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Posted: Sat Sep 29, 2007 12:56 am
by Zenvis
Mephisto wrote:If I were to see Lounge Lizard I'd probably burst out laughing, his suit is probably hilarious to see!

The adventure pictures of him were hilarious.

Posted: Sat Sep 29, 2007 10:11 am
by Reagren Wright
Years ago I saw a variety show that had goof off super heroes skits.
An artist friend also use to make this silly drawing of goof off super heroes
as well. The adventures of Chef Justice, the baker vigilantee, always bring
a tear of laughter to my eye. So I made up my own group, but I could
never get people to play these characters in any adventures. No one
wanted to do anything silly (essentially the stuff of Rifter 9 1/2). So they
sat in the NPC file cabinet for several years. Well after cleaning it out
months ago, I decided to update these guys. So here are they are in all
their silly glory.

THE ODDITIES

Sometimes superheroes show up that cause more havoc then any
amount of good they ever hope to accomplish, case in point the Oddities.
A band of super heroes who have sworn to protect the city of San
Francisco from all forms of evil, yet they themselves cause just as much
of a headaches for its citizens and local authorities. The mayor has asked
on numerous occasions if they would please go elsewhere. Yet amazingly,
they have been successful in defeating super villains, organized crime,
and stopped a major terrorist plot to destroy the Golden Gate Bridge
(although they did cause $500,000 dollars in collateral damage to
various automobiles on the bridge). Even more peculiar they have
a strong popularity among young people and have their own cult following.
There is even a website were you can buy T-shirts that say, “I’m an
Oddity too.” So far, S.C.R.E.T. and the Jury have not made
a decision on whether or not to put an end to their nuisance. G.I.G.M.A. is actively
looking into their civilian identities which were all too easy for the
agency to discover. But perhaps the biggest threat to the group comes
from the MTF who have deemed them targets for elimination (namely
because they embarrassed Cobb and Luvon in the now infamous
Fisherman’s Wharf’s incident).

GUY AMAZING

As a kid, Walter Beck was fascinated why people put cigarettes in
their mouths. He was always told the only things you put in your mouth
was food, and you never play with fire. So why were cigarettes an
exception? One day he spotted his mother’s lit cigarette sitting in an
ash try while she was making lunch. He picked it up and inhaled the
smoke. The moment the nicotine enter into his bloodstream, a
startling transformation took place. His strength, endurance, resistance
to injury all increased, he developed the power to fly, his sense of smell
became better then a bloodhound and he could release powerful energy
blasts capable of atomizing any substance. However, by the end of
the day he was feeling weak, becoming deathly ill. While his mother
paced back and forth waiting for the ambulance to arrive, she smoked.
The second hand smoke drifting around Walter began to make him
feel better. He asked his mother if he could take a drag. Reluctantly
she complied, and within seconds, he not only made a remarkable
recovery, but also regained his super powers. From that moment on,
Walter was a heavy chain smoker. His parents did all they could to
conceal their son’s “nicotine dependency” from others until he reached
his teenage years. One day while driving to high school, he spotted a
building on fire with a woman standing on a balcony with her baby in
her arms. Walter lit up and flew to her rescue. The incident was caught
on camera with one onlooker making the comment, “That guy is amazing”.
After watching it on T.V., Walter decided he was going to dedicate his
life to doing heroic deeds for others, but his mother told he had to
graduate from high school first (she wanted him to have a career to
fall back on). In the beginning, he wore only a mask, later he made
his current costume. For the last six months, he’s been a full time reporter
for a San Francisco newspaper while at the same time a part time
Legionnaire. Since joining the Oddities, he’s tried to juggle both jobs.
The problem is both occupations want him to quit smoking. One because
of work place rules and the other because he’s a so-called “role model”.
Walter doesn’t want to explain that he is physically dependent on nicotine
(which would reveal his weakness to his enemies) so he’s thinking about
switching to nicotine patches or gum. Both have their pros and cons.
Nevertheless, he vows his decision will not prevent him from fulfilling his
duty as a super hero.

Real Name: Walter Beck
Occupation: Reporter for a San Francisco Newspaper
Alignment: Principled
Power Category: Mega Hero Mutant
Experience Level: 3rd
Hit Points: 53 S.D.C.: 1045
P.P.E.: 26
Appearance: He wears a yellow and blue costume with a yellow
cape. The word “Guy” is written on the front. The word “Amazing” is on the
cape. He is a brawny guy with black hair, blue eyes, and a cigarette in
his mouth (whenever possible). As Walter Beck, he is always dresses in
Brooks Brothers.
Attributes: I.Q. 12, M.E. 11, M.A. 10, P.S. 38 (supernatural), P.P.
13, P.E. 19, Spd. 14/260 mph (418.6 km) in flight, P.B. 10
Age: 29, Sex: Male, Height: 5 foot and 10 inch (1.77 m), Weight: 225 lbs (101 kg).
Unusual Characteristics: Stocky
Mega Powers: Tremendous Physical Strength and Tremendous S.D.C.
Natural Abilities: Enhanced healing (3x faster then normal humans),
increase range of powers by 50%, magical affects are only ½ their
normal duration, and he is considered a supernatural being.
Note: Guy Amazing seems to be immune to the dangerous side effects of smoking.
Minor Super Abilities: Extraordinary P.E., Wingless Flight,
Supervision: Thermal Vision, Heighten Sense of Smell, and Energy
Expulsion: Particle Beam. Note: The particle beam can bypass the A.R. of
any item, regardless of its material strength, and it ignores all natural armor ratings.
If body armor is struck, both the armor and its wearer take
the same amount of damage.
Vulnerability: Nicotine Addiction. Walter Beck is a heavy chain
smoker. He smokes about six packs a day. If there is not a continual
steam of nicotine in his blood, he begins to suffer from Deadly Metal
penalties. Note: He trying to quit and switch to nicotine gum or patches,
but he would need lots of them.
Combat Training: Basic
Attacks per Melee: 4/5 (2 initial + 2 from Hand to Hand) +1 in flight
Combat Bonuses: +1 to initiative, +2 to strike in flight, +2 to
parry/+4 in flight, +3 to dodge/+7 or +9 in flight, +23 to damage/+4 to
damage for every 20 mph (32 km) of flight speed, +2 to roll with
punch/fall, and +2 to pull punch.
Saving Throws: +8% to save vs. coma/death, +3 to save vs.
magic, +2 to save vs. poison, +2 to save vs. possession and Horror
Factor.
Combat Skills: Restrained Punch 3D6, Full Strength 6D6, Power
Blow 2D4x10 (2), Elbow/Forearm 5D6, Knee 5D6, Karate Kick 2D4x10,
Death Blow on a 16-20 (double damage to hit points), and various Super
Brawling Attacks (See G.M. Guide).
Educational Background: Trade School
Common Skills: Read-Write/Speak English 86%/91%,
Mathematics: Basic 81%, and Pilot: Automobile 69%,
Journalistic Program: Computer Operation 84%,
Research 70%, Photography 65%, and Writing 55%.
Investigation Program: Streetwise 47%, Find
Contraband 53%, Business & Finance 60%, and Law 55%.
Secondary Skills: Hand to Hand: Basic, Computer
Programming 59%, Prowl 40%, Cook 50%, General Repair/Maintenance
60%, Art (craft work) 50%, Mathematics: Advance 70%, Wardrobe &
Grooming 62%, Concealment 24%, and Land Navigation 40%.
Money: He inherited $15 million dollars from his grandparents when
he was 21. He has invested this money wisely and lives extremely well off
the interest. His job as a reporter pays him around $35,000 a year.
Weapons:
Particle Beam, Range: 600 feet (183 m), Damage: Natural roll
of 11-18 does 4D6+4, a Natural roll of 19-20 does 6D6+16, Bonuses: +1
to aimed shots (3).
Equipment & Vehicles: None, he drives around in a 2004 Chevy
Malibu.

Posted: Sat Sep 29, 2007 10:19 am
by Reagren Wright
LADY AMERICA

Elizabeth Washington is the niece of Army Brigadier General Kevin
Drysdale, the co-leader of S.C.R.E.T. and member of the Joint Chiefs
of Staff. She’s been an army brat all her life. Surrounded by men,
Betsy always tried to do whatever she could to match well with them.
On a S.C.R.E.T. command post (looks like a National Guard base),
she did everything the recruits did, only twice as better. Her father,
the base commander, insist she do something else with her life,
something “feminine” as he put it. Elizabeth finally agreed, after
graduating high school she went to college to study secondary
education and become a high school science teacher. She ruled her
classroom with military discipline and received the nickname the
General by the students and by some of the students. Then one day
a student was being extremely unruly in her classroom, she asked him
to leave and he refused. She was about to grab him and march her
down the hall, when he grabbed her and with superhuman strength
tossed her out the window. He was a mutant. Betsy quickly recovered
and ran back into the school and started and all out brawl with the
mutant student. In the end, Betsy end up in the hospital with several
broken bones while S.C.R.E.T track down the student and removed him.
Her father told him she had no business doing what she did, leave it to
the professionals. She vowed make herself even better then before.
She rededicated herself to become a superior athlete. However, the
confrontation left her psychological damage. She developed a hair
trigger temper that often caused her to lash out at anyone for the
littlest things. She eventually left her full time teaching job to become
substitute. This allowed her the time to dedicate herself toward her new
passion, being a patriotic Legionnaire fighting for freedom, justice, and
civil order. She was now Lady America. When her father realized what
she was doing, he tried to get her to join S.C.R.E.T. but she told him it
was too little, too late for him to notice her. When she learned that
Captain Larry Hawk, who left S.C.R.E.T because of his mental conditions,
decided to create his own team, she was the first to join, thus the creation
of the Oddities, which she served ever so faithfully.

Real Name: Elizabeth (Betsy) Washington
Occupation: Former High School Science Teacher, now she is just a substitute.
Alignment: Scrupulous
Power Category: Physical Training (Focus of Agility and Speed)
Experience Level: 3rd
Hit Points: 59 S.D.C.: 91
P.P.E.: 30
Appearance: She is a striking beautiful woman with lustrous blond
hair and a magnificent physique. She wears an American Flag looking
costume with a side holster.
Insanity: Elizabeth suffers from Hysterical Aggressive Reaction.
She reacts violently whenever she hears or sees someone accuse, insult,
or criticize her appearance, courage, patriotism, honor, and virtue.
Otherwise, she is a friendly and good-hearted person. On numerous
ccasions, she has flown off the handle and attack people, sometimes
strangers.
Attributes: I.Q. 21, M.E. 13, M.A. 15, P.S. 17, P.P. 22, P.E. 28, Spd. 59 (41.3 mph/66.4 km), P.B. 17
Age: 27, Sex: Female, Height: 5 foot and 7 inches
(1.70 m), Weight: 125 lbs (56.25 kg).
Combat Training: Defensive and Fast Combat
Special Combat Abilities: Power Punch x2 (2), Power Kick x2 (2),
and Force of Will. Her strength is equal to Extraordinary P.S. She can
carry 1700 lbs (765 kg) and lift 3400 lbs (1530 kg).
Attacks per Melee: 6 (4 initial + 2 from Hand to Hand)
Combat Bonuses: +4 to initiative, +6 to strike, +7 to parry, +8 to
dodge, +2 to damage, +7 to roll with punch/fall, +4 to pull punch,
and +1 disarm.
Saving Throws: +36% to save vs. coma/death and +7 to save vs.
magic/poison.
Combat Skills: Karate Punch 2D4, Power Blow (2), Elbow/Forearm
1D6, Knee 1D6, Karate Kick 2D6+2, Backward Sweep (cannot be paired,
must dodge or knockdown), Automatic Backflip 86%, +2 Body Flip/Throw
1D6 plus P.S. damage bonus (lose initiative and 1 attack/action), Paired
Weapons (all), and Arm and Leg Holds.
Other Bonuses: +7% to all skills and 35% charm/impress.
Educational Background: B.A. Degree
Common Skills: Read-Write/Speak English 93%/98%
and Pilot: Automobile 76%,
Business Program: Mathematics: Basic 98%, Business &
Finance 77%, Computer Operation 96%, Law (general) 67%, and Research 82%.
Science Program: Mathematics: Advance 98%,
Chemistry 92%, Astronomy & Navigation 72%, Biology 82%, and
Anthropology 82%.
Domestic Program: Cook 77%, Housekeeping 77%, and
Wardrobe & Grooming 89%.
Physical Program: Acrobatics (Sense of Balance 92%),
Gymnastics, Athlete, Aerobic Athletics, Running, and Climbing 87%.
Espionage Program: Escape Artist 62%, Disguise 57%,
Interrogation 62%, and Tracking (people) 57%.
Secondary Skills: Prowl 57%, Swimming 72%, Dance
52%, First Aid 67%, History 82%/62%, W.P. Shield, W.P. Handgun, Land
Navigation 55%, Radio: Basic 72%, Sewing 62%, Horsemanship
51%/31%, and Streetwise 31%.
Money: She made around $40,000 a year as a high school teacher.
Now she just a sub which is a part time income.
Weapons:
Desert Eagle with mercury bead recoil diminishers and
additional ammunition capacity. She uses exploding bullets (1D6x10) PV 9
or armor piercing bullets 1D4x10+2 (PV 8). Range: 165 feet (50 m),
Feed: 10 round mag, Rate of Fire: Single shot or short burst, Bonuses: +1
to aim or burst (-2 to A.R. when using AP rounds or -3 when using
exploding ones).
Air Densifier Barrier Shield Wrist Band (same as the one built
by Fabricators Inc) A.R.: 12, S.D.C.: 50, Range: 12 feet (3.6 m) and 4
feet (1.2) diameter, Damage: 1D6 to anyone running into or punching the
barrier, Duration: 2 melees, Attacks per Melee: Two (2) barriers, E-Clip
Capacity 6 barriers-solar powered; recharges one barrier every four
hours.
Equipment & Vehicles: Besides her weapons and gear, she doesn’t
use anything else. She drives around in a Chevy Prism.

Posted: Sat Sep 29, 2007 10:44 am
by Reagren Wright
BLACK MADAM

Emmanuelle has always been a strange person. Growing up in New
Orleans, she delighted in doing things that pushed the envelope of good
taste. Right out of high school, she started working as a “professional
dancer” and exhibitionist. One day a friend told her about a new drug
that was being sold on the street that provided an euphoric experience
unlike anything she ever tried before. After taking the shot, she
immediately noticed herself developing strange abilities, the most
obvious being a weird control over clothing. Not wanting to be a freak,
Emmanuelle kept her powers to herself. Then one night after a show
on her way to a car, a man nearly jumped her from behind, but
her “danger sense” alerted her of his presence. She didn’t have
anything on her or in her purse to use as a weapon, accept a pair of
thong underwear. With quick and creative thinking, she used her
underwear as a whip to fend him off until help arrived. Afterward
she decided the city needed a night protector for those who live and
work on the street. Making herself a costume, she became New Orleans
night guardian, the Black Madam. Later she had an odd run in with
Crashpad, who convinced her to come to San Francisco join up with
the Oddities. She thought it over and decided to give the city and the
super hero group thing a try. So far she is enjoying herself and loves
the San Francisco night life.

Real Name: Emmanuelle Dupre
Occupation: Exotic Dancer
Alignment: Unprincipled
Power Category: Mutant
Experience Level: 3rd
Hit Points: 36 S.D.C.: 48
P.P.E.: 23
Appearance: She wears a black leather dominatrix outfit. She has
an athletic build and long and shinny brown hair.
Insanity: Emmanuelle indulges in many lewd and risqué pleasures (sadism and nymphomania are her biggest obsessions).
Attributes: I.Q. 14, M.E. 28, M.A. 11, P.S. 24, P.P. 23, P.E. 19, Spd. 24, P.B. 14
Age: 25, Sex: Female, Height: 5 foot and 8 inch (1.72 m), Weight: 115 lbs (51.75 kg)
Unusual Characteristics: Feline eyes (She has Nightvision at 50 feet (15.2 m).
Minor Super Abilities: Immune to Control & Possession, Danger
Sense, Mask, Fabric/Cloth Material Animation, and Whip Attack.
Combat Training: Basic
Attacks per Melee: 4/5 (2 initial + 2 from Hand to Hand) +1 when
using a whip (must be used for the entire melee round).
Combat Bonuses: +1 to initiative, +4 to strike, +8 to parry, +9 to
dodge, +9 to damage, +7 to roll with punch/fall, and +2 to pull punch.
Saving Throws: Immune to mind control and domination, +8% to
save vs. coma/death, +2 to save vs. magic and poison, +7 to save vs.
psionics, and +11 to save vs. insanity.
Combat Skills: Punch 1D4, Power Punch 2D4 (2), Elbow/Forearm
1D6, Knee 1D6, Karate Kick 2D4, and Snap Kick 1D6.
Educational Background: On the Job Training
Common Skills: Read-Write/Speak English 86%/91%,
Mathematics: Basic 81%, and Pilot: Automobile 69%.
Criminal Program: Streetwise 47%, Pick Locks 60%,
Seduction 46%, Prowl 65%, and I.D. Undercover Agents 67%.
Physical Program: Hand to Hand: Basic, Acrobatics (Sense of Balance 90%), Gymnastics (Back flip 91%), and Athlete.
Learned Skill: Interrogation 45%.
Secondary Skills: Dance 55%, Wardrobe & Grooming
62%, Climbing 75%, Swimming 65%, Art (body paint) 50%, Palming 35%,
W.P. Whip (+1 to strike/+2 when using a real whip, +4 to disarm, +3
entangle, +1 to damage, +4 to pull punch/whip damage), Sewing 45%,
and Singing 40%.
Money: She makes $18,000 a year from her various…performances.
Weapons: While she can use various fabrics, clothes, and materials, she has her favorite:
Bull whip 3D6.
Equipment & Vehicles: She has all kinds of “devices of pleasure
and pain” at home. She drives a 1995 Ford HiTop conversion. It has been
modified with fold-down bucket seats, stereo system, refreshment
dispenser, and fuel efficiency modifications.

Posted: Sat Sep 29, 2007 10:49 am
by Reagren Wright
CRASH LAND

Patrick Bagwell was a test pilot for the military. He was told to test fly
an experimental space plane for a new type of fuel that would allow
the craft to fly almost Mach 10 in the atmosphere and Mach 20 in space.
After thirty seconds, the ship exploded but Patrick managed to escape in
time. However, the moment after the ship launched, it nuclear reactor
started leaking radiation. This exposure transformed Bagwell into a
human rocket able to generate a protective field around his body.
Nevertheless, the transformation left him in chronic pain. Though he
took pain medications to help compensate, alcohol became his primary
pain and stress relief. Before he became such a heavy drinker, the
military decided they could no longer use him, despite his super human
capabilities. A few days later while sitting his car trying to recover
from a hang over, Bagwell saw some bank robbers heading toward
their car. Bagwell launched himself into the air and destroyed their car,
allowing the police to capture the crooks. Patrick decided to take up a
new career in being a Legionnaire. Nevertheless, his heavy drinking
continued. Presently his Oddity teammates are trying to convince him
to join AA and seek help. So far, his drinking has not cost them, but that
is likely to change if things do not change.

Real Name: Patrick Bagwell
Occupation: Former Military Test Pilot
Alignment: Unprincipled
Power Category: Experiment
Experience Level: 3rd
Hit Points: 39 S.D.C.: 181
P.P.E.: 27
Appearance: He is a white-faced, bald athletic man dressed in a
silver costume that resembles a rocket. When not in his costume he tries
to dress in formal attire.
Insanity: He suffers from dipsomania (alcohol obsession). He is a
severe heavy drinker. Seventh percent of the time he is intoxicated. He
is only totally drunk 25% of the time.
Attributes: I.Q. 10, M.E. 11, M.A. 12, P.S. 26/36 with force aura,
P.P. 13, P.E. 30/34 with force aura, Spd. 29, P.B. 9
Age: 32, Sex: Male, Height: 6 foot (1.82 m), Weight: 195 lbs (87.75 kg).
Side Effects: Chronic Pain.
Major Super Abilities: Sonic Flight and Force Aura (230 S.D.C).
Note: He has Nightvision at 1000 feet (305 m). He can hold his breath for
six minutes. His strength is considered superhuman with his force aura up
(he can carry 7200 lbs/3240 kg and lift 10,800 lbs/4860 kg).
Natural Abilities: He has a great tolerance to pain. He can fight on up to -32 hit points below zero, before collapsing.
Combat Training: Expert
Attacks per Melee: 5 (2 initial + 2 from Hand to Hand +1 from powers).
Combat Bonuses: +3 to initiative, +2 to strike/+3 in flight, +4 to
parry/+6 in flight, +4 to dodge/+10 in flight, +11 to damage/+21 with
force aura, +3 to roll with punch/fall/+7 with force aura, and +2 to pull
punch.
Saving Throws: He takes ½ damage from cold, +35% to save vs.
coma-death/+39% with force aura, and +8 to save vs. magic and poison.
Combat Skills: Punch 1D4, Power Punch 2D4 (2), Elbow/Forearm
1D6, Knee 1D6, Sonic two fisted punch 1D4x10 (takes 3D6 points himself
and cost 2 attacks), Sonic flying body block/ram 2D4x10, plus knockdown
for those below 400 lbs/180 kg, (takes 5D6 damage to himself and counts
as 3 attacks).
Educational Background: Military
Common Skills: Read-Write/Speak English 86%/91%,
Mathematics: Basic 81%, and Pilot: Automobile 69%,
Military Program: Running, Climbing 60%/50%, Forced
Marched, Military Etiquette 55%, Radio: Basic 70%, and W.P. Rifle.
Communication Program: Basic Electronics 50%, Radio:
Scrambler 55%, T.V./Video 55%, and Radio: Satellite 45%.
Advance Pilot Program: Navigation 60%, Sensory
Equipment 50%, Navigation: Space 60%, Pilot: Airplane 67%, Pilot: Race
Car 72%, Pilot: Jet Aircraft 74%, and Pilot: Earth Space Craft 67%.
Secondary Skills: Hand to Hand: Expert, Athlete, Body
Build & Weightlifting. Swimming 60%, Computer Operations 64%, Basic
Mechanics 50%, Jury-Rig 30%, General Repair/Maintenance 55%, Land
Navigation 43%, Astronomy 30%, and Law (general) 20%.
Money: As a former military test pilot, he receives a yearly
compensation of $22,000. Weapons: None, he relies on his super abilities.
Equipment & Vehicles: His costume is a modified flight suit with a
special combat helmet. He owns a Piper Lance light sports aircrafts and
drives a 1985 Chevy ½ ton pick up. It’s in excellent condition.

Posted: Sat Sep 29, 2007 10:55 am
by Reagren Wright
JUNGLE GIRL

Edward Rice Bullard was a famous British anthropologist and archeologist.
He was well known for being a PBS guy and did narrations for shows
on the Discovery Channel. He traveled the world looking for strange
and exotic cities. One day while in Bolivia at the city of LaPaz, he was
exploring Inca ruins when he came to realize he found the temple of
Pacha-Mama. Eager to see what’s inside, Edward’s venture in and
disregarded safety protocol and disregarded some strange writing.
Suddenly, a feminine apparition appeared before him and told him
was chosen to be Earth’s new protector from supernatural evil and
terrors. Edwards refused. The apparition told him he had no choice.
He was the first white man to enter the temple at the time of her return.
If he did not serve, he would be destroyed. So Edward reluctantly agreed.
However, she did not tell him that he would do so in the body of a woman.
Days later while on vacation in L.A., a shoot out between cops and crooks
occurred near his hotel, Edward’s suddenly transformed into Jungle Girl.
He was a man in the body of a super heroine. He helped capture the
crooks and return to his normal self. Worried that he might “change”
on television or in the presence of some kind of camera, Edward’s
decided to find other heroes to associate with his heroics. He is hoping
he does enough good that the goddess will release him, then again if he
does poorly maybe she will let him go as well. He hates getting public
attention and men hitting on him.

Real Name: Edward Rice Bullard
Occupation: Anthropologist & Archeologist
Alignment: Unprincipled
Power Category: Mystically Bestowed
Experience Level: 3rd
Hit Points: 46 as Jungle Girl 58 S.D.C.: 28/323 as Jungle Girl A.R.: 12 as Jungle Girl
P.P.E.: 30
Appearance: Edwards is a tall, blue eye white man with a young-old
face and a mane of blond hair. As Jungle Girl, he wears a brief costume
made of animal skins. His female body is hourglass shaped, buxom,
athletic, and has coffee color skin and black hair.
Attributes: I.Q. 15, M.E. 12, M.A. 9, P.S. 19, P.P. 15, P.E. 32, Spd. 20, P.B. 19
Age: 41, Sex: Male, Height: 6 foot (1.82 m), Weight: 180 lbs (81 kg).
Mystical Transformation: Whenever he makes a specific “jungle
call” or trouble occurs within 100 yards (91.44 m) and he does nothing,
he transforms into Jungle Girl. Essentially, he is a man trapped in a
woman’s body.
Mystical Attributes: M.A. 19, P.S. 30, P.P. 18, P.E. 43, Spd. 155 (108 mph/174 km), P.B. 25
Major Super Abilities: Alter Metabolism.
Minor Super Abilities: Immune to Melee Attacks and Hardened Skin.
Combat Training: As Edward he possess Hand to Hand: Basic as
Jungle Girl he possess Hand to Hand: Expert
Attacks per Melee: 4 (2 initial + 2 from Hand to Hand)
Combat Bonuses: +4 to initiative as Jungle Girl, +4 to strike as
Jungle Girl, +3 to parry/+6 as Jungle Girl, +3 to dodge/+6 as Jungle Girl,
+4 to damage/+15 as Jungle Girl, +3 to roll with punch/fall, and +2 to pull
punch/+4 to pull punch.
Saving Throws: Impervious to disease, +32% to save vs. coma-
death/+43% as Jungle Girl, +8 to save vs. magic/+9 as Jungle Girl, and
+8 to save vs. poison. As Jungle Girl, he also has +2 to save vs.
possession and +4 to save vs. Horror Factor.
Combat Skills: Punch 1D4, Power Punch 2D4 (2), Elbow/Forearm
1D6, and Knee 1D6.
Other Bonuses: 45% charm/impress. As Jungle Girl 55%
trust/intimidate & 75% charm/impress.
Educational Background: Master’s Degree.
Common Skills: Read-Write/Speak English (British)
86%/91%, Mathematics: Basic 81%, and Pilot: Automobile 69%,
Science Program: Computer Operation 94%,
Mathematics: Advance 95%, Chemistry 90%, Anthropology 80%,
Archeology 85%/65%, and Astronomy & Navigation 75%.
Wilderness Program: Wilderness Survival 80%, Land
Navigation 73%, Preserve Food 70%, Identify Plants & Fruits 70%, and
Carpentry 65%.
Technical Program: Photography 75%, Research 80%,
History 98%/95%, and Business & Finance 75%.
Language Program: Read-Write/Speak Nahuatl (Aztec),
Portuguese, Spanish, and Quechua (Incan) 80%/84%
Secondary Skills: Hand to Hand: Basic, Athlete,
Outdoormanship, Swimming 65%, Climbing 55%/45%, Prowl 40%, Pilot:
Kayaking & Canoes 62%, Boat Building 50%, Hunting, Basic: Radio 65%,
Fishing 55%, and Cook 50%/60%.
Money: He makes around $35,000 a year teaching and lecturing.
Weapons: As Jungle Girl, he carries a large survival knife.
Equipment & Vehicles: None, he drives around in a 2003 Mercedes Benz.

Posted: Sat Sep 29, 2007 11:03 am
by Reagren Wright
LAMO

Bruce is a nerd who grew up in the south side of Chicago. Bullies picked
on him and he disassociated from other kids in the neighborhood.
He spent most of his time alone with his books. Then one day he began
to realize he could read just about book despite the fact it was in a
different language. He could also understand any language spoken
by people off the street. All of this he believed were apart of his natural
intellect. Then one day while walking near Lincoln Park Zoo, he started to
gain the powers of other animals. While he considered the power to be
spectacular, it was pretty much lame because he had to be within a
certain distance of animals to be useful, furthermore the only animals
he could draw upon within the powers range (pigeons, dogs, cats,
squirrels, and rats) also made it lame and for the most part unusable.
Nevertheless, when his parents moved to San Francisco, he hoped to
find a means to put his talents to use. That did not happen.
When he learned about the Oddities, he approaches them with the intent
to prove he could be an assist. However, he didn’t mention at first that he
could copy the powers of animals, because he still considered the
power lame. Although he spends most of time at home or at Captain
Hawk’s town house, the Oddities still rely on Bruce to be their research
and computer expert.

Real Name: Bruce Miller
Occupation: Computer Nerd
Alignment: Principled
Power Category: Mutant
Experience Level: 3rd
Hit Points: 25 S.D.C.: 30
P.P.E.: 28
Appearance: He is a gangly Caucasian boy who wears thick
glasses. He usually wears gray-denim coveralls, various slogan T-shirts,
and tall lime-green sneakers.
Attributes: I.Q. 24, M.E. 11, M.A. 14, P.S. 11, P.P. 9, P.E. 10, Spd. 13, P.B. 10
Age: 19, Sex: Male, Height: 5 foot and 5 inches (1.67
m), Weight: 135 lbs (60.75 kg)
Insanity: He is cheerful and talkative, too talkative. He talks about
things no one cares about or cares to listen too.
Unnatural Characteristics: Green eyes and pointy ears.
Major Super Abilities: Copy Animal Attributes
Minor Super Abilities: Bookworm, Linguists, and Speed Tasking.
Combat Training: Non-combatant
Attacks per Melee: 2 attacks and 3 non-combat actions.
Combat Bonuses: -1 to initiative and +1 to dodge.
Saving Throws: +35% to save vs. coma-death, and +8 to save vs.
magic and poison.
Combat Skills: Punch 1D4.
Other Bonuses: +9% to skills,
Educational Background: One Year of College.
Common Skills: Read-Write/Speak English 98%/98%,
Pilot: Automobile 78%, Speak Mandarin/Chinese, Hindi, Spanish, Russian,
Arabic, Japanese, and French 93%. Speak Bengali and Portuguese 84%,
Speak Indonesian and German 79%.
Computer Program: Basic Electronics 64%, Computer
Operation 94%, Computer Programming 84%, and Surveillance 64%.
Computer Hacker Program: Computer Repair 64%,
Cryptography 59%, Mathematics: Basic 98%, and Computer Hacking 54%.
Secondary Skills: Radio: Basic 74%, T.V./Video 59%,
Astronomy & Navigation 54%, History 84%/64%, Photography 64%,
Research 64%, Law (general) 49%, Mathematics: Advance 79%, Basic Mechanics 54%, and Jury Rig 39%.
Money: Whatever his parents are willing to give him.
Weapons: None
Equipment & Vehicles: Walkie-talkie, Full Video Studio, High End
Personal Computer ($15,000 valued), Flat Screen Monitor, 3 Laser
Printers, Modems, Telephone Answering Machine, and several cell phones.
His parents are more then willing to get him whatever he needs.

Posted: Sat Sep 29, 2007 11:08 am
by Reagren Wright
DON JUAN

The heroic swashbuckler is really a famous Latin America radio talk
show host for L.A. His fame was reaching new levels when his behavior
was become erratic. He couldn’t stop talking hardly letting others
say anything. Furthermore, people were doing whatever he told them
to do while in the studio. Finally, G.I.G.M.A., decided to investigate
his fame and popularity. They learned that Domingo suffered from
claustrophobia and was looking for anything to help him do his job.
A friend from Mexico created a designer drug to help him over come
his phobia and it was having unforeseen side effects. G.I.G.M.A.
ordered Domingo to stop taking the medication or quit his show.
Domingo decided to leave his career and take up a new one, becoming
a super hero. His goal is to regain his popularity as Don Juan and inspire
others to take up heroic causes. He still holds a grudge against G.I.G.M.A.
and he has nothing good to say about S.C.R.E.T.

Real Name: Domingo Rodriguez
Occupation: Former Radio Talk Show Host, now full time Legionnaire
Alignment: Scrupulous
Power Category: Imbued
Experience Level: 3rd
Hit Points: 23/with agent 37 S.D.C.: 41/with agent 105
P.P.E.: 10/28
Appearance: He is dressed like a matador wearing all black, a
gaucho, a cape and mask.
Attributes: I.Q. 15, M.E. 12/35 with agent, M.A. 21/30 with agent,
P.S. 13/15 with agent, P.P. 13/14 with agent, P.E. 14/15 with agent, Spd.
36/42 with agent, P.B. 13/with agent 25
Age: 29, Sex: Male, Height: 5 foot and 9 inches (1.75
m), Weight: 185 lbs (83.25 kg)
Insanity: He suffers from logomania, an obsession with talking.
In fact, the only time he shuts up when he is asleep or unconscious.
He suffers from a phobia of confined enclosures.
Imbuing Agent: Designer drugs. No addition. Only he is susceptible.
Only his secret contact can make the agent. The effects will last five
hours. He can take the agent twice per 24 hours.
Major Super Abilities: Divine Aura
Minor Super Abilities: Physical Perfection, Extraordinary M.E., and
Power Weapon.
Combat Training: Basic.
Attacks per Melee: 4 (2 initial and 2 from Hand to Hand).
Combat Bonuses: +3 to parry, +3 to dodge, +3 to roll with
punch/fall, and +2 to pull punch.
Saving Throws: With agent, he needs a 12 or better to save vs.
psionics, +5% to save vs. coma-death, +6 to save vs. mind altering
drugs, +8 to save vs. psionics, +13 to save vs. insanity, +7 to save vs.
possession, +1 to save vs. illusion, and +10 to save vs. Horror Factor.
Combat Skills: Punch 1D4, Power Punch 2D4 (2), Elbow/Forearm
1D6, Knee 1D6, and Karate Kick 2D4.
Other Bonuses: 65% trust/intimidate. With agent 97%
trust/intimidate & 75% charm/impress.
Educational Background: Two Tears of College.
Common Skills: Read-Write/Speak English & Spanish
86%/91%, Mathematics: Basic 81%, Pilot: Automobile 69%.
Entertainer Program (based in part by John C. Philpott):
Disguise 57%, Impersonation 64%/50%, Performance 60%, Public
Speaking 85%, Seduction 65%, T.V./Video 65%, and Wardrobe & Grooming 77%.
Communication Program: Basic Electronics 60%, Radio:
Basic 80%, Radio: Scrambler 65%, and Sensory Equipment 60%.
Secondary Skills: Hand to Hand: Basic, W.P. Sword (+3
to strike, +2 to parry), Dance 45%, Athlete, Prowl 40%, Fencing, Climbing
55%/45%, Swimming 65%, Running, Land Navigation 48%, Law (general)
30%, and Horsemanship 44%/24%.
Money: As a former radio personality, he made $41,000 a year.
Weapons: A 16th century Spanish Rapier (2D8 damage, +4 to
strike, +3 to parry). As a power weapon, it does 4D6+4. Once a melee it
can fire an energy bolt doing 28 points of damage, range: 300 feet (91.44
m).
Equipment & Vehicles: Just his costume and sword, he doesn’t need
anything else.

Posted: Sat Sep 29, 2007 11:15 am
by Reagren Wright
CAPTAIN HAWK

Larry Hawk was plagued by a fear of his own reflection, mice, and clowns.
He wanted to be a tough, no nonsense kind of guy, but his phobias made
life for him rather difficult. He enlisted in the U.S. Air Force thinking he
might have an opportunity to give new meaning and purpose to his life.
Instead, his phobias continued to embarrass and plague him. He decided
to do a quick career change and joined up with U.S. S.C.R.E.T. For the
first time he began to excel and quickly found himself a team leader.
Then he received advice from a government scientist who told him he
could not only remove his phobias, but make him an ever better soldier.
Larry allowed himself to be an experiment for a covert scientist fired by
the Sector, but recruited by S.C.R.E.T. The experiment successfully
installed Larry Hawk with super abilities, but he received three additional
phobias, one being a hospital & doctors. Distraught by these new mental
inflictions, Larry decided to retire from S.C.R.E.T. despite the assurances
from S.C.R.E.T. doctors who told him they could remove them from him.
Larry resigned with full pay and pension and retired to San Francisco
with his fashion model girlfriend Ginger Lee. They soon married and
had twin girls Cindy and Mindy. A year later, they had twin boys Berry
and Jerry. Larry hated the fact he could not be with his wife to see their
children born or take them to the doctor’s office. He also didn’t like the
fact that various criminal activities where moving in his neighborhood.
So he decided to step out of retirement and become a Legionnaire.
However, with all of his phobias, he realized he couldn’t do a lot on his
own. He met with Betsy Washington, who he knew from his days of
S.C.R.E.T., and together they built on their experiences to create the
Oddities.

Real Name: Larry Hawk
Occupation: Former S.C.R.E.T. Team Leader
Alignment: Scrupulous
Power Category: Experiment
Experience Level: 4th
Hit Points: 92 S.D.C.: 159
P.P.E.: 10/28
Appearance: He dresses in his U.S. army uniform only its sky blue
in color. His white hair is a mass of tight curls framing a boyish face.
His body is muscular, clean, and athletic.
Attributes: I.Q. 15, M.E. 14, M.A. 14, P.S. 47, P.P. 29, P.E. 34, Spd.
40/200 mph (322 km) in flight, P.B. 13
Age: 32, Sex: Male, Height: 6 foot and 1 inch (1.85
m), Weight: 205 lbs (92.25 kg)
Insanity: Larry suffers from several of phobias. Cemeteries, mice,
bridges, seeing his reflection in a mirror, hospital & doctors, and clowns.
Minor Super Abilities: Extraordinary P.S., Extraordinary P.P.,
Extraordinary P.E., Healing Factor, Flying Force Disc, and Energy
Expulsion: Electricity. He can carry 4700 lbs (2115 kg) and lift 9400 lbs
(4230 kg).
Combat Training: Martial Arts
Attacks per Melee: 6 (2 initial and 3 from Hand to Hand +1 from
powers).
Combat Bonuses: +2 to initiative, +9 to strike, +11 to parry, +11
to dodge/+13 to dodge in flight, +7 to auto dodge, +32 to damage, +4 to
roll with punch/fall, +3 to pull punch, and disarm.
Saving Throws: Fire and cold does half damage, drugs, toxins, and
poisons are one third their effect, duration, penalties, damage, and
symptoms. Immune to disease, +54% to save vs. coma-death, +3 to save
vs. psionics, and +11 to save vs. magic and poison.
Combat Skills: Punch 1D4, Power Punch 2D4 (2), Elbow/Forearm
1D6, Knee 1D6, Karate Kick 2D4, Snap Kick 2D6, Crescent kick 2D8,
Roundhouse Kick 4D6, Tripping/Leg Hook (cannot be paired, must dodge
or knockdown), and all Holds.
Educational Background: Military Specialist
Common Skills: Read-Write/Speak English 86%/91%,
Mathematics: Basic 81%, Pilot: Automobile 69%.
Military Program (Basic): Running, Climbing 90%/80%,
Forced Marched, Military Etiquette 75%, Radio: Basic 90%, and W.P. Rifle.
Military Program (Advance): Officer: Demolitions 92%,
Detect Concealment 65%, Intelligence 68%, Interrogation 70%, and Land
Navigation 72%.
Espionage Program: Hand to Hand: Martial Arts, Detect
Ambush 65%, Wilderness Survival 65%, Tracking (people) 60%, and
Sniper.
Modern Weapon Proficiency: Handgun, Sub-machinegun,
and Energy Pistol.
Law Enforcement Program: Crime Scene Investigation
65%, Law (general) 55%, and Streetwise 46%.
Secondary Skills: Athlete, Body Build & Weightlifting,
Pilot: Airplane 66%, Astronomy & Navigation 50%, Computer Operation
72%, History 80%/60%, Prowl 55%, Basic Electronics 50%, Basic
Mechanics 60%, General Repair/Maintenance 65%, Auto Mechanics 66%,
and Recognize Weapon Quality 30%.
Money: As a former S.C.R.E.T. agent, he made $4300 a week and
earned an annually income of $300,000 a year. Most of his earnings and
saving he has used to fund the Oddities.
Weapons: He doesn’t want to use guns because they will cause blood.
Electricity Expulsion: Range: 400 feet (122 m), Damage:
7D6 or 1D4x10+2, Bonuses: +10 aimed strike, +8 wild shot. He no
longer has access to S.C.R.E.T. weapon or technology.
Armor: Hard Armor Vest, A.R.: 12 and 120 S.D.C.
Equipment & Vehicles: He no longer has access to S.C.R.E.T.
equipment or technology. However, he has used his knowledge of the
black market and unknowingly used Fabricators Inc to turn his town house
into the Oddities team headquarters.

Posted: Tue Oct 02, 2007 8:27 am
by Zenvis
Man that was good! I especially liked the first guy, Guy Amazing. Should the create a Rifter 9 1/2 part deaux I would like to see some characters like that.

Posted: Tue Oct 02, 2007 1:49 pm
by dragon_blaze_99
hey Reagren Wright have you ever thought of doing the lost members of the Centurions, Mr. Komodo, Timeline and Gilgamesh as well as Joan of Arc the expelled member and Thaumaturge the retired guy. it could be cool
Dragon_blaze

Posted: Tue Oct 02, 2007 11:15 pm
by Zenvis
I would like to see the stats of the guys that are mentioned by name only in Century Station and Gramercy Island. That would be series in and of its self.

Posted: Wed Oct 03, 2007 9:08 am
by Reagren Wright
Believe it or not that has crossed my mine, especially the Joan of Arc
character. Look for more stuff real soon.

Posted: Wed Oct 03, 2007 11:20 pm
by dragon_blaze_99
Reagren Wright wrote:Believe it or not that has crossed my mine, especially the Joan of Arc
character. Look for more stuff real soon.
you could also make some new Lockdown teams from AU

Posted: Thu Oct 04, 2007 4:07 pm
by Reagren Wright
Well its almost Halloween (10/4/07) and with the Halloween version of
the Rifter coming soon, why not continue the theme. In the back of
Century Station one of the 101 adventure ideas really struck me.
Its about vampires who are Mega Experiments. The leader is 11th level
and his lackys are 7th and they have minions with powers equal to them.
They also have 50 normal followers as well. I was like hey this could be
cool so I ran with it. Therefore I present THE CABAL OF BLOOD.

THE CABAL OF BLOOD

Followers of the Cabal of Blood.

Presently there are 50 wannabes (Reinfields) who will perform any task
asked of them because they believe if they serve these vampires well
enough, they too will be turned into the undead. These servants are used
primarily during daylight hours when the Cabal if not able to be out at
night. They are extremely loyal to the Cabal (-20% to interrogation or any
charm or intimidation tactics. Even when using psionic or any form of
mind control on them to get them to speak about the Cabal they have a
save vs. mind control/psionics of 12 instead of a regular 15.

CABAL OF BLOOD Organization Statistics

A. Outfits: None (0)
B. Equipment: Cheap Gear (2 points)
C. Weapons: Armed Agents (5 Points)
D. Bionics & Robotics: None (0 Points)
E. Vehicles: Spy Cars (25 Points). All vehicles are modified with light/laser resistant windows (same as Bend Light).
F. Communications: Secured Service (10 Points)
G. Offices: Urban. (5 Points)
H. Military Power: Security Guards (5 Points)
I. Super Powered Operatives: Super Strike Force. (40 Points)
J. Sponsorship: Agent Sponsored. (50 Points)
K. Special Budget: Small Potatoes. (15 Points)
L. Administrative Control: Loose Laws. (5 Points).
M. Internal Security: Tight. (10 Points).
N. External Infiltration: Information Source. (10 Points)
O. Research and Information: Good Connection (10 Points)
P. Agency Credentials: Unknown (3 points)
Q. Employees Salary: None (0 Points). Impaler is the only Lord Blood pays.
Total Agency Points: 185 Points

LORD BLOOD

Cristofer grew up in Lupani, Romania in the heart of the Transylvania alps.
Like many people of the region, he grew up idolizing Vlad Tepes (Ruler of
Wallachia and the man Bram Stroker inspired Dracula from) and honoring
him as a national hero. His family was also entrenched his superstitious
beliefs. Cristofer became impassioned by them, and devoted most of his
life to their research and study, including if vampirism was actually a
mutagenic phenomena within human society. After receiving a Ph.d. in
several scientific and medical fields in Burcharest, Romania, Christofor
went to England to become a professor at Oxford University. Three
years later, he was contacted by U.S. government agents from a top-
secret research project. They told him he was considered one of the
foremost experts on vampires and they needed his assistance. Eight
months ago, the government was attempting to make human beings
resistant to 90% of all bacteria, virus, and other pathogens. Their
hope was such individuals would become impervious to disease and
they would pass the immunity onto their children. The experiment failed,
but the test subjects began to manifest strange powers and psychological
condition that had them convinced they were vampires. They went his
expertise in figuring out how to restore them to normal or help destroy
them. Cristofer was paid handsomely for his expertise, but soon he
was lending his assistance not for the money for the desire to explore
why this condition had come about. Cristofor was spending a great deal
of time working with two special government agents who were involved
in tracking and destroying the vampires, Dirk Nightwalker (the only
test subject to be recruited by the government-See Villains Unlimited),
and Dark Tiger, a former Navy SEAL turned freelance mutant hunter.
After several weeks Cristofor was becoming agitated that the government
was less interested in curing the vampires and more so in killing them.
He began to see their potential for supremacy and envision a vampire
society, one in which a charismatic leader (like Vlad Tepes) could rule
the world. With Black Tiger’s help, he stole 70% of the research and
information about the experiment and fled to Century Station.

For the next three months, Cristofor worked to improve the process
using a variety of chemical injections. He even had Black Tiger track
down four of the test subjects in order to get tissue and blood samples.
Afterward, he had the Tiger dispose of them. Finally, he believed he
had success, he test the new process on some homeless people. Within
72 hours, they turned into true vampires, yet each possessed random
super abilities typically ascribed or associated with vampires. Furthermore,
they could not create new vampires via biting their victims. Nevertheless,
Cristofor and Black Tiger subjected themselves to the experiment.
However, they were eventually discovered by Dirk Nightwalker and
former Centurion Thaumaturge. All of vampires were tricked into exposing
themselves into sunlight and were cut down by C-SWAT using laser rifles.
Cristofor who know called himself Lord Blood vowed revenge. For the
last two years, Cristofor has been perfecting the experimentation using
chemical injection and blood transfusions. He’s learn that if a vampire
bites a victim and he or she receives his experiment process (the
chemical injections and blood transfusions) within 72 hours then that
particular vampire traits and super abilities can be passed on too the
subject, thus making him/her a vampire minion. Cristofor also used
the process to recruit four individuals he believed would make excellent
lieutenants, thus ensuring the Cabal’s movement could not be stopped.
However, Black Tiger (who changed his name to the Impaler) would
serve as his enforcer and executioner to ensure all vampires obey
him and regard him as their ruler and master. Cristofor wants other
vampires (possibly natural ones) to make their way toward Century
Station to ensure the Cabal of Blood is able to grown beyond the city
and spread across the globe.

Real Name: Cristofor cel Rau
Occupation: Criminal Mastermind, Leader of the Cabal of Blood
Alignment: Aberrant
Power Category: Mega Villain Experiment
Experience Level: 11th
Hit Points: 68 S.D.C.: 153/225 in blood form
P.P.E.: 31
Appearance: Cristofor is a bald, broad Rumanian with pale white
skin and flaming red eyes and lips. He wears only elaborate red hooded
robes and loves to decorate his body with gold jewelry.
Attributes: I.Q.14, M.E.13, M.A.19, P.S. 14/20 in blood form
(supernatural), P.P. 11, P.E. 15, Spd. 27, P.B. 10
Age: 38, Sex: Male, Height: 5 foot and 9 inch (1.75 m), Weight: 185 lbs (83.25 kg)
Side Effects: Besides being made a vampire, Cristofor has pale
white skin and flaming red eyes and lips. His body is also completely
hairless.
Mega-Powers: Undead. He is an Energy Vampire.
Major Super Abilities: Alter Physical Structure: Blood
Minor Super Abilities: Life Sense, Immune to Energy & Electricity, and Immune to Melee Attacks.
Vampire Abilities: He is impervious to biological attacks/effects
(poison, drugs, toxins, disease, etc), impervious to the effects of heat
and cold, Supernatural P.S. inflicts half damage, impervious to all
melee/physical attacks and vehicle impacts under 120 mph, (192 km),
bio-regenerate 2D6 hit points/S.D.C. per melee round and can regenerate
lost limbs (except the head) within 1D4 days, no longer needs to eat,
drink, or breath air, immortal unless destroyed completely. He needs
to draw energy from a living being (beings who can expel or turn into
energy are his primary targets. He can drain them of one experience
level of power (causes 3D6 points of damage) unless make a saving
throw of 15 (use P.E. attribute bonus only). He cannot drain a single
person more then half his/her experience level. Each feeding is good
for a month. If no super beings are available he can drain hit points
from normal beings (2D6x10), but this will only last him for a single
week. Those who are drained of their hit points (if survive), they are
weak for 24 hours, no initiative, no combat bonuses, and reduce skill
performance, attacks per melee round, P.S. and speed by 75%, plus
tire twice as fast.
Natural Abilities: Increase range of power by 50% and magical
affects are only ½ normal duration. He is a supernatural being and
possesses Supernatural P.S. He has a Horror Factor of 14 (15 in
blood form).
Vulnerabilities: Silver (normal damage), Sunlight is painful (1D6
damage per minute) and completely blinds (-8 to strike, parry, dodge),
Wood (normal damage), Staked through the heart cause immediate
stasis-like coma, Fearful of garlic, holy water, and holy symbols (these
do not cause him any damage but he will feel agonizing, psychosomatic
pain or phobic terror from such items).
Combat Training: Basic
Attacks per Melee: 6 (2 initial + 4 from Hand to Hand)
Combat Bonuses: +1 to initiative, +1 to strike, +4 to parry, +4 to
dodge, +2 to damage, +5 to roll with punch/fall, +2 to pull punch, and
+1 disarm.
Saving Throws: +1 to save vs. magic, +2 to save vs. possession,
+2 to save vs. Horror Factor.
Combat Skills: Restrained Punch 1D4, Bite 1D4, Full Strength
Punch 2D4, Power Blow 3D6 (2), Elbow/Forearm 2D6, Knee 2D4, Karate
Kick 2D6, Body Flip/Throw 2D6 plus P.S. damage bonus (lose initiative
and 1 attack/action), All Holds, and Critical strike on an unmodified roll
of 19-20.
In Blood form: Restrained Punch 1D6, Full Strength
Punch 2D6, Power Blow 4D6 (2), Elbow/Forearm 3D6, Knee 2D6, Karate
Kick 3D6, Body Flip/Throw 3D6 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: 55% trust/intimidate
Educational Background: Ph.d. (College)
Common Skills: Read-Write/Speak Romanian 98%/98%
and Pilot: Automobile 93%.
Medical Doctor: Biology 98%, Chemistry 98%,
Pathology 98%, and Medical Doctor 98%/88%.
Science Program: Computer Operation 98%,
Mathematics: Advance 98%, Genetics 93%, Anthropology 98%, and Chemistry: Analytical 98%.
Business Program: Mathematics: Basic 98%, Business &
Finance 98%, Law (General) 98%, and Research 98%.
Technical Program: History 98%/98%, Appraise
Antiques 98%, Gemology 98%, and Art (Painting) 98%.
Secondary Skills: Hand to Hand: Basic, Athlete,
Swimming 98%, Prowl 80%, Running, Body Build & Weightlifting,
Language: English 98%, Literacy: English 98%, Language: Russian 83%,
Literacy: Russian 95%, Writing 70%, Public Speaking 95%, Computer
Program 71%, Astronomy & Navigation 65%, Streetwise 36%, and
Seduction 36%.
Money: Lord Blood handles not only his own money, but the Cabal’s
as well, investing it through dummy corporations. He has amassed a
fortune worth 5 million in cash accounts. The Cabal has about 19 million
in cash and resources.
Weapons: None, he relies only on his vampire powers and super abilities.
Equipment & Vehicles: During the day, he likes to be driven around
in an expensive armored limousine (with sunlight/laser resistant windows).
Within the hidden Cabal lair, he has access to thousands of dollars worth
of stolen technology and scientific research equipment.
Minions: Lord Blood has two minions (a male and female 1st level
Mega Villains experiments) who possess the same abilities as himself.
These two minions are goth-style street punks who hang around the
Skull and Rose in Lennox looking for new recruits to bring to their master.

Posted: Thu Oct 04, 2007 4:18 pm
by Reagren Wright
PENANGGALAN

A Century Station native, Hedda Pucket attended Copernicus University
with the hopes of graduating with a degree in journalism. She already
had a job at the college newspaper, and rapidly earned herself a
reputation for doing anything to break a story. To uncover if several
professors were handing out grades to female students for
performing “extra credit” she put herself into a position to catch them
in the act. This resulted in several professors getting fired. Breaking
this story got her a part time job with the “rag” like newspaper the
Evening Call. Hedda decided to see how many corrupt politicians worked
in the city and got herself hired at the Rochelle Modeling Agency as a
weekend escort. Trying to juggle going to school, working the newspaper,
and being a lady of the evening became a stressful act, so she became
using drugs to help get her by. Eventually two escorts vanished without
a trace which concerned Rochelle. CSPD seemed barely interested in
finding out what happen to them. Hedda decided to do her own
investigation. She learned both girls were sent to the home of an Isaiah
Martin in the Kergulelen district. As she attempted to learn about this
man’s background, she discovered that three years ago the man didn’t
exist. She continued to follow up on various leads until she eventually
found him at the Distinguished Gentlemen restaurant.

She followed him until he led her right into the arms of the Cabal of Blood.
Lord Blood offered her a choice either become a vampire or become
food. Hedda choose to become a vampire. Instead of biting her, Lord
Blood decided to treat her to the process. Seventy-two hours later,
Hedda not only became a vampire but Lord Blood believes her Malaysian
ethnicity (from her grandparents) influenced her become the type
of vampire she did. Penanggalan no longer acknowledges her Hedda
Pucket life, although she retains nearly all of her traits, talents, skills,
and memories. Becoming a vampire has given her a new direction.
She had become Lord Blood’s lover and the Cabal’s most prolific hunter.
Like a true Penanggalan, her favorite targets are children and pregnant
women, but she likes hunting men just as well.

Real Name: Hedda Pucket
Occupation: Lieutenant in the Cabal of Blood, Former Reporter for the Evening Call.
Alignment: Miscreant
Power Category: Mega Villain Experiment
Experience Level: 7th
Hit Points: 53 S.D.C.: 196
P.P.E.: 28
Appearance: Hedda has long violet red hair, tied back in a high
ponytail. Her eyes are yellow. She looks emaciated. She usually wears
long white gossamer dresses.
Attributes: I.Q. 15, M.E. 15, M.A. 13, P.S. 12 (supernatural), P.P.
15, P.E. 14, Spd. 26/340 mph (547 km) in flight, P.B. 15
Age: 20, Sex: Female, Height: 5 foot and 7 inch (1.70 m), Weight: 98 lbs (44.1 kg)
Side Effects: Besides being made a vampire, Hedda has pale white skin.
Mega-Powers: Undead. She is a Blood Drinking Vampire.
Major Super Abilities: Anatomical Independence (Special). This is
an extreme version of the minor super ability. It allows her to separate
her body into independently functioning segments, including her arms,
legs, head, and organs. Because of her power of flight, each segment
can fly or hover. She takes ¼ of normal damage from edge weapons
and decapitation or cutting of limbs does not harm her. She must be
staked through the heart first with wood or silver in order for decapitation
or removing limbs to be effective.
Head and Organs: This is her favorite tactic and her
namesake. She detaches her head and neck with her entrails trailing behind.
The sheer sight of this requires making a Horror Factor roll of 18!!!
She can make supernatural bite attacks or use her organs to entangle,
disarm, or choke.
Arms and Legs: Same as using her hands and feet,
only she can use them to engage in physical combat and inflict damage
as if they were attached to her torso. However, she must have line of
sight to use them accurately. If she attempts to fight two opponents
(herself and a limb are fighting separately), she has to reduce her
combat bonuses by one-half. If she attempts to fight three or more
opponents, she can only use combat bonuses on the segments that
she has the most sensory perception over.
Organs: She can remove any of her organs from her
body, including her heart and brain, although doing this makes these
objects extremely vulnerable. However, if her heart is not in her chest,
then she can be harmed by a wooden stake. She can use her entrails to
entangle or choke.
Minor Super Abilities: Wingless Flight, Transfixing Gaze (can be
used if either eye is not in her skull), and Anatomical Manipulation.
Vampire Abilities: She is impervious to biological attacks/effects
(poison, drugs, toxins, disease, etc), impervious to the effects of heat
and cold, normal physical attacks do no damage, but enhanced P.S.
attacks inflict half damage, normal ancient/modern weapons and
explosives do half damage, bio-regenerate 2D6 hit points/S.D.C.
per melee round and can regenerate lost limbs (except the head)
within 1D4 days, no longer needs to eat, drink, or breath air, immortal
unless destroyed completely. She needs eight pints of blood every day
(equal to the total blood volume in a normal human being).
Natural Abilities: Increase range of power by 50% and magical
affects are only ½ normal duration. She is a supernatural being
and possesses Supernatural P.S. He has a Horror Factor of 14.
Vulnerabilities: Silver (normal damage), Sunlight is painful (1D6
damage per minute) and completely blinds (-8 to strike, parry, dodge),
High intensity light and lasers inflict double damage, Wood (normal
damage), Staked through the heart cause immediate stasis-like coma,
Fearful of garlic, holy water, and holy symbols (these do not cause her
any damage but she will feel agonizing, psychosomatic pain or phobic
terror from such items).
Combat Training: Basic
Attacks per Melee: 5/6 (2 initial +3 from Hand to Hand) +1 in flight
Combat Bonuses: +1 to initiative, +1 to strike/+3 in flight, +3 to
parry/+5 in flight, +3 to dodge/+7 or +9 in flight, +2 to damage/+4 per
20 mph (+32 km) of flight speed, +3 to roll with punch/fall, +2 to pull
punch, and + disarm.
Saving Throws: +1 to save vs. magic, +2 to save vs. possession,
+3 to save vs. Horror Factor.
Combat Skills: Restrained Punch 1D4, Full Strength Punch 2D4,
Bite 1D4, Power Blow 3D6 (2), Elbow/Forearm 2D6, Knee 2D4, Karate
Kick 2D6, All Holds, and Critical strike on an unmodified roll of 19-20.
Educational Background: One Year in College.
Common Skills: Read-Write/Speak English 94%/95%,
Mathematics: Basic 97%, Pilot: Automobile 81%, and Escape Artist 70%
Journalist Program: Computer Operation 91%, Research
85%, Photography 80%, and Writing 70%.
2nd Journalist Program: Performance 70%, Seduction
51%, Disguise (65%), and Streetwise 58%.
Secondary Skills: Hand to Hand: Basic, Athlete,
Swimming 85%, Prowl 60%, Running, Pick Locks 65%, Pick Pocket 65%,
Palming 55%, Law (general) 50%, Dance 60%, Gambling (Standard)
40%, and Concealment 28%.
Money: She has no use for money and whatever she need she will
take or steal.
Weapons: None, she relies only on her vampire powers and super
abilities.
Equipment & Vehicles: None, accept the various street clothing and attire.
Minions: Penanggalan has three minions (all female 1st level Mega
Villains experiments) who possess the same abilities as she does. Two are
former escorts of the Rochelle Modeling Agency and one is a flight
attendant who still patrols Ricardo J. Guzman International Airport for
targets

Posted: Thu Oct 04, 2007 4:25 pm
by Reagren Wright
BHUTA

A former Bombay, India police detective who was fired in disgrace
went he tried to uncover some of the corruption occurring in the country’s
famous filmmaking industry. Unable to make a life for himself in India
any more, a cousin invited him to stay with him in Century Station in
the United States. Isha got a job as a taxi cab driver, but he hoped for
an opportunity to become a member of CSPD. Within a month of being
in Century Station, he saw the life of a police officer in this city as one
that brought excitement and danger unlike no other. First, however,
he needed to acquire his American citizenship and until that occurred
he had to drive a cab. One evening he picked up a strange African
American male with a rather unusually appearance, which didn’t
particularly bothering him (after all this was Century Station), but the
cop in him decided to follow the guy after he dropped him off. He
observed the man kill several Halloween dressed style individuals
with no apparent weapons. He tried to make it back to his police car,
but the man grabbed a hold of him and stabbed him with a wooden
stake. Isha awoke on a gurney with a bald man who he could only
describe as a vampire looming over him. Lord Blood offered him a
choice either become a vampire or become food. Isha choose the life
of a vampire. Lord Blood subjected him to the vampire transformation
process. Seventy-two hours later, Isha disposition turned dark and
sinister. He not only craved human blood, he also delighted in eating
human excreta. Lord Blood theorized his Indian nationality and ethnicity
is the region why he turned into a bhuta, a type of Indian vampires.
Bhuta prowls the cemeteries and the dark alleys of the Brisby Flats.
His ultimate goal is to have a Bhutastan (a large India temple honoring
a bhuta considered great enough to be worshiped). He already has ten
wannabes living on Iron Beach who hold festivals in his honor by dancing
naked with yellow, white, and red paint on their bodies. At the end
of their ceremonies, they hold a blood sacrifice in his honor.

Real Name: Isha Mattan
Alias: Isaiah Martin
Occupation: Lieutenant in the Cabal of Blood, Former Bombay police detective
Alignment: Diabolic
Power Category: Mega Villain Experiment
Experience Level: 7th
Hit Points: 55 S.D.C.: 145
P.P.E.: 26
Appearance: He is tall and thin, white skinned, with tiny black
eyes and tough, dark wiry hair. He wears a deep pine green frock coat,
black satin pants, and black leather boots.
Attributes: I.Q. 12, M.E. 27, M.A. 15, P.S. 25 (supernatural), P.P.
20, P.E. 17, Spd. 2, P.B. 5
Age: 33, Sex: Male, Height: 5 foot and 10 inches (1.77 m), Weight: 178 lbs (80.1 kg)
Side Effects: Besides being made a vampire, Bhuta has pale white
skin and no ear lobes. He is also obsessed with eating excreta or
intestines.
Mega-Powers: Undead. He is a Blood Drinking Vampire.
Major Super Abilities: Swarm Selves (he can make himself into 11
mini-selves), Animal Abilities: Arachnid/Spider (he can control 7D6
spiders), and Animal Metamorphosis: Arachnid/Spider. Note: He also has
the powers of Adhesion and Venomous Attack-Paralytic Poison (save vs.
non-lethal poison 16 or 1D4 damage and lose control of limb if bitten,
a melee later the entire body becomes paralyzed for 1D6+2 melees).
His venom can only be used twice per melee round.
Vampire Abilities: He is impervious to biological attacks/effects
(poison, drugs, toxins, disease, etc), impervious to the effects of heat
and cold, normal physical attacks do no damage, but enhanced P.S.
attacks inflict half damage, normal ancient/modern weapons and
explosives do half damage, bio-regenerate 2D6 hit points/S.D.C. per
melee round and can regenerate lost limbs (except the head) within
1D4 days, no longer needs to eat, drink, or breath air, immortal unless
destroyed completely. He needs eight pints of blood every day (equal
to the total blood volume in a normal human being).
Natural Abilities: Increase range of powers by 50% and magical
affects are only ½ normal duration. He is a supernatural being and
possesses Supernatural P.S. He has a Horror Factor of 14.
Vulnerabilities: Silver (normal damage), Sunlight is painful (1D6
damage per minute) and completely blinds (-8 to strike, parry, dodge),
High intensity light and lasers inflict double damage, Wood (normal
damage), Staked through the heart cause immediate stasis-like coma,
Fearful of garlic, holy water, and holy symbols (these do not cause him
any damage but he will feel agonizing, psychosomatic pain or phobic
terror from such items).
Combat Training: Martial Arts (Kalaripayit)
Attacks per Melee: 5 (2 initial + 3 from Hand to Hand)
Combat Bonuses: +2 to initiative, +5 to strike, +7 to parry, +7 to
dodge, +12 to damage, +7 to roll with punch/fall, +4 to pull punch, and
+4 disarm.
Saving Throws: +5% to save vs. coma/death, +2 to save vs.
magic, +2 to save vs. possession, +2 to save vs. Horror Factor, +6 to
save vs. psionics, and +10 to save vs. insanity.
Combat Skills: Restrained Punch 2D4, Bite 2D4+1, Full Strength
Karate Punch 4D6, Power Blow 1D4x10 (2), Knife Hand 5D6, Elbow &
Forearm 4D6, Karate Kick 6D6+2, Snap Kick 3D6+2, Roundhouse Kick
1D4x10+2, Body Flip/Throw 4D6 plus P.S. damage bonus (lose initiative
and 1 attack/action), Neck Hold (Choke), Paired Weapons, Critical strike
on an unmodified roll of 18-20, and Death Blow on an unmodified roll of 20.
Educational Background: Trade School.
Common Skills: Read-Write/Speak Hindi 94%/95%,
Mathematics: Basic 93%, and Pilot: Automobile 81%.
Espionage Program: Hand to Hand: Martial Arts, Detect
Ambush 80%, Intelligence 75%, Wilderness Survival 85%, Tracking
(humanoids) 75%, and Detect Concealment 75%.
Police Program: W.P. Handgun, Crime Scene
Investigation 85%, Law (general) 75%, and Streetwise 70%.
Secondary Skills: W.P. Knife (+3 to strike, +3 to parry,
+3 to throw), Athlete, Climbing 90%/65%, Prowl 60% (70% when climb
ceiling or high place), Running, Aerobic Athlete (Sense of Balance 70%),
Language: English 86%, Literacy: English 90%, Land Navigation 56%,
Preserve Food 55%, Outdoormanship, and Pick Pocket 50%.
Money: He has no need for money, blood and fear is what he
thrives on.
Weapons: Besides his vampire and super abilities, he carries two
specially made Katars (+4 to strike, +5 to parry, 1D6+4 to damage).
The damage of these weapons can be added to his supernatural punches.
Equipment & Vehicles: He needs only his knives and fangs.
Minions: He has four minions (two male and two female 1st level
Mega Villains experiments) who possess the same abilities as he does.
One is a lawyer, two are former Triad Assassins, and one is a Waingroh
High School teacher who preys on her former students and the teachers.

Posted: Thu Oct 04, 2007 4:31 pm
by Reagren Wright
REVENANT

When Meinhard Syvan “the Nachttoter” (Night Killer), the Chief Scientist
and 3rd in Command of Brotherhood of Armageddon, learned that
vampires were appearing in Century Station, he sent Emil Wald to
investigate the claim. He indeed found the vampires and instead of
reporting to the Syvan, Emil asked Lord Blood if he could become one.
He seen Syvan use his vampiric powers on others within the Brotherhood
and he was eager to possess similar powers, and aspire to great power
and authority. Lord Blood subjected him to the vampire transformation.
Seventy-two hours Emil felt no different nor did the experiment seem to
take effect. However, the moment Emil took a step outside, he scream
in agony and his body turned a blue-gray, the color of the recently
deceased. Sure enough, the experiment had indeed turned him into a
vampire, only he took of the appearance of a zombie. Nevertheless,
Revenant is the only lieutenant to seek the Cabal out in order to be
turned into a vampire. He also the one Lord Blood has the Impaler
keep the closest eye on. He is ambitious enough to attempt to ignore
Lord Blood’s decrees and strike out on his own. Revenant is also foolhardy
to believe he could possible assume control over the Cabal, if there
were a way to convince the Impaler to obey him instead. However,
Revenant has other problems to content with namely, members of the
Brotherhood sent by Syvan who are seeking answers to the vampire
question in Century Station.

Real Name: Emil Wald
Occupation: Lieutenant in the Cabal of Blood, Former operative
for the Brotherhood of Armageddon.
Alignment: Miscreant
Power Category: Mega Villain Experiment
Experience Level: 7th
Hit Points: 95 S.D.C.: 334
P.P.E.: 21
Appearance: His has long ash blond hair and hazel eyes. His
skin has a waxy appearance with blue-gray color. He’s well built but
not obviously muscular. He wears a green T-shirt, black shorts, and sandals.
Attributes: I.Q. 14, M.E. 13, M.A. 9, P.S. 20 (supernatural), P.P. 10,
P.E. 18, Spd.30, P.B. 5
Age: 22, Sex: Male, Height: 5 foot and 11 inches (1.80 m), Weight: 183 lbs (82.35 kg)
Side Effects: Besides being made a vampire, Emil looks like a
recently deceased person. He also has nauseating body odor (smell
like rotting meat).
Mega-Powers: Undead. He is a Life Force Vampire.
Major Super Abilities: Zombie Flesh, Pestilence, and Absorb Bio-
Mass.
Vampire Abilities: He is impervious to biological attacks/effects
(poison, drugs, toxins, disease, etc), impervious to the effects of heat,
cold, physical attacks (regardless of one’s physical strength), explosives,
impact, and kinetic damage, bio-regenerate 3D6 hit points/S.D.C. per
melee round and can regenerate lost limbs (including his head) within
12 hours or 24 hours respectively, no longer needs to eat, drink, or
breath air, immortal unless destroyed completely. He can reattach any
lost limb (including his head). He needs to draw life energy from a living
being. The victim takes no damage unless they unless make a saving
throw of 15 (use P.E. attribute bonus only) or he will drain 2D6x10 hit
points from them. Victims who survive are weak for 24 hours, no initiative,
no combat bonuses, and reduce skill performance, attacks per melee
round, P.S. and speed by 75%, plus tire twice as fast. He needs 55 hit
points to live on.
Natural Abilities: Increase range of power by 50% and magical
affects are only ½ normal duration. He is a supernatural being and
possesses Supernatural P.S. He has a Horror Factor of 15.
Vulnerabilities: Silver (normal damage), Sunlight is painful (1D6
damage per minute) and completely blinds (-8 to strike, parry, dodge),
High intensity light and lasers inflict double damage, Wood (normal
damage), Staked through the heart cause immediate stasis-like coma,
Fearful of garlic, holy water, and holy symbols (these do not cause
him any damage but he will feel agonizing, psychosomatic pain or
phobic terror from such items).
Combat Training: Expert
Attacks per Melee: 5 (2 initial + 3 from Hand to Hand)
Combat Bonuses: +2 to initiative, +2 to strike, +4 to parry,
+4 to dodge, +5 to damage, +3 to roll with punch/fall, and +2 to pull
punch.
Saving Throws: Save vs. coma/death 36%, +3 to save vs. magic,
+2 to save vs. possession, +2 to save vs. Horror Factor.
Combat Skills: Restrained Punch 1D4, Bite 1D4, Full Strength Punch
2D4, Power Blow 3D6 (2), Elbow/Forearm 2D6, Knee 2D4, Karate Kick
2D6, Snap Kick, Tripping/Leg Hook (cannot be paired, must dodge or
knockdown), All Holds, Paired Weapons, and Critical strike on an
unmodified roll of 18-20.
Educational Background: Military
Common Skills: Read-Write/Speak German 94%/95%,
Mathematics: Basic 93%, and Pilot: Automobile 81%.
Military Program (Basic): Running, Climbing 85%/75%,
Military Etiquette 80%, Forced March, Radio: Basic 95%, and W.P. Rifle.
Communications Program: Basic Electronics 75%,
Radio: Scrambler 80%, T.V. Video 80%, and Surveillance 75%.
Mechanical Vehicle Program: Automotive Mechanics 91%, Aircraft Mechanics 88%, and Mechanical Engineer 75%.
Secondary Skills: Hand to Hand: Expert, Athlete,
Swimming 98%, Prowl 60%, Body Build & Weightlifting, Language: English
86%%, Literacy: English 90%, Computer Operation 81%, Physical Labor,
General Repair/Maintenance 55%, and Jury Rig 35%.
Money: He has no need for money. He steals and takes whatever he wants.
Weapons:
Heckler & Koch G3, Range: 1312 feet (399 m),
Damage: 4D6, Rate of Fire: Single shot/3 round semi-automatic/full
automatic, Payload: 20 round box mag. He usually carries 4 clips.
Equipment & Vehicles: When hunting he usually wears a web belt,
infrared distance binoculars, a small boot knife, a belt radio, a pocket
scrambler, a portable telephone scrambler, an amplified sound detector,
and special and room bugs.
Minions: Revenant has three minions (all male 1st level Mega
Villains experiments) who possess the same abilities as he does. Each
is a former business executive from Society Hill. Revenant is using
their knowledge to acquire information and a position of power within
the movers and shakers of the city.

Posted: Thu Oct 04, 2007 4:44 pm
by Reagren Wright
THE IMPALER

Robert Tomal grew up in the northwestern part of Detroit, Michigan.
Even as a little kid, Robert liked being outside at night. He seemed to
have the toughest time staying awake during the day. At night, he
became far more active and alert. He also learned how to survive on
the tough streets. After graduating from high school, he enlisted in
the U.S. Marines Corp and underwent SEAL and UDT (Underwater
Demolition Team) training. Yet it was his ability to operate perfectly at
night that made him stand out I the Marine Corp. When someone in his
unit, noted that Robert seem to be able to “vanish” in the night, he sent
word to upper level of command, that Robert might be a mutant. Robert
was tested and proof came back as positive. Robert expected nothing
to be done to him, or least the upper echelons would send him to a
Special Military Operation (Super Ops) for additional training instead
he was given a court martial. Afterward, Robert secretly returned to
the base late on night and impaled the man who rated him with an
America flag.

Robert started selling his services as a mercenary. He soon found himself
receiving lots of calls to capture or exterminate runaway mutants or
experiments. One such individual Robert felt a strange attraction towards,
making it all the easier to find him. It was only later that Robert was
told that individual turned out to be a “vampire”. Afterward, Robert
was contacted by the U.S. government. They wanted him to team up
with one of their agents named Dirk Nightwalker to hunt down
other “vampires”. During this period, Dirk and Robert associated
with a Cristofor cel Rau, one of the foremost experts on vampires.
Robert became increasing envious of Nightwalker’s abilities and his resistance to injury.
He also noticed that Cristofor behavior was also
becoming quite obsessive with the vampire program. When Cristofor
offered him a chance to break away from the government and find a
means of using the technology for their own benefit, Robert not only
went along with the program, but offered to be a test subject.
Together they stole as much research material they could and fled to
Century Station. There Crisofor “perfected” the vampire transformation
process. After creating an initial batch, Robert killed them off, then he
and Cristofor subjected themselves to the experiment. Because Robert
was a mutant, the experiment produced some rather unique side effects.
He didn’t develop vulnerability toward garlic, holy objects, or holy water.
Instead he received one with mirrors. This allows him to use silver and
wooden weapons, as well as crosses, garlic, and holy water to ensure
vampire created by the Cabal obey Cristofor’s decrees. Calling himself
the Impaler, Robert became Cristofor’s enforcer. His loyalty is no one
but toward himself and Cristofer, and if any of the other lieutenant
steps out of line, Robert will be there to punish them swiftly and
decisively. He hope one day soon Dirk Nightwalker will make his way
to Century Station so he can show him who is the ultimate vampire
hunter/killer.

Real Name: Robert Tomal
Aliases: Dark Tiger and Bob Thomas
Occupation: Lieutenant in the Cabal of Blood, Enforcer for Lord Blood.
Alignment: Aberrant
Power Category: Former Mutant, now Mega Villain Experiment
Experience Level: 8th
Hit Points: 54 S.D.C.: 200
P.P.E.: 23
Appearance: Robert is an African American with pale skin, white
hair, and red eyes. He is a muscular athlete who wears black jump suits
or military camouflage clothing.
Attributes: I.Q. 14, M.E. 11, M.A. 8, P.S. 17 (supernatural), P.P. 19, P.E. 20, Spd. 26, P.B. 7
Age: 23, Sex: Male, Height: 6 foot and 4 inches (1.93
m), Weight: 230 lbs (103.5 kg)
Side Effects: Besides being made a vampire, Robert has pale white
skin, flaming red eyes, and snowy white hair. He has no fangs.
Mega-Powers: Undead. He is a P.P.E Vampire.
Major Super Abilities: Generate Fog and Smoke
Minor Super Abilities: Shadow Cloak (allows him protection from
daylight), Shadow Molding, Sense Death & Destruction, and Doorway.
Note: He has Nightvision for 142 feet (43.4 m).
Vampire Abilities: He is impervious to biological attacks/effects
(poison, drugs, toxins, disease, etc), impervious to the effects of heat
and cold, normal physical attacks do no damage, but enhanced P.S.
attacks inflict half damage, normal ancient/modern weapons and
explosives do half damage, bio-regenerate 2D6 hit points/S.D.C. per
melee round and can regenerate lost limbs (except the head) within
1D4 days, no longer needs to eat, drink, or breath air, immortal unless
destroyed completely. He needs to draw 200 P.P.E per week from
living beings. He could extract it from frightening individuals and drawing
blood, bur her rather kill people and get doubled the amount back.
Natural Abilities: Increase range of power by 50% and magical
affects are only ½ normal duration. He is a supernatural being and
possesses Supernatural P.S. He has a Horror Factor of 14.
Vulnerabilities: Silver (normal damage), Sunlight is painful (1D6
damage per minute) and completely blinds (-8 to strike, parry, dodge),
High intensity light and lasers inflict double damage, Wood (normal
damage), Staked through the heart cause immediate stasis-like coma,
and he is fearful of mirrors or seeing his own reflection (these do not
cause him any damage but he will feel agonizing, psychosomatic pain
or phobic terror from such items). He feels no ill effects from garlic,
holy water, and holy symbols.
Combat Training: Assassin
Attacks per Melee: 8 (4 initial + 3 from Hand to Hand +1 from boxing)
Combat Bonuses: +3 to initiative, +4 to strike, +8 to parry, +8 to
dodge, +6 to damage, +5 to roll with punch/fall, +5 to pull punch, and
+3 disarm.
Saving Throws: Impervious to the effects of smoke/fog (blindness),
+10% to save vs. coma/death, +3 to save vs. magic, +2 to save vs.
possession, and +2 to save vs. Horror Factor.
Combat Skills: Restrained Punch 1D6, Full Strength Punch 2D6,
Power Blow 4D6 (2), Elbow/Forearm 3D6, Knee 2D6, Karate Kick 4D6,
Roundhouse Kick 6D6, Axe Kick 4D6, Leap Kick 1D4x10 (2),
Body Flip/Throw 3D6 plus P.S. damage bonus (lose initiative and 1
attack/action), All Holds, Knockout on an unmodified roll of 20, and
Death Blow (if desired).
Educational Background: Military Specialist
Common Skills: Read-Write/Speak English 97%/98%,
Mathematics: Basic 96%, and Pilot: Automobile 83%.
Military Program (Basic): Running, Climbing 98%/90%,
Military Etiquette 95%, Forced March, Radio: Basic 98%, and W.P. Rifle
(+4 to strike aimed, +2 to strike with burst).
Military Program (Advance)-Special Forces: (based in
part by John C.Philpot): Camouflage 80%, Demolitions 98%,
Demolitions Disposal 98%, Demolitions: Underwater 98%,
Parachuting 98%, Prowl 87%/98% with shadow cloak, S.C.U.B.A. 98%,
and Swimming 98%.
Espionage Program: Hand to Hand: Assassin, Detect
Ambush 85%, Wilderness Survival 95%, Intelligence 79%, Tracking
(people) 80%, and Sniper.
W.P Modern Program: W.P. Handgun (+3 to strike with
aimed/+1 to strike with bursts), W.P. Sub-machinegun (+3 to strike with
aimed/+1 to strike with bursts), and W.P. Heavy Military Weapons (+3 to
strike with aimed/+1 to strike with bursts).
Physical Program: Boxing, Kick Boxing,
Outdoormanship, and Athlete.
Secondary Skills: W.P. Knife (+3 to strike, +3 to parry,
+3 to throw) W.P. Sword (+4 to strike, +4 to parry, +1D6 to damage)
Fencing, Land Navigation 68%, Streetwise 52%, Basic Mechanics 70%,
Basic Electronics 55%, Pilot Motorcycle 71%, and Hunting.
Money: Lord Blood pays him $2000 a week for his loyalty and
he receives an extra bonus of $25,000 should he remove any traitorous
vampires. As a result, he is always on the lookout for anyone who
commits ill infractions. Presently the Impaler has $101,000 in cash hidden
away in a secret location.
Weapons: All of his bullets are silver coated. The Cabal of Blood all know this.
M4A1 Carbine, Range: 1969 feet (600 m), Damage:
5D6, Rate of Fire: Single shot/3 round semi-automatic/full automatic, Payload: 30 round box mag.
M40A1 Sniper, Range: 3016 feet (900 m),
Damage: 5D6, Rate of Fire: Single shot, Payload: 5 round box mag.
This weapon is perfectly balanced (+5 to strike with aimed shots) and has
a flash suppressor.
H & K MP-5 9mm Sub-Machinegun, Range: 660 feet (201
m), Damage: 3D6, Rate of Fire: Single shot, semi-automatic, or full,
Payload: 30 round box mag. It has an mini-laser mounted at the end of
the foregrip (Range: 100 feet (61 m), Damage: 1D6, Rate of Fire: Single
shot, E-Clip Capacity: 20 charges).
Modified Machete (the blade is silver platted), +5 to
strike, +4 to parry, 2D6+2 points of damage.
Combat Bush Knife (the blade is silver platted), 1D6
4 silver platted balanced throwing knives (+4 to throw), 1D6
Half a dozen wooden knives/stakes (balanced for throwing, +4
to throw), 1D6
1 portable halogen spotlight
1 mallet
1 small bottle of garlic
15 fl oz (443 mL) bottle of holy water.
3 silver crucifixes (one he wears around his neck).
He also can use his Shadow Molding powers to create a variety of melee
weapons or objects. These he loves to use in order to feed. Impaling with
spears is his favorite.
He also uses his knowledge of demolitions to create various
types of grenades and explosives, some catered to killing vampires and/or
non-vampires.
Armor: Generally, he wears a hard armor vest (A.R. 12, S.D.C.
120) or Class 4 Armor (full suit-A.R.17, S.D.C. 280).
Equipment & Vehicles: He uses a variety of equipment to monitor
the activities of the Cabal and their enemies. He drives around 2005
Harley Davison 1200 custom and 1997 Chevy Silverado with a V-6engine.
The vehicle has been modified with super fuel efficiency, armored tires,
ram-prow, stereo/CD system, searchlights, thief-proof locks, theft
alarm system (produces an electric shock that does 1D6+1 points of
damage, recharges after one melee, also occurs for unauthorized touch
of the steering wheel) and light/laser resistant windows. The fuel compartment is armored (A.R., 10 and S.D.C. 200). The vehicle is
lightly armored. A.R. 14 and S.D.C. 350.
Minions: Robert doesn’t have any fangs so he’s incapable of giving
the vampire bite necessary to begin the vampire transformation to make
minions with powers and vampire abilities similar to himself, but that’s
okay he doesn’t want any.

Posted: Thu Oct 04, 2007 4:51 pm
by Reagren Wright
Hey Mephisto the Penanggalan vampire is the true version of that
vampire. There is this cool book out there called the Vampire Encyclopedia
by Matthew Bunson full of every know vampire in the history of
humanity, including the ones that could turn into watermelons and
pumpkins ( :lol: yes I'm being serious). Another cool book is the Vampire
Book (Encyclopedia of the Undead) by j. Gordon Melton.

Posted: Fri Oct 05, 2007 3:16 pm
by Reagren Wright
The amount of reference and research material I own is scary, but when
your a writer every little bit helps (although my other half would disagree with me :D).

Posted: Fri Oct 05, 2007 4:38 pm
by Zenvis
Reagren Wright wrote:The amount of reference and research material I own is scary, but when
your a writer every little bit helps (although my other half would disagree with me :D).

A bit of a pack rat, are we? I know the feeling.

Posted: Sat Oct 06, 2007 10:53 am
by Reagren Wright
Pack Rats store stuff they think will be useful or needed (like my
aunt, uncle, mother, grandmother, wife, and mother-in-law). Me I store
stuff I know will be useful :D .

Posted: Sat Oct 06, 2007 12:00 pm
by dragon_blaze_99
Reagren Wright wrote:Pack Rats store stuff they think will be useful or needed (like my
aunt, uncle, mother, grandmother, wife, and mother-in-law). Me I store
stuff I know will be useful :D .
Pack rat version 2.01

Posted: Fri Oct 19, 2007 9:12 am
by Reagren Wright
Okay some people requested further info on former and deceased
members of the Centurions, so in the tradition of two comic companies
which refuse to allowed those dead and buried to stay that way here we go.

JOAN OF ARC

Joanna Fullard was born and raised in Century Station. When she was
seven years old, she began to have terrible dreams, most of them
involving the death of her family in a car accident. She was terrified
every time her parents got in their car together and always begged them
not to go. They of course dismissed her. Then late one night, she had a
vision of her parent being hit by a drunk driver with a blue Ford Pick up.
She could actually describe the incident in grand detail. No one believed
her. The next night her parents were killed in a hit and run accident.
Joanna convinced a police detective that she knew who’d done it.
After following her lead, they found the car and the driver. Joanna went
to leave with her aunt and uncle. Her uncle was a hellfire and brimstone
evangelical preacher. He always talked about the end of days and that
human being would burn in hell if they didn’t repent their wicked ways.
Yet he also believed that super beings were one of the main sources of
evil. He was convinced anyone who put on a costume was a demon sent
by the Devil to corrupt and destroy human society. Her uncle began to
realize that Joanna possessed a unique ability to see the future and he
used her in his sermons to make followers realize their sinful ways.
Soon he began expanding his ministry trying to reach out to all who lived
in Century Station. Yet his preaching that super beings were demons
reached the ears of Modulus who didn’t take kindly to them. Joanna
tried to warn her uncle that they were in danger, but rather then believe
her visions, he scoff at them and her. Days later the Sinistry attacked
the church, dozens of people were killed, among them her uncle.
They took Joanna prisoner and demanded that she use her gifts to
help them assume domination over the city. Several established city
champions decided to band together in an attempt to put and end to
their plot. Modulus learned of this and used Joanna future powers to
find every possible scenario that would result in their defeat. Once he
believed, he knew every possible outcome he awaited the confrontation.
However, as Joanna tried to explain, the future is fluid and chance/choice
can alter possible outcomes. In this case, the hero Timeline, and the
arrival of Apex changed all outcomes. Although defeated, the Sinistry
escaped intact vowing revenge. Recognizing the significance of Joanna’s
powers, Apex invited her to join the group which called itself the
Centurions. Although she realized it would be a risky, she agreed,
besides, she knew it was going to happen anyway. She decided to call
herself Joan of Arc and became the group’s youngest member.

As a founding member, Joanna endured the harsh periods of Century
Station during its most tragic times. She foresaw the events that became
known as Bloody Monday, and despite her forewarnings, the tragedy
unfolded without prevention. She also became extremely upset when
her future powers failed to notify the group that Mr. Komodo, Timeline,
and Gilgamesh were going to walk into a trap laid out by the Sinistry.
However, the final straw came when she foresaw the city in a terrible
confrontation of biblical proportions. She began preaching as her uncle
had done, trying to warn people of what lay ahead in the future. The
Centurion having been integrated into CHIMERA where told to tell her
to be silent. Having failed the city before few in city hall or CHIMERA
gave much stock in her future telling powers. When Apex was given the
painful task to tell Joanna to stop preaching, she refused and told him
he was being irresponsible with his duty to protect the city, and that he
was acting more like an agent for the Sector then a champion of the city.
This struck a nerve and Apex abruptly expelled her from the Centurions.
A few days later, he regretted the deed and tried to contact her. Joan,
however, was gone and hasn’t been seen or heard from since.

Real Name: Joanna Fullard
Occupation: Former founding member of the Centurions, now MIA.
Alignment: Principled
Power Category: Latent Psychic
Experience Level: 7th
Hit Points: 49 S.D.C.: 40
P.P.E.: 30
I.S.P.: 134
Appearance: Joan has round blue eyes and neck-length, curly, fine,
blond hair worn in a complex style. She has a voluptuous figure. Her
clingy costume is mostly white and green.
Attributes: I.Q. 12, M.E. 26, M.A. 17, P.S. 8, P.P. 10, P.E. 15, Spd. 19, P.B. 15
Age: 27, Sex: Female, Height: 5 foot and 7 inches (1.70 m), Weight: 130 lbs (58.5 kg)
Insanity: Joan believes her powers are a gift from a high power.
She believes she holds a great responsibility in their use and must avoid
using them for personal or shortsighted gain. They need to be used to
protect and guide others toward salvation. The wicked and evil must be
taught to give up their malevolent ways.
Super Psionics: Mind Trap-Future Walk (Special) and Future Watch (Special)
Future Watch is a super psionic version of precognition and
clairvoyance combined. It enables her to observe ones future, be it a few
minutes or several decades ahead. Unlike clairvoyance and precognition,
Joan will stand by as a ghostly observer and simply watch the events
unfold. She cannot interact or change the outcome. The power requires
her to touch a person, or it can be activated in conjunction with object
read (combine the I.S.P. total for cost). The observation of the future
may take as long as 15 seconds to 24 hours, but only 1D4 melees in
real time will past. This means Joan may spend 6 hour of future time
observing the events and interactions of a person, but only 30 seconds
of real time may pass by. While she is observing the future, she is
oblivious to real time events happening around her. She cannot remove
herself from a future walk nor can she be affected by possession, mind
control, psionic or mental powers that effect ones mind. It also important
to know that even if Joan tells someone what she observe in the future,
each action and decision made by the person she observe has a strong
chance of changing the outcome, so the envision event might never
come to pass. Then again, it could be something that is inevitable, and
no amount of alteration on anyone’s part can prevent the outcome from
occurring. For example, she observes a man getting hit by a bus, she
tells him so, he stays inside his house, at the moment that he should
be hit by the bus, he trips over the rug and hits his head on the coffee
table and dies). Range: Touch, Duration: 1D4 melees of
real time (minutes to 24 hours for the psychic), I.S.P. 15 (21 if use in connection with Object Read).

Mind Trap-Future Walk is just like the normal mind trap power
used by the psionic animals, but in Joan’s case, she can use it to make
the victim experience his or her future that she has observed via her
Future Watch. The normal save vs. psionics is made. Failure means the
person becomes trapped in the “psychic illusion” but they can do nothing
to escape from it until its plays itself out or Joan ends it prematurely.
Joan can decide if she wants to observe or not, however she cannot
interact or change the outcome, but the victim can see and hear her.
Just like the real mind trap, the victim can be driven temporarily insane
if he fails the second psionic saving throw. However, Joan usually doesn’t
allow anything bad to happen to the victim. She wants it to be a learning
experience that will change the victim’s life (as seen in a famous
Christmas story). Range: Touch or 6 feet (1.82 m), Duration:
2D6 melees of real time (minutes to 24 hours for the victim/psychic),
I.S.P. 25.
Sensitive Psionics: Clairvoyance, Empathy, Mimic Skills, Object
Read, Precognition, See Aura, Sense Evil, Sensory Link, Sixth Sense,
Telepathy, and Total Recall.
Combat Training: Basic
Attacks per Melee: 5 (2 initial + 3 from Hand to Hand)
Combat Bonuses: +1 to initiative, +1 to strike, +2 to parry, +2 to
dodge, +2 to damage, +2 to roll with punch/fall, +3 to pull punch, and +1 disarm
Saving Throws: She needs a 12 or higher to save vs. psionic
attack, +6 to save vs. psionics, +9 to save vs. insanity, +3 to save vs.
possession, +1 to save vs. mind control (+7 if psionic mind control),
+2 to save vs. Horror Factor, and +2 to save vs. magic.
Combat Skills: Punch 1D4, Elbow/Forearm 1D6, Knee 1D6, Power
Blow 2D4 (2), Kick 2D4+2, All Holds, and Critical strike on an unmodified
roll of 19-20.
Other Bonuses: 45% trust/intimidate.
Educational Background: High School Education.
Common Skills: Read-Write/Speak English 94%/95%
and Pilot Automobile 81%
Domestic Program: Mathematics: Basic 98%%,
Housekeeping 75%, Sewing 80%, and Wardrobe & Grooming 83%.
Technical Program: Lore: Religion 75%, History
98%/80%, Research 80%, and Philosophy 75%.
Secondary Skills: Performance 67%, Public Speaking
85%, First Aid 80%, Running, Writing 60%, Aerobic Athletic (Sense of
Balance 70%), Swimming 85%, Cook 70%, Art (Drawing) 70%, Hand to
Hand: Basic, Prowl 50%, Computer Operation 75%, Law (General) 35%,
and Radio: Basic 60%.
Money: She was being supported by a stipend from the Century
fund, but it’s not known if she saved any of the money or if she took any
of it when she left.
Weapons: None.
Equipment & Vehicles: None, other that what was commonly accessible to the other Centurions.

Posted: Fri Oct 19, 2007 9:24 am
by Reagren Wright
THAUMATURGE

Pamnelme lived in an alternate dimension in which the Roman empire
never fell to the barbarian hordes. Rome continued to grow stronger and
stronger. Christianity never flourished. Eventually a modern ere did arise,
but the belief in Roman pantheon remained. Pamnelme was an immortal
warrior mage (a descendent from Jupiter himself) who came from that
dimension during a ley line storm. He arrived in Europe in the year 1942
during the height of WW 2. Not knowing what to do, he at first fought to
protect Italy from the Western invaders, later he realized the evils of
Nazi Germany and sided with the Allies. After the war was over, he
went exploring the world and learning as much as could about this Earth.
Wherever he went, he helped fight for justice, righteousness, and
freedom. He eventually arrived in the United States. After a while he
decided the one place in the world that he was needed most was Century
. He stayed in the city for several decades. He became a celebrated
champion of justice. When the Sinistry attempted a major plot to enslave
the city, he was invited to join a group of champion to defeat them.
He wasn’t sure at first but his good friend Haven convinced him to go
along. Sinistry was defeated but they managed to escape. Apex convinced
Pamnelme to stay with the Centurions even though he was becoming
tired of the Cavalier approach. The deaths of Mr. Komodo, Timeline,
and Gilgamesh were quite troubling, as was the expelling of Joan of Arc,
which Pamnelme never forgave Apex for. He was also becoming
increasingly confrontational with Alpha Prime and her “galactic law”
view of Earth. He also didn’t like the direction in which Cavaliers were
becoming confrontational with so-called Legionnaires. Finally, when he
had a chance encounter with a powerful mage who told him he could
create a dimensional portal to send him back home, he announced his
retirement citing he was tired of being a hero. The Centurions did their
best to convince him to stay (especially Apex), but Pamnelme said he
had enough. He did however leave his magic pole arm behind, which
hangs on the wall at the Centurion headquarters. What precisely
Pamnelme is doing back in his home dimension remains unknown.

Real Name: Pamnelme
Occupation: Former Founding member of the Centurions, Former member of the Order
of Three, now presently retired.
Alignment: Scrupulous
Power Category: Alien Immortal
Experience Level: 12th
Hit Points: 92 S.D.C.: 120
P.P.E.: 265
Appearance: Pamnelme has droopy teal eyes and long, straight,
thick, yellow hair worn in a dignified style. He has a masculine build.
His costume is green and violet resembles a wizard’s robes, and it glows with an odd, purple light.
Attributes: I.Q. 21, M.E. 20, M.A. 16, P.S. 28, P.P. 20, P.E. 25, Spd. 23, P.B. 13
Age: 858 years old, Sex: Male, Height: 6 foot (1.82 m), Weight: 225 lbs (101 kg)
Unusual Characteristics: Stocky, Sun Proof Skin (half damage from
light/laser attacks), Double Jointed, and a Birthmark of a Thunderbolt on
his right cheek.
Major Abilities: Mimic
Minor Abilities: Immune to Magic
Magic Spells: Blinding Flash, Armor of Ithan, Thunder Clap,
Invisibility: Simple, Multiple Image, Swim as a Fish, Size of the Behemoth,
Breath without Air, Heal Self, Sword to Snake, Fly as the Eagle, Wind
Rush, and Call Lightning.
Combat Training: Basic
Attacks per Melee: 7 (2 initial + 4 from Hand to Hand +1 from boxing)
Combat Bonuses: +3 to initiative, +5 to strike, +9 to parry, +9 to
dodge, +15 to damage, +9 to roll with punch/fall, +5 to pull punch, +1 to
disarm, and +4 to spell strength (16 or higher to save).
Saving Throws: Impervious to all magic, +5 to save vs. psionics,
+3 to save vs. insanity, +3 to save vs. possession, +5 to save vs. poison,
+3 to save vs. Horror Factor, and +20% to save vs. coma/death.
Combat Skills: Punch 1D4, Power Blow 2D4 (2), Elbow &
Forearm 1D6, Knee 2D4, Karate Kick 2D4, Roundhouse Kick 3D6, Axe
Kick 2D8, Leap Kick 3D8 (2), Body Block/Tackle 1D4 (parry or dodge to
avoid knockdown), Pin 18-20, Crush 1D4, Body Flip/Throw 1D6 plus P.S.
damage bonus (lose initiative and 1 attack/action), All Holds, Knockout on
an unmodified roll of 20, and Critical strike on an unmodified roll of 19-20.
Natural Abilities: He can carry and lift weight with Superhuman
P.S., (5600 lbs/2520 kg and 8400 lbs/3780 kg).
Other Bonuses: +7% to all skills and 40% trust/intimidate.
Educational Background: Has studied Earth extensively and Eclectic Rhodes Scholar.
Common Skills: Read-Write/Speak Latin/Italian
98%/98%, Lore: Demon & Monster 98%, Lore: Geomancy 92%,
Chemistry 98%, Holistic Medicine 98%, and Mathematics: Basic 98%.
Science Program: Archeology 97%, Mathematics:
Advance 98%, Biology 98%, Botany 98%, and Zoology 98%
Technical Program: Research 98%, History 98%/98%,
Philosophy 98%, and Law (General) 98%.
Language Program: Read-Write/Speak English, Chinese, Spanish, and French 98%.
Physical Program: Boxing, Wrestling, Kick Boxing, and Hand to Hand: Basic.
W.P. Ancients: Paired Weapons, W.P. Sword (+6 to
strike, +5 to parry, +1D6 damage), W.P. Blunt (+5 to strike & parry),
and W.P. Pole Arm (+5 to strike & parry, +4 to damage).
Secondary Skills: Athlete, Running, Prowl 92%, Climb
98%/97%, Swimming 98%, Wilderness Survival 97%, Land Navigation
91%, First Aid 98%, Cook 98%, Play Harp 98%, Sign Language 82%,
Pilot Horsemanship 87%/67%, Body Build & Weightlifting, Fencing,
Recognize Weapon Quality 52%, Streetwise 43%, Radio: Basic 58%, and
Astronomy & Navigation 42%.
Money: Before he left Earth, Pamnelme possessed something like
1.2 million dollars in Earth currency. He left all of his money to the
Centurions.
Weapons:
Magic Halberd, 3D6+4 damage, Weapon is indestructible
and +1 to strike and parry (+6 to strike, +6 to parry, +3 to throw and
returns to wielder).
Equipment & Vehicles: None, other that what was commonly accessible to the other Centurions.

Posted: Fri Oct 19, 2007 9:35 am
by Reagren Wright
MR. KOMODO

Before Genesys decided to try their hand at creating dinosaurs, they
wanted to experiment with other reptiles first. Mr. Komodo was the result
of those experiments. They wanted to demonstrate the unlimited potential
of their creations, so they trained him to be a special agent for CSPD to
help solve cases involving other mutants or experiments. CSPD was not
entirely thrilled about working with a lizard man, but to some officer he
more then proved himself in the field. However, others (mostly the
upper brass) viewed him as a freak of nature and wanted him out of
the department. Eventually, the issue was settled when Spartacus
asked Genesys to allow him to join the Centurions. Realizing their
creation would obtain a broader appeal as a member of super hero
team, Genesys agreed. Mr. Komodo proved himself on numerous
occasions as a member of the Centurions. Nobody on the team
regarded him as anything but an equal; however, they did find it
necessary to restrain him at time so his predatory instinct to kill
didn’t take over. Despite his brutish attitude, Mr. Komodo became
good friends with Timeline and when his friend decided to investigate
a mysterious crime on his own, Komodo was not about to let him do it
on his own. Accompanied by Gilgamesh, the trio unknowing walked into
a trap created by the Sinistry that brought about their deaths.

Real Name: L-KD8
Occupation: Former Founding member of Centurions, now deceased
Alignment: Unprincipled
Power Category: Mutant Animal (Komodo Dragon)
Experience Level: 6th
Hit Points: 67 S.D.C.: 93 A.R.: 8
P.P.E.: 68
Appearance: A lizard humanoid with both human and lizard features
in his face. There is a definite snout and no external ears. His body is
covered with gray scales with a wide, muscular body and strong limbs.
Attributes: I.Q. 14, M.E. 15, M.A. 15, P.S. 40, P.P. 17, P.E. 34, Spd. 53 (37.1 mph/59.7 km running), P.B. 8
Age: 7 years (equal to someone 25), Sex: Male, Height: 6 foot (1.82 m), Weight: 166 lbs (74.7 kg)
Size Level: 9. Build: Medium.
Human Features: Hands (full), Biped (full), Speech (partial), Looks (partial).
Vestigial Disadvantages: Color Blindness, Reptile Brain: Predator,
and Diet Restriction: Carnivore.
Natural Weapons: Heavy Claws. Note: He can carry 800 lbs (360 kg) and lift 2000 lbs (900 kg).
Mutant Animal Powers: Medium Natural Body Armor, Advance
Smell, Advance Taste, Extraordinary Spd, Predator Burst, and Brute
Strength.
Combat Training: Expert
Attacks per Melee: 5 (2 initial +3 from hand to hand)
Combat Bonuses: +2 to initiative, +3 to strike, +5 to parry, +5 to
dodge, +25 to damage, +5 to roll with punch/fall, and +2 to pull punch
Saving Throws: Immune to disease, +34% to save vs. coma/death,
+8 to save vs. magic and poison.
Combat Skills: Punch 1D4, Elbow/Forearm 1D6, Knee 1D6, Power
Blow 2D4, Kick 2D4, Snap Kick 1D6, Tripping/Leghook (cannot be paired,
must dodge or knockdown), All Holds, Critical strike on an unmodified roll
of 18-20, and Claws 1D8.
Educational Background: Highly trained and educated as a specialist
Common Skills: Read-Write/Speak English 92%/94%
Police Program: W.P. Handgun (+3 to aim/+1 to burst),
Radio: Basic 98%, Crime Scene Investigation 85%, Law (general) 75%,
and Tailing 85%.
2nd Police Program: Tracking (people) 75%,
Interrogation 80%, I.D. Undercover Agents 74%, and Streetwise 64%.
Physical Program: Hand to Hand: Expert, Climbing
95%/92%, Prowl 65%, and Gymnastics (Sense of Balance 88%, Back Flip
98%)
Secondary Skills: Running, Athlete, Land Navigation
60%, Hunting, Track & Trap Animals 50%/60%, Skin & Prepare Animal
Hides 60%, Body Build &Weightlifting, Swimming 80%, W.P. Shotgun
(+3 to aim/+1 to burst), W.P. Blunt (+3 to strike/parry), Pilot Automobile
72%, Mathematics: Basic 84%, Recognize Weapon Quality 30%, and
Research 45%.
Money: Never had a use for it. Genesys and the Centurions always
made sure he was provided for.
Armor: Although he didn’t like too, he was on occasion asked to
wear an armored vest (half suit): A.R.: 10, S.D.C.: 50
Weapons:
Colt .44 Magnum, Range: 150 feet (45 m),
Damage: 6D6, Feed: 6 chamber side-loading cylinder, Rate of Fire: Single Shot.
Model 3000 Police S&W 12 Gauge Shotgun, Range: 150
feet (45.m), Damage: 5D6 (always uses solid slugs), Feed: 8 rounds, Rate of Fire: Single shot.
Steel Rod Encased Nightstick, 1D6
Equipment & Vehicles: Web Belt, Side Holster, Shotgun Bandoleer,
Battle Harness, Belt Radio, and Battle Dress Utility. He also had access to
all equipment commonly accessible to the other Centurions.

Posted: Fri Oct 19, 2007 9:42 am
by Reagren Wright
TIMELINE

Rudy Goodknight believed his life was going no were. He graduated
from high school with top honors, but when his father lost his job at
Daedalus Industries, he lost any chance of going to the college of his
dreams. Rudy got a job at a gas station as a mechanic. He worked long
hours trying to make as much money as possible, yet he was extremely
miserable with his situation. One night he came home late to discover
his father asleep at his workbench with a large stopwatch beside him.
Rudy’s watch had broken at work, and because this one could also tell
time, he decided to borrow this one until he could buy a new one. The
next day while at work, he decided to time himself to see how fast he
could repair an engine, instead he discovered the watch could slow
down time and control other time pieces. When he went home to return
the watch, he discovered his family murdered. The police investigate
the crime, but Rudy vowed to do whatever he could to solve the crime
himself. He used the stopwatch to become a vigilante to hunt down his
family’s killers. In the end, he learned a criminal mastermind known as
the Time King had murdered his family when his father failed to hand
over the Atomic Stop Watch he requested for him to build. Rudy used
the stopwatch to defeat the criminal mastermind and his associates.
Afterward, Rudy decided to throw the watch into the ocean, when a
woman nearly his age approached him. She said her name was Joan
of Arc and see could see the future. She’d come to tell him that it was
his destiny to join a group of super heroes sworn to protect the city and
its citizens called the Centurions. Not wanting to argue with a girl with
the power to see the future, Rudy agreed and became the super hero
known as Timeline. Rudy was becoming increasingly annoyed that he
was not allowed to do anything on his own. Apex wanted him to be
more of a support player then one who actively went on missions. As
a result, Rudy was always trying to prove himself to the others because
of his normalcy. It was this determination that convinced Rudy that
he could solve a mysterious crime on his own without the need of the
big guns like Apex, Haven, or Thaumaturge. However, Mr. Komodo
and Gilgamesh were not about to let him go at it alone. In the end,
Timeline led his companions into a trap created by the Sinistry that
brought about their deaths.

Real Name: Rudy Goodknight
Occupation: Former founding member of the Centurions, now deceased
Alignment: Principled
Power Category: Super Invention/Ordinary Person.
Experience Level: 6th
Hit Points: 29 S.D.C.: 20
P.P.E.: 7
Appearance: Rudy has round eyes the color of varnished wood.
His silky, wavy, peach-colored hair is worn in a style that reminds you of
a trailing ribbon. He has a graceful build. His skin is pale. He has a
crooked nose and nearly nonexistent eyebrows. His costume is green
and black with specific dates written all over it, for example November
22, 1963 (the day of J.F.K assassination).
Attributes: I.Q. 22, M.E. 12, M.A. 10, P.S. 10, P.P. 14, P.E. 8, Spd. 14, P.B. 18
Age: 29, Sex: Male, Height: 5 foot and 7 inches (1.70 m), Weight: 141 lbs (63.45 kg)
Super Invention: The Atomic Stop Watch (A.R. 14, 120 S.D.C.).
7th level in power. Repairs aren’t too difficult or expensive.
Major Super Ability: Slow Motion Control
Minor Super Abilities: Clock Control and Heighten Sense of Recall.
Combat Training: Basic
Attacks per Melee: 6 (2 initial + 3 from Hand to Hand +1 from the
watch)
Combat Bonuses: +5 to initiative, +2 to strike, +2 to parry, +2 to
dodge, +2 to auto dodge, +3 to roll with punch/fall, and +3 to pull punch.
Saving Throws: +3 to save vs. time altering powers, magic, or effects.
Combat Skills: Punch 1D4, Elbow/Forearm 1D6, Knee 1D6, Power
Blow 2D4 (2), Snap Kick 1D6, All Holds, and Critical strike on an
unmodified roll of 19-20.
Other Bonuses: +8% to all skills and 40% charm/impress.
Educational Background: High School Education.
Common Skills: Read-Write/Speak English 98%/98%,
Mathematics: Basic 98%, and Pilot Automobile 86%
General Mechanical Program: Mechanical Engineer 73%,
Basic Electronics 73% Locksmith 83%
Computer Program: Computer Operation 91%,
Computer Programming 81%, and Computer Repair 73%.
Communication Program: Radio: Basic 93%, Radio:
Scrambler 78%, T.V. Video 78%, and Cryptography 68%
Secondary Skills: Hand to Hand: Basic, Automotive
Mechanics 86%, Astronomy & Navigation 78%, History 98%/78%,
Jury-Rig 73%, General Repair/Maintenance 83%, Research 78%, Law
(general) 63%, Pilot: Bicycling 86%, Streetwise 44%, Prowl 53%, Juggling
48%, and Mathematics: Advance 74%.
Money: He had $8000 in savings that he used for personal/living
expenses. Everything else the Centurions always made sure he was
provided for.
Weapons: None.
Equipment & Vehicles: 1999 Jeep Cherokee classic. He also had
access to anything commonly available to the Centurions.

Posted: Fri Oct 19, 2007 9:48 am
by Reagren Wright
GILGAMESH

Hamid Mura was a Sergeant in the Saudi Arabian National Guard (SANG,
also known as the White Army. Among his many duties, protecting the
royal family, guarding against revolution, protecting strategic facilities
and resources, and protecting the Holy Places of Mecca and Medina.
At the age of 22, when he single-handed defeated a dozen terrorist
trying to assassinate a member of the royal family, he was rewarded
with the option to join a special elite bodyguard called the Sebitti.
They received extensive physical training to become superior fighting
machines willing to do whatever it takes to protect the royal family.
A few years later, Hamid arrived in Century Station when one member
of the royal family came to the city to see the sites. Two days later, a
group of Arab super being terrorists attacked the hotel in which the
Saudis where staying in. Hamid and the other Sebitti did their best to
protect the royal family member, but in the end, they were outmatched.
All the other Sabitti were killed except for Hamid. After he recovered in
the hospital, he assisted CSPD, the FBI, and GIGMA to track the terrorists
down. In the end, it was discovered the royal family member kidnapped
was actually the leader of the terrorists. After capturing him, instead
of allowing him to return to Saudi Arabia, Hamid broke his neck. He
then requested political asylum. Hamid stayed in Century Station
assisting CSPD. Months later, he was contacted by Spartacus and
invited to join the Centurions. Hamid agreed. Being told he needed
a “superhero” name, he chose Gilgamesh. Hamid stayed with the
Centurions until he, Timeline and Mr. Komodo were killed by a fiendish
plot created by the Sinistry near the end of the Bloody Monday events.


Real Name: Hamid Mura
Occupation: Former Founding Member of the Centurions, Former
Sergeant in the Saudi Arabian National Guard, now deceased.
Alignment: Unprincipled
Power Category: Physical Training (Focus on Endurance & Strength)
Experience Level: 9th
Hit Points: 108 S.D.C.: 214
P.P.E.: 25
Appearance: He is tall and has a broad-shouldered build. His wide
eyes are brown. He has dark-colored skin. He wears a brown gladiator
outfit covered in pictograms (Sumerian writing) and a brown leather cloak.
He carries a heavy club.
Attributes: I.Q. 9, M.E. 22, M.A. 14, P.S. 52 (Superhuman), P.P. 15, P.E. 40, Spd. 35, P.B. 17
Age: 33, Sex: Male, Height: 6 foot and 6 inches (1.98 m), Weight: 310 lbs (139.5 kg)
Combat Training: Aggressive and Deadly Combat
Special Combat Abilities: Power Punch x2 *(2), Power Kick x2 (2),
and Force of Will.
Attacks per Melee: 8 (3 initial +5 from Hand to Hand)
Combat Bonuses: +5 to initiative, +3 to strike, +5 to parry, +1 to
dodge, +37 to damage, +5 to roll with punch/fall, +6 to pull punch, and
+4 to disarm.
Saving Throws: Immune to disease, +60% to save vs. coma/death,
+8 to save vs. magic, +10 to save vs. poison, +4 to save vs. psionics,
and +5 to save vs. insanity.
Combat Skills: Punch 2D4+2, Karate Punch 2D6+2, Elbow &
Forearm 2D6, Knee 2D6, Karate Kick 3D6, Snap Kick 2D6, Roundhouse
Kick 4D6, Axe Kick 3D6, Crescent Kick 4D4, Leap Kick 5D6 (2),
Tripping/Leghook (cannot be paired, must dodge or knockdown),
Backward Sweep (cannot be paired, must dodge or knockdown),
Wheel Kick 3D6, +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), Pin 18-20,
Crush 2D4+2, All Holds, Auto Back Flip, Critical strike on an unmodified
roll of 18-20, Knockout on an unmodified roll of 20, and Paired Weapons
(all).
Other Bonuses: 35% charm/impress.
Educational Background: Military
Common Skills: Read-Write/Speak Arabic 98%/97%,
Mathematics: Basic 98%, Lore: Religion (Islam and Judeo-Christian) 75%,
and Pilot: Automobile 87%.
Special Physical Program: Swimming 90%, Wrestling,
Body Build & Weightlifting, Physical Labor, Athlete, and Outdoormanship
Espionage Program: Intelligence 73%, Detect Ambush
80%, Detect Concealment 75%, and Wilderness Survival 85%.
Military Program (Basic): Running, Climbing 95%/85%,
Military Etiquette 90%, Radio: Basic 98%, Forced March, and W.P. Rifle
(+5 to aim/+2 to burst).
Language Program: Read-Write/Speak English, Hebrew,
Persian, and Urdu 90%/82%.
Secondary Skills: Law (general) 70%, Pilot: Truck 92%,
Pilot: Tracked Vehicles 98%, Land Navigation 72%, W.P. Blunt (+4 to
strike and parry), W.P. Spear (+4 to strike and parry, +2 to throw), W.P.
Handgun (+4 to aim/+2 to burst), Public Speaking 95%, Recognize
Weapon Quality 60%, Gambling (Standard) 65%, Seduction 36%,
Performance 45%, Research 45%, and Dance 35%.
Money: When he died, he had 230,500 Euro dollars ($318,159 U.S.
dollars) in a Swiss Bank account. He kept in a bank in Century Station
over $119,000 U.S. dollars. Most of his expenses the Centurions paid for.
Armor: On some missions, he would wear a Hard Armor Vest (half
suit), but generally he didn’t care for it.
Weapons:
A specially crafted Arab Mace. Damage: 2D6+4,
Bonuses: +2 to strike & parry) (+6 to strike & parry).
He has years of training in using many modern weapons and
military equipment used by the U.K and USA.
Equipment & Vehicles: None, other that what was commonly
accessible to the other Centurions.

Posted: Fri Oct 19, 2007 12:18 pm
by dragon_blaze_99
truly amazing versions of the Centurions and love the stories!!!!!!!!

Posted: Sun Nov 04, 2007 2:00 pm
by Reagren Wright
:( I will miss watching how many people visit this site now and easily
keeping track who was last to visit it. However, just because its be
reshuffled doesn't mean I will abandon it. Expect so more updated
villains real soon,.

Posted: Sun Nov 04, 2007 2:04 pm
by Reagren Wright
:shock: Wow that was neat. I posted about doing some more conversions
and the message popped out of the sticky box and now I can see how
many have visited the site. Neat trick NMI.

Posted: Sun Nov 04, 2007 3:51 pm
by NMI
thank you.

Posted: Sat Nov 10, 2007 6:49 pm
by Reagren Wright
You know its seems like everytime I turn on CNN or read the newspaper
some kind of symbol or language of hatred is appearing on a college
campus or out of the mouths of some "celebrity" . I know better then
most that this kind of stuff will never go away. Having experienced it first
hand throughout my life, there is nothing I like better then kicking its butt
in the realm of the imagination. So for those who feel like doing the same
I present to you from Truckin Turtles the KOW.

THE KNIGHTS OF WHITE (KOW)

The Knights of White is a Neo-Nazi, white supremacist group founded and
led by former S.C.R.E.T. operative Karl Wilson. Its base of operation
is Chicago, Illinois but its has chapters in Mississippi and Missouri. Since
their first rally in Mississippi August 23, 1988, the KOW started out as a
colopunk gang whose members harassed, assaulted and murdered non-
whites. In time, its hatefilled psychopath leader has turned the skinhead
youth movement into a low budget, low technology terrorist organization
bent on crippling the United States who they blame responsible for
destroying the glorious Aryan nation of Nazi-Germany. Their most
recent and near successful terrorist act was to destroy St. Louis Gateway
Arch with acid bombs. The KOW idealize the Nazis whom they regard
as the greatesst warriors for the Aryan race. Presently they are
considered the United States’ most well organized racist skinhead
group. To make matters worst, they have recently receive additional
funding to carry out their terrorist activites by Adolf Hoffmeijer, leader
of the powerful terrorist network the Brotherhood of Armageddon.
Hoffmeijer likes the idea of adolscent caucasin boys and girls with
Aryan heritage acting as an invible extension of the BoA without their
direct involvement. However, Karl Wilson wants to leave his mark on
the world, and he has the charisma to lead young people to do almost
anything.

KOW Organization Statistics

A. Outfits: None (0)
B. Equipment: Cheap Gear (2 points)
C. Weapons: Armed Agents (5 Points)
D. Bionics & Robotics: None (0 Points)
E. Vehicles: None (0 Points)
F. Communications: Basic Service (2 Points)
G. Offices: Urban/National (10 Points)
H. Military Power: None (0 Points)
I. Super Powered Operatives: None except for Joseph (0 Points)
J. Sponsorship: Agent Sponsored (50 Points)
K. Special Budget: Nickles and Dimes (5 Points)
L. Administrative Control: Rigid Laws (0 Points)
M Internal Security: Lax (5 Points)
N External Infiltration: None (0 Points)
O Research and Information: Cheap Resources (2 Points)
P Agency Credentials: Hunted (0 points)
Q. Employees Salary: None (0 points), however BoA has give the KOW
up to $20,000 to carry out a specific terrorist operation.
Total Agency Points: 81 Points

A typical KOW Thug

Alignment: Miscreant
Average Attributes: I.Q.; 2D4+2, M.E.: 2D4+2, M.A.: 2D4+2,
P.S.: 2D6+6, P.P.: 2D6+2, P.E.: 2D4+3, P.B.: 2D4, Spd: 3D6+6.
Average Hit Points: 18 (P.E. attribute +1D6 per level of experience).
Average S.D.C.: 20
Average Age: 14+2D4
Average Level of Experience: 1D4
Typical Number of Attacks: 4 (Hand to Hand: Basic)
Bonuses: +2 to pull punch, +2 to roll with punch/fall/impact, +1 to damage.
Combat Attacks: Punch 1D4, Kick 1D6, Elbow/Forearm 1D6, and
Knee 1D6.
Weapons: Every KOA carries some kind of automatic pistol or
revolver (they must all be German made), however the BoA sent them
a crate full of 7.65mm Model 61 (Skorpions), which some have been
trying to master. Most members also carry a low-grade melee weapon
or a street weapon (knife, pipe, length of chain, etc).
Vehicles and other Equipment: An old beaten up motorcycle, car,
or van. There is a 01-30% chance it will be stolen.
Typical Skills: Streetwise (+6%), W.P. Handgun, Three Rogue
skills (no hacking without literacy), Three Domestic skills, two Technical
Skills, Two Ancient Weapons or W.P. Rifle and/or W.P. Shotgun and One
Ancient Weapon, and ten Secondary Skills.
Appearance: The KOW tend to wear higher boots, T-shirts instead
of button-up shirts, and army trousers or jeans. They usually crop their
hair short or shave their heads with a razor. They generally have tattoos
of explicitly racist content wear chains and rings featuring Nazi or white
power emblems.
Note: 01-70% likeihood of having dropped out of school
by the 10th grade; less then a quarter are completely illiterate.

Posted: Sat Nov 10, 2007 6:53 pm
by Reagren Wright
JOSEPH, THE SUPER MUTANT

Little is know about this mutant accept that he was once captured by Karl
during his early days as a S.C.R.E.T Agent, but he let go because of his
racists views of the world. What Karl doesn’t know is that Joesph is not a
racist, nor is he a fanatic or Neo-Nazi, he just enjoys the thrill of taking
on the establishment. He loves a good fight until he starts taking hit point
damage, then he will immediately surrender or an attempt to escape
on his own. Presently he is testing his poltential to commit heinous acts.
Just how evil he might become as a member of the KOW remains to be seen.

Real Name: Joseph Blue
Occupation: Street criminal
Alignment: Miscreant
Power Category: Mutant
Experience Level: 3rd
Hit Points: 60 S.D.C.: 156
P.P.E.: 25
Appearance: A scrawny little guy raised on the street. He wears
jeans and T-shirts.
Attributes: I.Q. 9, M.E. 12, M.A. 12, P.S. 13, P.P. 11, P.E. 26, Spd. 27, P.B. 11
Age: 20, Sex: Male, Height: 5 feet and 6 inches (1.67 m), Weight: 122 lbs (54.9 kg)
Unusual Characteristics: Orange eyes and double jointed.
Major Super Abilities: Mimic
Minor Super Abilities: Immune to High Speed Kinetic Attacks and Extraordinary P.E.
Combat Training: Basic
Attacks per Melee: 4 (2 initial + 2 from Hand to Hand)
Combat Bonuses: +3 to parry, +3 to dodge, +5 to roll with
punch/fall, and +2 to pull punch.
Combat Skills: Punch 1D4, Power Punch 2D4 (2), Elbow &
Forearm 1D6, Knee 1D6, and Karate Kick 2D4
Saving Throws: +22% to save vs. coma/death and +6 to save vs. magic & poison.
Educational Background: Street Schooled.
Common Skills: Speak English 91%, Read-Write
English 36%, and Escape Artist 49%/19%
Street Skill Program: Streetwise 46%, Prowl 45%,
W.P. Knife, Find Contraband 43%, I.D. Undercover Agents 67%,
Tailing 55%, Cook 50%, Dance 45%, General Repair/Maintenance 60%,
and Art (Graffiti Painting) 50%,
Secondary Skills: Hand to Hand: Basic, Athlete, Running,
Physical Labor, Pilot: Automobile 69%, Pilot: Truck 68%, Pick Locks 45%,
W.P. Handgun, Land Navigation 40%, and Recognize Weapon Quality 30%.
Money: He has successful stolen over $140,000 from various
robberies.
Weapons: His two fists and a 7.62mm Model 52 Pistol-Range: 206
feet (62.7 m), Damage: 3D6, Rate of Fire: Single shot/semi-automatic,
Payload: 8 round box magazine.
Equipment & Vehicles: He owns a Chevy Aluminum step van
(¾ tons) and a 1985 Olds Delta 88.

Posted: Sat Nov 10, 2007 7:04 pm
by Reagren Wright
KARL WILSON

Karl Wilson grew up listening to a German grandfather speak about the glory days of Nazi Germany and how they were destined to rule the world, until America became involved, the melting pot nation of unclean beings. All of this hate influenced the mind of Karl Wilson to the point he became a full-blown racist, anti-semitic, white supremacist. He hide his true feelings amazingly well through high school and eventually joined the U.S. Surrounded by a multitude of people he dispised, he took his hatred out on Islamic people, which in turned propelled him up the ranks in the military. Eventualy he was choosen to join U.S. S.C.R.E.T. He excelled in the training and after seveal sucessful missions he was inline for the possibity of becoming a team leader. Within S.C.R.E.T. he found others he thought possessing similar views of the world, but these people channeled their hatred at super beings and metahumans. Everything else about them was immaterial, but not to Karl. Before long his group began to notice his reputation for initiating violent confrontations with non-whites, Muslims, Jews, homosexuals, and left-wingers on the street and at political demonstrations. When an African American in his unit was choosen to become team leader over him, Karl started a fight with him. He spouted out that America deserved to be taken over by super villians and criminal masterminds because it allowed unclean beings to run it. Karl received a dishonorable discharge. Immediately right after this, he attend a white supremacist rally in Mississippi. There he found impessionable young people who felt as much hatred toward non whites as himself. Using his U.S. Army and S.C.R.E.T. training, he molded them into a Neo-Nazi terrorist organization known as the Knights of White. They successfully stole a truck in route to destroy a dangerous super acid. Karl decided to use the acid to destroy the Gateway Arch in order to prove how weak the U.S. had become. Instead he was defeated by a band of mutant animals. This defeat trigger a deadly psychosis within Karl’s mind, he is now obsessed with toppling the United States government and driving out the unclean people from its land, and he will do it by any means necessary.

Real Name: Karl Wilson
Alias: Carl Wilson, Karl “Skin Head” Wilson, White One, and Leader One.
Occupation: Former U.S.A. S.C.R.E.T. agent, now leader of KOW.
Alignment: Diabolic
Power Category: Physical Training (Focus on Endurance & Strength)
Experience Level: 5th
Hit Points: 55 S.D.C.: 147
P.P.E.: 19
Appearance: A large bald man who has engaged in extensive
physical exercise. His body is covered with tattoos including spider webs
near his elbows and Nazi iconography.
Insanity: Karl Wilson is a cold blood killer who suffers from
delusions of grandeur. He will do anything to keep himself from going to
jail, and he is terrified of being apprehended by S.C.R.E.T.
Attributes: I.Q. 14, M.E. 8, M.A. 21, P.S. 51 (Superhuman), P.P. 13,
P.E. 23, Spd. 28, P.B. 7
Age: 31, Sex: Male, Height: 6 foot and 1 inch (1.85 m), Weight: 200 lbs (90 kg)
Combat Training: Aggressive and Deadly Combat
Special Combat Abilities: Power Punch x2 (2), Power Kick x2 (2), and Force of Will.
Attacks per Melee: 6 (3 initial +3 from Hand to Hand)
Combat Bonuses: +3 to initiative, +3 to strike, +4 to parry, +4 to
dodge, +38 to damage, +5 to roll with punch/fall, +4 to pull punch, +2
disarm, and +3 to Perception,
Saving Throws: +36% to save vs. coma/death, +4 to save vs.
magic, +6 to save vs. poison and disease, and +4 to Horror Factor.
Combat Skills: Punch 2D4+2, 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), Pin 18-20,
Crush 2D4+2, Neck Hold, Body Hold, Back Flip, Critical strike on an
unmodified roll of 18-20, Knockout on an unmodified roll of 20, and
Paired Weapons (all).
Other Bonuses: 65% trust/intimidate. Note: He can carry 10, 200 lbs
(4590 kg) and lift 15,300 lbs 96885 kg).
Educational Background: Military
Common Skills: Read-Write/Speak English 90%/93%,
Mathematics: Basic 87%, and Pilot: Automobile 75%.
Special Physical Program: Swimming 85%, Wrestling,
Body Build & Weightlifting, S.C.U.B.A. 85%, Athlete, and Outdoorsmanship.
Espionage Program: Wilderness Survival 60% Escape
Artist 60%, Interrogation 65%, and Tracking (people) 55%
Military Program: Running, Climbing 90%/80%, Military
Etiquette 70%, Forced March, Radio: Basic 85%, W.P. Rifle (+3 to aim/+1
to burst), W.P. Sub-machinegun (+2 to aim/+1 to burst), and W.P. Energy
Rifle (+2 to aim/+1 to burst).
Military Demolitions Program: Basic Electronics 65%,
Basic Mechanics 75%, Demolitions 85%, Demolitions Disposal 85%, and
Underwater Demolitions 86%.
Secondary Skills: Law (general) 50%, Public Speaking
70%, Performance 50%, Writing 50%, Pilot: Truck 76%, W.P. Handgun
(+2 to aim/+1 to burst), W.P. Knife (+2 to strike, +2 to parry, +2 to
throw), W.P. Chain (+2 to strike, +1 to parry), Land Navigation 48%,
and Streetwise 32%.
Money: As a U.S. S.C.R.E.T. agent, Karl received a yearly salary
of $4100 a week ($213,000 a year) and 1D4 x 10,000 dollars bonus for a
successful mission. Since his dishonorable discharge, he has turned to a
life of crime in order to maintain an income and fun the KOW. Presently,
he has about $270,000 stashed away. Most of his earnings has gone into
operating and funding the KOW, thankfully the BoA has started to provide
some additional cash flow.
Weapons: He is familiar with most of the standard weapons used
by the U.S. Army and U.S. S.C.R.E.T. However, he no longer has access
to their high tech arsenal.
9mm Uzi, Range: 660 feet (210 m), Damage: 3D6+1,
Rate of Fire: Single shot, semi-automatic or full auto, Payload: 32 round
box mag.
.45 Caliber Pistol, Range: 82 feet (25 m), Damage: 4D6, Rate of
Fire: Single shot or semi-automatic, Payload: 10 round mag.
Combat Bush Knife, 1D6 damage
Two Nunchakus, 2D4 damage, +1 to disarm.
Equipment & Vehicles:
Shortly after his discharge, Karl organized a band of Neo-Nazi
skinheads to hijack a semi-truck on its way to Newport Chemical Depot in
Newport, Indiana. Inside the trailer were two dozen 42-gallon barrels filled
with a super acid invented by the fiendish Professor Nick, an insane
analytical genius who believed him self to be the Devil in human form.
He invented perhaps the world’s most powerful metal eating acid called
Liquid X or Celadon Acid. This acid is so powerful sick ounces will cause
2D4x10 points of damage to almost anything it touches, except glass.
However, the acid itself is odorless, even for canines and individuals
with heighten sense of smell. After S.C.R.E.T. captured the diabolic
professor, the leaders of the agency decided the super acid was far
too dangerous and toxic to have around so they planned on disposing
of it. Unfortunately, Karl Wilson intercepted the truck and made off with
all 24 barrels. Since then he and the KOW have designed homemade
“acid bombs” out of soda bottles, six oz jars, or any other type of glass
container. Their plan is to sneak these acid bombs into strategic support
beams of various historical landmarks, bridges, stadiums, and
skyscrapers and bring them crashing down. They were almost successful
destroying the Gateway Arch. KOW are known to carry one or two six oz
glass jars and hurl them at their opponents. At least sixteen people have
been nearly liquefied or melted in half after being by hit by them.
Karl used whatever equipment is needed at the time. Most of it
is stolen or acquired via the black market or various contacts within the
white supremacist movement. However, within the last year BoA has been
supplying them with electronic components to build sophisticated
explosive devices, none of which can be detected via normal means.
Karl drives around in a 2001 Ford Supercrew XLT 4x4 with the
trailer package. The vehicle has been modified with light armor/Plexiglas
windows, fuel compartment armor, night sight camera/monitor, theft
alarm system, theft proof locks, winch and cable, armored tires, stereo
system, engine readout package, ram-prow, vehicle caltrops, and an
internal fixed mount 5.56mm light machinegun in the front.

Posted: Sun Nov 11, 2007 10:56 am
by NMI
Mephisto wrote:
Reagren Wright wrote:You know its seems like everytime I turn on CNN or read the newspaper
some kind of symbol or language of hatred is appearing on a college
campus or out of the mouths of some "celebrity" . I know better then
most that this kind of stuff will never go away. Having experienced it first
hand throughout my life, there is nothing I like better then kicking its butt
in the realm of the imagination. So for those who feel like doing the same
I present to you from Truckin Turtles the KOW.


What kind of bigotry have you endured in life? I am a Caucasian and most of my bad experiences have ironically involved Caucasians. I hate any ethnic superiority group (and lets face it, mosques, synagogues and the like do not do much to help "bring people together" really) and most special interest groups are just irritating, because they do not care about helping out society in general just one group in particular.
Not that it matters, but IIRC, Reagren isnt "caucasion", so there is the possibility that he has endured various issues throughout life. Back on topic now please.

Posted: Thu Nov 22, 2007 1:15 pm
by Reagren Wright
Truckin Turtles is becoming one of my favorite books. Jape Trostle did
some really briliant stuff. More 2nd edition conversions coming from this
book real soon.

Posted: Mon Nov 26, 2007 2:31 pm
by Reagren Wright
Between reading Truckin Turtles and watching Ice Road Truckers,
something about the character Bert McClusky has struck a cord with
me. So I hope others enjoy him and his truck as much as I have.

BERT McCLUSKY

He was a decorated hero of the Vietnam War and went on to join the CIA
in 1977. His most famous and painful case was Russian invasion of
Afghanistan in 1979 in which he was forced to abandon the woman
he loved. About 20 years later, he left the agency, but his wanderlust
entices him to take the occasional freelance assignment, especially
ones he believes in. When he’s not an active operative, he’s doing one
of the three things: sitting at home reading a book or watching movies,
enjoying a friendly game of pool or other sport (loves basketball and
football), or hauling cargo as f reelance trucker in his rig, the Blue Ox.
He is a patriot, loyal, cheerful soul who values life and freedom above
all else. While his temper can flare on occasion, he is a hard working,
no-nonsense kind of guy who can be counted on to get the job done.
He tends to be a loner, is unmarried, and does not womanize. He is
usually open minded and optimistic about people and the world.
Presently he is working for IBC Inc, one of the foremost leaders in
computer technology.

Real Name: Melvin McClusky
Occupation: Freelance Operative, Former C.I.A. Operative.
Alignment: Scrupulous
Power Category: Secret Operative
Experience Level: 7th
Hit Points: 52 S.D.C.: 110
P.P.E.: 30
Appearance: By all appearances, Bert is a ordinary Joe-Rig. A
husky truck driver in his mid-fifties clad in flannel shirt, down vest, jeans,
baseball cap, and cowboy boots. Note: Because he is nearing sixty, his
physical attributes and resistance to injury has started to diminish slightly.
Attributes: I.Q. 13, M.E. 22, M.A. 17, P.S. 20, P.P. 15, P.E. 19, Spd. 19, P.B. 12.
Age: 56, Sex: Male, Height: 5 foot and 11 inch (1.80 m), Weight: 210 lbs (94.5 kg)
Combat Training: Martial Arts
Attacks per Melee: 6 (2 initial + 3 from Hand to Hand +1 from boxing)
Combat Bonuses: +2 to initiative, +2 to strike, +6 to parry, +6 to
dodge, +5 to damage, +5 to roll with punch/fall, +3 to pull punch, and
disarm.
Saving Throws: +4 to save vs. psionics, +5 to save vs. insanity,
+8% to save vs. coma/death, +2 to save vs. magic & poison.
Combat Skills: Punch 1D4, Karate Punch 2D4, Power Punch 4D4
(2), Backhand Strike 1D6, Elbow/Forearm 1D6, Knee 1D6, Karate Kick
2D4, Snap Kick 1D6, Crescent kick 2D4+2, Roundhouse Kick 3D6,
Tripping/Leg Hook (cannot be paired, must dodge or knockdown), Jump
Kick 6D6, Flying Jump Kick 4D6, All Holds, Critical strike on an unmodified
roll of 18-20, Knockout on a natural 20 for 1D6 melees, and W.P. Paired
Weapons.
Other Bonuses: 45% trust/intimidate.
Educational Background: Special Training
Common Skills: Read-Write/Speak English 94%/95%,
Mathematics: Basic 98%, Pilot: Automobile 91%, Pilot: Truck 94%, Pilot
Tracked Vehicles 98%, Read-Write/Speak Spanish and Korean
95%/91%. .
Military Program: Boxing, Running, Climbing 95%/85%,
Military Etiquette 80%, Radio: Basic 98%, W.P. Handgun (+3 to aim, +1 to
burst), W.P. Rifle (+4 to aim, +2 to burst), W.P. Energy Pistol (+4 to aim,
+2 to burst), W.P. Sub-Machinegun (+3 to aim, +1 to burst), Demolitions
91%, and Demolition Disposal 91%.
Espionage Program: Hand to Hand: Martial Arts,
Intelligence 80%, Wilderness Survival 80%, I.D. Undercover Agents 93%,
Detect Ambush 80%, Sensory Equipment 80%, and Forgery 70%.
Rogue Program: Find Contraband 74%, Pick Pockets
80%, Tailing 85%, Streetwise 62%, Roadwise 64%, and Palming 65%.
Secondary Skills: Athlete, Body Building, Swimming
85%, Land Navigation 65%, Auto Mechanics 81%, Basic Electronics 65%,
Jury-Rig 60%, Basic Mechanics 75%, W.P. Shotgun (+3 to aim, +1 to
burst), W.P. Knife (+3 to strike, +3 to parry, +3 to throw), Concealment
40%, General Repair/Maintenance 70%, 2nd W.P. Blunt, and Research
50%.
Money: He has $42,000 in a checking account in Dallas, Texas. He
also $3D4x100 stashed in his truck.
Weapons: Not including the Blue Ox, the following he keeps in the
truck.
AK-47, Range: 985 feet (300 m), Damage: 4D6, Rate of
Fire: Single shot, semi-automatic, and full, Payload: 30 rounds box mag.
M16A1, Range: 1320 feet (402 m), Damage: 5D6, Rate
of Fire: Single shot, three round semi-automatic, and full, Payload: 20 rounds box mag.
9mm Mini Uzi, Range: 500 feet (152 m), Damage: 3D6,
Rate of Fire: Single shot, semi-automatic, and full, Payload: 25 rounds box
mag
Colt .45 Combat Commander, Range: 135 feet (152 m),
Damage: 4D6, Rate of Fire: Single shot/semi-automatic, Payload: 8 round
mag.
One Combat Bush Knife, 1D6.
One pair of Brass Knuckles, add 1D4 to punches.
Fuzzy Dice, they hang from the mirror of his cab, but
they really are small, powerful grenades. They are activated when the pin
tied to the string is pulled up and the center dot of the 3 or 5 is depressed.
There is an 8 second delay. Thrown as a pair they inflict 1D6x10 points of
damage (15 foot/4.57 m blast radius) or individually doing 5D6 points of
damage (6 foot/1.82 m blast radius). He keeps another pair under the
driver’s seat and additional pair in a small box kept in the cargo bay of
the trailer.
Armor: Flack Jacket: A.R. 10, S.D.C. 70
Equipment & Vehicles: His major piece of equipment is the Blue Ox.
However he has a white Porsche 911 Convertible he uses as a runner car.
It can reach speeds of 200 mph, but is limited by seating (the driver and
one passenger). A.R. 5, S.D.C. 300. It is decked out in nostalgia from
the late 1970s (including C.B. radio, conventional radio, and tape deck).
If you borrow this car, whatever you do, not leave a scratch on it!

The Blue Ox.
The tractor and trailer cab are painted a deep, rich blue that glitters in the
dim light. A pair of oxen horns are mounted on the front grill of the truck.
Type: Tractor-Trailer Cab.
Crew: One-driver. The cab is large and roomy enough for 3 to seat
comfortably. Attached to the back of the cab is a good-sized “sleeper”
addition which can comfortably hold another 3 people of human size (4 is
a tight fit).
A.R.: 14 (350 S.D.C. main body), 12 (250 S.D.C. passenger armor).
S.D.C. by location:
Truck: 650 S.D.C.
Trailer: 1000 S.D.C.
Maximum Speed: 90 mph (144.9 km)
Cruising Speed: 60 mph (96.6 km).
Range: 900 miles (1440 km).
Weapons: None (accept those inside a locked compartment.
Defenses: The paint on the cab and trailer diffracts and absorbs
certain kinds of electromagnetic signals, making the truck invisible on
radar (-35% to sensory equipment/surveillance). The dark color of the
paint makes the truck invisible at night when the lights are off. Bert has
a pair of infrared goggles that he uses when he’s running dark. The truck
runs almost silent thanks to improved engine and exhaust system.
Special Equipment: GPS and Radar Display (500 mile/800 km
radius), Night Sight Camera/Monitor, Smoke Screen (3), Theft Alarm
System. Theft Proof Locks (thumbprint scanner lock -30% to pick/by-
pass), Winch & Cable, Radar (Basic System)-25 mile range (40 km)-
Identify/Track 10 targets, flying targets must within 300 feet (91.44 km)
outdoors, 1000 feet (304 km) in the city, Self-Seal/Inflating Tires, Stereo
System (no CD player but has a Alpine tape deck, Refreshment
Dispenser, Engine Readout Package, Radio Locator, Trailer Hitch,
Camper Option (includes 12 inch color television), Fuel Efficiency
Modification, Wide-Band Radio Receiver and Transmitter, External Video
and Audio Surveillance Systems, Video Receiver and Transmitter,
Sirus Satellite Radio, Mini-Computer with detachable keyboard (contains
data about various criminal and federal agencies (including G.I.G.M.A.)
and it can be hooked up to a hidden monitor and cellular phone to
transmit or receive data.
Internal Weapons: Inside the locked compartment (S.D.C. 200)
under the driver’s seat is the following.
1 AK-47 with ammo clips
1 M-16A1 with 10 ammo clips
1 Mini-Uzi with 10 ammo clips
1 .45 Colt with 10 ammo clips
Six hand held communicators (5 miles/8 km) and they can function as
cellular phones.
Six electronic tracer bugs and hand held tracker.
Six smoke grenades
One pound of plastic explosives and 5 detonators
One pair of fuzzy dice
One first aid kit.

Posted: Mon Nov 26, 2007 2:37 pm
by Reagren Wright
THE SHRINER NINJAS

They are dressed like shriners (guys often seen in parades) wearing
tasseled fezzes and imitation leopard skins vets over black jumpsuits.
They drive around in mini-cars and occasionally in jeeps. They are
extremely loyal to Chiquita, but even more so to Shadow Lord.

Shriner Ninja Organization Statistics

A. Outfits: Utility Outfits (2)
B. Equipment: Ninja Equipment (5 points)
C. Weapons: Ninja Weapons (5 Points)
D. Bionics & Robotics: Basic Systems (10 Points)
E. Vehicles: Fleet Vehicles (10 Points)
F. Communications: Secured Service (10 Points)
G. Offices: Urban (5 Points)
H. Military Power: None (0 Points)
I. Super Powered Operatives: None except for Chiquita and Shadow Lord
J. Sponsorship: Secret (0 Points)
K. Special Budget: Small Potatoes (15 Points)
L. Administrative Control: Rigid Laws (0 Points)
M Internal Security: Tight (10 Points)
N External Infiltration: None (0 Points)
O Research and Information: Good Connections (10 Points)
P Agency Credentials: Unknown (3 points)
Q. Agency Salary: Good Pittance/Annual salary is $60,000 annually (10
points).
Total Agency Points: 95 Points

A typical Shriner Ninja

Alignment: Miscreant or Aberrant
Average Attributes: I.Q.; 2D6+6, M.E.: 2D4+2, M.A.: 2D4+2,
P.S.: 3D6+6, P.P.: 3D6+4, P.E.: 3D6+4, P.B.: 2D6, Spd: 3D6+10.
Average Hit Points: 28 (P.E. attribute +1D6 per level of experience).
Average S.D.C.: 40
Average Age: 18+2D6
Average Level of Experience: Fourth
Typical Number of Attacks: 5 (Hand to Hand: Ninjitsu)
Bonuses: +2 to initiative, +1 to strike, +2 to parry, +3 to dodge,
+2 to pull punch, +3 to roll with punch/fall/impact, and maintain balance.
These bonuses are in addition to those gained via attribute bonuses.
Combat Attacks: Punch 1D4, Knife Hand 2D4, Snap Kick 1D6,
Palm Strikes 2D4, Elbow/Forearm 1D6, Knee 1D6, Kick Attack 1D6,
Drop Kick (dodge-if successful snap kick opponent-counts as one
action/attack), Axe Kick 2D6, Body Flip/Throw 1D6 plus P.S. damage
bonus (lose initiative and 1 attack/action), Body Block/Tackle 1D4 + P.S.
damage bonus (must parry/dodge or knockdown), +2 Cartwheel and
Backflip (95%), All Holds, and Leap Attack.
Weapons: Half the ninja have a Kusari-Gama (2D6 and +2 to
disarm) and 2 Shurikens (1D4 damage). The other half uses a Ninja-to
(1D6+1) and a pair of Sai (1D6 and +1 to parry). Some use dart guns-
Range: 110 feet (33.5 m), Damage: Tranquilizer rends victims
unconscious within 1D4 melees unless save vs. non-lethal poison (16).
Even if make the save, the victims is woozy in 1D4 melees becoming
-2 to strike, parry, and dodge, and -10% to all skills for 4D4 minutes,
Rate of Fire: 2 per melee, Payload: 2 darts, manually loaded.
Vehicles and other Equipment: Mini-cars-Top speed 85 mph/136
km, A.R.: 6, S.D.C. 110, with a -10% on driving skills on all special
maneuvers (these cars look like one drive by children). Ninja Jeep-Top
Speed 150 mph/241 km), A.R.: 8, S.D.C. 450, with a +10% bonus to off
road driving.
Typical Skills: Streetwise (+6%), Prowl (+15%), Climbing (+20%),
Athlete, Acrobatics, Body Build, Swimming, Pilot: Automobile,
W.P. Sword, W.P. Chain. W.P. Blunt. W.P. Paired Weapons, W.P. Targeting
(shuriken), Four Rogue skills (no hacking without literacy), Three Domestic
skills, two Technical Skills, and ten Secondary Skills.
Appearance: They are dressed like shriners (guys often seen in
parades) and ninjas, wearing tasseled fezzes and imitation leopard skins
vets over black jumpsuits.
Note: They all read-write/speak Japanese, but only half can speak
English and a third of them can read and write English.

Posted: Mon Nov 26, 2007 2:51 pm
by Reagren Wright
CHIQUITIA

This femme fatale is a successful international spy. A former secret agent
for Venezuela and the Chinese government, but her fierce independence
and stubbornness soon sabotaged that career. Eventually she decided
to quit and become an “independent.” Now she works for herself as a
mercenary for hire. She entered the world scene only a few years ago,
but her escapades include espionage, smuggling, robbery, extortion,
assassination, protection, and special operations. She will not sell her
services to the U.S. government (she holds a personal grudge against
the U.S. in general), but will deal freely with the U.S., European, Asian,
and South America criminal cartels and third world governments
(especially Malavador-home of the Usurper). She will not work for
terrorist in operations that will intentionally hurt innocent civilians (she
never works in the Middle East-to many painful memories), but she loves
schemes that will undermine the government or industry. She is very
egocentric and will take missions for the sheer challenge of them. She
can be frightening, calculating, and cruel. She has a strange respect for
people who seem to be sincere, honest, truthful, and loyal. However
she doesn’t take well to betrayal or deception. She hunts such people
down and kills them without mercy. She respects people who give her
a run for her money. Her espionage training began in Venezuela after
she and her mother left Afghanistan in 1996. There she met the
mysterious ninja sensei known only as the Shadow Lord. He is the
one who taught Chiquitia the art of ninjitsu. They have grown together
like father and daughter. She wears a gold locket with a picture of
herself as a five year old girl with her mother, Bert McClusky’s wife.

Real Name: Unknown
Occupation: Freelance Operative
Alignment: Aberrant
Power Category: Secret Operative
Experience Level: 4th
Hit Points: 50 S.D.C.: 145
P.P.E.: 21
Appearance: She is beautiful, intelligent, deceitful, and a master of
manipulation. She is a black haired woman with a Middle East appearance,
yet she embraces her South American wears very flatting clothes.
Attributes: I.Q. 17, M.E. 13, M.A. 20, P.S. 24, P.P. 20, P.E. 22, Spd. 31, P.B. 24.
Age: 27, Sex: Female, Height: 5 foot and 10 inch (1.77 m), Weight: 145 lbs (65.25 kg)
Combat Training: Ninjitsu
Attacks per Melee: 6 (2 initial + 3 from Hand to Hand +1 from boxing)
Combat Bonuses: +2 to initiative, +4 to strike, +7 to parry, +9 to
dodge, +9 to damage, +6 to roll with punch/fall, +3 to pull punch, and +1
to disarm.
Saving Throws: +14% to save vs. coma/death and +4 to save vs. magic & poison.
Combat Skills: Punch 1D4, Knife Hand 2D4, Snap Kick 1D6+2,
Palm Strikes 2D4, Elbow/Forearm 1D6, Knee 1D6, Kick Attack 1D6+2,
Drop Kick (dodge-if successful snap kick opponent-counts as one
action/attack), Axe Kick 2D6+2, Body Flip/Throw 1D6 plus P.S. damage
bonus (lose initiative and 1 attack/action), Body Block/Tackle 1D4 + P.S.
damage bonus (must parry/dodge or knockdown), +2 Cartwheel and
Backflip (95%), Paired Weapons, Leap Attack, All Holds, and Knockout
on a natural 20 for 1D6 melees.
Other Bonuses: 3% to all skills, 60% trust/intimidate, and 70% charm/impress.
Educational Background: Special Training
Common/Ninjistu Skills: Read-Write/Speak English &
Spanish 94%/95%, Mathematics: Basic 98%, Pilot: Automobile 85%,
Pilot: Combat Helicopter 75%, Pilot Robot & Power Armor 81%,
Read-Write/Speak Chinese and Japanese 75%/73%, Acrobatics (Sense of
Balance 83%), Swimming 73%, and Prowl 53%.
Military Program: Boxing, Running, Climbing 98%,
Military Etiquette 68%, Radio: Basic 98%, W.P. Sword, +3 to aim, +1 to
burst), W.P. Blunt (+4 to aim, +2 to burst), W.P. Chain, (+4 to aim, +2 to
burst), W.P. Targeting (+3 to aim, +1 to burst), Camouflage 53%, and
Recognize Weapon Quality 58%.
Espionage Program: Hand to Hand: Ninjitsu, Intelligence
71%, Wilderness Survival 73%, I.D. Undercover Agents 84%, Detect
Ambush 68%, Sensory Equipment 68%, and Performance 65%.
Rogue Program: Find Contraband 65%, Pick Pockets
73%, Seduction 61%, Streetwise 53%, Pick Locks 63%, and Concealment
53%.
Secondary Skills: Athlete, Body Building, Land
Navigation 55%, S.C.U.B.A. 73%, Outdoorsmanship, Computer Operation
75%, Wardrobe & Grooming 69%, Palming 33%, and Aerobic Athletes.
Money: She has $77,000 stashed away in a secret bank account.
She has $87,784 Euro dollars stashed in a Swiss Bank account.
Weapons: Her personal favorite are her Japanese Short Sword
(2D6) and Power Armor.
Vehicles & Equipment: She just adores her 1965 pink Cadillac
convertible and her Attack Helicopter. She also has access to all of the
equipment and weapons of the Shriner Ninjas.

CHIQUITA’S POWER ARMOR
Type: Exoskeleton/Power Armor. It resembles a black suit of
samurai armor.
Body Frame: Basic Human (Reinforced)
Dimensions: 6 feet (1.82 m) tall, 350 lbs (157.5 kg)
Power Supply: Micro-Fusion Power Supply
Legs: Basic Humanoid. Speed 30.
Propulsion System: Hover Jet Pack (Speed 300 mph/483 km).
Arms & Hands: Basic Humanoid. (Superhuman P.S. 30), P.P. 24
Audio System: Basic Listening System and Radio Signal Scrambler.
Optics: Basic Robot Optics System and Thermo-Imager
Sensors: Bio-Scan, Medical Survey System, Combat Computer,
Motion Detector and Warning System, Micro Radar, and Voice Actuate
Controls.
Weapons: They are all built in.
Retractable knuckle blades (right hand) 3D6 damage plus damage bonus.
Finger Blaster (left hand-two fingers) 6D6 damage, Range: 200 feet (61 m), +3 to aim.
Armor Rating (A.R.): 15
S.D.C.: 300
Miscellaneous: Life support and Underwater Capabilities.
Cumulative Exoskeleton Bonuses (includes bonus from her regular
attributes): +8 to initiative, +6 to strike, +12 to parry, +13 to dodge, +15
to damage, +6 to roll with punch/fall, +4 to pull punch, and +1 to disarm.
Attack Per Melee: 7
Combat Attacks: Punch 2D4+2, Knife Hand 2D6+2, Snap Kick
2D6+2, Palm Strikes 2D6+2, Elbow/Forearm 2D6, Knee 2D6, Kick Attack
2D6+2, Drop Kick (dodge-if successful snap kick opponent-counts as one
action/attack), Axe Kick 3D6+2, Body Flip/Throw 2D6 plus P.S. damage
bonus (lose initiative and 1 attack/action), Body Block/Tackle 2D4+2 +
P.S. damage bonus (must parry/dodge or knockdown), +2 Cartwheel
and Backflip (95%), Paired Weapons, Leap Attack, All Holds, and
Knockout on a natural 20 for 1D6 melees.

CHIQUITA’S UH-1D Assault Helicopter

Armor: A.R.: 6.
S.D.C. by location:
Main Body-220 S.D.C.
Cockpit Windows-50 S.D.C.
Passenger Windows-50 S.D.C.
Tail-100 S.D.C.
Rotar: 75 S.D.C.
Crew: 1-4. One pilot and the others will be passengers.
Length: 57 feet (17 m)
Empty Weight: 5,215 lbs (2,365 kg)
Max takeoff weight: 9,500 lbs (4,310 kg)
Height: 14 feet 5 inches (4.4 m)
Speed: 135 mph (220 km/h)
Ceiling: 19,390 feet (5, 910 m) Dependent on environmental
factors such as weight, outside temp., etc
Range: 315 miles (510 km)
Total Vehicular Bonuses: +1 to Initiative, +2 to strike (with forward
guns). Doesn’t include pilot bonuses).
Weapons:
Two Forward Mounted Gau-17 Miniguns: Range: 3280
feet (1 km) Damage: 4D6x10 for one, 1D4x100+100 together, Rate of
Fire: Long burst only. This weapon’s rate of fire is so fast that a long
burst only counts as one attack. Payload: 2000 rounds per gun. Enough
for 5 long bursts for each gun.
Two 19 round-2.75 (70mm) Rocket Pods: Range: 11,250
feet (3,429 m), Damage: 2D6x10, Blast Radius: 20 feet (6.1 m), Rate of
Fire: Volley of 1, 2, 4, or 8. All missiles are guided (+3 to strike).
Special Equipment:
Secure Radio: Encrypted radio transmissions. Must use
Radio: Scrambler in order to intercept aircraft’s transmissions, and even
then it’s
a –25% penalty.
Satcome Radio: Receive and transmit radio broadcasts with
any military and/or civilian satellites: Range: World Wide Communications.
GPS (Global Positioning System): Navigation computer uses the
constellations of GPS satellites orbiting the earth. Enables the pilot to
the plane’s position or for that matter an enemy’s position within one
meter. Using this sort of navigation does not require the RB2 to make
any sort of Radio Frequency (RF) emissions, which makes it difficult to
detect using radio detection gear, radar warning receiver, etc (92%)
FLIR (Forward Looking Infrared Red): An optical heat sensor
that converts the infrared radiation of warm objects into a visible image.
The pilot can see in total darkness, shadows, and smoke. Range 1600
feet (488m).
Radar (Basic System): Range 25 miles (40 km).
Multi-Optics and Hud

Posted: Mon Nov 26, 2007 2:54 pm
by NMI
Special Equipment: GPS and Radar Display (500 mile/800 km radius), Night Sight Camera/Monitor, Smoke Screen (3), Theft Alarm System. Theft Proof Locks (thumbprint scanner lock -30% to pick/by-pass), Winch & Cable, Radar (Basic System)-25 mile range (40 km)- Identify/Track 10 targets, flying targets must within 300 feet (91.44 km)outdoors, 1000 feet (304 km) in the city, Self-Seal/Inflating Tires, Stereo-System (no CD player but has a Alpine tape deck, Refreshment Dispenser, Engine Readout Package, Radio Locator, Trailer Hitch, Camper Option (includes 12 inch color television), Fuel Efficiency Modification, Wide-Band Radio Receiver and Transmitter, External Video and Audio Surveillance Systems, Video Receiver and Transmitter, Sirus Satellite Radio, Mini-Computer with detachable keyboard (contains data about various criminal and federal agencies (including G.I.G.M.A.) and it can be hooked up to a hidden monitor and cellular phone to transmit or receive data.
doesnt have a CD player but has a computer system? LOL

Posted: Mon Nov 26, 2007 2:56 pm
by Reagren Wright
SHADOW LORD

Little is known about this mysterious assassin who moved from Japan to
Venezuela fifteen years ago. Since then he’s become a valued alley of
Emperor Danilek. He is the leader of the Shriner Ninja clan and is
Chiquita’s sensai. He cares deeply for her, but will not fight to the death
for her. He always attempts to slip away into the shadow if there is a
chance for him to escape. His Chiquita is ever captured, he will arrange
for her escape (1D4 days later), and if necessary call in some favors
from Emperor Danilek. His favorite form of disguising himself is working
as a chef or waiter in Japanese restaurants. It is not known why he has
his ninjas dress like Shriners and drive around in mini-cars, when he
does not. It might have something to do with his unusual sense of humor.

Real Name: Yemon Arita
Occupation: Leader of the Ninja and Chiquita’s Sensei.
Alignment: Miscreant
Attributes: I.Q. 15, M.E. 18, M.A. 17, P.S. 26, P.P. 20, P.E. 25, Spd 21, P.B. 11
Age: 42. Sex: Male. Height: 5 foot, 8 inches (1.65 m). Weight: 155 lbs (69.75 kg)
Experience Level: 8th
Appearance: He appears as an middle aged Japanese man. His jet
black hair is five feet long. He wears only simply clothes, unless he is
working in a restaurant.
Hit Points: 93 S.D.C. 200
P.P.E.: 64
Power Category: Special Training (Ancient Master)
Special Abilities: Feign Death 90%, Cleansing Spirit 86%, Positive
Energy, Channel & Unleash Physical Energy: 3D6+16, 40 feet/12.1 m (4).
Minor Super Ability: Shadow Meld. Note: His strength is equal Extraordinary P.S.
Combat Training: Ninjitsu
Number of Attacks: 9 (2 initial + 6 form Hand to Hand +1 boxing)
Combat Bonuses: +7 to Initiative, +8 to strike, +10 to parry, +11
to dodge, +8 auto dodge, +21 to damage, +10 to roll with punch/fall,
+2 to maintain balance, +8 to pull punch, and +5 to disarm.
Saving Throws: +35% to save vs. coma/death, +5 to save vs.
magic & poison, +2 to save vs. psionics and insanity, +7 to save vs.
Horror Factor, +2 to save vs. mind control, and +6 to save vs. possession.
Other Combat Info: Karate Punch 2D4, Knife Hand 2D4, Snap Kick
1D6, Palm Strikes 2D4, Elbow/Forearm 1D6, Knee 1D6, Kick Attack 2D6,
Drop Kick (dodge-if successful snap kick opponent-counts as one
action/attack), Axe Kick 2D6, Roundhouse Kick 3D6, Tripping/Leg Hook
(cannot be paired, must dodge or knockdown), Backward Sweep (cannot
be paired, must dodge or knockdown, -2 to dodge), +5 to strike
Automatic Body Flip/Throw 2D4 plus P.S. damage bonus (lose initiative
and 1 attack/action), Body Block/Tackle 1D4 + P.S. damage bonus
(must parry/dodge or knockdown), Pin 18-20, Crush 1D4, +2 Cartwheel
and Backflip (95%), Paired Weapons, Leap Attack, All Holds, Critical
strike from behind, Deathblow on an unmodified roll of 17-20, and
Knockout/Stun on an unmodified 18-20 20 for 1D6 melees.
Other Bonuses: 97% trust/intimidate and Horror Factor 10 (by reputation only).
Education Level: Special Education
Common Skills: Read-Write/Speak Japanese 98%
Special Skills: Mathematics: Basic 98%, Language: English 94%,
Literacy: English 98%, Biology 98%, First Aid 98%, Art (drawing) 90%,
Climbing 98%, Boxing, Wrestling, Prowl 80%, Acrobatics, Wardrobe &
Grooming 92%, Cook 85%, W.P. Blunt (+8 to strike, +3 to parry), W.P.
Targeting (+8 to throw), W.P. Chain (+7 to strike, +2 to parry), W.P.
Sword (+6 to strike, +3 to parry), and W.P. Staff (+6 to strike, +3 to
parry).
Secondary Skills: Sewing 80%, Pick Lock 70%, Pick Pocket 70%,
Palming 60%, Streetwise 52%, Concealment 52%, Land Navigation 68%,
Performance 57%, Seduction 40%, Radio: Basic 65%, and Research 55%.
Money: He lives a very simple life. He enjoys cooking, drawing,
and stealing the hearts and money of older women. He lets his Ninja
and star pupil does most of the work for him.
Weapons: He can use a variety of weapons, but his favorite is the
throwing star (1D4) and the Sa Tjat Koen 2D4+2. Sometimes he uses
ingested poisons to kill his opponents, disguised as their waiter/chef at a
Japanese restaurant. He sometimes envenoms his throwing stars to
make them even more deadly.
Vehicles and Equipment: He has the resources of the entire clan
at his disposal.

Posted: Sat Dec 08, 2007 8:34 pm
by Reagren Wright
Yeah when the Trucking Turtles came out, the guy was big on his truck
being stuck in the 70s but he had all the latest in 80s technology. So for
HU2 update he plays his Alpine tape deck (which is right out of the book),
but since he is a former CIA agent, he has the latest in spy and communications equipment.
So he loves the 70s for entertainment but he's a modern spy.

Posted: Mon Dec 10, 2007 10:48 am
by Reagren Wright
ENER-TON, THE ENERGY BEING

Little is known about Flavio except at some time he subjected to
experiments in the country of Malavador (Home of Emperor Danilek)
which resulted in turning him into a super being. However, his little
intelligence and child like behavior made him useless so he was sold
off to the Venezuela government for a hefty fee. Even though he was an
extraordinary specimen, the government could do little with a giant
muscle bound buffoon who believed himself to be an alien from another
world. However, rogue nations, terrorist groups, and secret criminal
operations are always on the look out for easily controlled super being.
Chiquita acquired him for a hefty fee. She has encouraged his alien
delusion and convinced him that she is his good friend. It will take
something terrible to convince him otherwise, and he will have to witness
it himself. His limited intelligence and five-year-old behavior, makes him
somewhat unpredictable. Nonetheless, in the right hands, he could just
as easily be turned into some kind of hero instead a tool for evil.

Real Name: Flavio Diaz
Occupation: Freelance Mercenary
Alignment: Anarchist
Power Category: Experiment (thinks he’s an alien).
Experience Level: 4th
Hit Points: 55 S.D.C.: 123 :
P.P.E.: 24
Appearance: Flavio looks alien. His head is Neanderthal looking,
his gray body barrel-shaped and hulkish, radiating a purple glow. His
hands are large. He wears a strange costume and a gold colored helmet
and neckband.
Attributes: I.Q. 4, M.E. 8, M.A. 8, P.S. 24, P.P. 13, P.E. 25, Spd. 13, P.B. 9
Age: 20, Sex: Male, Height: 7 foot (2.13 m), Weight: 450 (202.5 kg).
Side Effects: Gray Skin and Reduced Intelligence.
Insanity: The experiment reduced Flavio mental capacity to that
of a five year old. He suffers from the delusion that he is an alien being.
He has no memory of his life as a normal person. He tends to trust woman
(mommy figures). He is not evil but easily manipulated for evil purposes.
Major Super Abilities: Energy Absorb
Minor Super Abilities: Energy Expulsion: Energy, Healing Factor, and Glow Bug.
Combat Training: Basic
Attacks per Melee: 5 (2 initial + 3 from Hand to Hand)
Combat Bonuses: +3 to parry, +3 to dodge, +9 to damage, +3 to
roll with punch/fall, and +2 to pull punch.
Saving Throws: +40% to save vs. coma/death, +3 to save vs.
psionics, and +8 to save vs. magic/poison, he takes ½ damage from cold,
and he suffers only 1/3 the normal effect, duration, damage, penalty, and
symptoms from drugs, toxins, and poisons.
Combat Skills: Punch 1D4, Power Punch 2D4 (2), Elbow/Forearm
1D6, Knee 1D6, and Snap Kick 1D6.
Educational Background: Street Skilled with reduce intelligence.
Common Skills: Speak Native Tongue 46%,
Street Program: Streetwise 43% and Prowl 47%.
Secondary Skills: Hand to Hand: Basic, W.P. Energy
Expulsion, Wilderness Survival 55%, Physical Labor, Athlete, Land
Navigation 52%, Outdoormanship, and Body Building & Weightlifting. Note:
He gave us three secondary skills to pain proficiency in his super abilities.
Money: He has little concept or use for money. He relies on
charities of others. Weapons: He relies on his fists and super powers.
Energy Expulsion: Energy, Range: 600 feet (182 m),
Damage: 6D6, Rate of Fire: Aimed or wild shots, Bonus: +4 to strike, +2
for wild shot.

Posted: Mon Dec 10, 2007 12:36 pm
by Reagren Wright
I had to do it. This adventure and its villains have just to much poltential
to really annoy HU characters. So once again from Trucking Turtles
its Burger Heaven. P.S. if you don't have this book, the picture of the fast
food burger being is awesome :D .

BURGER HAVEN

A new national fast-food restaurant (G.M.are encouraged to put it in
Indiana or Ohio, but any place will do (including Century Station). Its
mascot is a Saint Bernard in clown makeup. It favorite slogan “Hey Mom
and Dad, let Burger Haven rescue you from boring diners. The kids will
love you for it. The serving area are manned by high school and
undergraduate college students all dressed in white and yellow aprons, as
well as wings and halos. The dining areas run back along its big bays of
Plexiglas windows. The walls are painted in warm, inviting browns, orange,
and blue. A canopy of crepe paper, brightly colored banners, and other
decorations dangle from the ceiling.

The menu contains such items as Heavenly Fries, Saintly Super Burger,
the Heavenly Nuggets (chicken nuggets), Fish Friar Sandwich, the
miraculous Angel Food Cake, milk shakes (sinfully rich and delcious), ice
cream, and other fast-food munchies one would expect to find at such a
place (G.M. can decide if its Coke or Pepsi for soft drinks).

Unbeknown to anyone, the restaurant is built on the site of an old haunted
house and sits squarely on a ley line (it’s a quarter mile wide (1320
feet/402 m) and 16 miles (25.6 km) long. A total of six poltergeist live in
and around Burger Haven. For them, this is a fast food restaurant,
because they get to interact with living beings. The ley line provides them
all the P.P.E. they could ever want, but they enjoy pranking and annoying
humans. However, they are not found of the Tectonic Entity which has
bullied its way into their playland. They rather be entertaining not scaring
and terrifying the humans into leaving. This they recognize.

Entities cannot be destroyed by any means super beings normally can
perform. Super abilities, hardware, bionic, etc are ineffective against
ethereal creatures only harmed by magic and psionics. The best way to
get ride of them is to perform an exorcism (which means its gone for six
months or expelled back into its home dimension). The Tectonic entity will
kill employees or patrons, it might choose to wait until closing or during
the height of lunch hour to attack. The poltergeist rather prank and annoy,
but not draw major attention to themselves, unless other can be use to
take the blame (mutants and super beings are favorite targets).

Posted: Mon Dec 10, 2007 12:40 pm
by Reagren Wright
THE FAST FOOD BURGER BEING

Occupation: The Ghost of Burger Haven
Alignment: Diabolic
Power Category: Supernatural Entity (Tectonic)
Hit Points: 80 S.D.C.: 200 for its animated physical body
P.P.E.: 10, plus P.P.E. it absorbs from others and the ley line.
I.S.P.: 20, but it can draw on the I..S.P and/or P.P.E. around it to
perform psionic feats. This means the entity has a virtually unlimited
amount of I.S.P in the Burger Haven resturant which sits squarely on a
ley line cross section.
Appearance: Its chest is a bag of garbage, its arms are paper cups
stuffed with fries and foodstuffs, its legs are Styrofoam burger boxes and
milk shakes, its feet are Saintly Super Burgers, its head is a mass of muck
with the Saint Bernard mask for a face, and a spatula, spoons, forks, and
other kitchen untensils sticking out of the top. Its hands are kitchen knives
and its left head is a meat clever. As it walks milk shake and special sauce
ooze from its joints.
Attributes: I.Q. 10, P.S. 30 (physical body), Spd. 30.
Age: Immortal, Sex: None, Height: 5 foot and 11 inch
(1.80 m), Weight: 160 lbs (72 kg)
Natural Abilities: Able to compose a physical body of unliving,
inanimate objects, also able to inhabit and animate objects such as dolls,
puppets, and statues. Its natural, ethereal (invisible and intangible) energy
form is impervious to physical (organic) and energy attacks (only
vulnerable to magic and psionic attacks). It physical form has a Horror
Factor of 14. Draining P.P.E. from victims requires a save vs. psionic (15)
or the victim loses 4 P.P.E or 16 I.S.P. At the restaurant (ley line) it
receives unlimited I.S.P. per melee. Note: Setting it physical body on
fire doesn’t cause it any damage but the physical body gets to do an
additional 2D6 damage until its destroyed. If a physical body is destroyed,
it cannot form a new one until 12 hours has passed.
Psionics: Empathy, mind block, presence sense, see the invisible,
see aura, sixth sense, and telekinesis. Note: The range and duration of
these psionics are increased by 50%. Equal to 4th level psionic.
Attacks per Melee: 3 psionic or 4 physical attacks with physical body.
Combat Bonuses: +1 to initiative, +3 to strike, +2 to parry/dodge,
and +15 to damage (physical body).
Saving Throws: It needs a 10 or better to save vs. psionics, +1 to
save vs. psionics, +2 to save vs. magic, +10 to save vs. Horror Factor,
Impervious to possession, mind control, physical and energy attacks, cold,
organic attacks, feels no pain, and doesn’t have physical needs.
Combat Skills: Knife Hand 4D6, Meat Clever 2D4, or use of its telekinesis.
Educational Background: None, communicates via empathy (or by
telepathy or magic means proved by others wishing to communicate.
Weapons: Its psionics and physical body, plus the following objects
hurled as weapons.
Kitchen knives 1D6,
Meat Fork 1D4,
French Fry Shovel 1D4,
Milk Shake Tin or Napkin Holder 1D4
Plastic Tray 1D4. Note:
The tables and chairs are mounted on the floor.

Posted: Mon Dec 10, 2007 12:42 pm
by Reagren Wright
THE SIX POLTERGEISTS

Occupation: Pranksters
Alignment: Anarchist
Power Category: Supernatural Entity (Tectonic)
Hit Points: 25
P.P.E.: 4, plus P.P.E. it absorbs from others and the ley line.
I.S.P.: 10, but it can draw on the I.S.P and/or P.P.E. around it to
perform psionic feats. This means the entity has a virtually unlimited
amount of I.S.P in the Burger Haven resturant which sits squarely on a
ley line cross section.
Appearance: It’s the size of a soccer ball, looks like a jellyfish with
tendrils of energy hanging from its main body.
Attributes: I.Q. 7, Spd. 44.
Age: Immortal, Sex: None.
Natural Abilities: Its natural, ethereal (invisible and intangible)
energy form is impervious to physical (organic) and energy attacks (only
vulnerable to magic and psionic attacks). It has a Horror Factor of 10.
Draining P.P.E. from victims requires a save vs. psionic (15) or the victim
loses 4 P.P.E or 16 I.S.P. At the restaurant (ley line) it receives an
unlimited amount of I.S.P. per melee.
Psionics: Empathic receiver (feels the emotions of those around
them-automatic and cost no I.S.P), see aura, see the invisible, sense
magic, levitation, and telekinesis. Note: The range and duration of these
psionics are increased by 50%. All are 4th level.
Attacks per Melee: 2 psionic
Combat Bonuses: +2 to dodge
Saving Throws: It needs a 10 or better to save vs. psionics and
+10 to save vs. Horror Factor. Impervious to possession, mind control,
physical and energy attacks, cold, organic attacks, feels no pain, and doesn’t have physical needs.
Educational Background: None, communicates via empathy (or by
telepathy or magic means proved by others wishing to communicate.
Weapons: Its telekinesis can hurl the following objects hurled as weapons.
Kitchen knives 1D6,
Meat Fork 1D4,
French Fry Shovel 1D4,
Milk Shake Tin or Napkin Holder 1D4
Plastic Tray 1D4. Note:
The tables and chairs are mounted on the floor. Furthermore,
the poltergeist will travel outside the restaurant up to 100 yards (91 m)
away to continue to prank and annoy customers.

Posted: Mon Dec 10, 2007 4:39 pm
by gaby
That can also wokr in Beyond the Supernatural too.

Posted: Tue Dec 11, 2007 6:31 pm
by Reagren Wright
Just realized that entities have unlimited amount of I.S.P on ley line so
I had to make some quick edits, which means things are now really
interesting in HU characters trying to fight these things :D . I think
I found some new play things that are nearly as bad as the Terror
Bears.