Page 10 of 34
Posted: Fri Dec 14, 2007 5:27 pm
by Reagren Wright
1
Posted: Sun Dec 16, 2007 2:07 pm
by gaby
What Powers from PU1,PU2,PU3 would you think will wokr with the Characters of Gramercy Island?
Posted: Sun Dec 16, 2007 4:56 pm
by Reagren Wright
Any PU powers or type of character will work for GI. The trick is look at the
NPC and look at the PU1, PU2, PU3 and in the spirit of the NPC what would
make an upgraded and better version of him or her. For example,
Headstrong could have Massive Damage Capacity instead of Bio-Armor
and make him even more of a walking tank. Then again he could have
him be a Mega-Eugenics character (if you have the 1st printing of PU2 you
get a real nasty version him). Then again Bulletproof or Re-Channel
Kinetic Energy would make just as nasty. There's no reason to give
him invulnerability.
Scalibrus could definately be turned into a lesser demon immortal instead
of the Mystic Chinia version. Faultline could have power stomp and seismic
power along with Control Earth. Mire should be APS-Goo and Slime
Generation. But generally since all these guys in this book are already
2nd edition I like them as they are. However, are few named only NPCs
mentioned that could be turned into fully flesh out NPC.
Posted: Tue Dec 18, 2007 12:30 pm
by Zenvis
Trucking Turtles was awesome and with the new and updated version of the villains its even better.
Posted: Mon Dec 24, 2007 3:48 pm
by Reagren Wright
I'm glad everyone has gotten a big kick out of the updates from the
various turtle books. Although I've been against it, there are a select few
Gramercy guys I think could be given a 2.5 treatment. So look for them
in the near future. Also there are names mentioned of heroes and villains,
and they might be appearing too. And who knows perhaps a few originals
or new members to old favorites from VU. Its all coming in 2008.
Posted: Mon Dec 24, 2007 4:52 pm
by Zenvis
Reagren Wright wrote:I'm glad everyone has gotten a big kick out of the updates from the
various turtle books. Although I've been against it, there are a select few
Gramercy guys I think could be given a 2.5 treatment. So look for them
in the near future. Also there are names mentioned of heroes and villains,
and they might be appearing too. And who knows perhaps a few originals
or new members to old favorites from VU. Its all coming in 2008.
Awesome Reagren,
Have a great holiday and Merry Christmas.
Posted: Mon Dec 24, 2007 6:55 pm
by NMI
Mr Wright...
You know if you have these in a compiled word document, I could be convinced to add them to my Black Vault Wiki site....
I was hosting Cardiac's renditions of VU2 in the past, so I assume that permission still stands.
Posted: Wed Dec 26, 2007 11:21 am
by Reagren Wright
Sounds cool NMI. Just as long as people knows how to access them from
the boards. I just want to make sure everyone has the opportunity to use
and enjoy. Whatever anyone wants to do with these guys if fine by me. I
keep the "really cool" NPCs off the boards. Their ultimate destination is
for---some place else
Just let me know how to go about it.
Posted: Mon Dec 31, 2007 2:08 pm
by Reagren Wright
Okay people here are several 2.5 versions of GI NPCs. I went over the
book as well as CS and picked the people I thought could use PU treatment
furthermore, these guys got their skills cleaned up a bit. Maybe in the
future, I might do some others, but these where the most eye catching for
me. In the future, more heroes and villains who are merely mentioned and
named in both books will appear as well as original NPCs.
KISENTITE
Real Name: Ur-Ku-Si
Occupation: Former TMC Operative (Unranked Patrol Officer/Contraband Division)
Alignment: Aberrant
Power Category: Alien (Mineraloid)
Experience Level: 5th
Hit Points: 45/65 with stone armor S.D.C.: 200/+180 with stone armor
Armor Rating: A.R. 14/15 with stone armor.
P.P.E.: 5
Appearance: His body is made of brown, flexible sandstone. He has no apparent neck.
Attributes: I.Q. 11, M.E. 15, M.A. 12, P.S. 45/55 (supernatural),
P.P. 17, P.E. 20, Spd. 22, P.B. 5
Age: Unknown, Sex: Male, Height: 6 foot (1.83 m), Weight: 350 (157.5 kg)
Originating Alien Environment: Normal Earth Environment
Natural Abilities: All kinetic, physical, and explosive attacks inflict
half damage, as do electricity, ion beams, and light/laser attacks. Extreme
fire, heat, cold, and powerful microwaves only do 10% their normal
damage. Impervious to normal fire, cold, radiation, and organic attacks
(acid, disease, drugs, poison, toxins). Doesn’t have to breathe or eat.
He can function on only four hours of sleep/rest, supernatural P.S., and
heal 2D6 S.D.C./hit points per 24 hours, healing trance doubles the
healing amount per 24 hour. Note: He would normally be impervious to all
energy attacks if his power were not being negated by power dampeners.
Major Super Abilities: Matter Expulsion: Stone
Minor Super Abilities: Supervision: X-ray, Impervious to Energy &
Electricity, and Manipulate Kinetic Energy. Note: Using his kinetic powers
can reduce kinetic/physical damage by ½ and his own natural resistance
reduces it another one-half.
Combat Training: Assassin
Attacks per Melee: 6 (2 initial + 4 from Hand to Hand)
Combat Bonuses: +3 to initiative, +3 to strike, +1 to parry, +1 to
dodge, +34 to damage (+52 with stone armor), +3 to roll with punch/fall,
+5 to pull punch, and +3 to disarm.
Saving Throws: +10% to save vs. coma/death and +3 to save vs. magic.
Combat Skills: Restrained 4D6 (5D6), Punch 1D6x10 (2D4x10),
Power Punch 2D6x10/3D6x10 (2), Elbow & Forearm 2D4x10 (2D6x10),
Knee 1D6x10 (2D4x10), and all Holds. He also enjoys using various
power brawl moves.
Educational Background: Alien General Studies (Extensive study of Earth)
Common Skills: Read-Write/Speak Native Tongue
90%/93% Read/Write/Speak Thimerian Code 80%, Mathematics: Basic
87%, Pilot: Hovercraft (Ground; 75%), Read/Write/Speak English,
Spanish, Chinese, Japanese, and Russian 98%
Special Program: Astronomy & Navigation 45%,
Astrophysics 50%, Xeno-Biology (humanoids) 60%, Pilot: Military
Spacecraft: Small 81%, Pilot Military Hyperthrusters 80%, Pilot: Civilian
Spacecraft: Small 86%, Radio: Basic 80%, and Laser Communications 60%.
Secondary Skills: Hand to Hand: Assassin, Wilderness
Survival 55%, Mathematics: Advance 79%, Basic Mechanics 70%, Basic
Electronics 60%, Law (general) 55%, Lore: Alien 60%, W.P. Energy Pistol
(+3 to aim/+1 to burst), W.P. Energy Rifle (+2 to aim/+1 to burst), Land
Navigation 56%, History 85%/65%, Streetwise 40%, Jury-Rig 40%, and
General Repair/Maintenance 60%.
Money: He has $30,000 in precious stones hidden at his ships
landing site. He will retrieve it all once he escapes from prison or when
the invasion fleet arrives, which ever comes first.
Weapons: Both are stored in his space ship.
Stone Balls, 70 feet (21. 3 m), Damage: 5D6, Duration: 30 seconds
Blunt Stone Hand Held Weapons, Damage: +1D6 to
normal damage. Duration: Indefinite as long as hand held otherwise 30
seconds (2 melees).
TMC Laser Rifle, Range: 4000 feet (1219 m), Damage:
5D6, Feed: 24 shot energy clip, Rate of Fire: Single Shot, Bonus: +4 to
strike, +2 to strike with a burst.
TMC Laser Pistol, Range: 1000 feet (305 m), Damage:
4D6, Feed: 20 shot energy clip, Rate of Fire: Single shot, Bonus: +5 to
strike.
Equipment & Vehicles:
One-Man Gyrocopter (VTOL): A single-seat rotocraft. No
canopy, just a seat, motor, landing gear and tail. Maximum Speed 180
mph (288 km). Cruising Speed: 145 mph (232 km), Range: 750 miles
(1200 km), Bonuses: +1 to dodge. A.R.: 6, S.D.C.: 300.
Voyager-Class Shuttle, A smaller version of the Atlantis Class Shuttle.
Type: Modified Personal Transporter
Dimensions: 120 feet (91.5 m); 110 tons.
Crew: Two. Kisentite can pilot the craft by himself. There is room for an additional eight human size passengers.
A.R.: 10, S.D.C.: 500.
Total S.D.C. 1650 including the armor.
Maximum Speed: FTL 20 in space or up to Mach 25 (19,181 mph/30, 868 km) in atmosphere environments.
Range: 20 Light Years (must make use of Point-to-Point travel for long distance).
Total Bonuses: +2 to initiative, +2 to strike with mounted weapons,
+7 to dodge (+9 to dodge incoming missiles), and +20% to pilot control
rolls.
Weapons: Light-Lasers (2) Range: 6 miles (9.66 km),
Damage: 2D6x10+12 (includes damage from both, Rate of Fire: Equal to
the pilot’s number of attacks, the weapons are fire-linked and fire at the
same time), Payload effectively unlimited.
Special Systems: (See Alien Unlimited Galaxy Guide for more details)
Basic Sensor Package
Autopilot Computer (80%/40%)
Targeting Radar and Combat Computer
Maneuvering Enhancement Package (2)
Satellite Uplink Computer
Atmosphere Recycling Systems (doesn’t need them)
Standard Crew Quarters
Trans-Atmospheric Capabilities, atmosphere tanks (2) (doesn’t need them)
Gateway Activation Equipment, Sleep, and Stasis systems (6).
Pressurized Cabin
Escape Pods (4)
Missile Warning System and Anti-Missile Chaff: Enough to
decoy 10 missiles. The system provides a +5 bonus to Initiative whenever
any missiles or rockets are propelled at the vehicle. Missiles lose any
guidance bonus, straight unmodified dice rolls only.
Note: Kisentite is being held in check with power dampeners, stun
collars, and gravity fields. Because he is an inorganic being, he is one of
the most difficult prisoners to contain. Therefore, he is illegible for the
once a week prisoner release for exercise (15 minutes). All maintenance
for his restraints must be done in his cell with the presence of a psychic
who uses mental attacks to render him unconscious.
Additional Note: If others from his world arrive on earth, they will
have the same powers as himself and pretty much similar stats.
Posted: Mon Dec 31, 2007 2:14 pm
by Reagren Wright
MIRE
Real Name: George Kilgore
Aliases: Quagmire (He’s called Pudding Head by his mother)
Occupation: Former hero turned criminal.
Alignment: Aberrant
Power Category: Mutant
Experience Level: 10th
Hit Points: 66 S.D.C.: 36/250 in mud form.
A.R.: 14 in mud form
P.P.E.: 20
Appearance: He is a normal looking man with tan skin, chestnut
curls, and brown eyes. In his mud form, he looks dark brown in color.
Attributes: I.Q. 9, M.E. 7, M.A. 7, P.S.18 (30-40 transformed;
supernatural), P.P. 13, P.E. 16, Spd. 14/7 in mud form, P.B. 10
Age: 30, Sex: Male, Height: 6 feet and 2 inches (1.88
m), Weight: 205 lbs (92.2 kg); 615 lbs (276.7 kg) in mud form.
Unusual Characteristics: None. However, his powers work in
tandem. He can’t activate one without the other.
Major Super Abilities: Alter Physical Structure: Mud (same as APS-
Sand, except he does his with earth, clay, and soil regardless if it’s wet or
dry. He can’t merge with rock, sand or stone. He also doesn’t have
Sandstorm, but does have Mud Slick-a thin, slick coating of mud on the
ground that is difficult for others to walk or drive on without slipping and
sliding. Speed must be reduce by 25% otherwise must roll to maintain
balance or a dodge (15 or greater) to prevent slipping and falling. The
fall does 1D4 damage and the character loses lose initiative (if had it)
and one melee attack. Vehicles driving over the mud will have a -40%
to control rolls and must avoid going into a skid. Instead of Sand Blind
he has Mud Pies-he throws globs of mud that if he does a called shot
at the victim’s eyes (-3 to strike) which causes temporarily blindness.
Otherwise, they only do 1 point of damage. His weight is tripled.
Minor Super Abilities: Earth Empowerment. Note: With contact with
the earth, he has Supernatural P.S. in regards to lifting and carrying,
when not in contact with Earth his P.S. is Extraordinary. His damage
capacity is at 30 not 40.
Combat Training: Basic
Attacks per Melee: 6 (2 initial + 4 from Hand to Hand)
Combat Bonuses: +1 to initiative, +1 to strike, +3 to parry, +3 to
dodge, +5 damage (+17 when transformed), +5 to roll with punch/fall,
+4 to pull punch, and +1 to disarm.
Combat Skills: Punch 1D4, Power Punch 2D4 (2), Elbow/Forearm
1D6, Knee 1D6, and Karate Kick 2D4, Body Flip/Throw 1D6 plus P.S.
damage bonus (lose initiative and 1 attack/action), All Holds, and Critical
strikes on an unmodified roll of 19-20.
Saving Throws: +4% to save vs. coma/death and +1 to save vs.
magic & poison. -3 to Horror Factor, -2 to save vs. illusion, -1 to save vs.
Battle of Wills, -1 to save vs. psionic attacks and mind control.
Educational Background: Two Years of College
Common Skills: Read-Write/Speak English 98%%/98% and Pilot: Automobile 90%.
Business Program: Mathematics: Basic 98%, Business &
Finance 95%, Computer Operation 98%, Law (general) 85%, and
Research 98%.
Science Program: Mathematics: Advance 98%,
Chemistry 98%, Biology 98%, and Botany 98%.
Secondary Skills: Hand to Hand: Basic, Athlete, Sing
70%, Play Guitar 80%, Dance 75%, Streetwise 60%, Concealment 60%,
General Repair/Maintenance 95%, W.P. Chain (+4 to strike, +2 to parry),
W.P. Knife (+4 to strike, +4 to parry, +5 to throw), 8th Prowl 70%,
Wilderness Survival 70%, Swimming 75%, Climbing 75%/55%, Fishing
50%, and Pilot: Kayaking & Canoes 58%.
Money: Not much, most of his money went to his family.
Weapons:
Cast Rock/Stones, Range: 130 feet (39.6 m), Damage: 2D6+10.
Hardened Earth/Dirt: Damage: 1D4, Mud: Damage: 1 point
Mud Blast, Range: 90 feet (27. 4 m), Damage: 1D6+10, +1 to strike.
Mud Pies: See above
Mud Slide (Burying Attack).
Equipment & Vehicles: None
Posted: Mon Dec 31, 2007 2:18 pm
by Reagren Wright
FAULTLINE
Real Name: Cutter Halton
Aliases: Riptor
Occupation: Criminal and Terrorist
Alignment: Miscreant
Power Category: Experiment
Experience Level: 5
Hit Points: 36 S.D.C.: 40
P.P.E.: 18
Appearance: He is a normal looking man with tan skin, blond hair,
and blue eyes. His costume is green, yellow, and gold.
Attributes: I.Q. 14, M.E. 13, M.A. 12, P.S.10, P.P. 12, P.E. 11, Spd. 20, P.B. 10
Age: 32, Sex: Male, Height: 5 feet and 11 inches (1.8
m), Weight: 170 lbs (76.5 kg)
Side Effects: Vulnerable to radiation.
Major Super Abilities: Control Elemental Force: Earth
Minor Super Abilities: Seismic Power and Energy Expulsion: Force.
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, +3 to roll with punch/fall, +10% to maintain balance, +2 to pull
punch.
Combat Skills: Punch 1D4, Power Punch 2D4 (2), Elbow/Forearm
1D6, Knee 1D6, and Snap Kick 1D6, and All Holds.
Educational Background: Three Years of College.
Common Skills: Read-Write/Speak English 90%%/93%,
Mathematics: Basic 87%, and Pilot: Automobile 75%.
Science Program: Computer Operation 90%,
Mathematics: Advance 89%, Chemistry 90%, Chemistry: Analytical 75%,
Biology 80%, and Botany 80%.
Technical Program: Excavation 70%, Masonry 80%,
Mining 75%, Research 80%.
Wilderness Program: Wilderness Survival 75%, Identify
Plants & Fruits 80%, Land Navigation 71%, Track & Trap Animals
65%/75%, and Hunting.
Secondary Skills: Hand to Hand: Basic, Swimming 75%,
Climbing 65%/55%, Read/Write-Speak German 65%/65%, Astronomy &
Navigation 55%, Art 60%, Prowl 52%, Pilot: Horsemanship 48%/28%,
and Writing 35%.
Money: At one point, he secured a $3 million ransom from the city
of Ultropolis in return for not destroying its Victory Arch. Once he got the
money, he knocked it down anyway.
Weapons: None, he relies on his powers and man made constructions.
Hurl Earth, Range: 150 feet, Speed 70-90 mph (112-144 km)
10 lbs (4.5), 1D6 damage
11-20 lbs (5-9 kg), 5D6 damage
21-39 lbs (9.5-17.5 kg), 1D6x10 damage
40-50 lbs (18-22.6 kg), 2D4x10 damage
Energy Expulsion: Force, Range: 200 feet (61 m),
Damage: 3D6, +10% to knockdown. +3 to aim/+1 to wild. -2 to penalty
or dodge.
Equipment & Vehicles: None, however he owns a 2000 Mercury
Mountaineer, 6 cylinder, 4x4 with towing package.
Posted: Mon Dec 31, 2007 2:24 pm
by Reagren Wright
SCALIBRUS THE REPENTANT
Real Name: Scalibrus
Aliases: Too many to list
Occupation: Unknown, but wants to do good things.
Alignment: He was aberrant, now he is principled
Power Category: Immortal (Lesser Demon)
Experience Level: 3rd
Hit Points: 98 S.D.C.: 235 Armor Rating: A.R.: 12
P.P.E.: 112
Appearance: Scalibrus is a hideous orange winged demon with
fangs, purple eyes, and clawed fingers. He enjoys wearing jewelry and
piercings. His powers allow him to assume any humanoid appearance he
desires.
Attributes: I.Q. 15, M.E. 17, M.A. 15, P.S. 33, P.P. 21, P.E. 25,
Spd. 23, P.B. 5 but can vary.
Age: 13, 500 years, Sex: Male, Height: 6 foot (1.83 m), Weight: 400 lbs (180 kg)
Major Abilities: Shape Change and Power Touch (1250 points)
Minor Abilities: Harden Skin, Iron Will, and Force Strike.
Combat Training: Martial Arts
Attacks per Melee: 6 (3 initial + 2 from Hand to Hand +1 from boxing)
Combat Bonuses: +3 to initiative, +5 to strike, +9 to parry, +9 to
dodge, +18 to damage, +6 to roll with punch/fall, +5 to pull punch, and
+1 to disarm.
Saving Throws: He needs a 12 or higher to save vs. psionics, +9 to
save vs. magic, +1 to save vs. psionics, +4 to save vs. insanity, +10 to
save vs. possession, +6 to mind control (+8 if psionic), +5 to save vs.
illusions, +7 to save vs. poison, +10 to save vs. disease, +8 to save vs.
Horror Factor, and +40% to save vs. coma/death.
Combat Skills: Karate Punch 2D4, Power Blow 3D6 (2),
Elbow/Forearm 1D6, Karate Kick 2D4+2, Roundhouse 3D6+2, Axe Kick
2D8+2, Leap Kick 3D8+2 (2), Wheel Kick 2D6+2, Crescent Kick 2D6,
Tripping/Leg Hook (cannot be paired, must dodge or knockdown),
Backward Sweep (cannot be paired, must dodge or knockdown, -2 to
dodge), Knee 1D6, Body Block/Tackle 1D4+ P.S. damage bonus (must
parry/dodge or knockdown), Pin 18-20, Crush 1D4, All Holds, and
Knockout on an unmodified roll of 20.
Natural Abilities: He radiates a Horror Factor of 12 and he is
immortal (page 181 from HU2).
Educational Background: Martial Artist (Some familiarity).
Common Skills: Read-Write/Speak Demongorgon
98%/98%, Lore: Demon & Monster 70%, and Speak English and Chinese
94%
Special Skills: Hand to Hand: Martial Arts, W.P. Blunt.
W.P. Sword, W.P. Chain, Boxing, Wrestling, Kick Boxing, Athlete,
Wardrobe & Grooming 72%, Mathematics: Basic 96%, Floral Arrangement
49%, Poetry 75%, Wilderness Survival 55%, Land Navigation 58%,
Identify Plants & Fruits 50%, Preserve Food 55%, and Carpentry 50%.
Secondary Skills: Aerobic Athlete (sense of balance
45%), Prowl 40%, Climb 55%/45%, Swimming 65%, Performance 55%,
Literacy: English 45%, and History 65%/45%.
Money: None.
Weapons: None, his powers and combat skills provide him all the
protection he could ever need.
Equipment & Vehicles: None, he lost his magic mace.
Note: Scalibrus has a Circle of Protection (Simple) that keeps him
from being able to walk towards his cell door. He also wears Power
Dampeners and a Stun Collar.
Posted: Mon Dec 31, 2007 2:28 pm
by Reagren Wright
STRATOSFEAR
Real Name: Jared Strandler
Aliases: Cumulus
Occupation: Criminal and Psychopath
Alignment: Miscreant
Power Category: Mutant
Experience Level: 7
Hit Points: 50 S.D.C.: 35
P.P.E.: 23
Appearance: He is a normal looking man with tan skin, red hair,
and brown eyes. His costume is that of a WW II pilot’s outfit with flight
goggles and a red scarf.
Attributes: I.Q. 15, M.E. 10, M.A. 15, P.S.15, P.P. 14, P.E. 14, Spd. 17, P.B. 12
Age: 25, Sex: Male, Height: 6 feet (1.83 m), Weight: 175 lbs (78.7 kg)
Insanity: The traumatic loss of his family and the near death
experience that transformed him has permanently ruined his mind.
Sadly, the psychotic young man is driven to terrorize and destroy.
Unusual Characteristics: None.
Major Super Abilities: Control Elemental Force: Air and Alter Physical Structure: Air
Combat Training: Assassin
Attacks per Melee: 6 (2 initial + 4 from Hand to Hand)
Combat Bonuses: +3 to initiative, +2 to strike, +4 to parry, +4 to
dodge, +4 to damage, +4 to roll with punch/fall, +5 to pull punch, and +3
to disarm.
Saving Throws: Resistance to cold and electricity (1/2 damage).
Note: In air form suffers only ¼ damage from cold.
Combat Skills: Punch 1D4, Power Punch 2D4 (2), Elbow/Forearm
1D6, Knee 1D6, Body Flip/Throw 2D6 plus P.S. damage bonus (lose
initiative and 1 attack/action), All Holds, and Death Blow (if desired,
must announce).
Educational Background: Trade School
Common Skills: Read-Write/Speak English 94%%/98%,
Mathematics: Basic 95%, and Pilot: Automobile 81%.
Science Program: Computer Operation 96%,
Mathematics: Advance 93%, Chemistry 98%, Meteorology (see Rifter #25
from John C. Philpott) 65%, and Astronomy & Navigation 80%.
Advance Pilot Program: Sensory Equipment 80%,
Parachuting 90%, Pilot: Truck 98%, Pilot: Motorcycle 98%, Pilot:
Helicopter 88%, and Pilot: Airplane 93%.
Secondary Skills: Hand to Hand: Assassin, First Aid
80%, Basic Mechanics 75%, Basic Electronics 65%, Basic: Radio 80%,
Land Navigation 64%, Wilderness Survival 55%, Athlete, Prowl 35%, and
Swimming 60%.
Money: He received a HUGE life insurance payment when his
family died, and he will live off that for the rest of his life. He will not
touch this money to fund criminal ventures.
Weapons: None, he relies on his powers and man made constructions.
Call Lightning, Range: 340 feet (103.6 m), Damage:
6D6, Bonuses +2 to strike, -3 to dodge.
Wind Blast Attack, Range: 170 feet (51.8 m), Damage:
3D6 + 01-50% of knockdown if under 200 lbs (90 kg), Bonuses: +2 to
strike, +3 to disarm
Wind Push, Range: 100 feet (30.5 m), Damage: 1p +
1-88% of knocking down (lose initiative and 2 attacks/actions) if weigh
more than 800 lbs (360 kg), Bonuses: +2 to strike.
Tornado Attack: Range: Wind are felt 100 feet (30.5)
away but directly affect a 20 foot (6.1 m) diameter, Damage: 7D6 within
the 20 ft (6.1m) radius, Double damage for a power strike that uses up
all attacks for that melee round, Duration: 35 minutes.
Equipment & Vehicles: None,
Posted: Mon Dec 31, 2007 2:32 pm
by Reagren Wright
TWLIGHT
Real Name: Dyson Regent
Aliases: Shadowlord and Dirk Midnight
Occupation: Professional Thief
Alignment: Anarchist
Power Category: Experiment
Experience Level: 10th level
Hit Points: 55 S.D.C.: 48/+50 at night
P.P.E.: 27
Appearance: He has a normal male build with jet-black hair.
His skin however is light gray and sparkles from diamond dust and shards.
Attributes: I.Q. 12, M.E. 10, M.A. 9, P.S.15, P.P. 15, P.E. 15, Spd. 20, P.B. 10
Age: 27, Sex: Male, Height: 6 feet (1.83 m), Weight: 190 lbs (85.5 kg)
Side Effect: Light gray, sparkling skin. He requires energy for nourishment.
Major Super Abilities: Darkness Control
Minor Super Abilities: Nightstalking, Energy Expulsion: Shadow Bolt,
and Shadow Trap (4 traps/4D6+10 damage, 50 minute duration).
Combat Training: Basic
Attacks per Melee: 6 (2 initial + 4 from Hand to Hand)
Combat Bonuses: +1 to initiative/+2 at night, +1 to strike, +3 to
parry, +3 to dodge, +2 to damage, +5 to roll with punch/fall, +4 to pull
punch, and +1 to disarm..
Saving Throws: Electricity, heat, and laser blasts do half damage.
He takes ¼ damage from all other shadow attacks.
Combat Skills: Punch 1D4, Power Punch 2D4 (2), Elbow/Forearm
1D6, Knee 1D6, Body Flip/Throw 1D6 plus P.S. damage bonus (lose
initiative and 1 attack/action), All Holds, and Critical strike on a roll of
19-20. Note: At night he inflicts +1D6 damage.
Educational Background: Trade School
Common Skills: Read-Write/Speak English 98%%/98%,
Mathematics: Basic 98%, and Pilot: Automobile 90%.
Science Program: Computer Operation 98%,
Mathematics: Advance 98%, Chemistry 98%, Chemistry: Analytical 98%,
Astronomy & Navigation 95%, and Astrophysics 98%.
Communication Program: Basic Electronics 95%, Radio:
Basic 98%, Radio: Scrambler 98%, T.V. & Video 98%, and Laser
Communications 95%.
Secondary Skills: Hand to Hand: Basic, Gemology 75%,
Body Build & Weightlifting, Athlete, Climbing 90%/80%, Streetwise 60%,
Art (Painting) 85%, Business & Finance 85%, Computer Programming
74%, Appraise Antiques 70%, Law (basic) 50%, Research 65%, Land
Navigation 44%, and Concealment 28%.
Money: Prior to his arrest, he had an annual salary of $300,000.
Sometimes his scores were successful enough to net him $100,000-
500,000. He has a hidden stash of art, gems, and jewelry worth in
excess $300 million.
Weapons: None, he relies on his powers.
Energy Expulsion: Shadow Bolt, Range: 400 feet (122
m), Damage: 5D6, Bonuses +2 to aim/+1 for wild. At night/darkness
opponents are -2 to parry or dodge.
Equipment & Vehicles: None,
Posted: Mon Dec 31, 2007 2:38 pm
by Reagren Wright
Now for those of you who thought Headstrong wasn't bad enough when
Bill made him
HEADSTRONG
Real Name: Frank Newsome
Aliases: Headbanger
Occupation: Terrorist
Group Affiliation: Slaughterhouse Seven
Alignment: Miscreant
Power Category: Mega Experiment
Experience Level: 11th
Hit Points: 299
S.D.C.: 3978!!!
Armor Rating: A.R.: 16
P.P.E.: 30
Appearance: Headstrong is a tall, hulking brute with balding black
hair, green eyes, and light gray skin. His costume is emerald green with
purple lines.
Attributes: I.Q. 7, M.E. 8, M.A. 10, P.S. 111, P.P. 15, P.E. 23, Spd. 25 P.B. 11
Age: 24,
Sex: Male,
Height: 8 foot (2.44 m),
Weight: 500 lbs (225 kg)
Insanity: He is sadistic and obsessed with head-butting individuals.
He enjoys hurting people with his inhuman strength.
Side Effect: Permanent Physical Transformation
Mega-Powers: Tremendous S.D.C. and Tremendous Physical Strength
Major Super Abilities: Supernatural P.S. and Massive Damage Capacity
Minor Super Abilities: Harden Skin
Natural Abilities: Enhanced healing (5x faster then normal humans),
increase range of senses, and magical affects are only ½ normal duration.
He is considered a supernatural being.
Vulnerability: He suffers from debilitating migraine headaches
(-30% on skills and reduce number of attack by one) whenever he is
exposed to extreme heat (over 95 degrees F/35 C). Magic weapons
and magic spells inflict double damage.
Combat Training: Expert
Attacks per Melee: 7 (2 initial + 4 from Hand to Hand +1 from boxing)
Combat Bonuses: +2 to initiative, +2 to strike, +6 to parry, +6 to
dodge, +98 to damage, +5 to roll with punch/fall, +6 to pull punch, and
+2 disarm.
Saving Throws: +5 to save vs. magic, +2 to save vs. possession,
+4 to save vs. poison and disease, +4 to save vs. Horror Factor, and
+26% to save vs. coma/death.
Combat Skills: Restrained Punch 5D6, Full Strength Punch 2D4x10,
Elbow/Forearm 2D6x10, Knee 2D4x10, Power Blow/Headbutt 3D6x10 (2),
Karate Kick 3D6x10, Snap Kick 2D4x10, Tripping/Leghook (cannot be
paired, must dodge or knockdown), Body Block/Tackle 2D4x10 plus P.S.
damage bonus (must parry/dodge or knockdown), Pin 18-20, Crush
2D4x10, Body Flip/Throw 2D6x10 plus P.S. damage bonus (lose initiative
and 1 attack/action), All Holds, Paired Weapons, Knockout/stun on an
unmodified dice roll of 18-20 for 1D6 melees, Critical strike on an
unmodified roll of 18-20, Death Blow on an unmodified roll of 16-20 (if
desired, must announce).
Educational Background: Trade School
Common Skills: Read-Write/Speak German 98%/98%,
Mathematics: Basic 98%, and Pilot: Automobile 93%.
Criminal Program: Streetwise 79%, Pick Locks 98%,
Find Contraband 85%, Safecracking 69%, and Roadwise 85%.
Physical Program: Boxing, Wrestling, Body Building &
Weightlifting, and Physical Labor.
Secondary Skills: Hand to Hand: Expert, Athlete, Basic
Mechanics 95%, Pilot Truck 98%, Pilot Tracked Vehicles 98%, Radio Basic
98%, Auto Mechanics 93%, Running, Swimming 98%, Gambling
(Standard) 75%, General Repair/Maintenance 95%, Land Navigation 60%,
Wilderness Survival 60%, Concealment 32%, and Construction 60%
(See Rifter #25 by John C. Philpott)
Money: He managed to save up about $65,000 in a basic checking
account, but it was seized when he was incarcerated. He is now broke.
Weapons: None, he relies on physical combat and power brawling.
Equipment & Vehicles: None per se.
Note: Headstrong is held in a large pear shaped pod (looks like a
deep-sea diving bell). This ultra-sophisticated stasis pod is filled with life
sustaining and preservative fluid. The pod has an A.R. 14 and 600 S.D.C.
However, the single ultra thick plexiglass window has only 70 S.D.C.
If this window where to be smashed, the fluid would drain away and the
monster would awaken and escape!
Posted: Mon Dec 31, 2007 2:45 pm
by Reagren Wright
BLOODSTONE
Real Name: Raspalos Apolga
Occupation: Megaversal warrior and assassin
Alignment: Diabolic
Power Category: Alien (Mineraloid)/Mystic (Bestowed)
Experience Level: 6th
Hit Points: 125 S.D.C.: 766 Armor Rating: A.R. 14.
P.P.E.: 33
Appearance: He is huge. He looks like an obsidian stature wearing
stylized armor and ornamentation come to life; a baroque golem.
Attributes: I.Q. 9, M.E. 11, M.A. 18, P.S. 60 (supernatural), P.P. 30,
P.E. 36, Spd. 200 (running 140 mph/225.4 km), P.B. 8
Age: 100, Sex: Male? Height: 10 foot (3 m), Weight: 1410 (634.5 kg)
Originating Alien Environment: Abrasive Atmosphere
Natural Abilities: Mystically bestowed enhancements, all kinetic,
physical, and explosive attacks inflict half damage, as do electricity, ion
beams, and light/laser attacks. Extreme fire, heat, cold, only do 5% their
normal damage. Microwaves inflict only 10% its normal damage.
Impervious to normal fire, cold, radiation, and organic attacks (acid,
disease, drugs, poison, toxins). Doesn’t have to breathe or eat. He can
function on only four hours of sleep/rest, supernatural P.S., and heal
2D6 S.D.C./hit points per 24 hours, healing trance doubles the healing
per 24 hour. Note: His healing factor power overrides his natural ability,
making it possible for him to recover 432 S.D.C. in 24 hours and/or 96
hit points.
Minor Super Abilities: Extraordinary P.S. (increased his natural
Supernatural P.S of 45 to 60), Extraordinary P.P., Extraordinary P.E.,
and Healing Factor.
Combat Training: Martial Arts
Attacks per Melee: 7 (2 initial + 3 from Hand to Hand +1 from
boxing +1 from powers)
Combat Bonuses: +4 to initiative, +10 to strike, +14 to parry, +14
to dodge, +11 to auto dodge, +45 to damage, +10 to roll with punch/fall,
+5 to pull punch, and disarm.
Saving Throws: +56% to save vs. coma/death and +12 to save vs.
magic, +3 to save vs. possession, +5 to save vs. Horror Factor, and +3 to
save vs. psionics
Combat Skills: Restrained Punch 6D6, Full Strength Karate Punch
2D6x10, Power Punch 4D6x10 (2), Elbow & Forearm 3D6x10, Knee
2D6x10, Karate Kick 4D6x10, Roundhouse 5D6x10, Snap Kick 2D6x10,
Tripping/Leghook (cannot be paired, must dodge or knockdown),
Backward Sweep cannot be paired, dodge or knockdown), Jump Kick
1D6x100, Flying Jump Kick 6D6x10, Body Block/Tackle 2D4x10 + P.S.
damage bonus (must parry/dodge or knockdown), Pin 18-20, Crush
2D4x10, All Holds, Knockout on an unmodified roll of 20, and Critical
strike on an unmodified roll of 18-20. He also enjoys using various
power brawl moves.
Other Bonuses: 50% trust/intimidate
Educational Background: Combat Specialist (No familiarity)
Common Skills: Read-Write/Speak Native Tongue
92%/94% Read/Write/Speak Dar’ Etsch 80%, Mathematics: Basic 90%,
Read/Write/Speak English 80%
Special Program: Boxing, Wrestling, Acrobatics (Sense
of Balance 98%), and Gymnastics (Backflip 98 ), Hand to Hand: Martial
Arts, W.P. Sword (+3 to strike,+2 to parry), W.P. Knife (+2 to strike, +3
to parry, +3 to throw), W.P. Blunt (+3 to strike & parry), W.P. Chain (+2
to strike,+1 to parry), W.P. Axe (+2 to strike & parry +1D6 damage),
W.P. Pole arm (+3 to strike & parry +2 to damage), Pilot: Personal Anti-
Gravity Transportation 80%, First Aid (on other mineraloids) 85%.
Secondary Skills: Recognize Weapon Quality 55%, Land
Navigation 60%, Athlete, Body Build & Weightlifting, Wilderness Survival
70%, Outdoorsmanship, Track & Trap Animals 45%/55%, Running,
Hunting, and Physical Labor.
Money: None.
Weapons: None
Equipment & Vehicles: None
Posted: Wed Jan 02, 2008 11:10 am
by Zenvis
Reagren Wright wrote:Okay people here are several 2.5 versions of GI NPCs. I went over the
book as well as CS and picked the people I thought could use PU treatment
furthermore, these guys got their skills cleaned up a bit. Maybe in the
future, I might do some others, but these where the most eye catching for
me. In the future, more heroes and villains who are merely mentioned and
named in both books will appear as well as original NPCs.
KISENTITE
Real Name: Ur-Ku-Si
Occupation: Former TMC Operative (Unranked Patrol Officer/Contraband Division)
Alignment: Aberrant
Power Category: Alien (Mineraloid)
Experience Level: 5th
Hit Points: 45/65 with stone armor S.D.C.: 200/+180 with stone armor
Armor Rating: A.R. 14/15 with stone armor.
P.P.E.: 5
Appearance: His body is made of brown, flexible sandstone. He has no apparent neck.
Attributes: I.Q. 11, M.E. 15, M.A. 12, P.S. 45/55 (supernatural),
P.P. 17, P.E. 20, Spd. 22, P.B. 5
Age: Unknown, Sex: Male, Height: 6 foot (1.83 m), Weight: 350 (157.5 kg)
Originating Alien Environment: Normal Earth Environment
Natural Abilities: All kinetic, physical, and explosive attacks inflict
half damage, as do electricity, ion beams, and light/laser attacks. Extreme
fire, heat, cold, and powerful microwaves only do 10% their normal
damage. Impervious to normal fire, cold, radiation, and organic attacks
(acid, disease, drugs, poison, toxins). Doesn’t have to breathe or eat.
He can function on only four hours of sleep/rest, supernatural P.S., and
heal 2D6 S.D.C./hit points per 24 hours, healing trance doubles the
healing amount per 24 hour. Note: He would normally be impervious to all
energy attacks if his power were not being negated by power dampeners.
Major Super Abilities: Matter Expulsion: Stone
Minor Super Abilities: Supervision: X-ray, Impervious to Energy &
Electricity, and Manipulate Kinetic Energy. Note: Using his kinetic powers
can reduce kinetic/physical damage by ½ and his own natural resistance
reduces it another one-half.
Combat Training: Assassin
Attacks per Melee: 6 (2 initial + 4 from Hand to Hand)
Combat Bonuses: +3 to initiative, +3 to strike, +1 to parry, +1 to
dodge, +34 to damage (+52 with stone armor), +3 to roll with punch/fall,
+5 to pull punch, and +3 to disarm.
Saving Throws: +10% to save vs. coma/death and +3 to save vs. magic.
Combat Skills: Restrained 4D6 (5D6), Punch 1D6x10 (2D4x10),
Power Punch 2D6x10/3D6x10 (2), Elbow & Forearm 2D4x10 (2D6x10),
Knee 1D6x10 (2D4x10), and all Holds. He also enjoys using various
power brawl moves.
Educational Background: Alien General Studies (Extensive study of Earth)
Common Skills: Read-Write/Speak Native Tongue
90%/93% Read/Write/Speak Thimerian Code 80%, Mathematics: Basic
87%, Pilot: Hovercraft (Ground; 75%), Read/Write/Speak English,
Spanish, Chinese, Japanese, and Russian 98%
Special Program: Astronomy & Navigation 45%,
Astrophysics 50%, Xeno-Biology (humanoids) 60%, Pilot: Military
Spacecraft: Small 81%, Pilot Military Hyperthrusters 80%, Pilot: Civilian
Spacecraft: Small 86%, Radio: Basic 80%, and Laser Communications 60%.
Secondary Skills: Hand to Hand: Assassin, Wilderness
Survival 55%, Mathematics: Advance 79%, Basic Mechanics 70%, Basic
Electronics 60%, Law (general) 55%, Lore: Alien 60%, W.P. Energy Pistol
(+3 to aim/+1 to burst), W.P. Energy Rifle (+2 to aim/+1 to burst), Land
Navigation 56%, History 85%/65%, Streetwise 40%, Jury-Rig 40%, and
General Repair/Maintenance 60%.
Money: He has $30,000 in precious stones hidden at his ships
landing site. He will retrieve it all once he escapes from prison or when
the invasion fleet arrives, which ever comes first.
Weapons: Both are stored in his space ship.
Stone Balls, 70 feet (21. 3 m), Damage: 5D6, Duration: 30 seconds
Blunt Stone Hand Held Weapons, Damage: +1D6 to
normal damage. Duration: Indefinite as long as hand held otherwise 30
seconds (2 melees).
TMC Laser Rifle, Range: 4000 feet (1219 m), Damage:
5D6, Feed: 24 shot energy clip, Rate of Fire: Single Shot, Bonus: +4 to
strike, +2 to strike with a burst.
TMC Laser Pistol, Range: 1000 feet (305 m), Damage:
4D6, Feed: 20 shot energy clip, Rate of Fire: Single shot, Bonus: +5 to
strike.
Equipment & Vehicles:
One-Man Gyrocopter (VTOL): A single-seat rotocraft. No
canopy, just a seat, motor, landing gear and tail. Maximum Speed 180
mph (288 km). Cruising Speed: 145 mph (232 km), Range: 750 miles
(1200 km), Bonuses: +1 to dodge. A.R.: 6, S.D.C.: 300.
Voyager-Class Shuttle, A smaller version of the Atlantis Class Shuttle.
Type: Modified Personal Transporter
Dimensions: 120 feet (91.5 m); 110 tons.
Crew: Two. Kisentite can pilot the craft by himself. There is room for an additional eight human size passengers.
A.R.: 10, S.D.C.: 500.
Total S.D.C. 1650 including the armor.
Maximum Speed: FTL 20 in space or up to Mach 25 (19,181 mph/30, 868 km) in atmosphere environments.
Range: 20 Light Years (must make use of Point-to-Point travel for long distance).
Total Bonuses: +2 to initiative, +2 to strike with mounted weapons,
+7 to dodge (+9 to dodge incoming missiles), and +20% to pilot control
rolls.
Weapons: Light-Lasers (2) Range: 6 miles (9.66 km),
Damage: 2D6x10+12 (includes damage from both, Rate of Fire: Equal to
the pilot’s number of attacks, the weapons are fire-linked and fire at the
same time), Payload effectively unlimited.
Special Systems: (See Alien Unlimited Galaxy Guide for more details)
Basic Sensor Package
Autopilot Computer (80%/40%)
Targeting Radar and Combat Computer
Maneuvering Enhancement Package (2)
Satellite Uplink Computer
Atmosphere Recycling Systems (doesn’t need them)
Standard Crew Quarters
Trans-Atmospheric Capabilities, atmosphere tanks (2) (doesn’t need them)
Gateway Activation Equipment, Sleep, and Stasis systems (6).
Pressurized Cabin
Escape Pods (4)
Missile Warning System and Anti-Missile Chaff: Enough to
decoy 10 missiles. The system provides a +5 bonus to Initiative whenever
any missiles or rockets are propelled at the vehicle. Missiles lose any
guidance bonus, straight unmodified dice rolls only.
Note: Kisentite is being held in check with power dampeners, stun
collars, and gravity fields. Because he is an inorganic being, he is one of
the most difficult prisoners to contain. Therefore, he is illegible for the
once a week prisoner release for exercise (15 minutes). All maintenance
for his restraints must be done in his cell with the presence of a psychic
who uses mental attacks to render him unconscious.
Additional Note: If others from his world arrive on earth, they will
have the same powers as himself and pretty much similar stats.
If it wouldn't be too much to ask, would you give the page number that they are mentioned on?
Posted: Wed Jan 02, 2008 5:54 pm
by Reagren Wright
Headstrong-66
Kisentite-176
Mire-180
Faultline-189
Scalibrus-192
Twilight-206
Bloodstone (Century Station-212)
Let me tell yeah, anyone who does another NPC book, please include
descriptions and appearances on the NPCs. I mean the artists did a
great job, but what does Mire look like in a his normal form? So I took
some liberties with some of these NPCs giving a little extra detail about
their look. VU, HU GM Guide, and MU are great with their descriptions, but
CS and GI give no detailed descriptions so you have to rely on the artist
look, but it doesn't tell you Apex hair's color. Now when I start doing
the names and mere mentions I'll definately point to the page and
reference it for everyone.
Posted: Fri Jan 04, 2008 11:43 am
by Reagren Wright
I decided the Sector Squad could use two new members to give them
just a little more firepower, especially with Apex hanging around the
Centurions more. Enjoy.
GRYPHON
He wants to make a big impact and help the city escape from the iron grip
of crime. He doesn’t like Legionnaires. In his mind, they are just as bad as
the criminals are. He is always trying to impress Apex. He also has strong
feelings for Pegasus.
Real Name: Classified
Occupation: Sector 10 Super Soldier and CHIMERA agent
Alignment: Unprincipled
Power Category: Super Soldier
Experience Level: 4th
Hit Points: 36 S.D.C.: 230 Armor Rating: A.R.16 for wings :
P.P.E.: 13
Appearance: He has narrow green eyes and thick, straight, white
hair. He is tall and has an overmuscled build. His skin is ruddy. He has
large hands. His battle uniform is designed to allow his wings to be folded,
tucked, and restrained.
Attributes: I.Q. 10, M.E. 11, M.A. 12, P.S. 24, P.P. 20, P.E. 13,
Spd. 21/520 mph (837.2 km) in flight, P.B. 14
Age: 23, Sex: Male, Height: 6 foot (1.82 m), Weight: 189 (85.05 kg)
Super Soldier Enhancements: Bionic Weapon-Retractable Claws, Skeletal Plating, Cyber Armor, and Mind & Body Attuned.
Major Super Abilities: Mega Wings and Animal Abilities: Big Cat
(climb 80%, prowl 72%, control 2D4+4 wild or domestic cats). Note: He
has Nightvision for 100 feet (30.5 m).
Combat Training: Martial Arts
Attacks per Melee: 6/7 (2 initial + 3 from Hand to Hand +1 from
enhancements) +1 in flight
Combat Bonuses: +4 to initiative/+6 in flight, +5 to strike, +7 to
parry/+9 in flight, +7 to dodge/+9 flying under 90 mph (144 km), +13 in
flight over 90 mph (144 km), +9 to damage, +6 to roll with punch/fall, +3
to pull punch, and disarm. .
Saving Throws: Unaffected by thin air, high altitudes or G-forces
less then 5, +% to save vs. coma/death, +4 to save vs. Horror Factor,
+2 to save vs. possession, and +1 to save vs. poison/disease.
Combat Skills: Karate Punch 2D6+2, Power Punch 4D6+4 (2),
Elbow/Forearm 1D6, Knee 1D6, all Holds, and Wing Attack.
Educational Background: Military (Basic)
Common Skills: Read-Write/Speak Native Tongue
88%/92%, Mathematics: Basic 84%, Pilot: Automobile 72%,
Military (Basic) Program: Running, Climbing 70%/60%,
Forced March, Military Etiquette 65%, Radio: Basic , and W.P. Rifle (+2 to
aim/+1 to burst).
Military (Adavance) Program: Combat Aircraft: Aircraft
Mechanics 76%, Navigation 70%, Aircraft: Jet Fighters 72%, Pilot: Jet
Packs 68%, Parachuting 70%, Sensory Equipment 60%, and Weapon
Systems 70%.
Wilderness Program: Wilderness Survival 55%, Land
Navigation 57%, Track & Trap Animals 45%/55%, Hunting, and Skin &
Prepare Animal Hides 55%
Espionage Program: Hand to Hand: Martial Arts, Detect
Ambush 55%, Intelligence 53%, Tracking (people) 55%, and Detect
Concealment 50%.
Secondary Skills: Athlete, Body Build & Weightlifting,
Computer Operation 72%, Pilot: Airplane 66%, Prowl 45%, Law (general)
45%, W.P. Handguns (+2 to aim/+1 to burst), W.P. Knife (+2 to strike,
+2 to parry, +2 to throw), Streetwise 238%, and Basic Electronics 40%.
Money: Classified, it’s more than enough for him to enjoy a luxury lifestyle.
Weapons: He knows how to use standard U.S. military weapons.
Retractable Vibro Claws, one in each finger (1D4+1) or
4D6+1 per hand.
Wing Attack, 2D6+2 + P.S. damage bonus
Armor: Cyber Armor, A.R.: 16, S.D.C.: 200
Equipment & Vehicles: He owns and flies a Cessna 402 and a Piper
PA-31 350 Chieftain (high-density version). Since joining the Sector
Squad, he purchased an Avtran Hovercar.
Posted: Fri Jan 04, 2008 11:48 am
by Reagren Wright
SPHINX
At first, the Sector Squad didn’t want this former Sector covert operator.
Some believe he might be working for ultra secret agency still. So far,
he’s proven his worth and loyalty. However, Apex does believe Sphinx
does have an agenda of his own, what it is has yet to be revealed.
Real Name: Classified; Male (less then 30 people know his real name)
Occupation: Former Super Operative for the Sector, now a Sector
10 Super Soldier and CHIMERA agent.
Alignment: Scrupulous
Power Category: Eugenics
Experience Level: 7th level
Hit Points: 111 S.D.C.: 260
Armor Rating: A.R. 11 (against melee, impacts, and explosive, attacks)
P.P.E. 28
Appearance: He has large blue eyes and long, curly, fine, lemon
yellow hair. He has a massive masculine build. His body is covered in tan
fur, and has a lion like appearance in his face. His costume is gold and
brown, and he wears headgear that makes it appear he has a lion’s mane.
Attributes: I.Q. 15, M.E. 14, M.A.8, P.S. 18 (extraordinary), P.P. 15,
P.E. 25, Spd. 33/100 mph (160 km) in flight, P.B. 8
Age: 37, Sex: Male, Height: 6 foot and 4 inches
(1.93m), Weight: 626 lbs (281.7 kg)
Insanity: Sphinx has a compelling need to endanger his life or
freedom. The more dangerous the situation, the more he likes it.
Eugenic Abilities: Modified Heart, Modified Lungs, Spinal Cord,
Extraordinary P.S., Enhanced Leaping, Massive Build, S.D.C.
Augmentation, Reinforced Skeleton, Heavy Tissue Resistance (melee
those that by-pass NAR inflict only ½ damage), Flight: Functional
Feathered Wings (45 S.D.C.), Advance Sight, Heighten Sense of Hearing,
and 6 sets of Reinforced Joints).
Natural Abilities: He radiates a Horror Factor of 13.
Combat Training: Expert
Attacks per Melee: 6 (2 initial +3 from Hand to Hand +1 from boxing)
Combat Bonuses: +8 to initiative/+10 in flight, +2 to strike/+3 in
flight, +7 to parry, +8 to dodge/+10 in flight, +2 to damage, +13 to roll
with punch/fall (success means only take 1/3 the normal damage), +2 to
pull punch, and disarm.
Saving Throws: +5 vs. magic, +6 to save vs. disease & poison,
and +34% save vs. coma/death.
Combat Skills: Punch 3D6, Power Punch 6D6 (2), Karate Kick
3D6+4, Snap Kick 3D6+2, Tripping/Leghook (cannot be paired, must
dodge or knockdown), Headbutt 2D6 + P.S. damage bonus,
Elbow/Forearm 2D6+2, Knee 2D6+2, Body Block/Tackle 4D4 + P.S.
damage bonus (must parry/dodge or knockdown), Pin 18-20, Crush
2D4+2, Paired Weapons, All Holds, Knockout on an unmodified roll of 20,
and Critical strike on an unmodified roll of 18-20.
Educational Bonuses: Military. *He has a -15% penalty to perform
these skills because his fingers are so large.
Common Skills: Read/Write/Speak English 94%/95%, Mathematics: Basic 93%, and Pilot: Automobile 81%
Military (Basic) Program: Running, Climbing 85%/75%, Forced
March, Military Etiquette 80%, Radio: Basic 95%, and W.P. Rifle.
Military Demolitions Program: *Basic Electronics 75%/60%, *Basic
Mechanics 85%/70%, *Demolitions 91%/76%, *Demolitions Disposal
91%/76%, and Underwater Demolitions 94%
Physical Program: Wrestling, Boxing, and Hand to Hand: Expert
Secondary Skills: Athlete, Swimming 85%, Land Navigation 64%,
Wilderness Survival 70%, *First Aid 80%65%, Pilot: Truck 84%, *General
Repair/Maintenance 80%/65%, *Jury-Rig 50%/35%, *Automotive
Mechanic 75%/60%, *Computer Operation 66%/51%, and *T.V. and
Video 45%/30%.
Money: Classified, he is well accommodated for living the life of a
government created freak of nature.
Weapons:
M82A1A .50-cal Anti-Materiel Rifle, Range: 5940 feet (1810 m),
Damage: 1D4x10, Feed, 10 round .50 caliber detachable box magazine,
Rate of Fire: Semi-Automatic Only. This weapon can be outfitted with
armor piercing ammo (PV 10) or Saboted Light Armor Penetrator (SLAP)
rounds (PV 12-1D6x10-Range: 4950 feet/1508 m).
Armor: Hard Armor Vest, A.R.: 12, S.D.C.: 120
Vehicles & Equipment: He has access to all sort of gear used by CSPD or C-SWAT.
Posted: Fri Jan 04, 2008 4:00 pm
by Reagren Wright
Okay here is my way of honoring the brilliance of Eric Wujcik with his
two greatest creations to Palladium Books-Mutant Animals and Martial Arts
all rolled up into one. Enjoy.
THE SHARK (created using material from Caleb Goodson (Rifter
#29) and Ben Lucas (Rifter #7). Based on GI Adventure Scenario #55
The Shark was an experiment created by Bioform Genetics Laboratories.
He started out in life as 20 foot (6 m) Great White Shark swimming of the
cost of Argentina. BGL caught him and shipped him off to their base near
the country of Brazil. BGL subjected him to numerous experiments
involving human DNA and exposures to chemicals and radiation. Vincente
(specimen #5) was the only one of the seven experimented sharks to
show signs of humanoid mutation. Nevertheless, when Willian Monet took
charge of BGL, he canceled the project. The other sharks were released
into the ocean. Vincente relished in his freedom, yet for reasons unknown,
continued to mutate further becoming almost human looking. His intellect
also grew, but he could not control his blood lust. He was caught on a hook
and line and dragged aboard a large fishing yacht. The men onboard
wanted to kill him immediately, but Samsao Sarney, a powerful drug lord
and Brazilian Jiujutsu champion saw a look of pity in his lidless eyes and
ordered him to be spared. He was taken to his compound and allowed to
live in a huge pool on Sarney’s property. Several weeks later while
Sarney was practicing on his patio, several armed gunmen stormed his
compound. After killing his bodyguards, they decided to feed him to his
pet freak shark. Suddenly the Shark jumped out of the water and bit head
off one gunman. He fought off the others with maneuvers similar to
Sarney’s jiujutsu. Afterward, Sarney thanked the creature for saving
his life. He continued to teach the shark more about his martial art and
about being a powerful crime lord. Years later, Vincente set out on his
own with his mentor’s blessing. He made his way to Century Station,
unaware that already a powerful crime boss, the Minotaur, had established
himself. Nonetheless, the Shark vowed to dethrone him. He quickly set
up his criminal operation into a large, well-organized and well equipment
empire. However, the Shark proved to be out of his element in running
the empire and Minotaur with his brilliant strategic attacks destroyed it
for the most part, yet he did not assassinate Shark, instead he offered
him a minor role in his organization. Insulated, Shark attempted to
organize all of Century Station’s gangs under his leadership, but no
one wanted to go against the Minotaur. Shark vowed to prove his
superiority by organizing something nobody could do, assassinate
Warden Harker of Gramercy Island Penitentiary. Presently the Shark
is offering 10 million dollars or bona fide superpowers to anybody
who completes the job. He hopes to have someone within a month
or before the Minotaur can locate him and take him out for good.
Real Name: Vincente (Specimen #5)
Occupation: Criminal Mastermind in Century Station
Alignment: Miscreant
Power Category: Mutant Animal (Shark)
Experience Level: 11th
Hit Points: 103 S.D.C.: 141
P.P.E.: 94
Appearance: He is a large muscular humanoid sporting a huge head
full of sharp teeth, a noticeable snout, and large lidless eyes. He still has
his dorsal fin (which sticks out of the back of his suits). His skin is two-
toned, a white belly and a grey back. He wears expensive suits, but he
is often wearning nothing but Lycra shorts since he spends a lot of time
swimming.
Attributes: I.Q. 18, M.E. 12, M.A. 12, P.S. 49 (extraordinary),
P.P. 13, P.E. 47, Spd. 42/17.3 mph (27.8 km) swimming, P.B. 13
Age: 20, Sex: Male, Height: 6 foot and 5 inches
(1.98 m), Weight: 105 lbs (47.25 kg)
Size Level: 10. Build: Medium.
Human Features: Hands (full), Biped (full), Speech (full), Looks (partial).
Vestigial Disadvantages: Predatory Bloodlust, Diet: Carnivore,
Vestigial Aquatic Skin (must keep his skin moist or dries out, suffers heat
exposure every half hour without water), and Webbed Hands/Feet.
Mutant Animal Powers: Aquatic Swimming 90% (survive depths up
to 2000 feet/610 m), Advance Smell, Beastly Strength, Denticles, Advance
Hearing, Extra Speed, Jaw Protrusion (allows him to use P.S. damage
bonus in bite attacks), and Extra Physical Prowess. Note: He can carry
4900 lbs (2205 kg) and lift 9800 lbs (4410 kg).
Natural Weapons: Teeth (2D6)
Combat Training: Brazilian Jiujutsu
Martial Arts Powers: Stone Ox and Dam Sum Sing,
Attacks per Melee: 7 (3 initial +4 from Hand to Hand)
Combat Bonuses: +1 to initiative, +3 to strike, +5 to parry, +4 to
dodge, +37 to damage, +5 to automatic roll with punch/fall, maintain
balance, +4 break fall, +2 to pull punch, and disarm.
Saving Throws: Imperious to disease, +47% to save vs. coma/death, +8 to save vs. magic and poison.
Combat Skills: Punch 1D4+3, Backfist 1D6+3, Elbow &
Forearm 1D6+3, Palm Strike 2D4+3, Knee 1D6+3, Karate Kick 2D4+3,
Snap Kick 1D6+3, Tripping/Leghook (cannot be paired, must dodge or
knockdown), Revere Turning Kick (dodge/kick 1D6), Power Block Parry
(parry/tackle-1D6), +3 Critical Body Flip/Throw (2D6 plus P.S. damage
bonus (lose initiative and 1 attack/action), +3 to Automatic Body Flip
Throw/Parry (1D6 plus P.S. damage bonus (lose initiative and 1
attack/action), +3 Shoot-Through (tackle to the ground/1D4 and must
parry/dodge or knockdown), +4 All Locks, Critical strike from behind,
Knockout on an unmodified roll of 19-20, and Critical strike on an
unmodified roll of 19-20 (includes his bite).
Other Bonuses: +4% to all skills.
Educational Background: Adopted by a mentor
Common Skills: Read-Write/Speak Portuguese
98%/98% and Body Build & Weightlifting.
Criminal Program: Streetwise 73%, Pick Locks 89%,
Find Contraband 79%, I.D. Undercover Agents 98%, and Gambling (Standard) 94%.
Mentor Program: Interrogation 89%, Intelligence 80%,
Wilderness Survival 94%, Gambling (Dirty Tricks) 68%, Prowl 84%, and
Hand to Hand: Brazilian Jiujutsu.
Ancient W.P. Program: Knife (+4 to strike, +4 to parry,
+5 to throw), Blunt (+4 to strike and parry), and Chain (+4 to strike and
+2 to parry).
Secondary Skills: Language: English 98%, Language:
Spanish 87%, Literacy: English 98%, Literacy: Spanish 98%, Athlete,
Outdoormanship, Mathematics: Basic 98%, Fishing 89%, Physical Labor,
Law (general) 59%, Business & Finance 54%, and Public Speaking 69%.
Money: Shark has several million dollars bankrolled in various
places. He likes to keep $3D4x1000 near him all the time.
Weapons: His teeth and combat skills are all he needs.
Equipment & Vehicles: He had a specially designed full environment
suit built by Fabricators Inc that continual immerses his body in water.
A.R. 15, S.D.C. 180.
Note: Shark’s criminal operation had $600 million dollars in cash flow and
resources. A third of this money was put into research to create mutant
animals and/or bestowed animal like abilities to humans. Minotaur’s forces
destroyed all but one laboratory located in Iron Beach which serves as
Shark’s secret lair. He still has access to equipment and technology to
carry out the mutation process, but its not reliable.
Posted: Fri Jan 04, 2008 5:42 pm
by Zenvis
Page Number Referance?
Posted: Sat Jan 05, 2008 10:12 pm
by Reagren Wright
Page 220
Posted: Fri Jan 11, 2008 1:36 am
by Reagren Wright
Yeah 1000 posts. More new guys and gals coming.
Posted: Fri Jan 11, 2008 3:13 pm
by NMI
the HU Revised NPC's include Task Master, Shadow Master and Power Master. There is also The Goldern Falcon ? and a Psychic with Hydrokinesis.
Posted: Fri Jan 11, 2008 4:52 pm
by Zenvis
Mephisto wrote:Mr. Deific NMI wrote:the HU Revised NPC's include Task Master, Shadow Master and Power Master. There is also The Goldern Falcon ? and a Psychic with Hydrokinesis.
I wasn't planning on converting the NPC's in the book, just the source material, such as the Illusionist and the entire magic section, and see what else I could work on.
So do you plan to reinvent the Illusionist to be more HU2 oriented? The reason why I bring this up is that we dont need another enchanter with trick and gimics (HU2 has one already) and the Illusionist is already in PFRPG.
Of couse what I would like in the HU2 universe would be the powers that the Night Princes have; true illusion.
Posted: Fri Jan 11, 2008 5:57 pm
by Zenvis
Mephisto wrote:Zenvis wrote:Mephisto wrote:Mr. Deific NMI wrote:the HU Revised NPC's include Task Master, Shadow Master and Power Master. There is also The Goldern Falcon ? and a Psychic with Hydrokinesis.
I wasn't planning on converting the NPC's in the book, just the source material, such as the Illusionist and the entire magic section, and see what else I could work on.
So do you plan to reinvent the Illusionist to be more HU2 oriented? The reason why I bring this up is that we dont need another enchanter with trick and gimics (HU2 has one already) and the Illusionist is already in PFRPG.
Of couse what I would like in the HU2 universe would be the powers that the Night Princes have; true illusion.
The Illusion power is already covered in PU3. And I'm making an NPC that has illusionary magic, so I might as well convert those spells once I get that book. Her specialty is mind control, and the Illusionist seems to cover some of that pretty well (She is also a Chaos Mage, Assassin, and Sin Mage, so she is not book legal in any way).
Thats another thing there are some powers that mimic other abilities. What do you plan on doing about this possible delema.
Posted: Thu Jan 17, 2008 1:26 pm
by Reagren Wright
So sorry been working on the Fantasy board as well, this double
duty can be quite taxing on the imagination. Anyway its hero time.
Enjoy these two hardware NPCs who are mentioned in GI by name only on
page 155. FLYING FOX AND WINGMAN
THE FLYING FOX
Barnaby Dipple was born in Leicester, England to a very prominent
wealthy family. Barnaby use to enjoy listening to his grandfather tells
stories of his days of being a Wing Commander for a RAF Typhoon
Squadron during WW2. In fact, his grandfather managed to acquire his
plane and keep it on display at the family estate where he maintained a
large collection of vintage and flyable WW1 and WW2 aircraft. Sadly, his
grandfather made an enemy out of a German WW2 fighter ace, Vital Petit,
who flew the Messerschmitt Me 262 in the end days of the war. On 18
March 1945, Petit and 36 other Me 262s intercepted a force of 1,221
bombers and 632 escorting fighters. Petit manage to shot down two
bombers, but his fighter was shot down by Harry Barnaby. Vital survived
a crashland, but was eventually captured by the British and held a
prisoner. Over the years he eventually learned the name of the pilot
who shot him down, since only two other Me 262 where shot down that
day. For years he blamed Germany’s defeat Harry Barnaby for her was
thoroughly coninced with him piloting a Me 262, Germany could have
won the war. Decades later, his madness got the best of him. He built
himself a super version of the craft and went on a rampage in the skies
over London. Before the RAF was able to shoot him down, he dropped
a 550 lbs (247.5 kg) lbs on top of the Dipple mansion, killing not only
Barnaby parents, but his grandfather as well. The thirteen year old
Barnaby went to go live in the USA with an uncle. Traumatized by his
parents and grandfather’s death, Barnaby swore to avenge their murder
by waging war on any criminal who used technology to commit crimes.
To this end, Barnaby devoted his formative years to developing his mind
and piloting skills. After receiving his Ph.D. in Mechanical Enginnering
with a specialization in aviation technologhy and buisness. Most believed
Dipple was going into the commercial aviation field. Instead he returned
to England and tooks his grandfahter’s Hawker Typhoon back to the
United States, where he not only restored it but upgraded it with modern
technology. He also used all of his inheritance to outfit a large solutional
cave he found while hiking in New Mexico. Above the cavern, he built an
exact replica of his parent’s mansion. A year later, Barnaby Dipple was
flying his grandfather’s aircraft as the costumed avenger the Flying Fox,
the nickname his grandfather earned during WW2. Wherever injustice
was taking place by the misuse of technology, the Flying Fox was there.
At first, the U.S. military and law enforcement thought the Fox a criminal
himself and sought to apprehend him, but after a heroic situation involving
the rescuing a prominent U.S. senator and his family, the Fox received
a unique status with the U.S. military and government.
Ten years later while on a business trip in Century Station, he met with
an old friend Guiseppi Marcon (Mr. Fixit) who introduced him to a young
assistant Jonnie Magilly. Marcon didn’t think Magilly had the “right stuff”
to be apart of his developing group of power armor pilots, but he believed
Marcon could use a partner, someone who could steer him into a new
direction. At first Dipple dismissed the idea, but Magilly’s new ideas
and strategies changed his mind. Dipple purchased a WW 2 Mosquito
Bomber and with Magilly assistance turned it into a high tech aircraft.
Dipple reoutfitted the Fox’s Den and made Magilly his partner, Wingman.
A year later, Flying Fox and Wingman assisted the Texas National Guard
against the criminal super-genius Demolitia and her merc drivers of a
fleet of super vehicles. They destroyed her fleet and enabled law
enforcement to capture her. Shortly after, Fox was contacted by a friend
within the FAA that two commerical aircraft within 12 hours of each other
had disappeared over the Bermuda Triangle. Fox and Wingman flew
the Shadow Fox into the triangle, and aftering detecting a strange radar
signature, seemingly disappeared. Since that time, the Flying Fox hasn’t
been seen or heard from since.
Real Name: Barnaby Dipple
Occupation: Wealthy Entrepreneur and Aviation Collector
Alignment: Scrupulous
Power Category: Hardware: Mechanical.
Experience Level: 8th
Hit Points: 47
S.D.C.: 41
P.P.E.: 6
Appearance: Dipple is an average looking Englishman with brown
eyes and salt and pepper hair. In costume, he wears the uniform of a
WW II UK bomber pilot. He is a big time pipe smoker.
Attributes: I.Q. 21, M.E. 18, M.A. 19, P.S. 14, P.P. 10, P.E. 10, Spd. 15, P.B. 11
Age: 38,
Sex: Male,
Height: 5 foot and 11 inches (1.80 m),
Weight: 175 lbs (78.75 kg)
Combat Training: Basic
Attacks per Melee: 5 (2 initial + 3 from Hand to Hand)
Combat Bonuses: +1 to initiative, +1 to strike, +3 to parry, +3 to dodge,
+2 to damage, +3 to roll with punch/fall, +2 to pull punch, and +1 to
disarm.
Combat Skills: Punch 1D4, Power Blow 2D4 (2), Elbow & Forearm
1D6, Knee 1D6, Kick 2D4, Body Flip/Throw 1D6 plus P.S. damage bonus
(lose initiative and 1 attack/action), All Holds, and Critical strikes on an
unmodified roll of 19-20
Other Bonuses: +7% to skills and 55% trust/intimidate.
Educational Background: Ph.D.
Common Skills: Read-Write/Speak British English
98%/98% and Pilot: Automobile 98%.
Special Mechanical Skills: Hot Wiring Automobiles 99%,
Building Super Vehicles 107%, and Recognize Vehicle Quality 97%/117%
Business Program: Mathematics: Basic 98%, Business &
Finance 98%, Computer Operation 98%, Law (general) 98%, and
Research 98%.
Advance Pilot Program: Navigation 98%, Sensory
Equipment 98%, Weapon Systems 98%, Pilot: Airplane 98%, Pilot: Boat:
Ships/Seamanship 98%/98%, Pilot: Jet Aircraft 98%, and Pilot: Jet Fighter 98%.
Communications Program: Basic Electronics 98%,
Radio: Basic 98%, Radio: Scrambler 98%, T.V./Video 98%, and
Surveillance 98%.
Hardware Mechanical: Mechanical Engineer 98%,
Automotive Mechanics 98%, Locksmith 98%, Aircraft Mechanics 98%,
Mathematics: Advance 98%, and Pilot: Jet Pack 98%.
Learned Skilled: Parachuting 92%.
Secondary Skills: Hand to Hand: Basic, Athlete,
Swimming 97%, Prowl 72%, Climbing 87%/77%, Computer Programming
91%, Appraise Antiques 77%, General Repair/Maintenance 98%, Jury-Rig
82%, Photography 82%, Land Navigation 67%, Wilderness Survival 67%,
W.P. Handgun (+1 to aim), and W.P. Knife (+1 to strike, +2 to parry, and
+2 to throw).
Money: Dipple’s family has been wealthy for nearly two hundred
years. Dipple has more than enough money to fund his secret life style.
With his recent disappears, his living relatives (aunts and uncles) are
presently fighting to secure the family fortune.
Weapons: While he uses the weapons made by Wingman, he still
favors his grandfather’s
Webley .38 Mark IV service revolver.
Range: 131 feet (40 m), Damage: 3D6, Rate of Fire: Single shot, Payload: 6 chamber cylinder.
Armor: He always wears a Point Blank Vest. A.R. 10, S.D.C. 70.
Super Vehicles: There are two.
The Fox Plane
Type: A WW 2 Hawker Typhoon (a British single-seat fighter-bomber)
Length: 31 ft 11.5 in (9.73 m)
Wingspan: 41 ft 7 in (12.67 m)
Height: 15 ft 4 in (4.66 m)
Empty weight: 9,800 lb (4,445 kg),
Max takeoff weight: 13,980 lb (6,340 kg)
Crew: One (Pilot).
A.R.: 10, S.D.C. 400
Total S.D.C. 550 includes the armor.
Maximum Speed: 465 mph at 18,000 ft (748.6 km/h at 5,485 m)
Range: 701.5 miles (1121.6 km)
Total Bonuses: +3 to initiative, +2 to strike with mounted weapons,
and +3 to dodge.
Weapons:
4x 20mm Hispano auto cannons: Range: 4000 feet
(122m), Damage: 3D6x10 for one gun, 6D6x10 for two, or all four is
2D4x100, Rate of Fire: Each gun fires five short burst and can be manually
selected to how many can fire, Payload: 300 round internal belts for each.
Two Short-range Plasma Bombs, Damage: 3D6x10,
Blast Radius: 15 feet (4.6 m), Speed: Drop and release (depends upon the
height of the plane), Range: Max Altitude, Bonus: +3 to strike; if he
doesn’t use GPS and the Targeting Computer, he is -6 to strike.
Eight Short-range High Explosive (medium) Missiles,
Damage: 2D6x10, Blast Radius: 15 feet (4.6 m), Speed: 500 mph (804
km), Range: 5 miles (8 km), Bonus: +3 to strike (guided).
Special Systems:
Air-recycling system
Ejection Seat
Pressurized Cabin, Complete Reinforced, Environment Pilot
Compartment (A.R. 19, 250 S.D.C)
Advance Radar Targeting Computer; 62 mile (100 m ) range,
able to identify 60 targets and simultaneously track 30 targets flying below
200 feet (61 m) while the aircraft is flying at 20,000 feet (6096 m).
ECM (Electronic Counter Measures): Powerful enough to distort the plane’s
image delivered by enemy radar, or fill the enemy’s radar’s screen with
imaginary targets. In game terms, provides a –35% to vehicles, robots,
and humans using radar to detect the aircraft’s signature.
Radar Display
Super Modified Engine with Fuel Efficiency Modification
Missile Warning System and Anti-Missile Chaff: Enough to
decoy 10 missiles. The system provides a +5 bonus to Initiative whenever
any missiles or rockets are propelled at the vehicle. Missiles lose any
guidance bonus, straight unmodified dice rolls only.
GPS (Global Positioning System): Navigation computer uses the
constellations of GPS satellites orbiting the earth. Enables the pilot to
locate the plane’s position or for that matter an enemy’s position within
one meter. Using this sort of navigation does not require Fox to make any
sort of Radio Frequency (RF) emissions, which makes it difficult to detect
using radio detection gear, radar warning receiver, etc (92%)
Secure Radio: Encrypted radio transmissions. Must use Radio: Scrambler
in order to intercept aircraft’s transmissions, and even then it’s a –25%
penalty.
Radio: Receive and transmit radio broadcasts with any military and/or
civilian satellites: Range: World Wide Communications.
Polarized light sensitive/adjusting tinted windshields
Telemental Helmet (provides him a +10% to all control rolls,
allows him to go over 98%)
The Shadow Fox
Type: A WW 2 de Havilland Mosquito Bomber Mk XVI (a British high
altitude bomber).
Length: 44 ft 6 in (813.57 m)
Wingspan: 54 ft 2 in (16.52 m)
Height: 17 ft 5 in (5.3 m)
Empty weight: 14,300 lb (6,490 kg),
Max takeoff weight: 25,000 lb (11,000 kg)
Crew: Two, Pilot and Bombardier/navigator
A.R.: 11, S.D.C. 500
Total S.D.C. 1100 includes the armor.
Maximum Speed: 477 mph, 767 km/h) at 28,000 ft (8,500 m)
Range: 1,725 miles (2,760 km) with full weapons load, three times
the distance empty.
Total Bonuses: +3 to initiative and +2 to strike with mounted weapons.
Weapons:
Six Plasma Bombs, Damage: 4D6x10, Blast Radius: 40
feet (12.2 m), Speed: Mach 2.1 (2251 km/h), Range: 40 miles (64.3 km).
All of these bombs are laser guided (+3 to strike) and can be fired in a volley of 1-6
Two Medium range Plasma anti-radiation missiles (ARM):
Damage: 4D6x10, Blast Radius: 40 feet (12.1 m), Speed: Mach 3.4 (3612
km/h), Range: 42 miles (67.2 km), Bonuses: +6 to strike when homing in
on enemy radar emissions (smart missiles) when not homing in on radar
they are +3 guide missiles. One or Two missiles can be fired.
Twelve Short-range AAM (Air-to-Air Missiles), High Explosive
(medium) Missiles, Damage: 2D6x10, Blast Radius: 15 feet (4.6 m),
Speed: 500 mph (804 km), Range: 5 miles (8 km), Bonus: +3 to strike
(guided). A volley of 1, 2, 3 or six can be launched.
Note: Flying Fox has also developed numerous types of
special bombs and missiles to use as well. These include bombs and
missiles that act like EMP explosions (to disable vehicles), create huge
pools of oil, sticky glue, acid bombs (dissolve even the strongest metals), etc.
Special Systems:
Enhanced Radar: Can identify and simultaneously track up to 42 different
targets in the air or on the ground. Range: 250 miles (400 km).
RWR (Radar warning receiver): Can track the source of lock-
ons by enemy aircraft and missile launchers by enemy aircraft or SAM
with 90% accuracy. Prevents surprise attacks by missiles. Range: 30
miles.
Target ID: By coupling the radar, FLIR (Forward-Looking
Infrared Radar), and/or VAS (Visual Analysis System, the computer reads
the shape, engine heat, radio signature, heat signature of the surface of
the target, etc to determine for the operator what kind of target he is
facing. The Target ID is optimized for enemy aircraft, missiles, and flying
humanoids, but with its look down radar, it can also identify ground
targets. The reading is generally an approximate (80%)
ECM (Electronic Counter Measures): Powerful enough to distort the radar
delivered to enemy radar, or fill the enemy’s radar’s screen with
imaginary targets. In game terms, provides a –35% to vehicles robots,
and human operators using radar to make the aircraft’s radar signature
undetectable.
Secure Radio: Encrypted radio transmissions. Must use Radio:
Scrambler in order to intercept aircraft’s transmissions, and even then it’s
a –25% penalty.
GPS (Global Positioning System): Navigation using the constellations of
GPS satellites orbiting the earth. Enables the pilot and weapon system
operator to locate the plane’s position or for that matter an enemy’s
position within one meter. Using this sort of navigation does not require
the craft to make any sort of Radio Frequency (RF) emissions, which
makes it difficult to detect using radio detection gear, radar warning
receiver, etc (92%).
Missile Warning System and Anti-Missile Chaff: Enough to decoy 12
missiles. The system provides a +5 bonus to Initiative whenever any
missiles or rockets are propelled at the vehicle. Missiles lose any guidance
bonus, straight unmodified dice rolls only.
Radio: Receive and transmit radio broadcasts with any military and/or
civilian satellites: Range: World Wide Communications.
Pressurized Cabin
Polarized light sensitive/adjusting tinted windshields
Satcome Radio: Receive and transmit radio broadcasts with any military
and/or civilian satellites: Range: World Wide Communications.
Telemental Helmet: provides him a +10% to all control rolls,
allows him to go over 98%).
Auto Pilot: Can pilot itself (86%) if this A.I. program is
engaged. It also allows Fox and Wingman to use their jet packs to leave
the craft while it maintains a holding pattern. The Auto Pilot cannot engage
in combat or take evasive action if enemies approach. Flying Fox can
use a hand held radio communicator to signal the craft to come toward
his direction, and yes the plane can virtually land itself, giving the proper runway or ground conditions.
Other Equipment & Vehicles: Flying Fox also uses the jet packs
created by Wingman and some of his high tech gadgets. He also owns a
fleet of restored antique WW 1 and WW 2 aircraft. He drives around in a
1947 Rolls-Royce Silver Wraith Franay Drophead Coupe. He also owns a
110' Kingship Magellan Yacht.
Posted: Thu Jan 17, 2008 1:35 pm
by Reagren Wright
WINGMAN
Jonnie Magilly grew up in Century Station. His father worked as an
engineer at Hi-Tech Industries, a company attempting to find new
avenues for modern and future technology. When the Alien Incident
occurred, Hi-Tech was one of the companies that profited and benefited
from Project Daedalus. The company went bankrupt and within a year
shut down. Despite his experience, Magilly simply could not find a normal
job. Desperate he turned to selling his knowledge to the colorgang the
Madjacks who someone how got into energy weapons dealing. Eventually
their distribution set up was found and destroyed, namely because
Mr. Magilly became an informant for CSPD. However, a crooked cop
learned about Magilly involvement and informed the Madjacks higher-ups.
Two days before Jonnie’s high school graduation his father was killed by
a colorpunk using a laser rifle. CSPD investigated the murder but the
case went cold. Enraged Jonnie swore he’d find his father’s killers himself.
Like his father, he had a gifted intelligence which he used to make and
design his own firearms. He dressed in a ridiculous vigilante type
costume and went on a rampage. Unfortunately, his fighting skills were
not good enough to take down the well-organized colorpunk gang.
Fortunately, Guiseppi Marcon (Mr. Fixit) and Jack Armstrong (Hoplite)
was field-testing a power armor suit and came to his aid. Magilly joined
the duo to help create suits for a team of young power armor pilots to
fight crime. Yet Magilly simply lacked the “right stuff” to be an active
member of the team. However, Marcon did believe he could help an
old friend of his, Barnaby Dipple, aka the Flying Fox. When Dipple came
to Century Station, the two were introduced. At first, neither liked the
other, but their similar passions sparked a strong friendship. Dipple
became the new father figure in Magilly’s life. He left school to live with
him in New Mexico and become his partner, the Wingman.
After the duo defeated Demolitia, they went off to investigate the
disappearance of two commercial aircraft in the Bermuda Triangle.
Neither the Flying Fox or Wingman has been seen or heard from since.
Real Name: Jonathan (Jonnie) Magilly
Occupation: College student and crime fighter
Alignment: Scrupulous
Power Category: Minor Hero/Hardware: Weapons Expert
Experience Level: 4th
Hit Points: 30 S.D.C.: 33
P.P.E.: 9
Appearance: Magilly is a good-looking American male with blue
eyes and blond hair. He is always wearing his sunglasses or shooting
goggles.
Attributes: I.Q. 22, M.E. 10, M.A. 11, P.S. 10, P.P. 12, P.E. 12, Spd.
35, P.B.14
Age: 21, Sex: Male, Height: 6 foot (1.82 m), Weight: 171 lbs (76.95 kg)
Combat Training: Basic
Reputation: Radiates a Horror Factor of 9.
Attacks per Melee: 5/6 (2 initial + 3 from Hand to Hand) +1 using a “firearm”.
Combat Bonuses: +3 to parry, +3 to dodge, +3 to roll with
punch/fall, and +2 to pull punch.
Saving Throws: +2 to save vs. Horror Factor.
Combat Skills: Punch 1D4, Power Blow 2D4 (2), Elbow/Forearm
1D6, Knee 1D6, and 2D4.
Other Bonuses: +8%to skills
Educational Background: One Year in College.
Common Skills: Read-Write/Speak English 96%/98%,
Mathematics: Basic 92%, and Pilot: Automobile 80%.
Special Mechanical Skills: Make and Modify Weapons
100% and Recognize Weapon Quality 53%/78%. Note: He doesn’t have
any special firearm skills.
Vehicle Mechanics Program: Automotive Vehicles 98%,
Aircraft Mechanics 94%, Basic Electronics 68%, and Mechanical Engineer 78%.
Hardware Weapons: Sniper (+2 to a called or aimed
shot only), W.P. Handgun (+2 to aim/+1 to burst), W.P. Energy Pistol (+2
to aim/+1 to burst), W.P. Rifle (+2 to aim/+1 to burst), W.P. Shotgun (+2
to aim/+1 to burst), W.P. Energy Rifle (+2 to aim/+1 to burst), W.P. Sub-
machinegun (+2 to aim/+1 to burst), W.P. Heavy Military Weapons (+2
to aim/+1 to burst), W.P. Knife (+2 to strike and parry, and +4 to throw),
W.P. Targeting (+2 to throw), Demolitions 90%, Demolitions Disposal
90%, Find Contraband 70%, and Basic Mechanics 88%.
Learned Skilled: Pilot Jet Pack 66%
Secondary Skills: Hand to Hand: Basic, Athlete,
Swimming 78%, Prowl 53%, Climbing 68%/78%, Computer Operation
80%, Computer Programming 70%, Running, Radio: Basic 63%, and
Jury-Rig 63%.
Money: Johnnie receives an allowance from Dipple each week.
Most of this money is used to develop new technology or make repairs.
Weapons: All of these weapons are used by him and Flying Fox.
Stun Blaster, Range: 100 feet (30.5 m), Damage:
Victims is dazed, -10 to strike, parry, and dodge, and reduce attacks per
melee by half for 2D4 melees. Victim must make a saving throw vs. non
lethal poison/16 (use P.E. attribute bonus only). Those who make the
save lose initiative and one melee action, Rate of Fire: Single shot/5 per
melee round, Payload: 10 charges from E-clip.
Double Eagle (10mm), Range: 150 feet (46 m),
Damage: 4D6+2, Rate of Fire: Single shot or short burst, Payload: 8
round magazines.
9mm Uzi, Range: 660 feet (201 m), Damage: 3D6+1,
Rate of Fire: Single shot, Semi-Automatic or Full, Payload: 32 round box
magazines.
Stun/Flash Grenades: Designed to disorient and confuse.
The grenade makes a loud exploding boom and emits a brilliant flash,
followed by a shower of white-hot sparks and some white smoke. The
flash, burning sparks, and smoke should blind and startle any character
without environmental armor or protective goggles (shutting eyes doesn’t
help as the flash passes through eyelids). The victims are –8 to strike,
parry, and dodge, -1 initiative and lose one melee attack/action for the
next 1D4 melee rounds. Even those in armor should be distracted for
at least 1D4 seconds and lose initiative.
Note: Wingman has access to large variety of firearms,
explosives, and chemicals.
Special Vehicles: He co-pilots the Shadow Fox.
Jet Back-Pack, This is an original design of Wingman.
Flying Fox also wears one. Speed 100 mph (160 km), Range: The two-
gallon tank provides 100 miles, S.D.C. 75. The Jet Back can be flown,
but causes all combat actions to be reduced by one-half if one attempts
to engage in combat.
Armor: He always wears a Point Blank Vest. A.R. 10, S.D.C. 70.
Equipment & Technology. He has access to all the equipment and
technology used by Flying Fox in the Fox Den as well as anything he
builds or designs on his own. Most of inventions are weapons of course.
He also enjoys doing most of the maintenance on the Shadow Fox.
Flying Fox’s Underground Bunker (The Fox Den)
A. Outfits: Specialty Clothing (10 Points)
B. Equipment: Electronic Supplies (10 Points)
C. Weapons: Arsenal (30 Points)
D. Bionics & Robotics: None (0) Points)
E. Vehicles: Specialty Vehicles (40 Points)
F. Communications: Computerized (15 Points)
G. Offices: None (0 Points)
H. Military Power: None (0 Points)
I. Super Power Operatives: None (0 Points)
J. Sponsorship: Private Industry (6 Points)
K. Special Budget: Large Loans (15 Points)
L. Administrative Control: Free Hand (15 Points)
M. Internal Security: Iron Clad (25 Points)
N. External Infiltration: None (0 Points)
O. Research: Good Connections (10 Points)
P. Agency Credentials: Unknown (3 Points)
Q. Agency Salary: Freelance (5 Points).
Total Agency Points: 184 Points
Posted: Sat Feb 02, 2008 1:07 am
by Reagren Wright
Okay I was planning on doing this NPC even before a certain movie came
out. This NPC comes out of GI on page 222 (76%)
THE CREATURE
Where did this alien creature come from? No one knows. It rose from the
waters off Gramercy Island, sunk one ferry and three patrols boats,
before disappearing beneath the waters. CSPD and Sector 10 are
searching for this creature as is Leviathan. It has apparently disappeared
but its only matter of time before this monster attacks the prison or the
city again.
Occupation: Sea Monster
Alignment: Anarchist
Power Category: Alien Reptile
Hit Points: 75 S.D.C.: 1625/+10 in water
P.P.E.: 31
Appearance: The creature has a serpentine, elongated body. Its
scales are blue, getting much thicker on its tail. On the end of its tail is a
heavy bony club. The creature has four short, powerful limbs with six
digits on each webbed foot that end in very short claws. A row of bony
knobs runs down its back. The creature’s head is wedge-shaped. It has
hooded eyes that are the color of dying embers. It has small, pointed ears
and a single horn projects from the base of its chin. A second hornlike
projection juts straight out between its nostrils.
Attributes: I.Q. 7, M.E. 19, M.A. 5, P.S. 114 (supernatural)/120
underwater, P.P. 24, P.E. 34, Spd. 20/60 in water, P.B. 8
Age: Unknown, Sex: Unknown, Height: 75 foot (22.86
m), Weight: 17,905 lbs (39,788 kg)
Originating Alien Environment: Aquatic
Natural Abilities: Can hold breath for 60 minutes, swimming 85%,
has a depth tolerance of 2 miles, and has a Horror Factor of 18. All of its
super abilities are natural abilities (all of his powers are equal to 4th
level).
Major Super Abilities: Supernatural P.S., Growth (always on), and Bulletproof.
Minor Super Abilities: Extraordinary P.E.
Attacks per Melee: 5 attacks per melee.
Combat Bonuses: +2 to initiative, +7 to strike, +7 to parry, +1 to
dodge/+3 underwater, +99 to damage/+105 underwater, and +4 to roll
with punch/fall.
Saving Throws: Impervious to disease, +34% to save vs.
coma/death, +8 to save vs. poison and magic, and +2 to save vs. psionics
and insanity.
Combat Skills: Claws 2D4x10+6, Power Claws 3D6x10+6 (2), Tail
Blow 1D6x10, and Bite 1D4x10.
Skills of Note: Track by Smell 60%, Wilderness Survival 90%, Land
Navigation 70%, Climbing 70%/60%, Tracking (people) 70%, Detect Ambush 50%, and Hunting.
Posted: Sun Feb 17, 2008 7:28 pm
by Reagren Wright
Man I feel I been ignoring the thread. Going to switch to NPC ideas from
CS 101 now. Look for them soon.
Posted: Tue Feb 19, 2008 3:25 pm
by Reagren Wright
Okay here's our first CS 101 NPC. This guy is from page 215 #02%. Enjoy!
THE WIND
Theodore Jackson grew up in Waingroh, Century Station without ever
knowing his mother and father. His mother abandoned him at the age of
two, leaving him to be raised by her mother and step-father. Theodore
grew up in poverty and the alcoholic abuse of his step-grandfather and
drug-using grandmother. Finally at the age of ten, he could take no more
and beat the abusive man to death with an aluminum baseball bat. He fled
from the house never to return. He hid inside an abandoned church. There
the horror of what he’d done haunted him each night, as he felt the sheer
weight of his guilty conscious while hiding in the house of God. One after
a vivid dream he awoke to find a priest looking over him. Believing the
man was an agent sent by God to punish him, Theodore fled from the
church in sheer terror. To this day, Theodore is deathly afraid of priests
and sacred objects (crucifixes, holy vestments, Bibles, etc) as they
remind him God will extract vengeances upon him for his sins. For the
next nine years, Theodore lived on the street. He joined a Colorgang
called the Babyfaces, because everyone in the gang has a P.B. of 15 or
better. Life was good and Theodore enjoyed the camaraderie of his fellow
gang members. One his 19th birthday, the gang celebrated by setting
fire to a gas station utilized by a rival colorgang the Killerqueens. They
didn’t appreciate the action and declared war on the Babyfaces. The two
gangs squared off in the Winslow neighborhood. During the fight,
Theodore found himself tossed into the unfilled crater left over from
the nuclear explosion of Bloody Monday. A few minutes later Theodore
emerged with all the hair on his body fallen out. He joined the fray but
he was moving a super human speed. Nobody saw him coming and not
solely because he was moving so fast, but because they couldn’t see him.
Theodore was invisible. Upon realizing this, he panicked; at along last
the hand of God reached out to strike vengeance upon him. After a few
days, he learned to control the power. Perhaps this was God’s curse
after all, but a gift from the forces of evil. Using his new found gifts,
Theodore began working the streets of the more affluent parts of town,
snatching women’s purses and peoples parcels without them seeing
a thing. CSPD and CHIMERA set all sorts of traps to catch him, but none
of them worked because Theodore wasn’t just a speedster, but an invisible
one. He was literally watching them set the trap up. Before long the
Century Station Observer began coining him the Wind, the unseen purse
snatcher. Theodore welcomed the namesake. Unofficially, CHIMERA
is appealing to the super hero community for help against him. However,
word of this un-detainable speedster causing havoc in Century Station
has reached the ears of Hell bent and the Masters of Speed. They are
coming to Century Station to consider interviewing the Wind as a possible
candidate for membership. If so Theodore would be thrilled for he is
a huge fan of their work.
Real Name: Theodore Jackson
Occupation: Purse Snatchers, Possible candidate for the Masters of Speed.
Alignment: Aberrant
Power Category: Mutant
Experience Level: 2nd
Hit Points: 26 S.D.C.: 103
P.P.E.: 30
Appearance: Theodore is a clean-shaven, handsome bald young
man with green eyes. He speaks with a thick southern accent. He wears
a heavy leather jacket draped with chains, acid washed jeans, and high
top tennis shoes.
Attributes: I.Q. 9, M.E. 14, M.A. 11, P.S. 16, P.P. 12, P.E. 17, Spd.
240 mph (386.4 km), P.B. 20
Age: 19, Sex: Male, Height: 5 feet and 10 inches
(1.77 m), Weight: 169 lbs (76 kg)
Unusual Characteristics: Green eyes and no body hair.
Insanity: He suffers from hierophobia (fear of priests and sacred things)
Major Super Abilities: Invisibility
Minor Super Abilities: Heighten Sense of Hearing, Energy
Resistance, and Extraordinary Speed
Combat Training: Basic
Attacks per Melee: 5 (2 initial +2 from Hand to Hand +1 from powers)
Combat Bonuses: +7 to initiative, +2 to strike, +7 to parry, +11 to
dodge, +2 to auto dodge, +9 damage, +4 to damage for every 20 mph
(32 km) of speed, +7 to roll with punch/fall, and +4 to pull punch.
Combat Skills: Punch 1D4, Power Punch 2D4 (2), Elbow/Forearm 1D6, and Knee 1D6.
Saving Throws: +5% to save vs. coma/death, +1 to save vs. poison and magic.
Other Bonuses: 50% to charm/impress.
Educational Background: Street School
Common Skills: Speak English 90% and Literacy: English 34%.
Street Skills: Streetwise 42%, Prowl 40%, W.P. Blunt
(+1 to strike and parry), Find Contraband & Illegal Weapons 39%, Pick
Pocket 45%, Palming 35%, Sewing 50%, Play Guitar 45%, Ventriloquism
24%, and Art (Graffiti Painting) 45%.
Secondary Skills: Hand to Hand: Basic, Athlete, Running,
Climbing 50%/40%, Body Build & Weightlifting, Land Navigation 44%,
Wilderness Survival 40%.
Money: He steals whatever he needs. So far he has a stash of
$3200 hidden in a mattress. He has about thirty stolen credit cards, debit
cards, driver licenses, social security cards, dozens of keys, all sorts of
items found in woman’s purses.
Weapons: Aluminum baseball bat (2D4 damage).
Equipment & Vehicles: He doesn’t know how to drive, use a
computer, or really have any use for major technology, although he is
eager to learn.
Posted: Wed Feb 20, 2008 1:33 pm
by Reagren Wright
Here's another one from CS 101. Page 219. 40%
THE BIG ROCK MONSTER
Blasio Nogales is an intelligent 9 years old but he is a snobbish and
arrogant punk. A number of kids in his grade simply can’t stand his
attitude in particular those who are not as smart or come from impoverish
homes. As a result, they bully him verbally and emotionally. His
grandmother heard about what was happening and sent a care package
from Mexico. Inside Blasio found a 7-inch (17.78 cm) Aztec stone carving
of a woman holding a small boy with a note attached to it. In Spanish his
grandmother told him this talisman would protect him from those who
would do him harm. At first Blasio left the “rock” in his room, wanting
nothing to do with it. Then he got the idea to sell it to make some extra
money. On his way to a pawnshop, several boys from his school started
harassing him. They pushed him down and took his backpack. Inside
they found the statue and laughed at him. “Who is this supposed to be,
your mommy?” one of them said. In a tearful rage, Blasio demanded it
back. At first, the boys tried to break it, yet the statue seemed
indestructible, so they threw into a dumpster and tossed Blasio inside.
Battered, bruised, and humiliated Blasio found the statue. The moment
he touched it, he transformed into a stone being. The transformation
startled him, but later he learned he could undo it and return to normal.
His grandmother had indeed given him a magical talisman. The next day
Blasio found Channel 9 news reporter Cathy O’Conell in a parking lot
and told her that he had a magic rock that could transform him into
the “big rock monster” and that if the kids at his school didn’t stop bullying
him, he’d use it to beat them up. Amused Cathy told him she would
run the story. Later in the day just before she went on the air, Cathy
learned that a rock being had attacked two ten years old boys and sent
them to the intensive care unit in the hospital. She immediately ran with
the story. Presently CSPD and the Centurions are on the look out for
a Hispanic young boy with a potentially dangerous magical item. Blasio
in the meantime plans on using the statute to take revenge on the other
boys who beat him up and enforce his will over those who bully him in
school.
Real Name: Blasio Nogales
Occupation: 4th Grader.
Alignment: Anarchist
Power Category: Minor Hero (Enchanted Object)
Experience Level: 1st
Hit Points: 15 S.D.C.: 8/600 in stone form.
Armor Rating: A.R.: 16 in stone form.
P.P.E.: 24
Appearance: Blasio is a chubby 9-year old Latin American boy. The
magic stone looks like an Aztec pottery figure of a woman holding a small
boy.
Attributes: I.Q. 20, M.E. 9, M.A. 9, P.S. 10/30 in stone form
(superhuman), P.P. 4, P.E. 12, Spd. 10/5 in stone form, P.B. 9
Age: 9, Sex: Male, Height: 4 feet and 1 inch (1.24 m),
Weight: 99 lbs (44.55 kg)/297 lbs (660 kg) in stone form. Note:
When he is in stone form, Blasio seems himself bigger then he really is.
Enchanted Object: Aztec Idol. This minor magical item does not
bestow additional abilities other than the one major super ability. P.P.E. 85.
Major Super Ability: Alter Physical Structure: Stone (2nd level).
Combat Training: Non-Combatant
Attacks per Melee: 1 attack per melee/2 non-combat actions.
Combat Bonuses: -3 on initiative, +15 to damage in stone form.
Combat Skills: Punch 1D4/Punch in Stone Foam 2D4+2.
Saving Throws: +5% to save vs. coma/death, +1 to save vs. poison and magic.
Other Bonuses: +6% to all skills
Educational Background: 4th grade Education
Common Skills: Speak English & Spanish 50% and
Read/Write English & Spanish 47%
Secondary Skills: Computer Operation 35%, Streetwise
15%, Dance 10%, Sing 20%, and Mathematics: Basic 40%. Note: He has
a -10% on any attempt to perform a skill requiring manula dexterity.
-25% if it needs a high level.
Money: He gets an allowance of $10 a week from his parents if he
does all of his chores. Weapons: None.
Equipment & Vehicles: He has his computer and multi-collection of trading cards.
Posted: Sat Mar 01, 2008 12:45 pm
by Reagren Wright
Guess this is what happens when your creating N.P.Cs. on the computer
with Pro Wrestling on TV in the background. This NPCs come from CS 101
page 220, 55%
SLAMMER
Having a traumatic family life, Sal Pedone went into the military. There he
began to display his mutant powers. Immediately they deployed him in
the special division units with other metahumans. He worked with
demolitions. Unfortunately, he got dishonorable discharge after starting
a fight with the ranks. Upon leaving, G.I.G.M.A., maintained a file on him.
Needing work his friend Leroy Jackson got him a job with the MPWF (The
Meta Power Wrestling Federation). Together they became the Tag Team
duo known as Hammer and Slammer (Kaboom). Later, they were joined
by a female wrestling/model Amber Green. Green and Pedone started
dating. After two years, they grew frustrated when management wouldn’t
allow them to have any more tag team title shots and wanted to break
the trio up. They decided to leave the company and strike out on their
own as bank robbers. They were quite successful until G.I.G.M.A., set
a trap for them using Sal military file against him. They knew of his fear
of water against him. Sal was captured while Hammer and Glamour
escape. Sal got sent to a S.C.R.E.T. medium security superhuman holding
facility for 20 years. However, after five years Sal started to see the
error in his ways. Before long, S.C.R.E.T. decided to see if his behavior
was an act. They set him up as a counselor to talk with other criminal
metahumans who were honest about reforming. Two years later, Sal
was not only the counselor for the facility, but started helping G.I.G.M.A.
and S.C.R.E.T developed profiles on other metahuman criminals and
super villains. His help convinced a panel to give him an early release
after serving 8 years. He moved to Century Station to look for work.
He was contacted by Rita Garcia, a member of the Century Station’s DA’s
office and Lieutenant CHIMERA Director Deon Beck. They wanted him
to do the same work he did for G.I.G.M.A, as a consultant for CHIMERA.
Sal agreed. Now apparently his old partners Glamour, Hammer, and their
new partner Bammer want to take him out. CHIMERA is looking for
individuals to keep an eye on him until he can at least testify at his first
board meeting, then they will set him up with a new identity.
Real Name: Sal Pedone
Occupation: Former supervillain, no consultant for CHIMERA
Alignment: Formerly Miscreant, now Unprincipled?
Power Category: Mutant
Experience Level: 4th
Hit Points: 38 S.D.C.: 154 Armor Rating: A.R.: 13
P.P.E.: 27
Appearance: He looks like a professional bodybuilder. He has bright
yellow hair, eyebrows, and eyes.
Attributes: I.Q. 13, M.E. 12, M.A. 11, P.S. 24, P.P. 11, P.E. 21,
Spd. 29, P.B. 11
Age: 38, Sex: Male, Height: 6 foot and 2 inch (1.87
m), Weight: 215 (96.75 kg)
Insanity: Sal suffers from hydrophobia (fear of water). He will take
a shower and step into mud puddles, but he won’t venture into any body
of water above his knees.
Unusual Characteristics: All his body hair is yellow and so are his eyes.
Major Super Abilities: Weight Manipulation
Minor Super Abilities: Harden Skin, Hyper Density, and Impact
Resistance.
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 roll with punch/fall and +2 to pull punch
Saving Throws: +12% to save vs. coma/death, +3 to save vs. magic & poison.
Combat Skills: Punch 1D4, Power Punch 2D4 (2), Elbow/Forearm
1D6, Knee 1D6, All Holds, and Power Attacks (the power slam is his
favorite).
Educational Background: Military
Common Skills: Read-Write/Speak English 88%/92%,
Mathematics: Basic 84%, and Pilot: Automobile 72%.
Military Program (Basic): Running, Climbing 70%/60%,
Forced March, Military Etiquette 65%, Basic Radio 80%, W.P. Rifle.
Military Demolitions Program: Basic Electronics 60%,
Basic Mechanics 70%, Demolitions 82%, Demolitions Disposal 82%, and
Trap/Mine Detection 50%.
Learned Skilled: Professional Wrestling 60%
Secondary Skills: Hand to Hand: Expert, Athlete, Body
Build & Weightlifting, Performance 50%, Public Speaking 50%, Streetwise
36%, T.V./Video 55%, Law (basic) 35%, and Business & Finances 45%.
Money: He had $320,000 stashed away in a secret vault in
Drummond. As far as he knows, it should still be there. He’s just had no
reason to go get it. He will make $72,000 a year as a consultant for
CHIMERA.
Weapons: None, if he must defend himself he uses his super abilities.
Equipment & Vehicles: He drives around in a 2001 4x4 FORD Ranger Edge Power with everything.
Posted: Sat Mar 01, 2008 12:50 pm
by Reagren Wright
HAMMER
Leroy grew up on the streets of Motor City and made himself as tough as
possible. During high school, he made money fixing peoples car and doing
repair work. He got a job at Motor City Airport where he demonstrated an
amazing knack for working on airplanes. One day he was asked to fix a
Piper PA-32-301 Saratoga. Three hulking men asked him how long would
it take. He was intrigued by them and learned they were wrestlers of the
MPWF (Meta Power Wrestling Federation), a sports entertainment company
that employed meta-beings. When a part on the plane got stuck, Leroy
came back with a sledgehammer and broke it off. One of the wrestlers
then told him that between the way he was built and the way he carried
that sledgehammer, he have a great gimmick in the MPWF. So Leroy quit
his job and traveled with the three wrestlers to the company’s
headquarters in Texas. He spent a year training and building up his body
even more so. He made his debut as the Hammer carrying a giant
sledgehammer. He became one of the all time favorite heels, winning
numerous single titles. Later he talked his buddy from middle and high
school Sal Pedone into joining. They called themselves Kaboom. Later,
they were joined by a female wrestling/model Amber Green who possess
psychic abilities. She became their manager under the name Glamour.
After two years, the trio grew frustrated when management wouldn’t allow
them to have any more tag team title shots and wanted to break the trio
up. They decided to leave the company and strike out on their own as
bank robbers. They were quite successful until G.I.G.M.A. used Sal
military file against him. They knew of his fear of water against him. Sal
was captured while Hammer and Glamour escape. The duo stayed
together and went to work for Fabriactors Inc as members of a Drop
Team. While employed here a teammate skilled in weapon crafting made
him a unique oversize sledgehammer weapon. Another team mate John
Anvil who went by the name Bammer became good friends with Hammer
and Glamour. Hammer learned his best friend Sal was no longer in prison
and was getting a job at CHIMERA in Century Station.
Real Name: Leroy “Hammer” Jackson
Occupation: Former Professional Wrestler, now Freelance Mercenary.
Alignment: Aberrant
Power Category: Physical Training (Focus on Endurance & Strength)
Experience Level: 5th
Hit Points: 72 S.D.C.: 174
P.P.E.: 17
Appearance: He is an African American male who has gone through
intense physical training. When he goes on a mission, he always carries
with him his giant sledgehammer.
Attributes: I.Q. 14, M.E. 13, M.A. 11, P.S. 22 (Superhuman),
P.P. 12, P.E. 18, Spd. 31, P.B. 10
Age: 39, Sex: Male, Height: 6 foot and 3 inches (1.90 m), Weight: 220 (99 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, +2 to strike, +3 to parry, +1 to
dodge, +7 to damage, +7 to roll with punch/fall, +4 to pull punch, and +2
disarm.
Saving Throws: +26% to save vs. coma/death, +2 to save vs.
magic, and +4 to save vs. poison and disease
Combat Skills: Punch 2D4+2, Karate Punch 2D6+2, Elbow/Forearm
2D6, Knee 2D6, Karate Kick 3D6, Snap Kick 2D6, Roundhouse Kick 4D6,
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, Arm and Body Hold, Back Flip,
Critical strike on an unmodified roll of 18-20, and Knockout on an
unmodified roll of 20.
Educational Background: On the Job Training
Common Skills: Read-Write/Speak English 90%/93%,
Mathematics: Basic 87%, and Pilot: Automobile 75%.
Special Physical Program: Climbing 75%/65%,
Wrestling, Body Build & Weightlifting, Prowl 60%, Athlete, and Running.
Espionage Program: Interrogation 75%, Safecracking
50%, Find Contraband 51%, and Forgery 55%.
Mechanics, Vehicle Program: Automotive Mechanics
90%, Aircraft Mechanics 85%, Basic Electronics 70%, and Locksmith 75%.
Learned Skill: Professional Wrestling 65%
Secondary Skills: General Repair/Maintenance 60%,
Pilot: Truck 76%, Land Navigation 56%, Streetwise 40%, Performance
55%, Public Speaking 55%, W.P. Blunt (+2 to strike/parry), W.P. Chain
(+2 to strike/+1 to parry), Basic Mechanics 55%, and Jury Rig 40%.
Money: He has a secret stash of $120,000 spread out in three
cities, Century Station being one of them. He always likes to keep at least
$4D4x100 on his person at all times.
Weapons:
Giant Sledgehammer: Damage: 4D6+6, Bonuses: +4 to strike/+2 to parry.
Equipment & Vehicles: He drives 97 Chevy 3500 with a King cab/4
door. It’s been tinkered with and now has super fuel efficiency, stereo
system, refreshment dispenser, thief-proof locks, and radar detector.
Posted: Sat Mar 01, 2008 12:54 pm
by Reagren Wright
GLAMOUR
Amber Green was a spoiled rich girl. He father always bought her
whatever she wanted. When she turned 13, she began to change
becoming almost elf like. Her father shut her away from society and got
her tutors. Amber was sickened at first by her appearance. Then she
noted the looks the male servants gave her. They were attracted to her.
She also learned she could read their thoughts and known their emotions.
She also learned she could alter people’s perception of her. After she
turned sixteen, she no longer wanted to be daddy’s little girl and
disappeared. At first she took to a life on the street, stealing and taking
whatever she waned. Later she became an adult entertainer, using her
powers to rob men blind. One day a wrestler from the MPWF (Meta Power
Wrestling Federation) recognized what she was doing and told her she
could make some real money being one of their models. Amber went to
an interview. She was hired on the spot. At first, she danced and
entertained the crowds. Later she trained as a female wrestler. She caught
the attention of Sal Pedone. He convinced his friend Leroy Jackson that if
she became their manager then Kaboom would take off, and it did. Amber
and Sal also became intimate lovers. After two years, the trio grew
frustrated when management wouldn’t allow them to have any more tag
team title shots and wanted to break the trio up. They decided to leave the
company and strike out on their own as bank robbers. They were quite
successful until G.I.G.M.A. used Sal military file against him. They knew of
his fear of water against him. Sal was captured while Hammer and
Glamour escape. The duo stayed together and went to work for
Fabriactors Inc as members of a Drop Team. While employed, Amber
worked to become a liaison for the company. She also became friends
with a mutant John Anvil who went by the name Bammer. Hammer
recently told her that Sal was no longer in prison and was getting a job at
CHIMERA in Century Station. Amber still has strong feelings for Sal.
Real Name: Amber Green
Occupation: Former Model/Adult Entertainer now Freelance Mercenary
Alignment: Anarchist
Power Category: Mutant (Latent Psychic)
Experience Level: 5th
Hit Points: 36 S.D.C.: 67
P.P.E.: 27
I.S.P.: 118
Appearance: She is quite beautiful and athletic. Her face is a near
perfect triangle of white skin with a grayish tinge. Her white-greyish hair is
always in curls. She has pointed elf like ears. She usually dresses up as if
she was a fairy princess.
Attributes: I.Q. 13, M.E. 26 M.A. 15, P.S. 12, P.P. 22, P.E. 15, Spd. 26, P.B. 25
Age: 29, Sex: Female, Height: 5 foot and 9 inches
(1.75 m), Weight: 125 lbs (56.25 kg)
Unusual Characteristics: Pointed ears, grayish hair, angelic face,
and white skin tone.
Major Super Ability: Personal Recognition
Psychic Abilities: Mimic Skills, Float, Summon Inner Strength, Empathy, Telepathy, and See Aura.
Combat Training: Basic
Attacks per Melee: 5 (2 initial + 3 from Hand to Hand)
Combat Bonuses: +1 to initiative, +5 to strike, +7 to parry, +7 to
dodge, +7 to roll with punch/fall, +3 to pull punch, and +1 to disarm.
Saving Throws: She needs a 12 or better to save vs. psionics, +6
to save vs. psionics, and +9 to save vs. insanity.
Combat Skills: Punch 1D4, Power Blow 2D4 (2), Elbow/Forearm 1D6, Knee 1D6, and Snap Kick 1D6+2.
Other Bonuses: 75% charm/impress.
Educational Background: On the Job Training
Common Skills: Read-Write/Speak English 89%/93%,
Mathematics: Basic 87%, and Pilot: Automobile 75%.
Criminal Program: Streetwise 55%, Pick Locks 70%,
Seduction 56%, Pick Pocket 70%, and Palming 60%
Physical Program: Hand to Hand: Basic, Athlete,
Gymnastics (Sense of Balance 80%/Backflip 95%), Prowl 70%, and
Swimming 90%.
Learned Program: Professional Wrestling 60%
Secondary Skills: Public Speaking 75%, Performance
57%, Wardrobe & Grooming 70%, Running, Aerobic Athletics, Sewing
65%, Dance 55%, W.P. Handgun (+2 to aim/+1 to burst), Basic Radio
65% and Concealment 32%.
Money: She has money laundered by Fabricators Inc. She has
$25,000 in a secret checking account. She would have more money if she
didn’t spend it on jewelry, fancy cars, and designer clothes.
Weapons:
Browning High Power Pistol, Range: 135 feet (41 m),
Damage: 3D6, Feed: 13 round magazine, Rate of Fire: Single shot or semi-
automatic.
Star Firestar M43, Range: 165 feet (50 m), Damage:
3D6, Feed: 8 round magazine, Rate of Fire: Single shot or semi-automatic
(easy to conceal).
Equipment & Vehicles: She luxury and sport cars, her favorite right
now is a being a Lamborghini Countach LP 500S.
Posted: Sat Mar 01, 2008 12:58 pm
by Reagren Wright
BAMMER
John Anvil favorite character to watch as a kid was Bam Bam on the
Flintstones. His mother use to call him Bammer because he always try to
show off how strong he was. However, like the cartoon character he
started to grow stronger and bigger. He was 5 feet (1.52 m) tall in the 3rd
grade. The other kids start calling him a freak which he didn’t take kindly
too. One day a kid said something about his mother. John heard about it
on the other side of the playground. In a second, he was standing beside
the kid pummeling him to death. John was sent to a special juvenile
detention center run by S.C.R.E.T. Here he learned to associate with
others metas. When he was released at age eighteen, he was told that
G.I.G.M.A. would be following him. So John felt compelled to find away to
hide from them. His mother set him with an interview with a strange man
who came to the house a month prior to his release. The man was a
liaison for Fabricators Inc. They would help John disappear. They trained
him to be one of their agents for their Drop Teams. A few years later he
met up with Leroy Jackson and Amber Green. John began to develop
feelings for Green and a friendship with Jackson. Recently Jackson and
Green’s former teammate, Sal Pedone, was released from prison and was
given a job by CHIMERA. Jackson and Green have some sort of mission
planned involving him. He’s not sure if they are letting him in on
everything. He can tell Green still has feelings for Pedone and he’s not
sure how he feels about it.
Real Name: John Anvil
Occupation: Enforcer for Fabricators Inc
Alignment: Aberrant
Power Category: Mutant
Experience Level: 4th
Hit Points: 70 S.D.C.: 294 Armor Rating: A.R.: 8
P.P.E.: 17
Appearance: He has fine definition even though he has a burly
build. He always wears tank tops and colorful breakers. He has green hair
and green eyes.
Attributes: I.Q. 11, M.E. 12, M.A. 13, P.S. 34, P.P. 10, P.E. 31, Spd. 34, P.B. 14
Age: 22, Sex: Male, Height: 6 foot and 10 inches (2.08 m), Weight: 399 lbs (179.5 kg)
Unusual Characteristics: Stocky, Green Hair and Eyes. Note: He can
carry and lift with Superhuman P.S. Carry 6800 lbs (3060 kg) and lift
10,200 lbs (4590 kg).
Major Super Abilities: Distort Space
Minor Super Abilities: Immune to Melee Attack, Increased Durability, and Heavyweight
Combat Training: Expert
Attacks per Melee: 6 (2 initial + 3 from Hand to Hand +1 from boxing)
Combat Bonuses: +3 to initiative, +2 to strike, +6 to parry, +6 to
dodge, +19 to damage, +5 to roll with punch/fall and +2 to pull punch
Saving Throws: +41% to save vs. coma/death, impervious to
disease, +8 to save vs. magic & poison.
Combat Skills: Punch 1D4+10, Power Punch 2D4+10 (2),
Elbow/Forearm 1D6+10, Knee 1D6+10, Block/Tackle 1D4+10 + P.S.
damage (parry or dodge to avoid knockdown), Pin 18-20, Crush 1D4 +
P.S. damage, All Holds, Knockout on an unmodified roll of 20, and Power
Attacks (the power ram is his favorite).
Educational Background: On the Job Training
Common Skills: Read-Write/Speak English 88%/92%,
Mathematics: Basic 84%, and Pilot: Automobile 72%.
Espionage Program: Detect Ambush 65%, Intelligence
63%, Wilderness Survival 65%, Tracking (people) 60%, and Detect
Concealment 60%.
Physical Program: Hand to Hand: Expert, Boxing, and
Wrestling.
Secondary Skills: Athlete, Body Build & Weightlifting,
Physical Labor. Streetwise 36%, Basic Radio 70%, Running, Cook 55%,
Pilot: Truck 72%, and Fishing 60%.
Money: He had earned over $120,000 working for Fabricators Inc.
They have laundered his money for him and he has safe in a secret
checking account.
Weapons: None, all he needs his two fists and a running start.
Equipment & Vehicles: He doesn’t own any vehicles. He relies on
Fabricators to supply him with equipment he might need for a mission.
Posted: Mon Mar 03, 2008 11:31 pm
by Reagren Wright
Here's one G.M.s can have some lethal fun with. This NPC comes from
CS 101, page 222, 83%.
THE SNIPER
Nothing is known about his mysterious man accept he has the desire to
take out as many super heroes as possible. It could be he has a dislike for
costume wearing superhumans or super heroes are his chosen new prey.
He is cunning, cold, and calculating. He is a lethal killer and won’t think
twice about taking a head or heart shot at 600 yards (548 m).
Real Name: Unknown
Occupation: A cold blood killer
Alignment: Diabolic
Power Category: Special Training: Hunter
Experience Level: 1st
P.P.E.: 7
Hit Points: 30 S.D.C.: 83
Appearance: He is a white male who wears derelict clothes, a hat of
black felt with wide brim, and a deep olive green military issue over coat.
Attributes: I.Q. 15, M.E. 10, M.A. 12, P.S. 15, P.P. 28, P.E. 17, Spd.
45 (31.5 mph/50.7 km), P.B. 11.
Age: 22. Sex: Male. Height: 6 foot, 1 inch (1.85 m). Weight: 191 lbs (85.95 kg).
Special Skills: Disguise Scent 72%, Trap/Snare Animals 72%,
Modify Weapon Cartridges 72%, Quick-Draw Initiative: Rifles, and W.P.
Sharpshooter (Semi-Automatic Rifles).
Combat Training: Expert
Attacks per Melee: 4 (2 initial +2 from hand to hand).
Combat Bonuses: +4 to Initiative with guns, +7 to strike, +8 to
parry, +8 to dodge, +3 to roll with punch/fall, and +2 to pull punch,
Saving Throws: +5% to save vs. coma/death and +1 to save vs. magic and poison.
Combat Skills: Punch 1D4, Power Punch 2D4 (2), Forearm/Elbow
1D6, and Knee 1D6.
Education Background: Special Training.
Common Skills: Read-Write/Speak English 98%/98%, Mathematics:
Basic 85%, Pilot: Automobile 73%, Pilot: Motor, Race, & Hydrofoil Type
70%, and Pilot: Truck 70%.
Wilderness & Hunting Program: Camouflage 50%, Detect Ambush
55%, Detect Concealment 40%, Fishing 60%, Land Navigation 60%,
Wilderness Survival 75%, Carpentry 50%, Track & Trap Animals
50%/60%, Preserve Food 55%, and Hunting.
W.P. Program: W.P. Knife (+1 to parry and throw), W.P. Pistol (+1
to aim), W.P. Rifle (+1 to aim), and W.P. Shotgun (+1 to aim).
Manhunter Program: Hand to Hand: Expert, Tracking (50%,
Disguise 40%, Find Contraband 50%, Intelligence 56%, Streetwise 46%,
Sniper (+2 to called or aimed shots), Impersonation 39%/25%,
Surveillance 35%, and Optics 35%.
Secondary Skills: Basic Electronics 35%, Basic
Mechanics 45%, Performance 30%, Cook 40%/50%, Jury Rig 30%, First
Aid 50%, Athlete, Prowl 32%, Running, Outdoorsmanship, and Climbing
45%/35%.
Money: He has spent a huge amount of money to get equipment he
needs for his hunting /assassination campaign of terror. He still has
$50,000 in a savings account in a Century Station bank.
Weapons: The following are what he keeps on him at all time, but
he has access to others weapons.
M110 SASS (Semi-Automatic Sniper System) with AP
rounds (-2 to A.R. or +2 to strike): The weapon comes with weapon
balancing (+1 to aim), one-piece 30 mm scope mount, flash hider and
surpresser, night sight, ambidextrous magazine release, safety selector
switch, and bolt catch, Range: 3280 feet (1000 m), Damage: 5D6, Feed:
20 round detactable box, Rate of Fire: Single shot or semi-automatic. Total
Bonuses: +2 to aim/+1 to burst).
Double Eagle (Colt): Range: 150 feet (46 m), Damage:
4D6+2, Feed: 8 round magazine, Rate of Fire: Single shot or semi-auto.
Benelli M4 Super 90 Shotgun (with tactiacal flashlight,
pistol grip stock, and three dot tritium inserts), Range: 164 feet (49 m),
Damage: 6D6, Feed: 5 shot tubular magazine, Rate of Fire: Single shot or
semi-automatic.
Comba Bush Knife: 1D6 damage.
Mace
Armor: Vest: A.R.: 10, S.D.C. 50.
Vehicles and Equipment: He uses whatever piece of equipment is
called for the mission. He has a Multi-Optic Helmet, a dozen deposable cell
phones, a $1200 35mm camera with various types of lenses,
wilderness/camouflage gear, climbing kit, unbreakable flashlight, rations,
and various change of clothing to make himself appear as street people
(homeless man or women of various ethnicity and nationalities), a male
jogger, city utility worker, taxi cab driver, and half a dozen others. He
drives around in a 2001 Jeep Cherokee 4x4 60 series.
Posted: Fri Mar 14, 2008 12:45 pm
by Reagren Wright
This is the result I get from learning I was going to be published in Rifter
#42. A massive burst of creative energy that had to be directed some
where. This is actually a long time favorite NPC of mine who I decided to
give a major HU2.5 treatment. May you enjoy him as much as I
have over the years. You can use him for the CS 101 adventure idea from
page 218, 37%.
HELLION
The story of Hellion is a multi-layer Greek tragedy. It begins with the
powerful Deevil Lord Xaphan. So great was his power it is said he could
engulf an entire realm with flames if he wanted. Xaphan sought to control
Hell and achieve dominion over all infernal beings. But Lucifer (or
Sahatalus) knew of his attentions well in advance. Furthermore, the Devil
Lord Halpas convinced him that if where to be given a great position of
authority, he would aid him in his conquest. Xaphan agreed. So when the
time came to execute his plan, not only was Lucifer thoroughly prepared
for him, but Halpas betrayed him at the last moment. For his crime of
treason, Lucifer had Xaphan’s body disintegrated accept for his heart
which he had crystallized and reduced in size. The heart was given to
Halpas who took to wearing it like a medallion of honor for showing his
true loyalty. Yet what known had realized, Xaphan was far more powerful
then he let on. Though his body was destroyed, his consciousness
remained within his heart and slowly over time, it grew in strength.
One day Halpas discovered the heart was gone. Thinking someone had
stolen his medallion he went in search of it. His quest led him to the world
of mortals. Here he assumed the disguise of an elderly wizard. It was at
this precise moment that Xaphan choose to strike. For you see, Xaphan
had been subtly implanting memories into Halpas mind that humans had
stolen the crystal heart and where keeping it safe in the ancient city of
Sumerian city of Kish. The moment Halpas became human, Xaphan
erased his memories of ever being a Deevil Lord. Now Halpas the Wizard
decided to wage war against the great Sumer king Sargon. He failed was
captured and executed. When then went to remove his heart, it was
discovered to be made of crystal. Sargon decided to take it as a trophy. It
hung on a wall during his life and when he died was buried in his tomb. Yet
a few decades later, a tomb robber snuck into the tomb to steal treasures
and took the heart. Once he had escaped, the heart spoke to him telling
him if he wanted to be the king of Sumer he must place the heart on his
chest. The man obeyed. The Crystal Heart used psychic surgery to expel
the man’s organic heart from his body while it replaced it. This turned the
man into an psychic vampire, yet bestowed great power upon him. This
man in time became villain known as Erra, the fiend who prowls by night.
He was eventually killed by the great Sumerian hero Gilgamesh. The
Crystal Heart ended up buried in another tomb only to be stolen again a
century later.
For thousands of years the Crystal Heart legend has been passed on
within the mystical community. Wielders of magic and the supernatural
seek it because of the great power it bestows upon its owner. Nobody
realizes its the heart of a Deevil Lord, nor do they realize what becomes of
them. Each owner of the heart enters into a symbiotic relationship, but in
truth it almost a parasitic one. The heart turns you into a vampire. It
wants its owner to attempt to become strong and powerful, and just when
the owner plans of conquest are about to be fulfilled, the heart begins to
make trouble by erasing or adding in memories. It will ultimately lead t
the person downfall and death, to which the heart bubbles up to the chest
waiting for a new owner/victim.
Winston Hay was born in Boston, Ms in 1897. He was raised in a very
loving an educated family. His father was a historian who loved to travel in
the Middle East, especially in what would eventually become Iraq and
Saudi Arabia. Winston followed in his father footsteps graduating with a
B.A. in History. Shortly after the discovery of King Tutt’s tomb, Winston’s
father decided to fund an archeological expedition into Iraq since the
country was under British control. Winston went along and planned on
using the event to launch his education into a Master’s Degree. A few
weeks later, they discovered a strange tomb in the middle of the desert.
After a hard days work, everyone went to bed but Winston and companion
wanted to continue. They eventually discovered a secret passage that led
to the heart of the tomb. There they found the Crystal Heart. Winston
picked it up and left the tomb with it. In the morning, he vowed to show it
to his father. He fell asleep with the heart in his tent. He fell asleep with
the heart on his chest. The Crystal Heart took its opportunity. Winston
cried out in anguish. When everyone came out of the tent, Winston had
become the vampire creature. He killed his father and his friend, than he
regained enough control of his faculties to flee the area. Unlike others
before, Winston was strong willed and a strong moral core. He refused to
do what the Crystal Heart wanted him too. Unable to guide him, the
Crystal Heart instead tried began deleting his memories and replacing
them with false ones, convincing Winston that he was some kind of ancient
Deevil Lord trapped her on earth in mortal form. Nevertheless, the Crystal
Heart could only affect his memories not his mind. It did turn him from
being a kind and caring man, into a dark and tormented victim, yet he
refused to become a creature of evil and conquest. Instead, he became a
tortured soul. Fighting the urge to kill the innocent and instead fed and
punished those who sought to victimize others. He became the vampire
anti-hero known as Hellion. This of course is to the complete aggravation
of the Crystal Heart who wanted more then anything out of Winston’s Hay
body. However, during daylight hours the Heart cannot use its psychic
power on him furthermore, unlike those in the past Winston possess a high
mental endurance, making it difficult to “steer” him in the direction of his
wishes. The Crystal Heart also enjoys his suffering. Because Hellion
choose to combat evil, the Crystal Heart awaits for the moment he comes
into contact with the right hero or villain to start being invasive with its
mind speak trying to get him killed or it uses its memory altering psychic
powers to put him in a disadvantage. It wants him to suffer and taste
defeat, but Hellion refuses to give in and each time he defeats his foe
despite the Crystal Heart interference it only makes him stronger.
Recently Hellion has come to Century Station hoping to hell those he feels
are in the same boat as himself, but alas his legacy has finally caught up
with him. The Legend of the Crystal Heart has begun to spread and many
within the mystical community know he possess it. Know everyone hero
and villain alike are after him in order to take it, either because they
believe he is a hero or a villain and the heart should not be in his hands. If
player characters get involved with Hellion they will not know the truth
about the Crystal Heart and neither does Hellion. He will attempt to explain
that he is not a villain merely a torture hero that the world will never
understand, but that will not stop other heroes and villains from trying to
kill him and take the Crystal Heart. He doesn’t know its true origins, but he
does acknowledge that no one but him should bare its burden, and if the
right evil mystical individual got a hold of the heart, it would spell
doomsday for the entire world.
Real Name: Winston Hay
Occupation: Former Archeologist, Presently vagabond and torture soul.
Alignment: Anarchist (used to be Principled)
Power Category: Mega Symbiotic Superhuman
Experience Level: 9th level
Hit Points: 82 S.D.C.: 324 Armor Rating: A.R.: 13
Symbiotic organism: I.Q. 24, M.E. 24 (+5 to save vs. psionics/+7
insanity), M.A. 20. A.R.: 10, Hit Points: 54. Note: The
symbiote feeds on his emotional energy. Note: The heart is immortal.
P.P.E.: 30 while the Crystal Heart currently has 2025.
I.S.P.: For the Crystal Heart: 130. It needs a 12 or better to save vs. psionics.
Appearance: He is white male with a lean, muscular body. He has a
handsome face yet he looks superficially human, young and old at once.
His eye glow indigo in color. His costume is blood red with a long flowing
cape. His long orange hair always seems to be flaying in the wind. If he
were to be bare-chested, the Crystal Heart can be seen beating in his
chest.
Attributes: I.Q. 19, M.E. 21, M.A. 14, P.S. 37 (supernatural), P.P.
14, P.E. 31, Spd. 33, P.B. 9
Age: 111 years old, Sex: Male, Height: 6 foot and 5 inch (1.67 m), Weight: 201 lbs (90.45 kg)
Mega Powers: Tremendous Physical Strength and Undead (P.P.E. Vampire-Special).
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 only 25 P.P.E. per week, but the
crystal heart retains ALL the excessive P.P.E. he has accumulated so far
which is 2025. The only way for Hellion to feed on P.P.E is to kill his
victims (doubled at death) or cause damage to their hit points. The
difference between S.D.C. and hit point damage is how much he receives,
meaning if the victim has 10 S.D.C and he cause 20 points of damage. He
would receive 10 P.P.E from causing 10 points of damage to hit points. He
only gets to feed from a particular victim once per day.
Symbiote Psionics: Mind Wipe, Insert Memory, Empathy, Telepathy,
See Aura, Mind Block, Sense Magic, and Psychic Surgery (used to enter
the body of a victim and expel his or her heart). Note: Hellion is
vulnerable to the psionics of the Crystal Heart (he needs a 15 or better to
save). The effects and duration of its psionic afflictions last twice as long
and the I.S.P. cost is only one-half the normal amount.
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. Note: He
radiates P.P.E. to the point that wizards and those capable of sensing
magic/P.P.E. can detect his presence at triple their normal range.
Symbiote Powers: Nightvision 1500 feet (457.2 m), Natural A.R.,
Impervious to possession, Increased S.D.C., and Mega Magic Power
(special). Hellion cannot receive the mega magic power since he is not a
magic wielder. However, if the Crystal Heart were to be placed in a living
being from magic category (enchanted weapon, enchanted object, mystic
study/wizard, and mystical bestowed), a mega hero/villain, or immortal
(not golem or angel), he or she will gain the power Exceptional Talent of
Magic (Increase Spell Strength +1 at levels 2, 4, 6, 8, 10, 12, and 14, +2
to save vs. all magic, and +2 to P.E. attribute (based on Greg Diaczyk
ideas from Rifter #37). This person will also have access to ALL the P.P.E.
within the Crystal Heart and be able to regenerate P.P.E at double the
normal amount. However, this person will become a P.P.E. Vampire (same
as Hellion), however a minimum of 20 P.P.E. is needed each week in order
to survive while any extra can be stored in the heart. The maximum
amount of P.P.E that can be stored in the heart is 5625 (the original
amount the Devil Lord use to possess while he was a physical being)!!!
Thus the reason magic wielders, immortals, and mega-beings are
searching to take the heart from Hellion. It will turn them into a god like
being.
Major Abilities: Transmutation and Copy Energy Pattern (Note: He
has learned to transmute magically created matter/objects (carpet of
adhesion, cloud of slumber, wall of ice, etc). He cannot create these
things, merely affect them.
Minor Abilities: Physical Perfection and Iron Will
Vulnerabilities: Silver and Wood weapons inflict normal damage. In
sunlight Hellion must wear glasses otherwise he is partial blinded (-4 to
strike, parry, dodge) nor can he bio-regenerate any sort of damage.
Sunlight also prevents the Crystal Heart from communicating with him
telepathically, meaning he is temporarily free from its mind speak. He is
fearful of mirrors or seeing his own reflection. He feels no ill effects from
garlic, but a single vial of holy water causes him 3D6 points of damage
(burns like acid). Holy symbols keep him at bay and being on holy ground
makes him vulnerable to all sorts of attack. Enchanted Weapons inflict
double damage (triple on holy ground). Staking him through the heart is
not really an effective attack and neither is decapitation (puts him in a
coma and his head regenerates in 1D4 days). However, if anyone should
remove the Crystal Heart from his body, he dies instantly and his body
turns to ash.
Combat Training: Basic
Attacks per Melee: 6 (2 initial + 4 from Hand to Hand)
Combat Bonuses: +2 to initiative, +1 to strike, +3 to parry, +3 to
dodge, +24 to damage, +3 to roll with punch/fall, +2 to pull punch, +1 to
disarm.
Saving Throws: He needs a 12 or better to save vs. psionics, +9 to
save vs. mind control, Impervious to possession, +13 to save vs. magic
(+19 once he copies the energy), +6 to save vs. psionics (+10 once he
copies energy), +7 to save vs. insanity, +9 to save vs. illusions, +9 to
save vs. Horror Factor, and +56% to save vs. coma/death.
Combat Skills: Restrained Punch 3D6, Full Strength Punch 6D6,
Power Blow 2D4x10 (2), Elbow/Forearm 1D6x10, Knee 6D6, Snap Kick
6D6, Body Flip/Throw 1D6x10 plus P.S. damage bonus (lose initiative and
1 attack/action), All Holds, Critical strike on an unmodified roll of 19-20,
and Death Blow on an unmodified roll of 16-20 (must announce).
Other Bonuses: +5% to all skills
Educational Background: B.A. Degree (note Winston received his
high school and college education from 1912-1922, so he is lacking most
modernized skills of the 21st century.
Common Skills: Read-Write/Speak English 98%/98%, Mathematics:
Basic 98%, Pilot: Automobile 92%(knows nothing about modern vehicles)
Investigation Program: Research 98%, Photography 98%, and Writing 95%.
Technical Program: Appraise Antiques 98%, History
98%/98%, Philosophy 98%, and Art (pottery) 98%.
Language Program: Read/Write-Speak Arabic, Persian,
Hebrew, and Latin 98%/98%.
Science Program: Typing 98%, Mathematics: Advance
98%, Chemistry 98%, Archeology 98%/90%, Anthropology 98%, and
Astronomy & Navigation 98%.
Secondary Skills: Hand to Hand: Basic, Land Navigation
77%, *Cook 45% *Wilderness Survival 45%,*First Aid 55%,
Outdoormanship, Prowl 75%, Pilot: Boat: *Kayaking & Canoes 59%,
*Swimming 60%, Streetwise 53%, Athlete, Running, and Climbing
65%/55%. *These skills he hasn’t used since the transformation.
Money: He has no need for money because he has no basic needs.
He pawns/trade whatever he needs (makes precious metals or stones or
steals it. .
Weapons: None, he relies on his powers and wits.
Transmutation: 450 lbs (202 kg).
Copy Energy: 135 minutes.
Equipment & Vehicles: Hellion killed an alien bounty hunter thirty
years ago and took his antigravity ring. A.R.: 5, S.D.C.: 40, Speed: 90-
160 mph (144 to 256 km), Altitude/hover: Unlimited, Bonus: +3 to dodge.
However, the Crystal likes too temporarily delete how it works or its
existence from his mind from time to time, especially when he needs to
fly at important moments. He owns nothing else.
Posted: Sun Mar 16, 2008 2:17 pm
by Reagren Wright
Time to go back the "original function" of this post. I'm running an
adventure using the ultra cool Chiang Six. Some could argue he is
rather an unbalancing character, and although I love what Cardiac
originally did with him way back in page 2 or 3 of this post, I decided to
make Chiang what he really is an Immortal so he fit more naturally with
HU, but not to worry the uniqueness of him as a villain still remains. Enjoy.
CHIANG SIX
Real Name: Roku Chiang
Alias: Chiang Six, Mr. Chiang, and Chi Lin the Serpent
Occupation: Wants to be World Conqueror, Seeks to destroy the world’s meta population.
Alignment: Miscreant
Power Category: Immortal (Dragon)
Experience Level: 12th
Hit Points: 227 S.D.C.: 184 Armor Rating: A.R.: 13
P.P.E.: 404
I.S.P.: 200
Appearance: Although his facial features appear somewhat hard
and angular, Mr. Chiang is a sleek, muscular yet slender oriental man who
looks to be about 35 years old. He loves to wear stylist suits and tasteful
jewelry. His natural form is that of an emerald green dragon, six-legged
lizard with a short tail. His head is angular, and the mouth is filled with
sharp, spike-like teeth. The body is covered by triangular scales. The front
legs can be used like human arms, and have three toes, with an
opposable thumb appendage and back claws; all are prehensile. The tail
has no special features or abilities.
Attributes: I.Q. 28, M.E. 30, M.A. 26, P.S. 25 (supernatural), P.P.
21, P.E. 29, Spd. 22, P.B. 21
Age: Looks 35, actually 6100, Sex: Male, Height:
5 foot and 8 inch (1.73 m) in human form, 4 feet (1.21 m) tall at the
shoulder in dragon form, Weight: 155 lbs (70 kg) in human form,
400 lbs in his natural form, Length: In his dragon form he is 15
feet (4.57 m) long, plus 5 feet (11.52 m) for his tail.
Natural Abilities: Metamorphosis-Human (no duration), Fly 150 mph
(241 km) up to 30,000 feet (9144 m), Heal 4D6 hp/SDC every 4 hour of
sleep, supernatural being, Nightvision 200 feet (61 m), see the invisible,
and has a Horror Factor of 15.
Magic Tattoos: To activate it cost him two actions, each tattoo has
it own duration, the tattoos aren’t actually alive (composed of magical
ectoplasm).The animals obey his commands and can be returned to as
tattoos at any time. If destroyed (all its S.D.C. is depleted) he must spend
twice the number of P.P.E to re-create it. Otherwise he must wait four
hours (eight hours for magic armor) to use the item at the normal P.P.E.
cost. Furthermore, destroying an animal in its physical form causes him
3D6 points of damage direct to his hit points. The damage is accumulative
for the destruction of each and every living tattoo and can kill him if he is
careless.
Eye of Knowledge: Duration: 180 minutes, Cost: 15 P.P.E.,
Function: It enables him to understand and speak all languages equal to a
skill of 96%, Literacy is equal to 82%, he can read and undead most
written languages, but does not include magic symbols, wards, circles, or
runes.
Flaming Sword: Duration: 180 minutes, Cost: 10 P.P.E., Damage:
5D6.
Scorpion: Duration: 12 hours, Cost: 10 P.P.E., Hit points/SDC
Combined 2, 5 inches long (12.7 cm, A.R.: 6, Attacks Per Melee: 3, Spd 8,
+2 to strike, +3 to dodge. The sting does 1 point of damage, plus venom
causes 1D6 points of additional damage each melee for 1D4 melees
unless a save vs. poison (14) is made. Prowl 95%, Climb 80%, Swim 30%.
Wild Boar: Duration: 12 hours, Cost: 20 P.P.E, Hit Points 40, S.D.C.
28, Attacks Per Melee 3, Spd 22 (but can run at 35 mph/56 km for 4D6
minutes), +3 to initiative, +3 to strike, +2 to dodge, Tusks do 2D6
damage, heat butt 1D6 damage, trample 2D6 damage. Nightvision 40 feet
(12 m), Prowl 50%, Track by Smell 50%, and Swim 50%.
Spider: Duration 12 hours, Cost: 10 P.P.E., Hit Points/S.D.C.
combined 2, 3 inches (76 mm) in diameter, Attacks Per Melee 3, Spd 12,
+2 to dodge, Bite does 1 point of damage, plus venom does 4D6 damage
to SDC/hit points unless a successful save vs. poison (14) is made. A
successful save results in no damage. Prowl 70%, Track by Smell 40%,
Nightvision 60 feet (18.3 m), Climb 80%.
Knight in Full Body Armor: Duraton: 360 minutes (6 hours), Cost:
25 P.P.E., Function: invisible, weightless, noiseless mystic armor. He is still
capable of touching any of his tattoos, but to all other things the armor is
solid. A.R. 18, S.D.C.: 220. Magic fire, lightning, and cold do ½ damage.
King Cobra: Duration: 12 hours, Cost: 15 P.E.E., Hit Points 18,
S.D.C. 18. 18 feet (5.4 m) long, Attacks per Melee 3, Spd 7, +3 on
initiative, +4 to strike, +1 to dodge, Bite does 1D4 points of damage and
the venom does 1D6 points of damage direct to hit points every melee
round for 3D4 melees. A successful saving throw vs. poison (14) must be
done each melee if the victim has been affected by the initial bite. A
successful save mean no damage occurs. HF 13, Climb 60%, Swim 40%,
Prowl 75%, Nightvision and day vision 20 feet 6 m), its attracted by
movement.
Hawk: Duration: 12 hours, Cost: 15 P.P.E, Hit Points 24, 24 inches
(.6 m), Attacks Per Melee 3, Spd 77 (53.9 mph/86.7 km), but can reach
speeds of 110 (75 mph/120 km) in bursts lasting 2D4x10 minutes or 220
(150 ph/240 km) in dives, +3 on Initiative, +3 to strike, +4 to dodge,
Talons or bite do 1D6 damage, dive bomb attack does double damage (2).
Fly, prowl (silent glide attack) 65%, exceptional vision (see objects as
small as rabbit 2 miles/3.2 km) away, Nightvision 300 feet (91.5 m), track
by smell 66%, and track by sight.
Magic Spells: Decipher Magic, Heal Wounds, Charm, Energy Field,
Carpet of Adhesion, Firebolt, Invisibility: Simple, Horrific Illusion,
Charismatic Aura, and Blinding Flash. Note: Chiang can function just like a
wizard, but he is unable to learn or acquire new spells.
Psionics: Telepathy, Sixth Sense, Mind Block, Alter Aura, Mimic
Skills, See Aura, Total Recall, Object Read, Astral Projection, and Empathy.
Combat Training: Assassin
Attacks per Melee: 7 (2 initial + 5 from Hand to Hand)
Combat Bonuses: +6 to initiative, +7 to strike, +6 to parry, +6 to
dodge, +14 to damage, +3 to roll with punch/fall, +8 to pull punch, +5 to
disarm, and +4 to spell strength (16 or higher to save).
Saving Throws: He needs a 12 or better to save vs. psionics, +11
to save vs. magic, +7 to save vs. psionics, +12 to save vs. insanity, +4 to
save vs. possession, +7 to save vs. poison and disease, +8 to save vs.
Horror Factor, and +28% to save vs. coma/death.
Combat Skills: Restrained Punch 2D4, Full Strength Punch 3D6,
Power Blow 6D6 (2), Elbow/Forearm 4D6, Knee 3D6, Karate Kick 6D6+2,
Crescent Kick 5D6+2, Tripping/Leg Hook (cannot be paired, must dodge
or knockdown), Body Flip/Throw 4D6 plus P.S. damage bonus (lose
initiative and 1 attack/action), Death Blow (if desire, must announce), All
Holds, Critical strike on an unmodified roll of 18-20, and Knockout/Stun
on an unmodified roll of 17-20.
Other Bonuses: +14% to all skills, 88% trust/intimidate, and 55% charm/impress.
Educational Background: Equal to a B.A. education and some familiarity with our world.
Common Skills: Read-Write/Speak Mandarin 98%, Lore:
Demon & Monster 98%, Lore: Geomancy 98%%, Lore: Religion 98%,
Archeology 98%, Chemistry 98%, Holistic Medicine 98%, Brewing 98%,
Mathematics: Basic 98%, Read/Write/Speak Mongolian, Cantonese,
Hakka, and Wu 98%
Domestic Program: Cook 98%, Gardening 98%, and Poetry 98%
Wilderness Program: Wilderness Survival 98%, Identify
Plant & Fruit 98%, Land Navigation 98%, Preserve Food 98%, and
Carpentry 98%.
W.P. Ancient: Paired Weapons, Sword (+6 to strike/+5
to parry + 1D6 with sword), Staff (+4 to strike/parry), and Blunt (+5 to
strike/parry).
Technical Program: Research 98%, Philosophy 98%,
History 98%/98%, and Appraise Antiques 98%
Espionage Program: Hand to Hand: Assassin, Detect
Ambush 98%, Intelligence 94%, Disguise 98%, and Interrogation 98%
2nd Espionage Program. Detect Concealment 98%,
Escape Artist 98%, Impersonation 98%/98%, and Forgery 98%
Secondary Skills: Aerobic Athletics (sense of balance
98%, Swimming 98%, Prowl 98%, Climb 98/98%, Outdoormanship, Public
Speaking 98%, Performance 98%, Recognize Weapon Quality 98%,
Gambling (standard) 98%, Seduction 78%, Astronomy & Navigation 98%,
Law (General) 98%, Language: Japanese 98%, Literacy: Japanese 98%,
Fishing 98%, Fencing, W.P. Handgun (+5 aim/+2 burst), Photography
98%, Language: English 98%, Literacy: English 98%, Language: Spanish
76%, Literacy: Spanish 74%, Computer Operation 77%, and Pilot:
Automobile 77%.
Money: He has amassed about 12 million in oriental art and
treasures and 6 million dollars in U.S. cash, but the cash amount should
increase by 5 to 12 times within a year or so if his plans regarding the
underworld are achieved.
Weapons: Besides his magic tattoo sword and conventional
weapons, he would love to get his hands on energy weapons. He also has
his spell magic arsenal.
Equipment & Vehicles: None, uses conventional modes of transportation.
The Mystic Tea that Installs Super Abilities.
Those who drink this tea more commonly known as the Elixir of Power and
Deceit is Chiang Six great power he offers to those who join his services.
Chiang essentially has the knowledge to make imbuing agents (See
Powers Unlimited #2 page 56-58 ), however his are more magical in
nature. They last as long as two weeks, but the drinker falls more and
more under Chiang control. The effects of the elixir are as follows and
cumulative.
-1 to save vs. any magic cast by Chiang
-1 t save vs, any psionic attack or any form of mind control (hypnosis,
drugs, magic), and directed against him by Chiang.
Is 10% more likely to trust, obey, and follow the word of Chiang with each
drink.
After 9 drinks (90%) the individual will do absolutely anything Chiang asks
of him/her. The enchanted person can only roll to save vs. mind control
when asked to kill one’s self or hurt a love one, and even then on
unmodified dice roll (no bonuses).
Chiang has a 60% of evoking the same results on an individual who has
drank the brew six times.
The effects are cumulative and last indefinitely. There is no limit to the
number of individuals Chiang can control using this method.
The only way to break the spell is the force Chaing to drink his own
creation. If he drinks the Elixir, he loses his control and influence over ALL
of his enchanted minions. Chiang cannot use the brew to empower himself
with super abilities. An anti-magic cloud will temporarily negate the
enchantment, but outside the cloud or the moment the cloud disappears,
the enchanted is again in force.
One cannot choose the same power more than twice and only one group
can be installed at a single time.
Burning Man: Control Elemental Force: Fire and Energy Resistance.
The Air Devil: Control Elemental Force; Air and Super Wind Blast
Dragon Strength: Supernatural P.S. and Hardened Skin
The Flying Demon: Wingless Flight, Extraordinary P.P., and Supervision: Advance Sight
The Fire Walker: Impervious to Fire/Heat, Energy Resistance, Supervision: Thermal Vision.
The Phantom: Invisibility and Un-Trackable
Invincible: Invulnerable and Iron Will
Man of Metal: Alter Physical Structure: Metal and Impact Resistance
Man of Stone: Alter Physical Structure: Stone and Earth Empowerment
Man of Shadow: Control Darkness, Shadow Cloak, Shadow Shaping, and Shadow Bolt.
Sun Killer: Energy Expulsion: Light, Solar Powered, and Energy Resistance.
Ocean Man: Animal Abilities: Fish and Underwater Propulsion.
Posted: Wed Mar 26, 2008 10:55 am
by Reagren Wright
This one will the last of the CS 101 NPCs I'm gonig to do. The rest will be
out of GI. This one comes from page 219, 50%.
THE CENTURY PARK WOLF
Dolph and his two brothers and sister are the offspring of a mated paired
of mutant wolves developed at the Bio-SPAWN Gene Institute. Two years
ago Bardou and Larentia, a male and female gray wolf from the Midtown
Bio-Park contracted a deadly virus, they were given over to the Institute
in order to save them. Originally, the Bio-Park wanted to put them down,
but several veterinary scientists insisted that they could find a cure. So the
wolves were handed over to the institute to be examined. The wolves
stayed at the institute for two weeks. Their treatments seemed to work
and the wolves were cured of their infection. Weeks later it was
determined that Larentia was pregnant. This raised some suspicions at the
Bio-Park because she was not in estrus at anytime before or after her stay
at the institute. Before long accusations began to fly, each side blamed the
other in the press which in turn created negative publicity for both
organizations. In the end, Larentia gave birth two four puppies. Two days
later, thieves broke into the Bio-Park and stole all six wolves. The Bio-
Park blamed the institute, which firmly denied they had anything to two
with the kidnapping of the wolves. Ten weeks later the carcasses of
Larentia and Bardou were found on the shore of Loch Elen. There was no
sign of the puppies.
A year later, people in Society Hill, specifically in Century Park, reported
seeing large canines roaming free. These canines did not look like
domestic dogs, but wolves. Animal control investigated the park but found
nothing. Officials at the Bio-Park also sent animal specialist into the park
as well and they came back with nothing to report. Nonetheless, sightings
of these canines continued for the next year. Finally, an ATM camera
confirm the sightings, the animals were four black wolves. The Bio-Park
offered a reward for their capture claiming they wolves had to be the pups
of Larentia and Bardou.
Three weeks later Marion Samp, a member of the CSPD Mounted Patrol
Division, was on duty when a large predator attacked her horse Xander.
Marion was thrown to the ground. The predator turned out to be a large
black wolf. Although she was injured, Marion managed to fire several
rounds at the wolf. When one struck the wolf just above its right rear leg,
the wolf cried out in pain, just like a human. Then wolf then spoke to her,
pleading for its life claiming it was only hungry and didn’t mean her any
harm. This wolf was highly intelligent. Marion took the wolf to Xander’s
police stable and treated his wounds. The wolf called called itself Dolph. He
claimed his two brothers and sister were missing. Dolph insisted that his
brothers and sister mean no harm and is afraid that the evil humans in
black clothing want to destroy him or the people in the white lab coats and
safari clothes will try to capture him. Presently Marion is unsure what to do
at this point, but she is quite sure she wants to do anything she can to
make sure Dolph remains unharmed. Dolph’s primary concern is the
safety of his family.
Real Name: Dolph, his two brothers are Olcan and Raff. His sister’s name is Accalia.
Occupation: Scavenger
Alignment: Unprincipled
Power Category: Mutant Animal (Canine/Wolf)
Experience Level: 2nd
Hit Points: 32 S.D.C.: 53
P.P.E.: 40
Appearance: He is a large black gray wolf.
Attributes: I.Q. 25, M.E. 24, M.A. 7, P.S. 21 (brute), P.P. 20, P.E.
20, Spd. 48 (33.6 mph/54.1 km), P.B. 12
Age: 18 (in human years), Sex: Male, Height:
30 inches (.76 m) at shoulder, Weight: 127 lbs (57.15 kg)
Size Level: 8. Build: Medium.
Human Features: Hands (None), Biped (None), Speech (full), Looks (Nonel).
Vestigial Disadvantages: Color Blindness, Diet: Carnivore, Vestigial
Ears, and Vestigial Tail.
Natural Abilities: Running Claws 1D6+1, Canine Teeth 2D6+4.
He can carry or drag 420 lbs (189 lbs), but he can lift 1050 lbs (472.5 kg).
Mutant Animal Powers: Advance Vision, Advance Smell, Advance
Hearing, Extra Physical Prowess, Extraordinary Spd, Extra Physical
Endurance, and Extra Mental Endurance.
Combat Training: Basic
Attacks per Melee: 7 (5 initial + 2 from Hand to Hand)
Combat Bonuses: +3 to initiative, +3 to strike, +6 to parry, +6 to
dodge, +6 to damage, +3 to roll with punch/fall, and +2 to pull punch.
Combat Skills: Same as natural abilities.
Saving Throws: +10% to save vs. coma/death, +5 to save vs. psionics,
+7 to save vs. insanity, +5 to save vs. poison & disease, and +3 to save
vs. magic.
Other Bonuses: +11% to skills.
Educational Background: Everything is self-taught (wild animal).
Common Skills: Speak English 98%, Mathematics: Basic
44%, Streetwise 49%, Prowl 51%, Wilderness Survival 76%, Escape
Artist 61%, Climbing 76%, and Swimming 81%
Secondary: Hand to Hand: Basic and Athlete.
Money: No need for it.
Weapons: Just his teeth and claws.
Equipment & Vehicles: None.
Posted: Wed Apr 09, 2008 5:11 pm
by Reagren Wright
Okay I'm now doing Gramercy Island NPCs that are referenced to only by
name in regard to other villains in the book. This one belongs to Cormorant
from page 145. Enjoy as usual.
CHICKENHAWK
Egan Malwin has been a thief all of his life. Whenever he wanted
something, he’d take it without asking. Getting him to confess was always
next to impossible. By the time he finished high school, he made a career
out of breaking and entering. Before long, he gained a small reputation in
the underworld as the thief of high-rise apartments. One day he broke into
an apartment complex in Victory City and discovered full of electronic and
mechanical equipment. As he searched the place, he came across an
experimental lock pick gun. Egan realized he hit the jackpot. Later he
found a secret switch which revealed a birdman Halloween costume in a
secret compartment in the wall. As Egan examined he realize it was some
kind of battle suit. He put the costume on and immediately felt himself
empowered. When the owner of the apartment returned, Egan went out
the window, but his cable snapped. But instead of falling to his death, the
suit enabled Egan to fly. Thus he began his new found criminal career as
the “bird burglar” known as Chickenhawk. However, as his super villain
career began to take off, another villain was ruling the skies. This super
villain called him Cormorant. Egan was determined there can only be
one “bird burglar” and confronted him. Despite the advance capabilities of
his battle suit, he was no match for the Cormorant Warsuit. He plummeted
to the street fill with police, television crews, and spectators. However, he
managed to damage the warsuit in such a way, Cormorant crashed as
well. As a result, both men were arrested, trialed, and sent to Gramercy
Island (Cell Block-C). Egan is serving 25-30 years for his criminal life. The
Chickenhawk battle suit is safely stored away in the Evidence Depot.
Real Name: Egan Malwin
Occupation: Cat Burglar
Alignment: Miscreant
Power Category: Super Invention (Ordinary Joe)
Experience Level: 2nd level
Hit Points: 16 S.D.C.: 34/74 with costume.
P.P.E.: 9
Appearance: Egan Malwin is normal looking, brown hair, and brown
eye male. His costume is covered with dark brown synthetic feathers. He
looks like a man dressed as red-tailed hawk.
Attributes: I.Q. 11, M.E. 15, M.A. 10, P.S. 10, P.P. 21, P.E. 11, Spd.
40 or 44 with costume or 210 mph (338.9 km) in flight, P.B. 14/16 with
costume
Age: 25, Sex: Male, Height: 6 foot and 1 inch (1.85
m), Weight: 175 lbs (78.75 kg)
Super Invention: The Chickenhawk Battle Suit. A.R.: 13, S.D.C.: 440.
Minor Super Abilities: Flight: Winged, Supervision:
Advance Sight, Claws, and Lightning Reflexes. All are 5th level in power.
Combat Training: Basic
Attacks per Melee: 5/6 (2 initial + 2 from Hand to Hand +1 with costume) +1 in flight
Combat Bonuses: +3 to initiative with costume, +3 to strike/+5 to
strike in flight, +6 to parry/+8 in flight, +6 to dodge/+9 when flying or
hovering under 80 mph (128km)/+12 when flying 90 mph (144.8 km or
faster, +4 to damage for every 20 mph (32 km) of flying speed, +6 to
automatic dodge with costume, +3 to roll with punch/fall/+5 with costume,
and +2 to pull punch/+5 with costume.
Combat Skills: Punch 1D4, Power Blow 2D4 (2), Elbow/Forearm 1D6, and Knee 1D6.
Other Bonuses: 30% to charm/impress with costume
Educational Background: On the Job Training
Common Skills: Read-Write/Speak English 84%/90%,
Mathematics: Basic 78%, Pilot: Automobile 66%, and Paired Weapons
(with costume)
Criminal Program: Streetwise 43%, Pick Locks 60%,
Safe Cracking 47%, Find Contraband 49%, and Tailing 60%.
Professional Thief: Locksmith 60%, Prowl 50%, Climbing
65%/55%, Basic Electronics 55%, and Surveillance 55%.
Secondary Skills: Hand to Hand: Basic, Athlete, Running,
Basic Mechanics 50%, Jury-Rig 35%, Computer Operation 66%,
Photography 45%, and Land Navigation 44%.
Money: At the height of his criminal life, he had $3D4x10, 000
stashed away in his apartment. Whether the money is there or not
remains to be seen. His sister was always nosey). Most of the money he
did have in a bank paid for his legal defense. It’s all gone now.
Weapons: The claws on his costume do 3D6 damage per hand.
+1 to strike, +2 to parry, +2 to disarm, and +2 to pull punch.
Equipment & Vehicles: Along with his costume, he has superior
lock pick set and dozens of lock and key making equipment. He also own
a Automatic Lock Pick made by Fabricator Inc. When used it has a +20%
bonus to open all types of locks. He drove around in a 1982 Dodge Ram ½
ton at his daytime job as a locksmith
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Sun Apr 20, 2008 8:57 pm
by gaby
Good job.
Hope to see more.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Mon Apr 21, 2008 3:05 pm
by Reagren Wright
Thanks, I'm working on something non-Palladium right now, but I'll have some more
GI NPC up in no time.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Fri Apr 25, 2008 1:26 pm
by Reagren Wright
Hmm, when the revised the board, they appeared to have done some house cleaning.
I'm down to 800+post from 1100+. Well time to get writing to put be back over 1000 again.
This guy is from GI and mentioned as the hero who put Caligula away (page 138). Enjoy.
FORCEPOINT
Gregory Ashmore grew up in Century Station all his life. His father worked at a Japanese
electronics company. At an early age, Gregory and his family spent a lot of time in Japan. He
always like being in Japan more then he liked being in CS. Something about the city made him
feel ill at ease. One day his father took him on a business trip. He and his father where visiting
a friend of his father house when Gregory saw an elderly man levitating three feet of the
ground. The man was the grandfather of his father’s friend and a student of Takeda Sokaku,
the founder of a school of jujutsu known as Daito-ryu aiki-jujutsu. The man Jun Inoue was
also a master psychic. He sensed the “psychic poltential” within Gregory and believed he at
last had found the “perfect student” to pass his teachings too. Greg’s dad agreed to allow him
to stay with Mr. Inoue over the summer.
The next three months were brutal for Gregory. He was 12 years old and being conditioned as
if he where an adult both mentally and physically. When the time came for him to go back, he
had awakened some of his psychic poltential and understood the basics of Aikido, but Inoue
promised to teach him even more. Unfortunatley, it never happened. The Kagemusha Ryuujin
ninja clan killed Inoue and his entire family. It is believed the Jonin of the Clan (Jijill the Old
Man) killed Mr. Inoue himself. However, the truth is Mr. Inoue wasn’t killed. Instead he
combined his chi and isp to become a being of pure energy. He continued to visit Ashmore to
train hm further, but with each visit and communication his essence slowly began to fade.
Finally on Gregory’s eighteenth birthday, Mr. Inoue told Greg he was ready to protect the
world from the evils of men and he faded from existance. That night Gregory went on patrol of
CS. He captured several burglars and took their picture. He sold the picture to the Century
Station Observer. The chief editor told him if he could produce more pictures he could be
hired by the paper. As Gregory started college at Copernicus Unviersity, he went only nightly
patrols in costumed calling himself Forcepoint. His biggest break came when he captured
former PI Lester Fegman who began calling himself Caligula. In capturing him, Gregory
accidently cause the collapse of his underground hideout killing several of his guards by
mistake. Although it made him a “legionnaire star” it bothered Gregory that so many innocent
people where hurt. Gregory continues to be Forcepoint, now more then ever since he has
learned the Kagemusha Ryuujin ninja clan is operating in Century Station. His goal is to take
the clan down and confront Jijill and take revenge against the murder of his teacher.
Real Name: Gregory Ashmore
Occupation: Freelance Photographer for Century Station Observer
Alignment: Principled
Power Category: Mutant (Latent Psychic)
Experience Level: 5th
Hit Points: 35 S.D.C.: 52
P.P.E.: 29
I.S.P.: 119
Appearance: He has hooded eyes the color of turquoises. His thick, wavy, chestnut
hair is medium-length and is worn in an elegant style. He is tall and has an athletic build. His
skin is pale. He has large hands. His costume is blue and white with a long cape and blue mask
over his face.
Attributes: I.Q. 11, M.E. 25, M.A. 13, P.S. 10, P.P. 16, P.E. 14, Spd. 26, P.B. 14
Age: 21, Sex: Male, Height: 6 foot (1.82 m), Weight: 185 lbs (83.25 kg)
Unusual Characteristics: Perfect Eyes and Strong Psychic Potential (from Mephisto
Mutant Characteristics Table).
Physical Psionics: Summon Inner Strength, Levitation, Telekinetic Punch, Telekinetic Leap, and Float.
Sensitive Psionics: Intuitive Combat
Major Super Abilities: Force Manipulation.
Combat Training: Hand to Hand: Aikido
Attacks per Melee: 5 (2 initial + 3 from Hand to Hand)
Combat Bonuses: +1 to initiative, +1 to strike, +4 to body flip/throw (critical on natural
18-20), +4 to parry, +4 to dodge, +1 to auto dodge, +3 to roll with punch/fall, +3 to pull
punch, +3 to disarm, and +3 to break fall.
Saving Throws: He needs a 12 or better to save vs. psionics, +7 to save vs. psionics,
+5 to save vs. insanity, +7 to possession, and +7 to save vs. mind control.
Combat Skills: Punch 1D4, Elbow/Forearm 1D6, Knee 1D6, Power Blow 2D4, Kick 2D4+4,
Body Block/Tackle 1D4 + P.S. damage bonus (must parry/dodge or knockdown), Body
Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and 1 attack/action but a critical is
the lost of 2 actions) and All Holds.
Educational Background: Three Years in College.
Common Skills: Read-Write/Speak English 90%/94%, Mathematics: Basic 87% and Pilot Automobile 75%.
Physical Program: Aerobic Athletics, Gymnastics (Sense of Balance 80% and
Climb Rope 85%), Athlete, and Running
Journalistic Program: Computer Operation 90%, Research 80%, Photography
75%, and Writing 65%.
Oriental Studies Program: Read-Write/Speak Chinese (Mandarin), Japanese,
and Chinese (Cantonese) 80%/80%, Floral Arrangement 60%, Go 70%, and Bonsai 98%.
Secondary Skills: Hand to Hand: Aikido, Streetwise 40%, Prowl 55%,
Swimming 75%, Climbing 65%, First Aid 70%, Pick Locks 40% and, Law (General) 35%.
Money: He sells his pictures to the Century Station Observe for whatever he can. He
also does whatever odd jobs he can to provide him an income. He is pretty much guaranteed
a job at the paper the moment he graduates. His parent are loaded.
Weapons: He relies only on his mental powers and martial arts training.
Equipment & Vehicles: Nikon D300 Digital SLR New USA +18-200mm 18-200 VR lens. He
also has a 8 GB High Speed 133x Flash, Camera Bag, Extra Memory, Multiple Lens, Lens
Cleaning Kit, Memory Reader, Tripod, Professional Hardcase, UV Filter, and a High End
Personal Computer (MAC). Besides his camera, his high quality cell phone is always with him.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Fri May 09, 2008 12:16 pm
by Reagren Wright
Here's an NPC that needs a good pat on the back and for a player group to restore his
confidence in himself. He is talked about in name only in GI on page 116. He was involved with
Integrity.
FLASHMAN
Duff Pringle is a tragic tale of what can happen to a superhero who gets to much spotlight in
Century Station and then the media turns against him. Duff grew up in Killgore. His parents did
they best they could to provide a good home for him and his sister, but Duff got involved with
the wrong crowd during his high school years. Eventually he started to use and sell drugs on
the street. He barely graduated from high school and had no desire to do anything else but
sell and use drugs. Then one day an elderly man in a heavy green coat approach him on the
street. Thinking he wanted to score, Duff approached him. The man cast a spell on him and
Duff found himself in the magical dimension of the Ivory Glade. The man was a wizard named
Rezanon. His mission is to select a champion among the down-and-out of humanity and make
him a champion. Rezanon taught Duff what it meant to be a hero and how he could make the
world a better place for humanity. Duff was convinced he could become the greatest
champion of truth, justice, and peace for all humankind. Rezanon taught him a magical
invocation that would bestow great powers to him. All he had to do was shout, “By Hion-
one!” and he would be changed forever. Duff did so and became a being charged with power,
able to move at super sonic speeds and spatial portals. Rezanon returned him to Century
Station where Duff began his superhero career as Flashman. After nearly a year of being a
Legionnaire type super hero, Flashman’s manner of fighting crime caught the attention of the
Centurions. Apex and Haven said he’d be a welcomed addition to the roster. However, he
would have to start out a probationary period. Duffle agreed. Two week later, Flashman
helped save the Chief of Police from a deadly plot organized by the Minotaur and he received
almost national fame for his heroics. His celebrity started to go to his head. He decided on
national television to unmask and reveal his real identity. Right away investigative reporter
Miranda Dallas decided to find out more about this new super star hero of the Centurions. She
did some background finding and discovered the number of times he been arrested as a
juvenile with drug possession. When Flashman busted a Colorpank gang and discovered its
leader to be one of his former drug pusher friends, he didn’t have the heart to take him to jail
so he let him go. Miranda took pictures and recorded the conversation. She printed the story
in the National Tattler magazine. It immediately had a negative impact on Flashman. Some
speculated he might still be into using and sell drugs. CHIMERA began to question everything
he did. Before long no one wanted anything to with him. Sme questioned if he where a super
villain in disguise, and with the Raptor Red incident still fresh on everyone’s mind, they didn’t
want to risk the chance. Flashman lost his position as a candidate for the Centurion roster.
Penniless and homeless Duff now lives on the streets in Killgore, depressed and disenchanted.
He has no reassumed his role as Flashman and presently doubts he ever will unless something
can lift his spirits and convince him the world needs him as a hero.
Real Name: Duff Pringle
Occupation: Former Superhero and Taxi Driver, now Homeless
Alignment: Formerly Principled, now Unprincipled
Power Category: Mystically Bestowed
Experience Level: 5th
Hit Points: 34/39 as Flashman S.D.C.: 18/238 as Flashman
P.P.E.: 24
Appearance: He has deep-set eyes the color of milk chocolate. His fine, straight,
midnight black hair. He is tall and has a boyish build. His skin is ruddy. He has prominent ears.
As Flashman his costume is white with dozens of blue polka-dots.
Attributes: I.Q. 11, M.E. 14, M.A. 12/18 as Flashman, P.S. 15/27 as Flashman, P.P.
21/27 as Flashman, P.E. 13/18 as Flashman, Spd. 22/660 mph (1062 km) as Flashman, P.B. 11
Age: 27, Sex: Male, Height: 5 foot and 10 inches (1.77 m), Weight: 175 lbs (78.75 kg)
Major Super Abilities: Sonic Speed and Portals. Note: He has superior vision and Nightvision 500 feet (154.2 m).
Combat Training: Basic
Attacks per Melee: 7 (2 initial + 3 from Hand to Hand +2 from powers)
Combat Bonuses: +1 to initative/+9 to initiative as Flashman, +4 to strike/+8 as
Flashman, +6 to parry/+12 as Flashman, +6 to dodge/+15 as Flashman, +10 to auto dodge as
Flashman, +12 to damage as Flashman, +3 to roll with punch/fall/+9 as Flashman, and +2 to
pull punch/+8 as Flashman.
Saving Throws: +3 to save vs. Horror Factor as Flashman, +2 to save vs. possession
as Flashman, +6% to save vs. coma/death as Flashman, +3 to save magic as Flashman, +2 to
save vs. poison/toxins as Flashman.
Combat Skills: Punch 1D4, Elbow/Forearm 1D6, Knee 1D6, Power Blow 2D4, and Kick
2D4. As Flashman Normal Punch 1D6, Fast Punch/Kick 2D6, Super Fast Punch 4D6, Super Fast
Kick 5D6, Super Fast Power Punch/Kick 1D6x10 (2), Body Block Ram at 400 mph (640 km)
does 2D4x10, plus knockdown to 400 lbs (180 kg) and under (lose initiative and 2
attacks/actions-He suffers 5D6 damage and it cost 3 attacks).
Other Bonuses: As Flashman he has a 50% trust/intimidate.
Educational Background: High School
Common Skills: Read-Write/Speak English 90%/93% and Pilot: Automobile 75%.
Domestic Program: Mathematics: Basic 92%, Cook 60%, Sewing 70%, and
Housekeeping 65%
Technical Program: Computer Operation 80%, Research 70%, Law (general)
55%, and Photography 65%.
Secondary Skills: Hand to Hand: Basic, Prowl 50%, Running, Athlete,
Streetwise 40%, Pilot: Truck 76%, Public Speaking 75%, First Aid 70%, Land Navigation 56%,
Astronomy & Navigation 55%, Pick Locks 45%, and Pick Pocket 40%.
Money: Duff was making $19,000 a year as a cab driver. After joining the Centurions
cadet program, he quit his job. Now that his career as a super hero has been tarnished, Duff
is broke and destitute.
Weapons: None.
Equipment & Vehicles: None
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Fri May 23, 2008 1:02 pm
by Reagren Wright
Okay I won't admit I was influenced by a certain movie that came out in May 2008 when
I decided to make this guy
. Any way his reference comes from GI on page 165.
THE TITANIUM RANGERNearly every male in Joel Bommer’s family has been a member of the Texas Rangers, going
back to 1823 when Stephen F. Austin organized a group of people to provide protection for
the first American colonists who came to the Spanish colony. Joel’s father a Senior Captain
(Chief) anticipated his son following in his footsteps. Joel, however, was a geek with
computers and electronics. He also loved flying airplanes and tinkering with gadgets. After
graduating from Texas Tech University, Joel wanted to become a pilot for a major commercial
airliner. Then came the faithful night his older brother and several other rangers where called
in to apprehend several wanted felons of a motor cycle gang known as the League of
Mayhem. The gang was staying at a motel near Big Canyon. When the rangers arrived, they
had no idea the motor cycle gang was lead by Cesar Xavier, a Hardware Mechanical Genius.
He’d built four highly advance motorcycles that also functions as exo-skeletons. The League
of Mayhem killed every single ranger and got away.
Devastated over his brother’s death, Joel applied to be a ranger. It was no surprise that he
was accepted. However, Joel was kept from working on the investigation and from being
involved with the League of Mayhem. This began to eat at Joel. When the gang struck again
and several rangers and state police were killed, the Texas Department of Public Safety,
decided to contact U.S. S.C.R.E.T. and turn a majority of the investigation over to them. This
outraged Joel but the rangers simply could not match the technological capabilities of the
gang.
A few days later a Lipan Apache named Gerhard Soliz came to him offering an opportuntiy to
destroy the League once and for all. Gerhard claimed the League had hurt several of his family
members, including his eldery grandfather. He wanted revenge. By sheer luck, he came across
a damaged League exo-skeleton hidden away in a cave. Gerhald was a mechanical genius who
never attended a university but he could build just about anything with his hands. Together
they rebuilt and redesigned the exo-skeleton and turned it into a power armor. Calling it the
Titanium Ranger, Joel set out to confront the League. In the end he not only succeeded in
defeating them, but he severly damaged Cesar Xaviers’ suit causing it to crash and explode.
At first, U.S. S.C.R.E.T. was going to confiscate the suit and arrest Joel and Gerhard, but
then not only his father step in but so did the entire Texas Rangers Department. In the end it
was agreed, the Titanium Ranger could be called upon by the Texas Department of Public
Safety as a special options weapon to use against meta-criminals and super villains. Joel also
uses the power armor to engage in a number of freelance missions in order to fund its
operations. His biggest score to date came when he received half a million from Orion Robotics
for capturing J.D. Thompson when he stole the Firefly combat armor. Gerhard is still his best
friend and partner (the one who repairs and upgrade the suit).
Real Name: Joel Bommer
Occupation: Freelance Bounty Hunter and special operations Texas Ranger.
Alignment: Unprincipled
Power Category: Robot (Exoskeleton/Robot Pilot)
Experience Level: 5th
Hit Points: 29
S.D.C.: 47
P.P.E.: 11
Appearance: Joel is a rough looking Texan who always wears the same white Stetson
on his head. He has short brown hair and brown eyes.
Attributes: I.Q. 13, M.E. 19, M.A. 11, P.S. 9, P.P. 13, P.E. 13, Spd. 35, P.B. 13
Age: 29,
Sex: Male,
Height: 5 foot and 9 inch (1.75 m),
Weight: 171 lbs (76.95 kg)
Combat Training: Expert
Attacks per Melee: 5/6 (2 initial + 3 from Hand to Hand) +1 in the power armor.
Combat Bonuses: +2 to initiative, +2 to strike, +4 to parry, +4 to dodge, +3 to roll with
punch/fall, and +2 to pull punch.
Saving Throws: +2 to save vs. psionics and insanity.
Combat Skills: Punch 1D4, Power Blow 2D4 (2), Elbow/Forearm 1D6, Knee 1D6, Kick
2D4, Snap Kick 1D6, Tripping/Leg Hook (cannot be paired, must dodge or knockdown), and All
Holds.
Educational Background: Special Training.
Common Skills: Read-Write/Speak English 90%/93%, Mathematics: Basic
87%, Pilot: Automobile 75%, Pilot Robot & Power Armor 80%, and Hand to Hand: Expert.
Computer Program: Basic Electronic 70%, Computer Operation 90%, Computer
Programming 80%, and Computer Repairs 70%.
Advance Piloting Program: Navigation 80%, Sensory Equipment 70%, Weapon
Systems 80%%, Pilot: Airplane 85%, Pilot: Truck 91%, Pilot: Jet Pack 77%%, and Jet Aircraft
90%.
Law Enforcement Program: W.P. Handgun (+2 to strike), Radio: Basic 90%,
Crime Scene Investigation 75%, Law (general) 65%, and Surveillance Systems 70%.
Note: Joel has mastered the Texas Ranger training program for Forensic
Hypnotists which is used as an investigative tool to refresh a subject's memory to gather
additional information. This can only be done in a relaxing setting, not during combat. It
doesn't require I.S.P. and the participant must be willing.
Secondary Skills: Athlete, Running, Climbing 65%/55%, Wilderness Survival
60%, Land Navigation 56%, Pilot: Horsemanship 80%/60%, Basic Mechanics 65%, General
Repair/Maintenance 70%, T.V. & Video 50%, and Public Speaking 65%.
Money: As a special officer of the Texas Ranger Division, Joel receives an annual salary
of $50,000 a year. As a bounty hunter, he is rewarded whenever he brings in a fugitive or
target of opportunity, he is paid by whoever set up the bounty and these of course vary.
Weapons: The Titanium Ranger Power Armor. See below.
Equipment & Vehicles: Aside from his armor, Joel has access to standard law
enforcement weapons and equipment used by the Texas Rangers.
TITANIUM RANGER POWER ARMORType: Exoskeleton/Power Armor
Body Frame: Basic Human (Reinforced)
Dimensions: 8 feet (2.43 m) tall, 5 feet (1.52 m) wide, 830 lbs (373.5 kg)
Power Supply: Nuclear Power System
Legs: Basic Humanoid. Speed 30.
Propulsion System: Concealed Micro Hover System (Speed 230 mph/370 km). Base
Altitude 10,000 feet (3048 m).
Arms & Hands: Basic Humanoid. (Superhuman P.S. 30).
Audio System: Basic Listening System, Wide Band Radio Receiver and Transmitter, and Radio Signal Scrambler.
Optics: Basic Robot Optics System, Night Sight, Thermo-Imager, and Chest Searchlight.
Sensors: Bio-Scan, Medical Survey System, Combat Computer, GPS Navigation, Motion
Detector and Warning System, Micro Radar, and Voice Actuate Controls.
Weapons:
10 Finger Blasters (5 per hand), Range: 500 feet (152 m), Damage: 1D4, 1D6,
or 2D6 damage for a single finger, or 3D6+2, 5D6, or 1D6x10 for all five on a hand, Rate of
Fire: Each shot counts as one melee attack, volley rule when firing more then one laser at
single target, Energy Capacity: Unlimited. Bonus: +3 to strike.
2 Shoulder Mini-Lasers (concealed) , Range: 300 feet (3 m), Damage: 3D6 or
6D6 for both, Rate of Fire: Each shot counts as one melee attack, Energy Capacity:
Unlimited, Bonus: +2 to strike.
40mm Grenade Launcher (shoulder and back), Range: 3000 feet (914 m),
Damage: 2D4x10 for HE (x3 for short burst), Blast Radius: 20 feet (6 m), Rate of Fire: Single
shot or semi-automatic (3 rounds), Payload: 24 rounds, Bonuses: +2 to strike. Note: It can
also fire smoke, illumination, incendiary, fragmentation, concussion, CS/Chemical gas, and
stun/flash.
Model 500 Revolver, Range: 700 feet (914 m), Damage: 1D4x10, Rate of Fire:
Single shot, Payload: 5 rounds. Note: This double-action revolver fires the .500 S&W Magnum
cartridge. PV rating is 8. Unless your P.S. is 16 or better, this weapon requires two hands to
hold, otherwise the recoil is so great the gun will snap out of a person’s hand. The Titanium
Ranger can hold it with just one. Within the armor is an automatic re-loader in the right leg.
He simply replaces the gun in its holster and it’s reloaded in 5 seconds. The auto-reloader store 30 rounds of ammo.
Armor Rating (A.R.): 15
S.D.C.: 600
Miscellaneous: Life support and Underwater Capabilities.
Cumulative Exoskeleton Bonuses (includes bonus from his regular attributes): +7 to
initiative, +2 to strike, +6 to parry, +5 to dodge, +15 damage, +3 to roll with punch/fall, and
+3 to pull punch. Punch 2D4+2 + P.S. damage bonus. Power Punch 3D6+2 + P.S. Damage
bonus (counts as two attacks).
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Fri May 23, 2008 11:44 pm
by NMI
I would be tempted to give Undertow the ability of "Underwater Propulsion"
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Sat May 24, 2008 10:22 am
by Reagren Wright
There is a reason why VU has Rifts elements in it is because when Kevin and Kevin created
it back in 1992, there where numerous hints that HU became Rifts Earth or was an alternate
reality towards it. If you read Lethalis, it is the real Doctor Alexander (Director of Lone Star)
from Rifts Earth. Cyberworks Network and KLS who are also in Mutants in Orbit are the
creators of the Glitterboy and SAMAS. However, most of this changed when Long
left Palladium and Kevin gave Rifts a true origins in Chaos Earth.
Yes VU is dated. Trust me I know (I did 1/3 of the conversions). My hope is one day for
a supplement to come out that provides some updated info on certain things in VU to bring it
closer 2nd edition times (but alas we must wait and see).
I also encourage you . to post some updates of some of VU people. I can't speak for Cardiac,
but I'm all for anyone changing anything I did. Its not set in stone. Come to think of it, I did
do a update of Chiang Six. As for generating new origins
, I'm not trying to write a new
book, just doing some updates on the NPC stats. In the meantime, back to GI NPC fleshouts.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Fri Jun 13, 2008 1:22 pm
by Reagren Wright
Here's another one from GI. He is mentioned on page 161 in regard to Flamebait.
PARTICLE MAN
Norris Partine grew up in Century Station without a worry in the world. He was a huge fan of
the super heroes who protected the city. He collected everything and anything that involved
super heroes. When Daeladus Project was shut down, his father lost his job and blamed
everything on the superheroes of the city. He went on a tirade and destroyed nearly
everything his son collected. He and his mother left to go live at her mothers. Norris became
unhappy as the high school situation in Century Station began to decline. Smart kids or those
from well off parents were picked on and criticized (sometimes by other teachers). Norris was
constantly getting bullied, but he didn’t let it dampen his spirits. He carried on. Norris went to
Copernicus University wanting to teach physics his favorite subject. He did well until is senior
year when he left his grandmother’s house and got himself an apartment in Kilgore in a very
trouble neighborhood. Three times his apartment had been broken into and his stuff was
stolen. He’d been mugged on four separate occasions within a two-month period. Finally,
Norris had enough. He was going to find a way to put an end to it all. He knew one of
Copernicus University professors was working on an experiment to make human skin
impervious to harm by strengthen the particles in human skin. He snuck into the lab late at
night and subjected himself to the treatment. Later he went looking for trouble. He saw a
street gang and began yelling things at them. They attacked him. Norris ended up in the
hospital on life support. However, the next day Norris awoke as a huge giant of a man with
silver skin and white hair. Before the nurse could check on him, he jumped out the window
and flew away. It didn’t take Norris long to figure out how to change back. It worked. His
dream had come true he’d turned into meta-being. Calling himself Particle Man, Norris became
a Legionnaire and started to fight crime in his neighborhood and all over Century Station.
In the beginning, he wasn’t very good, but after he teamed up with Suppressor and Firefly
(before he went to jail) to take down Flamebait, he received a resurge in confidence. Today
he doesn’t become Particle Man as much as he is trying to focus on his career as a high
school physics teacher in Waingroh High School. He’s trying his best to help kids out who are
going through the same things he did as a kid.
Real Name: Norris Partine
Occupation: High School Physics Teacher
Alignment: Principled
Power Category: Experiment
Experience Level: 5th
Hit Points: 39/80 as Particle Man S.D.C.: 40/523 as Particle Man
Armor Rating: A.R. 13 as Particle Man
P.P.E.: 39
Appearance: Norris is an ordinary man, who looks like the scrawny stereotype nerd
with uncombed black hair, coke bottle thick glasses, a shirt pocket full of pens, and pants
pulled up past his waist. As Particle Man, he becomes tall, lean and athletic, but not muscle
bound. His skin becomes silver colored and his hair turns stark white (he no longer needs his
glasses-20x20 vision). He wears a blue, yellow, and red costume with the picture of an iron
molecule on the front.
Attributes: I.Q. 14, M.E. 13, M.A. 13, P.S. 7/40 Superhuman as Particle Man, P.P. 11,
P.E. 12/22 as Particle Man, Spd. 14/300 mph (483 km) in flight as Particle Man , P.B. 8
Age: 25, Sex: Male, Height: 5 foot and 6 inch (1.67 m)/as Particle Man 7
foot and 6 inches (2.28 m), Weight: 131 lbs (58.95 kg)/as Particle Man 321 lbs (144.45 kg).
Side Effect: Must Physical Transform. Note: He wears a costume under his normal
every day clothes that has the properties of Bio-Aura on it
Minor Super Abilities. Hardened Skin, Extraordinary P.E., Increased Durability, Wingless
Flight, Superhuman P.S., and Energy Expulsion: Particle Beam.
Combat Training: Non-combatant
Attacks per Melee: 2 attacks and 3 non-combat actions/+1 in flight as Particle Man
Combat Bonuses: +1 to dodge, +2 to strike in flight as Particle Man, +2 to parry in
flight as Particle Man, +5 to dodge when hovering or flying under 80 mph (128 km) in flight as
Particle Man/+7 to dodge when flying 90 mph (144 km) as Particle Man, +25 to damage as
Particle Man/+4 to damage for eveyy 20 mph (32 km) of flight speed.
Saving Throws: As Particle Man +24% to coma/death and +4 to save vs. magic &
poison.
Combat Skills: Punch 2D4+2 as Particle Man, Power Punch 3D6+2 (2) as Particle Man.
If Norris tries punching someone, he usually ends up hurting his hand.
Educational Background: Masters Degree (M.A.)
Common Skills: Read-Write/Speak English 90%/93%, Mathematics: Basic
87%, and Pilot: Automobile 75%.
Computer Program: Basic Electronics 80%, Computer Operation 98%,
Computer Programming 90%, and Computer Repair 80%.
Science Program: Mathematics: Advance 98%, Chemistry 98%, Astrophysics
85%, Astronomy & Navigation 80%, and Chemistry: Analytical 85%.
Investigation Program: Research 90%, Photograph 85%, and Writing 75%.
Communication Program: Radio: Basic 98%, Radio: Scrambler 85%, T.V./Video
85%, and Cryptography 75%.
Secondary Skills: Public Speaking 75%, Business & Finance 50%, Law
(general) 50%, History, 85%/65%, Land Navigation 56%, Housekeeping 70%, Sewing 75%,
Sign Language 50%, Performance 40%, and Streetwise 32%.
Money: As a high school teacher in Century Station, Norris is making $38,000 a year.
He lives very meagerly and rents a one bedroom apartment in Kilgore.
Weapons: He relies only one his super abilities:
Energy Expulsion: Particle Beam, Range: 400 feet (122 m), Damage: 4D6+4 or
6D6+16, Attack per Melee: Each blasts counts as 3 melee attacks, Bonuses; +1 to strike on
Aimed Shots only, Special: Only on natural dice rolls (no bonuses) of 11-20 does he hit a
target, on rolls of 11-18 he does a nick, but on rolls of 19-20 he does a direct hit and does
the full damage. Note: Particle Beams automatically by-pass the A.R. of a target, including all
Natural Armor Ratings. Objects destroyed or people killed by PB are disintergrated! Living
things heal damage back three times slower and objects cannot be repaired by normal means
Equipment & Vehicles: He drives around in an old beat up 1989 Dodge Dynasty. It has
over 420,000 miles on it and he’s constantly trying to keep it running.