shield (+5 to parry), Dance 98%, Sign
Language 78%, Gardening 80%, Appraise Antiques 68%, Business & Finance 73%, Writing 48%,
and Fishing 63%.
Money: Merlin has stashed away money all over the world. Some of it is in safe houses
and some of it is in banks. It safe to assume Merlin has a net worth of 11.4 billion dollars.
Weapons: He relies on his spell magic, but he has use of the following magic weapons.
Staff of Power, It does 5D6 damage and shoots lightning bolts (range 600 feet/183 m)
and inflicts 4D6 points of damage.
The Lake Sword, This is an enchanted sword given to him by the Lady of Lake. While its
certainly not Excalibur, it still quite a powerful weapon. It does 3D6 damage against mortals and
1D6x10 to supernatural beings/creatures of magic.
Armor: The clothes he wears function almost like body armor. A.R. 10. S.D.C. 70.
Equipment & Vehicles: Merlin has access to many magic items, weapons, and alien
devices. The one he uses most often is a large crystal ball about the size of a basketball (The
Orb of Oon). This crystal ball allows him to see events that take “may” take place in the future
or he can observe anyone of his choosing, and learn about his or her future. He also creates his
own talismans and amulets.
He is Earth’s protector. Summon by the planet itself to serve as a defender of mortal life. Merlin
has no childhood. He was born an adult male with full knowledge of the natural world. Shortly
after the fall of the Roman Empire, Merlin took Daolayae Pantherix (Lord Arcane) as his
apprentice. For centuries, Merlin and his apprentice fought against the force of evil and human
cruelty. Between the fall of Rome and 1000 C.E. Merlin had his many adventures that are
recorded in history and legend with King Arthur and the Knights of the Round Table. At some
point in history, Merlin met a huntress named Niviane, who was the daughter of the king of
Northumberland. Niviane was about to depart from Arthur’s court, but, with some
encouragement from Merlin, Arthur asks her to stay in his castle with Queen Guinevere. During
her stay, Merlin falls in love with her and desires her. Niviane, frightened that Merlin might take
advantage of her with his spells, swears that she will never love him unless he swears to teach
her all of his magic. Merlin agrees, unaware that throughout the course of her lessons, Niviane
learns to use his magic against him, forcing him to do her bidding. When Niviane finally goes back
to her country, Merlin escorts her. However, along the way, Merlin receives a vision that Arthur
is in need of assistance against the schemes of Morgan le Fay. Niviane and Merlin rush back to
Arthur's castle, but have to stop for the night in a stone chamber, once inhabited by two lovers.
Merlin relates that when the lovers died, they were placed in a magic tomb within a room in the
chamber. That night, while Merlin is asleep, Niviane, still disgusted with Merlin’s desire for her, as
well as his demonic heritage, casts a spell over him and places him in the magic tomb so that he
can never escape. Because of his imprisonment, Merlin was not there to protect Arthur and
Camelot eventually fell to ruin without its beloved king. A century later, Daolayae Pantherix
found the cave and released Merlin from its confines. From that moment on, the wizard swore
off love forever.
Around 1066, Merlin attempted to prevent the Normans from conquering the Anglo-Saxons when
Daolayae stayed his hand, claiming Norman rule would eventually make the Anglo people
stronger. Merlin refused to believe such nonsense. Master and apprentice fought one another
over the matter. When Merlin claimed victory, he banished Daolayae from his sight. Daolayae
called him an old fool and departed. In time, Merlin sought the assistance of others to aid him in
his quest. But he could never find one as good as a protector as Daolayae. However, it wasn’t
long before he discovered his apprentice took the mantle Lord Arcane and began to observe and
protect Earth from the forces of evil. The two acknowledged each other presence but refuse to
speak to one another.
At the beginning of the 20th century, Merlin sensed the world was on the brink of war and that
by himself he couldn’t handle all of its affairs, so he called upon other immortal defenders to aid
him. These included Robin Hood, Hercules, St. George, and Hiawatha. These Guardians as they
became known did much good but eventually bickering and arrogance broke up the group. Years
later, Merlin forms a new group of Guardians, though not as powerful as the original, but still
strong enough to defend humanity from the various threats from supernatural evil and criminal
human behavior. What exactly happened to Merlin remains a mystery. But with his
disappearance, Lord Arcane named himself leader of the Order of Three and officially took over
as Guardian of the Heroes Unlimited Earth Reality.
Real Name: Merlin Ambrosius
Alias: Numerous identities over the centuries.
Occupation: Former Leader of the Order of Three, Protector of Humankind, Former
Guardian of the Heroes Unlimited Earth Reality.
Alignment: Scrupulous
Power Category: Immortal (Avatar of the Earth)
Experience Level: 14th
Hit Points: 200 S.D.C.: 125 Armor Rating: A.R.: 12
P.P.E.: 525
Appearance: He appears as an old man with a long beard, short and hunchbacked, in an
old torn woolen coat, big shoes, bristly hair, and a long staff.
Attributes: I.Q. 22, M.E. 22, M.A. 18, P.S. 16 (extraordinary), P.P. 16, P.E. 27, Spd. 22,
P.B. 12.
Age: 1580, Sex: Male, Height: 5 foot and 5 inches (1.67 m), Weight:
165 lbs (74.25 kg).
Vulnerability: Opposite Sex. Merlin is easily swayed by any attractive female who shows
any interest in him. He doesn’t seek them out, it only occurs when on shows interests in him
alone. Then he suffers the full effect of the Achilles’ Heel. Merlin absolutely detests the use of
technology. The idea of using anything built beyond the 18th century appalls him.
Life Awareness: Whenever a human (Earthling) dies a violent death by the direct action
of another person (homicide or self-defense), force of nature (earthquake, flood, tornado), a
man-made incident (a dam/bridge collapse, airliner crash), or by unnatural means Merlin feels the
pain of it. He does not feel the pain of death caused by indirect action (man drops a wrench
from a high story building and it hit a guy in the head), if it’s self-inflicted (suicide, accident, or
clumsiness), or brought on by natural causes (struck by lightning, eaten by a predator in the
wild, old age, a normal disease). This pain feels like a sharp and powerful headache that last one
melee round. Merlin feels this pain each time a person dies within one mile of his current
location. He doesn’t know where it happened; he just feels that it did. If more than 10 humans
(Earthling) die from a single event, he feels the pain 100 miles away. This time the pain is the
equivalent of the Agony spell (at first level). If more than 100 people die, he feels the pain 1000
miles away and loses 1D6 hit points (he will recover normally) and feel the Agony like effects. If
more than 1000 people die, he feels the pain 10,000 miles away, loses 2D6x10 hit points (he will
recover normally), and it will leave him weaken for 24 hours (reduce physical attributes, attacks
per melee, and combat bonuses by one-half). If more than 10,000 people die, he feels the pain
100,000 miles away, loses 3D6x10+20 hit points (he still recovers normally), and suffers the
same effect as mentioned above. If more than 100,000 people from a single incident, he will feel
the death 1 million miles away (Earth’s moon is 238,856 miles/384,403 km away). He would lose
4D6x10+60 hit points (which will likely kill him permanently. If more than a million people died, he
would die even at the furthest edge of the Solar System. Even if Merlin where in a different
dimension or another part of the galaxy, the moment he comes within range, he feels the pain,
even if the death occurred more up to 48 hours passed.
Special Mega-Power: Immortal (he can bio-regenerates 2D6 hit points/3D6 S.D.C. every
10 minutes).
Immortal Powers: He is resistant to all poisons, drugs, toxins, fire, heat, and cold (all
does half damage, duration, effect, and penalty). He has 120 foot (36.6 m) night vision. He can
bio-regenerate 1D6 hit points/S.D.C. per melee round. He never tires, is never hungry, nor does
he need to drink other than to be sociable.
Wizard Abilities: Astral Projection, Familiar Link (Cat-Viviane), Sense Enchantment, Sense
Supernatural Evil, and Sense Magic.
Magic Spells: Blinding Flash, See Aura, Decipher Magic, Globe of Daylight, Turn Dead,
Fear, Extinguish Fire, Mystic Alarm, Breathe Without Air, Invisibility: Simple, Impervious to Fire,
Energy Bolt, Carpet of Adhesion, Shadow Meld, Trance, Charismatic Aura, Eyes of Thoth,
Escape, Heal Wounds, Calling, Tongues, Mystic Shield, Swim as the Fish: Superior, Memory
Bank, Metamorphosis: Animal, Invulnerability: Superior, Dispel Magic Barriers, Immobilize, Sense
Dimensional Anomaly, Firestorm, Locate, Exorcism, Speed of the Snail, Havoc, Metamorphosis:
Human, Negate Magic, Oracle, Banishment, Dimensional Pocket, Teleport, Mystic Portal,
Anti-Magic Cloud, Summon & Control Animals, Remove Curse, Amulet, Time Hole, Protection
Circle: Superior, Talisman, Close Rift, Restoration, Dimensional Portal, Teleport Superior, Sanctum,
Create Magic Scroll, Barrier of Thoth, and Sanctuary.
Combat Training: Basic
Attacks per Melee: 6 (2 initial +4 from Hand to Hand)
Combat Bonuses: +2 to initiative, +3 to strike, +4 to parry, +4 to dodge, +4 to damage,
+4 to roll with punch/fall, +7 to pull punch, +2 to disarm, and +4 to spell strength (need a 16 or
better to save vs. his magic).
Saving Throws: +24% to save vs. coma/death, +10 to save vs. magic, +9 to save vs.
possession, +6 to save vs. poison & disease, +4 to save vs. psionics, +5 to save vs. insanity,
and +10 to save vs. horror factor.
Combat Skills: Punch 1D4, Power Blow 2D4 (counts as two attacks), Elbow/Forearm 1D6,
Knee 1D6, Snap Kick 1D6, Body Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and 1
attack/action), All Holds, Critical strike on an unmodified roll of 19-20, and Critical strike or
knockout from behind.
Other Bonuses: +8% to all skills and 50% trust/intimidate
Educational Background: Ph.D. equivalent
Common Skills: Read-Write/Speak English & French 98%/98%, Spell Translation
42%, Lore: Demon & Monster 98%, Lore: Geomancy 98%, Chemistry 98%, Holistic Medicine
98%/96%, Read-Write/Speak Chinese, Danish, Hindi, Spanish, Russian, Arabic, Portuguese,
Japanese, Latin, and German 98%.
Science Program: Astronomy & Navigation 98%, Mathematics: Advance 98%, Chemistry
98%, Archeology 98%, Anthropology 98%, and Veterinary Science 98%.
Technical Program: History 98%, Research 98%, Law (general) 98%, and Philosophy 98%.
Medical Investigation Program: Crime Scene Investigation 98%, Biology 98%, Pathology 98%,
Forensics 98%, and Mathematics: Basic 98%,
Domestic Program: Animal Husbandry 98%, Singing 98%, Cook 98%, and Sewing 98%
Ancient W.P.: Paired Weapons, W.P. Sword (+6 to strike/parry), W.P. Staff (+5 to
strike/parry), and W.P. Knife (+6 to strike, parry, and throw).
Secondary Skills: Outdoormanship, Public Speaking 98%, Performance 98%, Swimming
98%, Fencing (+1D6 damage to sword/dagger), Prowl 98%, Land Navigation 96%, First Aid 98%,
Holistic Medicine 98%, Identify Plants & Fruits 98%, Aerobic Athletics (Sense of Balance 98%),
Gemology 98%, Track & Trap Animals & Fruits 98%, W.P. Shield (+5 to parry), Dance 98%, Sign
Language 78%, Gardening 80%, Appraise Antiques 68%, Business & Finance 73%, Writing 48%,
and Fishing 63%.
Money: Merlin has stashed away money all over the world. Some of it is in safe houses
and some of it is in banks. It safe to assume Merlin has a net worth of 11.4 billion dollars.
Weapons: He relies on his spell magic, but he has use of the following magic weapons.
Staff of Power, It does 5D6 damage and shoots lightning bolts (range 600 feet/183 m)
and inflicts 4D6 points of damage.
The Lake Sword, This is an enchanted sword given to him by the Lady of Lake. While its
certainly not Excalibur, it still quite a powerful weapon. It does 3D6 damage against mortals and
1D6x10 to supernatural beings/creatures of magic.
Armor: The clothes he wears function almost like body armor. A.R. 10. S.D.C. 70.
Equipment & Vehicles: Merlin has access to many magic items, weapons, and alien
devices. The one he uses most often is a large crystal ball about the size of a basketball (The
Orb of Oon). This crystal ball allows him to see events that take “may” take place in the future
or he can observe anyone of his choosing, and learn about his or her future. He also creates his
own talismans and amulets.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
Yeah I know he's the same one from before, but he's just too cool
HERACLES (HERCULES)
Angered that his son was unworthy of his immortality, Zeus demanded that Heracles
demonstrate his compassion for the human race by saving them from the forces of evil and
cruelties humanity inflicts upon itself. Heracles returned to Earth and sought away to bring
peace to the world. Unfortunately, his manner of bringing peace only causes great alarm and
destruction among the human populace wherever he goes. It wasn’t long before his behavior
drew the attention of Earth’s guardian Merlin the Wizard. After subduing him with his magic,
Merlin convinces Heracles to join him in protecting humanity with a less “destructive” agenda.
They are soon joined by three other guardians Robin Hood, St. George, and Hiawatha. In the
beginning the five immortals get along and there able to do much to protect humanity, but
eventually their egos refuse to allow them to work amongst each other. Heracles was the first to
break away. Now all he pretty much does is challenge any super-strong PC to a contest of
might. Along the way, he is likely to cause a certain amount of trouble. However, he is ultimately
a well-intentioned hero who tries to right injustice and destroy evil. He can be an ally or a
nuisance (G.M.s call). He will try to control his fits of temper, but he is still prone to violent
rages if provoked, frustrated, or angered beyond his endurance (insulting or mocking him is a
quick way to get him going). He is unaware that anything has happened to Merlin, but if
informed he would seek out to help his former friend, even it means battling it out in Hades. In
fact, he probably enjoy the trip (again). There plenty of demon heads he could bust in.
Real Name: Heracles
Occupation: Protector of humankind and champion of champion.
Alignment: Unprincipled
Power Category: Immortal (Demi-god).
Experience Level: 12th
Hit Points: 475 S.D.C.: 2060 Armor Rating: A.R.: 13
P.P.E.: 126
Appearance: He is tall, immensely broad humanoid with curly black hair and beard. He
often wears a cloak made up of the skin of a lion and dresses with a short tunic that only
covers one-half of his torso. While he may wear gauntlets and arm and leg bands, he usually
avoid wearing any type of restrictive armor.
Attributes: I.Q. 13, M.E. 25, M.A. 20, P.S. 90 (supernatural), P.P. 24, P.E. 30, Spd 460
mph (740.6 km), P.B. 16.
Age: 3500. Sex: Male. Height: 6 foot, 10 inches (2.08 m). Weight: 500 lbs (225 kg).
Achilles’ heel: When terribly frustrated or made angry beyond reason, he will fly into a
berserk rage, smashing things and fighting like a man possessed. During this time, he will not
listen to reason, takes stupid risks, unwittingly endangers others and will fight friend or foe who
tries to stop him from attaining his goal or target. The fits of rage last for 3D4 minutes.
Natural Abilities: Nightvision 60 feet (18.3 m). Never tires, is never hungry (although he
does eat for the sheer pleasure), and does not need to drink (although he does drink alcohol for
the sheer pleasure/takes a lot to get him drunk, but when he does look out!
Immortal Abilities: Tremendous Physical Strength and Immortality. He can carry 27,000 lbs
(12,150 kg) and lift 45,000 lbs (20,250 kg).
Major Super Abilities: Supernatural P.S. and Massive Damage Capacity
Minor Super Abilities: Extraordinary Speed, Healing Factor, and Impervious to Fire & Heat
Combat Training: Martial Arts
Attacks per Melee: 9 (3 initial +4 from Hand to Hand +1 from boxing) +1 from powers.
Combat Bonuses: +14 to initiative, +9 to strike, +16 to parry, +19 to dodge, +7 to auto
dodge, +87 to damage/+4 to damage per 20 mph (32 km) of speed,+9 to pull punch, +10 to roll
with punch/fall, and +4 to disarm.
Saving Throws: 1/3 effect, damage, and penalty of poison, drugs, toxins, +60% to save
vs. coma/death, +13 to save vs. magic, +11 to save vs. poison, +8 to save vs. psionics, +8 to
save vs. insanity, +5 to save vs. possession, and +8 to save vs. horror factor.
Combat Skills: Restrained Punch 5D6, Full Strength Punch 2D4x10, Backhand 2D6x10,
Power Punch 3D6x10 (counts as two attacks), Body Flip 2D6x10 plus P.S. damage bonus (lose
initiative and 1 attack/action), Elbow/Forearm 2D6x10, Karate kick 2D6x10, Roundhouse Kick
4D6x10, Snap Kick 2D4x10, Crescent Kick 4D4x10, Tripping/Leghook (cannot be paired, must
dodge or knockdown), Knee 4D6, Jump Kick 8D6x10, Flying Jump Kick 5D6x10, Body Block/Tackle
1D6x10 + P.S. damage bonus (must parry/dodge or knockdown), Pin 18-20, Crush 1D6x10, Leap
Attack, All Holds, Paired Weapons, Critical strike from behind or surprise, Knockout/stun on a
unmodified die roll of 20, Critical strike on a natural (unmodified) roll of 18-20), and Deathblow
on a natural 16-20, unmodified die roll.
Other Bonuses: 60% trust/intimidate and 30% charm/impress.
Education Level: Earth born Immortal (On the Job Training)
Common Skill: Read/Write/Speak Greek 98%.
Espionage Program: Hand to Hand: Martial Arts, Detect Ambush 98%, Intelligence 98%,
Wilderness Survival 98%, Detect Concealment 98%, and Tracking 98%.
Physical Program: Boxing, Athlete, Wrestling, and Climbing 98%
2nd Physical Program: Swimming 98%, Physical Labor, Outdoormanship, and Body
Building & Weightlifting.
Wilderness Program: Carpentry 98%, Land Navigation 98%, Skin & Prepare Animals
Hides 98%, and Hunting.
2nd Wilderness Program: Track & Trap Animals 98%, Preserve Food 98%, Boat
Building 98%, and Identify Plants & Fruits 98%.
W.P. Ancient: Paired Weapons, W.P. Archery (+7 to strike/Rate of Fire 8 ), W.P.
Targeting (+4 to throw/critical strike on an unmodified roll of 19-20), W.P. Blunt (+5 to
strike/parry).
Secondary: Pilot: Horsemanship 98%, First Aid 98%, Language: Italian 86%, W.P.
Improvised, Mathematics: Basic 98%, Language: English 98%, Literacy: English 90%, Language:
Spanish 86%, Cook 95%, Fishing 98%, General Repair 95%, Animal Husbandry 95%, Animal
Training 95%, Gemology 75%, Rope Works 80%, Pilot Kayaking & Canoes 85%, W.P. Sword,
Astronomy & Navigation 65%, Prowl 42%, Gambling (standard) 45%, Performance 35%, and
Public Speaking 35%.
Money: Bah, who needs gold? As soon as the people see me, they just give me what I
need.
Weapons: He loves to use his fists, but these are his favorites.
The Bow of Heracles, This weapon is indestructible. Only Heracles or someone with
Supernatural P.S. of 24 or greater can pull back the string. The arrows from the bow inflict 5D6
points of damage.
The Fur of the Nemean Lion, The Nemean Lion was a unique monster whose indestructible
skin could not be pierced by any weapon. Heracles killed the lion by strangling him and using its
claws on its skin, which he took to wearing as armor. Provides the following abilities: Impact
Resistance and Energy Resistance.
Vehicles and Equipment: His sandals, clothes, and weapons are the only thing he carries
on him. Although he is looking for a good riding animal, he’s still trying to figure modern vehicles, especially aircraft.
HERACLES (HERCULES)
Angered that his son was unworthy of his immortality, Zeus demanded that Heracles
demonstrate his compassion for the human race by saving them from the forces of evil and
cruelties humanity inflicts upon itself. Heracles returned to Earth and sought away to bring
peace to the world. Unfortunately, his manner of bringing peace only causes great alarm and
destruction among the human populace wherever he goes. It wasn’t long before his behavior
drew the attention of Earth’s guardian Merlin the Wizard. After subduing him with his magic,
Merlin convinces Heracles to join him in protecting humanity with a less “destructive” agenda.
They are soon joined by three other guardians Robin Hood, St. George, and Hiawatha. In the
beginning the five immortals get along and there able to do much to protect humanity, but
eventually their egos refuse to allow them to work amongst each other. Heracles was the first to
break away. Now all he pretty much does is challenge any super-strong PC to a contest of
might. Along the way, he is likely to cause a certain amount of trouble. However, he is ultimately
a well-intentioned hero who tries to right injustice and destroy evil. He can be an ally or a
nuisance (G.M.s call). He will try to control his fits of temper, but he is still prone to violent
rages if provoked, frustrated, or angered beyond his endurance (insulting or mocking him is a
quick way to get him going). He is unaware that anything has happened to Merlin, but if
informed he would seek out to help his former friend, even it means battling it out in Hades. In
fact, he probably enjoy the trip (again). There plenty of demon heads he could bust in.
Real Name: Heracles
Occupation: Protector of humankind and champion of champion.
Alignment: Unprincipled
Power Category: Immortal (Demi-god).
Experience Level: 12th
Hit Points: 475 S.D.C.: 2060 Armor Rating: A.R.: 13
P.P.E.: 126
Appearance: He is tall, immensely broad humanoid with curly black hair and beard. He
often wears a cloak made up of the skin of a lion and dresses with a short tunic that only
covers one-half of his torso. While he may wear gauntlets and arm and leg bands, he usually
avoid wearing any type of restrictive armor.
Attributes: I.Q. 13, M.E. 25, M.A. 20, P.S. 90 (supernatural), P.P. 24, P.E. 30, Spd 460
mph (740.6 km), P.B. 16.
Age: 3500. Sex: Male. Height: 6 foot, 10 inches (2.08 m). Weight: 500 lbs (225 kg).
Achilles’ heel: When terribly frustrated or made angry beyond reason, he will fly into a
berserk rage, smashing things and fighting like a man possessed. During this time, he will not
listen to reason, takes stupid risks, unwittingly endangers others and will fight friend or foe who
tries to stop him from attaining his goal or target. The fits of rage last for 3D4 minutes.
Natural Abilities: Nightvision 60 feet (18.3 m). Never tires, is never hungry (although he
does eat for the sheer pleasure), and does not need to drink (although he does drink alcohol for
the sheer pleasure/takes a lot to get him drunk, but when he does look out!
Immortal Abilities: Tremendous Physical Strength and Immortality. He can carry 27,000 lbs
(12,150 kg) and lift 45,000 lbs (20,250 kg).
Major Super Abilities: Supernatural P.S. and Massive Damage Capacity
Minor Super Abilities: Extraordinary Speed, Healing Factor, and Impervious to Fire & Heat
Combat Training: Martial Arts
Attacks per Melee: 9 (3 initial +4 from Hand to Hand +1 from boxing) +1 from powers.
Combat Bonuses: +14 to initiative, +9 to strike, +16 to parry, +19 to dodge, +7 to auto
dodge, +87 to damage/+4 to damage per 20 mph (32 km) of speed,+9 to pull punch, +10 to roll
with punch/fall, and +4 to disarm.
Saving Throws: 1/3 effect, damage, and penalty of poison, drugs, toxins, +60% to save
vs. coma/death, +13 to save vs. magic, +11 to save vs. poison, +8 to save vs. psionics, +8 to
save vs. insanity, +5 to save vs. possession, and +8 to save vs. horror factor.
Combat Skills: Restrained Punch 5D6, Full Strength Punch 2D4x10, Backhand 2D6x10,
Power Punch 3D6x10 (counts as two attacks), Body Flip 2D6x10 plus P.S. damage bonus (lose
initiative and 1 attack/action), Elbow/Forearm 2D6x10, Karate kick 2D6x10, Roundhouse Kick
4D6x10, Snap Kick 2D4x10, Crescent Kick 4D4x10, Tripping/Leghook (cannot be paired, must
dodge or knockdown), Knee 4D6, Jump Kick 8D6x10, Flying Jump Kick 5D6x10, Body Block/Tackle
1D6x10 + P.S. damage bonus (must parry/dodge or knockdown), Pin 18-20, Crush 1D6x10, Leap
Attack, All Holds, Paired Weapons, Critical strike from behind or surprise, Knockout/stun on a
unmodified die roll of 20, Critical strike on a natural (unmodified) roll of 18-20), and Deathblow
on a natural 16-20, unmodified die roll.
Other Bonuses: 60% trust/intimidate and 30% charm/impress.
Education Level: Earth born Immortal (On the Job Training)
Common Skill: Read/Write/Speak Greek 98%.
Espionage Program: Hand to Hand: Martial Arts, Detect Ambush 98%, Intelligence 98%,
Wilderness Survival 98%, Detect Concealment 98%, and Tracking 98%.
Physical Program: Boxing, Athlete, Wrestling, and Climbing 98%
2nd Physical Program: Swimming 98%, Physical Labor, Outdoormanship, and Body
Building & Weightlifting.
Wilderness Program: Carpentry 98%, Land Navigation 98%, Skin & Prepare Animals
Hides 98%, and Hunting.
2nd Wilderness Program: Track & Trap Animals 98%, Preserve Food 98%, Boat
Building 98%, and Identify Plants & Fruits 98%.
W.P. Ancient: Paired Weapons, W.P. Archery (+7 to strike/Rate of Fire 8 ), W.P.
Targeting (+4 to throw/critical strike on an unmodified roll of 19-20), W.P. Blunt (+5 to
strike/parry).
Secondary: Pilot: Horsemanship 98%, First Aid 98%, Language: Italian 86%, W.P.
Improvised, Mathematics: Basic 98%, Language: English 98%, Literacy: English 90%, Language:
Spanish 86%, Cook 95%, Fishing 98%, General Repair 95%, Animal Husbandry 95%, Animal
Training 95%, Gemology 75%, Rope Works 80%, Pilot Kayaking & Canoes 85%, W.P. Sword,
Astronomy & Navigation 65%, Prowl 42%, Gambling (standard) 45%, Performance 35%, and
Public Speaking 35%.
Money: Bah, who needs gold? As soon as the people see me, they just give me what I
need.
Weapons: He loves to use his fists, but these are his favorites.
The Bow of Heracles, This weapon is indestructible. Only Heracles or someone with
Supernatural P.S. of 24 or greater can pull back the string. The arrows from the bow inflict 5D6
points of damage.
The Fur of the Nemean Lion, The Nemean Lion was a unique monster whose indestructible
skin could not be pierced by any weapon. Heracles killed the lion by strangling him and using its
claws on its skin, which he took to wearing as armor. Provides the following abilities: Impact
Resistance and Energy Resistance.
Vehicles and Equipment: His sandals, clothes, and weapons are the only thing he carries
on him. Although he is looking for a good riding animal, he’s still trying to figure modern vehicles, especially aircraft.
- 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.....
ROBIN HOOD
The real Robin Hood is an immortal who has no memory of his mortal life. He remembers being an
attendant in a noble household in the 14th century, but that’s about it. As far back as he can
remember he’s always been a heroic outlaw that’s a highly skilled archer and swordsman.
But sometime around the beginning of the 19th century, he started “robbing from the rich and
giving to the poor,” something he never did during the medieval era. It always been immensely
fun dodging around law enforcement, breaking laws, just so the little guy is able to stick it to
the rich and powerful. Then around the early 20th century, he was met by Merlin the Magician,
who convinced him he had a greater purpose in life than simply being a troublemaker for the
wealthy. He could defend and protect humanity from the force of evil. At first, it wasn’t his
thing, but after taking out a few demons and criminal masterminds (so much like the Sheriff and
Prince John), he felt it was indeed his calling. After several decades, Robin was always feuding
with St. George who simply couldn’t tolerate Robin’s attitude and his intolerance for his
Principled views. This friction reverberated throughout the Guardians, not to mention he really
didn’t get along with Heracles. When the group disbanded, Robin went along his “merry way,”
but he just didn’t have the heart to “rob” from the rich anymore. Now he operates as a vigilante
for justice, but he always maker charitable donations to the unfortunate from the wealth of
those he puts away. Still he finds himself seduced under the charms of various ladies he
encounters.
Real Name: Unknown
Occupation: Guardian of Humanity
Alignment: Scrupulous (with bits of Unprincipled)
Power Category: Immortal (Human Immortal)/Ancient Weapon Master
Experience Level: 12th
Hit Points: 124 S.D.C.: 136 Armor Rating: A.R.: 10
P.P.E.: 154
Appearance: He looks like “Robin Hood” wearing Lincoln green clothes and the hood hat.
Attributes: I.Q. 18, M.E. 14, M.A. 14, P.S. 21, P.P. 32, P.E. 20, Spd. 24, P.B. 15
Age: Immortal, Sex: Male, Height: 6 foot and 1 inch (1.86 m), Weight: 175 lbs (78.75 kg)
Vulnerabilities: Arrogance and overconfidence. Robin believes he is so superior that he will
always succeed at every challenge nor will he ever lose or be defeated by any common foe. He
will risk everything just to magnify his own legend.
Immortal Abilities: Immortality (HU 2nd edition, page 181-182).
Combat Training: Martial Arts
Attacks per Melee: 6 (2 initial +4 from Hand to Hand)
Combat Bonuses: +5 to initiative/+8 with bow, +10 to strike, +12 to parry, +12 to dodge,
+10 to damage, +4 to roll with punch/fall, +5 to pull punch, +2 to disarm.
Saving Throws: +5 to save vs. magic, +4 to save vs. illusion, +5 to save vs. possession,
+3 to save vs. poison, +9 to save vs. horror factor, and +10% to save vs. coma/death.
Combat Skills: Karate Punch 2D4, Backhand 1D6, Power Blow 4D4 (counts as two
attacks), Elbow/Forearm 1D6, Knee 1D6, Karate Kick 2D4, Roundhouse Kick 3D6, Snap Kick 1D6,
Crescent Kick 2D4+2, Tripping/Leghook (cannot be paired, must dodge or knockdown), Jump Kick
6D6, Flying Jump Kick 4D6, Body Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and 1
attack/action), Leap Attack, All Holds, Paired Weapons, and Critical strike on an unmodified roll
of 18-20.
Weapons Training: Recognize Weapon Quality 88%, Craft Weapons 100%/112%, Range
Weapon Expertise (Bow Mastery [+5 to strike, Rate of Fire 12]-Trick Shooting, Dodge Projectiles,
Strength Bonuses), and Throwing Mastery (+1 to initiative, +4 to throw, throw two items,
critical strike on 19-20).
Other Bonuses: +4% to all skills.
Educational Background: On the Job Training
Common Skills: Read-Write/Speak English 98%/98%, Horsemanship 98%/82%,
Read/Write/Speak Spanish, French, Latin, Arabic, German, Russian, and Danish 93%.
Wilderness Program: Wilderness Survival 98%, Hunting, Land Navigation 98%, and
Track & Trap Animals 98%/98%.
Espionage Program: Detect Ambush 98%, Intelligence 98%, Disguise 98%, and
Escape Artist 98%.
Military Program: Running, Climbing 98%/98%, Forced March, and Military Etiquette
98%.
Domestic Program: Mathematics: Basic 98%, Wardrobe & Grooming 98%, Cook 98%,
and Singing 98%.
2nd Espionage Program: Detect Concealment 98%, Sniper (+2 to called shot/aimed
shot, counts as two attacks), Tracking 98%, and Pick Pocket 98%.
Secondary Skills: Athletics (General), Pick Locks 94%, Barter 82%, Identify Plants &
Fruits 90%, Dance 94%, Cook 98%, Carpentry 89%, Prowl 89%, Palming 84%, Rope Works 94%,
General Repair/Maintenance 98%, Skin & Prepare Animal Hides 94%, Preserve Food 94%,
Swimming 98%, Public Speaking 94%, Fishing 98%, Seduction 60%, Outdoormanship, Pilot:
Kayaking & Canoes 94%, Concealment 52%, Astronomy & Navigation 69%, History 84%64%, Law
(General) 59%, Sewing 49%, and First Aid 54%
Money: Robin recognizes only things that have a true value as being valuable. Paper
money is nothing but paper. Precious stones and metals are valuable. Art work and such things
are valuable. If the rich own it, it must be valuable. He requires little so he gives most of his
money away.
Weapons: He can utilize almost any range weapon, but the following are his favorites.
Robin Hood’s English Longbow, Range: 3500 feet, Damage: 3D6+ P.S. attribute damage. As a
blunt weapon 1D6+2. +1 to parry. Any arrow fired from this bow inflict supernatural damage, so
it can harm supernatural beings and creatures of magic (and those invulnerable to normal
weapons).
Throwing Knives, Damage 1D6
Broad Sword, Damage 2D4
Equipment & Vehicles: Robin Hood relies on his own wits and ingenuity on any given
circumstance. He does prepare in advance but only takes what will aid him still he generally
doesn’t like to be burden down with equipment. He doesn’t drive and still prefers to travel by
horseback or by walking.
The real Robin Hood is an immortal who has no memory of his mortal life. He remembers being an
attendant in a noble household in the 14th century, but that’s about it. As far back as he can
remember he’s always been a heroic outlaw that’s a highly skilled archer and swordsman.
But sometime around the beginning of the 19th century, he started “robbing from the rich and
giving to the poor,” something he never did during the medieval era. It always been immensely
fun dodging around law enforcement, breaking laws, just so the little guy is able to stick it to
the rich and powerful. Then around the early 20th century, he was met by Merlin the Magician,
who convinced him he had a greater purpose in life than simply being a troublemaker for the
wealthy. He could defend and protect humanity from the force of evil. At first, it wasn’t his
thing, but after taking out a few demons and criminal masterminds (so much like the Sheriff and
Prince John), he felt it was indeed his calling. After several decades, Robin was always feuding
with St. George who simply couldn’t tolerate Robin’s attitude and his intolerance for his
Principled views. This friction reverberated throughout the Guardians, not to mention he really
didn’t get along with Heracles. When the group disbanded, Robin went along his “merry way,”
but he just didn’t have the heart to “rob” from the rich anymore. Now he operates as a vigilante
for justice, but he always maker charitable donations to the unfortunate from the wealth of
those he puts away. Still he finds himself seduced under the charms of various ladies he
encounters.
Real Name: Unknown
Occupation: Guardian of Humanity
Alignment: Scrupulous (with bits of Unprincipled)
Power Category: Immortal (Human Immortal)/Ancient Weapon Master
Experience Level: 12th
Hit Points: 124 S.D.C.: 136 Armor Rating: A.R.: 10
P.P.E.: 154
Appearance: He looks like “Robin Hood” wearing Lincoln green clothes and the hood hat.
Attributes: I.Q. 18, M.E. 14, M.A. 14, P.S. 21, P.P. 32, P.E. 20, Spd. 24, P.B. 15
Age: Immortal, Sex: Male, Height: 6 foot and 1 inch (1.86 m), Weight: 175 lbs (78.75 kg)
Vulnerabilities: Arrogance and overconfidence. Robin believes he is so superior that he will
always succeed at every challenge nor will he ever lose or be defeated by any common foe. He
will risk everything just to magnify his own legend.
Immortal Abilities: Immortality (HU 2nd edition, page 181-182).
Combat Training: Martial Arts
Attacks per Melee: 6 (2 initial +4 from Hand to Hand)
Combat Bonuses: +5 to initiative/+8 with bow, +10 to strike, +12 to parry, +12 to dodge,
+10 to damage, +4 to roll with punch/fall, +5 to pull punch, +2 to disarm.
Saving Throws: +5 to save vs. magic, +4 to save vs. illusion, +5 to save vs. possession,
+3 to save vs. poison, +9 to save vs. horror factor, and +10% to save vs. coma/death.
Combat Skills: Karate Punch 2D4, Backhand 1D6, Power Blow 4D4 (counts as two
attacks), Elbow/Forearm 1D6, Knee 1D6, Karate Kick 2D4, Roundhouse Kick 3D6, Snap Kick 1D6,
Crescent Kick 2D4+2, Tripping/Leghook (cannot be paired, must dodge or knockdown), Jump Kick
6D6, Flying Jump Kick 4D6, Body Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and 1
attack/action), Leap Attack, All Holds, Paired Weapons, and Critical strike on an unmodified roll
of 18-20.
Weapons Training: Recognize Weapon Quality 88%, Craft Weapons 100%/112%, Range
Weapon Expertise (Bow Mastery [+5 to strike, Rate of Fire 12]-Trick Shooting, Dodge Projectiles,
Strength Bonuses), and Throwing Mastery (+1 to initiative, +4 to throw, throw two items,
critical strike on 19-20).
Other Bonuses: +4% to all skills.
Educational Background: On the Job Training
Common Skills: Read-Write/Speak English 98%/98%, Horsemanship 98%/82%,
Read/Write/Speak Spanish, French, Latin, Arabic, German, Russian, and Danish 93%.
Wilderness Program: Wilderness Survival 98%, Hunting, Land Navigation 98%, and
Track & Trap Animals 98%/98%.
Espionage Program: Detect Ambush 98%, Intelligence 98%, Disguise 98%, and
Escape Artist 98%.
Military Program: Running, Climbing 98%/98%, Forced March, and Military Etiquette
98%.
Domestic Program: Mathematics: Basic 98%, Wardrobe & Grooming 98%, Cook 98%,
and Singing 98%.
2nd Espionage Program: Detect Concealment 98%, Sniper (+2 to called shot/aimed
shot, counts as two attacks), Tracking 98%, and Pick Pocket 98%.
Secondary Skills: Athletics (General), Pick Locks 94%, Barter 82%, Identify Plants &
Fruits 90%, Dance 94%, Cook 98%, Carpentry 89%, Prowl 89%, Palming 84%, Rope Works 94%,
General Repair/Maintenance 98%, Skin & Prepare Animal Hides 94%, Preserve Food 94%,
Swimming 98%, Public Speaking 94%, Fishing 98%, Seduction 60%, Outdoormanship, Pilot:
Kayaking & Canoes 94%, Concealment 52%, Astronomy & Navigation 69%, History 84%64%, Law
(General) 59%, Sewing 49%, and First Aid 54%
Money: Robin recognizes only things that have a true value as being valuable. Paper
money is nothing but paper. Precious stones and metals are valuable. Art work and such things
are valuable. If the rich own it, it must be valuable. He requires little so he gives most of his
money away.
Weapons: He can utilize almost any range weapon, but the following are his favorites.
Robin Hood’s English Longbow, Range: 3500 feet, Damage: 3D6+ P.S. attribute damage. As a
blunt weapon 1D6+2. +1 to parry. Any arrow fired from this bow inflict supernatural damage, so
it can harm supernatural beings and creatures of magic (and those invulnerable to normal
weapons).
Throwing Knives, Damage 1D6
Broad Sword, Damage 2D4
Equipment & Vehicles: Robin Hood relies on his own wits and ingenuity on any given
circumstance. He does prepare in advance but only takes what will aid him still he generally
doesn’t like to be burden down with equipment. He doesn’t drive and still prefers to travel by
horseback or by walking.
- 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.....
SAINT GEORGE
Georgios was born to a Greek Christian noble family in Lydda in Palestine, during the late third
century around 280 C.E. His father, Gerontios, was a Greek from Cappadocia, an officer in the
Roman army; and his mother, Polychronia, was a Greek native of Lydda. They were both
Christians from noble families of the Anici, so their child was raised with Christian beliefs. They
decided to call him Georgios meaning “worker of the land”. At the age of fourteen, George lost
his father to disease; a few years later, his mother, also after a long illness. With his parents
dead, Georgios decided to go to Nicomedia, the imperial city of that time, and present himself
to Emperor Diocletian to apply for a career as a soldier. Diocletian welcomed him with open arms,
as he had known his father, Gerontius — one of his finest soldiers. By his late 20s, George was
promoted to the rank of Tribunus (below a general, above a centurion) and stationed as an
imperial guard of the Emperor at Nicomedia. In the year AD 302, Diocletian issued an edict that
every Christian soldier in the army should be arrested and every other soldier should offer a
sacrifice to the Roman gods. However, George objected, and with the courage of his faith
approached the Emperor and ruler. Diocletian was upset, not wanting to lose his best tribune
and the son of his best official, Gerontius. But Georgios loudly renounced the Emperor’s edict,
and in front of his fellow soldiers and tribunes he claimed himself to be a Christian. Diocletian
attempted to convert Georgios even offering gifts of land, money and slaves if he made a
sacrifice to the Roman gods; he made many offers, but Georgios never accepted. Recognizing
the futility of his efforts and insisting on upholding his edict, Diocletian was left with no choice
but to have George executed for his refusal. Before the execution, George gave his wealth to
the poor and prepared himself. After various torture sessions, including laceration on a wheel of
swords in which he was resuscitated three times, George was executed by decapitation before
Nicomedia’s city wall, on 23 April 303. Several days later, Georgios found himself alive again,
charged with divine energy and standing before the arch angel Zadkiel who tells him his faith
and devotion made him worthy of being named a Crusader of Light. His sacred duty was now to
protect Earth from the forces of darkness (demons & deevils) for the rest of eternity. Georgios
accepted this offer and was bestowed holy powers.
Centuries later, Georgios interrupted his edict also included anyone who wielded sorcery
(wizards and witches) or non-divine abilities. Labeling them demons, he hunted super beings
throughout the medieval period and early Renaissance. One wizard always eluded him and that
was Merlin the Magician. Finally, they confronted one another with Merlin trying to explain to him
that he was a servant of the Earth itself and on his side. The two battled it out for quite some
time until finally Merlin summoned Zadkiel to appear before them. The archangel agreed that
Merlin was indeed a servant of good. Georgios apologized and begged for Merlin’s forgiveness,
willing to accept whatever punishment Merlin asked of him. Merlin decided to make him a Knight-
Errant for the Order of the Three to complete task set upon him, regardless of the mission. For
several centuries, Georgios did as he was told, but he found it increasing difficult to carryout
task that were not principled in their orders. Finally, just before the beginning of the 20th
century, he objected to Merlin decree to aid him in the upcoming world wars. Instead Merlin
offered to make him a guardian of the world, to no longer be a servant of the Order. This made
him an equal to Merlin and Georgios like the idea of being a true guardian of humanity. Along with
Heracles, Robin Hood, and Hiawatha, they were the original Guardians. St. George found it
difficult to work alongside four individuals who lacked his Principled convictions, especially
Heracles who was always wanted to smash things with his fist. In the end, the egos became to
much for the group to stay together. On his own, St. George continues to protect humanity. He
still regard most spell casters as evil wizards and witches, and most super beings he believes are
enemies of humanity as well unless they can prove themselves to him. His black and white view
of the world is a difficult one, but is not so blinded by his convictions that he cannot recognize
a true champion when he sees one. However, anyone who deceives him will know his righteous
vengeances. Upon learning of Merlin’s possible entrapment in Hades he will do whatever he can
to rescue his former friend, even sacrifice his life if he must.
Real Name: Georgios of Lydda
Occupation: Former Knight-Errant for the Order of the Three, Now Guardian of Earth
Alignment: Principled
Power Category: Immortal Crusader of Light
Experience Level: 12th level
Hit Points: 172 S.D.C.: 243 Armor Rating: A.R.: 10
P.P.E.: 234
Appearance: He is a Greek male wearing the uniform/armor/symbols of a Christian knight
(Crusades). He is strong, confident, and muscular, seemingly radiant an aura of divinity. His
symbol (St. George Cross) is emboldened on his shield and his armor.
Attributes: I.Q. 18, M.E. 18, M.A. 29, P.S. 28, P.P. 17, P.E. 20, Spd. 49, P.B. 16
Age: 1800, Sex: Male, Height: 6 foot and 2 inches (1.87 m), Weight: 189 lbs (85.05 kg).
Vulnerabilities: He takes extra damage from weapons that target angels, deities,
and supernatural Champions of Light. He is very protective of animals and unleashes his fury
upon those who show unnecessary cruelty toward them. Such is his compassion for animals, if
they are around during times of danger, he is -1 to all combat rolls and loses 1 melee attack
each melee from being distracted.
Immortal Abilities: Immortality (HU 2nd edition, page 181-182).
Bestowed Crusader Super Abilities: Awe of 11, Energy Expulsion: Divine Energy, Crusader
Armor, Light of the Sun Sword, Defensive Immunity, and Angel Prowess.
Attacks per Melee: 7/8 (3 Initial +4 from Hand to Hand) +1 from sun sword.
Combat Training: Expert
Combat Bonuses: +4 to initiative/+5 with sun sword. , +3 to strike, +7 to parry, +7 to
dodge, +6 to auto dodge, +15 to damage, +3 to roll with punch/fall, +6 to pull punch, +2 to
disarm, and +2 to perception.
Saving Throws: +30% to save vs. coma/death, +9 to save vs. magic, +4 to save vs.
illusion, +3 to save vs. poison, +9 to save vs. possession, and +10 to save vs. horror factor.
Combat Skills: Punch 1D4, Power Blow 2D4 (counts as two attacks), Elbow/Forearm 1D6,
Knee 1D6, Karate Kick 2D4, Roundhouse Kick 3D6, Tripping/Leghook (cannot be paired, must
dodge or knockdown), Body Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and 1
attack/action), All Holds, Paired Weapons, Knockout/stun on an unmodified roll of 18-20, and
Critical strike on an unmodified roll of 18-20.
Other Bonuses: +4% to all skills, 96% to trust/intimidate, 30% charm/impress
when bestowed.
Educational Background: On the Job Training
Common Skills: Read-Write/Speak Greek and Latin 98%, Mathematics: Basic 98%,
Horsemanship 98%, Lore Demon & Monster 98%, Lore: Religion 98%, Acrobatics, and Prowl 98%.
Military Program: Running, Climbing 98%/98%, Military Etiquette 98%, Forced March, W.P.
Sword (+6 to strike/+4 to parry), W.P. Shield (+3 to strike/+4 to parry), and Paired Weapons.
Espionage Program: Hand to Hand: Expert, Detect Ambush 98%, Intelligence 98%,
Wilderness Survival 98%, Detect Concealment 98%, and Tracking (people) 98%.
Law Enforcement Program: W.P. Handgun (+6 to aim/+3 to burst), Radio: Basic 98%,
Crime Scene Investigation 98%, Law (general) 98%, Streetwise 87%.
Technical Program: History 98%/98%, Appraise Antiques 98%, Language: English 98%,
and Literacy: English 98%.
Secondary Skills: Fencing (+1D6 to sword/knife, Athletics (General), Body Building &
Weightlifting, Research 98%, Philosophy 98%, Public Speaking 94%, Wardrobe & Grooming 98%,
Animal Husbandry 98%, Dance 94%, Recognize Weapon Quality 89%, Writing 89%, Land
Navigation 88%, First Aid 98%, Swimming 98%, Cook 98%, Language: French 75%, Literacy:
French 79%, Astronomy & Navigation 54%, Art (Painting) 59%, Firefighting 49%, Singing 44%.
Money: He has little use for currency.
Armor: Crusader Armor (noiseless and weightless). Full environmental protection. A.R. 19
S.D.C. 520. If destroyed can be reformed completely 18 hours later.
Weapons: He relies on his mystically bestowed abilities.
Energy Expulsion: Divine Energy, Range: 700 feet (213 m), Damage: 2D6x10 to
supernatural beings of evil and selfish alignment, increase by 50% when used against dark gods,
Alien Intelligence, and Demon/Deevil Lords, 2D4x10+4 to mortal beings of evil and selfish
alignment, 8D6 to supernatural and mortal beings of good alignment, Bonuses: +4 to strike/+2 to
shot wild.
Sun Blade, 1D6x10+6, +50% damage to undead, zombies, vampires, and those
vulnerable to light of day/sunlight.
The Divine Persuader, This broad sword always appears as a handsome blade, made of
the finest steel, perpetually shiny and sharp, and seemingly enchanted to be impervious to even
the smallest scratch. Damage: 3D6 against mortal opponents, 1D6x10 to supernatural
beings/creatures of magic. The sword is indestructible.
Equipment & Vehicles: St. George relies on his own intuition, faith, and resourcefulness to
accomplish his mission. Whenever George goes, he rides a magnificent white horse name Silene.
She never tires and can traverse over any terrain without stumbling or losing her foot. She is
impervious to conventional injury (immortal and impervious to normal weapons), suffers not
damage from normal heat or cold (half damage from magic). Maximum stats for a riding horse
with an additional +30 S.D.C. and 20 hit points.
Georgios was born to a Greek Christian noble family in Lydda in Palestine, during the late third
century around 280 C.E. His father, Gerontios, was a Greek from Cappadocia, an officer in the
Roman army; and his mother, Polychronia, was a Greek native of Lydda. They were both
Christians from noble families of the Anici, so their child was raised with Christian beliefs. They
decided to call him Georgios meaning “worker of the land”. At the age of fourteen, George lost
his father to disease; a few years later, his mother, also after a long illness. With his parents
dead, Georgios decided to go to Nicomedia, the imperial city of that time, and present himself
to Emperor Diocletian to apply for a career as a soldier. Diocletian welcomed him with open arms,
as he had known his father, Gerontius — one of his finest soldiers. By his late 20s, George was
promoted to the rank of Tribunus (below a general, above a centurion) and stationed as an
imperial guard of the Emperor at Nicomedia. In the year AD 302, Diocletian issued an edict that
every Christian soldier in the army should be arrested and every other soldier should offer a
sacrifice to the Roman gods. However, George objected, and with the courage of his faith
approached the Emperor and ruler. Diocletian was upset, not wanting to lose his best tribune
and the son of his best official, Gerontius. But Georgios loudly renounced the Emperor’s edict,
and in front of his fellow soldiers and tribunes he claimed himself to be a Christian. Diocletian
attempted to convert Georgios even offering gifts of land, money and slaves if he made a
sacrifice to the Roman gods; he made many offers, but Georgios never accepted. Recognizing
the futility of his efforts and insisting on upholding his edict, Diocletian was left with no choice
but to have George executed for his refusal. Before the execution, George gave his wealth to
the poor and prepared himself. After various torture sessions, including laceration on a wheel of
swords in which he was resuscitated three times, George was executed by decapitation before
Nicomedia’s city wall, on 23 April 303. Several days later, Georgios found himself alive again,
charged with divine energy and standing before the arch angel Zadkiel who tells him his faith
and devotion made him worthy of being named a Crusader of Light. His sacred duty was now to
protect Earth from the forces of darkness (demons & deevils) for the rest of eternity. Georgios
accepted this offer and was bestowed holy powers.
Centuries later, Georgios interrupted his edict also included anyone who wielded sorcery
(wizards and witches) or non-divine abilities. Labeling them demons, he hunted super beings
throughout the medieval period and early Renaissance. One wizard always eluded him and that
was Merlin the Magician. Finally, they confronted one another with Merlin trying to explain to him
that he was a servant of the Earth itself and on his side. The two battled it out for quite some
time until finally Merlin summoned Zadkiel to appear before them. The archangel agreed that
Merlin was indeed a servant of good. Georgios apologized and begged for Merlin’s forgiveness,
willing to accept whatever punishment Merlin asked of him. Merlin decided to make him a Knight-
Errant for the Order of the Three to complete task set upon him, regardless of the mission. For
several centuries, Georgios did as he was told, but he found it increasing difficult to carryout
task that were not principled in their orders. Finally, just before the beginning of the 20th
century, he objected to Merlin decree to aid him in the upcoming world wars. Instead Merlin
offered to make him a guardian of the world, to no longer be a servant of the Order. This made
him an equal to Merlin and Georgios like the idea of being a true guardian of humanity. Along with
Heracles, Robin Hood, and Hiawatha, they were the original Guardians. St. George found it
difficult to work alongside four individuals who lacked his Principled convictions, especially
Heracles who was always wanted to smash things with his fist. In the end, the egos became to
much for the group to stay together. On his own, St. George continues to protect humanity. He
still regard most spell casters as evil wizards and witches, and most super beings he believes are
enemies of humanity as well unless they can prove themselves to him. His black and white view
of the world is a difficult one, but is not so blinded by his convictions that he cannot recognize
a true champion when he sees one. However, anyone who deceives him will know his righteous
vengeances. Upon learning of Merlin’s possible entrapment in Hades he will do whatever he can
to rescue his former friend, even sacrifice his life if he must.
Real Name: Georgios of Lydda
Occupation: Former Knight-Errant for the Order of the Three, Now Guardian of Earth
Alignment: Principled
Power Category: Immortal Crusader of Light
Experience Level: 12th level
Hit Points: 172 S.D.C.: 243 Armor Rating: A.R.: 10
P.P.E.: 234
Appearance: He is a Greek male wearing the uniform/armor/symbols of a Christian knight
(Crusades). He is strong, confident, and muscular, seemingly radiant an aura of divinity. His
symbol (St. George Cross) is emboldened on his shield and his armor.
Attributes: I.Q. 18, M.E. 18, M.A. 29, P.S. 28, P.P. 17, P.E. 20, Spd. 49, P.B. 16
Age: 1800, Sex: Male, Height: 6 foot and 2 inches (1.87 m), Weight: 189 lbs (85.05 kg).
Vulnerabilities: He takes extra damage from weapons that target angels, deities,
and supernatural Champions of Light. He is very protective of animals and unleashes his fury
upon those who show unnecessary cruelty toward them. Such is his compassion for animals, if
they are around during times of danger, he is -1 to all combat rolls and loses 1 melee attack
each melee from being distracted.
Immortal Abilities: Immortality (HU 2nd edition, page 181-182).
Bestowed Crusader Super Abilities: Awe of 11, Energy Expulsion: Divine Energy, Crusader
Armor, Light of the Sun Sword, Defensive Immunity, and Angel Prowess.
Attacks per Melee: 7/8 (3 Initial +4 from Hand to Hand) +1 from sun sword.
Combat Training: Expert
Combat Bonuses: +4 to initiative/+5 with sun sword. , +3 to strike, +7 to parry, +7 to
dodge, +6 to auto dodge, +15 to damage, +3 to roll with punch/fall, +6 to pull punch, +2 to
disarm, and +2 to perception.
Saving Throws: +30% to save vs. coma/death, +9 to save vs. magic, +4 to save vs.
illusion, +3 to save vs. poison, +9 to save vs. possession, and +10 to save vs. horror factor.
Combat Skills: Punch 1D4, Power Blow 2D4 (counts as two attacks), Elbow/Forearm 1D6,
Knee 1D6, Karate Kick 2D4, Roundhouse Kick 3D6, Tripping/Leghook (cannot be paired, must
dodge or knockdown), Body Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and 1
attack/action), All Holds, Paired Weapons, Knockout/stun on an unmodified roll of 18-20, and
Critical strike on an unmodified roll of 18-20.
Other Bonuses: +4% to all skills, 96% to trust/intimidate, 30% charm/impress
when bestowed.
Educational Background: On the Job Training
Common Skills: Read-Write/Speak Greek and Latin 98%, Mathematics: Basic 98%,
Horsemanship 98%, Lore Demon & Monster 98%, Lore: Religion 98%, Acrobatics, and Prowl 98%.
Military Program: Running, Climbing 98%/98%, Military Etiquette 98%, Forced March, W.P.
Sword (+6 to strike/+4 to parry), W.P. Shield (+3 to strike/+4 to parry), and Paired Weapons.
Espionage Program: Hand to Hand: Expert, Detect Ambush 98%, Intelligence 98%,
Wilderness Survival 98%, Detect Concealment 98%, and Tracking (people) 98%.
Law Enforcement Program: W.P. Handgun (+6 to aim/+3 to burst), Radio: Basic 98%,
Crime Scene Investigation 98%, Law (general) 98%, Streetwise 87%.
Technical Program: History 98%/98%, Appraise Antiques 98%, Language: English 98%,
and Literacy: English 98%.
Secondary Skills: Fencing (+1D6 to sword/knife, Athletics (General), Body Building &
Weightlifting, Research 98%, Philosophy 98%, Public Speaking 94%, Wardrobe & Grooming 98%,
Animal Husbandry 98%, Dance 94%, Recognize Weapon Quality 89%, Writing 89%, Land
Navigation 88%, First Aid 98%, Swimming 98%, Cook 98%, Language: French 75%, Literacy:
French 79%, Astronomy & Navigation 54%, Art (Painting) 59%, Firefighting 49%, Singing 44%.
Money: He has little use for currency.
Armor: Crusader Armor (noiseless and weightless). Full environmental protection. A.R. 19
S.D.C. 520. If destroyed can be reformed completely 18 hours later.
Weapons: He relies on his mystically bestowed abilities.
Energy Expulsion: Divine Energy, Range: 700 feet (213 m), Damage: 2D6x10 to
supernatural beings of evil and selfish alignment, increase by 50% when used against dark gods,
Alien Intelligence, and Demon/Deevil Lords, 2D4x10+4 to mortal beings of evil and selfish
alignment, 8D6 to supernatural and mortal beings of good alignment, Bonuses: +4 to strike/+2 to
shot wild.
Sun Blade, 1D6x10+6, +50% damage to undead, zombies, vampires, and those
vulnerable to light of day/sunlight.
The Divine Persuader, This broad sword always appears as a handsome blade, made of
the finest steel, perpetually shiny and sharp, and seemingly enchanted to be impervious to even
the smallest scratch. Damage: 3D6 against mortal opponents, 1D6x10 to supernatural
beings/creatures of magic. The sword is indestructible.
Equipment & Vehicles: St. George relies on his own intuition, faith, and resourcefulness to
accomplish his mission. Whenever George goes, he rides a magnificent white horse name Silene.
She never tires and can traverse over any terrain without stumbling or losing her foot. She is
impervious to conventional injury (immortal and impervious to normal weapons), suffers not
damage from normal heat or cold (half damage from magic). Maximum stats for a riding horse
with an additional +30 S.D.C. and 20 hit 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.....
HIAWATHA
He is the great is a legendary Native American leader and co-founder of the Iroquois
confederacy. He was born between 12th and 13th century. According to legend, his father was
a Greater Air Spirit who bewitched his mother Wenonah. As he grew older, Hiawatha had many
childhood adventures, later in life he falls in love with Minnehaha, slays the evil magician Pearl-
Feather, and has many other adventures. One day after departure his village, he encountered
the Great Spirit he told him, a great change was coming and that it was up to him to protect his
people from this great power. Hiawatha ignored the spirit and was on his way back, when he
encountered a demon. They battled it out for more than a day, but in the end, the demon put
Hiawatha in an enchanted slumber. He then buried the tribal leader beneath the soil where he lay
in suspended animation for several centuries. When he woke up it was the year 1850. He soon
learns the Iroquois confederacy was no more. The “White Men” had taken the land from his
people and he could find little of the life he remembered remaining. Angered he sought
vengeances, becoming a major villain, attributed to numerous attacks against the state of New
York. Around the time of the Civil War, he was organizing several tribes together to lead an
attack when he was met by Merlin the Magician. He invited Hiawatha to seek out the demon
who imprisoned him in the first place. Together they found the demon on the battlefield of
Gettysburg. After slaying the creature, Hiawatha looked at the dead and cried. He never wanted
to see so many men dead ever again, be they white or red man. Hiawatha spent many years
with Merlin, eventually devoting his life to protecting all humans from the forces of evil. Yet as
the decades past, Hiawatha became despondent as technology took control over normal
everyday life. By the beginning of the 20th century, he was reluctant to participate in Merlin
grand scheme to unite several immortals together to form a group of protective guardians for
the human race. Nevertheless he agreed and joined the organization. For several decades, the
group held together defeating the forces of evil and protecting humankind from itself. But the
ego became increasingly difficult to work together, the more technology the world embraced,
the more Hiawatha wanted to retreat away. Finally, when the group fractured, Hiawatha
departed for the deepest parts of Canada to isolate himself away from modern human
civilization. Hiawatha continues to operate in the shadows, observing from afar, for a little while
beforing returning to him home in the Canadian wilderness. He wants little to do with modern
people, however he’d more than willing to stop any supernatural evil/villain plan without
hesitation. He would also be willing to journey into Hades to try and hunt down Merlin if he’s still
there and alive.
Real Name: Ayenwatha
Occupation: Guardian of the Earth, Protector of the First People.
Alignment: Unprincipled
Power Category: Immortal Mystic Warrior
Experience Level: 9th
Hit Points: 118 S.D.C.: 147 Armor Rating: A.R. 10
P.P.E.: 121
I.S.P.: 283
Appearance: An attractive, well-muscled Native American from the Onondaga People. He
is a Traditionalist and wears the paint, decorations, and symbols of a tribal warrior. On his back
is the tattoo of a bear (his animal totem).
Attributes: I.Q. 18, M.E. 18, M.A. 16, P.S. 34, P.P. 22, P.E. 22, Spd 32, P.B. 15.
Age: 760+, Sex: Male, Height: 6 foot (1.82 m), Weight: 200 lbs (90 kg).
Vulnerability: Hiawatha refuses to use technology that exceeds the type and level of his
ancient Ancestors (nothing beyond the 19th century). He lives only off the land, lives in simply
dwellings, and completely avoids modern technology. To us them otherwise is to lose sight
of the spirits and customs that give him his power and ability to live in harmony with nature. He
will accompany those who use technology (he will ride in a car or airplane), he just
uncomfortable, and will avoid using anything (pushing buttons, eating the food, etc). He doesn’t
abhor technology. He simply believes technology has a long, tragic history of destroying and
spoiling nature rather than forming a harmonious union with it.
Immortal Abilities: Immortality (HU page 181-182)
Healing Psionics: Healing Touch
Physical Psionics: Alter Aura Ectoplasm, Levitation, Mind Block, Night Vision, Resist
Fatigue, Summon Inner Strength, and Telekinetic Leap
Sensitive Psionics: Empathy, Precognition, See Aura, Sensory Link, Sixth Sense, and
Telepathy.
Super Psionics: Group Trance, Mental Illusion, Invisible Haze, Pyrokinesis, Remote Viewing,
Super Telekinesis, and Telekinetic Force Field. Special: Psi-Tomahawk (effectively a
Psi-Sword in the shape of a tomahawk. Damage: 9D6. No I.S.P. Cost. He can create two but it
cost him 10 I.S.P. Psi-Spear (effectively a Psi-Sword). Range: 1000 feet (305 m),
Damage: 1D6x10 (+10 when thrown). +7 to strike/throw (no other bonuses allowed). After
thrown, it reappears in his hand. Throwing, hitting, and reappearing cost two attacks/actions.
Combat Training: Hand to Hand: Martial Arts
Number of Attacks: 6 (2 initial +4 from Hand Combat)
Combat Bonuses: +6 to initiative, +6 to strike, +8 to parry, +8 to dodge, +19 to damage,
+6 to pull punch, +11 to roll with punch/fall, +2 disarm, and +2 to perception.
Saving Throws: Needs a 10 or better to save vs. psionics. +14% to save vs.
coma/death, +6 to save vs. magic, +4 to save poison, +4 to save vs. illusion, +2 to save vs.
psionics, +3 to save vs. insanity, +6 to save vs. possession, and +7 to save vs. horror factor.
Combat Skills: Karate Punch 2D4, Backhand 1D6, Elbow/Forearm 1D6, Power Punch 4D4
(counts as two attacks), Karate Kick 2D4, Roundhouse Kick 3D6, Snap Kick 1D6, Crescent Kick
2D4+2, Tripping/Leghook (cannot be paired, must dodge or knockdown), Knee 2D6, Jump Kick
6D6, Flying Jump Kick 4D6, Body Flip 1D6 + P.S. damage (lose initiative and 1 melee
attack/action), Block/Tackle 1D4 + P.S. damage bonus (must parry/dodge or knockdown), Pin
18-20, Crush 1D4, Leap Attack, Paired Weapons, All Holds, Critical strike on a natural
(unmodified) roll of 18-20.
Other Bonuses: +4% to all skills and 30% trust/intimidate.
Education Level: Special
Common Skill: Read/Write/Speak Mowhawk and English 98%, Mathematics: Basic 98%,
Outdoormanship, Tracking (Humanoid) 89%, Land Navigation 92%, Wilderness Survival 98%, Skin
& Prepare Animals Hides 94%, Hunting, Track & Trap Animals 84%/94%, Horsemanship: General
90%/70%, Athletics (general), Climbing 98%, Prowl 96%, Swimming 98%, W.P. Archery (+5 to
strike, Rate of Fire 6), W.P. Knife (+3 to strike/+4 to parry, +7 to throw), W.P. Throwing (+3 to
throw, two items, critical strike on unmodified roll of 19-20, and W.P. Axe (+3 to strike/parry),
Language: Sioux, Ojibwa, Cree, Navajo, Cherokee, and Pima-Papago 94%, Totem Skills: Body
Building & Weightlifting and Wrestling.
Other Skills: Barter 80%, Appraise Indian Artifacts 89%, Dance 89%, Cook 98%, Singing
89%, and Identify Plants & Fruits 89%.
Espionage Program: Hand to Hand: Martial Arts, Detect Ambush 84%, Intelligence 77%,
Detect Concealment 79%, and Disguise 79%.
Physical Program: Acrobatics (Sense of Balance 98%, Walk Rope 96%, Climb Rope 98%),
Gymnastics (Bars and Rings 96% & Back Flip 98%) Physical Labor, and Running.
Secondary: Preserve Food 89%, First Aid 94%, Holistic Medicine 79%/69%, Animal
Husbandry 89%, Pilot: Kayaking & Canoes 98%, History 98%/89%, Law (general) 74%,
Recognize Weapon Quality 64%, Palming 44%, Rope Works 54%, Whittling & Sculpting 49%.
Money: He has little use for money, to him to exchange for item means to trade for it.
Magic Weapons & Items:
Strength Fetish (Gloves), +6 to P.S. 18 minute duration. 3x within a 24 hour period. One
action to activate. +20% to carry (constant while wearing).
Sure-Footedness Fetish (Boots), +20% excellent balance, seldom stumbles, trips, falls,
etc. +10% to leap ability. Non-combat activation.
Speed Fetish (Belt), +20 Spd, Fatigue at 1/3 normal level. Activated whenever he starts
to run on his own two feet. Max Duration: Two hours.
Tracking Fetish (Feathered Headband), +10% to tracking skills. Acute aware of odors and
smells. Physical tracks and scent tracks.
Great Armor Fetish, a hooded shirt with a bear skull attached to it. N.A.R. 15 and 125
S.D.C.
Weapon Fetish-Hiawatha Bow, +1 to all saving throws, +2 to save vs. horror factor, +1 to
strike, +1 extra attack when using bow. The bow fires spirit arrows or normal arrows. Damage:
4D6 to mortal opponents. 1D6x10 against supernatural beings and creatures of magic (double
damage to alien intelligences and essence fragments). Range: 840 feet (256 m).
Necklace of Bones (legendary magic spirit fetish), Impervious to possession, magical mind
control, magic illusions, and magic sickness. He is invisible to all means of detection (including
crystal balls), +2 to save vs. magic, and impervious to P.P.E drain nor can it be seen unless he
wills it.
Vehicles & Equipment: He has no need for modern technology. He is not particularly fond
of technology or civilized life. He gets around using his own two feet.
He is the great is a legendary Native American leader and co-founder of the Iroquois
confederacy. He was born between 12th and 13th century. According to legend, his father was
a Greater Air Spirit who bewitched his mother Wenonah. As he grew older, Hiawatha had many
childhood adventures, later in life he falls in love with Minnehaha, slays the evil magician Pearl-
Feather, and has many other adventures. One day after departure his village, he encountered
the Great Spirit he told him, a great change was coming and that it was up to him to protect his
people from this great power. Hiawatha ignored the spirit and was on his way back, when he
encountered a demon. They battled it out for more than a day, but in the end, the demon put
Hiawatha in an enchanted slumber. He then buried the tribal leader beneath the soil where he lay
in suspended animation for several centuries. When he woke up it was the year 1850. He soon
learns the Iroquois confederacy was no more. The “White Men” had taken the land from his
people and he could find little of the life he remembered remaining. Angered he sought
vengeances, becoming a major villain, attributed to numerous attacks against the state of New
York. Around the time of the Civil War, he was organizing several tribes together to lead an
attack when he was met by Merlin the Magician. He invited Hiawatha to seek out the demon
who imprisoned him in the first place. Together they found the demon on the battlefield of
Gettysburg. After slaying the creature, Hiawatha looked at the dead and cried. He never wanted
to see so many men dead ever again, be they white or red man. Hiawatha spent many years
with Merlin, eventually devoting his life to protecting all humans from the forces of evil. Yet as
the decades past, Hiawatha became despondent as technology took control over normal
everyday life. By the beginning of the 20th century, he was reluctant to participate in Merlin
grand scheme to unite several immortals together to form a group of protective guardians for
the human race. Nevertheless he agreed and joined the organization. For several decades, the
group held together defeating the forces of evil and protecting humankind from itself. But the
ego became increasingly difficult to work together, the more technology the world embraced,
the more Hiawatha wanted to retreat away. Finally, when the group fractured, Hiawatha
departed for the deepest parts of Canada to isolate himself away from modern human
civilization. Hiawatha continues to operate in the shadows, observing from afar, for a little while
beforing returning to him home in the Canadian wilderness. He wants little to do with modern
people, however he’d more than willing to stop any supernatural evil/villain plan without
hesitation. He would also be willing to journey into Hades to try and hunt down Merlin if he’s still
there and alive.
Real Name: Ayenwatha
Occupation: Guardian of the Earth, Protector of the First People.
Alignment: Unprincipled
Power Category: Immortal Mystic Warrior
Experience Level: 9th
Hit Points: 118 S.D.C.: 147 Armor Rating: A.R. 10
P.P.E.: 121
I.S.P.: 283
Appearance: An attractive, well-muscled Native American from the Onondaga People. He
is a Traditionalist and wears the paint, decorations, and symbols of a tribal warrior. On his back
is the tattoo of a bear (his animal totem).
Attributes: I.Q. 18, M.E. 18, M.A. 16, P.S. 34, P.P. 22, P.E. 22, Spd 32, P.B. 15.
Age: 760+, Sex: Male, Height: 6 foot (1.82 m), Weight: 200 lbs (90 kg).
Vulnerability: Hiawatha refuses to use technology that exceeds the type and level of his
ancient Ancestors (nothing beyond the 19th century). He lives only off the land, lives in simply
dwellings, and completely avoids modern technology. To us them otherwise is to lose sight
of the spirits and customs that give him his power and ability to live in harmony with nature. He
will accompany those who use technology (he will ride in a car or airplane), he just
uncomfortable, and will avoid using anything (pushing buttons, eating the food, etc). He doesn’t
abhor technology. He simply believes technology has a long, tragic history of destroying and
spoiling nature rather than forming a harmonious union with it.
Immortal Abilities: Immortality (HU page 181-182)
Healing Psionics: Healing Touch
Physical Psionics: Alter Aura Ectoplasm, Levitation, Mind Block, Night Vision, Resist
Fatigue, Summon Inner Strength, and Telekinetic Leap
Sensitive Psionics: Empathy, Precognition, See Aura, Sensory Link, Sixth Sense, and
Telepathy.
Super Psionics: Group Trance, Mental Illusion, Invisible Haze, Pyrokinesis, Remote Viewing,
Super Telekinesis, and Telekinetic Force Field. Special: Psi-Tomahawk (effectively a
Psi-Sword in the shape of a tomahawk. Damage: 9D6. No I.S.P. Cost. He can create two but it
cost him 10 I.S.P. Psi-Spear (effectively a Psi-Sword). Range: 1000 feet (305 m),
Damage: 1D6x10 (+10 when thrown). +7 to strike/throw (no other bonuses allowed). After
thrown, it reappears in his hand. Throwing, hitting, and reappearing cost two attacks/actions.
Combat Training: Hand to Hand: Martial Arts
Number of Attacks: 6 (2 initial +4 from Hand Combat)
Combat Bonuses: +6 to initiative, +6 to strike, +8 to parry, +8 to dodge, +19 to damage,
+6 to pull punch, +11 to roll with punch/fall, +2 disarm, and +2 to perception.
Saving Throws: Needs a 10 or better to save vs. psionics. +14% to save vs.
coma/death, +6 to save vs. magic, +4 to save poison, +4 to save vs. illusion, +2 to save vs.
psionics, +3 to save vs. insanity, +6 to save vs. possession, and +7 to save vs. horror factor.
Combat Skills: Karate Punch 2D4, Backhand 1D6, Elbow/Forearm 1D6, Power Punch 4D4
(counts as two attacks), Karate Kick 2D4, Roundhouse Kick 3D6, Snap Kick 1D6, Crescent Kick
2D4+2, Tripping/Leghook (cannot be paired, must dodge or knockdown), Knee 2D6, Jump Kick
6D6, Flying Jump Kick 4D6, Body Flip 1D6 + P.S. damage (lose initiative and 1 melee
attack/action), Block/Tackle 1D4 + P.S. damage bonus (must parry/dodge or knockdown), Pin
18-20, Crush 1D4, Leap Attack, Paired Weapons, All Holds, Critical strike on a natural
(unmodified) roll of 18-20.
Other Bonuses: +4% to all skills and 30% trust/intimidate.
Education Level: Special
Common Skill: Read/Write/Speak Mowhawk and English 98%, Mathematics: Basic 98%,
Outdoormanship, Tracking (Humanoid) 89%, Land Navigation 92%, Wilderness Survival 98%, Skin
& Prepare Animals Hides 94%, Hunting, Track & Trap Animals 84%/94%, Horsemanship: General
90%/70%, Athletics (general), Climbing 98%, Prowl 96%, Swimming 98%, W.P. Archery (+5 to
strike, Rate of Fire 6), W.P. Knife (+3 to strike/+4 to parry, +7 to throw), W.P. Throwing (+3 to
throw, two items, critical strike on unmodified roll of 19-20, and W.P. Axe (+3 to strike/parry),
Language: Sioux, Ojibwa, Cree, Navajo, Cherokee, and Pima-Papago 94%, Totem Skills: Body
Building & Weightlifting and Wrestling.
Other Skills: Barter 80%, Appraise Indian Artifacts 89%, Dance 89%, Cook 98%, Singing
89%, and Identify Plants & Fruits 89%.
Espionage Program: Hand to Hand: Martial Arts, Detect Ambush 84%, Intelligence 77%,
Detect Concealment 79%, and Disguise 79%.
Physical Program: Acrobatics (Sense of Balance 98%, Walk Rope 96%, Climb Rope 98%),
Gymnastics (Bars and Rings 96% & Back Flip 98%) Physical Labor, and Running.
Secondary: Preserve Food 89%, First Aid 94%, Holistic Medicine 79%/69%, Animal
Husbandry 89%, Pilot: Kayaking & Canoes 98%, History 98%/89%, Law (general) 74%,
Recognize Weapon Quality 64%, Palming 44%, Rope Works 54%, Whittling & Sculpting 49%.
Money: He has little use for money, to him to exchange for item means to trade for it.
Magic Weapons & Items:
Strength Fetish (Gloves), +6 to P.S. 18 minute duration. 3x within a 24 hour period. One
action to activate. +20% to carry (constant while wearing).
Sure-Footedness Fetish (Boots), +20% excellent balance, seldom stumbles, trips, falls,
etc. +10% to leap ability. Non-combat activation.
Speed Fetish (Belt), +20 Spd, Fatigue at 1/3 normal level. Activated whenever he starts
to run on his own two feet. Max Duration: Two hours.
Tracking Fetish (Feathered Headband), +10% to tracking skills. Acute aware of odors and
smells. Physical tracks and scent tracks.
Great Armor Fetish, a hooded shirt with a bear skull attached to it. N.A.R. 15 and 125
S.D.C.
Weapon Fetish-Hiawatha Bow, +1 to all saving throws, +2 to save vs. horror factor, +1 to
strike, +1 extra attack when using bow. The bow fires spirit arrows or normal arrows. Damage:
4D6 to mortal opponents. 1D6x10 against supernatural beings and creatures of magic (double
damage to alien intelligences and essence fragments). Range: 840 feet (256 m).
Necklace of Bones (legendary magic spirit fetish), Impervious to possession, magical mind
control, magic illusions, and magic sickness. He is invisible to all means of detection (including
crystal balls), +2 to save vs. magic, and impervious to P.P.E drain nor can it be seen unless he
wills it.
Vehicles & Equipment: He has no need for modern technology. He is not particularly fond
of technology or civilized life. He gets around using his own two feet.
Re: On the topic of Revised to 2nd ed conversions.....
Good keep going.
- 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 Penthouse of Nathan Cleveland
The Penthouse of Nathan Cleveland is located at the pinnacle of Ultropolis' tallest hotel on the
52nd floor. It is owned by Nathan Cleveland. The designer and architect works part-time for
Fabricators Inc. It covers 4300 sq.ft (400 m2).
With cantilevered glass balconies and floor-to-ceiling bay windows, set beneath 25-foot (7.6 m)
cathedral ceilings, the Penthouse offers a breathtaking 360-degree view of the city. Custom-
commissioned in every detail, from semi-precious stone surfaces to fabrics woven with platinum
and gold, the nine-room suite creates the sense of living within a multilayered work of art.
In each room the TVs are programmed for every channel worldwide, unlimited global telephone
calling. Philip York (the butler) also offers his services as personal trainer/therapist, and a
private chauffeur using the Rolls Royce Phantom or a Mercedes Maybach.
Covering the entire top floor of the Cleveland Hotel, the nine-room Penthouse is accessed by its
own private elevator (-30% to bypass security/tamper proof key pad). Every space is
distinctively designed and is made to feel even more expansive with immense bay windows,
vaulted ceilings and skylights.
In the living and dining area, cream-coloured walls are richly inlaid with thousands of pieces of
mother of pearl. A dramatic 4-foot-high (1.2-metre-high) cut-glass chandelier sparkles above
the bronze table. Seating is grouped around a marble fireplace, and four French doors open to
glass railings.
The library is illuminated by a chandelier in gilded bronze. The extensive book collection is set in
bookcases framed with an elaborate bronze vine-and-leaf motif. The library is also furnished with
a chess table and a Bösendorfer grand piano.
The centrepiece of the master bedroom is a Thai canopy king sized bed threaded with gold.
Offering unsurpassed comfort, the Swedish Hästens Vividus mattress was built entirely by hand
over 160 hours, using 100% natural materials. Bedroom accents include two lacquer cabinets
with cracked eggshell panels, and walls of straw marquetry.
Four French doors reveal a view of Center Park that is almost surreal in its perfection. An indoor-
outdoor Zen garden with a green bowenite waterfall overlooks downtown Ultropolis and the Ultra
dome.
The breakfast room is furnished with a LaLanne tree table and opens to its own large balcony
700 feet (213 metres) above Center Park.
The Penthouse also features a private spa room with a serene screen of living bamboo.
Adjacent to the spa room is an oversized dressing room clad entirely in leather. With its ceiling,
walls and floor gleaming with onyx, the master bathroom includes another outdoor balcony
overlooking Center Park. Among the pampering features are an infinity-edge bathtub complete
with chromatherapy, a separate glass-enclosed rain shower, radiant-heated floors, and sinks
carved from a solid block of rock crystal.
The penthouse is French Décor and Italian-artisan-created wall designs, bronze statues, mother-
of-pearl inlays, rock crystal sinks and a guest powder room completely clad in semi-precious
tiger’s-eye stones.
The Gateway Closets. There are over a dozen closet door in the penthouse. Each one is
permanent Gateway linked to the home of each member of the New Guardians. Only Merlin can
dispel them and only members of the New Guardians can travel through them.
The Penthouse of Nathan Cleveland is located at the pinnacle of Ultropolis' tallest hotel on the
52nd floor. It is owned by Nathan Cleveland. The designer and architect works part-time for
Fabricators Inc. It covers 4300 sq.ft (400 m2).
With cantilevered glass balconies and floor-to-ceiling bay windows, set beneath 25-foot (7.6 m)
cathedral ceilings, the Penthouse offers a breathtaking 360-degree view of the city. Custom-
commissioned in every detail, from semi-precious stone surfaces to fabrics woven with platinum
and gold, the nine-room suite creates the sense of living within a multilayered work of art.
In each room the TVs are programmed for every channel worldwide, unlimited global telephone
calling. Philip York (the butler) also offers his services as personal trainer/therapist, and a
private chauffeur using the Rolls Royce Phantom or a Mercedes Maybach.
Covering the entire top floor of the Cleveland Hotel, the nine-room Penthouse is accessed by its
own private elevator (-30% to bypass security/tamper proof key pad). Every space is
distinctively designed and is made to feel even more expansive with immense bay windows,
vaulted ceilings and skylights.
In the living and dining area, cream-coloured walls are richly inlaid with thousands of pieces of
mother of pearl. A dramatic 4-foot-high (1.2-metre-high) cut-glass chandelier sparkles above
the bronze table. Seating is grouped around a marble fireplace, and four French doors open to
glass railings.
The library is illuminated by a chandelier in gilded bronze. The extensive book collection is set in
bookcases framed with an elaborate bronze vine-and-leaf motif. The library is also furnished with
a chess table and a Bösendorfer grand piano.
The centrepiece of the master bedroom is a Thai canopy king sized bed threaded with gold.
Offering unsurpassed comfort, the Swedish Hästens Vividus mattress was built entirely by hand
over 160 hours, using 100% natural materials. Bedroom accents include two lacquer cabinets
with cracked eggshell panels, and walls of straw marquetry.
Four French doors reveal a view of Center Park that is almost surreal in its perfection. An indoor-
outdoor Zen garden with a green bowenite waterfall overlooks downtown Ultropolis and the Ultra
dome.
The breakfast room is furnished with a LaLanne tree table and opens to its own large balcony
700 feet (213 metres) above Center Park.
The Penthouse also features a private spa room with a serene screen of living bamboo.
Adjacent to the spa room is an oversized dressing room clad entirely in leather. With its ceiling,
walls and floor gleaming with onyx, the master bathroom includes another outdoor balcony
overlooking Center Park. Among the pampering features are an infinity-edge bathtub complete
with chromatherapy, a separate glass-enclosed rain shower, radiant-heated floors, and sinks
carved from a solid block of rock crystal.
The penthouse is French Décor and Italian-artisan-created wall designs, bronze statues, mother-
of-pearl inlays, rock crystal sinks and a guest powder room completely clad in semi-precious
tiger’s-eye stones.
The Gateway Closets. There are over a dozen closet door in the penthouse. Each one is
permanent Gateway linked to the home of each member of the New Guardians. Only Merlin can
dispel them and only members of the New Guardians can travel through them.
- 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 New Guardians
ATOMASTER
Vernon Shepherd was assisting his mentor Dr. Jasper Conrad in his laboratory in an effort to
create what he believed to be a new kind of radioactive element that would produce enough
power that it would end the need for fossil fuels forever. Unfortunately, a miscalculation causes
the element to explode, bombarding Vernon with high level of radiation, but instead of
incinerating Vernon, he gains the power to absorb any form of energy into his body plus
superhuman strength and the power of flight. At first, he found himself on the run from the
authorities, especially U.S. S.C.R.E.T and G.I.G.M.A. as everyone believed he sabotaged the
experiment just to kill the good the professor. Later he discovered, the doctor chief rival, Doctor
Preston Cleveland, was very close to duplicating the experiment himself, and he decided to take
out the competition. With evidence in hand, Vernon manages to expose the truth behind
Cleveland. With his name clear, Vernon finds himself contacted by members of Project Secure
looking to recruit him into their Super Response Team. Vernon decides to think it over with his
girlfriend (the only person who believed his innocents in the first place). When he gets to her
apartment, he finds Brandy collapsed on the floor looking deathly ill. It doesn’t take time for the
doctors to diagnosis she’s dying of radiation sickness. Horrified Vernon flies away to a remote
location in the Canadian wilderness. Alone and despondent, Vernon contemplates ending his life,
until he hears someone calling for help. He finds an elderly man being attacked by a crazed
grizzly bear. Vernon manages to kill the animal before it can harm the elderly man. The moment
he sees Vernon flying he says, “Been at least 39 years since I seen anyone do that.” Turns out
the old man, Joesph Buchanan, was actually The Electric Ray, a former member of Team
American Eagle. Vernon didn’t want to stick around worried that he might kill someone else.
Joseph asked him to explain his issue. Afterward he went down stair and tinkered with one of his
former electric suits and made it possible for Vernon to wear it without contaminating anyone
else, only he’d have to spend the rest of his life in the suit. Vernon thought about it at first, but
after spending time with Joseph he wanted to use his gift for some kind of good in the world.
With a few more modification, Vernon was now Atomaster, The Atomic Hero. Vernon returned to
pubic life this time as a full time Legionnaire superhero. Within a week, he was contacted by the
legendary wizard Merlin, asking him to join in protecting the planet with his team of New
Guardians. Vernon agreed. As the months followed, Vernon powers continued to change, making
him one of the most powerful members of the New Guardians. Sadly though it wasn’t enough to
defeat Doombringer or escape the hellish domain of Hades.
Real Name: Vernon Shepherd
Occupation: Former Nuclear Physicist Assistant, Now professional superhero.
Alignment: Scrupulous
Power Category: Unstable Mutant
Experience Level: 6th level
Hit Points: 102 S.D.C.: 332
P.P.E.: 21
Appearance: Vernon has narrow gray eyes. His luxurious, wavy, brown hair is medium-
length and is worn in a dignified style. He is tall, but has a boyish build. His skin is nut-brown. He
has a high forehead and large hands. His costume is bright red with bands of yellow and orange.
Attributes: I.Q. 14, M.E. 4, M.A. 14, P.S. 40, P.P. 9, P.E. 17, Spd. 27/280 mph (450 kg)
flight, P.B. 11
Age: 30, Sex: Male, Height: 6 foot and 2 inches (1.87 m), Weight:
170 lbs (76.5 kg).
Vulnerability: Vernon costume has been modified in order to contain the deadly radiation
that continually emits from his body. Without it, he would poison everyone who came around
him. He has no choice but to wear the suit when out in public. He no longer has a civilian
identity, which only adds to his loneliness. Because of his weak mental endurance, he is easily
influenced when it comes to mental/psychic attacks. He also takes full damage from magic (or
weapons). He suffers from cryophobia (fear of extreme cold, ice, or frost). Anyone attempting
seduction or interrogation on him gains a +20% bonus.
Major Super Ability: Invulnerability, Control Radiation, and Energy Absorb (special). Vernon
cannot eat or drink normal food. He must absorb energy such as electrical, light, etc. He never
gets hungry or fatigues. This effect is similar to the side effect of an Experiment only Atomaster
is far more powerful. Every day Vernon must have 1,040,412,725 calories worth of energy or
1.21 Gigawatts every day. This is the output of a bolt of lightning, enough power to provide
power to over 800,000 homes in the U.S. If he doesn’t have this much energy, he feels
depleted.
Minor Super Abilities: Flight: Energy and Superhuman P.S. Note: Vernon will receive
Attacks per Melee: 5/6 (2 Initial +3 from Hand to Hand) + flight
Combat Training: Expert
Combat Bonuses: +2 to initiative, +2 to strike/+3 flight, +4 to parry/+5 flight, +4 to
dodge/+6 when flying/hovering 80 mph (128 km) or less/+8 to dodge when flying above 80 mph
(128 km), +30 to damage/+4 to damage for every 20 mph (32 km) of flight speed, +3 to roll with
punch/fall, and +2 to pull punch.
Combat Skills: Punch 1D4, Power Punch 2D4 (counts as two attacks), Elbow/Forearm
1D6, Knee 1D6, Karate Kick 2D4, Snap Kick 1D6, Tripping/Leghook (cannot be paired, must
dodge or knockdown), all Holds, and Critical strike on an unmodified 18-20.
Saving Throws: Impervious to conventional injury, heat, fire, all type of energy
attacks, and radiation. Gases, drugs, chemical, poisons, toxins, and disease inflict half damage,
duration, effect, and penalty (cannot kill him). +4 to horror factor, +25% to save vs.
coma/death, +1 to save vs. poison & magic. -4 to save vs. illusion, -3 to save vs. battle of
wills, psionics, and mind control, -2 to save vs. insanity, and -3 to save vs. possession.
Educational Background: Bachelor’s Degree
Common Skills: Read-Write/Speak English 92%94%, Mathematics: Basic 90%, and Pilot:
Automobile 78%,
Electrical Program: Electrical Engineer 85%, Basic Mechanics 90%, Computer Operation
98%, and Electricity Generation 98%.
Science Program: Mathematics: Advance 96%, Chemistry 98%, Physics 80%,
Nuclear Physics 70%, and Radiation Technology/Medical 80%.
Technical Program: Research 90%, Computer Programming 88%, History 98%/90%,
and Law (general) 85%.
Physical Program: Hand to Hand: Expert, Running, and Athletics (general).
Secondary Skills: Public Speaking 30%, Astronomy & Navigation 60%, Business &
Finance 65%, Photography 65%, Writing 55%, Housekeeping 75%, Radio: Basic 80%, T.V,/Video
55%, Performance 15%, Firefighting 45%, and Land Navigation 40%. Atomaster has also given
up two skills to gain proficiency in Control Radiation and Energy Absorb, this provides him an
additional +2 to strike with these powers.
Money: Because he no longer requires food or water, Atomaster has little need for money.
What money he does receive, he sends to his parents.
Armor: His costume prevents him from unconsciously releasing radiation from his body.
A.R. 12 and 240 S.D.C. If the suit is destroyed, he must concentrate in order to keep from
releasing radiation.
Weapons: He relies on his super abilities.
Energy Expulsion: Radiation, Range: 200 feet (61m), Effects up to a 50 feet (15.2
m), Damage: 3D6 per melee round plus roll 01-30% chance of radiation poisoning, Duration: 4D6
melee rounds, Bonus: +2 to strike. -4 to dodge (invisible and effect large area).
Nuclear Fire, Range: 160 feet (48.7 m), Damage: 9D6, Bonus: +5 to aim/+3 for wild
shot.
Heat Bolts, Range: 160 feet (48.7m), Damage: Heat Bolts 6D6, plus 01-30% chance
of radiation poisoning, Bonuses: +2 to strike (-3 to parry & dodge).
Energy Flash, Range: 60 feet (18.2 m), Damage: 2D6, Attacks per Melee: Counts
as one melee attacks/action, but can only be performed once per melee round.
Light Beam, Range: 2000 feet (610 m), Damage: None, but can blind opponents for
1D4+1 melees if shot in face (-8 to all melee attacks for first melee round then -6 for remaining
rounds). Duration: Single attack or maintain for entire melee round. Bonus: +2 to strike.
Equipment & Vehicles: Atomaster no longer owns a vehicle. Whatever equipment he
owns, he utilizes whatever is needed at the time.
ATOMASTER
Vernon Shepherd was assisting his mentor Dr. Jasper Conrad in his laboratory in an effort to
create what he believed to be a new kind of radioactive element that would produce enough
power that it would end the need for fossil fuels forever. Unfortunately, a miscalculation causes
the element to explode, bombarding Vernon with high level of radiation, but instead of
incinerating Vernon, he gains the power to absorb any form of energy into his body plus
superhuman strength and the power of flight. At first, he found himself on the run from the
authorities, especially U.S. S.C.R.E.T and G.I.G.M.A. as everyone believed he sabotaged the
experiment just to kill the good the professor. Later he discovered, the doctor chief rival, Doctor
Preston Cleveland, was very close to duplicating the experiment himself, and he decided to take
out the competition. With evidence in hand, Vernon manages to expose the truth behind
Cleveland. With his name clear, Vernon finds himself contacted by members of Project Secure
looking to recruit him into their Super Response Team. Vernon decides to think it over with his
girlfriend (the only person who believed his innocents in the first place). When he gets to her
apartment, he finds Brandy collapsed on the floor looking deathly ill. It doesn’t take time for the
doctors to diagnosis she’s dying of radiation sickness. Horrified Vernon flies away to a remote
location in the Canadian wilderness. Alone and despondent, Vernon contemplates ending his life,
until he hears someone calling for help. He finds an elderly man being attacked by a crazed
grizzly bear. Vernon manages to kill the animal before it can harm the elderly man. The moment
he sees Vernon flying he says, “Been at least 39 years since I seen anyone do that.” Turns out
the old man, Joesph Buchanan, was actually The Electric Ray, a former member of Team
American Eagle. Vernon didn’t want to stick around worried that he might kill someone else.
Joseph asked him to explain his issue. Afterward he went down stair and tinkered with one of his
former electric suits and made it possible for Vernon to wear it without contaminating anyone
else, only he’d have to spend the rest of his life in the suit. Vernon thought about it at first, but
after spending time with Joseph he wanted to use his gift for some kind of good in the world.
With a few more modification, Vernon was now Atomaster, The Atomic Hero. Vernon returned to
pubic life this time as a full time Legionnaire superhero. Within a week, he was contacted by the
legendary wizard Merlin, asking him to join in protecting the planet with his team of New
Guardians. Vernon agreed. As the months followed, Vernon powers continued to change, making
him one of the most powerful members of the New Guardians. Sadly though it wasn’t enough to
defeat Doombringer or escape the hellish domain of Hades.
Real Name: Vernon Shepherd
Occupation: Former Nuclear Physicist Assistant, Now professional superhero.
Alignment: Scrupulous
Power Category: Unstable Mutant
Experience Level: 6th level
Hit Points: 102 S.D.C.: 332
P.P.E.: 21
Appearance: Vernon has narrow gray eyes. His luxurious, wavy, brown hair is medium-
length and is worn in a dignified style. He is tall, but has a boyish build. His skin is nut-brown. He
has a high forehead and large hands. His costume is bright red with bands of yellow and orange.
Attributes: I.Q. 14, M.E. 4, M.A. 14, P.S. 40, P.P. 9, P.E. 17, Spd. 27/280 mph (450 kg)
flight, P.B. 11
Age: 30, Sex: Male, Height: 6 foot and 2 inches (1.87 m), Weight:
170 lbs (76.5 kg).
Vulnerability: Vernon costume has been modified in order to contain the deadly radiation
that continually emits from his body. Without it, he would poison everyone who came around
him. He has no choice but to wear the suit when out in public. He no longer has a civilian
identity, which only adds to his loneliness. Because of his weak mental endurance, he is easily
influenced when it comes to mental/psychic attacks. He also takes full damage from magic (or
weapons). He suffers from cryophobia (fear of extreme cold, ice, or frost). Anyone attempting
seduction or interrogation on him gains a +20% bonus.
Major Super Ability: Invulnerability, Control Radiation, and Energy Absorb (special). Vernon
cannot eat or drink normal food. He must absorb energy such as electrical, light, etc. He never
gets hungry or fatigues. This effect is similar to the side effect of an Experiment only Atomaster
is far more powerful. Every day Vernon must have 1,040,412,725 calories worth of energy or
1.21 Gigawatts every day. This is the output of a bolt of lightning, enough power to provide
power to over 800,000 homes in the U.S. If he doesn’t have this much energy, he feels
depleted.
Minor Super Abilities: Flight: Energy and Superhuman P.S. Note: Vernon will receive
Attacks per Melee: 5/6 (2 Initial +3 from Hand to Hand) + flight
Combat Training: Expert
Combat Bonuses: +2 to initiative, +2 to strike/+3 flight, +4 to parry/+5 flight, +4 to
dodge/+6 when flying/hovering 80 mph (128 km) or less/+8 to dodge when flying above 80 mph
(128 km), +30 to damage/+4 to damage for every 20 mph (32 km) of flight speed, +3 to roll with
punch/fall, and +2 to pull punch.
Combat Skills: Punch 1D4, Power Punch 2D4 (counts as two attacks), Elbow/Forearm
1D6, Knee 1D6, Karate Kick 2D4, Snap Kick 1D6, Tripping/Leghook (cannot be paired, must
dodge or knockdown), all Holds, and Critical strike on an unmodified 18-20.
Saving Throws: Impervious to conventional injury, heat, fire, all type of energy
attacks, and radiation. Gases, drugs, chemical, poisons, toxins, and disease inflict half damage,
duration, effect, and penalty (cannot kill him). +4 to horror factor, +25% to save vs.
coma/death, +1 to save vs. poison & magic. -4 to save vs. illusion, -3 to save vs. battle of
wills, psionics, and mind control, -2 to save vs. insanity, and -3 to save vs. possession.
Educational Background: Bachelor’s Degree
Common Skills: Read-Write/Speak English 92%94%, Mathematics: Basic 90%, and Pilot:
Automobile 78%,
Electrical Program: Electrical Engineer 85%, Basic Mechanics 90%, Computer Operation
98%, and Electricity Generation 98%.
Science Program: Mathematics: Advance 96%, Chemistry 98%, Physics 80%,
Nuclear Physics 70%, and Radiation Technology/Medical 80%.
Technical Program: Research 90%, Computer Programming 88%, History 98%/90%,
and Law (general) 85%.
Physical Program: Hand to Hand: Expert, Running, and Athletics (general).
Secondary Skills: Public Speaking 30%, Astronomy & Navigation 60%, Business &
Finance 65%, Photography 65%, Writing 55%, Housekeeping 75%, Radio: Basic 80%, T.V,/Video
55%, Performance 15%, Firefighting 45%, and Land Navigation 40%. Atomaster has also given
up two skills to gain proficiency in Control Radiation and Energy Absorb, this provides him an
additional +2 to strike with these powers.
Money: Because he no longer requires food or water, Atomaster has little need for money.
What money he does receive, he sends to his parents.
Armor: His costume prevents him from unconsciously releasing radiation from his body.
A.R. 12 and 240 S.D.C. If the suit is destroyed, he must concentrate in order to keep from
releasing radiation.
Weapons: He relies on his super abilities.
Energy Expulsion: Radiation, Range: 200 feet (61m), Effects up to a 50 feet (15.2
m), Damage: 3D6 per melee round plus roll 01-30% chance of radiation poisoning, Duration: 4D6
melee rounds, Bonus: +2 to strike. -4 to dodge (invisible and effect large area).
Nuclear Fire, Range: 160 feet (48.7 m), Damage: 9D6, Bonus: +5 to aim/+3 for wild
shot.
Heat Bolts, Range: 160 feet (48.7m), Damage: Heat Bolts 6D6, plus 01-30% chance
of radiation poisoning, Bonuses: +2 to strike (-3 to parry & dodge).
Energy Flash, Range: 60 feet (18.2 m), Damage: 2D6, Attacks per Melee: Counts
as one melee attacks/action, but can only be performed once per melee round.
Light Beam, Range: 2000 feet (610 m), Damage: None, but can blind opponents for
1D4+1 melees if shot in face (-8 to all melee attacks for first melee round then -6 for remaining
rounds). Duration: Single attack or maintain for entire melee round. Bonus: +2 to strike.
Equipment & Vehicles: Atomaster no longer owns a vehicle. Whatever equipment he
owns, he utilizes whatever is needed at the time.
- 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.....
ZIPPO
Instead of coming straight home from school, a sixteen-year-old Michael decided to hang out at
his girlfriend Carol Harrington. After receiving a phone call from his father demanding he come
home if he ever wanted to see a car in his immediate future. While Michael was walking home,
he decided to take a short cut through an ally. He immediately was set upon by half a dozen
muggers. They wanted his wallet. He tried to run for it and they jump him. Suddenly his body
exploded with flame. Realizing what happen to himself, he tried to explain his lateness to his
parents. Fearing his father wrath, he ignited again. His parents demanded he keep his powers to
himself. But Michael couldn’t help himself. His father confronted him that if he continued he
wouldn’t be allowed to stay in his house. Micheal moved out and moved in with his friend Troy.
While witnessing Atomaster and Red Comet battle a group of villains, Michael decided to help.
After defeating the villain, he was brought to meet Merlin who liked the kid. He was given a
special costume that was impervious to his fire/heat powers. Calling himself Zippo, Michael found
true friends with the New Guardians, although his best friend Troy and girl friend Carol where
upset he was ignoring them. Shortly after graduating from high school, Zippo contemplated
moving into the New Guardian headquarters after deciding to move out of Troy’s house. A week
later, Zippo and the New Guardians were battling Doombringer in Hades.
Real Name: Michael Doherty
Occupation: Professional Superhero
Alignment: Scrupulous
Power Category: Mutant
Experience Level: 4th level
Hit Points: 59 S.D.C.: 120/+50 with aura Armor Rating: A.R. 14 with aura.
P.P.E.: 14
Appearance: Micheal is lean and athletic, but not muscle bound. He has dark red hair and
freckles, making him look a lot younger than he really is. He wears a special costume that
doesn’t ignite when he assumes his fire form.
Attributes: I.Q. 11, M.E. 15, M.A. 12, P.S. 13, P.P. 9, P.E. 18, Spd. 21/60 mph (96.5 m) in
flight, P.B. 11
Age: 18, Sex: Male, Height: 6 foot (1.83 m), Weight: 170 lbs (76.5 kg).
Major Super Ability: Alter Physical Structure: Fire
Minor Super Abilities: Extraordinary P.E. and Supervision: Thermal Vision.
Attacks per Melee: 5 (2 Initial +3 from Hand to Hand)
Combat Training: Martial Arts
Combat Bonuses: +2 to initiative, +2 to strike, +4 to parry, +4 to dodge/+6 when \
flying/hovering, +4 to roll with punch/fall, and +2 to pull punch.
Combat Skills: Karate Punch 2D4, Backhand 1D6, Power Punch 4D4 (counts as two
attacks), Elbow/Forearm 1D6, Knee 1D6, Karate Kick 2D4, Roundhouse Kick 3D6, Snap Kick
1D6, Crescent Kick 2D4+2, Tripping/Leghook (cannot be paired, must dodge or
knockdown), and all Holds.
Saving Throws: Impervious to fire, heat, and smoke. +4% to save vs. coma/death, +2 to
magic & poison.
Educational Background: High School
Common Skills: Read-Write/Speak English 88%/92%, Mathematics: Basic 84%, and Pilot:
Automobile 72%.
Computer Program: Basic Electronics 55%, Computer Operation 77%, Computer
Programming 67%, and Computer Repair 55%.
Investigation Program: Research 65%, Photography 60%, and Writing 50%.
Secondary Skills: Hand to Hand: Martial Arts, Firefighting 60%, First Aid 65%,
Athletics (general), Radio: Basic 70%, Running, Land Navigation 52%, Public Speaking 40% and
Performance 35%. Zippo has given one skills to gain proficiency in APS-Fire, this provides him an
additional +1 to strike with this power.
Money: Zippo uses the money he earns to enjoy himself. He buys things for himself and
his girlfriend Carol.
Armor: His costume contains a Bio-Aura making it impervious to fire and heat.
Weapons: He relies on his super abilities.
Continuous Bolt of Flame, Range: 36 feet (10.9 m), Damage: 6D6 or two
simultaneously bolts (double damage), Duration: 8 melee rounds, Attacks per Melee: Counts as
three melee attacks./actions, Rate of Fire: One or two bolts per melee round. Bonus: +5 to
strike.
Fireball, Range: 420 feet (128 m), Damage: 7D6, Bonus: +4 to strike.
Breathe Fire, Range: 10 feet (3 m), Damage: 1D6+4, Bonuses: +2 to strike.
Fire Touch, Range: Touch, Damage: 4D6
Equipment & Vehicles: Zippo has never relied on equipment to help him. Since his body is
on fire, it makes using equipment rather difficult.
Instead of coming straight home from school, a sixteen-year-old Michael decided to hang out at
his girlfriend Carol Harrington. After receiving a phone call from his father demanding he come
home if he ever wanted to see a car in his immediate future. While Michael was walking home,
he decided to take a short cut through an ally. He immediately was set upon by half a dozen
muggers. They wanted his wallet. He tried to run for it and they jump him. Suddenly his body
exploded with flame. Realizing what happen to himself, he tried to explain his lateness to his
parents. Fearing his father wrath, he ignited again. His parents demanded he keep his powers to
himself. But Michael couldn’t help himself. His father confronted him that if he continued he
wouldn’t be allowed to stay in his house. Micheal moved out and moved in with his friend Troy.
While witnessing Atomaster and Red Comet battle a group of villains, Michael decided to help.
After defeating the villain, he was brought to meet Merlin who liked the kid. He was given a
special costume that was impervious to his fire/heat powers. Calling himself Zippo, Michael found
true friends with the New Guardians, although his best friend Troy and girl friend Carol where
upset he was ignoring them. Shortly after graduating from high school, Zippo contemplated
moving into the New Guardian headquarters after deciding to move out of Troy’s house. A week
later, Zippo and the New Guardians were battling Doombringer in Hades.
Real Name: Michael Doherty
Occupation: Professional Superhero
Alignment: Scrupulous
Power Category: Mutant
Experience Level: 4th level
Hit Points: 59 S.D.C.: 120/+50 with aura Armor Rating: A.R. 14 with aura.
P.P.E.: 14
Appearance: Micheal is lean and athletic, but not muscle bound. He has dark red hair and
freckles, making him look a lot younger than he really is. He wears a special costume that
doesn’t ignite when he assumes his fire form.
Attributes: I.Q. 11, M.E. 15, M.A. 12, P.S. 13, P.P. 9, P.E. 18, Spd. 21/60 mph (96.5 m) in
flight, P.B. 11
Age: 18, Sex: Male, Height: 6 foot (1.83 m), Weight: 170 lbs (76.5 kg).
Major Super Ability: Alter Physical Structure: Fire
Minor Super Abilities: Extraordinary P.E. and Supervision: Thermal Vision.
Attacks per Melee: 5 (2 Initial +3 from Hand to Hand)
Combat Training: Martial Arts
Combat Bonuses: +2 to initiative, +2 to strike, +4 to parry, +4 to dodge/+6 when \
flying/hovering, +4 to roll with punch/fall, and +2 to pull punch.
Combat Skills: Karate Punch 2D4, Backhand 1D6, Power Punch 4D4 (counts as two
attacks), Elbow/Forearm 1D6, Knee 1D6, Karate Kick 2D4, Roundhouse Kick 3D6, Snap Kick
1D6, Crescent Kick 2D4+2, Tripping/Leghook (cannot be paired, must dodge or
knockdown), and all Holds.
Saving Throws: Impervious to fire, heat, and smoke. +4% to save vs. coma/death, +2 to
magic & poison.
Educational Background: High School
Common Skills: Read-Write/Speak English 88%/92%, Mathematics: Basic 84%, and Pilot:
Automobile 72%.
Computer Program: Basic Electronics 55%, Computer Operation 77%, Computer
Programming 67%, and Computer Repair 55%.
Investigation Program: Research 65%, Photography 60%, and Writing 50%.
Secondary Skills: Hand to Hand: Martial Arts, Firefighting 60%, First Aid 65%,
Athletics (general), Radio: Basic 70%, Running, Land Navigation 52%, Public Speaking 40% and
Performance 35%. Zippo has given one skills to gain proficiency in APS-Fire, this provides him an
additional +1 to strike with this power.
Money: Zippo uses the money he earns to enjoy himself. He buys things for himself and
his girlfriend Carol.
Armor: His costume contains a Bio-Aura making it impervious to fire and heat.
Weapons: He relies on his super abilities.
Continuous Bolt of Flame, Range: 36 feet (10.9 m), Damage: 6D6 or two
simultaneously bolts (double damage), Duration: 8 melee rounds, Attacks per Melee: Counts as
three melee attacks./actions, Rate of Fire: One or two bolts per melee round. Bonus: +5 to
strike.
Fireball, Range: 420 feet (128 m), Damage: 7D6, Bonus: +4 to strike.
Breathe Fire, Range: 10 feet (3 m), Damage: 1D6+4, Bonuses: +2 to strike.
Fire Touch, Range: Touch, Damage: 4D6
Equipment & Vehicles: Zippo has never relied on equipment to help him. Since his body is
on fire, it makes using equipment rather difficult.
Re: On the topic of Revised to 2nd ed conversions.....
Great,can wait to see What you come up with next.
- 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.....
DIAMOND JACK
Jim Monroe was a police detective of Gulf Coast City. One day while working on a case with his
partner Victor Owens, they spotted some kind of monster. Turns out it was a Shadow Beast.
The creature was under the control of a mad wizard seeking to murder those who wrong him in
high school. The creature killed Victor and gravely injured Jim. Weeks later, Jim devoted himself
to finding the monster. During his investigation, he kept running into Merlin. At first, Jim refused
to believe in magic or the occult. The more time he spent with Merlin, his view quickly changed.
Finally, his police work paid off and tracked the wizard down. Wanting to take the wizard down
himself, Merlin decided to give him a magic diamond ring created by one of the High Priest of the
Egyptian pharaoh Psusennes I (1047 – 1001 BCE). With the aid of the ring, Jim managed to
defeat the wizard by turning the wooden chair he was sitting into helium. His voice changed and
the Shadow Beast no longer recognized its master and killed him. Just before the creature could
turn its talons on Merlin banished it. Jim offered the ring back to Merlin, but the wizard said,
“Keep it you might find use of it in your line of work.” At first, Jim kept the ring hidden in his
locker at the station, but he kept using it to help out on numerous cases he was assigned too.
When the department found itself in a massive shoot out with the Doom Street Jamaican
Posses, Jim put on this suit he was suppose to wear for his sister June’s wedding, his
grandfather’s hat, and a mask in his pocket that he took off some punk kid trying to steal a T.V.
set earlier that day. He alone was able to defeat the gang and their mystical leader. From that
moment on, he was Diamond Jack (his grandfather was named Jack). A week later, he ran into
Merlin. He thought the wizard wanted his ring back, but no Merlin offered him a membership with
the New Guardians. Jim uses his connections with the police department to aid his fellow team
members.
Real Name: Jim Monroe
Occupation: Police Detective and Undercover Superhero
Alignment: Scrupulous
Power Category: Magic Object
Experience Level: 6th level
Hit Points: 30 S.D.C.: 38/+40 from ring.
P.P.E.: 8
Appearance: Jim has hooded eyes the color of milk chocolate. His fine, wavy, medium-
length hair is the color of fine silver, and is worn in a simple style. He is tall and has a lithe build.
His skin is light-colored. He has thin lips and stubby-fingered hands. He wears expensive suits
that he picks up at a second hand store. As Diamond Jack, he wears a $1000 silver colored suit,
fedora, and silver mask.
Attributes: I.Q. 15, M.E. 9, M.A. 9, P.S. 9, P.P. 22, P.E. 13, Spd. 23 P.B. 9
Age: 31, Sex: Male, Height: 6 foot (1.82 m), Weight: 195 lbs (87.75 kg).
Magic Object: The Ring of Justice. P.P.E. 190. Equal to 6th level. +2 to save vs. magic,
+40 S.D.C., Fly as the Eagle (30 minutes).
Major Super Ability: Transformation. Range: Touch or, or up to 10 feet; line of sight,
300 lbs, Duration: 6D4 minutes, Attacks per Melee: One action, Himself and all items on his
person are impervious to transformation/metamorphosis. Cost: 15 P.P.E.
Spell Magic: Energy Bolt, Eyes of Thoth, Eyes of the Wolf, Hallucination, Heal
Wounds, Invulnerability (Limited), See Aura, Superhuman Strength (Range: self or others,
Duration: 12 melee rounds, Saving Throw: None, P.P.E. 10-. Gives person Superhuman P.S. 30,
P.E. 24, +30 S.D.C. No fatigue), and Words of Truth.
Attacks per Melee: 5 (2 Initial +3 from Hand to Hand)
Combat Training: Expert
Combat Bonuses: +2 to initiative, +6 to strike, +7 to parry, +7 to dodge, +3 to roll with
punch/fall, +2 to pull punch, +1 to perception.
Combat Skills: Punch 1D4, Power Punch 2D4 (counts as two attacks), Elbow/Forearm
1D6, Knee 1D6, Karate Kick 2D4, Snap Kick 1D6, Tripping/Leghook (cannot be paired, must
dodge or knockdown), all Holds, and Critical strike on an unmodified 18-20.
Saving Throws: +2 to save vs. magic (from ring).
Educational Background: Trade School
Common Skills: Read-Write/Speak English 92%/94%, Mathematics: Basic 90%, and Pilot:
Automobile 78%.
Law Enforcement Program: W.P. Handgun (+3 to aim/+1 to burst), Radio: Basic
95%, Crime Scene Investigation 80%, Law (general) 80%, and Streetwise 59%.
Espionage Program: Hand to Hand: Expert, Detect Ambush 75%, Intelligence 71%,
Detect Concealment 70%, Interrogation 75%, and Undercover Ops 75%.
Learned Skills: Find Contraband 52% and Tailing 65%
Secondary Skills: Public Speaking 60%, Computer Operation 78%, Research 70%, Pick
Locks 60%, Prowl 55%, Photography 65%, Recognize Weapon Quality 55%, Running,
Concealment 44%, Business & Finance 55%, Barter 34%, and Navigation 45%.
Money: He made around $48,000 a year as a police detective. He also receives additional
compensation by working for Merlin as a member of the New Guardians.
Armor: He will wear a vest whenever he enters a dangerous situation (A.R. 10 and 70
S.D.C.), but typically he relies on the magic of the ring.
Weapons: Besides the ring, he typically has the following weapons.
Glock 17, Range: 165 feet (50 m), Damage: 3D6, Rate of Fire: Single shot or
semi-automatic, Payload: 17 round mag.
Double Eagle, Range: 150 feet (46 m), Damage: 4D6+2, Rate of Fire: Single shot or
semi-automatic, Payload: 8 round mag.
Equipment & Vehicles: He drives around in a 2009 Hyundai Elantra. The car is a little
banged up, but still runs good.
Jim Monroe was a police detective of Gulf Coast City. One day while working on a case with his
partner Victor Owens, they spotted some kind of monster. Turns out it was a Shadow Beast.
The creature was under the control of a mad wizard seeking to murder those who wrong him in
high school. The creature killed Victor and gravely injured Jim. Weeks later, Jim devoted himself
to finding the monster. During his investigation, he kept running into Merlin. At first, Jim refused
to believe in magic or the occult. The more time he spent with Merlin, his view quickly changed.
Finally, his police work paid off and tracked the wizard down. Wanting to take the wizard down
himself, Merlin decided to give him a magic diamond ring created by one of the High Priest of the
Egyptian pharaoh Psusennes I (1047 – 1001 BCE). With the aid of the ring, Jim managed to
defeat the wizard by turning the wooden chair he was sitting into helium. His voice changed and
the Shadow Beast no longer recognized its master and killed him. Just before the creature could
turn its talons on Merlin banished it. Jim offered the ring back to Merlin, but the wizard said,
“Keep it you might find use of it in your line of work.” At first, Jim kept the ring hidden in his
locker at the station, but he kept using it to help out on numerous cases he was assigned too.
When the department found itself in a massive shoot out with the Doom Street Jamaican
Posses, Jim put on this suit he was suppose to wear for his sister June’s wedding, his
grandfather’s hat, and a mask in his pocket that he took off some punk kid trying to steal a T.V.
set earlier that day. He alone was able to defeat the gang and their mystical leader. From that
moment on, he was Diamond Jack (his grandfather was named Jack). A week later, he ran into
Merlin. He thought the wizard wanted his ring back, but no Merlin offered him a membership with
the New Guardians. Jim uses his connections with the police department to aid his fellow team
members.
Real Name: Jim Monroe
Occupation: Police Detective and Undercover Superhero
Alignment: Scrupulous
Power Category: Magic Object
Experience Level: 6th level
Hit Points: 30 S.D.C.: 38/+40 from ring.
P.P.E.: 8
Appearance: Jim has hooded eyes the color of milk chocolate. His fine, wavy, medium-
length hair is the color of fine silver, and is worn in a simple style. He is tall and has a lithe build.
His skin is light-colored. He has thin lips and stubby-fingered hands. He wears expensive suits
that he picks up at a second hand store. As Diamond Jack, he wears a $1000 silver colored suit,
fedora, and silver mask.
Attributes: I.Q. 15, M.E. 9, M.A. 9, P.S. 9, P.P. 22, P.E. 13, Spd. 23 P.B. 9
Age: 31, Sex: Male, Height: 6 foot (1.82 m), Weight: 195 lbs (87.75 kg).
Magic Object: The Ring of Justice. P.P.E. 190. Equal to 6th level. +2 to save vs. magic,
+40 S.D.C., Fly as the Eagle (30 minutes).
Major Super Ability: Transformation. Range: Touch or, or up to 10 feet; line of sight,
300 lbs, Duration: 6D4 minutes, Attacks per Melee: One action, Himself and all items on his
person are impervious to transformation/metamorphosis. Cost: 15 P.P.E.
Spell Magic: Energy Bolt, Eyes of Thoth, Eyes of the Wolf, Hallucination, Heal
Wounds, Invulnerability (Limited), See Aura, Superhuman Strength (Range: self or others,
Duration: 12 melee rounds, Saving Throw: None, P.P.E. 10-. Gives person Superhuman P.S. 30,
P.E. 24, +30 S.D.C. No fatigue), and Words of Truth.
Attacks per Melee: 5 (2 Initial +3 from Hand to Hand)
Combat Training: Expert
Combat Bonuses: +2 to initiative, +6 to strike, +7 to parry, +7 to dodge, +3 to roll with
punch/fall, +2 to pull punch, +1 to perception.
Combat Skills: Punch 1D4, Power Punch 2D4 (counts as two attacks), Elbow/Forearm
1D6, Knee 1D6, Karate Kick 2D4, Snap Kick 1D6, Tripping/Leghook (cannot be paired, must
dodge or knockdown), all Holds, and Critical strike on an unmodified 18-20.
Saving Throws: +2 to save vs. magic (from ring).
Educational Background: Trade School
Common Skills: Read-Write/Speak English 92%/94%, Mathematics: Basic 90%, and Pilot:
Automobile 78%.
Law Enforcement Program: W.P. Handgun (+3 to aim/+1 to burst), Radio: Basic
95%, Crime Scene Investigation 80%, Law (general) 80%, and Streetwise 59%.
Espionage Program: Hand to Hand: Expert, Detect Ambush 75%, Intelligence 71%,
Detect Concealment 70%, Interrogation 75%, and Undercover Ops 75%.
Learned Skills: Find Contraband 52% and Tailing 65%
Secondary Skills: Public Speaking 60%, Computer Operation 78%, Research 70%, Pick
Locks 60%, Prowl 55%, Photography 65%, Recognize Weapon Quality 55%, Running,
Concealment 44%, Business & Finance 55%, Barter 34%, and Navigation 45%.
Money: He made around $48,000 a year as a police detective. He also receives additional
compensation by working for Merlin as a member of the New Guardians.
Armor: He will wear a vest whenever he enters a dangerous situation (A.R. 10 and 70
S.D.C.), but typically he relies on the magic of the ring.
Weapons: Besides the ring, he typically has the following weapons.
Glock 17, Range: 165 feet (50 m), Damage: 3D6, Rate of Fire: Single shot or
semi-automatic, Payload: 17 round mag.
Double Eagle, Range: 150 feet (46 m), Damage: 4D6+2, Rate of Fire: Single shot or
semi-automatic, Payload: 8 round mag.
Equipment & Vehicles: He drives around in a 2009 Hyundai Elantra. The car is a little
banged up, but still runs good.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
JET GIRL
While Patsy Kane was going to college at the University of Colorado, she met Professor Ron
Waller (a Hardware Vehicle genius). He always disliked having girls in his engineering classes
believing them to be inferior lot whenever it came to anything involving hardware. Nonetheless,
he tried his best to keep his bias attitude to himself. Patsy sensed it and instead of fighting him,
she turned on the charm. She eventually over did it because by the end of the semester, the
two of them fell in love. Patsy dropped out of school and the two began to date. A year later,
the 20-year-old Patsy married the 35-year-old genius. A year later, after giving birth to their son
James, Ron was working on some kind of top-secret device for the U.S. Air Force, so top secret
he quit his job at the university, but still more than adequately provided for his family. A year
later, their daughter Jasmine was born, and unbeknownst to Patsy, her husband succeeded in
creating an anti-gravity device that provided him the power of flight and levitation. But instead
of allowing him to be able to branch out with the technology for other uses outside the military,
the U.S. government forbade James to allow it to fall in any hands but the U.S. military complex.
Angered James took his invention, destroyed his notes and backup files and seemingly
disappeared. Patsy found herself investigated by the FBI, U.S. Air Force, and G.I.G.M.A. She
was interrogated and made to feel that her husband was a traitor to the country. Patsy ended
up taking a job in a diner in an effort to take care of the kids. Meanwhile anti-hero named Jet
Man was punishing criminal, but instead of turning over their stolen merchandise or criminal
capital, he kept it for himself. While some applauded his efforts, true super heroes (Cavaliers)
regarded him just as another super criminal. After three years, Jet Man finally was captured by
the Jury. Patsy was sent for and appeared in the courtroom. Ron was ashamed to see her. Patsy
likewise was upset but the love she felt for him was still present. Ron was incarcerated at
Collingwood Hospital in their secret basement. Before he was taken, he requested Patsy be
given his invention to do with as she saw fit. Patsy contemplated turning the device over to the
Air Force. Yet attending the trial of her husband got her thinking. She did some “tinkering” with
her husband costume and device one for herself. During the day, she worked the restaurant, at
night she took care of her kids, on the weekends she left them with her sister, while she
supposedly worked another job, but in truth, she was cruising the skies as Jet Girl. She wanted
to redeem the name of her husband’s original goals and make them her own. One Sunday she
was on her way back to her sisters, when she met Merlin. He offered her a chance to do her
passion as a job that provided for her family. Patsy knew the risk, but the desire to do good and
ignore the risk was more than her concern for her well being. Her sister Sarah learned the truth
and abhors the idea of what’s sees doing. She feels for James and Jasmine (11 and 10) who’ve
both their parents to the flying costume. Ron was scheduled to be released a week after Patsy
joined her fellow New Guardians in their journey to Hades. She had already decided that this
mission was going to be her last and she would turn the device back over to her husband.
Real Name: Patsy Kane
Occupation: Former wife of Jet Man. Now part time mom and super heroine.
Alignment: Principled
Power Category: Super Invention
Experience Level: 5th level
Hit Points: 22 S.D.C.: 37/+55 with harness.
P.P.E.: 6
Appearance: Patsy has slit blue eyes that are like two sapphires. Her thick, curly, medium-
length hair is the color of chestnuts, and is worn in a businesslike style. She has a thin build. Her
skin is white. Her Jet Girl costume is white and red.
Attributes: I.Q. 9, M.E. 11, M.A. 10, P.S. 9, P.P. 23, P.E. 10, Spd 20/26 with harness, P.B. 11.
Age: 31, Sex: Female, Height: 5 foot, 4 inches (1.62 m), Weight: 107 lbs (48.15 kg).
Super Invention: Belt and Harness. A.R. 10, 180 S.D.C. Equal to 3rd level. Only the those
in the elite high-tech labs could repair this device (even then its -25%).
Minor Super Abilities: Flight: Wingless (260 mph/418 km), Enhanced Leaping (90
feet/27.4 m across and 45 feet/13 meters vertical), Gravitational Plane, and Heighten Sense of
Balance.
Attacks per Melee: 5/6 (2 Initial +3 from Hand to Hand) +1 from belt/harness
Combat Training: Basic
Combat Bonuses: +1 to initiative, +5 to strike/+7 in flight, +7 to parry/+9 in flight, +7 to
dodge/+11 when flying-hover under 80 mph (128 km)/+13 when flying over 90 mph (144 km)+4
to damage for every 20 mph (32 km) of speed, +3 to roll with punch/fall/+6 with harness, +3 to
pull punch, +1 to disarm, and +5 to maintain balance with harness.
Combat Skills: Punch 1D4, Power Punch 2D4 (counts as two attacks), Elbow/Forearm
1D6, Knee 1D6, Karate Kick 2D4+2 (4D4 with harness), and all Holds.
Educational Background: Two years in College
Common Skills: Read-Write/Speak English 90%/93% and Pilot: Automobile 75%,
Domestic Program: Mathematics: Basic 97%, Cook 75%, Housekeeping 70%, and
Wardrobe and Grooming 80%.
Electrical Assistant Program: Basic Electronics 65%, Computer Operation 85%,
Research 75%, and Jury-Rig 60%.
Secondary Skills: Athletics (general), Running, Aerobic Athletics (Sense of Balance
55%), Prowl 50%, Swimming 75%, Computer Programming 65%, Navigation 65%, Hand to Hand:
Basic, Radio: Basic 65%, and Public Speaking 45%.
Money: Ron Waller’s life insurance policy and money from several patients provides Patsy
money that ensures their kids future is taken care of. The money she receives from Merlin allows
her to pay for the upkeep of her home and children,
Armor: Her costume/flight suit integrated with the belt/harness provides a limited amount
of body armor. A.R. 10, 100 S.D.C.
Weapons: None. She relies on her hand combat training and her skill with the jet harness.
Equipment & Vehicles: She drives herself and the kids around in a 2006 Chrysler Town &
Country LX mini-van. She knows her way around a computer and basic electronic component.
While Patsy Kane was going to college at the University of Colorado, she met Professor Ron
Waller (a Hardware Vehicle genius). He always disliked having girls in his engineering classes
believing them to be inferior lot whenever it came to anything involving hardware. Nonetheless,
he tried his best to keep his bias attitude to himself. Patsy sensed it and instead of fighting him,
she turned on the charm. She eventually over did it because by the end of the semester, the
two of them fell in love. Patsy dropped out of school and the two began to date. A year later,
the 20-year-old Patsy married the 35-year-old genius. A year later, after giving birth to their son
James, Ron was working on some kind of top-secret device for the U.S. Air Force, so top secret
he quit his job at the university, but still more than adequately provided for his family. A year
later, their daughter Jasmine was born, and unbeknownst to Patsy, her husband succeeded in
creating an anti-gravity device that provided him the power of flight and levitation. But instead
of allowing him to be able to branch out with the technology for other uses outside the military,
the U.S. government forbade James to allow it to fall in any hands but the U.S. military complex.
Angered James took his invention, destroyed his notes and backup files and seemingly
disappeared. Patsy found herself investigated by the FBI, U.S. Air Force, and G.I.G.M.A. She
was interrogated and made to feel that her husband was a traitor to the country. Patsy ended
up taking a job in a diner in an effort to take care of the kids. Meanwhile anti-hero named Jet
Man was punishing criminal, but instead of turning over their stolen merchandise or criminal
capital, he kept it for himself. While some applauded his efforts, true super heroes (Cavaliers)
regarded him just as another super criminal. After three years, Jet Man finally was captured by
the Jury. Patsy was sent for and appeared in the courtroom. Ron was ashamed to see her. Patsy
likewise was upset but the love she felt for him was still present. Ron was incarcerated at
Collingwood Hospital in their secret basement. Before he was taken, he requested Patsy be
given his invention to do with as she saw fit. Patsy contemplated turning the device over to the
Air Force. Yet attending the trial of her husband got her thinking. She did some “tinkering” with
her husband costume and device one for herself. During the day, she worked the restaurant, at
night she took care of her kids, on the weekends she left them with her sister, while she
supposedly worked another job, but in truth, she was cruising the skies as Jet Girl. She wanted
to redeem the name of her husband’s original goals and make them her own. One Sunday she
was on her way back to her sisters, when she met Merlin. He offered her a chance to do her
passion as a job that provided for her family. Patsy knew the risk, but the desire to do good and
ignore the risk was more than her concern for her well being. Her sister Sarah learned the truth
and abhors the idea of what’s sees doing. She feels for James and Jasmine (11 and 10) who’ve
both their parents to the flying costume. Ron was scheduled to be released a week after Patsy
joined her fellow New Guardians in their journey to Hades. She had already decided that this
mission was going to be her last and she would turn the device back over to her husband.
Real Name: Patsy Kane
Occupation: Former wife of Jet Man. Now part time mom and super heroine.
Alignment: Principled
Power Category: Super Invention
Experience Level: 5th level
Hit Points: 22 S.D.C.: 37/+55 with harness.
P.P.E.: 6
Appearance: Patsy has slit blue eyes that are like two sapphires. Her thick, curly, medium-
length hair is the color of chestnuts, and is worn in a businesslike style. She has a thin build. Her
skin is white. Her Jet Girl costume is white and red.
Attributes: I.Q. 9, M.E. 11, M.A. 10, P.S. 9, P.P. 23, P.E. 10, Spd 20/26 with harness, P.B. 11.
Age: 31, Sex: Female, Height: 5 foot, 4 inches (1.62 m), Weight: 107 lbs (48.15 kg).
Super Invention: Belt and Harness. A.R. 10, 180 S.D.C. Equal to 3rd level. Only the those
in the elite high-tech labs could repair this device (even then its -25%).
Minor Super Abilities: Flight: Wingless (260 mph/418 km), Enhanced Leaping (90
feet/27.4 m across and 45 feet/13 meters vertical), Gravitational Plane, and Heighten Sense of
Balance.
Attacks per Melee: 5/6 (2 Initial +3 from Hand to Hand) +1 from belt/harness
Combat Training: Basic
Combat Bonuses: +1 to initiative, +5 to strike/+7 in flight, +7 to parry/+9 in flight, +7 to
dodge/+11 when flying-hover under 80 mph (128 km)/+13 when flying over 90 mph (144 km)+4
to damage for every 20 mph (32 km) of speed, +3 to roll with punch/fall/+6 with harness, +3 to
pull punch, +1 to disarm, and +5 to maintain balance with harness.
Combat Skills: Punch 1D4, Power Punch 2D4 (counts as two attacks), Elbow/Forearm
1D6, Knee 1D6, Karate Kick 2D4+2 (4D4 with harness), and all Holds.
Educational Background: Two years in College
Common Skills: Read-Write/Speak English 90%/93% and Pilot: Automobile 75%,
Domestic Program: Mathematics: Basic 97%, Cook 75%, Housekeeping 70%, and
Wardrobe and Grooming 80%.
Electrical Assistant Program: Basic Electronics 65%, Computer Operation 85%,
Research 75%, and Jury-Rig 60%.
Secondary Skills: Athletics (general), Running, Aerobic Athletics (Sense of Balance
55%), Prowl 50%, Swimming 75%, Computer Programming 65%, Navigation 65%, Hand to Hand:
Basic, Radio: Basic 65%, and Public Speaking 45%.
Money: Ron Waller’s life insurance policy and money from several patients provides Patsy
money that ensures their kids future is taken care of. The money she receives from Merlin allows
her to pay for the upkeep of her home and children,
Armor: Her costume/flight suit integrated with the belt/harness provides a limited amount
of body armor. A.R. 10, 100 S.D.C.
Weapons: None. She relies on her hand combat training and her skill with the jet harness.
Equipment & Vehicles: She drives herself and the kids around in a 2006 Chrysler Town &
Country LX mini-van. She knows her way around a computer and basic electronic component.
Re: On the topic of Revised to 2nd ed conversions.....
Super! Any More?
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
LADY LUCK
She is an English born singer, socialite and former model. She is the only child of Hannah Flowers
(Brice), a French model, actress and philanthropist, and Cry Howler (Herbert Flowers), the
villainous British super villain wanted through Great Britain, Australian, Germany, and Canada.
With her father a known international fugitive, Hannah divorced (although legally their still
married because he’s never signed any papers) and fled to America to hide from him.
Krista spent most of her youth living in Las Vegas with her jet-set mother (always fearful her
husband would show up). Often she was dropped off at the Sand Hotel to be left in the care of
the hotel owner and friend of her mother’s Andrea Pain. As a result, she became a lifelong friend
to Andrea’s son Alex Pain. By the time Krista was fourteen, she soon realized she inherited some
of her father’s mutant ability to manipulate sound. She began to use it make a career for herself.
Her mother was against it saying her father would come after them. As it turned out, on the day
of her first concert at age sixteen, her father indeed showed up, but not in his super villain
costume. He came to see his daughter perform. Later he was backed staged talking to Krista
when he was shot and killed by Chinese Triads. Krista disappeared from public view.
Six years later, a 22-year-old girl dressed all in an emerald green gown, a green hat, and a green
silk veil that hung over her face started hitting all the casinos in Las Vegas. Before the weekend
was done, she left with ¾ of a million dollars. Immediately the casino owners contacted
G.I.G.M.A. to have the woman put under surveillance in case she was a mutant using her
powers to rob to steal from them. A week later, she was in Atlantic City, then Hong King,
and finally Rio de Janario. A week later, Krista Flowers reappeared in Los Vegas working as a
lingerie model. She started working again in music scene but mainly kept a low profile.
Meanwhile, the woman known as “Misemerald” was hitting the casinos again. When confronted
by G.I.G.M.A., she was “ordered” to leave Vegas for good. She left and Beyrl Fortune came to
Atlantic City. Later Lielia struck big in Century Station. Somehow she was winning big time in
these casinos but not in a way anyone could prove she was “cheating.” Finally after taking
home her winning in after striking big in Motor City, the Vachelle Mafia Family, came after her.
Krista found herself on the run, having wasted her “karma” gambling. Just before she was about
to be shot in the head, Merlin the Magician came to her aid. He took Krista to the penthouse
where she met Jet Girl, Atomaster, and Red Comet. They did “thorough” job
convincing her to chance career choices. They also informed her she was being sought after by
he Jury. Deciding she indeed need a different path, she took the name Lady Luck and joined the
New Guardians on a path of righteousness. Although she still finds it difficult to leave the
temptation of gambling behind.
Real Name: Krista Flowers
Alias: Beyrl Fortune, Misemerald, and Lieia
Occupation: Professional Gambler and Super Heroine
Alignment: Aberrant
Power Category: Mutant
Experience Level: 6th
Hit Points: 30 S.D.C.: 30/+30 when karmic desires it.
P.P.E.: 20
Appearance: Krista has exotic looks. She is willowy, long-legged, medium breasted, with elegant feminine features. Her hair is brilliant
yellow with hazel eyes. Her costume is a green gown with a green hat, and a green silk veil.
Attributes: I.Q. 12, M.E. 21, M.A. 13, P.S. 10, P.P. 24, P.E. 11, Spd. 17, P.B. 21
Age: 32, Sex: Female, Height: 5 feet and 10 inches (1.78 m), Weight: 110 (54 kg)
Vulnerability: Krista can only utilize her “karma” when she chooses to use it for benevolent reasons. Otherwise, the “bonuses” turn into
penalties if she behaves without prudence, justice, restraint, courage, humility, generosity, and kindness. It’s a constant struggle with her nature
that she continually tries to fights her good and bad side.
Unusual Characteristics: Angelic face, yellow hair, and ambidextrous.
Major Super Abilities: Karmic Power (6 re-rolls per day)
Minor Super Abilities: Iron Will, Heighten Sense of Touch, and Vocalization.
Combat Training: Basic
Attacks per Melee: 6 (2 initial +3 from Hand to Hand +1 from ambidextrous)
Combat Bonuses: +1 to initiative, +6 to strike, +8 to parry, +7 to dodge, +2 to roll with punch/fall, +2 to pull punch, and
+1 to perception.
Combat Skills: Punch 1D4, Power Punch 2D4 (counts as two attacks), Elbow/Forearm 1D6, Knee 2D4, Snap Kick 1D6, All Holds,
and Critical strikes on an unmodified roll of 19-20.
Saving Throws: Need a 12 or better to save vs. psionics, +7 to save vs. possession, +9 to save vs. mind control,
+8 to save vs. illusion, +5 to save vs. horror factor, +3 to save vs. psionics, +7 to save vs. insanity, +20% to save vs.
coma/death, and +3 to save vs. magic & disease.
Other Bonuses: 55% to charm/impress.
Educational Background: On the Job training
Common Skills: Read-Write/Speak English 92%%/98%, Mathematics: Basic 95%, and Pilot: Automobile 78%.
Criminal Program: Streetwise 59%, Pick Locks 90%, Gambling (Standard) 75%, Gambling (Dirty Tricks) 59%,
and Palming 75%.
2nd Criminal Program: Cardship/Cardshark 85%, I.D. Undercover Agent 79%, Prowl 70%, and Seduction 62%.
Learned Law Enforcement Program: Hand to Hand: Basic, W.P. Handgun (+4 to aim/+1 to burst), Radio: Basic 80%,
Crime Scene Investigation 65%, Law (general) 65%, and Intelligence 58%.
Secondary Skills: Sing 85%, Dance 60%, Wardrobe & Grooming 74%, Performance 62%, Pick Pocket 70%,
Concealment 44%, Business & Finance 65%, Research 60%, Barter 46%, T.V./Video 40%, and Public Speaking 45%.
Money: After his death, Herbert Flowers will bequeath the majority of his earning to his daughter ($17,000,000)
in two separate clauses of his will. A week later, lawyers employed by Fabricators Inc gave Krista access to even more
money that her father earned or stole throughout his 20-year career as a super villain. The total amount was estimated
variously at $60,000,000. Krista has gambled over a 1/3 of her money and turned it into an additional $42 million.
The rest she has put away and invested into a number of charities and endowment for the arts.
Weapons: None, she relies on her super abilities.
Equipment & Vehicles: She drives around a green Enzo Ferrari. It was built using Formula One technology, such as
a carbon-fiber body, F1-style sequential shift transmission, carbon-ceramic brake discs, and active aerodynamics.
She is an English born singer, socialite and former model. She is the only child of Hannah Flowers
(Brice), a French model, actress and philanthropist, and Cry Howler (Herbert Flowers), the
villainous British super villain wanted through Great Britain, Australian, Germany, and Canada.
With her father a known international fugitive, Hannah divorced (although legally their still
married because he’s never signed any papers) and fled to America to hide from him.
Krista spent most of her youth living in Las Vegas with her jet-set mother (always fearful her
husband would show up). Often she was dropped off at the Sand Hotel to be left in the care of
the hotel owner and friend of her mother’s Andrea Pain. As a result, she became a lifelong friend
to Andrea’s son Alex Pain. By the time Krista was fourteen, she soon realized she inherited some
of her father’s mutant ability to manipulate sound. She began to use it make a career for herself.
Her mother was against it saying her father would come after them. As it turned out, on the day
of her first concert at age sixteen, her father indeed showed up, but not in his super villain
costume. He came to see his daughter perform. Later he was backed staged talking to Krista
when he was shot and killed by Chinese Triads. Krista disappeared from public view.
Six years later, a 22-year-old girl dressed all in an emerald green gown, a green hat, and a green
silk veil that hung over her face started hitting all the casinos in Las Vegas. Before the weekend
was done, she left with ¾ of a million dollars. Immediately the casino owners contacted
G.I.G.M.A. to have the woman put under surveillance in case she was a mutant using her
powers to rob to steal from them. A week later, she was in Atlantic City, then Hong King,
and finally Rio de Janario. A week later, Krista Flowers reappeared in Los Vegas working as a
lingerie model. She started working again in music scene but mainly kept a low profile.
Meanwhile, the woman known as “Misemerald” was hitting the casinos again. When confronted
by G.I.G.M.A., she was “ordered” to leave Vegas for good. She left and Beyrl Fortune came to
Atlantic City. Later Lielia struck big in Century Station. Somehow she was winning big time in
these casinos but not in a way anyone could prove she was “cheating.” Finally after taking
home her winning in after striking big in Motor City, the Vachelle Mafia Family, came after her.
Krista found herself on the run, having wasted her “karma” gambling. Just before she was about
to be shot in the head, Merlin the Magician came to her aid. He took Krista to the penthouse
where she met Jet Girl, Atomaster, and Red Comet. They did “thorough” job
convincing her to chance career choices. They also informed her she was being sought after by
he Jury. Deciding she indeed need a different path, she took the name Lady Luck and joined the
New Guardians on a path of righteousness. Although she still finds it difficult to leave the
temptation of gambling behind.
Real Name: Krista Flowers
Alias: Beyrl Fortune, Misemerald, and Lieia
Occupation: Professional Gambler and Super Heroine
Alignment: Aberrant
Power Category: Mutant
Experience Level: 6th
Hit Points: 30 S.D.C.: 30/+30 when karmic desires it.
P.P.E.: 20
Appearance: Krista has exotic looks. She is willowy, long-legged, medium breasted, with elegant feminine features. Her hair is brilliant
yellow with hazel eyes. Her costume is a green gown with a green hat, and a green silk veil.
Attributes: I.Q. 12, M.E. 21, M.A. 13, P.S. 10, P.P. 24, P.E. 11, Spd. 17, P.B. 21
Age: 32, Sex: Female, Height: 5 feet and 10 inches (1.78 m), Weight: 110 (54 kg)
Vulnerability: Krista can only utilize her “karma” when she chooses to use it for benevolent reasons. Otherwise, the “bonuses” turn into
penalties if she behaves without prudence, justice, restraint, courage, humility, generosity, and kindness. It’s a constant struggle with her nature
that she continually tries to fights her good and bad side.
Unusual Characteristics: Angelic face, yellow hair, and ambidextrous.
Major Super Abilities: Karmic Power (6 re-rolls per day)
Minor Super Abilities: Iron Will, Heighten Sense of Touch, and Vocalization.
Combat Training: Basic
Attacks per Melee: 6 (2 initial +3 from Hand to Hand +1 from ambidextrous)
Combat Bonuses: +1 to initiative, +6 to strike, +8 to parry, +7 to dodge, +2 to roll with punch/fall, +2 to pull punch, and
+1 to perception.
Combat Skills: Punch 1D4, Power Punch 2D4 (counts as two attacks), Elbow/Forearm 1D6, Knee 2D4, Snap Kick 1D6, All Holds,
and Critical strikes on an unmodified roll of 19-20.
Saving Throws: Need a 12 or better to save vs. psionics, +7 to save vs. possession, +9 to save vs. mind control,
+8 to save vs. illusion, +5 to save vs. horror factor, +3 to save vs. psionics, +7 to save vs. insanity, +20% to save vs.
coma/death, and +3 to save vs. magic & disease.
Other Bonuses: 55% to charm/impress.
Educational Background: On the Job training
Common Skills: Read-Write/Speak English 92%%/98%, Mathematics: Basic 95%, and Pilot: Automobile 78%.
Criminal Program: Streetwise 59%, Pick Locks 90%, Gambling (Standard) 75%, Gambling (Dirty Tricks) 59%,
and Palming 75%.
2nd Criminal Program: Cardship/Cardshark 85%, I.D. Undercover Agent 79%, Prowl 70%, and Seduction 62%.
Learned Law Enforcement Program: Hand to Hand: Basic, W.P. Handgun (+4 to aim/+1 to burst), Radio: Basic 80%,
Crime Scene Investigation 65%, Law (general) 65%, and Intelligence 58%.
Secondary Skills: Sing 85%, Dance 60%, Wardrobe & Grooming 74%, Performance 62%, Pick Pocket 70%,
Concealment 44%, Business & Finance 65%, Research 60%, Barter 46%, T.V./Video 40%, and Public Speaking 45%.
Money: After his death, Herbert Flowers will bequeath the majority of his earning to his daughter ($17,000,000)
in two separate clauses of his will. A week later, lawyers employed by Fabricators Inc gave Krista access to even more
money that her father earned or stole throughout his 20-year career as a super villain. The total amount was estimated
variously at $60,000,000. Krista has gambled over a 1/3 of her money and turned it into an additional $42 million.
The rest she has put away and invested into a number of charities and endowment for the arts.
Weapons: None, she relies on her super abilities.
Equipment & Vehicles: She drives around a green Enzo Ferrari. It was built using Formula One technology, such as
a carbon-fiber body, F1-style sequential shift transmission, carbon-ceramic brake discs, and active aerodynamics.
- 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.....
MASQUERADER
Incorporating a lifelong love of both music and magic, Jasper Crane became well known
throughout his home state of Oregon as an extraordinary boy who could dazzle crowds with
large-scale illusions. Born and raised in Portland, Jasper’s fascination with magic began in his
youth, as did his avid interest in knives and martial arts. His next-door neighbor was Kim Soo-
Seuk; a reknown master of Korean martial art called Moo Gi Gong. He also was an astounding
knife thrower. Jasper spent days being tutored by the ancient master absorbing all that he had
to teach him. By the time Jasper was in high school, he was mixing his love of magic with his
passion for the martial arts. It was long before during one of his school performances, he caught
the attention of Harry Fletcher, the famed master illusionist. He invited the boy to come see him
perform in Las Vegas. Honored Jasper went with his family. After the performance, he went
backstage and saw how some of the tricks where performed. One trick in particular, Jasper
demonstrated a way to tweak it ever better. The next day when Harry did it, he was more than
right. Harry asked his parents, if Jasper could apprentice with him over the summer. They
agreed. Jasper told Kim Soo-Seuk he’d see him in the fall. He left one master to be with another.
By August of that year, Jasper had his own spot in Harry show. On the day he came home, he
learned Kim Soo-Seuk had been shot and killed the night before. Horrified at the death of his
master, Jasper devoted half of his free time trying to learn the identity of his killers. Upon
graduating from high school, Jasper returned to Vegas and joined Harry full time. Within four
years, Jasper gained enough of a reputation to begin performing live himself and on television
programs worldwide. He also guest starred on numerous television specials in Japan, the UK,
Belgium, Mexico and Italy. Later he starred in his own one-hour television specials in Singapore,
China, Malaysia, Thailand and Indonesia. While working in Seoul, South Korea, Jasper learned the
name of those responsible for killing Kim Soo-Seuk. He managed to get those responsible invited
to his show and the leader of the organization on stage to help him perform a magic trick. He
made the man disappear only to reappear in a prison-cell. He then released the information he
held about the criminal organization the man worked for. At that moment, the crime syndicate
members rushed him. Jasper disappeared. Back in the states, he found himself every day having
to deal with assassins and enforcers from the crime syndicate. In time, on his own defeated the
entire organization. Jasper soon felt if he could take down one criminal empire, perhaps he could
do more. About this time, he was contacted by a real magician, by the name of Merlin and
invited to join the New Guardians. While at times, Jasper felt as if he was the weakest member
of the group, his elaborate showmanship and stage magic tactics made him far superior the most
of the more powerful members when dealing with many of their enemies. Yet alas, his impressive
skills were of little use when the group found itself in the dimension of Hades.
Real Name: Jasper Randolph Crane
Occupation: Magician, Engineer, and Artist.
Alignment: Unprincipled
Power Category: Stage Magician
Experience Level: 8th
Hit Points: 44 S.D.C.: 45
P.P.E.: 7
Appearance: He has beady blue eyes that are like two sapphires. He is bald, but used to
have fine, wavy, red hair. He is tall and has a masculine build. He has nearly-nonexistent
eyebrows and a large mouth. His wardrobe is always elaborate and flamboyant.
Attributes: I.Q. 13, M.E. 11, M.A.20, P.S. 19, P.P. 20, P.E. 20, Spd. 26, P.B. 22
Age: 30, Sex: Male, Height: 5 foot and 10 inches (1.77 m), Weight:
185 lbs (83.25 kg).
Attacks per Melee: 5/6 (2 initial +3 from Hand to Hand) +1 from throwing weapons.
Combat Training: Martial Arts
Combat Bonuses: +2 to initiative, +5 to strike, +7 to parry, +7 to dodge, +4 to damage,
+8 to roll with punch/fall, +4 to pull punch, and +3 disarm.
Saving Throws: +10% to save vs. coma/death and +3 to save vs. poison & magic.
Combat Skills: Karate Punch 2D4, Power Punch 4D4 (2), Backhand 1D6, Elbow/Forearm
1D6, Knee 1D6, Karate Kick 2D4+2, Snap Kick 1D6+2, Roundhouse Kick 3D6+2, Crescent Kick
2D4+4, Tripping/Leghook (cannot be paired, must dodge or knockdown), Jump Kick 6D6, Flying
Jump Kick 4D6, Leap Attack, All Holds, Paired Weapons, and Critical strike on an unmodified roll
of 18-20.
Other Bonuses: 50% trust/intimidate and 60% to charm/impress.
Special Skills: Sleight of Hand, Contortionist, and Juggling (13 objects) 90%.
Educational Background: Special Education
Common Skills: Read-Write/Speak English 98%/98%, Language: French 80%,
Mathematics: Basic 98%, Pilot: Automobile 94%, and Pilot: Motorcycle 98%.
Sleight of Hand Program: Card Sharp 92%, Concealment 82%, Palming 90%, Pick Locks
95%, Pick Pocket 90%, Find Contraband 68%, and Streetwise 62%.
Illusion & Magic Program: Performance 92%, Public Speaking 98%, Dance 80%, Disguise
87%, Escape Artist 98%, Imitate Voice & Sounds 90%/83%, T.V./Video 90%, Surveillance 80%,
Basic Electronics 80%, and Chemistry 98%.
Physical Program: Acrobatics (Sense of Balance 98%, Walk Rope 94%, Climb Rope 98%
Back Flip 98%), Athletics (General), Climbing 90%, and Prowl 80%.
Secondary Skills: Hand to Hand: Martial Arts, Running, Carpentry 65%, Pilot: Race Car
79%, W.P. Targeting (+4 to throw, critical strike on an unmodified roll of 18-20), W.P. Knife (+4
to strike & parry, +8 to throw), W.P. Improvised (+5 to strike, parry, damage, entangle, or
throw), First Aid 85%, History 98%/80%, Art (Charcoal Drawing) 75%, Wardrobe & Grooming
74%, Aerobic Athletics, Seduction 33%, and Ventriloquism 28%.
Money: Jasper has turned himself into a millionaire performing all over the world and on
live television. In fact, he usually always keeps $1D4x1000 of cash on him at any given moment.
Weapons: 54 Throwing Cards, they are all stainless steel and feature screened images
with a white background. Each card measures 2.3" x 3.5". Each side of the cards feature
sharpened edges, sharp enough to cut through a metal can. Range: 100 feet (30.5 m), Damage:
1D6+2, Bonuses: Each one is superbly balance (+1 to throw).
Anything he gets his hands on, Anything he touches becomes an “improvised weapon” so he
knows how to rely on anything in his immediate vicinity.
Equipment & Vehicles: When he prepares for a break in or performance, he has all the
equipment he needs to help her. In combat, he must utilize his quick thinking and ingenuity.
Incorporating a lifelong love of both music and magic, Jasper Crane became well known
throughout his home state of Oregon as an extraordinary boy who could dazzle crowds with
large-scale illusions. Born and raised in Portland, Jasper’s fascination with magic began in his
youth, as did his avid interest in knives and martial arts. His next-door neighbor was Kim Soo-
Seuk; a reknown master of Korean martial art called Moo Gi Gong. He also was an astounding
knife thrower. Jasper spent days being tutored by the ancient master absorbing all that he had
to teach him. By the time Jasper was in high school, he was mixing his love of magic with his
passion for the martial arts. It was long before during one of his school performances, he caught
the attention of Harry Fletcher, the famed master illusionist. He invited the boy to come see him
perform in Las Vegas. Honored Jasper went with his family. After the performance, he went
backstage and saw how some of the tricks where performed. One trick in particular, Jasper
demonstrated a way to tweak it ever better. The next day when Harry did it, he was more than
right. Harry asked his parents, if Jasper could apprentice with him over the summer. They
agreed. Jasper told Kim Soo-Seuk he’d see him in the fall. He left one master to be with another.
By August of that year, Jasper had his own spot in Harry show. On the day he came home, he
learned Kim Soo-Seuk had been shot and killed the night before. Horrified at the death of his
master, Jasper devoted half of his free time trying to learn the identity of his killers. Upon
graduating from high school, Jasper returned to Vegas and joined Harry full time. Within four
years, Jasper gained enough of a reputation to begin performing live himself and on television
programs worldwide. He also guest starred on numerous television specials in Japan, the UK,
Belgium, Mexico and Italy. Later he starred in his own one-hour television specials in Singapore,
China, Malaysia, Thailand and Indonesia. While working in Seoul, South Korea, Jasper learned the
name of those responsible for killing Kim Soo-Seuk. He managed to get those responsible invited
to his show and the leader of the organization on stage to help him perform a magic trick. He
made the man disappear only to reappear in a prison-cell. He then released the information he
held about the criminal organization the man worked for. At that moment, the crime syndicate
members rushed him. Jasper disappeared. Back in the states, he found himself every day having
to deal with assassins and enforcers from the crime syndicate. In time, on his own defeated the
entire organization. Jasper soon felt if he could take down one criminal empire, perhaps he could
do more. About this time, he was contacted by a real magician, by the name of Merlin and
invited to join the New Guardians. While at times, Jasper felt as if he was the weakest member
of the group, his elaborate showmanship and stage magic tactics made him far superior the most
of the more powerful members when dealing with many of their enemies. Yet alas, his impressive
skills were of little use when the group found itself in the dimension of Hades.
Real Name: Jasper Randolph Crane
Occupation: Magician, Engineer, and Artist.
Alignment: Unprincipled
Power Category: Stage Magician
Experience Level: 8th
Hit Points: 44 S.D.C.: 45
P.P.E.: 7
Appearance: He has beady blue eyes that are like two sapphires. He is bald, but used to
have fine, wavy, red hair. He is tall and has a masculine build. He has nearly-nonexistent
eyebrows and a large mouth. His wardrobe is always elaborate and flamboyant.
Attributes: I.Q. 13, M.E. 11, M.A.20, P.S. 19, P.P. 20, P.E. 20, Spd. 26, P.B. 22
Age: 30, Sex: Male, Height: 5 foot and 10 inches (1.77 m), Weight:
185 lbs (83.25 kg).
Attacks per Melee: 5/6 (2 initial +3 from Hand to Hand) +1 from throwing weapons.
Combat Training: Martial Arts
Combat Bonuses: +2 to initiative, +5 to strike, +7 to parry, +7 to dodge, +4 to damage,
+8 to roll with punch/fall, +4 to pull punch, and +3 disarm.
Saving Throws: +10% to save vs. coma/death and +3 to save vs. poison & magic.
Combat Skills: Karate Punch 2D4, Power Punch 4D4 (2), Backhand 1D6, Elbow/Forearm
1D6, Knee 1D6, Karate Kick 2D4+2, Snap Kick 1D6+2, Roundhouse Kick 3D6+2, Crescent Kick
2D4+4, Tripping/Leghook (cannot be paired, must dodge or knockdown), Jump Kick 6D6, Flying
Jump Kick 4D6, Leap Attack, All Holds, Paired Weapons, and Critical strike on an unmodified roll
of 18-20.
Other Bonuses: 50% trust/intimidate and 60% to charm/impress.
Special Skills: Sleight of Hand, Contortionist, and Juggling (13 objects) 90%.
Educational Background: Special Education
Common Skills: Read-Write/Speak English 98%/98%, Language: French 80%,
Mathematics: Basic 98%, Pilot: Automobile 94%, and Pilot: Motorcycle 98%.
Sleight of Hand Program: Card Sharp 92%, Concealment 82%, Palming 90%, Pick Locks
95%, Pick Pocket 90%, Find Contraband 68%, and Streetwise 62%.
Illusion & Magic Program: Performance 92%, Public Speaking 98%, Dance 80%, Disguise
87%, Escape Artist 98%, Imitate Voice & Sounds 90%/83%, T.V./Video 90%, Surveillance 80%,
Basic Electronics 80%, and Chemistry 98%.
Physical Program: Acrobatics (Sense of Balance 98%, Walk Rope 94%, Climb Rope 98%
Back Flip 98%), Athletics (General), Climbing 90%, and Prowl 80%.
Secondary Skills: Hand to Hand: Martial Arts, Running, Carpentry 65%, Pilot: Race Car
79%, W.P. Targeting (+4 to throw, critical strike on an unmodified roll of 18-20), W.P. Knife (+4
to strike & parry, +8 to throw), W.P. Improvised (+5 to strike, parry, damage, entangle, or
throw), First Aid 85%, History 98%/80%, Art (Charcoal Drawing) 75%, Wardrobe & Grooming
74%, Aerobic Athletics, Seduction 33%, and Ventriloquism 28%.
Money: Jasper has turned himself into a millionaire performing all over the world and on
live television. In fact, he usually always keeps $1D4x1000 of cash on him at any given moment.
Weapons: 54 Throwing Cards, they are all stainless steel and feature screened images
with a white background. Each card measures 2.3" x 3.5". Each side of the cards feature
sharpened edges, sharp enough to cut through a metal can. Range: 100 feet (30.5 m), Damage:
1D6+2, Bonuses: Each one is superbly balance (+1 to throw).
Anything he gets his hands on, Anything he touches becomes an “improvised weapon” so he
knows how to rely on anything in his immediate vicinity.
Equipment & Vehicles: When he prepares for a break in or performance, he has all the
equipment he needs to help her. In combat, he must utilize his quick thinking and ingenuity.
- 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.....
TIGER HEART
Anthony Bowen grew up on the rough streets of Century Station (Lennox). All his life he saw the
street gangs and color punks hold a iron grip in this part of the city. After the collapse of the
city’s economy, things only got worse. Anthony devoted himself to the study of martial arts
since he was eight years old. By the time of the collapse, he was seventeen going to high
school. The graduation rate was 48% at his school. The color punks and street gangs ruled the
school instead of the teachers. Three principles had been shot and killed within the year. The
city seemed almost paralyzed with the rampant crime problem. Finally, after his sister Shelia was
beaten and raped during the Homecoming Football game, Anthony had enough. He boldly went
to the headquarters of the Knife Kings, those he believed responsible in a costume he himself
made for Halloween and took out his vengeance. He been shot twice but he didn’t even
acknowledge the injury. Besides, after a few days, he was back and ready for more. For the rest
of the year, the figure known only as Tiger Heart went on a one-man crusade taking on the
street and color punk gangs of Lennox. He decimated their recruitment programs, overturn their
drug pushing operations, busted up their prostitution racks, and crippled their hold over his high
school. Before long the gangs were turned to various super villains, pleading for help, even go as
far as asking the Minotaur for assistance. Still the man called Tiger Heart fought on. He was
eventually contacted by Merlin the Magician who promised if he helped the New Guardians bring
peace and justice to the world, they would in return help him end the lawlessness of Century
Station (or at least in Lennox). Anthony agreed. Tiger Heart only spent seven months with the
New Guardians before they made their journey to Hades. During those seven months, the New
Guardian did succeed in defeating four full conversion cyborgs who’d been sent by the Minotaur
to hunt down Anthony’s family (hoping to draw him out). Once his identity was compromised,
Anthony moved his family out of Lennox to Ultropolis.
Real Name: Antony Harold Bowen
Occupation: Professional Martial Arts
Alignment: Anarchist
Power Category: Physical Training (Focus on Agility and Speed)
Experience Level: 6th
Hit Points: 60 S.D.C.: 120
P.P.E.: 7
Appearance: He is an African American male with a rock-hard physique. He has jet-black
hair, and brown eyes. His costume resembles that of a tiger.
Attributes: I.Q. 10, M.E. 11, M.A. 8, P.S. 27 (extraordinary), P.P. 25, P.E. 24, Spd.30, P.B.
18
Age: 27, Sex: Male, Height: 5 foot and 10 inches (1.55 m), Weight:
175 lbs (78.75 kg).
Combat Training: Aggressive and Deadly Combat
Special Combat Abilities: Power Punch x2 any hand combat damage (counts as two
attacks), Power Kick x2 any foot attack damage (counts as two attacks), and Force of Will.
Attacks per Melee: 7 (4 initial +3 from Hand to Hand)
Combat Bonuses: +2 to initiative, +7 to strike, +10 to parry, +6 to dodge, +12 to
damage, +8 to roll with punch/fall, +3 to pull punch, and +2 disarm.
Saving Throws: +28% to save vs. coma/death and +5 to save vs. magic & poison.
Combat Skills: Karate Punch 2D4, Elbow/Forearm 1D6, Knee 1D6, Karate Kick 2D6,
Roundhouse Kick 3D6, Crescent Kick 2D4+2, Tripping/Leghook (cannot be paired, must dodge or
knockdown), Backward Sweep (cannot be paired, must dodge or knockdown, -2 to dodge), Body
Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and 1 attack/action), Body Block/Tackle
1D4 (parry or dodge to avoid knockdown), Pin 18-20, Crush 2D4+2, Paired Weapons (all), Arm
Hold, Neck Hold, Critical strike on an unmodified roll of 18-20, and Knockout on an unmodified roll
of 20.
Educational Background: On the Job Training.
Common Skills: Read-Write/Speak English 90%/93%, Mathematics: Basic 87%, and
Pilot: Automobile 78%.
Special Physical Program: Acrobatics (Sense of Balance 95%, Walk Rope 85%, Climb
Rope 98%, Back Flip 95%), Gymnastics (Bars and Rings 95%, Athlete (General), Swimming 80%,
Body Building & Weightlifting, and Climbing 90%.
Espionage Program: Escape Artist 65%, Find Contraband 56%, Prowl 75%, and
Detect Ambush 65%.
Criminal Program: Streetwise 65%, Pick Locks 80%, Palming 70%, Tailing 80%, and
Concealment 65%.
Secondary Skills: Dance 55%, Land Navigation 56%, Pick Pocket 50%, Wilderness
Survival 55%, Cook 60%, Seduction 35%, Philosophy 65%, W.P. Chain (+3 to strike, +1 to
parry), W.P. Blunt (+3 to strike/parry), Pilot: Motorcycle 84%, Pilot: Truck 81%, Language:
Spanish 74%, and Literacy: Spanish 70%.
Money: He’s stolen over $1.3 million dollars of drug money and used it to clean up the
neighborhood.
Weapons: Modified Sa Tjat Koen, a Malaysian weapon like nunchaku, Damage:
2D4+4. Bonus (+1 to strike/parry).
2 pairs of nunchakus, Damage: 2D4. Bonus: +1 to disarm.
Equipment & Vehicles: Tiger Heart has little use for technology. He’s grown up on the
streets and knows street tactics.
Anthony Bowen grew up on the rough streets of Century Station (Lennox). All his life he saw the
street gangs and color punks hold a iron grip in this part of the city. After the collapse of the
city’s economy, things only got worse. Anthony devoted himself to the study of martial arts
since he was eight years old. By the time of the collapse, he was seventeen going to high
school. The graduation rate was 48% at his school. The color punks and street gangs ruled the
school instead of the teachers. Three principles had been shot and killed within the year. The
city seemed almost paralyzed with the rampant crime problem. Finally, after his sister Shelia was
beaten and raped during the Homecoming Football game, Anthony had enough. He boldly went
to the headquarters of the Knife Kings, those he believed responsible in a costume he himself
made for Halloween and took out his vengeance. He been shot twice but he didn’t even
acknowledge the injury. Besides, after a few days, he was back and ready for more. For the rest
of the year, the figure known only as Tiger Heart went on a one-man crusade taking on the
street and color punk gangs of Lennox. He decimated their recruitment programs, overturn their
drug pushing operations, busted up their prostitution racks, and crippled their hold over his high
school. Before long the gangs were turned to various super villains, pleading for help, even go as
far as asking the Minotaur for assistance. Still the man called Tiger Heart fought on. He was
eventually contacted by Merlin the Magician who promised if he helped the New Guardians bring
peace and justice to the world, they would in return help him end the lawlessness of Century
Station (or at least in Lennox). Anthony agreed. Tiger Heart only spent seven months with the
New Guardians before they made their journey to Hades. During those seven months, the New
Guardian did succeed in defeating four full conversion cyborgs who’d been sent by the Minotaur
to hunt down Anthony’s family (hoping to draw him out). Once his identity was compromised,
Anthony moved his family out of Lennox to Ultropolis.
Real Name: Antony Harold Bowen
Occupation: Professional Martial Arts
Alignment: Anarchist
Power Category: Physical Training (Focus on Agility and Speed)
Experience Level: 6th
Hit Points: 60 S.D.C.: 120
P.P.E.: 7
Appearance: He is an African American male with a rock-hard physique. He has jet-black
hair, and brown eyes. His costume resembles that of a tiger.
Attributes: I.Q. 10, M.E. 11, M.A. 8, P.S. 27 (extraordinary), P.P. 25, P.E. 24, Spd.30, P.B.
18
Age: 27, Sex: Male, Height: 5 foot and 10 inches (1.55 m), Weight:
175 lbs (78.75 kg).
Combat Training: Aggressive and Deadly Combat
Special Combat Abilities: Power Punch x2 any hand combat damage (counts as two
attacks), Power Kick x2 any foot attack damage (counts as two attacks), and Force of Will.
Attacks per Melee: 7 (4 initial +3 from Hand to Hand)
Combat Bonuses: +2 to initiative, +7 to strike, +10 to parry, +6 to dodge, +12 to
damage, +8 to roll with punch/fall, +3 to pull punch, and +2 disarm.
Saving Throws: +28% to save vs. coma/death and +5 to save vs. magic & poison.
Combat Skills: Karate Punch 2D4, Elbow/Forearm 1D6, Knee 1D6, Karate Kick 2D6,
Roundhouse Kick 3D6, Crescent Kick 2D4+2, Tripping/Leghook (cannot be paired, must dodge or
knockdown), Backward Sweep (cannot be paired, must dodge or knockdown, -2 to dodge), Body
Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and 1 attack/action), Body Block/Tackle
1D4 (parry or dodge to avoid knockdown), Pin 18-20, Crush 2D4+2, Paired Weapons (all), Arm
Hold, Neck Hold, Critical strike on an unmodified roll of 18-20, and Knockout on an unmodified roll
of 20.
Educational Background: On the Job Training.
Common Skills: Read-Write/Speak English 90%/93%, Mathematics: Basic 87%, and
Pilot: Automobile 78%.
Special Physical Program: Acrobatics (Sense of Balance 95%, Walk Rope 85%, Climb
Rope 98%, Back Flip 95%), Gymnastics (Bars and Rings 95%, Athlete (General), Swimming 80%,
Body Building & Weightlifting, and Climbing 90%.
Espionage Program: Escape Artist 65%, Find Contraband 56%, Prowl 75%, and
Detect Ambush 65%.
Criminal Program: Streetwise 65%, Pick Locks 80%, Palming 70%, Tailing 80%, and
Concealment 65%.
Secondary Skills: Dance 55%, Land Navigation 56%, Pick Pocket 50%, Wilderness
Survival 55%, Cook 60%, Seduction 35%, Philosophy 65%, W.P. Chain (+3 to strike, +1 to
parry), W.P. Blunt (+3 to strike/parry), Pilot: Motorcycle 84%, Pilot: Truck 81%, Language:
Spanish 74%, and Literacy: Spanish 70%.
Money: He’s stolen over $1.3 million dollars of drug money and used it to clean up the
neighborhood.
Weapons: Modified Sa Tjat Koen, a Malaysian weapon like nunchaku, Damage:
2D4+4. Bonus (+1 to strike/parry).
2 pairs of nunchakus, Damage: 2D4. Bonus: +1 to disarm.
Equipment & Vehicles: Tiger Heart has little use for technology. He’s grown up on the
streets and knows street tactics.
- 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.....
MISTER JUSTICE
Eight year old Nolan and his parents where driving home when Nolan said he has to use the
bathroom. Stuck on the interstate, his father asked him to wait until they got back home. But
Nolan instead he couldn’t wait. His mother spotted an exit. His father drove to the gas station
that was in the process of closing. The cashier let Nolan use the bathroom while father pumped
gas and his mother bought a coffee. While young Nolan was in the bathroom, he heard someone
come inside and demand the cashier hand over all his money. He heard his mother scream. He
peaked through a crack in the door and watched his father race in. The robber shot his father
then turned his gun on his mother, and finally the store clerk who tried to run. The man then fled
the store with a bag full of cash. Nolan stepped outside and watched his mother die. When the
police came, Nolan was hiding in the bathroom blaming himself. Years later, Nolan was a
gun-loving, social outcast, Goth kid. Nolan created an online blog that posted how he was ever
frustrated with society in general for allowing criminal to kill his parents and go unpunished. A
year later Nolan was on his skateboard when he witnessed several street punks push a lady
down and steal her purse. Nolan stole tools and other equipment from a van parked along the
side of the road. Later that night he made his way over to the gang’s hide out and attacked
them with improvised weapons, tools, and homemade explosives. Later Nolan wrote a letter of
apology to the owner of the van. However, around the same time, he wrote on his blog that he
believed to have the right to take those things in order to prevent further crimes from being
committed. After the website was made public, it was permanently deleted from the server. The
next day police showed up at Nolan’s aunt/uncle home but he was nowhere to be found.
A month later, a vigilante armed with several weapons and homemade explosives massacred the
street gang Fists and Chains. Days later, while working his shop, Nolan was confronted by Merlin
the Magician who wanted to recruit Nolan for his group New Guardians. Not much of a joiner,
Nolan rejected the idea. Then after witnessing the New Guardians in action going up against a
cabal of evil magic users, Nolan joined the party with gun blazing. He’s still not much a team
player but could always be counted on whenever the mayhem began.
Real Name: Nolan Hoyt Taylor
Occupation: Vigilante
Alignment: Anarchist
Power Category: Hardware (Weapons)
Experience Level: 5th
Hit Points: 32 S.D.C.: 55
P.P.E.: 9
Appearance: Nolan has deep-set violet eyes. His luxurious, straight, chalk-white hair is
short and is worn in an artistic, exotic style. He is short and has an athletic build. His skin is
pale. He wears black leather trench coat with multiple web belts and holsters for all his guns and
ammo pouches. His custom has the justice symbol only she’s carrying a gun in on hand and a
human head in the other. He has lots of justice symbols tattooed on his body and lots of
piercings.
Attributes: I.Q. 21, M.E. 21, M.A. 8, P.S. 21, P.P. 18, P.E. 15, Spd. 25, P.B. 14
Age: 27, Sex: Male, Height: 6 foot and 1 inch (1.85 m), Weight: 175 lbs (78.75 kg).
Combat Training: Basic
Attacks per Melee: 5/6 (2 initial + 3 from Hand to Hand) +1 if use firearms
Combat Bonuses: +1 to initiative/+2 with guns, +3 to strike, +5 to parry, +5 to dodge, +6
to damage, +3 to roll with punch/fall, and +2 to pull punch.
Saving Throws: +3 to save vs. psionics, +4 to save vs. insanity, and +3 to save vs.
horror factor.
Combat Skills: Punch 1D4, Power Blow 2D4 (counts as two attacks), Elbow/Forearm 1D6,
Knee 1D6, Kick 2D4, and All Holds.
Other Bonuses: +7% to all skills.
Special Hardware Skills: Make & Modify Weapons 101%, Recognize Weapon Quality
52%/82%, Paired Weapons Handguns/Energy Pistols, W.P. Sharpshooting, +3 to disarm on a
called shot, Reputation & Horror Factor 10.
Educational Background: Military (Police Academy) and Hardware Skills
Common Skills: Read-Write/Speak English 92%/94%, Mathematics: Basic 90%, Pilot:
Automobile 78%.
Police Program: Hand to Hand: Basic, W.P. Handgun (+3 to aim/+2 to burst), Radio:
Basic 87%, Crime Scene Investigation 77%, Law (General) 67%, and Intelligence 69%.
2nd Police Program: Streetwise 57%, I.D. Undercover Agents 67%, Surveillance
72%, and Prowl 67%
Hardware Program: Sniper (+2 to aimed or called shots, W.P. Energy Pistol (+4 to
aim/+2 to burst), W.P. Rifle (+4 to aim/+2 to burst), W.P. Energy Rifle (+3 to aim/+2 to burst),
W.P. Shotgun (+3 to aim/+2 to burst), W.P. Military Flamethrower (+3 to aim/+2 to burst), W.P.
Sub-machinegun (+3 to aim/+2 to burst), W.P. Knife (+3 to strike, parry, and throw), W.P. Blunt
(+3 to strike & parry), Demolitions 98%, Demolitions Disposal 98%, Find Contraband 73%, Basic
Electronics 72%, and Basic Mechanics 92%
Secondary Skills: Athlete, Running, Climbing 72%/62%, Body Build & Weightlifting,
Swimming 82%, Computer Operation 82%, General Repair/Maintenance 87%, Jury-Rig 67%,
Business & Finance 57%, and Pilot: Motorcycle 79%.
Money: Between the money he’s stolen, he’s hidden away $531,000. This doesn’t include
what he’s paid by Merlin. Most of the stolen money he uses to continue building and making
weapons and fixing his van.
Weapons: The following are his favorite weapons and yes, he will take all of them on a
mission, accept the last two, but they are usually in the immediate vicinity where he has quick
access to them.
Two Beretta 92FS, Range: 180 feet (55 m), Damage: 3D6, Rate of Fire: Single shot or
semi-automatic, Payload: 15 round mag.
Two Micro Uzi with .45 ACP, Range: 500 feet (152 m), Damage: 4D6, Rate of Fire:
Semi-Automatic or Full, Payload: 16 round mag.
Two Heckler & Koch MP5K, Range: 660 feet (201 m), Damage: 3D6, Rate of Fire: Single
shot, Semi-Automatic, or Full, Payload: 30 round mag.
Two Model 61 Skorpion, Range: 165 feet (50 m), Damage: 3D6, Rate of Fire: Single shot
or semi-automatic, Payload: 30 round mag.
Two custom-built cam-operated electric driven automatic 12 gauge shotguns with 25-shell
cylinders and a fire rate of 900 rounds per minute (built by Mr. Justice), Range: 240 feet (42.
6m), Damage: 6D6, Rate of Fire: Full Automatic, Payload: 25 round drum. Note: Requires a P.S.
of 20 or better otherwise recoil becomes overwhelming, an accumulative -2 penalty per bullet,
plus 01-50% of being knocked off feet.
Handheld M134 Minigun with 'Chainsaw grip', Range: 3280 feet (1000 m), Damage: 5D6,
Rate of Fire: Full automatic machine gun rules only, Payload: 500 round disintegrating belt. Same
rules as automatic shot gun.
Armor: Full Suit of Riot Armor (A.R. 14, S.D.C. 180) and comes with a riot helmet with a
gas mask/smoke filter. The armor has special insulation added to it that reduces the effects of
any round below .45 pistol (single or semi-automatic) or a 5.56 rifle (single shot) to half damage.
Equipment & Vehicles: His workshop has over $75,000 worth of gear/equipment inside it
and $200,000 worth of ammo.
Lenco BearCat, a wheeled armored personnel carrier designed for military and law
enforcement use. Speed: 90 mph (144.9 km), Length: 20 feet (6 m), Width: 10 feet (3 m),
Height: 10 feet (3 m), Weight: 17,000 lbs (7650 kg). Main Armament: Weapon mountable
rotating roof hatch. Secondary armament: Multiple side gun ports (A.R. 15. S.D.C. 400). Ground
Armor: A.R. 16 with 700 S.D.C. Additional features. Air recycling system, ejection seat, night
sight/infrared camera/monitor, smoke screen, theft alarm and proof locks, winch and cable,
armor tired/self-seal, satellite radio/stereo system, engine readout package, radar display, radio
locator, trailer hitch, fuel efficiency medication, oil slick, vehicle caltrops, siren, and vehicle
caltrops, driver bio-scan, video receiver/satellite transmitter, wide band radio receiver/satellite
transmitter, radio signal scrambler, and audio recorder. Crew: 2+10 passengers. Note: He is by
himself so he cannot drive and access most of the surveillance equipment.
Eight year old Nolan and his parents where driving home when Nolan said he has to use the
bathroom. Stuck on the interstate, his father asked him to wait until they got back home. But
Nolan instead he couldn’t wait. His mother spotted an exit. His father drove to the gas station
that was in the process of closing. The cashier let Nolan use the bathroom while father pumped
gas and his mother bought a coffee. While young Nolan was in the bathroom, he heard someone
come inside and demand the cashier hand over all his money. He heard his mother scream. He
peaked through a crack in the door and watched his father race in. The robber shot his father
then turned his gun on his mother, and finally the store clerk who tried to run. The man then fled
the store with a bag full of cash. Nolan stepped outside and watched his mother die. When the
police came, Nolan was hiding in the bathroom blaming himself. Years later, Nolan was a
gun-loving, social outcast, Goth kid. Nolan created an online blog that posted how he was ever
frustrated with society in general for allowing criminal to kill his parents and go unpunished. A
year later Nolan was on his skateboard when he witnessed several street punks push a lady
down and steal her purse. Nolan stole tools and other equipment from a van parked along the
side of the road. Later that night he made his way over to the gang’s hide out and attacked
them with improvised weapons, tools, and homemade explosives. Later Nolan wrote a letter of
apology to the owner of the van. However, around the same time, he wrote on his blog that he
believed to have the right to take those things in order to prevent further crimes from being
committed. After the website was made public, it was permanently deleted from the server. The
next day police showed up at Nolan’s aunt/uncle home but he was nowhere to be found.
A month later, a vigilante armed with several weapons and homemade explosives massacred the
street gang Fists and Chains. Days later, while working his shop, Nolan was confronted by Merlin
the Magician who wanted to recruit Nolan for his group New Guardians. Not much of a joiner,
Nolan rejected the idea. Then after witnessing the New Guardians in action going up against a
cabal of evil magic users, Nolan joined the party with gun blazing. He’s still not much a team
player but could always be counted on whenever the mayhem began.
Real Name: Nolan Hoyt Taylor
Occupation: Vigilante
Alignment: Anarchist
Power Category: Hardware (Weapons)
Experience Level: 5th
Hit Points: 32 S.D.C.: 55
P.P.E.: 9
Appearance: Nolan has deep-set violet eyes. His luxurious, straight, chalk-white hair is
short and is worn in an artistic, exotic style. He is short and has an athletic build. His skin is
pale. He wears black leather trench coat with multiple web belts and holsters for all his guns and
ammo pouches. His custom has the justice symbol only she’s carrying a gun in on hand and a
human head in the other. He has lots of justice symbols tattooed on his body and lots of
piercings.
Attributes: I.Q. 21, M.E. 21, M.A. 8, P.S. 21, P.P. 18, P.E. 15, Spd. 25, P.B. 14
Age: 27, Sex: Male, Height: 6 foot and 1 inch (1.85 m), Weight: 175 lbs (78.75 kg).
Combat Training: Basic
Attacks per Melee: 5/6 (2 initial + 3 from Hand to Hand) +1 if use firearms
Combat Bonuses: +1 to initiative/+2 with guns, +3 to strike, +5 to parry, +5 to dodge, +6
to damage, +3 to roll with punch/fall, and +2 to pull punch.
Saving Throws: +3 to save vs. psionics, +4 to save vs. insanity, and +3 to save vs.
horror factor.
Combat Skills: Punch 1D4, Power Blow 2D4 (counts as two attacks), Elbow/Forearm 1D6,
Knee 1D6, Kick 2D4, and All Holds.
Other Bonuses: +7% to all skills.
Special Hardware Skills: Make & Modify Weapons 101%, Recognize Weapon Quality
52%/82%, Paired Weapons Handguns/Energy Pistols, W.P. Sharpshooting, +3 to disarm on a
called shot, Reputation & Horror Factor 10.
Educational Background: Military (Police Academy) and Hardware Skills
Common Skills: Read-Write/Speak English 92%/94%, Mathematics: Basic 90%, Pilot:
Automobile 78%.
Police Program: Hand to Hand: Basic, W.P. Handgun (+3 to aim/+2 to burst), Radio:
Basic 87%, Crime Scene Investigation 77%, Law (General) 67%, and Intelligence 69%.
2nd Police Program: Streetwise 57%, I.D. Undercover Agents 67%, Surveillance
72%, and Prowl 67%
Hardware Program: Sniper (+2 to aimed or called shots, W.P. Energy Pistol (+4 to
aim/+2 to burst), W.P. Rifle (+4 to aim/+2 to burst), W.P. Energy Rifle (+3 to aim/+2 to burst),
W.P. Shotgun (+3 to aim/+2 to burst), W.P. Military Flamethrower (+3 to aim/+2 to burst), W.P.
Sub-machinegun (+3 to aim/+2 to burst), W.P. Knife (+3 to strike, parry, and throw), W.P. Blunt
(+3 to strike & parry), Demolitions 98%, Demolitions Disposal 98%, Find Contraband 73%, Basic
Electronics 72%, and Basic Mechanics 92%
Secondary Skills: Athlete, Running, Climbing 72%/62%, Body Build & Weightlifting,
Swimming 82%, Computer Operation 82%, General Repair/Maintenance 87%, Jury-Rig 67%,
Business & Finance 57%, and Pilot: Motorcycle 79%.
Money: Between the money he’s stolen, he’s hidden away $531,000. This doesn’t include
what he’s paid by Merlin. Most of the stolen money he uses to continue building and making
weapons and fixing his van.
Weapons: The following are his favorite weapons and yes, he will take all of them on a
mission, accept the last two, but they are usually in the immediate vicinity where he has quick
access to them.
Two Beretta 92FS, Range: 180 feet (55 m), Damage: 3D6, Rate of Fire: Single shot or
semi-automatic, Payload: 15 round mag.
Two Micro Uzi with .45 ACP, Range: 500 feet (152 m), Damage: 4D6, Rate of Fire:
Semi-Automatic or Full, Payload: 16 round mag.
Two Heckler & Koch MP5K, Range: 660 feet (201 m), Damage: 3D6, Rate of Fire: Single
shot, Semi-Automatic, or Full, Payload: 30 round mag.
Two Model 61 Skorpion, Range: 165 feet (50 m), Damage: 3D6, Rate of Fire: Single shot
or semi-automatic, Payload: 30 round mag.
Two custom-built cam-operated electric driven automatic 12 gauge shotguns with 25-shell
cylinders and a fire rate of 900 rounds per minute (built by Mr. Justice), Range: 240 feet (42.
6m), Damage: 6D6, Rate of Fire: Full Automatic, Payload: 25 round drum. Note: Requires a P.S.
of 20 or better otherwise recoil becomes overwhelming, an accumulative -2 penalty per bullet,
plus 01-50% of being knocked off feet.
Handheld M134 Minigun with 'Chainsaw grip', Range: 3280 feet (1000 m), Damage: 5D6,
Rate of Fire: Full automatic machine gun rules only, Payload: 500 round disintegrating belt. Same
rules as automatic shot gun.
Armor: Full Suit of Riot Armor (A.R. 14, S.D.C. 180) and comes with a riot helmet with a
gas mask/smoke filter. The armor has special insulation added to it that reduces the effects of
any round below .45 pistol (single or semi-automatic) or a 5.56 rifle (single shot) to half damage.
Equipment & Vehicles: His workshop has over $75,000 worth of gear/equipment inside it
and $200,000 worth of ammo.
Lenco BearCat, a wheeled armored personnel carrier designed for military and law
enforcement use. Speed: 90 mph (144.9 km), Length: 20 feet (6 m), Width: 10 feet (3 m),
Height: 10 feet (3 m), Weight: 17,000 lbs (7650 kg). Main Armament: Weapon mountable
rotating roof hatch. Secondary armament: Multiple side gun ports (A.R. 15. S.D.C. 400). Ground
Armor: A.R. 16 with 700 S.D.C. Additional features. Air recycling system, ejection seat, night
sight/infrared camera/monitor, smoke screen, theft alarm and proof locks, winch and cable,
armor tired/self-seal, satellite radio/stereo system, engine readout package, radar display, radio
locator, trailer hitch, fuel efficiency medication, oil slick, vehicle caltrops, siren, and vehicle
caltrops, driver bio-scan, video receiver/satellite transmitter, wide band radio receiver/satellite
transmitter, radio signal scrambler, and audio recorder. Crew: 2+10 passengers. Note: He is by
himself so he cannot drive and access most of the surveillance equipment.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
RED COMET
Nathan Cleveland is the CEO and founder of King Microtechnics. As a young man, he was always
interested in the future and what life might be like beyond his years. Thought his company
principle was a company that specialized in the manufacturing of 3D graphics processing units
and, later, graphics cards. Nathan secretly setup a division within the company, who primary
goal was to investigate the possibility and feasible of time travel. Among the people employed at
his company was the eccentric Austin Sweet who claimed he had already invented a means of
time travel just need the resources to perfect the technology. Nathan gave him the money, the
labor force, and pretty much everything else he could ever want. After spending 30 million
dollars on the project, Austin formed Nathan his prototype was ready. It looked like an old
telephone booth, but Austin claimed once activated it would send a person into the future.
Nathan wanted a demonstration. Austin took a dog and put a special tag on its collar that said if
found please call this number. He then sent the dog two days in the past. Suddenly the
telephone rang informed them that a person found his dog. When the dog was retrieved, it
proved to be the same dog. Nathan insisted on being the next subject. He wanted to go one
hundred years in the future. He was given a special watch on his wrist that would bring him
back within five minutes. The device was activated and Nathan arrived in the year 2098. The
moment Nathan arrived ARMAGEDDON was occurring on planet Earth. It was being destroyed by
some titanic natural disaster. When five minutes expired, the device failed to bring him back.
Nathan spent the next TWO YEARS surviving in this post-apocalyptic world, Earth was
devastated by the disaster, the world was overrun with demons and monsters, magical ley lines
crisscrossed the globe, and humanity was on the verge of extinction. Nathan was joined up with
a band of rebel freedom fighters operating in the remains of the city of Ultropolis. At first, he
was a pain in the butt, stubborn, delusional misfit, constantly complaining that this wasn’t his
time era and he shouldn’t be here. No one believed him. He was made to work for his survival. In
the end, he did gain some friends and a new appreciation for life. When their base was attacked
by an army of demons, Nathan was trying to save his girlfriend Alexia Starvock when he
suddenly vanished. He was transport back to the past exactly five minutes as pre-planned, but
the journey back the present did something unexplainable to Nathan or perhaps it came about
from the exposure to magical energies and/or chroniton (time) particles. He gained mystical spell
channeling abilities and the power to fly like a speeding comet. The machine refused to work
after that. Having seen the future, Nathan dedicated his life no longer to time travel but to
learning the cause of the destruction. He also vowed to make sure corporations would be unable
to create the technology that would lead the world down the part of destruction. He had Austin
devise a costume with a Bio-Aura that would function regardless of his size or super powers.
Red Comet became the enemy of “corporate America. He hunted down white-collar criminals and
went after the mega corporations who circumvented the laws, all the while acting as a rich and
powerful CEO of a major technological corporation. One day Nathan was approached by Merlin
the Magician who was looking to reform his group called the Guardians. Nathan liked the idea
and even allowed Merlin to make the group’s headquarters at his penthouse. His butler and
chauffer Philip York was recruited, as he was already familiar with his employer’s secret life.
When Nathan and the other members of the New Guardians failed to return, Philip closed up the
penthouse as instructed in case of such an emergency. He contacted Austin and everything
involving the Guardians and King Microtechnics was concealed away and filed where no one
would ever find it. Today King Microtechnics remains one of the largest semiconductor facilities.
Everyone still longs to know what happen to the CEO and founder.
Real Name: Nathan Cleveland
Occupation: Wealthy Entrepreneur and Champion of Justice.
Alignment: Principled
Power Category: Mystically Bestowed
Experience Level: 7th
Hit Points: 45 S.D.C.: 270
P.P.E.: 141
Appearance: He is an attractive man with short brown hair and light brown eyes. He
fancies himself a young Hugh Hefner. He loves to wear the smoking jacket, soft shoes, and
smoke his pipe. As Red Comet, he wears a bright red costume with the symbol of a comet on
the front. He wears a red helmet that shields his face and disguises his voice.
Attributes: I.Q. 12, M.E. 12, M.A. 20, P.S. 23, P.P. 12, P.E. 15, Spd. 85 (59 mph/95.7 km)
or 5000 mph/8050 km or Mach 7.57 during flight, P.B. 13
Age: 31, Sex: Male, Height: 6 foot and 4 inches (1.95 m), Weight: 225 lbs (500 kg).
Major Super Ability: Rocket Fists
Spell Magic: Firebolt, Mystic Shield, See Aura, Sense Evil, Size of the Behemoth, Reduce
Self, Superhuman P.S., and Telekinesis.
Combat Training: Basic
Attacks per Melee: 5/6 (2 initial + 3 from Hand to Hand) +1 in flight
Combat Bonuses: +3 to initiative/+4 in flight, +1 to strike, +3 to parry, +3 to dodge/+7 in
flight, +10 to damage/+4 to damage for every 20 mph (32 km) of flight speed, +3 to roll with
punch/fall/+5 in flight, and +4 to pull punch.
Saving Throws: +1 to save vs. magic, +3 to save vs. possession, and +8 to horror factor.
Combat Skills: Punch 1D4, Power Blow 2D4 (counts as two attacks), Elbow/Forearm 1D6,
Knee 1D6, Karate Kick 2D4, all Holds, and Critical strike on an unmodified roll of 19-20.
Other Bonuses: 60% trust/intimidate.
Educational Background: Master’s Degree
Common Skills: Read-Write/Speak English 94%95% and Pilot: Automobile 81%
Business Program: Mathematics: Basic 98%, Business & Finance 95%, Law
(general) 95%, Research 98%, and Public Speaking 90%.
Investigation Program: Computer Operation 98%, Photography 95%, and Writing 85%.
2nd Investigation Program: Intelligence 72%, Find Contraband 79%, Sensory
Equipment 90%, and Cryptography 85%.
Physical Program: Athletics (General), Body Building & Weightlifting, Running, and
Hand to Hand: Basic.
Secondary Skills: Radio: Basic 70%, Swimming 85%, Land Navigation 64%, Streetwise
48%, Pilot: Airplane 78%, Pilot: Boat, Ships/Seamanship 70%/55%, Wilderness Survival 65%,
Performance 72%, Climbing 75%/65%, Wardrobe & Grooming 78%, Barter 50%, History
85%/65%, Astronomy & Navigation 35%, and T.V./Video 35%.
Money: Nathan Cleveland is a wealthy tycoon worth around 1.7 billion dollars. He’s spent
a great deal of money (relying Fabricators Inc) to upgrade his penthouse. He’s the only member
of the New Guardians not getting paid by Merlin.
Weapons: He relies on his mystical abilities.
Rocket Strike, Range: Line of sight, Damage: 1D4x10 for short range under 200
feet (61 m), 1D6x10 for every 700 mph (1120 km) of speed in a long range attack (more than
200 feet/61 m), Bonuses: +3 to strike.
Equipment & Vehicles: He owns a Rolls Royce Phantom and Mercedes Maybach. He rarely
drives the vehicles himself. He usually lets Philip do all the driving. He owns and pilots a Cessna
208 Caravan, the main vehicle to which the New Guardians use as their means of transport.
Nathan Cleveland is the CEO and founder of King Microtechnics. As a young man, he was always
interested in the future and what life might be like beyond his years. Thought his company
principle was a company that specialized in the manufacturing of 3D graphics processing units
and, later, graphics cards. Nathan secretly setup a division within the company, who primary
goal was to investigate the possibility and feasible of time travel. Among the people employed at
his company was the eccentric Austin Sweet who claimed he had already invented a means of
time travel just need the resources to perfect the technology. Nathan gave him the money, the
labor force, and pretty much everything else he could ever want. After spending 30 million
dollars on the project, Austin formed Nathan his prototype was ready. It looked like an old
telephone booth, but Austin claimed once activated it would send a person into the future.
Nathan wanted a demonstration. Austin took a dog and put a special tag on its collar that said if
found please call this number. He then sent the dog two days in the past. Suddenly the
telephone rang informed them that a person found his dog. When the dog was retrieved, it
proved to be the same dog. Nathan insisted on being the next subject. He wanted to go one
hundred years in the future. He was given a special watch on his wrist that would bring him
back within five minutes. The device was activated and Nathan arrived in the year 2098. The
moment Nathan arrived ARMAGEDDON was occurring on planet Earth. It was being destroyed by
some titanic natural disaster. When five minutes expired, the device failed to bring him back.
Nathan spent the next TWO YEARS surviving in this post-apocalyptic world, Earth was
devastated by the disaster, the world was overrun with demons and monsters, magical ley lines
crisscrossed the globe, and humanity was on the verge of extinction. Nathan was joined up with
a band of rebel freedom fighters operating in the remains of the city of Ultropolis. At first, he
was a pain in the butt, stubborn, delusional misfit, constantly complaining that this wasn’t his
time era and he shouldn’t be here. No one believed him. He was made to work for his survival. In
the end, he did gain some friends and a new appreciation for life. When their base was attacked
by an army of demons, Nathan was trying to save his girlfriend Alexia Starvock when he
suddenly vanished. He was transport back to the past exactly five minutes as pre-planned, but
the journey back the present did something unexplainable to Nathan or perhaps it came about
from the exposure to magical energies and/or chroniton (time) particles. He gained mystical spell
channeling abilities and the power to fly like a speeding comet. The machine refused to work
after that. Having seen the future, Nathan dedicated his life no longer to time travel but to
learning the cause of the destruction. He also vowed to make sure corporations would be unable
to create the technology that would lead the world down the part of destruction. He had Austin
devise a costume with a Bio-Aura that would function regardless of his size or super powers.
Red Comet became the enemy of “corporate America. He hunted down white-collar criminals and
went after the mega corporations who circumvented the laws, all the while acting as a rich and
powerful CEO of a major technological corporation. One day Nathan was approached by Merlin
the Magician who was looking to reform his group called the Guardians. Nathan liked the idea
and even allowed Merlin to make the group’s headquarters at his penthouse. His butler and
chauffer Philip York was recruited, as he was already familiar with his employer’s secret life.
When Nathan and the other members of the New Guardians failed to return, Philip closed up the
penthouse as instructed in case of such an emergency. He contacted Austin and everything
involving the Guardians and King Microtechnics was concealed away and filed where no one
would ever find it. Today King Microtechnics remains one of the largest semiconductor facilities.
Everyone still longs to know what happen to the CEO and founder.
Real Name: Nathan Cleveland
Occupation: Wealthy Entrepreneur and Champion of Justice.
Alignment: Principled
Power Category: Mystically Bestowed
Experience Level: 7th
Hit Points: 45 S.D.C.: 270
P.P.E.: 141
Appearance: He is an attractive man with short brown hair and light brown eyes. He
fancies himself a young Hugh Hefner. He loves to wear the smoking jacket, soft shoes, and
smoke his pipe. As Red Comet, he wears a bright red costume with the symbol of a comet on
the front. He wears a red helmet that shields his face and disguises his voice.
Attributes: I.Q. 12, M.E. 12, M.A. 20, P.S. 23, P.P. 12, P.E. 15, Spd. 85 (59 mph/95.7 km)
or 5000 mph/8050 km or Mach 7.57 during flight, P.B. 13
Age: 31, Sex: Male, Height: 6 foot and 4 inches (1.95 m), Weight: 225 lbs (500 kg).
Major Super Ability: Rocket Fists
Spell Magic: Firebolt, Mystic Shield, See Aura, Sense Evil, Size of the Behemoth, Reduce
Self, Superhuman P.S., and Telekinesis.
Combat Training: Basic
Attacks per Melee: 5/6 (2 initial + 3 from Hand to Hand) +1 in flight
Combat Bonuses: +3 to initiative/+4 in flight, +1 to strike, +3 to parry, +3 to dodge/+7 in
flight, +10 to damage/+4 to damage for every 20 mph (32 km) of flight speed, +3 to roll with
punch/fall/+5 in flight, and +4 to pull punch.
Saving Throws: +1 to save vs. magic, +3 to save vs. possession, and +8 to horror factor.
Combat Skills: Punch 1D4, Power Blow 2D4 (counts as two attacks), Elbow/Forearm 1D6,
Knee 1D6, Karate Kick 2D4, all Holds, and Critical strike on an unmodified roll of 19-20.
Other Bonuses: 60% trust/intimidate.
Educational Background: Master’s Degree
Common Skills: Read-Write/Speak English 94%95% and Pilot: Automobile 81%
Business Program: Mathematics: Basic 98%, Business & Finance 95%, Law
(general) 95%, Research 98%, and Public Speaking 90%.
Investigation Program: Computer Operation 98%, Photography 95%, and Writing 85%.
2nd Investigation Program: Intelligence 72%, Find Contraband 79%, Sensory
Equipment 90%, and Cryptography 85%.
Physical Program: Athletics (General), Body Building & Weightlifting, Running, and
Hand to Hand: Basic.
Secondary Skills: Radio: Basic 70%, Swimming 85%, Land Navigation 64%, Streetwise
48%, Pilot: Airplane 78%, Pilot: Boat, Ships/Seamanship 70%/55%, Wilderness Survival 65%,
Performance 72%, Climbing 75%/65%, Wardrobe & Grooming 78%, Barter 50%, History
85%/65%, Astronomy & Navigation 35%, and T.V./Video 35%.
Money: Nathan Cleveland is a wealthy tycoon worth around 1.7 billion dollars. He’s spent
a great deal of money (relying Fabricators Inc) to upgrade his penthouse. He’s the only member
of the New Guardians not getting paid by Merlin.
Weapons: He relies on his mystical abilities.
Rocket Strike, Range: Line of sight, Damage: 1D4x10 for short range under 200
feet (61 m), 1D6x10 for every 700 mph (1120 km) of speed in a long range attack (more than
200 feet/61 m), Bonuses: +3 to strike.
Equipment & Vehicles: He owns a Rolls Royce Phantom and Mercedes Maybach. He rarely
drives the vehicles himself. He usually lets Philip do all the driving. He owns and pilots a Cessna
208 Caravan, the main vehicle to which the New Guardians use as their means of transport.
- 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.....
DOOM BRINGER
The Greater Demon known as Doom Bringer is an intelligence officer during the Minion War.
Having proven himself, he was given the task to go to Earth and learn what the Demon hated
enemies the Deevil where doing during as the crisis known as WWII began to take shape. Once
Doom Bringer realized the Adolf Hitler had at his side Doctor Wilhelm Vilde (a greater devil) as his
advisor, he need to do whatever he could in order to undermine the Deevil plans. Doom Bringer
began to funnel information both to American and British spies. Both the counties where able to
use this information in order to make it increasing difficult for Vilde to carry out his plans. Doom
Bringer even had a hand in funneling information that in turned help out the super groups Team
American Eagle and Euroforce. All the while, Doom Bringer also sought any means to help the
Demon agenda as well. In this enterprise, he encountered resistance in the form of the
Guardians, a group of immortals led by Merlin the Magician. When WW II was over, and Doctor
Vilde disappeared from the HU universe. Doom Bringer returned to Hades hoping for the
accolades he so dutifully deserved. Instead, he found himself ordered to an alternate Earth
dimension in which to prevent the Deevil from gaining a foothold in this post-apocalyptic world.
Infuriated Doom Bringer journey back to HU Earth with the intension of conquering the world for
himself, and then maybe getting the respect he so rightfully deserved. This time he found
himself up against a new version of the Guardians. These “super heroes” proved to be just as
resourceful and powerful as the immortals. Nevertheless, he managed to escape capture time
and again. Finally, he opened a dimensional portal to the Sanctuary Mountains of Hades. He was
followed by the members of the New Guardians, including Merlin. When the heroes arrived, they
met with hundreds of Shedim, Alu, Harpies, and a dozen Gargoyles. Though the New Guardians
fought bravely, they were no match the sheer number of demons, not even Merlin’s
magic could win them out of this. He did manage to open a dimensional portal, to which Zippo
journey through, but it led to Rifts Earth, not HU Earth. When last seen Doom Bringer and Merlin
were battling it out using their magic to its greatest potential, whether either one survived
remains to be seen.
Real Name: Gaastifahl
Occupation: Wants to be World Conqueror. Marquis for Abdul-Ra, Colonel of the Demon
Armies on Earth.
Alignment: Aberrant
Power Category: Greater Demon (Raksasha)
Experience Level: 10th
Hit Points: 62 S.D.C.: 240 Armor Rating: A.R.: 10
P.P.E.: 600
I.S.P.: 600
Appearance: His natural form is that of a large, black-skinned humanoid with claws for
nails and the head of a black panther. He wears regal looking robes and expensive jewelry on his
hands and around his neck. A Doom Bringer he appears as a crazed scientist (Albert Einstein)
only his hair is red. He wears red spectacles and keeps his blond hair very short.
Attributes: I.Q. 18, M.E. 18, M.A. 24, P.S. 32 (supernatural), P.P. 18, P.E. 22, Spd. 40,
P.B. 12 (varies)
Age: Immortal, Sex: Male, Height: 6 foot and 1 inch (1.86 m),
Weight: 175 lbs (78.75 kg)
Vulnerabilities: Silver weapons (or items coated in silver) inflict double damage against
him. They ignore his natural armor rating.
Natural Abilities: Supernatural P.S and P.E., Nightvision 120 feet (36.6 m), keen normal
vision, see the invisible, turn to mist (same spell-no cost), track by smell 45% (+15%) by blood,
dimensional teleport 51%, bio-regenerate 3D6 S.D.C. per melee round, take half damage from
cold, impervious to toxic gases, heat, and fire (half from magic fire), teleport self and additional
300 lbs (135 kg) up to 5 miles away (98%), and magically understand all languages.
Metamorphosis at Will: Same as metamorphosis: superior (no cost).
Shape Changing Disguise/Impersonation: 96% if the person being imitated is in his
presence. 80% if is very familiar with the individual or working from a photo or video, 40% if
working from memory or with little personal knowledge of the subject.
Voice Imitation: 94% if familiar with individual, 80% if working from a good
sound recording, 30% if working from memory or with little personal knowledge of the subject.
Spell Magic: All metamorphosis, protection, and illusion spells, including Apparition, Charismatic
Aura, Fool’s Gold, Hallucination, Heavy Breathing, Horrific Illusion, and Multiple Image. Anti-Magic
Cloud, Armor of Ithan, Banish, Call Lightning, Carpet of Adhesion, Charm, Energy Disruption,
Escape, Create Magic Scroll, Exorcism, Fireball, Heal Others, Invisibility: Simple, Mystic Shield,
Protection Circle Lesser and Superior, Remove Curse, Sanctum, and Sanctuary.
Psionics: All Healing, Physical, Sensitive, and Super Psionics!!! Consider a Master Psionic.
Combat Training: N/A
Attacks per Melee: 8
Combat Bonuses: +4 to initiative, +6 to strike, +6 to parry, +6 to dodge, +17 to damage,
+4 to roll with punch/fall, +4 to pull punch, +2 to disarm, +5 to perception,+7 to spell strength
(19 or higher to save).
Saving Throws: Need a 10 or better to save vs. psionics, +12 to save vs. magic, +6 to
save vs. psionics and mind control, +6 to save vs. insanity, +4 to save vs. possession, +8 to
save vs. poison, +10 to save vs. horror factor, and +14% to save vs. coma/death.
Combat Skills: Restrained Punch 1D6, Full strength punch 2D6, Claws 3D6, Bite 2D6,
Power Punch 4D6 (counts as two attacks), Power Claws 6D6 (counts as two attacks).
Other Bonuses: +4% to all skills and 80% trust/intimidate
Educational Background: Human Studies and has studied Earth extensively.
Common Skills: Read-Write/Speak Demongogian 98%/98%, Astronomy & Navigation
85%, Anthropology 80%, Climb 90%/80%, Computer Operation 98%, Dance 98%, Forgery 85%,
Horsemanship: General 98%/80%, Horsemanship: Exotic 90%/70%, Intelligence 95%, Land
Navigation 70%, Literacy: Dragonese/Elf, English, German, Russian, French, and Italian 98%,
Lore: Demon & Monster 98%, Lore: Faerie Folk 98%, Mathematics: Advance and Basic 98%,
Pilot: Automobile 80% , Pilot: Airplane 80%, Pilot: Tracked Vehicle 80%, Prowl 70%, Radio: Basic
98%, Seduction 65%, Sing 85%, Swim 70%, Streetwise 90%, Wilderness Survival 70%, W.P.
Sword (+3 to strike/parry), W.P. Knife (+3 to strike/parry, +4 to throw), W.P. Handgun (+4 to
aim/+2 to burst), W.P. Sub-machinegun (+3 to aim/+1 to burst).
Money: He had secured fifty million dollars in precious stones and metals. He kept them
hidden away in vaults all over Europe and America. He does hold over $4D6x100,000 American
dollars hidden in a secret vault in Ultropolis.
Weapons: None, his magical and psychic powers gave him all that he could ever need. He
does wield modern weapons when the need suits him, especially if he wants to keep up
appearances.
Psi-Sword, Damage: 10D6, Duration: 50 minutes.
Equipment & Vehicles: He has little need for human technology except when the purpose
suits his need. Otherwise, he has little interest in it. He does however like flying airplanes,
driving fancy cars, and using the computer to check all sorts of Internet sites (especially the
adult entertainment ones).
The Greater Demon known as Doom Bringer is an intelligence officer during the Minion War.
Having proven himself, he was given the task to go to Earth and learn what the Demon hated
enemies the Deevil where doing during as the crisis known as WWII began to take shape. Once
Doom Bringer realized the Adolf Hitler had at his side Doctor Wilhelm Vilde (a greater devil) as his
advisor, he need to do whatever he could in order to undermine the Deevil plans. Doom Bringer
began to funnel information both to American and British spies. Both the counties where able to
use this information in order to make it increasing difficult for Vilde to carry out his plans. Doom
Bringer even had a hand in funneling information that in turned help out the super groups Team
American Eagle and Euroforce. All the while, Doom Bringer also sought any means to help the
Demon agenda as well. In this enterprise, he encountered resistance in the form of the
Guardians, a group of immortals led by Merlin the Magician. When WW II was over, and Doctor
Vilde disappeared from the HU universe. Doom Bringer returned to Hades hoping for the
accolades he so dutifully deserved. Instead, he found himself ordered to an alternate Earth
dimension in which to prevent the Deevil from gaining a foothold in this post-apocalyptic world.
Infuriated Doom Bringer journey back to HU Earth with the intension of conquering the world for
himself, and then maybe getting the respect he so rightfully deserved. This time he found
himself up against a new version of the Guardians. These “super heroes” proved to be just as
resourceful and powerful as the immortals. Nevertheless, he managed to escape capture time
and again. Finally, he opened a dimensional portal to the Sanctuary Mountains of Hades. He was
followed by the members of the New Guardians, including Merlin. When the heroes arrived, they
met with hundreds of Shedim, Alu, Harpies, and a dozen Gargoyles. Though the New Guardians
fought bravely, they were no match the sheer number of demons, not even Merlin’s
magic could win them out of this. He did manage to open a dimensional portal, to which Zippo
journey through, but it led to Rifts Earth, not HU Earth. When last seen Doom Bringer and Merlin
were battling it out using their magic to its greatest potential, whether either one survived
remains to be seen.
Real Name: Gaastifahl
Occupation: Wants to be World Conqueror. Marquis for Abdul-Ra, Colonel of the Demon
Armies on Earth.
Alignment: Aberrant
Power Category: Greater Demon (Raksasha)
Experience Level: 10th
Hit Points: 62 S.D.C.: 240 Armor Rating: A.R.: 10
P.P.E.: 600
I.S.P.: 600
Appearance: His natural form is that of a large, black-skinned humanoid with claws for
nails and the head of a black panther. He wears regal looking robes and expensive jewelry on his
hands and around his neck. A Doom Bringer he appears as a crazed scientist (Albert Einstein)
only his hair is red. He wears red spectacles and keeps his blond hair very short.
Attributes: I.Q. 18, M.E. 18, M.A. 24, P.S. 32 (supernatural), P.P. 18, P.E. 22, Spd. 40,
P.B. 12 (varies)
Age: Immortal, Sex: Male, Height: 6 foot and 1 inch (1.86 m),
Weight: 175 lbs (78.75 kg)
Vulnerabilities: Silver weapons (or items coated in silver) inflict double damage against
him. They ignore his natural armor rating.
Natural Abilities: Supernatural P.S and P.E., Nightvision 120 feet (36.6 m), keen normal
vision, see the invisible, turn to mist (same spell-no cost), track by smell 45% (+15%) by blood,
dimensional teleport 51%, bio-regenerate 3D6 S.D.C. per melee round, take half damage from
cold, impervious to toxic gases, heat, and fire (half from magic fire), teleport self and additional
300 lbs (135 kg) up to 5 miles away (98%), and magically understand all languages.
Metamorphosis at Will: Same as metamorphosis: superior (no cost).
Shape Changing Disguise/Impersonation: 96% if the person being imitated is in his
presence. 80% if is very familiar with the individual or working from a photo or video, 40% if
working from memory or with little personal knowledge of the subject.
Voice Imitation: 94% if familiar with individual, 80% if working from a good
sound recording, 30% if working from memory or with little personal knowledge of the subject.
Spell Magic: All metamorphosis, protection, and illusion spells, including Apparition, Charismatic
Aura, Fool’s Gold, Hallucination, Heavy Breathing, Horrific Illusion, and Multiple Image. Anti-Magic
Cloud, Armor of Ithan, Banish, Call Lightning, Carpet of Adhesion, Charm, Energy Disruption,
Escape, Create Magic Scroll, Exorcism, Fireball, Heal Others, Invisibility: Simple, Mystic Shield,
Protection Circle Lesser and Superior, Remove Curse, Sanctum, and Sanctuary.
Psionics: All Healing, Physical, Sensitive, and Super Psionics!!! Consider a Master Psionic.
Combat Training: N/A
Attacks per Melee: 8
Combat Bonuses: +4 to initiative, +6 to strike, +6 to parry, +6 to dodge, +17 to damage,
+4 to roll with punch/fall, +4 to pull punch, +2 to disarm, +5 to perception,+7 to spell strength
(19 or higher to save).
Saving Throws: Need a 10 or better to save vs. psionics, +12 to save vs. magic, +6 to
save vs. psionics and mind control, +6 to save vs. insanity, +4 to save vs. possession, +8 to
save vs. poison, +10 to save vs. horror factor, and +14% to save vs. coma/death.
Combat Skills: Restrained Punch 1D6, Full strength punch 2D6, Claws 3D6, Bite 2D6,
Power Punch 4D6 (counts as two attacks), Power Claws 6D6 (counts as two attacks).
Other Bonuses: +4% to all skills and 80% trust/intimidate
Educational Background: Human Studies and has studied Earth extensively.
Common Skills: Read-Write/Speak Demongogian 98%/98%, Astronomy & Navigation
85%, Anthropology 80%, Climb 90%/80%, Computer Operation 98%, Dance 98%, Forgery 85%,
Horsemanship: General 98%/80%, Horsemanship: Exotic 90%/70%, Intelligence 95%, Land
Navigation 70%, Literacy: Dragonese/Elf, English, German, Russian, French, and Italian 98%,
Lore: Demon & Monster 98%, Lore: Faerie Folk 98%, Mathematics: Advance and Basic 98%,
Pilot: Automobile 80% , Pilot: Airplane 80%, Pilot: Tracked Vehicle 80%, Prowl 70%, Radio: Basic
98%, Seduction 65%, Sing 85%, Swim 70%, Streetwise 90%, Wilderness Survival 70%, W.P.
Sword (+3 to strike/parry), W.P. Knife (+3 to strike/parry, +4 to throw), W.P. Handgun (+4 to
aim/+2 to burst), W.P. Sub-machinegun (+3 to aim/+1 to burst).
Money: He had secured fifty million dollars in precious stones and metals. He kept them
hidden away in vaults all over Europe and America. He does hold over $4D6x100,000 American
dollars hidden in a secret vault in Ultropolis.
Weapons: None, his magical and psychic powers gave him all that he could ever need. He
does wield modern weapons when the need suits him, especially if he wants to keep up
appearances.
Psi-Sword, Damage: 10D6, Duration: 50 minutes.
Equipment & Vehicles: He has little need for human technology except when the purpose
suits his need. Otherwise, he has little interest in it. He does however like flying airplanes,
driving fancy cars, and using the computer to check all sorts of Internet sites (especially the
adult entertainment ones).
Re: On the topic of Revised to 2nd ed conversions.....
That was Excellent!
Maybe You can make 1 Hero and 1 Villain,to fit each Power catagory?
Maybe You can make 1 Hero and 1 Villain,to fit each Power catagory?
- 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.....
TEAM AMERICAN EAGLE
In 1938, the United States was introduced to Abraham George Adam, a superhero demi-god. He
was the epitome of all that was good in America. Furthermore, it was believed he alone could
serve as the symbol to ensure U.S. from entering the growing conflict in Europe. Some people in
Washington didn’t think that was possible. Among them was the strange enigma, Michael Veil
(a special advisor to the U.S. President). Despite his best effort, he understood his friend
wanting to keep the country out of war, but both agreed that war could be inevitable. That
being said, he wanted America’s best fighting weapon ready to be deployed. So Abraham
George Adam was given the premiere training he needed to defeat anyone he encountered.
Michael Veil searched country and found additional super beings and patriot heroes to
accompany him in the defense of America. While it was speculated Yankee Adams wouldn’t
need the support, having team mates cover for him would be essential to ensuring he stay out
of harm’s way in order to take out Berlin all on his own. Yet it wasn’t the Germans who ended
up attacking the United States in 1941, but Japan. Once war was declared, the group was
given the code Team American Eagle and deployed into the Pacific. For the next four years,
Team American Eagle battled the Japanese to ensure their naval capabilities where kept to a
minimum and they could help liberate nations like the Philippines. They were also deployed in
China in an effort to liberate that country. Once Japan naval forces were decimated and with
the war winding down in Europe, it was decided to send Team America Eagle over to Europe in
an effort to intimidate the Soviet Union. While operating in western Germany, the group
uncovered documents detailing the research of one Doctor Vilde. It turns out his plans where
far more dangerous than anything Doctor Aldelbert Oberlin eugenics experiments, Doctor
Heinrick Vossen “ubermensch” ventures, or Professor Der Klug “changeling” research could do
to the world. TAE was given the task to hunt down Doctor Vilde and bring him to justice. Two
weeks before the surrender of Japan, TAE managed to track him to a large freighter in the
middle of the Pacific Ocean. The battle took place during a raging storm. The team soon
realized they were not dealing with an ordinary super villain. A number of minor demons and
zombies were also on board, including supernatural super villains Killorite, Salus,
and Roaring Dragon. During the fight Doc Strong, Grenade, Miss Patriot, and Johnny American
lost their lives that day. Eventually the team crippled the vessel and as it sank it suddenly
exploded. All hands were presumed killed, including Doctor Vilde, Captain Valiant and Yankee
Adams. Commander Battle, Electric Ray, Fighting Yank, and Tiger Woman survived. However,
losing their friends took a heavy toll on the four survivors. Today only Electric Ray and
Commander Battle survive, and their more than happy to tell their tales to any new generation
of heroes who wish to here the stories of America’s WW 2 champions. The Sentinels of Liberty
and Justice have made Commander Battle an honoree member. Apex considers it one of his
greatest achievements meeting the Electric Ray. Every so often both heroes appear in Century
Station during the 4th of July parade.
Team American Eagle stats during the summer of 1944
A. Outfits: Specialty Clothing (10 points)
B. Equipment: Electronic Supplies (10 points)
C. Weapons: Armed Agents (5 Points)
D. Bionics & Robotics: None (0 Points)
E. Vehicles: Fleet Vehicles (10 Points)
F. Communications: Basic Service (5 Points), remember its 1944
G. Offices: Urban (5 Points)
H. Military Power: Militia (15 Points)
I. Super Powered Operatives: None (0 Points)
J. Sponsorship: Government (10 Points)
K. Special Budget: Large Potatoes (up to $100,000/20 Points).
L. Administrative Control: Loose Laws (5 Points)
M. Internal Security: Tight (10 Points) as good as 1940s tech
N. External Infiltration: Rare Minor Traitor (5 Points)
O. Research and Information: Cheap Resources (2 Points) as good as 1940s tech
P. Agency Credentials: Recognized (30 points)
Q. Employees Salary: Freelance (5 Points).
Total Agency Points: 147 Points
In 1938, the United States was introduced to Abraham George Adam, a superhero demi-god. He
was the epitome of all that was good in America. Furthermore, it was believed he alone could
serve as the symbol to ensure U.S. from entering the growing conflict in Europe. Some people in
Washington didn’t think that was possible. Among them was the strange enigma, Michael Veil
(a special advisor to the U.S. President). Despite his best effort, he understood his friend
wanting to keep the country out of war, but both agreed that war could be inevitable. That
being said, he wanted America’s best fighting weapon ready to be deployed. So Abraham
George Adam was given the premiere training he needed to defeat anyone he encountered.
Michael Veil searched country and found additional super beings and patriot heroes to
accompany him in the defense of America. While it was speculated Yankee Adams wouldn’t
need the support, having team mates cover for him would be essential to ensuring he stay out
of harm’s way in order to take out Berlin all on his own. Yet it wasn’t the Germans who ended
up attacking the United States in 1941, but Japan. Once war was declared, the group was
given the code Team American Eagle and deployed into the Pacific. For the next four years,
Team American Eagle battled the Japanese to ensure their naval capabilities where kept to a
minimum and they could help liberate nations like the Philippines. They were also deployed in
China in an effort to liberate that country. Once Japan naval forces were decimated and with
the war winding down in Europe, it was decided to send Team America Eagle over to Europe in
an effort to intimidate the Soviet Union. While operating in western Germany, the group
uncovered documents detailing the research of one Doctor Vilde. It turns out his plans where
far more dangerous than anything Doctor Aldelbert Oberlin eugenics experiments, Doctor
Heinrick Vossen “ubermensch” ventures, or Professor Der Klug “changeling” research could do
to the world. TAE was given the task to hunt down Doctor Vilde and bring him to justice. Two
weeks before the surrender of Japan, TAE managed to track him to a large freighter in the
middle of the Pacific Ocean. The battle took place during a raging storm. The team soon
realized they were not dealing with an ordinary super villain. A number of minor demons and
zombies were also on board, including supernatural super villains Killorite, Salus,
and Roaring Dragon. During the fight Doc Strong, Grenade, Miss Patriot, and Johnny American
lost their lives that day. Eventually the team crippled the vessel and as it sank it suddenly
exploded. All hands were presumed killed, including Doctor Vilde, Captain Valiant and Yankee
Adams. Commander Battle, Electric Ray, Fighting Yank, and Tiger Woman survived. However,
losing their friends took a heavy toll on the four survivors. Today only Electric Ray and
Commander Battle survive, and their more than happy to tell their tales to any new generation
of heroes who wish to here the stories of America’s WW 2 champions. The Sentinels of Liberty
and Justice have made Commander Battle an honoree member. Apex considers it one of his
greatest achievements meeting the Electric Ray. Every so often both heroes appear in Century
Station during the 4th of July parade.
Team American Eagle stats during the summer of 1944
A. Outfits: Specialty Clothing (10 points)
B. Equipment: Electronic Supplies (10 points)
C. Weapons: Armed Agents (5 Points)
D. Bionics & Robotics: None (0 Points)
E. Vehicles: Fleet Vehicles (10 Points)
F. Communications: Basic Service (5 Points), remember its 1944
G. Offices: Urban (5 Points)
H. Military Power: Militia (15 Points)
I. Super Powered Operatives: None (0 Points)
J. Sponsorship: Government (10 Points)
K. Special Budget: Large Potatoes (up to $100,000/20 Points).
L. Administrative Control: Loose Laws (5 Points)
M. Internal Security: Tight (10 Points) as good as 1940s tech
N. External Infiltration: Rare Minor Traitor (5 Points)
O. Research and Information: Cheap Resources (2 Points) as good as 1940s tech
P. Agency Credentials: Recognized (30 points)
Q. Employees Salary: Freelance (5 Points).
Total Agency Points: 147 Points
Last edited by Reagren Wright on Wed Jun 07, 2017 9:00 am, edited 1 time in total.
Re: On the topic of Revised to 2nd ed conversions.....
Great,maybe Yankee Adams and Captain Valiant were teleport to Rifts earth?
- 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.....
Having some computer issues, will have Team American Eagle up as soon as issues
are resolved.
are resolved.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
CAPTAIN VALIANT
In 1940 Motor City, an 18-year-old Wade Armstrong was off to college to study Physical Education. He was a natural athlete,
good at any sport, but basketball was his best activity. However, his father and grandfather wanted him in the Army just as
they had been years before. Wade wanted to do something more in his life then being proud he killed people. While in college,
he dedicated his life to working out, feeling he had to master his body before he could instruct others on how to train theirs.
He was so dedicated to perfecting his body, even his professor where worried that he desires borderline on obsession.
Meanwhile the Army recruits on the college campus saw what they believed to be a superior specimen. Every so often, the
recruiters tried to talk him into enlisting, but Wade continued to reject their offers. When they learned who his grandfather
was (an Army Colonel from WWI), they tried convincing him it was his patriotic duty. Still Wade refused them. Shortly after
the U.S. declared war on Japan, Wade was presented paper that informed him he’d been drafted. Now with no choice in the
matter, Wade went along without resistance. Yet he soon learned besides enduring the normal military training, Wade noticed
he was been studied and monitored by various military scientist, physicians, and experts. Basic training was relatively easy
for Wade for his superior athletic capabilities simply made him a far better soldier than anyone else. The first day Wade saw
combat, he single highhandedly took out over 50 men, without using a weapon except his hands and feet. He was shot four
times, and barely even noticed the injury or felt any discomfort. The men in his company started calling him Captain Valiant
because of his bravery. After a half dozen missions in the Pacific, Wade was contacted by the mysterious presidential advisor
Michael Veil who wanted him to join with the premiere soldier Yankee Adams into forming a superior fighting unit capable of
taking down the Axis military. Unbeknown to Wade, he above anyone else was being heavily monitored by medical and
research staff trying to unlock the secret of his physical capability.
Death: When the members of Team American Eagle stormed the Doctor Vilde’s freighter, they fought against his subordinates
and among them was Roaring Dragon. While Commander Battle was setting up the explosive charges to sink the ship, Wade
fought valiantly against Roaring Dragon, but the greater demon was simply too much for him. By sheer force of will, Wade
managed to get an injured Commander Battle into a lifeboat. He held his own one finally time in order for his teammates to
get away. Wade died before the freighter sank beneath the waves. However, Wade’s legacy lives on as his training and
genetic makeup became the blueprint used by U.S. S.C.R.E.T to train its agents/troops.
Real Name: Wade Armstrong
Occupation: U.S. Army Sergeant
Alignment: Scrupulous
Power Category: Physical Training (Focus on Endurance & Strength)
Experience Level: 6th
Hit Points: 75 S.D.C.: 145
P.P.E.: 17
Appearance: An athletic, handsome man with military short black hair and brown eyes. His costume is red and blue. It
looks like something a WW 2 soldier would where only its colors are different.
Attributes: I.Q. 12, M.E. 14, M.A. 9, P.S. 21 (Superhuman), P.P. 16, P.E. 23, Spd. 34, P.B. 17
Age: 22, Sex: Male, Height: 6 foot (1.82 m), Weight: 175 lbs (78.75 kg)
Combat Training: Aggressive and Deadly Combat
Special Combat Abilities: Power Punch x2 any hand combat damage (counts as two attacks), Power Kick x2 any foot
attack damage (counts as two attacks), and Force of Will.
Attacks per Melee: 7 (3 initial +3 from Hand to Hand +1 from boxing)
Combat Bonuses: +5 to initiative, +4 to strike, +8 to parry, +4 to dodge, +6 to damage, +8 to roll with punch/fall, +4
to pull punch, and +2 disarm.
Saving Throws: +36% to save vs. coma/death, +4 to save vs. magic, +6 to save vs. poison and disease.
Combat Skills: Karate Punch 2D6+2, Elbow/Forearm 2D6, Knee 2D6, Karate Kick 3D6, Snap Kick 2D6, Roundhouse Kick
4D6, Axe Kick 3D6, Tripping/Leghook (cannot be paired, must dodge or knockdown), +2 to strike with a Critical Body
Flip/Throw 2D6 plus P.S. damage bonus x2 (lose initiative and 1 attack/action), Body Block/Tackle 2D4+2 (parry or dodge to
avoid knockdown), Neck Hold, Body Hold, Back Flip, Paired Weapons, Critical strike on an unmodified roll of 18-20, and
Knockout on an unmodified roll of 20.
Other Bonuses: 35% to charm/impress.
Educational Background: One year in college, before being drafted into the military.
Common Skills: Read-Write/Speak English 92%/94%, Mathematics: Basic 98%, and Pilot: Automobile 78%.
Special Physical Program: Swimming 90%, Boxing, Body Build & Weightlifting, Acrobatics (Sense of Balance 98%,
Walk Rope 88%, Climb Rope 98%, Backflip 98), Athlete, and Climbing 95%.
Rogue Program: Streetwise 49%, Prowl 67%, Find Contraband 55%, and Tailing 70%.
Military Program: Climb 80%/70%, Running, Military Etiquette 75%, Forced Marched, W.P. Rifle (+3 to aim/+1 to
burst), and W.P. Grenade (+2 to throw).
Secondary Skills: Play Basketball 70%, Basic Mechanics 75%, Automotive Mechanics 78%, Pilot: Motorcycle
84%, Pilot: Tracked Vehicle 89%, Pilot: Truck 91%, Land Navigation 60%, W.P. Handgun (+3 to aim/+1 to burst), Research
60%, Wilderness Survival 55%, Hunting and Rope Works 35%.
Money: As a member of TAE, Wade was paid $105 every two weeks (1940s income). Whenever he was paid, he sent a
third back to his folks. He wanted to make sure his little brother received a better life than himself or his dad.
Weapons: He has the know how to pick up any U.S. or Europe rifle or handgun. However, he truly likes to use his
hands and feet.
Equipment & Vehicles: He utilizes whatever he needs in order to complete his job.
In 1940 Motor City, an 18-year-old Wade Armstrong was off to college to study Physical Education. He was a natural athlete,
good at any sport, but basketball was his best activity. However, his father and grandfather wanted him in the Army just as
they had been years before. Wade wanted to do something more in his life then being proud he killed people. While in college,
he dedicated his life to working out, feeling he had to master his body before he could instruct others on how to train theirs.
He was so dedicated to perfecting his body, even his professor where worried that he desires borderline on obsession.
Meanwhile the Army recruits on the college campus saw what they believed to be a superior specimen. Every so often, the
recruiters tried to talk him into enlisting, but Wade continued to reject their offers. When they learned who his grandfather
was (an Army Colonel from WWI), they tried convincing him it was his patriotic duty. Still Wade refused them. Shortly after
the U.S. declared war on Japan, Wade was presented paper that informed him he’d been drafted. Now with no choice in the
matter, Wade went along without resistance. Yet he soon learned besides enduring the normal military training, Wade noticed
he was been studied and monitored by various military scientist, physicians, and experts. Basic training was relatively easy
for Wade for his superior athletic capabilities simply made him a far better soldier than anyone else. The first day Wade saw
combat, he single highhandedly took out over 50 men, without using a weapon except his hands and feet. He was shot four
times, and barely even noticed the injury or felt any discomfort. The men in his company started calling him Captain Valiant
because of his bravery. After a half dozen missions in the Pacific, Wade was contacted by the mysterious presidential advisor
Michael Veil who wanted him to join with the premiere soldier Yankee Adams into forming a superior fighting unit capable of
taking down the Axis military. Unbeknown to Wade, he above anyone else was being heavily monitored by medical and
research staff trying to unlock the secret of his physical capability.
Death: When the members of Team American Eagle stormed the Doctor Vilde’s freighter, they fought against his subordinates
and among them was Roaring Dragon. While Commander Battle was setting up the explosive charges to sink the ship, Wade
fought valiantly against Roaring Dragon, but the greater demon was simply too much for him. By sheer force of will, Wade
managed to get an injured Commander Battle into a lifeboat. He held his own one finally time in order for his teammates to
get away. Wade died before the freighter sank beneath the waves. However, Wade’s legacy lives on as his training and
genetic makeup became the blueprint used by U.S. S.C.R.E.T to train its agents/troops.
Real Name: Wade Armstrong
Occupation: U.S. Army Sergeant
Alignment: Scrupulous
Power Category: Physical Training (Focus on Endurance & Strength)
Experience Level: 6th
Hit Points: 75 S.D.C.: 145
P.P.E.: 17
Appearance: An athletic, handsome man with military short black hair and brown eyes. His costume is red and blue. It
looks like something a WW 2 soldier would where only its colors are different.
Attributes: I.Q. 12, M.E. 14, M.A. 9, P.S. 21 (Superhuman), P.P. 16, P.E. 23, Spd. 34, P.B. 17
Age: 22, Sex: Male, Height: 6 foot (1.82 m), Weight: 175 lbs (78.75 kg)
Combat Training: Aggressive and Deadly Combat
Special Combat Abilities: Power Punch x2 any hand combat damage (counts as two attacks), Power Kick x2 any foot
attack damage (counts as two attacks), and Force of Will.
Attacks per Melee: 7 (3 initial +3 from Hand to Hand +1 from boxing)
Combat Bonuses: +5 to initiative, +4 to strike, +8 to parry, +4 to dodge, +6 to damage, +8 to roll with punch/fall, +4
to pull punch, and +2 disarm.
Saving Throws: +36% to save vs. coma/death, +4 to save vs. magic, +6 to save vs. poison and disease.
Combat Skills: Karate Punch 2D6+2, Elbow/Forearm 2D6, Knee 2D6, Karate Kick 3D6, Snap Kick 2D6, Roundhouse Kick
4D6, Axe Kick 3D6, Tripping/Leghook (cannot be paired, must dodge or knockdown), +2 to strike with a Critical Body
Flip/Throw 2D6 plus P.S. damage bonus x2 (lose initiative and 1 attack/action), Body Block/Tackle 2D4+2 (parry or dodge to
avoid knockdown), Neck Hold, Body Hold, Back Flip, Paired Weapons, Critical strike on an unmodified roll of 18-20, and
Knockout on an unmodified roll of 20.
Other Bonuses: 35% to charm/impress.
Educational Background: One year in college, before being drafted into the military.
Common Skills: Read-Write/Speak English 92%/94%, Mathematics: Basic 98%, and Pilot: Automobile 78%.
Special Physical Program: Swimming 90%, Boxing, Body Build & Weightlifting, Acrobatics (Sense of Balance 98%,
Walk Rope 88%, Climb Rope 98%, Backflip 98), Athlete, and Climbing 95%.
Rogue Program: Streetwise 49%, Prowl 67%, Find Contraband 55%, and Tailing 70%.
Military Program: Climb 80%/70%, Running, Military Etiquette 75%, Forced Marched, W.P. Rifle (+3 to aim/+1 to
burst), and W.P. Grenade (+2 to throw).
Secondary Skills: Play Basketball 70%, Basic Mechanics 75%, Automotive Mechanics 78%, Pilot: Motorcycle
84%, Pilot: Tracked Vehicle 89%, Pilot: Truck 91%, Land Navigation 60%, W.P. Handgun (+3 to aim/+1 to burst), Research
60%, Wilderness Survival 55%, Hunting and Rope Works 35%.
Money: As a member of TAE, Wade was paid $105 every two weeks (1940s income). Whenever he was paid, he sent a
third back to his folks. He wanted to make sure his little brother received a better life than himself or his dad.
Weapons: He has the know how to pick up any U.S. or Europe rifle or handgun. However, he truly likes to use his
hands and feet.
Equipment & Vehicles: He utilizes whatever he needs in order to complete his job.
- 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.....
COMMANDER BATTLE
Young Curtis Battle was fascinated by motorized engines. At the age of ten, he managed to take apart the motor of his
father’s automobile. Growing up on a naval base, Curtis also enjoyed looking at all the naval ships, particularly the battleships
and destroyers. He wanted to be the captain of one. His father was a navy engineer and aspired one day for his son to
become an admiral. Yet while Curtis hoped one day to work onboard a navy vessel, he was far more interested in building
them. At the age of fourteen, he constructed miniaturized version of actual working navy ships with miniaturized versions of
the actual armaments. So impressed was the U.S. navy with Curtis intelligence and keen expertise with building, modifying,
repairing, and designing navy vessels, they offered to pay for his schooling if he choose to spend the rest of his life working
for U.S. Navy. Curtis agreed, jumping at the opportunity to build his own ship. Throughout the 1920s, Curtis continued to
improve upon his designs while serving on board one of the country’s premier destroyers. When the stock market crashed,
Curtis believed his dreams would end. He thought for sure the nation would be forever crippled. Yet he drew inspiration from
his ailing father who told him never give up hope. In 1935, Curtis was promoted to the rank of Captain. He also presented his
blueprints for a brand new battleship. However, US Navy showed little interests in any of his designs. It soon became
apparent to Curtis why the Navy wanted him enlisted, to keep foreign governments from hiring him and building ships for
them. Keeping him in the U.S. Navy was a means to keep him under their authority. Not able to build the battleship he
wanted, Curtis started designing quick assembly tools that cut the build time of any navy vessel by one-half. It allowed for
rapid construction. On December 9, 1941, Curtis was stationed in San Diego, Ca when he learned about the attack on Pearl
Harbor. Now all of a sudden the navy was not only interested in his designed for a super battleship, they wanted his tools as
well. Just before Curtis was to meet with the Secretary of the Navy and a Vice Admiral, he was contacted by Michael Veil
who informed him that if he came to work for him, he’d not only be allowed to build his ship on his terms, he’d be the one
commanding the ship. Curtis jumped at the opportunity. With his rapid assembly tools, the U.S. SECRET was constructed in
record speed. The battleship also became the unofficial headquarters for Team American Eagle. As commander (equivalent to
admiral) of the vessel, Curtis also became the de facto leader of the group while Yankee Adams became the team leader
during missions. Curtis normally stayed on the boat, communicating with TAE with their special radio headsets (his design
again).
Instead of remaining onboard the USS SECRET, Curtis decided to join his fellow team members when they confronted Doctor
Vilde just in case they gained control over the ship. The heroes where completely unaware that they were confronting not
only the loyal sailors and servants of Vilde, but a host of super beings, including zombies and lesser deevils. Curtis was
wounded by gunfire. Nevertheless, when they learned what sort of abominations they were facing, Curtis decided to sink the
vessel. He set up a number of explosives while his teammates held off the enemy forces. In the end, he managed to detonate
the bombs, Doctor Vilde and his host of monsters seemingly died in the destruction of the ship, but alas so did everyone but
Electric Ray, Fighting Yank, and Tiger Woman, yet it was the sinking of the USS SECRET and 90% of her crew that took a
heavy toll on Curtis. Fortunately, Veil made sure Curtis was looked after. He regularly attended therapy sessions to try to
deal with his grief and post-traumatic stress. Over the years, Curtis Battle has become one of the major heroes for several
champions over the years, such as Patriot, Minuteman, Apex, Redfire, the American, and of course Mega Storm. He is
routinely honored among his peers who call upon his bravery and heroism during WW2 as one of the greatest moments in
history. Though he doesn’t possess super abilities, Curtis Battle remains an icon for all Cavaliers and Legionnaires, and of
course to members of U.S. SCRET, the Sector, Project Tyche/Secure, MTF and G.I.G.M.A., who revere him even more so
because he was a regular human. Today the elderly Curtis Battle lives in retirement, but on occasion he will show his
drawings and designs for the latest naval vessel or automobile to those whiling to listen to the old man.
Real Name: Curtis Battle
Occupation: Former U.S. Navy Captain and Inventor
Alignment: Scrupulous
Power Category: Hardware (Vehicle)
Experience Level: 7th level
Hit Points: 47 S.D.C.: 35
P.P.E.: 10
Appearance: He is a handsome man with short, cropped white hair and blue eyes. He dresses in uniforms of his rank.
He almost has smoking pipe and sunglasses.
Attributes: I.Q. 18, M.E. 13, M.A. 18, P.S. 15, P.P. 22, P.E. 15, Spd. 26, P.B. 15
Age: 37, Sex: Male, Height: 6 foot (1.82 m), Weight: 187 lbs (84.15)
Combat Training: Basic
Attacks per Melee: 5 (2 initial + 3 from Hand to Hand)
Combat Bonuses: +1 to initiative, +5 to strike, +6 to parry, +6 to dodge, +2 to damage, +2 to roll with punch/fall, and
+2 to pull punch.
Saving Throws: +2 to save vs. horror factor.
Combat Skills: Punch 1D4, Power Blow 2D4 (counts as two attacks), Elbow/Forearm 1D6, Knee 1D6, Kick 2D4, All
Holds, and Critical strikes on an unmodified roll of 18-20.
Other Bonuses: +4% to all skills and 50% trust/intimidate.
Special Hardware Skills: Hot Wiring Automobiles 95%, Building Super Vehicles 102%, and Recognize Vehicle Quality
89%/98%.
Educational Background: Military Specialist and Hardware Skills
Common Skills: Read-Write/Speak English 98%/98%, Mathematics: Basic 97%, Pilot: Automobile 85%.
Military Program (Basic): Running, Climbing 98%/89%, Military Etiquette 98%, Forced March, Radio: Basic 98%, W.P.
Rifle (+3 to aim/+1 to burst), and W.P. Grenade (+2 to strike).
2nd Military Program: Navy History 89%, Naval Tactics 84%, Pilot: Military Warship & Patrol Boats 92%, and Navigation
98%.
Espionage Program: Intelligence 79%, Wilderness Survival 84%, Detect Ambush 84%, Interrogation 84%, Undercover
Ops 84%, and Detect Concealment 79%.
W.P. Modern Weapons: W.P. Heavy Military Weapons (+3 to aim/+1 to burst), W.P. Sub-Machinegun (+3 to aim/+1
burst), and W.P. Handgun (+3 to aim/+1 to burst).
Hardware Program: Weapons Engineer 94%, Architectural Design/Engineer 98%, Vehicle Armorer 98%, Basic
Mechanics 94%, Mechanical Engineer 94%, Automotive Mechanics 98%, Locksmith 98%, Sensory Equipment 94%, Basic
Electronics 79%, Mathematics: Advance 98%, Pilot: Boats: Sail Type 98%, and Pilot: Airplane 98%.
Secondary Skills: Athlete, Wardrobe & Grooming 82%, Prowl 64%, Jury-Rig 64%, Swimming 89%, Law (general 74%,
and Research 64%
Money: As a member of TAE Curtis receives a salary of $100 every two weeks (1940s income). Veil also invested
some of the money he paid Curtis and put it away into a retirement fund. In the year 2000, Curtis had well over $3.7 million
dollars to enjoy for the rest of his days.
Weapons: Curtis can use any of the standard military weapons issued to a member of the U.S. Navy in 1940s.
Equipment & Vehicles: Not only does he have access to all the technology available onboard the USS SECRET, but
Curtis has tools and equipment of his own invention onboard and back at his workshop in San Diego. His workshop has the
equivalent of $450,000 in parts in 1940s value.
Young Curtis Battle was fascinated by motorized engines. At the age of ten, he managed to take apart the motor of his
father’s automobile. Growing up on a naval base, Curtis also enjoyed looking at all the naval ships, particularly the battleships
and destroyers. He wanted to be the captain of one. His father was a navy engineer and aspired one day for his son to
become an admiral. Yet while Curtis hoped one day to work onboard a navy vessel, he was far more interested in building
them. At the age of fourteen, he constructed miniaturized version of actual working navy ships with miniaturized versions of
the actual armaments. So impressed was the U.S. navy with Curtis intelligence and keen expertise with building, modifying,
repairing, and designing navy vessels, they offered to pay for his schooling if he choose to spend the rest of his life working
for U.S. Navy. Curtis agreed, jumping at the opportunity to build his own ship. Throughout the 1920s, Curtis continued to
improve upon his designs while serving on board one of the country’s premier destroyers. When the stock market crashed,
Curtis believed his dreams would end. He thought for sure the nation would be forever crippled. Yet he drew inspiration from
his ailing father who told him never give up hope. In 1935, Curtis was promoted to the rank of Captain. He also presented his
blueprints for a brand new battleship. However, US Navy showed little interests in any of his designs. It soon became
apparent to Curtis why the Navy wanted him enlisted, to keep foreign governments from hiring him and building ships for
them. Keeping him in the U.S. Navy was a means to keep him under their authority. Not able to build the battleship he
wanted, Curtis started designing quick assembly tools that cut the build time of any navy vessel by one-half. It allowed for
rapid construction. On December 9, 1941, Curtis was stationed in San Diego, Ca when he learned about the attack on Pearl
Harbor. Now all of a sudden the navy was not only interested in his designed for a super battleship, they wanted his tools as
well. Just before Curtis was to meet with the Secretary of the Navy and a Vice Admiral, he was contacted by Michael Veil
who informed him that if he came to work for him, he’d not only be allowed to build his ship on his terms, he’d be the one
commanding the ship. Curtis jumped at the opportunity. With his rapid assembly tools, the U.S. SECRET was constructed in
record speed. The battleship also became the unofficial headquarters for Team American Eagle. As commander (equivalent to
admiral) of the vessel, Curtis also became the de facto leader of the group while Yankee Adams became the team leader
during missions. Curtis normally stayed on the boat, communicating with TAE with their special radio headsets (his design
again).
Instead of remaining onboard the USS SECRET, Curtis decided to join his fellow team members when they confronted Doctor
Vilde just in case they gained control over the ship. The heroes where completely unaware that they were confronting not
only the loyal sailors and servants of Vilde, but a host of super beings, including zombies and lesser deevils. Curtis was
wounded by gunfire. Nevertheless, when they learned what sort of abominations they were facing, Curtis decided to sink the
vessel. He set up a number of explosives while his teammates held off the enemy forces. In the end, he managed to detonate
the bombs, Doctor Vilde and his host of monsters seemingly died in the destruction of the ship, but alas so did everyone but
Electric Ray, Fighting Yank, and Tiger Woman, yet it was the sinking of the USS SECRET and 90% of her crew that took a
heavy toll on Curtis. Fortunately, Veil made sure Curtis was looked after. He regularly attended therapy sessions to try to
deal with his grief and post-traumatic stress. Over the years, Curtis Battle has become one of the major heroes for several
champions over the years, such as Patriot, Minuteman, Apex, Redfire, the American, and of course Mega Storm. He is
routinely honored among his peers who call upon his bravery and heroism during WW2 as one of the greatest moments in
history. Though he doesn’t possess super abilities, Curtis Battle remains an icon for all Cavaliers and Legionnaires, and of
course to members of U.S. SCRET, the Sector, Project Tyche/Secure, MTF and G.I.G.M.A., who revere him even more so
because he was a regular human. Today the elderly Curtis Battle lives in retirement, but on occasion he will show his
drawings and designs for the latest naval vessel or automobile to those whiling to listen to the old man.
Real Name: Curtis Battle
Occupation: Former U.S. Navy Captain and Inventor
Alignment: Scrupulous
Power Category: Hardware (Vehicle)
Experience Level: 7th level
Hit Points: 47 S.D.C.: 35
P.P.E.: 10
Appearance: He is a handsome man with short, cropped white hair and blue eyes. He dresses in uniforms of his rank.
He almost has smoking pipe and sunglasses.
Attributes: I.Q. 18, M.E. 13, M.A. 18, P.S. 15, P.P. 22, P.E. 15, Spd. 26, P.B. 15
Age: 37, Sex: Male, Height: 6 foot (1.82 m), Weight: 187 lbs (84.15)
Combat Training: Basic
Attacks per Melee: 5 (2 initial + 3 from Hand to Hand)
Combat Bonuses: +1 to initiative, +5 to strike, +6 to parry, +6 to dodge, +2 to damage, +2 to roll with punch/fall, and
+2 to pull punch.
Saving Throws: +2 to save vs. horror factor.
Combat Skills: Punch 1D4, Power Blow 2D4 (counts as two attacks), Elbow/Forearm 1D6, Knee 1D6, Kick 2D4, All
Holds, and Critical strikes on an unmodified roll of 18-20.
Other Bonuses: +4% to all skills and 50% trust/intimidate.
Special Hardware Skills: Hot Wiring Automobiles 95%, Building Super Vehicles 102%, and Recognize Vehicle Quality
89%/98%.
Educational Background: Military Specialist and Hardware Skills
Common Skills: Read-Write/Speak English 98%/98%, Mathematics: Basic 97%, Pilot: Automobile 85%.
Military Program (Basic): Running, Climbing 98%/89%, Military Etiquette 98%, Forced March, Radio: Basic 98%, W.P.
Rifle (+3 to aim/+1 to burst), and W.P. Grenade (+2 to strike).
2nd Military Program: Navy History 89%, Naval Tactics 84%, Pilot: Military Warship & Patrol Boats 92%, and Navigation
98%.
Espionage Program: Intelligence 79%, Wilderness Survival 84%, Detect Ambush 84%, Interrogation 84%, Undercover
Ops 84%, and Detect Concealment 79%.
W.P. Modern Weapons: W.P. Heavy Military Weapons (+3 to aim/+1 to burst), W.P. Sub-Machinegun (+3 to aim/+1
burst), and W.P. Handgun (+3 to aim/+1 to burst).
Hardware Program: Weapons Engineer 94%, Architectural Design/Engineer 98%, Vehicle Armorer 98%, Basic
Mechanics 94%, Mechanical Engineer 94%, Automotive Mechanics 98%, Locksmith 98%, Sensory Equipment 94%, Basic
Electronics 79%, Mathematics: Advance 98%, Pilot: Boats: Sail Type 98%, and Pilot: Airplane 98%.
Secondary Skills: Athlete, Wardrobe & Grooming 82%, Prowl 64%, Jury-Rig 64%, Swimming 89%, Law (general 74%,
and Research 64%
Money: As a member of TAE Curtis receives a salary of $100 every two weeks (1940s income). Veil also invested
some of the money he paid Curtis and put it away into a retirement fund. In the year 2000, Curtis had well over $3.7 million
dollars to enjoy for the rest of his days.
Weapons: Curtis can use any of the standard military weapons issued to a member of the U.S. Navy in 1940s.
Equipment & Vehicles: Not only does he have access to all the technology available onboard the USS SECRET, but
Curtis has tools and equipment of his own invention onboard and back at his workshop in San Diego. His workshop has the
equivalent of $450,000 in parts in 1940s value.
- 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 USS SECRET (BB-72)
The USS SCRET is the only Montana class battleship to be built during WW 2. Originally, Congress approved the construction
of five ships in April of 1942, with the projection date of the ships to be completed between July 1 and November 1 of 1945.
The U.S. Navy ordered the ships in May of 1942, but construction was put on hold because the Iowa-class battleships and
the Essex class aircraft carriers were under construction in the shipyards intended to build the Montana. Eventually these
two classes of ships were given higher priorities. In time, the entire Montana class was suspended in May 1942, before any of
the keels had been laid. Following the Battle of Midway (June 4-7 1942), construction of the Montana class was canceled as
the corresponding shift in naval warfare from surface engagements to air supremacy. Nonetheless, Curtis Battle desire to see
the battleship he designed did come about thanks to the covert efforts of Michael Veil. In a top-secret location (unknown
even to this day), the only Montana class battleship, the USS SCRET was built. Using Battle’s accelerated technology tools
the ship was laid down in June of 1942 and launched February 1943. Immediately following, Michael Veil and elite members of
the Central Intelligence Group (forerunner of the CIA) psychic division, using Hypnotic Suggestion, Insert Memory, and Mind
Wipe erased the existence of the ship from the minds of everyone involved in its creation. To this day, there are no
blueprints, designs, specs, or any hand written or memorable details that exist of the USS SCREAT.
Members of Team American Eagle were each given their own crew quarters. Everyone who served on board the ship were told
to refer to the ship as the USS Secret, because of its classified nature and the diligence done to ensure its existence was
erased from the minds of everyone involved with it. Even if there was an investigation, all people could say was “what vessel
do you serve under” and crew members would say, the USS Secret. Whenever investigations were made to learn the identity
of this ship, they met nothing but dead ends. Furthermore, with one of Veil’s duplicates serving as an Assistant Secretary of
the Navy and Veil himself involved with the CIG, any inquiries were easily dismissed. So effective was Veil concealment of this
ship that even today no one knows of its existence even though the ship earned five battle stars during WWII.
Sinking: In February of 1945, the CIG learned that Typhoon Cobra was not a natural hurricane but one created entirely by
supernatural means. The typhoon was responsible for the sinking of three destroyers (all hands on deck) and seriously
damaging a cruiser, five aircraft carriers, and three destroyers. It was concluded that whatever means created this storm
could do so again. The USS Secret set out to track the source of the storm. She came up against a freighter belonging to
Professor Vilde. A massive firefight ensued with both ships took on heavy damage. The hurricane device was activated on the
enemy vessel. While Team America Eagle went on board the vessel in an effort to destroy the device and sink the enemy
ship, the USS Secret continued to take a heavy pounding. Finally, the alien rock creature known as Killorite tore a massive
whole through her starboard aft. The USS Secret rolled over and sank beneath the waves taking with her over 2000 officers
and enlisted men (only 10% escaped). Commander Battle however was not onboard the ship when it happened, but onboard
Doctor Vilde ship when Secret went down. Today the USS Secret lies 15,000 feet on the bottom on the Pacific Ocean.
Class: Montana-class battleship
Crew: 2300 total (however there is accommodations for 2355).
Armor: A.R.: 17. Stops all pistol, rifle, heavy machinegun (20 and 30mm rounds) and fragments. Nothing short of an HE
round of a torpedo, medium/long-range missile/bomb or a massive explosion is going to damage this ship. Only weapons with
PV rating of 10+ can damage the hull of this vessel, regardless of the dice roll or accumulative strike roll. Even energy
expulsion powers (including super) and Supernatural P.S. have PV of 9, making them ineffective in damaging this massive
battleship.
S.D.C. by location:
16 inch guns (3 turrets/12)—300 each
5 inch guns—(20)-180 each
40mm (20)--100 each
20mm (56)—85 each
Hull per 40 feet (12.2 m) area--300
* Bridge --3000
**Main Body--15,000
*Destroy the bridge means the ship can no longer be operated without penalty (-35% to piloting rolls and all weapon
systems are disabled until a technician can jury-rig a set of controls (takes 1D6 hours; half that time if a successful
mechanical engineer skills roll is made at -20%
**Destroy the S.D.C. of the main body destroys the ship’s structural integrity, causing it to sink beneath the waves.
Speed: 40 mph (65 km/h or 35 knots).
Power System: Four steam turbines.
Length: 920 feet (280.57 m)
Beam (width at its widest point): 121 feet (36.86 m)
Displacement: 65,000 long tons (70,965 full load)
Range: 17,000 miles (28,000 km or 15,000 nmi).
Cargo: In addition to the crew, the ship carried 4 Vought OS2U Kingfishers (seaplanes).
WEAPON SYSTEMS
1. Twelve 16 inch (406 mm)/50 cal Mark7 guns, These are the main armament of the Montana-class battleship. These
guns are 66.6 feet (20 m) long. Each gun weighs 239,000 lbs (108,000 kg), without the breach, or 267,900 lbs (121,517 kg)
with the breach. They fire projectiles weighing from 1900-2700 lbs (850-1200 kg). The turrets are “three guns”, because
each barrel could be elevated and fire independently. The ship can fire any combination of the guns, including all 12
broadside. Each turret requires a crew of 94 men to operate. Range: 23 miles (36.8 km), Damage: 2D4x100 (1900 lbs shell)
or 3D6x100 (2700 lbs shell), Blast Radius: 80 feet (24.3 m), Rate of Fire: 2 rounds per minute. Speed: Each shell travels 1704
mph (2726 km or Mach 2.5)
2. Twenty 5 inch (127 mm)/54 Cal Mark 16 guns. These guns are equally adept in anti-aircraft role and for damaging
smaller ships. The guns can fire at targets nearly 14 miles (22.4 km) away at a 45-degree angle. At an 85-degree angle, the
guns can hit an aerial target at over 9.4 miles (15 km). Each gun requires crew of 20-30 personnel; this doesn’t include the
personnel needed in the magazines during extended actions in combat.
Primary Purpose: Deck Gun/Fire Support
Secondary Purpose: Anti-aircraft
Damage: 3D4x10 with a 30 feet (9.1 m) blast radius.
Rate of Fire: 3 shots per melee round (however a well-trained crew can do 5).
Payload: 100 rounds per gun.
Maximum Effective Range: 78,000 feet (23,774 m)
3. Twenty Bofors 40 mm anti-aircraft guns. Twin- mounted air-cooled auto cannons used to shoot down enemy aircraft.
Primary Purpose: Anti-aircraft
Damage: 4D6x10 (These are dual short burst of 5-10 projectiles).
Rate of Fire: Four times per melee round.
Payload: 300 shots per hour (then the weapon needs to cool down).
Maximum Effective Range: 23,000 feet (7010 m)
Bonus: Relies on the gunner using his skill in Weapon System. Otherwise -5 to strike.
4. Fifty-Six Oerlikon 20 mm anti-aircraft cannons, A replacement anti-air weapon for the M2 Browning machinegun. The
weapon is an effective defense at short range at which the heavier Bofor has difficulty manually tracking a moving target.
Primary Purpose: Anti-Aircraft
Damage: 3D6x10
Rate of Fire: Short burst only
Payload: 200 round drum.
Maximum Effective Range: Against low flying aircraft 3000 feet (914 m). Firing at a 45 degree angle. 15,000 feet (4572 m).
Bonus: Relies on the gunner using his skill in Weapon System. Otherwise -5 to strike.
4. Vehicles: Four Vought OS2U Kingfisher (seaplanes), launched by either of the two aft catapults.
5. System Notes:
Optical Range Finder:
Ballistic Analog Computer: This rangekeeper is an electromechanical fire control computer. It allows for target tracking,
continuously computing the target’s bearing, and the target position prediction. As such, this system allows for automatic
gunfire correction and for directing the fire of the main guns only in order to deliver the projectile to a specific location. This
mean the system suffers neither penalty while firing at moving targets nor at long range, however the system also receives
no bonuses (straight, unmodified dice rolls only). The system also requires people to input the information manually.
Successful sensory equipment rolls are required. There are four onboard the ship. One for each main gun battery.
Automatic Fire Controls:
Stable Element: A vertical seeking gyroscope capable of supplying the system with a stable up direction on a rolling
and pitching ship. This negates any penalty the ship suffers as a moving platform.
SK-2 air-search radar: Range 30 nautical miles (55 km). Requires sensory equipment rolls (-10%), however it has a
tendency to reflect off the sea surface to produce self-interference that creates “nulls” in its search pattern at certain
altitudes (01-20%).
SG surface-search radar: Range: 22 nautical miles (41 km). Requires sensory equipment rolls. It is well-suited for
navigation, being capable of easily distinguishing ships from islands.
Secure Radio: Encrypted radio transmissions. Must use Electronic Countermeasures in order to intercept the vessel’s transmissions.
The USS SCRET is the only Montana class battleship to be built during WW 2. Originally, Congress approved the construction
of five ships in April of 1942, with the projection date of the ships to be completed between July 1 and November 1 of 1945.
The U.S. Navy ordered the ships in May of 1942, but construction was put on hold because the Iowa-class battleships and
the Essex class aircraft carriers were under construction in the shipyards intended to build the Montana. Eventually these
two classes of ships were given higher priorities. In time, the entire Montana class was suspended in May 1942, before any of
the keels had been laid. Following the Battle of Midway (June 4-7 1942), construction of the Montana class was canceled as
the corresponding shift in naval warfare from surface engagements to air supremacy. Nonetheless, Curtis Battle desire to see
the battleship he designed did come about thanks to the covert efforts of Michael Veil. In a top-secret location (unknown
even to this day), the only Montana class battleship, the USS SCRET was built. Using Battle’s accelerated technology tools
the ship was laid down in June of 1942 and launched February 1943. Immediately following, Michael Veil and elite members of
the Central Intelligence Group (forerunner of the CIA) psychic division, using Hypnotic Suggestion, Insert Memory, and Mind
Wipe erased the existence of the ship from the minds of everyone involved in its creation. To this day, there are no
blueprints, designs, specs, or any hand written or memorable details that exist of the USS SCREAT.
Members of Team American Eagle were each given their own crew quarters. Everyone who served on board the ship were told
to refer to the ship as the USS Secret, because of its classified nature and the diligence done to ensure its existence was
erased from the minds of everyone involved with it. Even if there was an investigation, all people could say was “what vessel
do you serve under” and crew members would say, the USS Secret. Whenever investigations were made to learn the identity
of this ship, they met nothing but dead ends. Furthermore, with one of Veil’s duplicates serving as an Assistant Secretary of
the Navy and Veil himself involved with the CIG, any inquiries were easily dismissed. So effective was Veil concealment of this
ship that even today no one knows of its existence even though the ship earned five battle stars during WWII.
Sinking: In February of 1945, the CIG learned that Typhoon Cobra was not a natural hurricane but one created entirely by
supernatural means. The typhoon was responsible for the sinking of three destroyers (all hands on deck) and seriously
damaging a cruiser, five aircraft carriers, and three destroyers. It was concluded that whatever means created this storm
could do so again. The USS Secret set out to track the source of the storm. She came up against a freighter belonging to
Professor Vilde. A massive firefight ensued with both ships took on heavy damage. The hurricane device was activated on the
enemy vessel. While Team America Eagle went on board the vessel in an effort to destroy the device and sink the enemy
ship, the USS Secret continued to take a heavy pounding. Finally, the alien rock creature known as Killorite tore a massive
whole through her starboard aft. The USS Secret rolled over and sank beneath the waves taking with her over 2000 officers
and enlisted men (only 10% escaped). Commander Battle however was not onboard the ship when it happened, but onboard
Doctor Vilde ship when Secret went down. Today the USS Secret lies 15,000 feet on the bottom on the Pacific Ocean.
Class: Montana-class battleship
Crew: 2300 total (however there is accommodations for 2355).
Armor: A.R.: 17. Stops all pistol, rifle, heavy machinegun (20 and 30mm rounds) and fragments. Nothing short of an HE
round of a torpedo, medium/long-range missile/bomb or a massive explosion is going to damage this ship. Only weapons with
PV rating of 10+ can damage the hull of this vessel, regardless of the dice roll or accumulative strike roll. Even energy
expulsion powers (including super) and Supernatural P.S. have PV of 9, making them ineffective in damaging this massive
battleship.
S.D.C. by location:
16 inch guns (3 turrets/12)—300 each
5 inch guns—(20)-180 each
40mm (20)--100 each
20mm (56)—85 each
Hull per 40 feet (12.2 m) area--300
* Bridge --3000
**Main Body--15,000
*Destroy the bridge means the ship can no longer be operated without penalty (-35% to piloting rolls and all weapon
systems are disabled until a technician can jury-rig a set of controls (takes 1D6 hours; half that time if a successful
mechanical engineer skills roll is made at -20%
**Destroy the S.D.C. of the main body destroys the ship’s structural integrity, causing it to sink beneath the waves.
Speed: 40 mph (65 km/h or 35 knots).
Power System: Four steam turbines.
Length: 920 feet (280.57 m)
Beam (width at its widest point): 121 feet (36.86 m)
Displacement: 65,000 long tons (70,965 full load)
Range: 17,000 miles (28,000 km or 15,000 nmi).
Cargo: In addition to the crew, the ship carried 4 Vought OS2U Kingfishers (seaplanes).
WEAPON SYSTEMS
1. Twelve 16 inch (406 mm)/50 cal Mark7 guns, These are the main armament of the Montana-class battleship. These
guns are 66.6 feet (20 m) long. Each gun weighs 239,000 lbs (108,000 kg), without the breach, or 267,900 lbs (121,517 kg)
with the breach. They fire projectiles weighing from 1900-2700 lbs (850-1200 kg). The turrets are “three guns”, because
each barrel could be elevated and fire independently. The ship can fire any combination of the guns, including all 12
broadside. Each turret requires a crew of 94 men to operate. Range: 23 miles (36.8 km), Damage: 2D4x100 (1900 lbs shell)
or 3D6x100 (2700 lbs shell), Blast Radius: 80 feet (24.3 m), Rate of Fire: 2 rounds per minute. Speed: Each shell travels 1704
mph (2726 km or Mach 2.5)
2. Twenty 5 inch (127 mm)/54 Cal Mark 16 guns. These guns are equally adept in anti-aircraft role and for damaging
smaller ships. The guns can fire at targets nearly 14 miles (22.4 km) away at a 45-degree angle. At an 85-degree angle, the
guns can hit an aerial target at over 9.4 miles (15 km). Each gun requires crew of 20-30 personnel; this doesn’t include the
personnel needed in the magazines during extended actions in combat.
Primary Purpose: Deck Gun/Fire Support
Secondary Purpose: Anti-aircraft
Damage: 3D4x10 with a 30 feet (9.1 m) blast radius.
Rate of Fire: 3 shots per melee round (however a well-trained crew can do 5).
Payload: 100 rounds per gun.
Maximum Effective Range: 78,000 feet (23,774 m)
3. Twenty Bofors 40 mm anti-aircraft guns. Twin- mounted air-cooled auto cannons used to shoot down enemy aircraft.
Primary Purpose: Anti-aircraft
Damage: 4D6x10 (These are dual short burst of 5-10 projectiles).
Rate of Fire: Four times per melee round.
Payload: 300 shots per hour (then the weapon needs to cool down).
Maximum Effective Range: 23,000 feet (7010 m)
Bonus: Relies on the gunner using his skill in Weapon System. Otherwise -5 to strike.
4. Fifty-Six Oerlikon 20 mm anti-aircraft cannons, A replacement anti-air weapon for the M2 Browning machinegun. The
weapon is an effective defense at short range at which the heavier Bofor has difficulty manually tracking a moving target.
Primary Purpose: Anti-Aircraft
Damage: 3D6x10
Rate of Fire: Short burst only
Payload: 200 round drum.
Maximum Effective Range: Against low flying aircraft 3000 feet (914 m). Firing at a 45 degree angle. 15,000 feet (4572 m).
Bonus: Relies on the gunner using his skill in Weapon System. Otherwise -5 to strike.
4. Vehicles: Four Vought OS2U Kingfisher (seaplanes), launched by either of the two aft catapults.
5. System Notes:
Optical Range Finder:
Ballistic Analog Computer: This rangekeeper is an electromechanical fire control computer. It allows for target tracking,
continuously computing the target’s bearing, and the target position prediction. As such, this system allows for automatic
gunfire correction and for directing the fire of the main guns only in order to deliver the projectile to a specific location. This
mean the system suffers neither penalty while firing at moving targets nor at long range, however the system also receives
no bonuses (straight, unmodified dice rolls only). The system also requires people to input the information manually.
Successful sensory equipment rolls are required. There are four onboard the ship. One for each main gun battery.
Automatic Fire Controls:
Stable Element: A vertical seeking gyroscope capable of supplying the system with a stable up direction on a rolling
and pitching ship. This negates any penalty the ship suffers as a moving platform.
SK-2 air-search radar: Range 30 nautical miles (55 km). Requires sensory equipment rolls (-10%), however it has a
tendency to reflect off the sea surface to produce self-interference that creates “nulls” in its search pattern at certain
altitudes (01-20%).
SG surface-search radar: Range: 22 nautical miles (41 km). Requires sensory equipment rolls. It is well-suited for
navigation, being capable of easily distinguishing ships from islands.
Secure Radio: Encrypted radio transmissions. Must use Electronic Countermeasures in order to intercept the vessel’s transmissions.
- 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.....
DOCTOR STRONG
Even while a child, Arthur Caar was fascinated with the story the Strange Case of Doctor Jekyll & M. Hyde. The problem he
believed was if Jekyll could have avoided becoming a monster. In his teens he spent most of his free time working with his
amateur chemistry yet reading the latest scientific books in order to try experiments involving altering the human body. All he
ended up doing was making himself physically ill. In college, he went to school to earn a degree in chemistry. While others
were looking for the cures to various diseases and illness, Arthur wanted to turn himself into a might marvel, Time and time
again he tried various formula, each time he only made himself ill, twice he put himself in the hospital. It got the point the
college warned him if he continued he would be expelled. Arthur decided to conduct his chemical experiments in secret from
then on. After graduating college, Arthur got a job as physical chemist from a private company. Yet all the while, he never
gave up on his transformation formula. Then one day he returned home to find his laboratory ransacked. Turns out one of the
guys he worked with was actually a Nazi spy. Arthur tracked the man down as he was about to test his latest version of the
formula. The two struggled with one another resulting in knocking the spy into a case full of chemicals. This turned the spy
into a hideous monster. After knocking Caar out, he went on a rampage through the city. When Caar awoke, he realized he
alone had to stop this monster of his own creation. Seeing the untested formula on the table, he swallowed it down. He
immediately turned into superior physical specimen. He tracked the monster down and was able to capture him. Caar
managed to perfect the formula using the changes the spy added. Now he could drink it at anytime and turn himself into a
superhuman. Calling himself Doctor Strong, he set about on his task to give order to the world full of chaos and crime. In time
he was found out by Michael Veil who wanted to hire him not only as a scientist for Team American Eagle but also as Doctor
Strong.
Death: When confronting Doctor Vilde, Team American Eagle infiltrated his floating base. Doctor confronted the Horror demon,
Roaring Dragon. Despite his best effort, he simply was outmatched by the Greater Demon. Doc was gravely wounded by the
monster, and unable to defend himself had his head bitten clean off and his body tossed overboard. Note: Veil took the last
vials of his transformation formula and hidden in a secret vault. Early in the 1970s, the Sector learned how to recreate the
formula, and have since incorporated it into how they create their own super soldiers.
Real Name: Arthur Caar
Occupation: Former Chemist
Alignment: Unprincipled
Power Category: Imbued
Experience Level: 5th level
Hit Points: 33 S.D.C.: 46
P.P.E.: 7/19 changed
Appearance: He is a small, normal man with brown eyes, short brown hair, and a thin mustache. Transformed he
becomes a huge, muscle bound, bodybuilder with chiseled facial features. His hair turns blond and his become green.
Attributes: I.Q. 15, M.E. 11, M.A. 7, P.S. 16, P.P. 13, P.E. 12, Spd. 16, P.B. 10
Age: 38, Sex: Male, Height: 5 foot and 8 inches (1.82 m), Weight: 140 lbs (63 kg).
Insanity: Superman Syndrome. As Doc Strong, he believes himself invincible. His personality as Doc Strong is slowly
separating itself, becoming its own identity. At the time of his death, Arthur Caar and Doc Strong were entirely two different
people. With Doc acting as an Arrogant Warrior, and trying to find a way to remove his Arthur personality and make his
transformation permanent.
Imbuing Agent: Transformation Formula. No addiction. Effects only himself. Made only by himself. Duration: 24 hours.
He taken the potion as often as he wishes, however he can undo the transformation with a counter agent within 20 minutes.
Arthur always has an ample supply of his transforming serum on hand at all times (on his person and hidden in his lab).
Minor Super Abilities: Extraordinary P.S., Extraordinary P.E., Extraordinary P.P., Impact Resistance, and Physical
Perfection. Note: Taking the potion makes him grow 1 foot (.3 m) in height.
Attacks per Melee: 2 attack per melee round/3 non-combat action.
Combat Training: Basic
Combat Bonuses: +1 to dodge
Combat Skills: Punch 1D4 and Power Punch 2D4 (counts as two attacks)
Educational Background: Master Degree
Common Skills: Read-Write/Speak English 90%93% and Pilot: Automobile 75%.
Science Program: Mathematics: Advance 98%, Chemistry 98%, Genetics 70%, Chemistry: Analytical 85%, and
Chemistry Pharmaceutical 90%.
Medical Assistant Program: Mathematics: Basic 98%, Business & Finance 85%, Biology 90%, and Paramedic 90%.
Technical Program: Research 90%, History /98%90%, Writing 75%, and Law (general) 85%.
Domestic Program: Cook 85%, Wardrobe & Grooming 95%, and Housekeeping 85%
Secondary Skills: Identify Plants & Fruits 50%, Public Speaking 55%, Basic Electronics 55%, General
Repair/Maintenance 60%, Jury-Rig 50%, Art (painting) 60%, Radio: Basic 70%, Brewing 60%/70%, First Aid 70%, Philosophy
45%, and Pilot: Truck 81%.
Money: He gets paid $100 every two weeks as a member of TAE (1940s income).
Weapons: None, as Doc Strong he relies on his super powers.
Equipment & Vehicles: He owns a $80,000 lab with top of the line equipment of 1940s.
TRANSFORMED. Height: 6 foot & 8 inches (2.03 m), Weight: 280 lbs (126 kg).
Attributes: M.A. 10, P.S. 30 (extraordinary), P.P. 20, P.E. 22, Spd. 26, P.B. 17
Hit Points: 80 S.D.C.: 230
Attacks per Melee: 3 and 4 non-combat actions.
Combat Bonuses: +3 to strike, +3 to parry, +4 to dodge/+6 to auto dodge, and +15 damage. Saving Throw:
Impervious to the first 20 points of physical/impact damage per melee round, the rest of the melee is half damage, +19% to
save vs. coma/death and +4 to save vs. poison & magic.
Other Bonuses: 35% charm/impress.
Even while a child, Arthur Caar was fascinated with the story the Strange Case of Doctor Jekyll & M. Hyde. The problem he
believed was if Jekyll could have avoided becoming a monster. In his teens he spent most of his free time working with his
amateur chemistry yet reading the latest scientific books in order to try experiments involving altering the human body. All he
ended up doing was making himself physically ill. In college, he went to school to earn a degree in chemistry. While others
were looking for the cures to various diseases and illness, Arthur wanted to turn himself into a might marvel, Time and time
again he tried various formula, each time he only made himself ill, twice he put himself in the hospital. It got the point the
college warned him if he continued he would be expelled. Arthur decided to conduct his chemical experiments in secret from
then on. After graduating college, Arthur got a job as physical chemist from a private company. Yet all the while, he never
gave up on his transformation formula. Then one day he returned home to find his laboratory ransacked. Turns out one of the
guys he worked with was actually a Nazi spy. Arthur tracked the man down as he was about to test his latest version of the
formula. The two struggled with one another resulting in knocking the spy into a case full of chemicals. This turned the spy
into a hideous monster. After knocking Caar out, he went on a rampage through the city. When Caar awoke, he realized he
alone had to stop this monster of his own creation. Seeing the untested formula on the table, he swallowed it down. He
immediately turned into superior physical specimen. He tracked the monster down and was able to capture him. Caar
managed to perfect the formula using the changes the spy added. Now he could drink it at anytime and turn himself into a
superhuman. Calling himself Doctor Strong, he set about on his task to give order to the world full of chaos and crime. In time
he was found out by Michael Veil who wanted to hire him not only as a scientist for Team American Eagle but also as Doctor
Strong.
Death: When confronting Doctor Vilde, Team American Eagle infiltrated his floating base. Doctor confronted the Horror demon,
Roaring Dragon. Despite his best effort, he simply was outmatched by the Greater Demon. Doc was gravely wounded by the
monster, and unable to defend himself had his head bitten clean off and his body tossed overboard. Note: Veil took the last
vials of his transformation formula and hidden in a secret vault. Early in the 1970s, the Sector learned how to recreate the
formula, and have since incorporated it into how they create their own super soldiers.
Real Name: Arthur Caar
Occupation: Former Chemist
Alignment: Unprincipled
Power Category: Imbued
Experience Level: 5th level
Hit Points: 33 S.D.C.: 46
P.P.E.: 7/19 changed
Appearance: He is a small, normal man with brown eyes, short brown hair, and a thin mustache. Transformed he
becomes a huge, muscle bound, bodybuilder with chiseled facial features. His hair turns blond and his become green.
Attributes: I.Q. 15, M.E. 11, M.A. 7, P.S. 16, P.P. 13, P.E. 12, Spd. 16, P.B. 10
Age: 38, Sex: Male, Height: 5 foot and 8 inches (1.82 m), Weight: 140 lbs (63 kg).
Insanity: Superman Syndrome. As Doc Strong, he believes himself invincible. His personality as Doc Strong is slowly
separating itself, becoming its own identity. At the time of his death, Arthur Caar and Doc Strong were entirely two different
people. With Doc acting as an Arrogant Warrior, and trying to find a way to remove his Arthur personality and make his
transformation permanent.
Imbuing Agent: Transformation Formula. No addiction. Effects only himself. Made only by himself. Duration: 24 hours.
He taken the potion as often as he wishes, however he can undo the transformation with a counter agent within 20 minutes.
Arthur always has an ample supply of his transforming serum on hand at all times (on his person and hidden in his lab).
Minor Super Abilities: Extraordinary P.S., Extraordinary P.E., Extraordinary P.P., Impact Resistance, and Physical
Perfection. Note: Taking the potion makes him grow 1 foot (.3 m) in height.
Attacks per Melee: 2 attack per melee round/3 non-combat action.
Combat Training: Basic
Combat Bonuses: +1 to dodge
Combat Skills: Punch 1D4 and Power Punch 2D4 (counts as two attacks)
Educational Background: Master Degree
Common Skills: Read-Write/Speak English 90%93% and Pilot: Automobile 75%.
Science Program: Mathematics: Advance 98%, Chemistry 98%, Genetics 70%, Chemistry: Analytical 85%, and
Chemistry Pharmaceutical 90%.
Medical Assistant Program: Mathematics: Basic 98%, Business & Finance 85%, Biology 90%, and Paramedic 90%.
Technical Program: Research 90%, History /98%90%, Writing 75%, and Law (general) 85%.
Domestic Program: Cook 85%, Wardrobe & Grooming 95%, and Housekeeping 85%
Secondary Skills: Identify Plants & Fruits 50%, Public Speaking 55%, Basic Electronics 55%, General
Repair/Maintenance 60%, Jury-Rig 50%, Art (painting) 60%, Radio: Basic 70%, Brewing 60%/70%, First Aid 70%, Philosophy
45%, and Pilot: Truck 81%.
Money: He gets paid $100 every two weeks as a member of TAE (1940s income).
Weapons: None, as Doc Strong he relies on his super powers.
Equipment & Vehicles: He owns a $80,000 lab with top of the line equipment of 1940s.
TRANSFORMED. Height: 6 foot & 8 inches (2.03 m), Weight: 280 lbs (126 kg).
Attributes: M.A. 10, P.S. 30 (extraordinary), P.P. 20, P.E. 22, Spd. 26, P.B. 17
Hit Points: 80 S.D.C.: 230
Attacks per Melee: 3 and 4 non-combat actions.
Combat Bonuses: +3 to strike, +3 to parry, +4 to dodge/+6 to auto dodge, and +15 damage. Saving Throw:
Impervious to the first 20 points of physical/impact damage per melee round, the rest of the melee is half damage, +19% to
save vs. coma/death and +4 to save vs. poison & magic.
Other Bonuses: 35% charm/impress.
- 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 ELECTRIC RAY
Joesph (Joe) Buchanan is one of American’s first superheroes. In 1936, the eccentric professor Jo created a synthetic
material that held an electric charge. In order to test to how much of an electric charge, he put rigged a device to expose it
to a bolt of lightning. When the lightning struck the metal and sent the 1.21 gigawatts of electricity into the material. it
changed its color from black to yellow. The material now glowed and sparks with a continual and renewable source of
electricity yet was relatively safe to wear. Joe learned how to control and regulate the amount of electricity within the suit.
Soon he was making gloves that allowed him to discharge electric bolts. Later, he was wearing the materials in a full body
suit and able to travel within the electric power lines. It wasn’t long before enemy agents learned of his experiments and tried
to steal the electric suit for him. Joe easily defeated these enemy agents, but it wasn’t long before Michal Veil and the
Office of Strategic Service (OSS) contacted him. They wanted to hire Joe to fabricate more of
the material to give the U.S soldier the capability of becoming living lightning. Unfortunately,
Joe could never replicate the process and have it work as well as the original. Though he could
repair it, he could not make another. Other tried to follow his work and only succeeding in
destroying the material or electrocuting themselves. Veil then decided to hire Joe to work with
other scientists as members of Team American Eagle. But Joe wanted to do more than build
things, he wanted to help in the fight. In a short while, Joe was on the battlefield as the famed
super hero, the Electric Ray. Next to Yankee Adams and the American Rocket, the Electric
Ray was among the most famed U.S. champions of WW II. Everywhere he went among the allied troops, he was greeted with
praise and admiration. As a member of Team American Eagle, he and Yankee Adams ribbed one another on who was more
famous.
When Team American Eagle went after Professor Vilde, Electric Ray went on board the evil doctor’s freighter. Joe was injured
early on and the hands of several lesser devils. Yet he managed to cause significant damage that helped cripple the ship.
When Commander Battle’s bombs went off, Electric Ray was thrown overboard. Injured he couldn’t swim to safety. Fighting
Yank dove into the water and managed to keep him afloat, as they watched helplessly as the USS SECRET and the Vilde ship
sank beneath the waves, with their friends and teammates onboard.
After the war, Joe retried suffering from battle fatigue and depression over the death of so many friends. To his surprise, he
was contacted by people in the entertainment industry who wanted to create a radio program about his heroic adventures.
Thrilled he agreed to it. Soon the adventures of the Electric Ray where heard across America. Unfortunately, writers of the
program began to embellish some of the circumstances that occurred. During one particular broadcast, Fighting Yank took
great offense when a heroic deed that he performed that saved the lives of an entire platoon was attributed to Joe. Yank
was so upset he challenged Watts to an all out fight. Before Joe could arrive to calm his friend down, he was shot and killed
by Century Station police. Heartbroken, Joe packed up his things and went into self-exile. Meanwhile, in the 1950s the
entertainment industry made an Electric Ray television series. Later in the 1960s, it became a popular Saturday morning
cartoon. In the 1970s, a Hollywood movie spawned two sequels. The public never forgot the hero known as Electric Ray even
though the Electric Ray seemingly forgot about the rest of the human race.
Today: At the beginning of the 21th century, Vernon Shepherd went into hiding in the Canadian wilderness to avoid
contaminating people with his radioactive body. One day he just happened to come across Joe. With a few modifications to
his prototype suit, Joe was able to make Vernon a containment suit that prevented any further exposure. It also allowed
Vernon to take up the heroic mantle of Atomaster. Vernon convinced Joe to come out of hiding and take his rightful place
among icons. The elderly Joe found himself adored by superhero fans from all over the country. Politicians wanted to seen
with him. Celebrities wanted his autograph and young up and coming superheroes like Speedmetal and old veterans like
Minuteman wanted to sit next to him and listen to his stories. Joe is over 100 years old, yet his mind is still as sharp as a
tack. He may not be able to fight any more, but he can still build and design with his mind and tactically defeated any super
villain if given the right group of super heroes to lead.
Real Name: Joesph Buchanan
Occupation: Inventor and Super Patriot
Alignment: Scrupulous
Power Category: Super Invention (Hardware: Electrical Genius)
Experience Level: 8th
Hit Points: 49 S.D.C.: 30
P.P.E.: 9
Appearance: He dresses only in professional attire (expensive white shirt, tie, dress slacks, and/or suit). When on a
mission he wears the yellow battle suit, which looks similar to a thermal suit with heavy hood and plastic visor.
Attributes: I.Q. 20, M.E. 13, M.A. 10, P.S. 15, P.P. 9, P.E. 15, Spd. 24, P.B. 9
Age: 35, Sex: Male, Height: 6 foot (1.82 m), Weight: 175 (78.75 kg)
Super Invention: The Electric Suit. A.R. 13 and 440 S.D.C. 8th Level. Repairs are time consuming and require
specialized materials and specific skills.
Major Super Ability: Super Energy Expulsion: Electricity
Minor Super Abilities: Energy Expulsion: Electric Field, Conduct Electricity, and Line Transit. Note: While wearing
the suit, he and the suit are impervious to lightning, while all other energy attacks inflict half damage.
Vulnerability: The suit lost all of his electric powers whenever it got wet. It would have to be dried out and then
have to receive a bolt of lightning or a huge electric charge in order to reactive its powers.
Combat Training: Basic
Attacks per Melee: 5 (2 initial + 3 from Hand to Hand)
Combat Bonuses: +1 to initiative, +1 to strike, +3 to parry, +3 to dodge, +2 to damage, +3 to roll with punch/fall, +2
to pull punch, and +1 disarm.
Combat Skills: Punch 1D4, Power Punch 2D4 (counts as two attacks), Elbow/Forearm 1D6, Knee 1D6, Karate Kick 2D4,
Body Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and 1 attack/action), All Holds, and Critical strike on an
unmodified roll of 19-20.
Other Bonuses: +6% to all skills.
Special Hardware Skills: Hot Wiring 104%, Electronic Construction 102%, and Evaluate & Diagnose Electrical Systems
96%.
Educational Background: Master Degree
Common Skills: Read-Write/Speak English 98%/98%, Mathematics: Basic 98%, and Pilot: Automobile 98%.
Science Program: Mathematics: Advance 98%, Chemistry 98%, Physics 98%, Astronomy & Navigation 98%, and
Astrophysics 98%.
Technical Program: Law (general) 98%, Jury-Rig 98%, Research 98%, and General Repair/Maintenance 98%
Communication Program: Basic Electronics 98%, Radio: Basic 98%, Electronic Countermeasures 98%, and
Cryptography 96%.
Hardware Program: Electrical Engineer 98%, Electricity Generation 98%, Sensory Equipment 96%, Surveillance Systems
96%, Optic Systems 96%, and Basic Mechanics 96%.
Secondary Skills: Hand to Hand: Basic, W.P. Handgun (+4 to aim/+2 to burst), Swimming 96%, Climbing
86%/76%, Pilot: Airplane 98%, Running, Business & Finance 81%, Athlete, Public Speaking 66%, Appraise Antiques 66%,
Performance 51%, and Concealment 38%.
Money: He’s taken most of the money he’s earned as a member of TAE and invested it wisely. After the war, he
served on the Board of Directors of various corporations. Though he spent most of life in isolation far removed from society,
Joe is still worth over $30 million.
Weapons: He relies on only one weapon and that is his electric suit.
Energy Expulsion: Electricity, Range: 760 feet (231 m), Damage: 11D6 or 1D6x10+6, Attack per Melee: Counts
as one hand to hand attack, Bonuses: +3 to aim/+1 for wild.
Super Energy Expulsion, Range: 760 feet (231 m), Damage: 1D6x10+30+8D6, Rate of Fire: Uses up all of his
attacks for the rest of the melee.
Energy Expulsion: Electric Field, Range: 26 feet (7.9 m), Damage: 4D6 for every 5 seconds within the energy
field, Duration: One full melee round, Attacks per Melee: Summoning the field count as two attacks/actions. Remaining
attacks/actions for the rest of the melee round must be performed within the range of the electric field.
Summon Lightning: Range: 880 feet (268 m), Damage: 1D6x10+12, Two bolts can be summoned and redirected
per melee round and each uses up two of the character’s melee attacks.
Summon Lighting and Channel into Super Blast: Uses up all attacks drains the suit for 2D4 minutes before it can
be reactivated. No power during the recharge. Range: Same, Damage: 5D4x10+10.
Equipment & Vehicles: He drives around in a blue Delahaye 135 that his tinkered with in order to achieve 120 mph (192
km). Today he loves to drive in just about anything that catches his fancy.
Joesph (Joe) Buchanan is one of American’s first superheroes. In 1936, the eccentric professor Jo created a synthetic
material that held an electric charge. In order to test to how much of an electric charge, he put rigged a device to expose it
to a bolt of lightning. When the lightning struck the metal and sent the 1.21 gigawatts of electricity into the material. it
changed its color from black to yellow. The material now glowed and sparks with a continual and renewable source of
electricity yet was relatively safe to wear. Joe learned how to control and regulate the amount of electricity within the suit.
Soon he was making gloves that allowed him to discharge electric bolts. Later, he was wearing the materials in a full body
suit and able to travel within the electric power lines. It wasn’t long before enemy agents learned of his experiments and tried
to steal the electric suit for him. Joe easily defeated these enemy agents, but it wasn’t long before Michal Veil and the
Office of Strategic Service (OSS) contacted him. They wanted to hire Joe to fabricate more of
the material to give the U.S soldier the capability of becoming living lightning. Unfortunately,
Joe could never replicate the process and have it work as well as the original. Though he could
repair it, he could not make another. Other tried to follow his work and only succeeding in
destroying the material or electrocuting themselves. Veil then decided to hire Joe to work with
other scientists as members of Team American Eagle. But Joe wanted to do more than build
things, he wanted to help in the fight. In a short while, Joe was on the battlefield as the famed
super hero, the Electric Ray. Next to Yankee Adams and the American Rocket, the Electric
Ray was among the most famed U.S. champions of WW II. Everywhere he went among the allied troops, he was greeted with
praise and admiration. As a member of Team American Eagle, he and Yankee Adams ribbed one another on who was more
famous.
When Team American Eagle went after Professor Vilde, Electric Ray went on board the evil doctor’s freighter. Joe was injured
early on and the hands of several lesser devils. Yet he managed to cause significant damage that helped cripple the ship.
When Commander Battle’s bombs went off, Electric Ray was thrown overboard. Injured he couldn’t swim to safety. Fighting
Yank dove into the water and managed to keep him afloat, as they watched helplessly as the USS SECRET and the Vilde ship
sank beneath the waves, with their friends and teammates onboard.
After the war, Joe retried suffering from battle fatigue and depression over the death of so many friends. To his surprise, he
was contacted by people in the entertainment industry who wanted to create a radio program about his heroic adventures.
Thrilled he agreed to it. Soon the adventures of the Electric Ray where heard across America. Unfortunately, writers of the
program began to embellish some of the circumstances that occurred. During one particular broadcast, Fighting Yank took
great offense when a heroic deed that he performed that saved the lives of an entire platoon was attributed to Joe. Yank
was so upset he challenged Watts to an all out fight. Before Joe could arrive to calm his friend down, he was shot and killed
by Century Station police. Heartbroken, Joe packed up his things and went into self-exile. Meanwhile, in the 1950s the
entertainment industry made an Electric Ray television series. Later in the 1960s, it became a popular Saturday morning
cartoon. In the 1970s, a Hollywood movie spawned two sequels. The public never forgot the hero known as Electric Ray even
though the Electric Ray seemingly forgot about the rest of the human race.
Today: At the beginning of the 21th century, Vernon Shepherd went into hiding in the Canadian wilderness to avoid
contaminating people with his radioactive body. One day he just happened to come across Joe. With a few modifications to
his prototype suit, Joe was able to make Vernon a containment suit that prevented any further exposure. It also allowed
Vernon to take up the heroic mantle of Atomaster. Vernon convinced Joe to come out of hiding and take his rightful place
among icons. The elderly Joe found himself adored by superhero fans from all over the country. Politicians wanted to seen
with him. Celebrities wanted his autograph and young up and coming superheroes like Speedmetal and old veterans like
Minuteman wanted to sit next to him and listen to his stories. Joe is over 100 years old, yet his mind is still as sharp as a
tack. He may not be able to fight any more, but he can still build and design with his mind and tactically defeated any super
villain if given the right group of super heroes to lead.
Real Name: Joesph Buchanan
Occupation: Inventor and Super Patriot
Alignment: Scrupulous
Power Category: Super Invention (Hardware: Electrical Genius)
Experience Level: 8th
Hit Points: 49 S.D.C.: 30
P.P.E.: 9
Appearance: He dresses only in professional attire (expensive white shirt, tie, dress slacks, and/or suit). When on a
mission he wears the yellow battle suit, which looks similar to a thermal suit with heavy hood and plastic visor.
Attributes: I.Q. 20, M.E. 13, M.A. 10, P.S. 15, P.P. 9, P.E. 15, Spd. 24, P.B. 9
Age: 35, Sex: Male, Height: 6 foot (1.82 m), Weight: 175 (78.75 kg)
Super Invention: The Electric Suit. A.R. 13 and 440 S.D.C. 8th Level. Repairs are time consuming and require
specialized materials and specific skills.
Major Super Ability: Super Energy Expulsion: Electricity
Minor Super Abilities: Energy Expulsion: Electric Field, Conduct Electricity, and Line Transit. Note: While wearing
the suit, he and the suit are impervious to lightning, while all other energy attacks inflict half damage.
Vulnerability: The suit lost all of his electric powers whenever it got wet. It would have to be dried out and then
have to receive a bolt of lightning or a huge electric charge in order to reactive its powers.
Combat Training: Basic
Attacks per Melee: 5 (2 initial + 3 from Hand to Hand)
Combat Bonuses: +1 to initiative, +1 to strike, +3 to parry, +3 to dodge, +2 to damage, +3 to roll with punch/fall, +2
to pull punch, and +1 disarm.
Combat Skills: Punch 1D4, Power Punch 2D4 (counts as two attacks), Elbow/Forearm 1D6, Knee 1D6, Karate Kick 2D4,
Body Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and 1 attack/action), All Holds, and Critical strike on an
unmodified roll of 19-20.
Other Bonuses: +6% to all skills.
Special Hardware Skills: Hot Wiring 104%, Electronic Construction 102%, and Evaluate & Diagnose Electrical Systems
96%.
Educational Background: Master Degree
Common Skills: Read-Write/Speak English 98%/98%, Mathematics: Basic 98%, and Pilot: Automobile 98%.
Science Program: Mathematics: Advance 98%, Chemistry 98%, Physics 98%, Astronomy & Navigation 98%, and
Astrophysics 98%.
Technical Program: Law (general) 98%, Jury-Rig 98%, Research 98%, and General Repair/Maintenance 98%
Communication Program: Basic Electronics 98%, Radio: Basic 98%, Electronic Countermeasures 98%, and
Cryptography 96%.
Hardware Program: Electrical Engineer 98%, Electricity Generation 98%, Sensory Equipment 96%, Surveillance Systems
96%, Optic Systems 96%, and Basic Mechanics 96%.
Secondary Skills: Hand to Hand: Basic, W.P. Handgun (+4 to aim/+2 to burst), Swimming 96%, Climbing
86%/76%, Pilot: Airplane 98%, Running, Business & Finance 81%, Athlete, Public Speaking 66%, Appraise Antiques 66%,
Performance 51%, and Concealment 38%.
Money: He’s taken most of the money he’s earned as a member of TAE and invested it wisely. After the war, he
served on the Board of Directors of various corporations. Though he spent most of life in isolation far removed from society,
Joe is still worth over $30 million.
Weapons: He relies on only one weapon and that is his electric suit.
Energy Expulsion: Electricity, Range: 760 feet (231 m), Damage: 11D6 or 1D6x10+6, Attack per Melee: Counts
as one hand to hand attack, Bonuses: +3 to aim/+1 for wild.
Super Energy Expulsion, Range: 760 feet (231 m), Damage: 1D6x10+30+8D6, Rate of Fire: Uses up all of his
attacks for the rest of the melee.
Energy Expulsion: Electric Field, Range: 26 feet (7.9 m), Damage: 4D6 for every 5 seconds within the energy
field, Duration: One full melee round, Attacks per Melee: Summoning the field count as two attacks/actions. Remaining
attacks/actions for the rest of the melee round must be performed within the range of the electric field.
Summon Lightning: Range: 880 feet (268 m), Damage: 1D6x10+12, Two bolts can be summoned and redirected
per melee round and each uses up two of the character’s melee attacks.
Summon Lighting and Channel into Super Blast: Uses up all attacks drains the suit for 2D4 minutes before it can
be reactivated. No power during the recharge. Range: Same, Damage: 5D4x10+10.
Equipment & Vehicles: He drives around in a blue Delahaye 135 that his tinkered with in order to achieve 120 mph (192
km). Today he loves to drive in just about anything that catches his fancy.
Last edited by Reagren Wright on Wed Jun 07, 2017 9:06 am, edited 2 times in total.
Re: On the topic of Revised to 2nd ed conversions.....
Great,Keep going!
- 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.....
GRENADE
Trevor Wood joined the military in the 1930s. He found himself working with a portable mortar crew. One day he was asked to
“volunteer” with a special division with the military. He was working with a German scientist who decided to flee to the United
States. With him he brought his top secret explosive formula of his own designs, supposedly possessing three times explosive
force of nitroglycerin but 10x more stable. In fact, he demonstrated that if you shake it up, nothing happens. While working
with a crew, Trevor was handling the new developed grenades to be tested using the new explosive formula. Just for fun, he
saw a sample vial of the liquid to be used during the demonstration and decided to shake it up. The moment he did, the liquid
exploded in a brilliant blast of white-hot light. All of his body hair vaporized and it left him 50 lbs heavier and with hands twice
their normal size. Yet the moment he touched anything, it instantly exploded. He couldn’t eat, drink, or put on his clothes
without causing an explosion. Finally, when he wore big huge mitten, the explosive power was contained, but he could still
project it if he wanted. Trevor was sent back to a secret laboratory in Century Station where they tried to replicate the
accident. The explosion never occurred again. The grenades the scientist invented where never used. Trevor went on to join
the CSPD, namely so his military handlers could see how he handle himself in control environment. One day he meet a
secretary named Angie Green. He fell head over heels in love with the woman, yet he feared to tell his secret. He eventually
worked up the courage, yet instead of showing fear, she showed sympathy and understanding. Within a year, they were
married. When war broke out between U.S. and Japan, Trevor was contacted by his superior and told he know be working for
a man named Michael Veil. Trevor found himself wearing a costume and working alongside other unique individuals, particularly
Yankee Adams. Trevor was given the name Grenade. He thought the name was stupid, but being allowed to cut loose allowed
him to take out his frustrations against the enemy.
Death: One of the main guns of Doctor Vild’s freighter was about to fire and sink the already crippled USS SECRET. An
injured Trevor hobbled in front of the barrel and held out his hand. The gun fired and the shell struck him and exploded.
Unfortunately, even Trevor couldn’t resist the powerful explosive round (did over 1200 points of damage). He was killed
instantly, sacrificing his life in order for others to live. He endeavor only prolonged the inevitable but because what he did, he
ensured the success of Team America’s mission. He was awarded post humorously with a Bronze Star. His sacrifice is inspiring
even today among many Legionnaires and Cavaliers.
Real Name: Trevor Wood
Occupation: Former Century Station Police Officer
Alignment: Unprincipled
Power Category: Mutant
Experience Level: 5th level
Hit Points: 59 S.D.C.: 295 Armor Rating: A.R.: 13
P.P.E.: 25
Appearance: He is built like a body builder. He is unable to grow body hair so his facial features are a little peculiar (no
eyebrows or eyelashes). His eyes are red. His costume is brown and red with the 1940s symbol for explosive on the front. He
wears thick gloves similar to those worn by hunters that keep him from physical touching objects but he can unzip around the
palm on either glove which is all he needs in order to activate his Shrapnel power.
Attributes: I.Q. 9, M.E.17, M.A. 18, P.S. 30, P.P. 10, P.E. 18, Spd. 27, P.B. 13
Age: 36, Sex: Male, Height: 6 foot (1.82 m), Weight: 200 lbs (90 kg).
Vulnerability: Anything Trevor touches with his bare hands (and only his hands) will explode. He cannot control his
Shrapnel power unless he wears thick gloves.
Unusual Characteristics: No body hair on his body, stocky, and extra large hands.
Minor Super Abilities: Explosive Power, Shrapnel, Impact Resistance, Increased Durability, and Hardened Skin. Note:
Can carry 6000 lbs (2700 kg)) and lift 9000 lbs (4050 kg)
Attacks per Melee: 5 (2 Initial +3 from Hand to Hand)
Combat Training: Expert
Combat Bonuses: 2 to initiative, +2 to strike, +3 to parry, +3 to dodge, +15 to damage, +5 to roll with punch/fall, and
+2 to pull punch.
Combat Skills: Punch 1D4+6, Power Punch 3D6+2 (counts as two attacks), Elbow/Forearm 1D6, Knee 1D6, Karate Kick
2D4, Snap Kick 1D6, and Wheel Kick 2D6, and all Holds.
Saving Throws: He is impervious to the fist 20 points of kinetic/physical damage than take ¼ damage for the rest of
the melee, +26% to save vs. coma/death, +1 to save vs. psionics & insanity, +2 to save vs. poison & magic, and +3 to save
vs. horror factor.
Other Bonuses: 50% to trust/intimidate.
Educational Background: On the Job Training
Common Skills: Read-Write/Speak English 90%93%, Mathematics: Basic 87%, and Pilot: Automobile 75%.
Military Program: Running, Climbing 80%/70%, Military Etiquette 80%, Forced March, Radio: Basic 90%, W.P. Rifle
(+3 to aim/+1 to burst), W.P. Grenade (+2 to throw), and W.P. Heavy Military Weapons (+2 to aim).
Police Program: W.P. Handgun (+2 to aim/+1 to burst), Crime Scene Investigation 75%, Law (general) 75%, and
Intelligence 67%.
Learned Program: Demolitions 82% and Demolitions Disposal 82%.
Secondary: Fishing 75%, Cook 70%, Pilot: Truck 81%, Physical Labor, Hand to Hand: Expert, W.P. Blunt (+2 to
strike/parry), Body Building & Weightlifting, Sports (Football) 45%, and Housekeeping 50%.
Money: He gets paid around $120 every two weeks (1940s income). Most of his money he send to his wife and son.
Weapons: He relies on his super abilities. Even though he is trained to use any weapon used by the U.S. Army or
Century Station Police Department in the 1940s.
Explosive Power, Range: 4 feet (1.2 m), 10 feet (3 m), 15 feet (4.6 m), 20 feet (6.1 m), and 30 feet (9.1 m)
around his body. Damage: 7D6. Counts as two attacks.
Explosive Fisticuffs, Damage: 3D6 + knocks individual off his feet and 5D4 yards/meters. Victim loses initiative
and one melee attack. Counts as two attacks.
Shrapnel, Range: 55 foot (16.7 m) area in front of him in a 180-degree arc, Damage: 5D6 + anyone hit has 01-
40% of being knocked down (lose initiative and two melee attacks/actions). Each blast counts as two attacks.
Equipment & Vehicles: He relies on his super abilities, but he is trained to use the equipment and item utilized by the
U.S. Army and Century Station Police Department.
Trevor Wood joined the military in the 1930s. He found himself working with a portable mortar crew. One day he was asked to
“volunteer” with a special division with the military. He was working with a German scientist who decided to flee to the United
States. With him he brought his top secret explosive formula of his own designs, supposedly possessing three times explosive
force of nitroglycerin but 10x more stable. In fact, he demonstrated that if you shake it up, nothing happens. While working
with a crew, Trevor was handling the new developed grenades to be tested using the new explosive formula. Just for fun, he
saw a sample vial of the liquid to be used during the demonstration and decided to shake it up. The moment he did, the liquid
exploded in a brilliant blast of white-hot light. All of his body hair vaporized and it left him 50 lbs heavier and with hands twice
their normal size. Yet the moment he touched anything, it instantly exploded. He couldn’t eat, drink, or put on his clothes
without causing an explosion. Finally, when he wore big huge mitten, the explosive power was contained, but he could still
project it if he wanted. Trevor was sent back to a secret laboratory in Century Station where they tried to replicate the
accident. The explosion never occurred again. The grenades the scientist invented where never used. Trevor went on to join
the CSPD, namely so his military handlers could see how he handle himself in control environment. One day he meet a
secretary named Angie Green. He fell head over heels in love with the woman, yet he feared to tell his secret. He eventually
worked up the courage, yet instead of showing fear, she showed sympathy and understanding. Within a year, they were
married. When war broke out between U.S. and Japan, Trevor was contacted by his superior and told he know be working for
a man named Michael Veil. Trevor found himself wearing a costume and working alongside other unique individuals, particularly
Yankee Adams. Trevor was given the name Grenade. He thought the name was stupid, but being allowed to cut loose allowed
him to take out his frustrations against the enemy.
Death: One of the main guns of Doctor Vild’s freighter was about to fire and sink the already crippled USS SECRET. An
injured Trevor hobbled in front of the barrel and held out his hand. The gun fired and the shell struck him and exploded.
Unfortunately, even Trevor couldn’t resist the powerful explosive round (did over 1200 points of damage). He was killed
instantly, sacrificing his life in order for others to live. He endeavor only prolonged the inevitable but because what he did, he
ensured the success of Team America’s mission. He was awarded post humorously with a Bronze Star. His sacrifice is inspiring
even today among many Legionnaires and Cavaliers.
Real Name: Trevor Wood
Occupation: Former Century Station Police Officer
Alignment: Unprincipled
Power Category: Mutant
Experience Level: 5th level
Hit Points: 59 S.D.C.: 295 Armor Rating: A.R.: 13
P.P.E.: 25
Appearance: He is built like a body builder. He is unable to grow body hair so his facial features are a little peculiar (no
eyebrows or eyelashes). His eyes are red. His costume is brown and red with the 1940s symbol for explosive on the front. He
wears thick gloves similar to those worn by hunters that keep him from physical touching objects but he can unzip around the
palm on either glove which is all he needs in order to activate his Shrapnel power.
Attributes: I.Q. 9, M.E.17, M.A. 18, P.S. 30, P.P. 10, P.E. 18, Spd. 27, P.B. 13
Age: 36, Sex: Male, Height: 6 foot (1.82 m), Weight: 200 lbs (90 kg).
Vulnerability: Anything Trevor touches with his bare hands (and only his hands) will explode. He cannot control his
Shrapnel power unless he wears thick gloves.
Unusual Characteristics: No body hair on his body, stocky, and extra large hands.
Minor Super Abilities: Explosive Power, Shrapnel, Impact Resistance, Increased Durability, and Hardened Skin. Note:
Can carry 6000 lbs (2700 kg)) and lift 9000 lbs (4050 kg)
Attacks per Melee: 5 (2 Initial +3 from Hand to Hand)
Combat Training: Expert
Combat Bonuses: 2 to initiative, +2 to strike, +3 to parry, +3 to dodge, +15 to damage, +5 to roll with punch/fall, and
+2 to pull punch.
Combat Skills: Punch 1D4+6, Power Punch 3D6+2 (counts as two attacks), Elbow/Forearm 1D6, Knee 1D6, Karate Kick
2D4, Snap Kick 1D6, and Wheel Kick 2D6, and all Holds.
Saving Throws: He is impervious to the fist 20 points of kinetic/physical damage than take ¼ damage for the rest of
the melee, +26% to save vs. coma/death, +1 to save vs. psionics & insanity, +2 to save vs. poison & magic, and +3 to save
vs. horror factor.
Other Bonuses: 50% to trust/intimidate.
Educational Background: On the Job Training
Common Skills: Read-Write/Speak English 90%93%, Mathematics: Basic 87%, and Pilot: Automobile 75%.
Military Program: Running, Climbing 80%/70%, Military Etiquette 80%, Forced March, Radio: Basic 90%, W.P. Rifle
(+3 to aim/+1 to burst), W.P. Grenade (+2 to throw), and W.P. Heavy Military Weapons (+2 to aim).
Police Program: W.P. Handgun (+2 to aim/+1 to burst), Crime Scene Investigation 75%, Law (general) 75%, and
Intelligence 67%.
Learned Program: Demolitions 82% and Demolitions Disposal 82%.
Secondary: Fishing 75%, Cook 70%, Pilot: Truck 81%, Physical Labor, Hand to Hand: Expert, W.P. Blunt (+2 to
strike/parry), Body Building & Weightlifting, Sports (Football) 45%, and Housekeeping 50%.
Money: He gets paid around $120 every two weeks (1940s income). Most of his money he send to his wife and son.
Weapons: He relies on his super abilities. Even though he is trained to use any weapon used by the U.S. Army or
Century Station Police Department in the 1940s.
Explosive Power, Range: 4 feet (1.2 m), 10 feet (3 m), 15 feet (4.6 m), 20 feet (6.1 m), and 30 feet (9.1 m)
around his body. Damage: 7D6. Counts as two attacks.
Explosive Fisticuffs, Damage: 3D6 + knocks individual off his feet and 5D4 yards/meters. Victim loses initiative
and one melee attack. Counts as two attacks.
Shrapnel, Range: 55 foot (16.7 m) area in front of him in a 180-degree arc, Damage: 5D6 + anyone hit has 01-
40% of being knocked down (lose initiative and two melee attacks/actions). Each blast counts as two attacks.
Equipment & Vehicles: He relies on his super abilities, but he is trained to use the equipment and item utilized by the
U.S. Army and Century Station Police Department.
- 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.....
FIGHTING YANK
Hoyt Finely grew up in Boston, Massachusetts. All his life he loved to learn about the history of the city and it’s roll in the
American Revolutionary War. One day while his father was digging up his yard, he found an American blacksmith made sword
used by infantry men (called a hanger, “a kind of cutlass”). Writing on the handle was the word “fighting yank”. His father
cleaned up the sword and held it up on his mantle. Years later Hoyt went on to college and become a history teacher. After
his parents died in a boating accident, Hoyt inherited his parents’ house. He was always fond of the sword, but with bills to
pay, he decided to try and learn its value. That night, he was awoken by several men at the door. They wanted the money
his father’s owe them. Apparently, they were the cause of his father’s death. They forced themselves inside the house. Hoyt
went for the only weapon in the house. The moment he touched the sword it magically bestowed the powers upon him. Using
the sword he defeated the men, and did all he could to explain away what had happened to the authorities without revealing
the magic of the sword. The next day Hoyt decided he was going to dedicate his new life to helping those like his father and
supporting the American values held dearly by those who fought to create this nation. He started calling himself the Fighting
Yank. Within a year of becoming a known super hero of the Boston area, he was contacted by Michael Veil who invited him to
join forces with him. Hoyt wanted nothing to do with any government “spy” agency, but after the attack at Pearl Harbor, he
contacted Veil and demanded he be allowed to join so he could defend America from the evils of Nazi Germany and the
Imperial Japanese government. Fighting Yank joined up with Team American Eagle. Yank loved every minute he spent helping
his teammates defeat Japanese soldiers, but he so badly wanted to go over to Europe. Nevertheless, he did his duty and
became something of legend to those who saw him in battle.
When TAE went after Doctor Vilde, it was Fighting Yank and his magic sword that caused the most grievous wounds to
zombies and lesser deevils. Yank dispatched one supernatural evil after another, but he was no match for the greater deevil
Salus. Wounded, he managed to escape from the monster to spot his friend the Electric Ray in the water. The water shorted
out his power suit and he was drowning. Yank dove into the water and swam his friend to safety. In the end, Electric Ray,
Commader Battle, and Tiger Woman were the only members of TAE to make it out alive.
Death: After the war, Hoyt hung up his sword and returned to teaching. Hoyt was traumatized by the battle fatigue he’d
experience because of the war and the death of his teammates. He also became increasingly frustrated with his teaching job
so he left and moved to Century Station where he took up a new teaching position in a middle school. Hoyt was also become
aggravated in the manner in which his friend Joe was making a name for himself by allowing the Electric Ray to made into a
radio show and soon a television program. Whether it was out of jealousy or the mental stress he’d been enduring, Hoyt took
his sword and began attacking people out in the streets, demanding the Electric Ray confront him. He apparently was
irritated with an episode of the show that depicted a rescuing of several soldiers that he’d done during the war that
apparently the t.v. show attributed to Electric Ray. Joe tried to get to Hoyt to talk him sense to him, but by the time he’d
arrived, Hoyt went after the police with sword in hand. They shot him dead in the street. Hoyt was buried in Arlington
Cemetery (Michael Veil arranged it) along with his magic sword. Though he died a tragic death, Hoyt's contributions to the
nation have never been forgotten.
Real Name: Hoyt Finley
Occupation: Former History Teacher, US Patriot and Superhero
Alignment: Principled
Power Category: Magic (Enchanted Weapon)
Experience Level: 7th
Hit Points: 40 S.D.C.: 52/+60 from sword.
P.P.E.: 9 when carrying magic weapon 27
Appearance: Hoyt is a handsome and physical fit male with a thick Boston accent. He has short black hair and brown
eyes. He dresses in a U.S. Revolution War uniform summoned by the sword.
Attributes: I.Q. 13, M.E. 24, M.A. 18, P.S. 22, P.P. 20, P.E. 18, Spd. 19, P.B. 14
Age: 30, Sex: Male, Height: 5 foot and 11 inches (1.55 m), Weight: 185 lbs (83.25 kg)
Magic Weapon: Cutlass (Hangar), +1 to strike/parry, 5D6 damage, +60 S.D.C., fire/cold does half damage, +3 to save
vs. magic, allows him to see the invisible, and creates a battle dress.
Super Abilities: Power Touch
Powers of Order: Damage Bonus, Mystic Shield, Words of Truth, Spit Lightning Bolt (Range: 1000 feet/30 m,
Damage: 6D6), Tongues, and Turns itself and the wielder invisible.
Combat Training: Martial Arts
Attacks per Melee: 6 (2 initial + 3 from Hand to Hand +1 from boxing)
Combat Bonuses: +2 to initiative, +5 to strike, +7 to parry, +7 to dodge, +7 to damage/+13 when holding sword, +8 to
roll with punch/fall, +3 to pull punch, and +2 disarm.
Saving Throws: +5 to save vs. psionics, +7 to save vs. insanity, +6% to save vs. coma/death, +2 to save vs.
magic/+5 with sword, and +2 to save vs. poison.
Combat Skills: Punch 1D4, Elbow/Forearm 1D6, Knee 2D4, Power Blow 2D4 (counts as two attacks), Kick 2D4,
Roundhouse 3D6, Snap Kick 1D6, Crescent Kick 2D4+2, Axe Kick 2D8, Wheel Kick 2D6, Leap Kick 3D8 (2), Tripping/Leghook
(cannot be paired, must dodge or knockdown), Backward Sweep cannot be paired, dodge or knockdown), Jump Kick 6D6,
Flying Jump Kick 4D6, All Holds, Paired Weapons, and Critical strike on an unmodified roll of 18-20.
Other Bonuses: 50% trust/intimidate.
Educational Background: Four years in College
Common Skills: Read-Write/Speak English 94%/95%, Mathematics: Basic 93% and Pilot: Automobile 81%.
Physical Program: Gymnastics, Acrobatics, Kick Boxing, and Athlete (general).
Science Program: Mathematics: Advance 98%, Chemistry 98%, Archeology 95%/75%, Anthropology 95%, and
Astronomy & Navigation 85%.
Technical Program: Appraise Antiques 85%, History 95%/75%, Art (painting) 90%, and Research 95%.
Secondary Skills: Hand to Hand: Martial Arts, W.P. Sword (+3 to strike/parry), W.P. Shield (+3 to parry),
Swimming 85%, Prowl 70%, Land Navigation 64%, Language: French 71%, Literacy: French 75%, Body Building &
Weightlifting, Law (basic) 50%, Streetwise 28%, and Wilderness Survival 40%.
Money: Hoyt made a livable income as a high school history teacher. As a member of TAE he was paid about $85
every two weeks (1940s income).
Weapons: Besides his magic sword (+4 to strike/parry) and mystic shield (created from the sword/+3 to parry), he
doesn’t use any others besides his remarkable combat skills.
Equipment & Vehicles: He utilizes whatever is called for. He has a natural knack for figuring out how to use things.
Hoyt Finely grew up in Boston, Massachusetts. All his life he loved to learn about the history of the city and it’s roll in the
American Revolutionary War. One day while his father was digging up his yard, he found an American blacksmith made sword
used by infantry men (called a hanger, “a kind of cutlass”). Writing on the handle was the word “fighting yank”. His father
cleaned up the sword and held it up on his mantle. Years later Hoyt went on to college and become a history teacher. After
his parents died in a boating accident, Hoyt inherited his parents’ house. He was always fond of the sword, but with bills to
pay, he decided to try and learn its value. That night, he was awoken by several men at the door. They wanted the money
his father’s owe them. Apparently, they were the cause of his father’s death. They forced themselves inside the house. Hoyt
went for the only weapon in the house. The moment he touched the sword it magically bestowed the powers upon him. Using
the sword he defeated the men, and did all he could to explain away what had happened to the authorities without revealing
the magic of the sword. The next day Hoyt decided he was going to dedicate his new life to helping those like his father and
supporting the American values held dearly by those who fought to create this nation. He started calling himself the Fighting
Yank. Within a year of becoming a known super hero of the Boston area, he was contacted by Michael Veil who invited him to
join forces with him. Hoyt wanted nothing to do with any government “spy” agency, but after the attack at Pearl Harbor, he
contacted Veil and demanded he be allowed to join so he could defend America from the evils of Nazi Germany and the
Imperial Japanese government. Fighting Yank joined up with Team American Eagle. Yank loved every minute he spent helping
his teammates defeat Japanese soldiers, but he so badly wanted to go over to Europe. Nevertheless, he did his duty and
became something of legend to those who saw him in battle.
When TAE went after Doctor Vilde, it was Fighting Yank and his magic sword that caused the most grievous wounds to
zombies and lesser deevils. Yank dispatched one supernatural evil after another, but he was no match for the greater deevil
Salus. Wounded, he managed to escape from the monster to spot his friend the Electric Ray in the water. The water shorted
out his power suit and he was drowning. Yank dove into the water and swam his friend to safety. In the end, Electric Ray,
Commader Battle, and Tiger Woman were the only members of TAE to make it out alive.
Death: After the war, Hoyt hung up his sword and returned to teaching. Hoyt was traumatized by the battle fatigue he’d
experience because of the war and the death of his teammates. He also became increasingly frustrated with his teaching job
so he left and moved to Century Station where he took up a new teaching position in a middle school. Hoyt was also become
aggravated in the manner in which his friend Joe was making a name for himself by allowing the Electric Ray to made into a
radio show and soon a television program. Whether it was out of jealousy or the mental stress he’d been enduring, Hoyt took
his sword and began attacking people out in the streets, demanding the Electric Ray confront him. He apparently was
irritated with an episode of the show that depicted a rescuing of several soldiers that he’d done during the war that
apparently the t.v. show attributed to Electric Ray. Joe tried to get to Hoyt to talk him sense to him, but by the time he’d
arrived, Hoyt went after the police with sword in hand. They shot him dead in the street. Hoyt was buried in Arlington
Cemetery (Michael Veil arranged it) along with his magic sword. Though he died a tragic death, Hoyt's contributions to the
nation have never been forgotten.
Real Name: Hoyt Finley
Occupation: Former History Teacher, US Patriot and Superhero
Alignment: Principled
Power Category: Magic (Enchanted Weapon)
Experience Level: 7th
Hit Points: 40 S.D.C.: 52/+60 from sword.
P.P.E.: 9 when carrying magic weapon 27
Appearance: Hoyt is a handsome and physical fit male with a thick Boston accent. He has short black hair and brown
eyes. He dresses in a U.S. Revolution War uniform summoned by the sword.
Attributes: I.Q. 13, M.E. 24, M.A. 18, P.S. 22, P.P. 20, P.E. 18, Spd. 19, P.B. 14
Age: 30, Sex: Male, Height: 5 foot and 11 inches (1.55 m), Weight: 185 lbs (83.25 kg)
Magic Weapon: Cutlass (Hangar), +1 to strike/parry, 5D6 damage, +60 S.D.C., fire/cold does half damage, +3 to save
vs. magic, allows him to see the invisible, and creates a battle dress.
Super Abilities: Power Touch
Powers of Order: Damage Bonus, Mystic Shield, Words of Truth, Spit Lightning Bolt (Range: 1000 feet/30 m,
Damage: 6D6), Tongues, and Turns itself and the wielder invisible.
Combat Training: Martial Arts
Attacks per Melee: 6 (2 initial + 3 from Hand to Hand +1 from boxing)
Combat Bonuses: +2 to initiative, +5 to strike, +7 to parry, +7 to dodge, +7 to damage/+13 when holding sword, +8 to
roll with punch/fall, +3 to pull punch, and +2 disarm.
Saving Throws: +5 to save vs. psionics, +7 to save vs. insanity, +6% to save vs. coma/death, +2 to save vs.
magic/+5 with sword, and +2 to save vs. poison.
Combat Skills: Punch 1D4, Elbow/Forearm 1D6, Knee 2D4, Power Blow 2D4 (counts as two attacks), Kick 2D4,
Roundhouse 3D6, Snap Kick 1D6, Crescent Kick 2D4+2, Axe Kick 2D8, Wheel Kick 2D6, Leap Kick 3D8 (2), Tripping/Leghook
(cannot be paired, must dodge or knockdown), Backward Sweep cannot be paired, dodge or knockdown), Jump Kick 6D6,
Flying Jump Kick 4D6, All Holds, Paired Weapons, and Critical strike on an unmodified roll of 18-20.
Other Bonuses: 50% trust/intimidate.
Educational Background: Four years in College
Common Skills: Read-Write/Speak English 94%/95%, Mathematics: Basic 93% and Pilot: Automobile 81%.
Physical Program: Gymnastics, Acrobatics, Kick Boxing, and Athlete (general).
Science Program: Mathematics: Advance 98%, Chemistry 98%, Archeology 95%/75%, Anthropology 95%, and
Astronomy & Navigation 85%.
Technical Program: Appraise Antiques 85%, History 95%/75%, Art (painting) 90%, and Research 95%.
Secondary Skills: Hand to Hand: Martial Arts, W.P. Sword (+3 to strike/parry), W.P. Shield (+3 to parry),
Swimming 85%, Prowl 70%, Land Navigation 64%, Language: French 71%, Literacy: French 75%, Body Building &
Weightlifting, Law (basic) 50%, Streetwise 28%, and Wilderness Survival 40%.
Money: Hoyt made a livable income as a high school history teacher. As a member of TAE he was paid about $85
every two weeks (1940s income).
Weapons: Besides his magic sword (+4 to strike/parry) and mystic shield (created from the sword/+3 to parry), he
doesn’t use any others besides his remarkable combat skills.
Equipment & Vehicles: He utilizes whatever is called for. He has a natural knack for figuring out how to use things.
- 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.....
MISS PATRIOT
Winifred loves being an American. Her ancestors fought in the American Revolution, War of 1812, Civil War, and Spanish-
American War. Her father was a veteran of WW I. Her two old brothers both serve in the U.S. Army. Winifred wanted to do
her part as well. But the rules said there was no place for women on the battlefield. Her parents instead encouraged her to
go to college. One day while her boyfriend Hank was driving her to school, the Star Spangled Banner came on the radio. At
that same moment, a large pick-up truck failed to stop and slammed into them. Winifred woke up a week later in the hospital
having been in a coma the entire time. She slowly recovered, but realized the accident must have awakened some dormant
psychic abilities in her. She could know hear thoughts and sense emotions of others. She could make others do what she
instructed or have them see whatever she wanted them too. Winifred became convinced her patriotism is the reason she
gained these powers. She decided they needed to be put to use. In the beginning, she was using them to help the police by
spying on their numerous illegal operations. Next she was tackling organized crime. When two local enforcers learned she was
behind their bosses imprisonment. They beat up her boyfriend. Fearful that her patriotic duty could cause her friends and
family harm, Winifred left the region. Weeks later she turned up in Ultropolis dressed in a Betty Ross outfit, all decked out in
red, white, and blue. Calling herself Miss. Patriot she foiled a bank robbery. Two weeks later she was found out by Michael
Veil who wanted to recruit her to join Team American Eagle. All at once she wildest dream came true, she could finally serve
the country in a manner that would make her ancestors and his parents proud.
Death: On board Doctor Vilde freighter, TAE found themselves engaged with zombies and lesser deevils. When Winifred tried
to use her powers on a zombie, the undead horror slammed its fist into throat so hard, it crushed her airway. Unable to
breath and in no situation to aid her, Miss. Patriot died in Captain Valiant’s arms. When the freighter sank and exploded, TAE
were unable to recover her body. Still Winifred was given a hero’s burial back in her small town in Ohio.
Real Name: Winifred Berry
Occupation: Patriot and Crime Fighter
Alignment: Principled
Power Category: Psionic (Natural)
Experience Level: 4th level
Hit Points: 38 S.D.C.: 30
P.P.E.: 14
I.S.P.: 160
Appearance: She dresses in red, white, and blue colors all the time. She is a tall, attractive female despite her
obsession. She has shoulder length auburn hair and light blue eyes. Winifred is an adult female who engages in little exercise.
Attributes: I.Q. 18, M.E.20, M.A. 17, P.S. 11, P.P. 10, P.E. 13, Spd. 11, P.B. 12
Age: 30, Sex: Female, Height: 5 foot and 10 inches (1.77 m), Weight: 130 lbs (58.5 kg).
Insanity: She is super patriot. She wears nothing but red, white, and blue. She believes America is the greatest place
ever and her patriotism is so overwhelming, she cannot believe that the government or anything about America could ever be
wrong. Whenever she sees a U.S. flag she must stop and salute it.
Healing Psionics: Bio-Regeneration, Detect Psionics, and Induce Sleep.
Physical Psionics: Alter Aura, Death Trance, Mind Block, Nightvision, Summon Inner Strength
Sensitive Psionics: Astral Projection, Clairvoyance, Empathy, Mimic Skills, Object Read, Precognition, Presence Sense,
See Aura, Sense Evil, Sensory Link, Sixth Sense, Speed Reading, Telepathy, and Total Recall.
Super Psionics: Empathic Transmission, Hypnotic Suggestion, Insert Memory, and Mental Illusion.
Attacks per Melee: 5 (2 Initial +3 from Hand to Hand)
Combat Training: Basic
Combat Bonuses: +1 to initiative, +1 to strike, +2 to parry, +2 to dodge, damage, +2 to roll with punch/fall, and +2 to
pull punch.
Saving Throws: +3 to save vs. psionics & insanity, +5 to save vs. possession, and +3 to save vs. horror factor.
Combat Skills: Punch 1D4, Power Punch 2D4 (counts as two attacks), Elbow/Forearm 1D6, Knee 1D6, Snap Kick 1D6,
and All Holds.
Other Bonuses: +4% to all skills and 45% trust/intimidate.
Educational Background: Two years in College
Common Skills: Read-Write/Speak English 96%98%, Mathematics: Basic 94%, and Pilot: Automobile 82%.
Science Program: Mathematics: Advance 95%, Chemistry 98%, Biology 89%, Anthropology 79%, and
Psychology 74%.
Investigation Program: Streetwise 59%, Research 89%, Photography 84%, and Writing 74%.
Secondary Skills: Hand to Hand: Basic, Wardrobe & Grooming 80%, Sewing 74%, Radio: Basic 84%, Prowl 59%,
Pick Locks 64%, Barter 50%, Public Speaking 84%, Performance 59%, Law (general) 59%, Business & Finance 44%, and
History 74%/54%.
Money: As a member of TAE she makes about $80 every two weeks (1940s income).
Weapons: She relies on her psionic abilities.
Equipment & Vehicles: She utilizes whatever he needs when it’s called for.
Winifred loves being an American. Her ancestors fought in the American Revolution, War of 1812, Civil War, and Spanish-
American War. Her father was a veteran of WW I. Her two old brothers both serve in the U.S. Army. Winifred wanted to do
her part as well. But the rules said there was no place for women on the battlefield. Her parents instead encouraged her to
go to college. One day while her boyfriend Hank was driving her to school, the Star Spangled Banner came on the radio. At
that same moment, a large pick-up truck failed to stop and slammed into them. Winifred woke up a week later in the hospital
having been in a coma the entire time. She slowly recovered, but realized the accident must have awakened some dormant
psychic abilities in her. She could know hear thoughts and sense emotions of others. She could make others do what she
instructed or have them see whatever she wanted them too. Winifred became convinced her patriotism is the reason she
gained these powers. She decided they needed to be put to use. In the beginning, she was using them to help the police by
spying on their numerous illegal operations. Next she was tackling organized crime. When two local enforcers learned she was
behind their bosses imprisonment. They beat up her boyfriend. Fearful that her patriotic duty could cause her friends and
family harm, Winifred left the region. Weeks later she turned up in Ultropolis dressed in a Betty Ross outfit, all decked out in
red, white, and blue. Calling herself Miss. Patriot she foiled a bank robbery. Two weeks later she was found out by Michael
Veil who wanted to recruit her to join Team American Eagle. All at once she wildest dream came true, she could finally serve
the country in a manner that would make her ancestors and his parents proud.
Death: On board Doctor Vilde freighter, TAE found themselves engaged with zombies and lesser deevils. When Winifred tried
to use her powers on a zombie, the undead horror slammed its fist into throat so hard, it crushed her airway. Unable to
breath and in no situation to aid her, Miss. Patriot died in Captain Valiant’s arms. When the freighter sank and exploded, TAE
were unable to recover her body. Still Winifred was given a hero’s burial back in her small town in Ohio.
Real Name: Winifred Berry
Occupation: Patriot and Crime Fighter
Alignment: Principled
Power Category: Psionic (Natural)
Experience Level: 4th level
Hit Points: 38 S.D.C.: 30
P.P.E.: 14
I.S.P.: 160
Appearance: She dresses in red, white, and blue colors all the time. She is a tall, attractive female despite her
obsession. She has shoulder length auburn hair and light blue eyes. Winifred is an adult female who engages in little exercise.
Attributes: I.Q. 18, M.E.20, M.A. 17, P.S. 11, P.P. 10, P.E. 13, Spd. 11, P.B. 12
Age: 30, Sex: Female, Height: 5 foot and 10 inches (1.77 m), Weight: 130 lbs (58.5 kg).
Insanity: She is super patriot. She wears nothing but red, white, and blue. She believes America is the greatest place
ever and her patriotism is so overwhelming, she cannot believe that the government or anything about America could ever be
wrong. Whenever she sees a U.S. flag she must stop and salute it.
Healing Psionics: Bio-Regeneration, Detect Psionics, and Induce Sleep.
Physical Psionics: Alter Aura, Death Trance, Mind Block, Nightvision, Summon Inner Strength
Sensitive Psionics: Astral Projection, Clairvoyance, Empathy, Mimic Skills, Object Read, Precognition, Presence Sense,
See Aura, Sense Evil, Sensory Link, Sixth Sense, Speed Reading, Telepathy, and Total Recall.
Super Psionics: Empathic Transmission, Hypnotic Suggestion, Insert Memory, and Mental Illusion.
Attacks per Melee: 5 (2 Initial +3 from Hand to Hand)
Combat Training: Basic
Combat Bonuses: +1 to initiative, +1 to strike, +2 to parry, +2 to dodge, damage, +2 to roll with punch/fall, and +2 to
pull punch.
Saving Throws: +3 to save vs. psionics & insanity, +5 to save vs. possession, and +3 to save vs. horror factor.
Combat Skills: Punch 1D4, Power Punch 2D4 (counts as two attacks), Elbow/Forearm 1D6, Knee 1D6, Snap Kick 1D6,
and All Holds.
Other Bonuses: +4% to all skills and 45% trust/intimidate.
Educational Background: Two years in College
Common Skills: Read-Write/Speak English 96%98%, Mathematics: Basic 94%, and Pilot: Automobile 82%.
Science Program: Mathematics: Advance 95%, Chemistry 98%, Biology 89%, Anthropology 79%, and
Psychology 74%.
Investigation Program: Streetwise 59%, Research 89%, Photography 84%, and Writing 74%.
Secondary Skills: Hand to Hand: Basic, Wardrobe & Grooming 80%, Sewing 74%, Radio: Basic 84%, Prowl 59%,
Pick Locks 64%, Barter 50%, Public Speaking 84%, Performance 59%, Law (general) 59%, Business & Finance 44%, and
History 74%/54%.
Money: As a member of TAE she makes about $80 every two weeks (1940s income).
Weapons: She relies on her psionic abilities.
Equipment & Vehicles: She utilizes whatever he needs when it’s called for.
- 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.....
JOHNNY AMERICA
Jon Bolton wanted to serve his country, namely because he was getting tired of bigger kids beating him up in his
neighborhood. Unfortunately, he was short and underweight. No branch of the military would touch him. Feeling depresses he
was walking down an alley when he saw several of the street bullies pick on a man who had a German accent. With a lead
pipe in his hand, Jon fought them off, even though he took a few licks himself. When the cops came, to Jon’s utter surprise
he learned the man was a scientist who defected to the U.S. government. He was experimenting with Z-rays, a type of
radiation that allowed the aura that all things organic and inorganic possess to become visible, thereby revealing its nature to
an extent. When Jon told him he wanted to join the military, the nameless scientist agreed to allow Jon to join in and become
one of his test subjects. In the beginning, the exposure to Z-rays produced a relative harmless effect on Jon and the other
test subjects. Yet by the second week, Jon’s aura didn’t dim any more but remained constant. Soon it began to brighten until
it glowed all the time. Some people upon seeing his aura became temporarily enthralled; others thought him a hated enemy.
Yet despite the unique and obvious manner in which his aura held onto people, the military couldn’t see it as any sort of
effective weapons, furthermore the process could never be replicated in another test subject. Moreover, the usefulness of Z-
rays simply didn’t have an applicable need for the U.S military. As for Jon, he was given a job as a mascot, to go around and
bolster the troops’ morale as well as folks back at home. After a week, Jon feel into despair, not seeing his freakish
appearance be anything but a curse, until the night he helped convinced a guy not to shoot up an Army Recruitment center.
Then he was contacted by Michal Veil who wanted his unique abilities to help him win the war by joining with Team American
Eagle. Sitting with others sort of like himself, but each having patriotic pride in defending their country against the enemy,
made Jon not only embrace him gifts, but to no longer take life so seriously. He found humor in everything, no matter how
dire the situation became. In essence, he became the heart and soul (and funny bone) of TAE.
Death: When the TAE went aboard, Professor Vilde freighter, they immediately encounters his underlines, a variety of
supernatural zombies and lesser deevils. Jon s aura had no effect on the zombie hoard the group encountered. He was rushed
by the mob and torn apart. Jon remains where never recovered nevertheless he was given a headstone at Arlington
Cemetery.
Real Name: Jon Bolton
Occupation: U.S. Military Mascot
Alignment: Principled
Power Category: Experiment
Experience Level: 3rd
Hit Points: 42 S.D.C.: 72
P.P.E.: 25
Appearance: He is a handsome American male who moderately engages in exercise. He has short black hair and dark
brown eyes. He dresses something like a dandy.
Attributes: I.Q. 11, M.E. 12, M.A. 28, P.S. 20, P.P. 15, P.E. 16, Spd. 25, P.B. 26.
Age: 19, Sex: Male, Height: 6 foot and 2 inch (1.87 m), Weight: 170 lbs (76.5 kg)
Side Effect: Whole body glows.
Major Super Ability: Personal Recognition
Minor Super Abilities: Physical Perfection, Extraordinary M.A., and Awe Factor (13)
Combat Training: Basic
Attacks per Melee: 4 (2 initial +2 from Hand to Hand)
Combat Bonuses: +3 to parry, +3 to dodge, +5 to damage, +4 to roll with punch/fall, and +2 to pull punch.
Saving Throws: +9% to save vs. coma/death &+1 to save vs. magic/poison.
Combat Skills: Punch 1D4, Power Punch 2D4 (count as two attacks), Elbow & Forearm 1D6, Snap Kick 1D6, and Knee 1D6.
Other Bonuses: 94% trust/intimidate and 80% to charm/impress.
Educational Background: High School
Common Skills: Read-Write/Speak English 86%/91% and Pilot: Automobile 69%.
Domestic Program: Mathematics: Basic 86%, Play Guitar 55%, Sports: Baseball 50%, and Wardrobe & Grooming 55%.
Physical Program: Hand to Hand: Basic, Athletics (General), Swimming 70%, and Prowl 55%.
Secondary Skills: Language and Literacy: French 59%/55%, Cook 50%, Performance 57%, Streetwise 32%,
Automotive Mechanic 69%, Pilot: Motorcycle 72%, First Aid 65%, Business & Finance 55%, Public Speaking 45% and Climbing
45%/35%.
Money: He makes about $95 every two weeks as a member of TAE.
Weapons: He knows almost nothing about using a gun but he does a lot of improvisation.
Equipment & Vehicles: He relies on whatever the team needs in order to accomplish the mission.
Jon Bolton wanted to serve his country, namely because he was getting tired of bigger kids beating him up in his
neighborhood. Unfortunately, he was short and underweight. No branch of the military would touch him. Feeling depresses he
was walking down an alley when he saw several of the street bullies pick on a man who had a German accent. With a lead
pipe in his hand, Jon fought them off, even though he took a few licks himself. When the cops came, to Jon’s utter surprise
he learned the man was a scientist who defected to the U.S. government. He was experimenting with Z-rays, a type of
radiation that allowed the aura that all things organic and inorganic possess to become visible, thereby revealing its nature to
an extent. When Jon told him he wanted to join the military, the nameless scientist agreed to allow Jon to join in and become
one of his test subjects. In the beginning, the exposure to Z-rays produced a relative harmless effect on Jon and the other
test subjects. Yet by the second week, Jon’s aura didn’t dim any more but remained constant. Soon it began to brighten until
it glowed all the time. Some people upon seeing his aura became temporarily enthralled; others thought him a hated enemy.
Yet despite the unique and obvious manner in which his aura held onto people, the military couldn’t see it as any sort of
effective weapons, furthermore the process could never be replicated in another test subject. Moreover, the usefulness of Z-
rays simply didn’t have an applicable need for the U.S military. As for Jon, he was given a job as a mascot, to go around and
bolster the troops’ morale as well as folks back at home. After a week, Jon feel into despair, not seeing his freakish
appearance be anything but a curse, until the night he helped convinced a guy not to shoot up an Army Recruitment center.
Then he was contacted by Michal Veil who wanted his unique abilities to help him win the war by joining with Team American
Eagle. Sitting with others sort of like himself, but each having patriotic pride in defending their country against the enemy,
made Jon not only embrace him gifts, but to no longer take life so seriously. He found humor in everything, no matter how
dire the situation became. In essence, he became the heart and soul (and funny bone) of TAE.
Death: When the TAE went aboard, Professor Vilde freighter, they immediately encounters his underlines, a variety of
supernatural zombies and lesser deevils. Jon s aura had no effect on the zombie hoard the group encountered. He was rushed
by the mob and torn apart. Jon remains where never recovered nevertheless he was given a headstone at Arlington
Cemetery.
Real Name: Jon Bolton
Occupation: U.S. Military Mascot
Alignment: Principled
Power Category: Experiment
Experience Level: 3rd
Hit Points: 42 S.D.C.: 72
P.P.E.: 25
Appearance: He is a handsome American male who moderately engages in exercise. He has short black hair and dark
brown eyes. He dresses something like a dandy.
Attributes: I.Q. 11, M.E. 12, M.A. 28, P.S. 20, P.P. 15, P.E. 16, Spd. 25, P.B. 26.
Age: 19, Sex: Male, Height: 6 foot and 2 inch (1.87 m), Weight: 170 lbs (76.5 kg)
Side Effect: Whole body glows.
Major Super Ability: Personal Recognition
Minor Super Abilities: Physical Perfection, Extraordinary M.A., and Awe Factor (13)
Combat Training: Basic
Attacks per Melee: 4 (2 initial +2 from Hand to Hand)
Combat Bonuses: +3 to parry, +3 to dodge, +5 to damage, +4 to roll with punch/fall, and +2 to pull punch.
Saving Throws: +9% to save vs. coma/death &+1 to save vs. magic/poison.
Combat Skills: Punch 1D4, Power Punch 2D4 (count as two attacks), Elbow & Forearm 1D6, Snap Kick 1D6, and Knee 1D6.
Other Bonuses: 94% trust/intimidate and 80% to charm/impress.
Educational Background: High School
Common Skills: Read-Write/Speak English 86%/91% and Pilot: Automobile 69%.
Domestic Program: Mathematics: Basic 86%, Play Guitar 55%, Sports: Baseball 50%, and Wardrobe & Grooming 55%.
Physical Program: Hand to Hand: Basic, Athletics (General), Swimming 70%, and Prowl 55%.
Secondary Skills: Language and Literacy: French 59%/55%, Cook 50%, Performance 57%, Streetwise 32%,
Automotive Mechanic 69%, Pilot: Motorcycle 72%, First Aid 65%, Business & Finance 55%, Public Speaking 45% and Climbing
45%/35%.
Money: He makes about $95 every two weeks as a member of TAE.
Weapons: He knows almost nothing about using a gun but he does a lot of improvisation.
Equipment & Vehicles: He relies on whatever the team needs in order to accomplish the 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.....
TIGER WOMAN
Rachel Foreman was an archeologist and wife to an even more famous archeologist Donald Foreman. On a trip to India, they
went in search of the Warli tribe of Maharashtra to learn about their worship of Waghia; the lord of tigers. They arrived at
simple arranged temple in which they discover a shapeless stone. Suddenly they were attacked by a demon worshiping
Thuggee cult. They demanded Donald reveal to them the location of the great power supposedly hidden in the temple. Donald
could find nothing of the sort. The stone itself was nothing more than a shapeless stone. They were about to torture Rachel
when Donald discovered a secret passage in the ground. Upon investigating the chamber, several Thuggee members were
killed by a bobby-trap. Their leader all at once struck Donald in the head with his weapon, killing him instantly. He then
threatened Rachel with the same. She held the stone to him and vowed one day he’d be punished for his crimes. All at once,
Rachel was turned into a female warrior woman. All at once she defeated and pretty much maimed every one of the Thuggee
members. Afterward, she brought her husband back to the U.S. to be buried she wanted to return to England, but the war
made it impossible. While in the U.S. she started using the mysterious power to go after several individual involved with
organized crime. Calling herself Tiger Woman, she made several enemies. She was soon invited by Michael Veil to join the
Team American Eagle. At first she was reluctant, but with her homeland involved in a war and the U.S. about to be dragged
in as well, she figured she best do something. As time went on, Rachel spent longer moments as Tiger Woman, and less time
as the weak and feeble Rachel. She also became more wild and animalistic (less human and civilized).
During the fight with Doctor Vilde, Tiger Woman took on many of his minions (zombies and lesser deevils), but in the end she
couldn’t weaken them down enough. Fortunately, Commander Battle hid several explosives bombs on the freighter. Tiger
Woman along with Electric Ray, Fighting Yank, and Commander Battle escaped just before the ship exploded while sinking
beneath the waves.
Death: After the war, Rachel retired from being Tiger Woman. She moved back to England where she met an Egyptologist
named Dewitt Mosley. They married and had two children. In 1975, a 61-year old Rachel discovered she had liver cancer.
Seven months later, she was surrounded by family members as well as Michael Veil, Commander Battle, and Joesph Buchanan
(in his Electric Ray suit) when she passed away.
Real Name: Rachel Foreman
Occupation: Archaeologist
Alignment: Scrupulous (Anarchist as Tiger Woman)
Power Category: Mystically Bestowed
Experience Level: 4th
Hit Points: 36 S.D.C.: 15/+130 as Tiger Woman
P.P.E.: 5/40 as Tiger Woman
Appearance: Rachel is an attractive British woman with shoulder length brown hair and hazel eyes. When she calls
upon the Tiger, her costume resembles that of a tiger. She also acts more animal like and is easy to anger.
Attributes: I.Q. 19, M.E. 9, M.A. 18, P.S. 12, P.P. 18, P.E. 19, Spd. 15, P.B. 18
Tiger Woman, M.A. 25, P.S. 28, P.P. 30, Spd. 86 (60.2 mph/96.9 km).
Age: 31, Sex: Female, Height: 5 foot and 4 inches (1.62 m), Weight: 125 lbs (56.25 kg)
Major Super Abilities: Animal Abilities: Tiger (Climb 90% & Prowl 72%)
Minor Abilities: Feral and Claws
Combat Training: Basic
Tiger Woman, Expert
Attacks per Melee: 5 (2 Initial +3 from Hand to Hand)
Tiger Woman, 6 (2 Initial +3 from Hand to Hand) +1 from powers
Combat Bonuses: +2 to strike, +5 to parry, +5 to dodge, 8+3 to roll with punch/fall, and +2 to pull punch.
Tiger Woman, +5 to initiative, +11 to strike, +14 to parry, +12 to dodge, +13 to damage, +3 to roll with punch/fall, +6
to pull punch, and +1 to disarm.
Saving Throws: +8% to save vs. coma/death, +2 to save vs. magic, and +2 to save vs. poison/disease,
Tiger Woman, +3 to save vs. magic, +2 to save vs. possession, and +4 to horror factor.
Combat Skills: Punch 1D4, Power Blow 2D4 (counts as two attacks), Elbow/Forearm 1D6, Knee 1D6, and Kick 2D4.
Tiger Woman, Claws 3D6, Bite 1D6, Crescent Kick 2D4+2, Tripping/Leghook (cannot be paired, dodge or knockdown),
and All Holds.
Other Bonuses: +5% to all skills, 50% to trust/intimidate, and 40% to charm/impress.
Tiger Woman, 84% to trust/intimidate.
Educational Background: Master’s Degree (Note: As TW reduce all but her Physical, Wilderness, and Domestic Skills by
10%).
Common Skills: Read-Write/Speak English 93%/97% and Pilot: Automobile 77%
Science Program: Mathematics: Advance 98%, Chemistry 98%, Anthropology 90%, Archeology 90%/70%, and
Political Science 90%.
Medical Assistant Program: Mathematics: Basic 89%, Business & Finance 85%, and Nurse (1940s) 90%.
Technical Program: Law (General) 80%, Research 90%, Photography 80%, and Barter 81%.
Language Program: Read-Write/Speak Hindi, Bengali, Chinese, and Arabic 90%/92%.
Secondary Skills: Hand to Hand: Basic, Athlete, Swimming 75% (85% as TW), Prowl 50%, Streetwise 41%, Climb
65%/55%, Land Navigation 57%, Radio: Basic 75%, Cook 60%, Public Speaking 60%, History 96%/76%, and Appraise
Antiques 50%.
Money: She makes about $75 every two weeks as a member of Team American Eagle (1940s). She also has about
$3300 that her husband left her in her saving account.
Weapons: None, she relies on her mystic powers.
Equipment & Vehicles: She relies on whatever the team utilizes to complete the mission.
Rachel Foreman was an archeologist and wife to an even more famous archeologist Donald Foreman. On a trip to India, they
went in search of the Warli tribe of Maharashtra to learn about their worship of Waghia; the lord of tigers. They arrived at
simple arranged temple in which they discover a shapeless stone. Suddenly they were attacked by a demon worshiping
Thuggee cult. They demanded Donald reveal to them the location of the great power supposedly hidden in the temple. Donald
could find nothing of the sort. The stone itself was nothing more than a shapeless stone. They were about to torture Rachel
when Donald discovered a secret passage in the ground. Upon investigating the chamber, several Thuggee members were
killed by a bobby-trap. Their leader all at once struck Donald in the head with his weapon, killing him instantly. He then
threatened Rachel with the same. She held the stone to him and vowed one day he’d be punished for his crimes. All at once,
Rachel was turned into a female warrior woman. All at once she defeated and pretty much maimed every one of the Thuggee
members. Afterward, she brought her husband back to the U.S. to be buried she wanted to return to England, but the war
made it impossible. While in the U.S. she started using the mysterious power to go after several individual involved with
organized crime. Calling herself Tiger Woman, she made several enemies. She was soon invited by Michael Veil to join the
Team American Eagle. At first she was reluctant, but with her homeland involved in a war and the U.S. about to be dragged
in as well, she figured she best do something. As time went on, Rachel spent longer moments as Tiger Woman, and less time
as the weak and feeble Rachel. She also became more wild and animalistic (less human and civilized).
During the fight with Doctor Vilde, Tiger Woman took on many of his minions (zombies and lesser deevils), but in the end she
couldn’t weaken them down enough. Fortunately, Commander Battle hid several explosives bombs on the freighter. Tiger
Woman along with Electric Ray, Fighting Yank, and Commander Battle escaped just before the ship exploded while sinking
beneath the waves.
Death: After the war, Rachel retired from being Tiger Woman. She moved back to England where she met an Egyptologist
named Dewitt Mosley. They married and had two children. In 1975, a 61-year old Rachel discovered she had liver cancer.
Seven months later, she was surrounded by family members as well as Michael Veil, Commander Battle, and Joesph Buchanan
(in his Electric Ray suit) when she passed away.
Real Name: Rachel Foreman
Occupation: Archaeologist
Alignment: Scrupulous (Anarchist as Tiger Woman)
Power Category: Mystically Bestowed
Experience Level: 4th
Hit Points: 36 S.D.C.: 15/+130 as Tiger Woman
P.P.E.: 5/40 as Tiger Woman
Appearance: Rachel is an attractive British woman with shoulder length brown hair and hazel eyes. When she calls
upon the Tiger, her costume resembles that of a tiger. She also acts more animal like and is easy to anger.
Attributes: I.Q. 19, M.E. 9, M.A. 18, P.S. 12, P.P. 18, P.E. 19, Spd. 15, P.B. 18
Tiger Woman, M.A. 25, P.S. 28, P.P. 30, Spd. 86 (60.2 mph/96.9 km).
Age: 31, Sex: Female, Height: 5 foot and 4 inches (1.62 m), Weight: 125 lbs (56.25 kg)
Major Super Abilities: Animal Abilities: Tiger (Climb 90% & Prowl 72%)
Minor Abilities: Feral and Claws
Combat Training: Basic
Tiger Woman, Expert
Attacks per Melee: 5 (2 Initial +3 from Hand to Hand)
Tiger Woman, 6 (2 Initial +3 from Hand to Hand) +1 from powers
Combat Bonuses: +2 to strike, +5 to parry, +5 to dodge, 8+3 to roll with punch/fall, and +2 to pull punch.
Tiger Woman, +5 to initiative, +11 to strike, +14 to parry, +12 to dodge, +13 to damage, +3 to roll with punch/fall, +6
to pull punch, and +1 to disarm.
Saving Throws: +8% to save vs. coma/death, +2 to save vs. magic, and +2 to save vs. poison/disease,
Tiger Woman, +3 to save vs. magic, +2 to save vs. possession, and +4 to horror factor.
Combat Skills: Punch 1D4, Power Blow 2D4 (counts as two attacks), Elbow/Forearm 1D6, Knee 1D6, and Kick 2D4.
Tiger Woman, Claws 3D6, Bite 1D6, Crescent Kick 2D4+2, Tripping/Leghook (cannot be paired, dodge or knockdown),
and All Holds.
Other Bonuses: +5% to all skills, 50% to trust/intimidate, and 40% to charm/impress.
Tiger Woman, 84% to trust/intimidate.
Educational Background: Master’s Degree (Note: As TW reduce all but her Physical, Wilderness, and Domestic Skills by
10%).
Common Skills: Read-Write/Speak English 93%/97% and Pilot: Automobile 77%
Science Program: Mathematics: Advance 98%, Chemistry 98%, Anthropology 90%, Archeology 90%/70%, and
Political Science 90%.
Medical Assistant Program: Mathematics: Basic 89%, Business & Finance 85%, and Nurse (1940s) 90%.
Technical Program: Law (General) 80%, Research 90%, Photography 80%, and Barter 81%.
Language Program: Read-Write/Speak Hindi, Bengali, Chinese, and Arabic 90%/92%.
Secondary Skills: Hand to Hand: Basic, Athlete, Swimming 75% (85% as TW), Prowl 50%, Streetwise 41%, Climb
65%/55%, Land Navigation 57%, Radio: Basic 75%, Cook 60%, Public Speaking 60%, History 96%/76%, and Appraise
Antiques 50%.
Money: She makes about $75 every two weeks as a member of Team American Eagle (1940s). She also has about
$3300 that her husband left her in her saving account.
Weapons: None, she relies on her mystic powers.
Equipment & Vehicles: She relies on whatever the team utilizes to complete the 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.....
YANKEE ADAMS
Abraham George Adams was told by his father that he was descended from George Washington Adams, the eldest son of John
Quincy Adams, the sixth President of the United States, and son of the famous U.S. Founding Father, John Adam, the 2nd
President of the United States. Because of his family’s extraordinary connection to one of the framers of the Constitution,
Abraham dominating father, Lawerence Adams, made his son memorize the Declaration of Independence, the Bill of Rights, the
entire U.S. Constitution, and other famous documents. His father suffered an obsessive compulsion in reciting “My Country,
‘Tis of Thee”, also known as “America”. Three times a day. Lawerence’s insanities plagued his household, and made life very
difficult for family, especially young Abraham who bared the blunt of his father’s insanity. When Abraham turned sixteen, he
ran away from home. He provided falsified documents in order to enlist into the army. By the time, he was twenty-five, he’d
earned the rank of Staff Sergeant, then one month later he contracted polio, which resulted in permanent paralysis from the
waist down. Unable to do anything he loved severely demoralized Abraham. He returned home to be cared for by his parents.
Once again, he endured the insanity of his father, who claimed he wasn’t patriotic enough and this was his punishment. On
December 7, 1941, he was listening to radio when he heard about the attack on Pearl Harbor. The next day while listening to
the radio he heard Roosevelt’s “infamy speech”. At that moment, the power of the president’s words inspired something
within him. He summoned internal energies that turned him into a superhuman. Upon seeing him, his father died of fright. He
soon learned he could control when and where the transformation occurred, but he had to be careful because after his 18
hours he would be once more unable to use his legs. His mother made him a costume out of the red, white, and blue clothes
his father was always wearing. After putting them on, he declared himself Yankee Adams.
In the beginning, he tried to be a local crime fighter, but continued to meet with resistance from the police and district
attorney. He wanted help with the war effort, but his powers wouldn’t allow him to simply fly to the enemy and deal with
them in his allotted time. Thing finally came ahead when he was found out by special operatives employed by Michael Veil.
The two discuss how they could use his talents in an effort to help the war, and it was decided to build a team of likewise
incredible individual around him, thus the creation of Team American Eagle. It didn’t take long for Yankee Adams to become
one of the most recognized champions of WWII on the side of the allies. Unfortunately, as much as the European Front
wanted to use him, Yankee spent most of him time in the Pacific. Veil also didn’t want him competing with the American
Rocket and Euroforce. Yet without a doubt, the influence of Yankee made major significance in the war effort. Yankee also
became the ideal of which the Soviet Union, Germany, Britain, France, and the U.S. would base their ideal on creating the
ultimate super soldier.
Death: When TAE tracked down the location of Doctor Vilde ship, Yankee wanted to try and take it down on his own, but his
team talked him into going at it with full force. When the TAE invaded the ship, they had no idea that most of the crew
consisted of supernatural beings (zombies and lesser deevils), and a number of super villains. Yankee quickly dispatched a
number of evil until he confronted Vilde. It was then the evil doctor revealed that indeed George Washington Adam had a
mistress, Eliza Dolph, who allegedly gave birth to a child in December 1828, but the birth has never been confirmed. In truth
his father was nothing more than raving lunatic who insanity fueled the imagination and patriotism of a little boy. This tactic
did something that no villain ever succeeded in doing to Yankee before; fill his head with doubt. Once they came about, he
lost control of his powers and reverted to normal. Lying helpless on the deck on the ship, Abraham Adam could do nothing
against the onslaught of lesser devils against him, just before he died however, Vilde used his petrification ray on him. His
stone body was tossed overboard. Abraham remained stone for slightly over 3 minutes (enough time for him to sink several
hundred feet beneath the surface), when he returned to flesh, the lack of oxygen and pressure depth killed him instantly. His
body was never recovered. When word reached America, the entire nation mourned the lost of their great war hero. Today
his mission is still being carried out by the likes of Patriot, Apex, and Mega Storm. Note: Veil still has his medical history on file
and plenty of his DNA, which is still to this day being used by the Nursery in the effort to create super soldiers.
Real Name: Abraham George Adam
Occupation: Patriotic Champion
Alignment: Scrupulous
Power Category: Empowered
Experience Level: 6th
Hit Points: 26/+330 as Yankee S.D.C.: 55/+1266 as Yankee
Armor Rating: A.R: 12 (only as Yankee)
P.P.E.: 23
Appearance: Abraham is a handsome male lustrous blond hair and bright, blue eyes. Polio however has taken away the
use of legs. As Yankee, he is a strapping, athletic male wearing a star spangled costume of red, white, and blue. His mask
does conceal his face as he retains most of his facial features.
Abraham’s Attributes: I.Q. 19, M.E. 18, M.A. 15, P.S. 5, P.P. 7, P.E. 9, Spd. 2/10 in wheelchair, P.B. 12
Yankee Attributes: M.A. 18, P.S. 57, P.P. 20, P.E. 21, Spd. 340 mph (547 km) running/320 mph (515 km) flight, P.B. 20
Age: 31, Sex: Male, Height: 6 foot (1.82 m), Weight: 165 lbs (74.25)
Yankee: Height: 6 foot and 7 inches (2.0 m), Weight: 245 lbs (110.25 kg)
Physical Impairment: Cannot use Legs
Physical Compensation: Demigod (18 hours).
Vulnerability: As Yankee, he takes double damage from magic weapons and spell magic.
Major Super Abilities: Supernatural P.S. and Massive Damage Capacity
Minor Super Abilities: Flight: Wingless, Extraordinary Speed, and Extraordinary P.P.
Combat Training: Basic
Attacks per Melee: 5/9+1 (2 initial + 2 from Hand to Hand) +1 from boxing +4 as Yankee +1 in flight
Combat Bonuses: Abraham: +2 to roll with punch/fall and +2 to pull punch. As Yankee: +7 to initiative, +8 to
strike (land or air), +13 to parry (land or air), +15 to dodge (land or air)/+8 to automatic dodge, +50 to damage/+4 for every
20 mph (32 km) of speed, +10 to roll with punch/fall, +10 to pull punch, and +1 to disarm.
Saving Throws: Abraham: +2 to save vs. psionics/insanity. Yankee: +6 to save vs. horror factor, +4 to save
vs. mind control, +2 to save vs. possession, +22% to save vs. coma/death, +3 to save vs. poison and magic.
Combat Skills: As Abraham. Punch 1D4. As Yankee: Restrained Punch 5D6, Full Strength Punch 2D4x10, Elbow/Forearm
2D6x10, Knee 2D6x10, Power Blow 3D6x10 (counts as two attacks), Karate Kick 3D4x10, All Holds, Knockout on an unmodified
roll of 20 for 1D6 melees, and Critical strike on an unmodified roll of 19-20.
Other Bonuses: +5% to all skills (50% to trust/intimidate & 50% charm/impress as Yankee).
Educational Background: Military
Common Skills: Read-Write/Speak English 94%/98% and Pilot: Automobile 83%.
Military Program (Basic): Hand to Hand: Basic, Running, Climbing 85%/75% (+10% as Yankee), Military Etiquette
80%, Forced March, W.P. Rifle (+3 to aim/+1 to burst), W.P. Grenade (+2 to throw), and Pilot: Truck 98%.
2nd Military Program: Trap/Mine Detection 65%, Parachuting 85%, Demolitions 93%, and Camouflage 65%.
Physical Program: Boxing, Body Building & Weightlifting, Athletics (general), and Swimming 70%/98% as Yankee.
Secondary Skills: Fishing 75%, Public speaking 65%, Performance 65%, Land Navigation 65%, Wilderness Survival
70%, Hunting, Track & Trap Animals 60%/70%, Skin & Prepare Animal Hides 70%, Radio: Basic 75%, Language: Japanese
67%, Literacy: Japanese 50%, and Astronomy & Navigation 40%.
Money: He gets paid $125 every two weeks as a member of TAE (1940s income).
Weapons: He has access and training in any military weapon issued by the 1940s U.S. Army.
Equipment & Vehicles: He has access and training in the use of variety of equipment issued by the U.S. Army. He will
also utilize whatever is necessary in order to complete the mission.
Abraham George Adams was told by his father that he was descended from George Washington Adams, the eldest son of John
Quincy Adams, the sixth President of the United States, and son of the famous U.S. Founding Father, John Adam, the 2nd
President of the United States. Because of his family’s extraordinary connection to one of the framers of the Constitution,
Abraham dominating father, Lawerence Adams, made his son memorize the Declaration of Independence, the Bill of Rights, the
entire U.S. Constitution, and other famous documents. His father suffered an obsessive compulsion in reciting “My Country,
‘Tis of Thee”, also known as “America”. Three times a day. Lawerence’s insanities plagued his household, and made life very
difficult for family, especially young Abraham who bared the blunt of his father’s insanity. When Abraham turned sixteen, he
ran away from home. He provided falsified documents in order to enlist into the army. By the time, he was twenty-five, he’d
earned the rank of Staff Sergeant, then one month later he contracted polio, which resulted in permanent paralysis from the
waist down. Unable to do anything he loved severely demoralized Abraham. He returned home to be cared for by his parents.
Once again, he endured the insanity of his father, who claimed he wasn’t patriotic enough and this was his punishment. On
December 7, 1941, he was listening to radio when he heard about the attack on Pearl Harbor. The next day while listening to
the radio he heard Roosevelt’s “infamy speech”. At that moment, the power of the president’s words inspired something
within him. He summoned internal energies that turned him into a superhuman. Upon seeing him, his father died of fright. He
soon learned he could control when and where the transformation occurred, but he had to be careful because after his 18
hours he would be once more unable to use his legs. His mother made him a costume out of the red, white, and blue clothes
his father was always wearing. After putting them on, he declared himself Yankee Adams.
In the beginning, he tried to be a local crime fighter, but continued to meet with resistance from the police and district
attorney. He wanted help with the war effort, but his powers wouldn’t allow him to simply fly to the enemy and deal with
them in his allotted time. Thing finally came ahead when he was found out by special operatives employed by Michael Veil.
The two discuss how they could use his talents in an effort to help the war, and it was decided to build a team of likewise
incredible individual around him, thus the creation of Team American Eagle. It didn’t take long for Yankee Adams to become
one of the most recognized champions of WWII on the side of the allies. Unfortunately, as much as the European Front
wanted to use him, Yankee spent most of him time in the Pacific. Veil also didn’t want him competing with the American
Rocket and Euroforce. Yet without a doubt, the influence of Yankee made major significance in the war effort. Yankee also
became the ideal of which the Soviet Union, Germany, Britain, France, and the U.S. would base their ideal on creating the
ultimate super soldier.
Death: When TAE tracked down the location of Doctor Vilde ship, Yankee wanted to try and take it down on his own, but his
team talked him into going at it with full force. When the TAE invaded the ship, they had no idea that most of the crew
consisted of supernatural beings (zombies and lesser deevils), and a number of super villains. Yankee quickly dispatched a
number of evil until he confronted Vilde. It was then the evil doctor revealed that indeed George Washington Adam had a
mistress, Eliza Dolph, who allegedly gave birth to a child in December 1828, but the birth has never been confirmed. In truth
his father was nothing more than raving lunatic who insanity fueled the imagination and patriotism of a little boy. This tactic
did something that no villain ever succeeded in doing to Yankee before; fill his head with doubt. Once they came about, he
lost control of his powers and reverted to normal. Lying helpless on the deck on the ship, Abraham Adam could do nothing
against the onslaught of lesser devils against him, just before he died however, Vilde used his petrification ray on him. His
stone body was tossed overboard. Abraham remained stone for slightly over 3 minutes (enough time for him to sink several
hundred feet beneath the surface), when he returned to flesh, the lack of oxygen and pressure depth killed him instantly. His
body was never recovered. When word reached America, the entire nation mourned the lost of their great war hero. Today
his mission is still being carried out by the likes of Patriot, Apex, and Mega Storm. Note: Veil still has his medical history on file
and plenty of his DNA, which is still to this day being used by the Nursery in the effort to create super soldiers.
Real Name: Abraham George Adam
Occupation: Patriotic Champion
Alignment: Scrupulous
Power Category: Empowered
Experience Level: 6th
Hit Points: 26/+330 as Yankee S.D.C.: 55/+1266 as Yankee
Armor Rating: A.R: 12 (only as Yankee)
P.P.E.: 23
Appearance: Abraham is a handsome male lustrous blond hair and bright, blue eyes. Polio however has taken away the
use of legs. As Yankee, he is a strapping, athletic male wearing a star spangled costume of red, white, and blue. His mask
does conceal his face as he retains most of his facial features.
Abraham’s Attributes: I.Q. 19, M.E. 18, M.A. 15, P.S. 5, P.P. 7, P.E. 9, Spd. 2/10 in wheelchair, P.B. 12
Yankee Attributes: M.A. 18, P.S. 57, P.P. 20, P.E. 21, Spd. 340 mph (547 km) running/320 mph (515 km) flight, P.B. 20
Age: 31, Sex: Male, Height: 6 foot (1.82 m), Weight: 165 lbs (74.25)
Yankee: Height: 6 foot and 7 inches (2.0 m), Weight: 245 lbs (110.25 kg)
Physical Impairment: Cannot use Legs
Physical Compensation: Demigod (18 hours).
Vulnerability: As Yankee, he takes double damage from magic weapons and spell magic.
Major Super Abilities: Supernatural P.S. and Massive Damage Capacity
Minor Super Abilities: Flight: Wingless, Extraordinary Speed, and Extraordinary P.P.
Combat Training: Basic
Attacks per Melee: 5/9+1 (2 initial + 2 from Hand to Hand) +1 from boxing +4 as Yankee +1 in flight
Combat Bonuses: Abraham: +2 to roll with punch/fall and +2 to pull punch. As Yankee: +7 to initiative, +8 to
strike (land or air), +13 to parry (land or air), +15 to dodge (land or air)/+8 to automatic dodge, +50 to damage/+4 for every
20 mph (32 km) of speed, +10 to roll with punch/fall, +10 to pull punch, and +1 to disarm.
Saving Throws: Abraham: +2 to save vs. psionics/insanity. Yankee: +6 to save vs. horror factor, +4 to save
vs. mind control, +2 to save vs. possession, +22% to save vs. coma/death, +3 to save vs. poison and magic.
Combat Skills: As Abraham. Punch 1D4. As Yankee: Restrained Punch 5D6, Full Strength Punch 2D4x10, Elbow/Forearm
2D6x10, Knee 2D6x10, Power Blow 3D6x10 (counts as two attacks), Karate Kick 3D4x10, All Holds, Knockout on an unmodified
roll of 20 for 1D6 melees, and Critical strike on an unmodified roll of 19-20.
Other Bonuses: +5% to all skills (50% to trust/intimidate & 50% charm/impress as Yankee).
Educational Background: Military
Common Skills: Read-Write/Speak English 94%/98% and Pilot: Automobile 83%.
Military Program (Basic): Hand to Hand: Basic, Running, Climbing 85%/75% (+10% as Yankee), Military Etiquette
80%, Forced March, W.P. Rifle (+3 to aim/+1 to burst), W.P. Grenade (+2 to throw), and Pilot: Truck 98%.
2nd Military Program: Trap/Mine Detection 65%, Parachuting 85%, Demolitions 93%, and Camouflage 65%.
Physical Program: Boxing, Body Building & Weightlifting, Athletics (general), and Swimming 70%/98% as Yankee.
Secondary Skills: Fishing 75%, Public speaking 65%, Performance 65%, Land Navigation 65%, Wilderness Survival
70%, Hunting, Track & Trap Animals 60%/70%, Skin & Prepare Animal Hides 70%, Radio: Basic 75%, Language: Japanese
67%, Literacy: Japanese 50%, and Astronomy & Navigation 40%.
Money: He gets paid $125 every two weeks as a member of TAE (1940s income).
Weapons: He has access and training in any military weapon issued by the 1940s U.S. Army.
Equipment & Vehicles: He has access and training in the use of variety of equipment issued by the U.S. Army. He will
also utilize whatever is necessary in order to complete the mission.