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Re: On the topic of Revised to 2nd ed conversions.....
Posted: Thu Dec 11, 2008 12:55 pm
by Reagren Wright
Okay here is the second of the team groups mentioned only in name in Gramercy Island. Now
because there already is the Sentinels of Liberty and Justice in Villains Unlimited 2nd, I decided
to change these guys name so they're wouldn't be any confusion with two "Sentinel" teams.
The Victory City Sentinels can be found on page 63 involving the Slaughterhouse Seven
THE WATCH GUARD
(formerly the Victory City Sentinels)
The origin of the Watch Guard is also the story of Victory City. Once a shinning beacon within
the United States, until it was almost reduced to ruin, but now its slowly returning to its former
glory. Victory City was an attempt to make a city of the future. Billionaire Chester Zane made
his fortune in Century Station at Zane Enterprises, a large multinational conglomerate that held
a major influence over the city. Then twenty-five years ago the Daedalus Foundation rose to
power. With the promise of free power from its cold fusion reactor, people turned away from
Zane and his company. Angered and feeling abandoned, Zane vowed to create his own city of
the future, one that would put Century Station to shame. In order to ensure his city would be
more glorious than Century Station he wanted it called Victory City. He convinced the US
government to acquire land through the power of eminent domain to appropriate farmland to
build his city. Zane Industries and Zane Steel were the one who built the city. While the city
was being built, Zane went on TV and convinced thousands of people to relocate themselves
to his city, vowing he would create a higher standard of living for people, but will require less
natural resources, money, and energy to achieve it. Thousands of people believed and came
from all corners of the globe. Zane promises his city would receive no tax support from any
government. The city would be owned and operated by Zane Enterprises.
Within fifteen years, Victor City had a population of 50,000. Everyone lived and worked for the
good of the city. Zane boasted about city having no crime (because nobody carried real money
and the police monitored the entire city through closed circuit T.V.), no pollution, and no
overcrowding. It was a veritable utopia, which is why it became a target for super villains.
Sixteen years after it creation, Victory City was being plagued by 1D6 super crimes a week,
and the number of super villains and meta-criminals continued to rise. The police and fire
departments were powerless to combat these individuals, so Zane went out and recruited meta-
beings who would function as police officers and champions for the city. They were called the
Victory City Sentinels. Lead by the super soldier called Paladin, the VCS were able to qualm the
super crimes within the city, capturing a number of the super villains, most of which were sent
to Gramercy Island. Before long they became national recognize as one of the nations most
popular super hero teams.
In the meantime, Project Daedalus collapsed and the city of Century Station suffered intense
economic lost and serious crime issues. Zane use the situation as an opportunity to encourage
those living in Century Station to help him build a second Victory City (as the current one had
reached its maximum sustainable population). Then the supervillain known as Faultline attacked
and nearly collapsed the Solar Towers, though the VCS were able to defeat and capture him.
The attack left hundreds of people homeless as the Solar Towers served as the city’s largest
apartment complex. People were beginning to grow distrustful of Zane and his promise of a
better life. Zane urged the VCS to crack down on the meta-crime and do whatever was
necessary to keep the utopia dream alive. In an effort to help the VCS, Zane invited the All-
Crusader Squad to help protect the city.
Three years ago, one of the most destructive forces arrived in Victory City, the Slaughterhouse
Seven. The meganoids hated everything the city stood for. Colonel Chaos ordered his
teammates to destroy the city and make virtually uninhabitable. Fortunately, the Peacekeeper
League hard been attempting to track down these mega villains so when the attack began, the
FCS and the All-Crusader League were quickly joined by the PKL, but neither super group
possessed the talents and abilities in being able to deal with these meganoids. Although, the
three groups managed to defeat the Seven it nearly cost them their lives. One member of the
PKL was killed (White Tiger) and nearly all of them where badly injured. Two members of the All-
Crusader Squad were killed. Yet, it was the VCS were suffered the worst casualties, four
members had died and one was permanently disfigured (Headstrong tore both of his arms off).
To make matters worst, twenty percent of the city was in total ruin.
The people of Victory City wanted someone to blame and they took it out on Zane. They held
his responsible for failing to protect them, especially those who lost everything. These people
had no jobs, home, or finances outside the city. They had no place to go. Then Mayor Zardona
offered the people a fresh start if they came to Century Station and helped rebuild. Zane tried
to counter the offer, but no one was interested in the Victory City utopia model, thousands of
people abandoned the city and left for Century Station.
With their team in ruin, the VCS thought about disbanding. Zane begged and pleaded with them
to stay with him. He admitted he’d made big a mistake. Instead of trying to create a utopia
society, he now wanted others to establish such ideals. He also wanted to help put villains like
the Slaughterhouse Seven behind bars to enable normal people and metas to live in peace.
Zane offered company’s services and built the VCS a new home in L.A. The surviving members
Paladin, Psyche, Brute, and Gale agreed to join him as did Zane with a new high tech battle
suit. Because they were no longer operating in Victory City and they did not want to confuse
themselves with the Sentinels of Liberty and Justice, the group decided to rename themselves
the Watch Guard, champions who vow to watch from afar and guard humanity from the forces
of evil. As for Victory City, US S.C.R.E.T. has stepped in and now heavily operates within the
city. New corporations and high tech companies have moved in and with them brought
thousands of new jobs to Victory City. The city now sports a population of 21,000 and is
increasing every single day. Nevertheless the Watch Guard try and stay away as the memories
are still painful for the superhero team. The team is still plagued by personal issues. In the last
few months, they have fought the operatives of the Dark Tribunal since they convinced two
aliens Virago and Fiend to join them. When they invited former mercenary and bounty-hunter
War Cry, a well known mutant hunter, the Jury has started to question the Watch Guard’s
motives and observe them if they are still acting as true heroes. Chester Zane continues to
make poor decisions that not only affect Zane Enterprises, but the team’s morale. Since taking
in Gidget, the daughter of George Celski, this has brought trouble from Cosmet Industries and a
brief encounter with the Masters of Speed. Though they are perhaps one of the most troubled
superhero teams, the Watch Guard has not failed in their endeavor to bring super villains to
justice and send the guilty to prison. They are one of the few Legionnaire teams that enjoy
positive cooperation and respect from the average citizen and law enforcements (local and
state). S.C.R.E.T and G.I.G.M.A. monitor the group and are well are of the many issues that
plague the team.
HEADQUARTERS: Watch Guard operate from the penthouse on top of the Zane Tower, the new
headquarters of Zane Enterprises in L.A. The team had to quit operating from Zane's Mansion
when the Masters of Speed learned its was their HQ.
AVTRAN HOVERVAN
Zane worked out a deal with Avtran to develop Watch Guard a Hovervan so they could get
from place to place. A number of people have express interest in this vehicel and Avtran is
already considering making it available to the general public or at least private owners.
Crew: One driver/pilot, up to seven passengers an additional 1000 lbs (450 kg) in cargo.
A.R. 6
S.D.C. by Location; Mainbody 220
Jets (4)-100 S.D.C. each
Tail-100 S.D.C.
Speed: 300 mph (480 km)
Range: 400 miles (640 km)
Length: 19 feet (5.79 m)
Weight: 3200 lbs (1440 kg)
Cost: $200,000-$280,000 depending upon the number of option.
There's comes with Air-Recycling System, Anti-Missile Chaff, Night Sight Camera/Monitor, Theft
Alarm System, Thief Proof Locks, Radar (basic), Satellite Radio and CD Stero, Video Monitor with
Recorder and Player, Engine Read Out, Radar Display, Radio Locator, and Siren.
The Watch Guard
A. Outfits: Specialty Clothing (10 points)
B. Equipment: Electronic Supplies (10 points)
C. Weapons: Armed Agents/Ninja Weapons 10 Points)
D. Bionics & Robotics: Cyber Agents (25 Points)
E. Vehicles: Fleet Vehicles (10 Points)
F. Communications: Computerized (15 Points)
G. Offices: Urban (5 Points)
H. Military Power: Security Guards (5 Points)
I. Super Powered Operatives: None (0 Points)
J. Sponsorship: Private Industry (6 Points)
K. Special Budget: Small Loans/Up to $100,000 (20 Points)
L. Administrative Control: Loose Laws (5 Points)
M. Internal Security: Tight (10 Points)
N. External Infiltration: None (0 Points)
O. Research and Information: Excellent Connection (20 Points)
P. Agency Credentials: Recognized (30 points)
Q. Employees Salary: Good (20 points)
Total Agency Points: 201 Points
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Thu Dec 11, 2008 2:18 pm
by Reagren Wright
PALADIN
Shawn Gable joined the US Army right out of high school. He wanted to be apart of something
much larger then himself and fulfill a duty for his country. He served a number of years then
decided to join up with S.C.R.E.T. For three months, he received additional training before he
and a number of operatives where selected to participate in a new black project. It was called
SUPREME. It was an attempt to duplicate the super soldier program in Russia, the RIG, (the Red
Iron Guard). Shawn and his fellow volunteers were turned into super soldiers, unfortunately
after being initially successful, the process utterly failed. Shawn and his teams were the only
ones who survived. Some speculate that covert agents from the Sector and/or Nursery
sabotaged it. In the meantime, Shawn continued to operative as a S.C.R.E.T. agent, calling
himself Paladin. He felt a growing concern that too many agents in S.C.R.E.T. lacked
compassion and a moral code. They cared more about killing metas then actually capturing
them, though they follow orders, they did so reluctantly. A year and a half later, meta-
terrorists hi-jacked an airliner in Miami, Fl. Shawn served as the second in command on the
rescue the mission. The S.C.R.E.T. team leader in charge simply hated all meta-beings,
especially those who volunteered to be altered (cyborgs and super soldiers). He also decided to
change the plan they where given in attempt to kill the terrorists first then rescue the
hostages. Shawn argued against it, but in the end could not change the man’s mind and
complied with the chain of command. The mission failed, three S.C.R.E.T. agents were killed
and the terrorists detonated a bomb on the plane, killing themselves and all the hostage,
Shawn was the only one came out relatively unharmed. Nevertheless, he took the blunt of the
blame instead of the team leader. He was given the chance to be honorably discharged. Shawn
agreed.
Afterward, he was contacted by billionaire Chester Zane who heard about what
happen. He told Shawn he didn’t deserve to be forced out of S.C.R.E.T., so he offered him the
opportunity to lead his team of super beings to defend and protect his utopia metropolis,
Victory City. After visiting the city, Shawn agreed. A nine-person team was assembled
consisting of himself, Psyche, Brute, Gale, Firestrike, Retread, Dark Shadow, Star Light, and
Claws. They were called the Victory City Sentinels. For several years, they served and
protected the city from all sorts of meta-criminals and super villains. During this time, Shawn
developed a romantic relationship with Jenny White (aka Psyche). She was already deeply
troubled from her time living on the street and the torture she endured as a subject for the
experiments of Doctor Larry Mindstone. Then the Slaughterhouse Seven attacked Victory City.
Though the Peacekeeper League and All-Crusader Squad came to their aid, the VCS were
simply overmatched. Psyche got into a mental dual with Psychotrope. When Headstrong tore
both the arms off Claws, Scott went to his aid. Yet with ease, Headstrong grabbed him by his
throat and power blow head-butted him in the face (double damage). The blow was so
powerful its nearly shattered Shawn’s skull like an egg. Seeing the man she love crumble,
caused Psyche to undergo a psychotic breakdown, resulting in her developing a split
personality (Jim Black) and the full potential of her psionic powers released. In the end, Jim
Black helped the three teams to defeat the Slaughterhouse. Nevertheless, Firestrike, Retread,
Dark Shadow, Star Light, and Claws were killed. Shawn’s face had to be reconstructed using
cybernetics. He recovered but Jenny was now psychological unstable. Feeling that he failed
again for the second time, Shawn wanted to take Jenny with him and leave. Chester Zane
however convinced him to stay, citing he was more at fault for trying to make a utopia city in
the first place. He begged Shawn to help him instead help others so beings like the
Slaughterhouse never trouble humankind ever again. Jenny convinced him.
Now renamed the Watch Guard, Shawn (aka the Paladin) protects L.A. and all of California from
meta-criminals/terrorists and super villains. He is an advocate for Mutant Civil Rights and wants
to see the Mutant Slave Trade end. While he continues to lead the team, he is also trying to
find a means to cure Jenny of the Jim Black persona who continues to make life for him and the
Watch Guard difficult. Shawn is also constantly bickering with Zane as he does things to
hamper the team both on and off the field. Zane lacks field experience and discipline. War Cry
and Shawn are always fighting between doing benign and malevolent behavior At times, the
pressure becomes too much for Shawn and he just wants to up and quit. Then he is reminded
by Jenny that they are the ones preventing the forces of injustice and fear from consuming the
meta community They must fight the good fight so one day all can be equal. Shawn will do
anything for Jenny and as long as she continued to believe in the Watch Guard’s mission, so will
he.
Real Name: Shawn Gable
Occupation: Former S.C.R.E.T. operative, now team leader for Watch Guard. He held the
rank Staff Sergeant.
Alignment: Principled.
Power Category: Super Soldier
Experience Level: 9th
Hit Points: 85 S.D.C.: 263 Natural Armor Rating: A.R.: 14
P.P.E.: 22
Appearance: He is thin and lanky with an athletic build. He has thick brown hair. His
single right eye is red, while the left side of his face is clearly cybernetic with a bionic eye. He
wears a dark blue costume with his half suit of armor and battle dress.
Attributes: I.Q. 10, M.E. 9, M.A. 21, P.S. 37 (extraordinary), P.P. 13, P.E. 23, Spd. 40,
P.B. 11 (used to be 14).
Age: 35, Sex: Male, Height: 6 foot and 2 inches (1.82 m), Weight: 192 lbs (86.4 kg).
Cybernetics: The left side of his face is bionic.
Multi-Optic Eye: Telescopic: 4-8x30 magnification, range: 6000 feet (1829 m),
Macro Lens: 2x to 8x magnification, range 3 feet (0.9 m), Passive Nightvision: range: 2000 feet
(610 m), Thermo-Imaging: 2000 feet (610 m), Light filter, Targeting Display (+1 to strike with
range weapons).
Built-in Radio Receiver & Transmitter Headjack (with scrambler technology: Range: 20 miles (32 km).
Super Soldier Enhancements: Attempt to Make Invulnerable, Physical Transformation,
and Mind and Body Attune.
Minor Super Abilities: Energy Expulsion: Energy and Energy Resistance. Note: He can
carry 3700 lbs (1665 kg) and lift 7400 lbs (3330 kg).
Combat Training: Commando
Attacks per Melee: 8 (2 initial +4 from Hand to Hand +1 from boxing +1 from
enhancement)
Combat Bonuses: +6 to initiative, +2 to strike, +6 to parry, +6 to dodge, +3 to
auto dodge, +24 to damage, +7 to roll with punch/fall, +7 to pull punch, and +2 disarm.
Saving Throws: +16% to save vs. coma/death, +7 to save vs. Horror Factor, +5 to save
vs. poison and disease, +2 to save vs. possession, and +4 to save vs. magic.
Combat Skills: Karate Punch 2D4, Power Punch 4D4 (2), Backhand Strike 1D6,
Elbow/Forearm 1D6, Knee 2D4, Karate Kick 2D6, Snap Kick 1D6, Crescent Kick 2D4+2, Wheel
Kick 2D6, Tripping/Leg Hook (cannot be paired, must dodge or knockdown), Backward Sweep
(cannot be paired, must dodge or knockdown, -2 to dodge), Roundhouse Kick 3D6, Axe Kick
2D8, Leap Kick 3D8 (2), Jump Kick 6D6, Flying Jump Kick 4D6, +3 to Body Flip/Throw 1D6 plus
P.S. damage bonus (lose initiative and 1 attack/action), Body Block/Tackle 1D4 + P.S. damage
bonus (must parry/dodge or knockdown). All Holds, Paired Weapons, and Knockout on a natural
20, Deathblow on a natural 18-20.
Other Bonuses: 65% trust/intimidate.
Educational Background: Military
Common Skills: Read-Write/Speak English 98%/97%, Mathematics: Basic 98%,
Pilot: Automobile 87%, and Pilot: Avtran 86%.
Military Program (Basic): Running, Climbing 95%/85%, Forced Marched, Military
Etiquette 90%, Radio: Basic 98%, and W.P. Rifle (+5 to aim/+2 to burst).
2nd Military Program: Demolition 97%, Demolition Disposal 97%, Parachuting 95%, and
Trap/Mine Detection 75%.
Espionage Program: Hand to Hand: Commando, Detect Ambush 85%, Intelligence 78%,
Wilderness Survival 85%, Sniper (+2 to called or aimed shot), and Detect Concealment 80%.
Physical Program: Boxing, Kick Boxing, Prowl 85%, and Swimming 98%.
Secondary Skills: Athlete, Body Build & Weightlifting, First Aid 90%, Computer Operation
87%, Pilot: Airplane 86%, Basic Electronics 75%, Land Navigation 72%, Public Speaking 85%,
Law (General) 70%, Research 60%, Streetwise 36%, Cook 40%, and Astronomy & Navigation
35%. Note: Paladin sacrificed a skill in order to gain a proficiency in his energy expulsion power
(He has an extra +3 to strike and will have another +1 at level 11).
Money: He makes about $2000 a week from Zane Enterprises. He has about $89,000 in
saving he made from his days as a S.C.R.E.T. operative. In his checking account, he has
$110,000. Most of his money goes to charity and paying for all the different psychotherapy for
Jenny.
Weapons: He is trained in using standard US military rifles, but he relies on his skills and powers.
Energy Expulsion: Energy, Range: 600 feet (183 m), Damage: 11D6 or 1D6x10+6, +6 to
aim/+4 wild. He can add an additional +1 to strike with his targeting sight and/or +2 from his
sniper skill (max +3 counts as 2 actions if uses sniper).
Armor: He wears a point blank vest beneath his costume. AR.: 10 and 70 S.D.C..
Equipment & Vehicles: He has access to the Watch Guard technology and equipment.
He is the one who pilots the team’s Modified Avtran Hovervan.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Thu Dec 11, 2008 3:38 pm
by Reagren Wright
PSYCHE
Jenny White is a tragic tale. She came from a trouble family. Her father was abusive and
indecent towards her. She stayed in school as long as she could. She loved school because it
was time away from home. She participated on her middle school and high school’s gymnastics
team. She won several championships, including state twice. During her senior year, her feel ill
and her father became even more abusive and cruel. Unable to deal with him any more, she ran
away and gave up her college scholarship and possible Olympic dream. After discovering her
boyfriend was cheating on him, she left his apartment and was effectively homeless and living
on the streets. Fortunately for her, she come to learn she was a minor psychic, and her
abilities not only helped her coup with her new life. To survive she became a waitress at a mom
and pop restaurant and a lady of evening. Two years later, while coming home from work, she
was kidnapped by the villainous Larry Mindstone. The villain performed a number of experiments
on her using his psionic inducing drug, unaware that she was already a latent psychic. On the
fourth vaccination, her tormented memories manifested into a cruel and wicked personality
called Shockwave. Now a true master psionic, Shockwave assisted the good doctor in his
experiments by finding additional victims and stealing money for him. This led to an encounter
with Paladin, Claws, Brute, Gale, and Retread. When Retread was able to possess her body, he
seemingly destroyed the Shockwave persona. Jenny White was back. Jenny never knew of
Shockwave’s existence. Mindstone in the meanwhile got away (becoming Spellstone).
Jenny came to live with the group who were working out the details to become a super team
for Victory City. They just happen to be in town to recruit Firestrike. Seeing a chance to get
off the street and to do something righteous with her life, Jenny joined them becoming Psyche.
Within a few weeks a strong attraction developed between her and Shawn Gable (aka Paladin),
soon they developed a dating relationship, until finally blossoming into something beautiful. A
few years later, Scott finally had the courage to ask her to marry him. On the day he was
going to propose, the Slaughterhouse Seven attacked Victory City. The VCS came to the aid
of the allies the All-Crusade Squad and where immediately dominated. Thankfully the
Peacekeeper League came to their aid otherwise none of them would have survived. Jenny
found herself battling Psychotrope. Out of the corner of her eye, she saw Headstrong tears the
arms off their friend Claws and Paladin go to his aid, but the mega villain head-butted him in
the skull nearly smashing it two. Seeing him collapse caused Jenny fragile psyche to splinter
again, this time creating the male personality of Jim Black, a wild and loud champion of justice,
but it also unleashed her full psionic potential making her a mega-psionic. Armed with this
power, Jim Black was able to turn the tide of the fight and enable the three super teams to
defeat the Slaughterhouse.
Jenny is well aware of the Jim Black personality and so is he likewise of her. Jim has no
intension of going away. He doesn’t want anything to do with Shawn (he’s straight) but he is
very much attracted to Gale (and other good-looking woman he sees, which causes all kinds of
problems for Jenny). Jenny wants to be cured so she can Scott can get on with their life, but
she is a pacifist by nature, and part of her doesn’t want to do harm to Jim. He in turn is willing
to come and go, but not on Shawn’s terms. He and War Cry get along great and enjoy nights
out on the town. Jim also participates in a number of underworld dealings as well. Once he took
off for a few days to do a mercenary job. It’s unsure what will ever happen, all attempts to
cure Jenny have failed, and with her being a mega-psionic it’s not helping matters. Ultimately,
Jim might be here to stay. If so then the chance of Jenny and Shawn ever knowing true
happiness might be nothing more but a dream, nevertheless it doesn’t stop Jenny from doing
what she loves and that is help others and make the world a better place then it was before.
Jim is a hero but only on his terms, however he is starting to see him act more and more like
Shockwave in terms of how he fights in battle. If that should ever happen, no one is sure what
to do about, especially Shawn.
Real Name: Jenny White
Alias: Jim Black and Shockwave
Occupation: Former Lady of the Evening, now member of Watch Guard.
Alignment: Jenny is Principled while Jim is Unprincipled (leaning toward Anarchist).
Shockwave was miscreant.
Power Category: Mega Psychic
Experience Level: 7th
Hit Points: 46 S.D.C.: 120
P.P.E.: 22
I.S.P.: 337
Appearance: Jenny is a wiry thin girl with striking red hair. She has green eyes that
always seem to be sad. She dresses like someone who is in a continual state of melancholy. As
Jim Black, she dresses like man in expensive leisure suits and Italian shoes. He is very fond of
his $2000 Rolex watch.
Attributes: I.Q. 14, M.E. 30, M.A. 28, P.S. 17, P.P. 20, P.E. 18, Spd. 28, P.B. 15.
Age: 27, Sex: Female, Height: 5 foot and 6 inches (1.67 m), Weight: 101 lbs (30.7 kg).
Insanity: Jenny suffers from multiple personality disorder. Whenever she witnesses or
undergoes a severe shock or trauma, she becomes Jim Black. She is a Pacifist while Jim is a
Wildman. Jenny is also deeply afraid of needles (aichmophobia) and doctors (iatrophobia). Jim is
obsessed with the women (gynemania). Jim can be convinced to return to Jenny if it is for the
good of the group or cause, he will never do it for Paladin for any other reason.
Frenzy: Whenever Jim suffers from intense frustration, he will go into a Frenzy.
He receives 1 extra attack/action, +30 S.D.C., +1D6 to all forms of damage, +1 to strike,
parry, dodge, and Roll with Punch/Fall, and the SPD becomes 31. The Frenzy will last 13 melees.
[b]Mega Powers[/b]: Enhanced healing (2x faster then normal humans), increase range
of psionics by 50%, and magical affects are only ½ normal duration. She is considered a
supernatural being, but she does not possess Supernatural P.S.
Super Mega Abilities: Jenny “third eye” is open which grants her superior psychic
powers. She radiates her nature and intentions (psychics feel it 100 feet/30.5 m away and non-
psychics feel it 12 feet/3 m away). She has a Dreamvision with Paladin (appears in his dreams,
Paladin has a 5D6%+70% of remember what was said. She can transform into an energy being
(exist in stasis in a ley line for decades 1-100 years). She also exists if she is goes to a
dimension where the physical body cannot exist (cost 270 ISP). Sense Supernatural Evil and
Magic Energy 86%, she can track the person/being 85% but its 91% if they use magic, range:
1050 feet (320 m),
Super Telekinesis: Special. This power is doubled its usual range 1400 feet (426 m),
duration (28 minutes), damage (2D4x10 per 200 lbs), and effect (manipulate 14 objects).
+6 to strike with telekinesis and +8 to parry with telekinesis (8 I.S.P).
Super Psionics: Bio-Manipulation, Telekinetic Force Field, and Group Mind Block.
Sensitive Psionics: Note: All of these powers have double range, duration, and effect.
Telepathy, Empathy, See Aura, Object Read, Sixth Sense, Sensory Link, Presence Sense,
Clairvoyance (82% if it involved Paladin).
Healing Psionics: Detect Psionics, Healing Touch, Exorcism, Lust for Life, Induce Sleep,
Suppress Fear, Calm Rage, and Deaden Pain.
Physical Psionics: Mind Block, Telekinetic Push, Float, Spontaneous Combustion,
Telekinesis, Alter Aura, Deaden Senses, and Ectoplasmic Disguise (this power is only use to
make herself look like Jim Black. If she/he is trying to maintain his appearance he is -4 to
initiative, reduce all combat bonuses, attacks per melee, running Spd, and skill performances by
one-half. During combat, he automatically drop the disguise. Regardless if using the power or
not, he sees himself as looking like Jim Black.
Combat Training: Basic
Attacks per Melee: 5 (2 initial +3 from Hand to Hand)
Combat Bonuses: +1 to initiative, +4 to strike, +7 to parry, +8 to dodge/+7 for Jim, +4
to damage, +10 to roll with punch-fall/+13 for Jim, +3 to pull punch, and +3 disarm.
Saving Throws: She needs a 10 or better to save vs. psionics, +6% to save vs.
coma/death, +8 to save vs. psionics, +13 to save vs. insanity, +2 to save vs. poison and
magic, +2 to save vs. possession, and +2 to save vs. despair attack (+10 if psionic).
Combat Skills: Punch 1D4, Power Punch 2D4 (2), Elbow/Forearm 1D6, Knee 1D6, Karate
Kick 2D4+2, Snap Kick 1D6+2, All Holds, and Critical strike on an unmodified 19-20.
Other Bonuses: 94% trust/intimidate.
Educational Background: High School
Common Skills: Read-Write/Speak English 94%/95%, and Pilot: Automobile 81%
Physical Program: Acrobatics (Sense of Balance 98%, Walk Rope 86%/98% as Jim, Climb
Rope 98% Backflip 98%, Gymnastics (Bars and Ring 86%), Prowl 75%, and Hand to Hand: Basic.
Domestic Program: Mathematics: Basic 98%, Cook 75%, Dance 70%, and Sewing 80%.
Secondary Skills: Athlete, Runningic Athletics, Climbing 95%/98% as Jim, Singing 70%,
Streetwise 48%, Seduction 51%, Swimming 85%/98% as Jim, Housekeeping 70%,
Wardrobe & Grooming 78%, Radio: Basic 75%, Pick Locks 55%, Writing 35%, and Art (Painting)
45%.
Money: She makes about $1600 a week from Zane Enterprises. She has about $19,000
in a saving account. Most of her money goes to help pay for a psychotherapist. Jim Black has
$109,000 in a separate checking account. Some of this money is dirty or stolen.
Weapons: Both personalities rely on their psychic abilities, although Jenny will never use
her powers to hurt and harm, while Jim has no qualm about hurt (sometimes severely) anyone
who gets in his way, including teammates when he goes Frenzy.
Equipment & Vehicles: She has access to the Watch Guard technology and equipment.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Thu Dec 11, 2008 4:30 pm
by Reagren Wright
BRUTE
Hector was working in a warehouse in Forr Worth, Texas. A foreman told him he could make
some extra money for his family if came late Saturday night to unload some late shipments.
Hector agreed wanting the extra money to pay for his youngest daughter’s medical bills. That
night Hector and four other workers came. They unloaded six trucks each contained a number
of cage living animals. Hector didn’t want to know what they where doing he just wanted his
money. As he was moving one tank, he realized the animal was dead. He went in search of
someone in charge. He walked into a room in which a number of men were talking with a crazed-
looking African man with white lips, eyes, and hair. One of the men yelled at him and told him
to get out of here. Later the same man apologized and said he appreciated his help and if he
wanted to make some extra money to come back tonight. Hector agreed. He went home and
went to bed. The next day he gave his wife the extra money so she could make an
appointment for a doctor. That night he kissed his wife and family good bye and went to the
warehouse. The moment he got there, three men grabbed him while the crazed doctor shot him
with a tranquilizer gun. Hector passed out. He awoke in an alley to find it had been five days
since he left home. His body was covered in scars. He went to the hospital and told the police
what happened. That night Hector screamed in agony. The doctors and nurses came in to see
him changing into some kind of monster. Hector fled the hospital and took to hiding in the
sewers. Eventually he was found by members of the Mutant Underground. He stayed with them
for a while adapting to his new life. He watched his family from afar and secretly kept in touch.
A few years later, he became more involved in the MU working as a protector and recruiter. A
number of young mutants were becoming angry, bitter, and started taking violent actions
against normal people. Hector tried to put a stop to it using peaceful solutions, but in the end
he had no choice but to use his fists. Soon it was him and the mutant street gang, as he
distances himself from the Underground so they would not be involved. In doing so, he became
something of a hero to the eyes of normal people. Soon he was no longer just stopping the
mutant street gang but helping normal people too. Then he was met by Chester Zane who
offered him a job of doing what he’s doing know but in his utopia metropolis, Victory City. When
he learned how much he would be making, Hector agreed so he could help his family.
Though Brute is not known for his intellect, he’s become the heart and soul of the Watch
Guard, especially after the fight with the Slaughterhouse Seven. The death of Claws cut him to
his soul. Afterward, he did starta friendship with Taiwo of the Peacekeeper League. Hector is
eager to find the strange African scientist responsible for their transformation. Now that he has
a public form, Hector speaks out for Mutant Civil Rights and for the government to do
something about mega-crops like Bio-SPAWN and Genesys. His goal is to speak before
Congress. Though he is a monster, Hector has become a true hero to many Latin Americans. He
wants the team to go to Central American and do something about Emperor Danilek and the
Usurper. He also hopes one day to have the courage to allow his family to see him again.
Real name: Hector Estrada
Occupation: Former warehouse employee, now member of Watch Guard and Protector
in the Mutant Underground.
Alignment: Scrupulous
Power Category: Experiment (Animal Genes).
Experience Level: 7th
Hit Points: 105 S.D.C.: 223
P.P.E.: 22
Appearance: Brute is large, hulking humanoid with a hunched over gait as he walk. He
has large oversized arms like a gorilla. He has deep blue reptilian, scaly skin. He has two tiny
pin holes for a nose, large jaws with sharp teeth, and two small horns (4 inches) growing out
where his eyebrows should be. His stringy, sparse hair is lavender is color. He doesn’t have ]
earlobes, eyelashes, eyebrows, or body hair, just the hair on his head. He constantly trims the
claws on his feet and hands so they don’t scratch or tear up everything. He has large black
eyes.
Attributes: I.Q. 14, M.E. 14, M.A. 15, P.S. 40 (extraordinary), P.P. 33, P.E. 32, Spd. 40, P.B. 5.
Age: 38, Sex: Male, Height: 5 foot and 11 inches (1.80 m), Weight: 298 lbs (134.1 kg).
Animal Traits: Features and Powers: Extraordinary P.E., Beastly Strength, Advance
Smell, Advance Hearing, Extraordinary P.P, and Climbing Claws.
Animal Trait Defects: Animal Posture, Diet Carnivore, Multiple Animal Traits (Reptilian
Feet, Reptilian Ears, Reptile Eyes, Reptilian Nose, Reptilian Scales, Reptilian Head (Partial
Human).
Combat Training: Expert
Attacks per Melee: 6 (2 initial +3 from Hand to Hand +1 from powers)
Combat Bonuses: +4 to initiative, +10 to strike, +12 to parry, +12 to dodge, +11 to
auto dodge, +25 to damage, +3 to roll with punch/fall, and +2 to pull punch,
Saving Throws: Impervious to disease, +32% to save vs. coma/death, +8 to save vs.
poison and magic.
Combat Skills: Punch 1D4, Power Punch 2D4 (2), Claws 2D4, Elbow/Forearm 1D6, Knee
1D6, Karate Kick 2D4, Wheel Kick 2D6, Tripping/Leg Hook (cannot be paired, must dodge or
knockdown), All Holds, Paired Weapons, and Critical strike on an unmodified 18-20.
Educational Background: On the Job Training
Common Skills: Read-Write/Speak Spanish and English 94%/95%, Mathematics: Basic
93%, and Pilot: Automobile 81%.
Factory/Construction Program): Basic Mechanics 90%, Carpentry 75%, Construction
(Base on John C. Philipott Rifter #25) 90%, General Repair/Maintenance 95%, Physical Labor,
and Pilot: Tracked Vehicles 98%.
Mechanic: Vehicle Program: Automotive Mechanics 96% and Basic Electronics 80%.
Secondary Skills: Hand to Hand: Expert, Athlete, Climbing 98%/75%, Prowl 65%, Body
Build & Weightlifting, Running, Pilot: Truck 84%, Streetwise 48%, Radio: Basic 75%, Law
(general) 60%, Jury Rig 35%, and Whittling & Sculpting 35%.
Money: He makes about $1800 a week from Zane Enterprises. He has about $31,000 in
savings. Most of his money goes to support his ex-wife (Maria) and his three children (Aronna,
Esenia, and Libia
Weapons: He relies on his natural talents.
Armor: If the mission is dangerous, he wears a point blank vest made special for him.
AR.: 10 and 70 S.D.C..
Equipment & Vehicles: He has access to the Watch Guard technology and equipment.
He wants to learn how to pilot team’s Modified Avtran Hovervan.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Fri Dec 12, 2008 12:56 pm
by Reagren Wright
GALE
Gale was born in Jamaica from a bi-racial family. It was quite a shock for her mother and father
to see she was born with white hair. By the time she was five, Gale realized she was lightning
quick and had ultra fast reflexes. In fact, she almost appeared to be flying at time. When she
was nine, she and her father were off shore fishing when news of a huge storm coming. Gale
was scared that something bad might happen to them. The motor of the boat failed. The storm
came yet Gale created a protective barrier that kept them safe from the wind and the rain. Her
instincts told her she could fly into the wind. Suddenly she was manipulating the wind and
carrying her father aloft as she took the air and flew them back to shore. Her grandmother a
practitioner of voodoo believed she was some kind of high priestess with the power to control
the weather. In order to get her away from the crowds of worshippers who treated her like a
religious icon, her father and mother left the island and moved to the states. Gale‘s parents
came to Victory City to live. Gale loved living in the utopia city, but was troubled when the
meta-criminals and super villains started plaguing it. When Chester Zane announced Paladin had
come to form a team of super beings, Gale wanted to be apart of it. Her parents agreed if she
could maintain her schooling. Gale did so becoming the youngest member of the Victory City
Sentinels. When she turned 18, she attended Victory City University. During her second year,
the Slaughterhouse Seven attacked. Gale father was one of the unforeseen casualties as
Crazyface tossed an automobile into the office building in which he worked. With her
teammates and her father dead, Gale wanted to go with her mother back to Jamaica, but her
mother convinced her that she was needed her and she had mission to do, one that her father
was very proud of. With her mother’s blessing, Gale decided to remain with her surviving
teammates and rebuild. Gale is the one who convinced Chester Zane that War Cry would be a
welcomed addition to their team after convincing him to join their side. She has become best
friends with Virago and is slowly starting to introduce her to human society. She is very loyal to
Zane and gets mad at Paladin for questing him, which put her at odds with him on many issues.
She is however troubled by the romantic offerings she gets from Jim Black. The problem is she
kind of likes Jim. When he’s around, she doesn’t see the body of Jenny, which only irritates
Paladin. Part of her is also worried that Paladin and Jenny might actually find a way to get rid
of Jim. The older she gets the more at odds she is becoming with Paladin, which only leads to
more conflict within the team.
Real Name: Gale Sparks
Occupation: Former college student, warehouse employee, now member of Watch Guard
Alignment: Scrupulous
Power Category: Mutant
Experience Level: 7th
Hit Points: 52 S.D.C.: 150
P.P.E.: 27
Appearance: Gale is a beautiful bi-racially mixed woman with a trim, athletic physique
and long, thick white hair. She dresses in biker attire (all leather) with boots and jacket.
Attributes: I.Q. 20, M.E. 11, M.A. 10, P.S. 19, P.P. 26, P.E. 18, Spd. 360 mph (579. 6
km) running, 340 mph (547.4 km) flying, P.B. 18.
Age: 24, Sex: Female, Height: 5 foot and 11 inches (1.80 m), Weight: 127 lbs (57.15 kg).
Unusual Characteristics: She has stark white hair.
Major Super Abilities: Control Elemental Force: Air
Minor Super Abilities: Flight: Wingless, Extraordinary P.P., and Extraordinary Speed.
Combat Training: Basic
Attacks per Melee: 7/8 (2 initial +3 from Hand to Hand +2 from powers) +1 in flight.
Combat Bonuses: +6 to initiative, +9 to strike, +12 to parry/+11 in flight, +15 to
dodge/+13 in flight when going under 80 mph (128 km)/+15 when going over 90 mph 144 km),
+11 to auto dodge, +14 to damage/+4 to damage for every 20 mph (32 km) of speed, +7 to roll
with punch/fall, +5 to pull punch, and +1 to disarm.
Saving Throws: She takes ½ damage from cold and electricity, +6% to save vs.
coma/death, and +2 to save vs. poison and magic.
Combat Skills: Punch 1D4, Power Punch 2D4 (2), Elbow/Forearm 1D6, Knee 1D6, Karate
Kick 2D4+2, Snap Kick 1D6+2, All Holds, and Critical strike on an unmodified 19-20.
Other Bonuses: +6% to all skills and 40% charm/impress.
Educational Background: Two Years of College.
Common Skills: Read-Write/Speak English 98%/98%, Mathematics: Basic 98%, and Pilot: Automobile 87%.
Physical Program: Acrobatics (Sense of Balance 98%, Walk Rope 98%, Climb Rope 98%,
Backflip 98%), Gymnastics (Bars & Rings 98%), Climb 98%, and Prowl 91%.
Journalism Program: Computer Operation 98%, Research 96%, Photography 91%, and
Writing 81%.
Secondary Skills: Hand to Hand: Basic, Athlete, Running, Aerobic Athletics, Swimming
91%, Land Navigation 70%, Astronomy & Navigation 71%, Pilot: Motorcycle 94%, Radio: Basic
81%, Law (general) 66%, Computer Programming 62%, and T.V. & Video 51%. .
Money: She makes about $1800 a week from Zane Enterprises. He has about $91,000 in
savings. When not flying running, she rides around on a 2006 Wildfire Chopper.
Weapons: She relies on her super abilities.
Armor: If the mission is dangerous, she wears a point blank vest made special for her.
AR.: 10 and 70 S.D.C.
Equipment & Vehicles: She has access to the Watch Guard technology and equipment.
She spends most of her time on the computers or using a number of cameras for surveillance.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Fri Dec 12, 2008 1:33 pm
by Reagren Wright
WAR CRY
War Cry has a shadowed past, one that he is not interest or willing to reveal. He first
appeared in Century Station five years ago, hunting down animal mutants who escaped a Bio-
Tech center in Ames, Iowa. Later, he joined up with Frostbite and Foresight to capture and
apprehend mutant runaways. He briefly worked with the Lost Company but he and Savage
didn’t see eye to eye. War Cry also did some work with Fabricators Inc with their Elimination
Teams. He received word from an unnamed Bio-Tech company to apprehend a mutant runaway
in L.A. That mutant turned out to be Brute. Before he could track Brute down, he did some
surveillance of Watch Guard. He was discovered by Gale which resulting in a fight between
them. Gale managed to best him. She demanded to know why he was hunting down and turning
over his own kind. War Cry said it was for the money and he didn’t care about his own people.
At that moment, a strange gateway opened up and four cyborgs appeared. They spoke with
French and German accents. They made War Cry an offer. Help them to take down the Watch
Guard and he would he rewarded handsomely. Gale tied to fight them off, but they managed to
disable her. Just as they were about to take Gale into the portal, War Cry turned on them. He
got Gale away from them and sent them back into the portal. After Gale recovered, she invited
War Cry to join them. Brute knew who he was and what he did for a living. Paladin was against
him. Psyche wasn’t sure. Zane, however, made the decision to include him. War Cry wasn’t a
team player at first (very anarchist). As the months went by, he started to earn the trust of
his teammate, especially when he fought off the Lost Company who came for Brute since he
failed to deliver him over. As he has earned his place among his teammates, he continually
comes under the criticism of Paladin for his aggressive approach and his flying solo missions or
accompanied by Gale or Jim Black, which further agitates Paladin. War Cry is the only member
of Watch Guard who could potentially replace him as field leader, and Paladin knows it. He
works hard to put his aggressive tactics down and try to maintain the teams “cavalier”
approach. War Cry wants them to cut loose and take villains down, in a more “permanent”
capacity. Both men have their eye on Jenny and her well-being which only adds to the tension
within the team.
Real Name: Unknown
Occupation: Former freelance mercenary and bounty hunter, now member of the Watch Guard.
Alignment: Unprincipled (used to be miscreant and anarchist)
Power Category: Mutant
Experience Level: 7th
Hit Points: 46 S.D.C.: 98
P.P.E.: 29
Appearance: He is a good look white male. War Cry is trim to the point of skinny,
although his muscles are developed and very defined. He has thick, glossy metallic silver hair
that has a tendency to fall into his face. His eyes are silver in color. His uniform is white on the
bottom with a gray strip across the center and a black top. He is almost never without his
metal staff.
Attributes: I.Q. 13, M.E. 13, M.A. 8, P.S. 18, P.P. 15, P.E. 15, Spd. 58 (40.6 mph/65.3 km), P.B. 14.
Age: 28, Sex: Male, Height: 5 foot and 7 inches (1.70 m), Weight: 189 lbs (85.05 kg).
Unusual Characteristics: Metallic silver hair, Reflective eyes (polarized vision), Skinny
Build, and Ambidextrous.
Vulnerability: War Cry needs a focusing device in order to utilize his powers. He has to
strike a hand held object against something hard (sometimes the ground) in order to gain
control of existing vibrations which can be magnified and manipulated.
Major Super Abilities: Vibration
Minor Super Abilities: Power Stomp, Seismic Power, and Impervious to Sound &
Vibrations.
Combat Training: Martial Arts
Attacks per Melee: 6 (2 initial +3 from Hand to Hand +1 from ambidextrous).
Combat Bonuses: +6 to initiative, +2 to strike, +8 to parry, +7 to dodge, +3 to damage,
+7 to roll with punch/fall, +4 to pull punch, and +2 to disarm.
Combat Skills: Karate Punch 2D4, Power Punch 4D4 (2), Backhand 1D6, Elbow/Forearm
1D6, Knee 1D6, Karate Kick 2D4, Snap Kick 1D6, Roundhouse 3D6, Tripping/Leg Hook (cannot
be paired, must dodge or knockdown), Backward Sweep (cannot be paired, must dodge or
knockdown, -2 to dodge), Jump Kick 6D6, Flying Jump Kick 4D6, All Holds, Paired Weapons, and
Critical strike on an unmodified 18-20.
Educational Background: On the Job Training
Common Skills: Read-Write/Speak English 94%/95%, Mathematics: Basic 93%, Pilot:
Automobile 81%, and Feel Vibrations 80% (65 feet/19.8 m).
Espionage Program: Hand to Hand: Martial Arts, Detect Ambush 80%, Intelligence 75%,
Wilderness Survival 80%, Tracking (people) 75%, and Interrogation 80%.
Criminal Program: Streetwise 63%, Pick Locks 85%, Prowl 75%, Tailing 85%, and Find
Contraband 69%.
Secondary Skills: Athlete, Running, Body Build & Weightlifting, Swimming 85%, W.P. Staff
(+3 to strike, +2 to parry), W.P. Blunt (+3 to strike & parry), Radio: Basic 85%, Land
Navigation 64%, Law (general) 60%, Research 65%, Climbing 60%/50%, and Physical Labor.
Money: He makes about $1800 a week from Zane Enterprises. He has about $71,000 in
savings and $9000 in his checking. He also has $130,000 in a hidden account made by
Fabricators Inc.
Weapons:
Battle Staff: War Cry has a specially made six-foot (1.82 m) telescoping staff
composed of an unknown metal. It works like tuning fork to help him focus and channel his
mutant powers. The staff was built by Fabricators Inc. War Cry has three staves, two are
always in storage. Damage: 2D6+2, (+1 to strike and +2 to parry), Total: +4 to strike and
parry.
Shock Waves, Range: 190 feet (57.9 m) and 6 feet (1.8 m) wide, Damage:
14D6 or 2D4x10+4, Bonuses: +2 to strike, Counts as 2 attacks.
Shock Blast, Range: 270 feet (82.2 m), Damage: 4D6, Bonuses: +4 to strike.
Vibration Punch, inflicts an additional 1D6 damage. He can channel this energy
into this staff as well.
Shockwave Stomp, Range: 140 feet (42.6 m), Damage: 4D6, Bonus: +3 to strike.
Energized Kicks, 3D6 per kick or 6D6 power kick (2).
Seismic Tremor, Range: Touch, Damage: 1D6x10+7D6 (uses up all attacks).
Armor: If the mission is dangerous, he wears a point blank vest made special for him. AR.: 10 and 70 S.D.C.
Equipment & Vehicles: He has access to the Watch Guard technology and equipment.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Fri Dec 12, 2008 2:23 pm
by Reagren Wright
VIRAGO
The person known as Virago started out in life as a life form made for combat. Her creator was
a Capucis. She was built to participate in gladiator type games in the Ilta Quadrant of the
galaxy far from TMC controlled space. For a number of years Virago maintained a champion
status since no one was aware of how she managed to defeat her opponents. Finally, she was
requested to participate in games within TMC controlled space. Her owner became worried that
her secret could be discovered. On the transport ship on which she was on, her owner paid for
a group of space pirates to attack it and disable it. The ship was badly damaged but managed
to make it to a gravity well only they end up off course and found themselves near the planet
Jupiter. The travel crippled the engines and the ship was now on a collision course with the
planet. Everyone had to abandon the ship. Dozens of escape pods were launched,
unfortunately many ended up getting caught in Jupiter’s powerful gravitational pull. Virago was
fortunately enough to end up in a stasis pod with Fiend and Thisseras. The escape pod landed
on Earth in Mexico. The three aliens attempt to make contact, and did managed to get a hold
of someone, it turned out to Phantom Panther of the Dark Tribunal who just happened to be
carrying out a mission in Mexico. He brought the three aliens to the DT headquarters and
introduced them to the DT way of life. Right away it appealed to Virago and Fiend, but the
Thisseras was well aware of Covenant law. The DT decided to get rid of him, but told Fiend and
Virago they took him back to space. Both were indoctrinated into the groups way of thinking
Soon they were apart of Phantom Panthers terrorist missions. On one such mission, Virago and
Fiend where to keep police and security distracted while PP assassinated California Governor
Kenneth Blackwater. But as the two aliens listen to his speech, it was obvious that Blackwater
was a true supporter of mutant civil rights and living in peace. If they allowed Blackwater to
die, it would cause a war between metas and normals. Virago summoned the powers of Divine
Master and shouted out the location of Phantom Panther. Infuriated at the betrayal, Panther
tried to activate an explosive device, fortunately Fiend disabled and Virago got the governor to
safety. Panther ended up shot and killed (cost him one of his lives). This act of treachery
forever damned Virago and Fiend as traitors to the DT.
After being interrogated by operatives of Project Secure, Chester Zane pulled some strings and
managed to get both Fiend and Virago to be apart of his newly reformed Victory City Sentinels,
now called the Watch Guard. At first the remaining original members were apprehensive about
adding two “aliens” to their ranks, but Virago and Fiend prove themselves right away. She is
supporter of War Cry and his strong arm tactics, but she doesn’t trust Chester Zane and is
quick to support Paladin against him. She continues to serve as a pendulum, changing side to
suit her purposes. Her friendship with Fiend is unbreakable, although she has opened up to Gale
and the two are becoming confidants. Gale is getting her to act more “earthling” but Virago is
resistant. She has developed a liking to hairspray and the unique ways she can use to style her
hair. She loves going to the salon and having “humans” work on her hair. She is not afraid of
the DT, but has yet to tell her teammates much less anyone of the DT plans fearing the
backlash it will have on all aliens, including herself and Fiend.
Real Name: Vhafsixa
Occupation: Former genetically engineer gladiator, former member of the Dark Tribunal,
now member of the Watch Guard.
Alignment: Unprincipled (used to be anarchist)
Power Category: Alien (Experiment)
Experience Level: 6th
Hit Points: 50 S.D.C.: 213/230 in space
P.P.E.: 33
Appearance: Virago is a tall and iron muscled woman with pure white skin and a full head
of green hair with white streaks (down to her waist). She has yellow eyes. Despite her obvious
alien appearance, she has an unearthly attractive physique. She wears a green costume with
yellow bands and a dark green hooded cloak.
Attributes: I.Q. 10, M.E. 10, M.A. 8, P.S. 20, P.P. 21, P.E. 18, Spd. 32/16 on Earth/40-
50 mph (64-80 km) gliding/Mach 12 in space/7920 mph/12,751 km, P.B. 25.
Age: 21, Sex: Female, Height: 6 foot and 10 inches (2.08 m), Weight
: 389 lbs (175 kg).
Originating Alien Environment: Low Gravity
Vulnerability: Virago cannot swim and her body is so dense and hard, she sinks like a
stone (of course, if she meets a being with certain abilities, it’s no problem).
Unusual Characteristics: Stark White Skin, Green Hair with White Streaks, Yellow Eyes,
and Extraordinary Reflexes.
Alien Genetic Engineering: Increased S.D.C. and Immune System.
Major Super Abilities: Duplication (Special).
This power functions exactly like the major super power Mimic, except the character
does not imitate or copy another individuals powers, attributes, and mental abilities as soon as
he or she meets them. After 30 seconds (2 melee) of contact with an alien or super powered
individual , one hour later, any of his or her raw, physical, psychic, and/or extraordinary powers
can be duplicated. Furthermore, she can retain these powers and call them forth at any time.
She retains the person power package for 3D4 days. Afterward, she has 01-15% of recalling
that particular person’s ability package. After one month, all memories of the particular person’s
power are out of her system. However, if she should have constant contact with an alien or
super powered person for 72 hours, there is a 01-10% she will retain this person power
package indefinitely. On the downside, of the owner of the powers comes within 60 feet (18 m)
of her, she cannot use or call forth the duplicated powers. When summoning the powers of any
individual, the entire power package comes with it, not just one power (for example if the
person has 3 minor and 1 major, then all four powers are gained, as well as any unusual
physical traits. She can pick and choose which power package to duplicate, but only one
duplicate package can be maintained at any particular time.
Switching to duplicate a different beings super abilities and raw physical powers can be done at
the beginning of every melee round (15 seconds). The switch can be done as often as she
wishes, allowing her to choose from an entire arsenal of abilities. Note: While she is duplicating
a person, she cannot use her Flight: Space (Iron Will stays and so does her Scan Powers), of
course she can use the flight powers if they in the duplicate flight package. Range: Anyone
who comes within 60 foot (30.5 m) radius of the super being. She doesn’t have to notice the
super being. The duplications is done automatically if the person stays in her presence for more
then 30 seconds (2 melees). Duration: Power Package are held for 3D4 days (each one is held
separately). Afterward, there is a 01-15% of being able to summon that particular power
package again. One month after initial contact, all trace of the powers are gone. The duration
cannot be extended unless she spends more time with an individual during the initial encounter
(72 hours) and even then there is only a 01-10% the power package will be held indefinitely.
Once the initial duration has expired, she must have contact with the being again to start it up
all over again. Note: All other aspects of this ability are exactly, the same as the Mimic power
found in HU 2nd edition (281-282). Note: Virago has learned to permanently duplicate the
power package of Fiend, Gale, War Cry, and Gidget, but never in their presence or within 60
feet/30.5 m of her). She can also permanently duplicate the powers of Phantom Panther of the
Dark Tribunal.
Minor Super Abilities: Iron Will, Flight: Space, and Scan Powers.
Combat Training: Expert
Attacks per Melee: 6/7 (2 initial +3 from Hand to Hand +1 from boxing) +1 in space and
+1 extra action to dodge.
Combat Bonuses: +3 to initiative/+4 in space, +5 to strike/+6 in space, +10 to
parry/+11 in space, +10 to dodge/+13 in space, +5 to damage, +6 to roll with punch/fall/+7 in
space, +2 to pull punch, and +1 to disarm in space
Saving Throws: She needs a 12 or better to save vs. psionics, she takes ½ damage
from cold and radiation, +26% to save vs. coma/death, +7 to save vs. possession, +6 to save
vs. mind control, +5 to save vs. illusions and Horror Factor, +5 to save vs. magic, +3 to save
vs. insanity, +11 to save vs. disease, and +4 to save vs. poison.
Combat Skills: Punch 2D4, Power Punch 2D4 (2), Elbow/Forearm 1D6, Knee 1D6, Karate
Kick 2D4, Tripping/Leg Hook (cannot be paired, must dodge or knockdown), Backward Sweep
(cannot be paired, must dodge or knockdown, -2 to dodge), All Holds, Knockout on an
unmodified 20, and Critical strike on an unmodified 18-20.
Educational Background: Professional Combat Athlete with some familiarity with Earth
Culture.
Common Skills: Read-Write/Speak Native Language 92%/94%, Read/Write/Speak
Thimerian Code 85%, Pilot: Personal Anti-Gravity Transportation 70%, Mathematics: Basic 90%,
Read-Write/Speak English, Spanish, and Language of Dark Tribunal Aliens 90%.
Special Program: Hand to Hand: Expert, Boxing, Wrestling, Gymnastics (Sense of Balance
73%, Bars & Rings 83%, Backflip 87%), Recognize Weapon Quality 75%, Depressurization
Training, Zero Gravity Combat: Elite, Pilot: Hover Cycle 95%, W.P. Knife (+2 to strike, +3 to
parry & throw), and W.P. Blunt (+3 to strike & parry).
Secondary Skills: Athlete, Running, Prowl 60%, Body Build & Weightlifting, Climbing
75%/65%, Physical Labor, Wardrobe & Grooming 74%, Pilot: Motorcycle 84%, Astronomy &
Navigation 60%, Radio Basic 70%, Wilderness Survival 50%, Land Navigation 40%, and Law
(general) 40%.
Money: She makes about $1800 a week from Zane Enterprises. She has about $50,000
in precious stones hidden away in Los Vegas. She has $8000 in her checking account and
$13,000 in savings. Chester Zane and Gale help her keep her account in balance.
Weapons:
Vibro Knife, 2D6+1
Stun Club, 1D6 plus the victim must save vs. non-lethal poison (16 or better,
no poison save bonus, just P.E. bonus) or the victim is stunned resulting in a -4 to strike,
parry, dodge, reduce Spd by half and no initiative for 2D4 melees.
Armor: If the mission is dangerous, he wears a point blank vest made special for her.
AR.: 10 and 70 S.D.C. She has an full environmental survival suit (H.E.S.A.) with magnetic
boots.
Equipment & Vehicles: He has access to the Watch Guard technology and equipment.
Anti-Gravity Necklace, She only uses it if she encounters someone without
flights powers, that way she can still fly when her powers get turned off while she is
duplicating someone else. A.R. 5 and S.D.C. 40. Speed 90-160 mph (144 to 256 km). Range:
Unlimited. +3 to dodge.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Fri Dec 12, 2008 4:44 pm
by Reagren Wright
FIEND
Fiend is the creation of a number of alien scientists on a FAR space station in the Liloqua
Quadrant to be used in bio-warfare against the Atorians. He is not sure how he was made, but
he was the only one that survived. After it was determined he would not be useful as a
weapon, the militant scientists gave Fiend over to a group of Dyteen Xeno Biologists. These
explorers chartered parts of the Liloqua Quadrant and the Ilta Quadrant. All the while Fiend was
treated like an intelligent pet, yet during his time with them, he was learning all about the
galaxy. When they started experiencing problems with their ship’s engines, they sold it and
booked passage on a transport to get them back to the space station. While on board the
transport, the scientists were curious about the alien being known as Virago. They wanted to
understand her origin. Suddenly the ship was attacked by pirates. In the confusion that
followed, Fiend got separated from the Dyteens and ended up with Virago and a Thisseras. The
ship entered a gravity well in an attempt to escape, but the navigation was off, and they
ended up near the planet of Jupiter. With the engines crippled and the ship on a collision
course, escape pods were launched. Fiend, Virago, and the Thisseras found the only stasis
pod, which managed to escape the gravitational pull of the planet. The pod eventually made its
way to Earth and landed in Mexico. Once awoken, the three aliens tried to make contact with
anyone who might be able to come to their rescue. In a surprise twist, the group ended up
contacted Phantom Panther of the Dark Tribunal.
At the DT headquarters, Fiend was not treated like a pet but as an intelligence life form with a
free will of his own. It was the first time anyone treated him as such. Fiend established a close
friendship with Virago, who understood his pain and need to be an individual not an object or
pet. They worked so well together, Phantom Panther recruited them both to be apart of his
terrorist operations. In the beginning, they had no qualms about liberating metas from the
human control world. They sided with the metas seeing themselves in their shoes. Yet when
the DT decided to target California Governor Kenneth Blackwater, Fiend and Virago started to
question the DT motives. Listening to him speak changed their mind completely and they
abruptly turned on the Panther and rescued Blackwater from certain death.
Afterward Project Secure interviewed them both. Fiend thought for certain he’d end up a pet
again or someone’s lab project. Instead, he and Virago were recruited by Chester Zane as new
members of his Victory City Sentinels, now called the Watch Guard. Fiend embraced this new
life. He is thankful each and every day that he gets to do something as a person and not a
pet. He and Virago remain close. He has a different relationship with the other members of
Watch Guard, but all of them welcome his company, although he cannot verbally communicate
with them. Everyone has learned to “interpret” his sign speech to some degree. Recently he
has acquired a thought transponder from the famed superhero called Sting. How he managed to
build one of these is unknown (which means Sting is possibly an alien). It would allow Fiend to
turn his thoughts into words for everyone to hear. He is not sure if he wants to use it or not.
He’s not sure why he’s apprehensive, it could be he’s become complacent about his role as the
silent hero who acts but never speak.
Real Name: Never given a true name, Fiend is his name translated from one of his
creator’s languages.
Occupation: Creature created in an alien laboratory, former minion/pet of the Grand
Inquisitor, now member of the Watch Guard.
Alignment: Unprincipled (used to be anarchist)
Power Category: Alien (Experiment)
Experience Level: 6th
[b]Hit Points[/b]: 53 S.D.C.: 81/300 in mercury form.
Natural Armor Rating: A.R.: 15 in mercury form.
P.P.E.: 15
Appearance: He looks emaciated, but he has muscular, spindly arms and legs. His body
is jet black except for his large trapezoid shaped red eye. He has no other facial features. His
head is triangular shaped and he has almost no visible neck. He is also asexual (page 3 of HU
2nd edition is a close likeness).
Attributes: I.Q. 15, M.E. 22, M.A. 15, P.S. 14/23 in mercury form, P.P. 21, P.E. 27, Spd.
34/17 in mercury form, P B. 5.
Age: 19, Sex: Male, Height: 5 foot and 10 inches (1.77 m), Weight:
94 lbs (42.3 kg)/190 lbs (85.5 kg) in mercury form.
Vulnerabilities: Fiend is mute, but he knows how to make sounds to attract attention.
Originating Alien Environment: Normal Earth Environment (actually on a space station)
Unusual Characteristics: Jet Black Body (waxy-plastic like), Two Long Fingers and
Opposable Thumb on each hand, Two Large Toes and one Off his Heel (prehensile toes), and a
Single Large Red Eye (trapezoid shaped).
Natural Abilities: Nightvision at 60 feet (18.2 m).
Major Super Abilities: Alter Physical Structure: Mercury and Polymorph
Minor Super Ability: Energy Resistance.
Combat Training: Expert
Attacks per Melee: 5 (2 initial +3 from Hand to Hand).
Combat Bonuses: +2 to initiative, +5 to strike, +7 to parry, +8 to dodge, +8 to damage
in mercury form, +4 to roll with punch/fall, and +2 to pull punch.
Saving Throws: +24% to save vs. coma/death, +4 to save vs. psionics, +5 to save vs.
insanity, and +6 to save vs. poison and magic.
Combat Skills: Punch 1D4, Power Punch 2D4 (2), Elbow/Forearm 1D6, Knee 1D6, Karate
Kick 2D4, Tripping/Leg Hook (cannot be paired, must dodge or knockdown), Backward Sweep
(cannot be paired, must dodge or knockdown, -2 to dodge), All Holds, Paired Weapons, and
Critical strike on an unmodified 18-20.
Educational Background: General Studies with Some Familiarity with Earth.
Common Skills: Read/Write FAR Philian and Thimerian Code 85%, Mathematics: Basic
90%, and Read-Write-English, Spanish, & Language of Dark Tribunal Aliens 90%.
Special Program: Anthropology: Alien (humanoid) 60%, Xeno-Biology 70%, Xeno-Botany
65%, Pilot: Hovercycle 90%, Pilot: Motorcycle 93%, and Pilot: Civilian Spacecraft: Small 86%,
Sign Language: 80%, Sensory Equipment 70%, and Performance 65%.
Secondary Skills: Hand to Hand: Expert, Athlete, Running, Prowl 65%/70% at night,
Climbing 98%/98%, Physical Labor, Astronomy & Navigation 70%, Wilderness Survival 75%,
Land Navigation 69%, Law (general) 75%, Housekeeping 85%, W.P. Sword (+3 to strike &
parry), Outdoormanship, Computer Operation 80%, First Aid 60%, and Palming 35%.
Money: She makes about $1800 a week from Zane Enterprises. He has little use for
money though. Chester Zane and Gale help him keep his account in balance.
Weapons: None, he relies on his natural abilities.
Equipment & Vehicles: He has access to the Watch Guard technology and equipment.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Fri Dec 12, 2008 5:45 pm
by Reagren Wright
GIDGET
Jean Anne Carlson is the daughter of George Celski from an illicit love affair. Jean’s mother was
a model who appeared in Cosmet Magazine. After the love affair, George paid his mother to
keep quiet about the affair. When money no longer kept her quiet, he used scare tactics that
made her keep silent about the affair. Growing up Jean Anne had a genius I.Q. and knack for
getting into trouble. Unable to get work and be a single mother, Jean’s mom became a drunk
and easy woman. Jean learned how to take care of herself, and with her genius I.Q. she did
just find. By the time she was ten, Jean developed an strange affinity with machines and the
ability to stun people with her thoughts. Using these talents, she became a street thief. She
hacked into ATMs to get money or steal stuff off the counter after stunning the clerk. One of
her mother’s boyfriends Theodore Fist learned what she could do and convinced her to help him
with a big bank score. He taught her everything there is to know about computers and how to
hack into them. Then she was able to withdraw money from accounts and transfer it over to
one of his making. Unbeknownst to them both, the bank had a bionic hacker working for them
and was able to track down the unauthorized intruder. In an effort to save herself when the
FBI caught up with them, Jean told them her father was George Celski. When he was
questioned about the validity of her claim, Celski sent a lawyer from Cosmet Industries and
convinced the courts, the FBI, and G.I.G.M.A. that his “daughter” was being abused by her
mother and boyfriends and that he should be the one to take responsibility for her. The courts
agreed with the corporate executive. Jean went to live at her father’s multi-million dollar
penthouse. In a short time, he was using her abilities to track down the Masters of Speed in
order to capture Cheetah who might be Dyan Sagan, the scientist who created a super speed
formula. Once Jean determined a particular pattern in their crimes, George sent his daughter to
intercept her.
Jean was able to capture Cheetah for a few second before she was knocked unconscious by
Blur. The agents who accompanied her where wiped out by the other Masters of Speed.
Curious about the young girl, the MoS took Jean back with them to their base. She was
interrogated and told the villains who she was. Cheetah revealed that she was indeed Dyan
Sagan and told the naïve girl about what he father had done to her. When Hellbent sent word
to Celski that they had his daughter, he refused to pay any sort of ransom and denied she
existed. Not knowing what to do about her, the MoS left her locked up. Jean however was
quite the resourceful thief, and managed to untie herself and get to their tactical monitoring
room. There she sent word to the SLJ and the Watch Guard, hoping one of the two super
teams might come to her rescue. War Cry, Virago, Fiend, and Doctor Z came to her rescue,
which brought out a confrontation with the Masters of Speed. Unfortunately, the Masters of
Speed dominated the group (namely because of poor planning and mistakes by Doctor Z,
nevertheless Hellbent, Cheetah, and Fullbore decided to forget the whole thing if they took
the “brat” off their hands. The two teams left with an uneasy truce (although Watch Guard
knew where the base was located).
Back at their HQ in L.A., Paladin was mad (he and Jenny had spent the weekend together
unaware of what their teammates had done in their absence). Jean refused to go back to her
father who abandoned her. Zane allowed her to stay with him. When he made secret contact
with Celski, the man protested, but Zane negotiated a peaceful arrangement that allowed Jean
to say with him.
Jean is being home-schooled while being a “part-time” member of the Watch Guard, a position
Zane and War Cry admit she had earned. Paladin thinks otherwise, but Psyche seems to agree
with them. She has proven herself, but her attitude is along the same lines as Zane and War
Cry which makes her dangerous, however Paladin has seen her perform well under pressure.
He’s hoping Brute and Psyche together might be able to steer her in their direction and away
from Zane and War Cry who thinks are a bad influence. Jean is quick to point out the War Cry
and Zane came to her rescue when Paladin did not. Yet she admires Paladin, and is remorseful
about what he and Psyche are enduring. She hopes one day that she will have a knight like
Paladin fall in love with her, but until then she wants to hang out with War Cry.
Real Name: Jean Anne Carlson
Occupation: Daughter of George Celski, now member of the Watch Guard
Alignment: Scrupulous (but she does have some Unprincipled tendacies).
Power Category: Mutant
Experience Level: 4th
Hit Points: 30 S.D.C.: 29
P.P.E.: 30
Appearance: She looks like a typical 15-year old high school girl who dresses as if she
belongs in a punk band. She has short light blue hair. She already has a tattoo of a heart with
her mom’s name on it on her shoulder. Her nose and eyebrow are pierced. She plans on doing
more when she can get away with it. He is a good look white male. Her yellow sunglasses cover
up most of her face (she uses them as a mask).
Attributes: I.Q. 23, M.E. 26, M.A. 15, P.S. 13, P.P. 19, P.E. 11, Spd. 27, P.B. 14.
Age: 15, Sex: Female, Height: 5 foot and 5 inches (1.65 m), Weight: 105 lbs (47.25 kg).
Unusual Characteristics: Light Blue Hair
Major Super Abilities: Mechano Link
Minor Super Abilities: Mental Stun, Mechanical Awareness, and Extraordinary M.E.
Combat Training: Basic
Attacks per Melee: 5 (2 initial +3 from Hand to Hand).
Combat Bonuses: +3 to initiative against modern weapons/+4 against A.I and
computers, +2 to strike, +5 to parry, +5 to dodge/+6 to auto dodge against technology and
machines, +3 to roll with punch/fall, and +3 to pull punch.
Saving Throws: She needs a 12 or better to save vs. psionics, +6 to save vs. psionics,
+9 to save vs. insanity, +6 to save vs. mind altering drugs, +6 to save vs. Horror Factor and
Possession, and +1 to magic illusion.
Combat Skills: Punch 1D4, Power Punch 2D4 (2), Elbow/Forearm 1D6, Knee 1D6, and Snap Kick 1D6.
Other Bonuses: +9% to all skills.
Educational Background: Street and Home School Combination.
Common Skills: Read-Write/Speak English 97%/98%, Mathematics: Basic 93%, Pilot:
Automobile 98%, Pilot: Roller Blades & Skateboard 96%, W.P. Knife (+2 to strike, parry, and
throw). Note: She can pilot anything she wants at 60% and use any Modern W.P. with +2 to
aim and burst.
Criminal Program: Streetwise 50%, Pick Locks 64%, Prowl 59%, Computer Hacking 74%,
and Roadwise 56%.
Computer Program: Basic Electronics 84%, Computer Operation 98%, Computer Repair
84%, and Computer Programming 96%.
Secondary Skills: Hand to Hand: Basic, Athlete, Running, Basic Mechanics 89%, General
Repair/Maintenance 74%/94%, Jury-Rig 54%/74%, Pick Pocket 59%, Palming 49%, Climbing
69%/59%, Dance 59%, Radio: Basic 69%, and Research 59%.
Money: Chester Zane gives her an allowance of $50 a week. However, she has used her
talents to steal from ATMs and shoplift.
Weapons:
Vibro Knife, 2D6+2
Mini-Laser, Range: 100 feet (30.5 m), Damage: 1 point, 1D4, and 1D6. E-Clip
Capacity 20 charges.
Equipment & Vehicles: She has access to the Watch Guard technology and equipment.
Jet Powered Roller Skates. 35 mph (56.35 km). Fuel for 2 ½ hours.
Crash Helmet (built in Ear Mic and Radio Receiver & Transmitter).
Knee and Elbow Pads
Mini-Flashlight
Pocket Secretary and Cellphone
Superior Lock Pick Set
Modified Sunglasses (she can use them to see at night and they reduce glare of the sun by 80%).
Knife Sheath.
She has a purse full of CDs that have dozens of computer programs see can install on
computers as well as tools to hack into numerous types of equipment and steal/save data.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Sat Dec 13, 2008 9:43 am
by Reagren Wright
DOCTOR Z
Chester Zane was born to the rich and power Isaac and Talia Zane. At an early age, he was
fascinated with urban planning, architecture, engineering, artistry, and in general, wanted to
make the world a better place to live. He imagined all kinds of ways to make his vision of what
the city of the future. By the time, he was 15 years old, Zane Enterprises was a large
multinational conglomerate worth billions of dollars and was one of the premier mega
corporations in Century Station. As for Chester he was having problems finding a direction to
go in, he had so many interests he couldn’t decided what he wanted to do. He went to
Copernicus University and got his B.A. in Business. Later he went on to Yale and got his
Master’s in Economics. At the age of 24, his father put him in charge of Zane Aerospace, which
built luxurious and exclusive corporate and private jets and airliners. But Chester seemed more
focused on making the world a better place to live by promoting his plans to build a city of the
future. When the Daedalus Foundation revealed its plans to build a cold fusion reactor, Isaac
Zane asked his top advisors and scientists at Zane Industries, a research and development
company used for industrial purposes, if it was possible they didn’t think so. Nevertheless,
Project Daedalus became the focus of the city and its scientists and excutivies became the
men steering the city. Seeing Zane Enterprises pushed aside was to much for his father.
Feeling he was outdated and out of touch, he allowed his son to take his place. Chester
decided Zane Enterprises needed to abandon Century Station and instead focus on building the
real city of the future, Victory City.
He convinced the US government to acquire land through the power of eminent domain to
appropriate farmland to build his city. Zane Industries and Zane Steel were the one who built
the city. While the city was being built, Zane went on TV and convinced thousands of people
to relocate themselves to his city, vowing he would create a higher standard of living for
people, but will require less natural resources, money, and energy to achieve it. Thousands of
people believed and came from all corners of the globe. Zane promises his city would receive no
tax support from any government. The city would be owned and operated by Zane Enterprises.
Within fifteen years, Victor City had a population of 50,000. Everyone lived and worked for the
good of the city. Zane boasted about the city having no crime (because nobody carried real
money and the police monitored the entire city through closed circuit T.V.), no pollution, and
no overcrowding. It was a veritable utopia, which is why it became a target for super villains.
Sixteen years after it creation, Victory City was being plagued by 1D6 super crimes a week,
and the number of super villains and meta-criminals continued to rise. The police and fire
departments were powerless to combat these individuals, so Zane sought after meta-beings
tofunction as police officers and champions for the city. They were called the Victory City
Sentinels. Lead by the super soldier called Paladin, the heroes known as Psyche, Brute, Gale,
Firestrike, Retread, Dark Shadow, Star Light, and Claws were able to qualm the super crimes
within the city, capturing a number of the super villains, most of which were sent to Gramercy
Island. Before long they became nationally recognize as one of the nations most popular super
hero teams.
In the meantime, Project Daedalus collapsed and the city of Century Station suffered intense
economic lost and serious crime issues. Zane use the situation as an opportunity to encourage
those living in Century Station to help him build a second Victory City (as the current one had
reached its maximum sustainable population). Then the supervillain known as Faultline attacked
and nearly collapsed the Solar Towers, though the VCS were able to defeat and capture him.
The attack left hundreds of people homeless as the Solar Towers served as the city’s largest
apartment complex. People were beginning to grow distrustful of Zane and his promise of a
better life. Zane urged the VCS to crack down on the meta-crime and do whatever was
necessary to keep the utopia dream alive. In an effort to help the VCS, Zane invited the All-
Crusader Squad to help protect the city. Which Paladin and the others took as a slap in the face.
Three years ago, the Slaughterhouse Seven arrived in Victory City with the sole purpose of
destroying it. The VCS and the All-Crusade Squad went out to stop them. They were nothing
but minor nuisances. Colonel Chaos broke Star Light’s neck. Double Speak killed Firestrike,
Psychotrope managed to possess Dark Shadow leaving his vulnerable to a double blast from
Iron Warmonger’s Particle Beam Cannon. Retread was poisoned by Serpentina, then tossed into
the air by Crazy Face, Headstrong pulled both arms off of Claws, and he crushed Paladin’skull.
Had it not been for the arrival of the Peacekeeper League and Jenny White become Jim Black,
the VCS all would have been killed.
When it was all said and done, four members of the VCS were dead with Claws permanently
disfigured. Paladin needed immediate cybernetic surgery and Psyche had become a man. Gale
and Brute were pretty banded up as well. To make matters worst twenty percent of the city was in total ruin.
The people of Victory City wanted someone to blame and they took it out on Zane. They held
his responsible for failing to protect them, especially those who lost everything. These people
had no jobs, home, or finances outside the city. They had no place to go. Then Mayor Zardona
offered the people a fresh start if they came to Century Station and helped rebuild. Zane tried
to counter the offer, but no one was interested in the Victory City utopia model, thousands of
people abandoned the city and left for Century Station.
With their team in ruin, the VCS thought about disbanding. Zane begged and pleaded with them
to stay with him. He admitted he’d made big a mistake. Instead of trying to create a utopia
society, he now wanted others to establish such ideals. He also wanted to help put villains like
the Slaughterhouse Seven behind bars to enable normal people and metas to live in peace.
Zane offered the full support Zane Enterprises and built the VCS a new home in L.A. The
surviving members Paladin, Psyche, Brute, and Gale agreed to join him. But Zane vowed he
would no longer be sitting on the sidelines. He his people at Zane Industries design a new high
tech battle suit. It was supposed to be a prototype sent to S.C.R.E.T, but Chester himself
decided to wear it and become a super hero, Doctor Z.
Because they were no longer operating in Victory City and they did not want to confuse
themselves with the Sentinels of Liberty and Justice, the group decided to rename themselves
the Watch Guard, champions who vow to watch from afar and guard humanity from the forces
of evil. Zane tries to be a leader for the team, but his experiences as a CEO of a mega
corporation pales in comparison to being a super hero or for that matter a leader of one. During
confrontations, he continually makes poor decisions based on the fact he does thinks without
thinking about the consequences or how they will affect innocent by-standers or might harm
the team. He has no formal training so it’s easy for him to get over his head. He forgets that
Paladin is the field leader and he is supposed to by a figurehead leader. He doesn’t want to
admit blame when thing happen because of his own inexperience and stupidity. Paladin believes
it’s only a matter of time before he does something to cause the death of others on the team.
It was irresponsible of him to allow Gidget on the team and he allows War Cry to get away with
violent practices that could end up costing the team its status with state and local law
enforcements. He’s not doing enough to help find a way to cure Jenny of Jim Black, and the list
goes on. Surprisingly, its Paladin who has the most problems with Zane, although when screws
up on the field, that is the only time everyone questions his participation. However, Zane has
proven himself on a number of occasions, if only he’d get better in some aspects, but most of it
has to do with his over zealous behavior. He wants to succeed at being a hero since he failed
in his dream to create a utopia city, the lost of Victory City still agonizes him.
Real Name: Chester Zane
Occupation: Head of Zane Enterprises, Leader of the Watch Guard
Alignment: Unprincipled
Power Category: Ordinary Man using a Super Invention
Experience Level: 9th, but he is a 4th level Super Hero.
Hit Points: 51 S.D.C.: 15
P.P.E.: 6
Appearance: Zane is a good looking middle age man. His black hair is starting to turn
gray. His black eyes have not lost their energy. The only exercise he does beside being a hero
is golf and tennis. When he's not doing these two things, he is always dressed in professional
attire (expensive white shirt, tie, dress slacks, and/or suit). When on a mission he wears the Z-
Man Power Suit.
Attributes: I.Q. 19, M.E. 15, M.A. 18, P.S. 10, P.P. 9, P.E. 10, Spd. 10, P.B. 12
Age: 57, Sex: Male, Height: 6 foot (1.82 m), Weight: 175 lbs (78.75 kg)
Super Invention: The Z-Man Power Suit. A.R. 13 and 440 S.D.C. 6th Level.
Major Super Abilities: Force Aura and Create Force Constructs (1400 SDC).
Note: Force SDC recovery is same as Force Aura and Force Object duration is 1 hour.
Minor Super Ability: Flight: Energy.
Combat Training: Basic (4th level)
Attacks per Melee: 5 (2 initial + 3 from Hand to Hand)
Combat Bonuses: +2 to parry, +3 to dodge, +3 to roll with punch/fall, +2 to pull punch
Combat Skills: Punch 1D4, Power Punch 2D4 (2), Elbow/Forearm 1D6, Knee 1D6, and
Snap Kick 1D6.
Other Bonuses: +5% to all skills and 50% trust/intimidate.
Educational Background: Master’s Degree
Common Skills: Read-Write/Speak English 98%/98%, Pilot: Automobile 98%,
and Pilot: Avtran 98%.
Business Program: Mathematics: Basic 98%, Business & Finance 98%,
Computer Operation 98%, Law (general) 98%, and Research 98%.
Communications Program: Basic Electronics 98%, Radio: Basic 98%, Radio:
Scrambler 98, T.V. Video 98%, and Radio: Satellite 98%.
Technical Program: Writing 98%, Photography 98%, History 98%/98%, and
Appraise Antiques 98%.
Language Program: Read-Write/Speak Spanish, Japanese, Chinese, and German.
Learned Law Enforcement Program: Hand to Hand: Basic, W.P. Handgun (+2 to
aim/+1 to burst), Crime Scene Unit 65%, and Surveillance 60%.
Secondary Skills: Wardrobe & Grooming 98%, Public Speaking 98%, Seduction 52%, Play
Piano 95%, Pilot: Airplane 98%, Swimming 98%, Cardship 70%, Pilot: Race Car 87%, Sports:
Tennis 80%, Sports: Golf 65%, Performance 35%, and Concealment 29%.
Money: He is worth something like $774 million dollars. He lost billions with the failure of
Victory City. Zane Enterprises continues to suffer in the market in virtually everything.
However, some of his other business ventures are still doing amazingly well.
Weapons: None, he relies on the Watch Guard, security guards, and the Z-Man Power
Suit.
Equipment & Vehicles: He has full access to the full arsenal and technology belonging to
Zane Enterprises and ther Watch Guard.
THE Z-MAN POWER SUIT
A.R. 14, however the force aura has to be defeated first (14).
S.D.C. 460/+300 from aura.
P.S. 20 (Superhuman) with aura, P.E. 14, Spd: 10/280 mph (450.8 km) in flight.
Attacks Per Melee: 5/6 (2 initial + 3 from Hand to Hand) +1 in flight
Combat Bonuses: +1 to strike in flight, +2 to parry/+3 in flgiht, +3 to dodge/+5 to dodge
when hovering or flying under 80 mph (129 km)/+7 when flying faster than 80 mph (128 km),
+5 to damage with aura/+4 to damage for every 20 mph (32 km) of flight speed, +3 to roll with
punch/fall, +2 to pull punch
Combat Skills: Punch 2D4+2, Power Punch 3D6+2 (2), Elbow/Forearm 2D6, Knee 2D6,
and Snap Kick 2D6. This is done with the aura, otherwise it’s the same.
Weapons:
Create Energy Pistol, Range: 160 feet (48.7 m), Damage: 4D6, Payload: 6-12.
Giant Limbs, 1D6 Restrained Punch, 2D6 Full Strength Punch, and 4D6 Power
Punch (2). They can carry 6000 lbs (2700 kg) and lift 10,000 lbs (4500 kg).
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Thu Dec 18, 2008 4:46 pm
by Reagren Wright
This is the last of the 3 super teams that brought about the arrest of the Slaughterhouse
Seven as mentioned in GI on page 63.
ALL CRUSADE SQUAD
The All Crusade Squad is a team of legionnaires all armed with magic weapons and dressed in
medieval garb. They are guided by the elf sorceress Amerra Newstone, who is not from HU
Earth, but the Palladium Fantasy World. Amerra had joined an adventure party (7 total) in
search of a ruin sanctuary where the most famous elf warriors of the Ages of Elves were
buried. The found the ruins in the Old Kingdom not to far from the Old Kingdom River. The
temple was at the site of a huge battle and the spirits of the dead were restless. After
braving a number of deadly traps and encounters with ghosts, they found the chamber of the
eternal blessed. Seven coffins lay in the chamber. Opening them, they discovered the
mummified remains of seven elf champions, each clutching a magic weapon (greatest rune
weapon). There was an inscription on the wall in Old Elf, “These champions wore no armor for
they feared no arrow or blade, for in their possession was not just enchanted steel but an
unconquerable need for victor.” The party gathered up the weapons and made their way out.
Once they reached the entrance of the city, they were met by their employer the
wizard/summoner Zarll Modul. He was standing in a 9th level Power Matrix consisting of a
Circle of Power and Force. On either side of the circle were his minions two Demon
Locusts. “Thank you, now surrender the weapons and I will let you live. There is a Circle of
Teleport ready to take you home. You will find your reward waiting for you.” However, half of
the party was not willing to surrender the weapons and dared to challenge the powerful mage.
Zarll made a 9th level wall of fire appear on them. Those who survived the incineration were
picked off by the two greater demons. However, Amerra psychic powers had warned her of
the danger and she shrouded herself with a magic aura (invulnerability). She managed to get
out of the firewall just as its protective energy faded. Pretending to be dead, she lay absolute
still. The wizard used the spell animate the dead to get the charred remains of what was left
of the party to gather up the indestructible rune weapons. The moment the mage stepped out
of the circle, she threw her knife and cast her expel demon spell. The knife struck him dead
center in his throat (natural twenty/did triple damage to his hit points). Severely wounded,
the mage could do nothing as Amerra used a fire bolt spell to finish him. With her companions
dead, she gathered up the weapons and put them in a dimensional envelope. She then made
her way to the teleport circle. However when she stepped on the circle, it turned out to be a
circle of legend, and teleported her the native dimension of its creator, which turned out to be
the HU Earth. Zarll Modul was actually a HU wizard who’d come to the Palladium Fantasy
world. As a cruel joke, he planed on sending the adventure party to his home dimension,
trapping them there, for the circle was one way.
Having no idea where she was and lacking the knowledge to get herself back, she did the best
she could to survive in this strange world. A few weeks later, she came across five college
friends; Richard, Franklin, Larry, Jun, and Garrett on their way to a Medieval festival. Thinking
she was also dressed to go to the festival and needed a ride, the guys picked her up. They
had no idea she was a real elf and not a person in fantasy garb. They took her all over the
festival, trying to show off for her. Unbeknownst to them, she was judging them on their skills.
In her mind, the five of them were sent by the gods and this festival was a kind of test. One
proved how good he was at archery; another demonstrated his skill with a sword, one showed
off his strength, one his nimbleness, and the last proved a natural born leader. Afterward,
when the festival was over, and they where driving back, she asked to be dropped off near an
empty field. They had no idea this was actually the spot for a ley line. The five friends watch
in awe as she opened the dimensional envelope and retrieved five of the seven magic
weapons/items. “I present to you these gifts of power for each of you has proven to be a
worthy champion to carry the elf legacy.” The moment they took the weapons/items and
spoke their elf names, they were transformed into medieval crusaders. Amerra curtsey before
them and said, “I am here to serve and advise.” It was only then that the five friends realized
their fondest dreams had come true, they were magical knights. The five friends pledged their
allegiance to each other and to the code of chivalry. They were now the All-Crusade Squad.
For the next two years, the five friends tried to finish school while being super heroes. It was
a very difficult task. Only Richard and Franklin succeed. During this time, Amerra had learned
to call Earth her new home and master the English language and its customs. After college,
the six tried to find a balance between being heroes and having a normal life. Six months later,
it became too much for Richard and Franklin they decided to quit. The three remaining
members and Amerra carried on, but eventually they recruited Arthur Lock and Trevor Burns,
who received the last two magic weapons/items (Stormchain-Ball & Chain and Steel Fist-
Magic Gauntlet) from the closet, while Richard and Franklin put theirs back. About this time,
the team had achieved enough popularity that Chester Zane asked them to come to Victory
City and become its second group protectors. They would be working alongside the Victory
City Sentinels. They agreed. A few years passed and the ACS continued to become even more
popular with people (namely because they were popular with kids and 85% of the U.S. male
population liked the hot looking elf chick). Amerra and Arthur were starting to develop a
relationship, even though Amerra knew it would never last, she was an elf and he was a
human. She was 119 years old and he a mere 25. When he died around 70-80, she would still
be a youthful elf with only a third of life expectancy over. Then Amerra started to have
terrible dreams of something coming to destroy the city. She spoke about them in length to
Arthur and Chester Zane, but neither one of them took her seriously, until the Slaughterhouse
Seven arrived. The All-Crusader Squad joined their allies the Victory City Sentinels, but none
of them where a match for the Slaughterhouse. Trevor was killed by Colonel Chaos when he
hit him with an automobile. Arthur sacrificed himself by keeping Iron Warmonger’s shooting
spikes from piercing Amerra. With the help of the Peacekeeper League and Psyche
transforming into a mega-psychic (along with the Jim Black persona), the three groups
defeated the mega villains but at a terrible price.
Their two fallen companions were laid to rest at Arlington Cemetery. Having saved a U.S.
senator and his family a couple of months previously from a supernatural monster, he pulled
some strings. Richard and Franklin attended the funeral. Franklin missed his old life, but he was
married and had a little girl to think about, but Richard was ready to come back. Nevertheless,
Franklin vowed if his friends ever needed him, he would return. Amerra retrieved their magic
weapons from the closet. Trevor and Arthur were buried with theirs as tradition dictated. The
five knights then vowed to continue upholding the code of chivalry and serve as champions of
justice, “Knights Forevermore.”
Today the All Crusade Squad remains a recognized group of champions operating out of
Detroit, Michigan. Their headquarters is out of a warehouse that used to be owned by a role-
playing game company that Franklin bought for them. The group is funded by Zane
Enterprises, but the team has nothing to do with Zane or the Watch Guard. Both groups have
mixed feelings toward one another, even though Zane offered to maintain the group’s
headquarters since most of their stuff was destroyed by a fire. Since coming to Detroit, the
squad has been met with open arms and appreciation by the state and local authorities. The
squad not only serves and protects the people of Detroit, but they do a number of charity
operations and fundraisers to help the less unfortunate. They are considered one of the best
legionnaires in the nations and the one with the fewest encounters with G.I.G.M.A and
S.C.R.E.T., however they are unfortunately targeted by numerous supernatural and mystical
villains who believe their HQ has a vault full of magic weapons and mystical artifacts. They
have become archenemies with the Society of Mystic Font, the Seven Dreaded Micro Wizards
of Chaos, and most recently with Chiang Six.
A. Outfits: None (0 points)
B. Equipment: Cheap Gear (5 points)
C. Weapons: Ammunition (2 Points)
D. Bionics & Robotics: None (0 Points)
E. Vehicles: Fleet Vehicles (10 Points)
F. Communications: Secured Service (10 Points)
G. Offices: Urban (5 Points)
H. Military Power: Security Guards (5 Points)
I. Super Powered Operatives: None (0 Points)
J. Sponsorship: Private Industry (6 Points)
K. Special Budget: Dimes and Quarters (up to $25,000)/10 Points.
L. Administrative Control: Loose Laws (5 Points)
M. Internal Security: Tight (10 Points)
N. External Infiltration: None (0 Points)
O. Research and Information: Good Connection (10 Points)
P. Agency Credentials: Recognized (30 points)
Q. Employees Salary: Special: Zane Enterprises pays them $600 a week in compensation pay.
None of this money is need to help run the warehouse. The company does that for them. This
is simply take home pay (10 points)
Total Agency Points: 118 Points
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Thu Dec 18, 2008 5:14 pm
by Reagren Wright
BLADESWORD
Larry Wellman is a geek. He has always loved science fiction and fantasy. He so adored the
idea of being a knight in shinning armor, he took fencing lessons as a kid. As his eyesight grew
worst, it became difficult for him to wear the face garb/mask with his glasses. He couldn’t
wear contacts and his parents refuse to pay for eye surgery, so he wore his ugly glasses.
Larry spent his adolescents still fighting with swords, only he used RPGS and/or his computer
games. During high school, he tried to convince people that fencing was a cool sport. No one
agreed. Larry went to the University of Michigan and eventually met up with a group of guys
who hung out around a comic book shop that also sold RPGS. They all shared common
interests. Larry distinguished himself as being a real swordsman. When they heard about a
popular medieval/renaissance fair, they decided to attend, in costume of course. Along the
way, they spotted a beautiful girl dressed like an elf princess and picked her up. They all tried
to impress her. Larry went to a guy who was demonstrating his fencing skills and Larry
decided to show off his skill. The guy recognized Larry’s ability and the two put on a show.
Amerra was indeed impressed with him. Later she presented him and his four
friends’ magic weapons/items and announced she wasn’t just a real elf but a wizard. Drawing
the sword and speaking it name in Old Elf, it transformed him into a dashing and handsome
knight. The five friends decided to abandon their imaginative lives, become real knights, and
follow the code of chivalry, becoming the All-Crusade Squad.
Though he tried to stay in school, being a real knight was too much for Larry so he dropped
out. When the group moved to Victory City, he was disappointed that Richard and Franklin
where going to stay in school and try to graduate. Larry decided to become the group new
leader (of sorts), until after making a major blunder that nearly cost the team their lives, he
handed it over to Arthur. After facing the Slaghterhouse Seven, the idea of being a superhero
or a knight no longer appealed to Larry. He blamed himself for Trevor’s death. At the funereal,
when Richard announced he was coming back, Larry changed his mind and decided to stay.
Today Larry still enjoys being a hero and a knight of justice for the young and old. He enjoys
going to school and teaching Detroit kids to stay in school, something he wished he would
have been able to do, perhaps one day, when the world no longer needs saving.
Real Name: Larry Wellman
Occupation: Member of the All-Crusade Squad
Alignment: Scrupulous
Power Category: Magic (Enchanted Weapon)
Experience Level: 7th
Hit Points: 49/59 with sword S.D.C.: 32/119 with sword
P.P.E.: 7/26 with weapon.
Appearance: Larry wears thick glasses but he has an athletic build. His has bright red
hair and freckles. His features change completely when using Bladesword, becoming handsome
with a statuesque physic. He looses the freckles and his vision is 20x20 (doesn’t need the
glasses). He wears a chain mail hood under a steel helmet with chain mail tunic, leggings,
steel kneel guards and shoes. Over the tunic, he wears a surcoat with dagged edging.
Attributes: I.Q. 14, M.E. 13, M.A. 23/27 with sword, P.S. 11/15 with sword, P.P. 15/16
with sword, P.E. 14/15 with sword, Spd. 15/18 with sword, P.B. 9/19 with sword
Age: 28, Sex: Male, Height: 6 foot (1.82 m), Weight: 175 lbs (78.75 kg)
Vulnerability: Without the sword, he needs his glasses to see, very nearsighted.
Enchanted Object: Bladesword (Long Sword). +1 to strike/parry, Damage: 5D6+6.
Adds 60 S.D.C., Fire/Cold does half damage to owner, +3 to save vs. magic, See the Invisible,
and Creates Battle Dress.
Minor Super Abilities: Power Weapon and Physical Perfection.
Powers of Order: Damage Bonus, Mystic Shield, Nightvision, Words of Truth, Tongues, and Sense Magic.
Combat Training: Basic
Attacks per Melee: 5 (2 initial + 3 from Hand to Hand)
Combat Bonuses: +1 to initiative, +1 to strike/+2 to with sword, +3 to parry/+4 with
sword, +3 to dodge/+4 with sword, +2 to damage, +3 to roll with punch/fall, +3 to pull punch,
and +1 to disarm.
Saving Throws: As Bladesword, he takes ½ damage from fire and cold, +5% to save vs.
coma/death and +3 to save vs. magic.
Combat Skills: Punch 1D4, Power Punch 2D4 (2), Elbow/Forearm 1D6, Knee 1D6, and
Snap Kick 1D6+2, all Holds, and Critical strike on an unmodified 19-20.
Other Bonuses: 75% trust/intimidate and 92% with sword.
Educational Background: Three Years of College.
Common Skills: Read-Write/Speak English 94%/95%, Mathematics: Basic 93%,
and Pilot: Automobile 81%,
Computer Program: Basic Electronics 80%, Computer Operation 96%,
Computer Programming 86%, and Computer Repairs 80%.
Journalism Program: Research 90%, Photography 85%, and Writing 75%.
Secondary Skills: Hand to Hand: Basic, W.P. Sword (+3 to strike & parry),
Fencing (+1 to strike/parry, +1D6 to damage), Aerobic Athletics (Sense of Balance 65%),
Prowl 60%/10% in armor, Swimming 85%, Climbing 75%/65%, Land Navigation 64%, History
85%/65%, Law (general) 60%, Athlete, and Basic: Radio 60%.
Money: The last real job he had was working at Burger Heaven during his junior year in
college. He has only $420 in his savings and $150 in his checking. He goes through money was
water buying things online (lots of junk) and updating the groups computers. He makes $600 a
week from Zane Enterprises.
Weapons: He owns an authentic Norman sword from the 10th century and he has his
fencing sword. But he relies on Bladesword.
Bladesword, Damage: 6D6+6, Bonuses: +5 to strike and parry. As a Power
Weapon it does 10D6+6 or 1D6x10+6. The energy bolt does 66 points of damage with a range
of 700 feet (213 m).
Armor: Full suit of chain male. His armor appears on him when he summons the swords
power. If it is ever destroyed, he has to replace it. However, regardless the sword will
summon forth his battle dress as needed. A.R.: 13 and 44 S.D.C.
Equipment & Vehicles: He has access to all the equipment used by the team. He owns
a 1998 Ford F150 conversion van with a V8 engine. It has been worked on by Zane
Enterprises. Theft Alarm System, Thief Proof Locks, Self-Sealed Tires, Fold-Down Bucket
Seats, Satellite/CD Stereo System, Engine Readout, Trailer Hitch, Fuel Efficiency Modification,
and Siren. It has become the team’s official vehicle of transport. A.R. 9, S.D.C. 410. Range:
250 miles.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Thu Dec 18, 2008 5:40 pm
by Reagren Wright
OVERMACE
Garrett was raised on his stomach. Food was important in his family. When he was in the 4th
grade, he got tired of being made fun of, so he uncle taught him how to wrestle. Garrett
became really good at it. In middle school, he was the star of his team, yet part of him was
still insecure about his weight and his status, so he hung out with the nerds and geeks. In
high school, he went to state twice. He earned a scholarship and went to the University of
Michigan. There he met four guys with similar interest. On their way to a medieval fair, they
picked up a girl who looked to be pretending to be an elf. Each one was trying to impress her
at the fair. Garrett tried to ring the bell with a hammer (he did so three times) and
participated in a stone carrying and tossing contest. The girl was impressed indeed. Later she
presented Garrett and his friends’ magic weapons/items and revealed herself as a true elf and
a wizard. Taking the magic mace and reciting its Old Elf name turned Garrett into a dwarf
looking man. The elf girl said this had to be some kind of curse, but Garrett loved it. He always
played a dwarf whenever they played RPGs or computer games. Like his friends, he vowed to
be a true knight and uphold the code of chivalry.
Being a super hero became more of a focus then schooling and wrestling. Though it
disappointed his parents, he quit the wrestling team, even though he had a shot at being an
All American. He dropped out of school and left with the All-Crusader Squad to go to Victory
City. At first, he was upset with Richard for abandoning them, but later he accepted his
friend’s decision. When Arthur and Trevor joined the team, he established a close relationship
with Arthur. He disapproved of his and Amerra relationship, perhaps more out of jealousy then
out of concern. During the fight with the Slaughterhouse Seven, Crazyface hurt him back
enough he was in a wheelchair with two broken legs. Feeling despair over the death of Arthur,
he thought about quitting and going back to school. Richard vowed to return and take up his
role as team leader again. This changed Garrett’s mind. After he recovered, he was the tough
dwarf knight once again. Garrett is still hiding his feelings of Amerra. He is quick to defend and
protect her. Richard tells him he should act upon his impulses and tell her how she feels, yet
the memory of Arthur is difficult for him to overcome. He also feels he is unworthy because of
how he looks compared to her beauty. Maybe one day he will speak from his heart, which
Richard reminds him is what a knight is supposed to do.
Real Name: Garrett Dentry
Occupation: Member of the All-Crusade Squad
Alignment: Scrupulous
Power Category: Magic (Enchanted Weapon)
Experience Level: 7th
Hit Points: 52 S.D.C.: 58/148 with mace.
Natural Armor Rating: A.R. 10 with mace
P.P.E.: 7/28 with weapon.
Appearance: Garrett at one time was in great physical shape, but he has let himself go
now he is paunchy with a flabby neck. He never shaves so his face is hairy and rugged
looking. Almost never combs his hair. His hair is black and his eyes are brown. As Overmace,
he becomes a short, stout male with powerful muscles, broad shoulders, white hair and beard,
weathered looks, and aged appearance. He wears loose-fitting forest garb, belted and booted
in soft leather. In either form, he wears a large gold earring.
Attributes: I.Q. 14, M.E. 29, M.A. 11, P.S. 15/20 with mace and supernatural, P.P. 12,
P.E. 23, Spd. 13/6.5 with mace, P.B. 8
Age: 28, Sex: Male, Height: 5 foot and 10 inches (1.77 m), Weight
: 255 lbs (114.7 kg)/765 lbs (344 kg) with mace.
Enchanted Object: Overmace (A metal Morning Star Mace). +1 to strike/parry,
Damage: 4D6+6. Adds 30 S.D.C., Fire/Cold does half damage to owner, +3 to save vs. magic,
See the Invisible, and Creates Battle Dress.
Minor Super Abilities: Dwarfing and Impact Resistance
Powers of Order: Damage Bonus, Supernatural P.S., Mystic Shield,
Nightvision, and Spit Fire. Note: His strength is the equivalent of supernatural, not actually.
He can carry 6000 lbs (2700 kg) and lift 10,000 lbs (4500 kg).
Combat Training: Basic
Attacks per Melee: 5 (2 initial + 3 from Hand to Hand)
Combat Bonuses: +1 to initiative/-1 with mace, +1 to strike, +2 to parry/no bonus with
mace, +2 to dodge, +2 to damage/+7 with mace, +3 to roll with punch/fall, and +2 to pull
punch.
Saving Throws: +7 to save vs. psionics & +12 to save vs. insanity, +16% to save vs.
coma/death, and +4 to save vs. magic & poison. As Overmace, he takes ½ damage from fire
& cold and +7 to save vs. magic.
Combat Skills: Punch 1D4, Power Punch 2D4 (2), Elbow/Forearm 1D6, Knee 1D6,
Headbutt 1D4, Body Block/Tackle 1D4+ P.S. damage bonus (parry or dodge to avoid
knockdown), Pin 18-20, Crush 1D4, all Holds, and Critical strike on an unmodified 19-20.
With Mace, Restrained Punch 1D6, Full Strength Punch 2D6,
Power Punch 4D6 (2), Elbow/Forearm 3D6, Knee 2D6, Headbutt 1D6, Body Block/Tackle
2D4+ P.S. damage bonus (parry or dodge to avoid knockdown) and Crush 2D4. The rest is the
same. Note: He can apply his punch damage to the attacks of his mace.
Educational Background: Three Years of College.
Common Skills: Read-Write/Speak English 94%/95%, Mathematics: Basic 93%,
and Pilot: Automobile 81%,
Physical Program: Hand to Hand: Basic, Wrestling, Physical Labor, and Forced
March.
Wilderness Program: Wilderness Survival 85%, Hunting, Track & Trap Animals
75%/85%, and Land Navigation 79%.
Secondary Skills: W.P. Blunt (+3 to strike & parry), W.P. Axe (+2 to strike &
parry), W.P. Rifle (+4 to aim/+2 to burst), Skin & Prepare Animal Hides 69%, Fishing 75%,
Prowl 62%/67% with mace, General Repair/Maintenance 80%, Computer Operation 81%,
Research 65%, Law (general) 60%, Performance 35%, and Whittling & Sculpting 40%.
Money: He was working at a factory to help pay for college, but he quit the job shortly
after becoming Overmace. He hasn’t had a real job since. He has $120 in his savings and $45
in his checking. He spends most of his money going to sporting events (a Die Hard Green Bay
Fan) and pay per view (MMA and Pro Wrestling). He makes $600 a week from Zane
Enterprises.
Weapons: He has his fake gear from his days of LARP. He owns a hunting rifle, but he
never uses other then to hunt. He relies on Overmace.
Overmace, Damage: 4D6+6 and punch damage, Bonuses: +4 to strike and
parry. Spite Fire, Damage: 4D6+6, Range: 300 feet/91 m).
Armor: Full suit of soft leather. His armor appears on him when he summons the swords
power. If it is ever destroyed, he has to replace it. However, regardless the sword will
summon forth his battle dress as needed. A.R.: 9 and 20 S.D.C.
Equipment & Vehicles: He has access to all equipment used by the team. He drives a
1982 Dodge Ram ½ ton that he is always fixing up. It used to be his grandfather’s truck. He
refuses to part with it.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Fri Dec 19, 2008 9:52 am
by gaby
Great characters,Hope to see the others soon.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Fri Dec 19, 2008 4:22 pm
by Reagren Wright
DEFLECTOR
Mr. and Mrs. Veen knew there was something extraordinary about their son Franklin when he
was five years old and reading the Illiad for fun. By the time he was 13 years old, he
graduated from high school, but he didn’t want to attend college until he was old enough to
look like he belonged. He spent the next five years enjoying being a teen. He played RPGS,
video games, collected comics, watched movies, and so on. He wanted to put his genius
intellect to practical use and help others, but he still enjoyed having fun. At a local comic
shop, he met Richard Westick and the two struck up a friendship. Instead of heading toward
Harvard or Yale, Franklin startled his parents and followed Richard to the University of
Michigan. Franklin breezed through most of his classes with ease, and spent most of his time
hanging out at a comic shop and playing with friends, particularly with Richard. One day he
accompanied Richard and three other friends to a medieval fair when they picked up a girl
dressed like an elf maiden. All day at the festival the five college students were trying their
best to impress her. Franklin demonstrated his nimbleness while he and Richard participated in
a LARP (live action role-playing) Franklin used a shield the entire time, citing he didn’t need a
weapon to beat a foe, and he did it. Afterward, he and his friends were presented magic
weapons/item from the girl who turned out to be a real life elf wizard. She gave him a magic
shield that turned him into a swashbuckling hero. Calling himself Deflector, he joined his
companions in creating the All-Crusade Squad. Now for the first time, he had become what he
always dreamed he would be.
However, six months into his career as a hero, Franklin’s mother became gravely ill. It turned
out to be cancer. She was quite worried that her son wouldn’t graduate from college and go
on to be something successful in life and that he would waste his gifted intellect. Not wanting
to disappoint his mother Franklin vowed to finish school. It became a tough chore for him,
trying to stay in school and be a member of the team, especially when they ended up
captured or off on some distant land. Yet in the end, Franklin fulfilled his promised a graduated
with a degree in journalism.
When Chester Zane asked the group to come to Victory City and become its second group of
protectors, Franklin decided against it. His mother’s health took a turn for the worst and he
wanted to be nearby her. Though it pained him to give up his shield, he did so knowing his
replacement Trevor would be a welcomed addition to the group. Three weeks later, his mother
passed away. On the way to the funeral, a man failed to yield for the funeral train and
slammed into his aunt and uncle’s car. The man fled the scene on foot. His uncle ended up
hospitalized in a coma. Franklin wanted his shield back to go after the man, but instead he
waited for the law to catch up to him. As it turned out, the man was driving with a suspended
license and he’d done the same thing to someone before, only the man didn’t end up in the
hospital. Anger and wanting justice, Franklin decided to focus his career into being a
prosecuting attorney. His new shield would be the law.
While going to law school, Franklin met Janet Bobells. The two became friends and
romantically involved. When he told her who he used to be, she didn’t believe him. Shortly
after graduating, Franklin asked her to marry him. Richard was his best man at the wedding.
When she asked him about Franklin’s former life, he told her the truth but she refused to
believe it. Months later, the Slaughterhouse Seven destroyed Victory City nearly crippled the
All Crusade Squad. Trevor and Arthur were killed. Franklin attended the funeral with Janet.
Afterward, Franklin told Janet he needed to stay with his friends for a bit. The team
considered disbanding. Richard said they shouldn’t and announced he was coming back.
Franklin told his friends that Janet was expecting their first child, but he felt guilty at not
being there when his friends needed him as well as the people of Victory City. He was also
ticked off at Chester Zane and his company. Franklin said he couldn’t come back full time, but
he would be around if ever his friends need him again. Amerra gave him back his shield. That
evening he showed Janet his secret. He told her what he told his friends and she agreed.
Franklin worked out a deal with Zane Enterprises that they would fund the team and pay for
the expenses of their new headquarters which he bought for them, with his new income as
being an Assistant D.A. in the city of Chicago, and with a little help from his wife. His daughter
Virginia (named after his beloved mother) was also born. His uncle who made a 90% recovery
was also proud of him when he revealed the truth about what he was. Today Franklin
continues to put away criminals using the powers of his office, and although he is only an on-
call member of the All Crusade Squad, he continues to have a major influence on the team. He
misses the days when he was there full time, but he wouldn’t trade the time he spends with
his daughter and wife for anything.
Real Name: Franklin Veen
Occupation: On Call Member of the All-Crusade Squad, Assistant D.A. in the city of Chicago, Il
Alignment: Scrupulous
Power Category: Magic (Enchanted Weapon)
Experience Level: 5th
Hit Points: 35 S.D.C.: 28/58 with shield.
P.P.E.: 3/22 with weapon.
Appearance: Franklin is a pleasant looking man who sparingly tries to keep in shape. His
short brown hair is turning gray. He has hazel eyes. As a partner in a law firm, he tries to
maintain a professional appearance (suit, tie, and brief case). As Deflector, his body appears
more tone and developed, but its not. His battle dress is a metal battle helmet over a chain
male hood. He wears a soft under tunic cover by a tunic of hardened leather titles. His arms
and legs are protected by fitted chain male sleeves and leggings. His shoes are leather.
Attributes: I.Q. 25, M.E. 14, M.A. 22, P.S. 16, P.P. 13, P.E. 14, Spd. 23, P.B. 11.
Age: 27, Sex: Male, Height: 5 foot and 10 inches (1.77 m), Weight: 185 lbs (83.25 kg).
Enchanted Object: Deflector (A Metal Kite Shield). +2 to parry, P.P.E. 160, Renews
every 24 hours. Adds 30 S.D.C., +2 to save vs. magic, and +3 to psionics. All Magic Spells are
6th level in strength (14 or better to save).
Minor Super Ability: Defensive Will (note instead of dodging, it’s parrying with the shield).
Spell Magic: Armor of Ithan, Sense Traps, Breathe Without Air, Charismatic Aura,
Multiple Image, Energy Field, Charm, Horrific Illusion, and Eyes of Thoth.
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, +1 to
damage, +3 to roll with punch/fall, and +2 to pull punch.
Saving Throws: With shield, he is +2 to save vs. magic and +3 to save vs. psionics.
Combat Skills: Punch 1D4, Power Punch 2D4 (2), Elbow/Forearm 1D6, Knee 1D6, Karate
Kick 2D4, and All Holds.
Other Bonuses: +11% to all skills and 70% trust/intimidate.
Educational Background: Masters Degree.
Common Skills: Read-Write/Speak English 98%/98% and Pilot: Automobile 96%.
Business Program: Mathematics: Basic 98%, Business & Finance 96%,
Computer Operation 98%, Law (general) 96%, and Research 98%.
Computer Program: Basic Electronics 891%, Computer Programming 98%, and
Computer Repair 91%.
Investigation Program: Photography 96% and Writing 86%.
2nd Investigation Program: Interrogation 78%, Public Speaking 98%, Find
Contraband 82%, and I.D. Undercover Agents 86%.
Secondary Skills: Hand to Hand: Basic, W.P. Shield (+2 to parry), Athlete,
Running, Performance 61%, Wardrobe & Grooming 91%, Play Guitar 71%, History 96%/76%,
Housekeeping 71%, Cook 61%, and Pilot: Boat: Sail Type 86%.
Money: As an Assistant D.A. in the city of Chicago, he makes about $83,000 a year.
Between that and his wife’s earnings as a Financial Consultant ($88,000 a year), they live
quite comfortably. He is in charge of the finances for the team (something he does off the
side) and negotiates all business dealings with Zane Enterprises.
Weapons: He relies on Deflector.
Deflector, Damage: 1D6 as a blunt weapon, +2 to parry (total +4).
Armor: Full suit of modernized chain male. His armor appears on him when he summons
the swords power. If it is ever destroyed, he has to replace it. However, regardless the sword
will summon forth his battle dress as needed. A.R.: 13 and 44 S.D.C.
Equipment & Vehicles: He drives around in a 2008 Lexus IS F, but he sometimes has
access to his wife’s 2008 Audi A6 3.2 Avant with Tiptonic. He has access to any of the
equipment used by the team.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Fri Dec 19, 2008 5:21 pm
by Reagren Wright
MIGHTHUNTER
Jun Akizuki is the son of Isas Akizuki, the CEO of Akizuki Inc, a weapons manufacture in Japan
that is starting to grow into prominence. Jun like his father was fascinated by technology only
he prefers when it was in manga and/or anime. Thinking his son would never learn any
responsibility, Jun decided to send him to America hoping he would be influenced by ambitious
college students. While looking over schools, Jun was on the Internet chatting with his online
friend Larry Wellman. When Larry told him which university he was going too in the fall, Jun
convinced his father to send him to the University of Michigan. Once he got to school, Jun
hooked up with Larry and his friends. Jun learned very little responsibility while hanging out
with these guys. Instead, he became even more involved with comics and role-playing games.
One day he and four friends where off to a medieval festival when they met a beautiful girl
dressed like an elf. While at the festival, Jun tried impressing her with the one skill he was
good at archery. His grandfather had taught him bowmanship (not that he ever got enough to
shoot from a horse), but good enough he could win most archery tournaments. He
demonstrated his skill with a bow at the festival which indeed impressed the girl. Later, she
presented his friends and him magic weapons/items and revealed herself as a real elf wizard.
Jun delighted in being a hero and a “samurai” of old.
When his father learned that Jun wasn’t doing well in school, he came to Michigan to take him
back home. While his father waited for his son, he was kidnapped by members of the Pan-
Pacific Action Alliance (PPAA). Iyetsu Fukami wanted Akizuki Inc to hand over its research into
laser technology to him or he put an end to their CEO. Jun and the other All-Crusade Squad
defeated the PPAA (its leader got away though). Isas recognized his son. Jun feared his
father’s wrath, but instead his father was delighted that his son had become something he
only wished he could be, a champion and hero for the people. He not only approved of his
son’s actions, but also encouraged them. In fact, his father became so inspired he demanded
that his company make better strides in further research into bionics and nano-technology for
the application of weapon systems and power armor.
Jun followed his friends to Victory City where they become its second guardians. He developed
a relationship with the Victory City Sentinel Firestrike. Their relationship was never given a
chance to flourish because they soon encountered the Slaughterhouse Seven. Jun was
heartbroken with Firestrike’s death and the lost of two friends. He called his father wanting to
come home. His father told him he could come home if he wanted to or he could resist
surrendering to despair and continue his mission. At the funeral when Richard announced he
was coming back, and Franklin would be on stand by, Jun agreed to stay.
Now more then ever, Jun embraced his role as a super hero. Not only is he adored in the
United States, but he is also becoming popular in Japan. Along with Samurai Sun, he has
battle the Fire Sun and the terrorist activities of the PPAA. Jun has also learned his father
plans on expanding the company and setting up facilities possibly in Germany, Mexico,
America, and Canada if they can maintain the success they have gained. Jun wonders if a day
will come that he will have to surrender his role as a super hero and take a position within the
company. The idea of the company producing power armors and futuristic weapons is
awesome to him, especially when they will have his last name attached to them.
Real Name: Jun Akizuki
Occupation: Member of the All-Crusade Squad
Alignment: Scrupulous
Power Category: Magic (Enchanted Weapon)
Experience Level: 7th
Hit Points: 47 S.D.C.: 40/80 with bow.
P.P.E.: 8/24 with weapon.
Appearance: Jun is an average looking Japanese male with glasses and short black hair.
He has gray eyes. He is usually wearing a black leather trench coat (accept when it’s hot
outside, then it’s a black short sleeve shirt) and sunglasses. He dresses like a high school
teen. As Mighthunter, he is dressed all in black, loose tunic and pants, a black cloak, a black
leather boots.
Attributes: I.Q. 14, M.E. 11, M.A. 10, P.S. 13, P.P. 28, P.E. 16, Spd. 17, P.B. 11
Age: 28, Sex: Male, Height: 5 foot and 5 inches (1.65 m), Weight: 119 lbs (54.5 kg).
Enchanted Object: Mighthunter (A Long Bow) +1 to strike/parry, Damage: 3D6+6. Adds
40 S.D.C., Fire/Cold does half damage to owner, +3 to save vs. magic, See the Invisible, and
Creates Battle Dress.
Minor Super Abilities: Targeting and Charge Objects with Explosive Energy (arrows only).
Powers of Order: Damage Bonus, Turn Invisible (equal to Invisibility:
Superior), Spit Lightning, Impervious to Fire, Fly (50 mph/80 km), and Nightvision.
Combat Training: Martial Arts
Attacks per Melee: 5/6 (2 initial + 3 from Hand to Hand) +1 using bow.
Combat Bonuses: +2 to initiative, +9 to strike, +11 to parry, +11 to dodge, +6 to roll
with punch/fall, +3 to pull punch, and +3 to disarm.
Saving Throws: +4% to save vs. coma/death and +1 to save vs. magic and poison.
With bow +4 to save vs. magic and fire/cold does ½ damage.
Combat Skills: Karate Punch 2D4, Power Punch 4D4 (2), Elbow/Forearm 1D6, Backhand
1D6, Knee 1D6, Karate Kick 2D4+2, Roundhouse 3D6+2, Snap Kick 1D6+2, Tripping/Leghook
(cannot be paired, must dodge or knockdown), Backward Sweep (cannot be paired, must
dodge or knockdown), Jump Kick 6D6, Flying Jump Kick 4D6, all Holds, Paired Weapons, and
Critical strike on an unmodified 18-20.
Educational Background: Three Years of College.
Common Skills: Read-Write/Speak Japanese 94%/95%, Mathematics: Basic
93%, and Pilot: Automobile 81%,
Physical Program: Hand to Hand: Martial Arts and Gymnastics (Sense of
Balance 96%, Bars & Rings 98%, Backflip 98%, and Climb Rope 98%).
Science Program: Computer Operation 98%, Mathematics: Advance 91%,
Chemistry 98%, Astrophysics 85%, and Artificial Intelligence 66%.
Electrical Program: Electrical Engineer 85%, Basic Mechanics 90%, and Robot
Electronics 80%.
Secondary Skills: W.P. Archery (+4 to strike, +1 to parry with bow, +2 to
disarm, Rate of Fire 5), Athlete, Aerobic Athletic, Prowl 65%, Juggling 70%, Language: English
86%, Literacy: English 75%, Computer Programming 76%, Pilot: Motorcycle 88%, Climbing
80%, Law (general) 45%, and Streetwise 28%.
Money: He was receiving money from his father for the longest time, but when he
dropped out of college, his father cut him off. He has $221 in his savings and $65 in his
checking. He spends most of his money buying comics and electronic games. He makes $600 a
week from Zane Enterprises.
Weapons: None, he relies on Mighthunter.
Mighthunter, Damage: 3D6+6, Range: 960 feet (292 m), Bonuses: +7 to strike
and +2 parry. Spit Lightning Damage: 5D6+6, Range: 1000 feet/305 m).
Exploding Arrows: +1D6 or +2D6 damage. Bonus: +8 to strike.
Super Charge Exploding Arrows: +3D6 damage (2) or spend the
entire melee and do 1D6x10 damage to a 6 foot (1.8 m) blast
radius. Cost 1D4 hit points.
Timed Charges: Up to 14 minutes. Same damages as before.
Armor: Full suit of soft black leather. His armor appears on him when he summons the
swords power. If it is ever destroyed, he has to replace it. However, regardless the sword will
summon forth his battle dress as needed. A.R.: 9 and 20 S.D.C.
Equipment & Vehicles: He has access to all equipment used by the team. He drives a
2003 Honda Shadow Spirit, 750. He keeps it in excellent condition.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Fri Dec 19, 2008 6:36 pm
by Reagren Wright
KINGMAKER
Five months after Richard Westick was born his father, a police detective in St. Louis, was
gunned down trying to make an arrest. His mother moved to Grand Rapids, Michigan to live
with her mother. There Richard went through some difficult times growing up with out a
father. He had a hard time making friends especially since he loved sci-fi and fantasy. His
grandmother, an ultra-conservative religious woman, hated the stuff and insisted that it was
an evil influence on her grandson. She made Richard go to church with her four times a week
in an attempt to cleanse his soul. All it did was make Richard want to rebel even more so. He
became even more involved with role-playing games and LARP (live action role playing). He
and his friends would dress like fantasy characters, but Richard had to keep all his stuff at his
friend’s house. When his grandmother found some of things, she forced him out of her house
despite her mother’s objections. Richard went to live with his father’s parents in St. Louis until
he was eighteen, then he left to attend the University of Michigan. Here he met a group of
guys who became his best friends. Franklin and Garrett like him were big into LARP. Richard’s
personality and leadership ability allowed him to end up as the leader of these groups.
Whenever they played, everyone naturally made him the leader. It was a reluctant role but
Richard accepted it.
One day they where heading toward a medieval/renaissance fair when they spotted a girl
dressed like an elf maiden. All five guys tried impressing her with their talents. Richard
demonstrated his leadership skill in LARP and performing on stage. Afterward, the girl handed
out magic weapons/items to each of them and revealed herself as a real life elf wizard.
Richard’s his friends nominated him to be their leader. He is also the one who came up with
the name All-Crusade Squad.
For the next two years, the Squad found itself in numerous adventures. Richard enjoyed every
moment of them, even the times when they were captured or in a life/death situation.
Nevertheless, he also felt a need to finish school, and though it was a chore, he did so. Now
the question became what to do with the rest of his life?
When word reached him that his grandparents had been robbed, Richard went down to see
them. His grandparents were complaining about the police department and their failure at
catching the robbers. They took some of the things that belonged to his father. When Chester
Zane asked the group to come to Victory City and become its second band of protectors,
everyone was shocked when Richard declined. He said the time had come for him to move on.
Likewise, he was astonished to learn Franklin was also leaving the group, but two other friends
Arthur and Trevor would take their place.
Moving back to St. Louis, Richard went to the police academy and eventually became an
office. With his college education, it didn’t take him long to make detective. Richard wanted to
be involved in the hardest cases. He ended up on the Surveillance & Apprehension Squad.
Unfortunately, his leadership skills and experience didn’t help him cut through the red tape and
administrative hassles as much as he thought they would. Eventually his frustration reached a
boiling point when he punched a man who been accused of murdering his wife, and because of
laws preventing the use of psychic abilities as evidence, the man was acquitted. Richard
turned in his badge.
A few days later, Victory City was devastated by the Slaughterhouse Seven, resulting in the
deaths of Arthur and Trevor. Feeling he was to blame for the death of two friends, Richard
decided it was time to follow the path of his choosing, not that of his father’s. At the funeral,
he announced his return. Though he wishes, Franklin was back at a full time member, he’s
happy for him and whatever role he can play. Once again, he is the leader of the group of men
he considers his friends and family. He has vowed to make amends for what he considers his
failures in the past, and never again will the squad suffer such tragedy, not on his watch at
least.
Real Name: Richard Westick
Occupation: Former Police Detective, leader of the All-Crusade Squad
Alignment: Scrupulous
Power Category: Magic (Enchanted Object)
Experience Level: 6th
Hit Points: 32 S.D.C.: 46/86 with crown.
P.P.E.: 11/22 with weapon.
Appearance: Richard is a handsome, slender, athletic man with light brown hair, brown
eyes and youthful features (looks like he is in high school). As Kingmaker, he wears a
brocaded tunic, a light blue shirt with melon sleeves and red knitted tights with feet. Petal
scallops edge his mantle and he wears a jeweled girdle at his hips. He wears a belt holster
often which makes him look a little odd.
Attributes: I.Q. 15, M.E. 18, M.A. 26, P.S. 12, P.P. 11, P.E. 11, Spd. 34, P.B. 15.
Age: 28, Sex: Male, Height: 5 foot and 10 inches (1.77 m), Weight: 183 lbs (83.35 kg). .
Enchanted Object: Kingmaker (A Crown). P.P.E. 180, Renews every 24 hours. Adds 40
S.D.C., +2 to save vs. magic, and +3 to psionics. All Magic Spells are 6th level in strength (14
or better to save).
Minor Super Ability: Vocalization.
Spell Magic: Armor of Ithan, Energy Bolts, Invisibility: Simple, Charismatic Aura, Trance,
Energy Field, Domination, Horrific Illusion, and Heal Wounds.
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, +3 to roll with
punch/fall, and +2 to pull punch.
Saving Throws: +2 to save vs. psionics and insanity, With the crown, he is +2 to save
vs. magic and +5 to save vs. psionics.
Combat Skills: Punch 1D4, Power Punch 2D4 (2), Elbow/Forearm 1D6, Knee 1D6, Snap
Kick 1D6, All Holds, and Critical strike on an unmodified 19-20.
Other Bonuses: 88% trust/intimidate.
Educational Background: Trade School
Common Skills: Read-Write/Speak English 92%/94% or 98% with crown,
Mathematics: Basic 90%, and Pilot: Automobile 78%,
Police Program: Hand to Hand: Basic, W.P. Handgun (+3 to aim/+1 to burst),
Radio: Basic 95%, Crime Science Investigation 80%, Law (general) 80%, and Intelligence 71%.
2nd Police Program: Interrogation 75%/80% with crown, Undercover Ops
82%, Detect Concealment 75%, and Find Contraband 65%.
Secondary Skills: Athlete, Running, Prowl 55%, Swimming 80%, Public
Speaking 80%, Performance 62%, Wardrobe & Grooming 74%, Streetwise 44%, First Aid 65%,
W.P. Shotgun (+2 to aim/+1 to burst), Land Navigation 40%, and Research 45%.
Money: As police detective in St. Louis, Missouri, he made about $41,000 a year. He
makes $600 a week from Zane Enterprises.
Weapons: He relies on the Crown, but he uses his gun for backup.
Double Eagle: Range: 150 feet (46 m), Damage: 4D6, Rate of Fire: Single shot
or Semi-Auto, Feed: 8 round magazine.
Armor: His kingly robes don’t provide him much protection, so he relies on the magic
and his power of command. A.R.: 7 and 8 S.D.C.
Equipment & Vehicles: He drives around in a 1967 Cougar. The same car he drove in
college. He tries to maintain its upkeep. He has access to all the team’s equipment.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Fri Dec 19, 2008 7:54 pm
by Reagren Wright
LIGHTSTONE
Ameera Newstone grew up in the Eastern Territory in the world of Palladium Fantasy. As the
3rd child born of the family known as Newstone, she was the only girl, making it her
grandmother’s duty to teach her the family tradition of magic. For the last 10,000 years, it
was a family tradition for the first daughter to be taught by the grandmother, now it was
Amerra turn at the age of twenty. At first Amerra was not interesting in learning the art of
wizardry, she was more interested in being a warrior like her two older brothers. Despite her
mother and grandmother’s objections, Amerra left to find her own place in the world. She met
a male elf named Dypraen and together they decided to join a group of elves exploring some
caves far to the north of their village. Inside the cave they found some wondrous treasure,
but all of it had been put there by a Moord-Sith. The creature of darkness hunted them down,
and because no one knew any magic. Just by luck, Amerra managed to escape, all the other
elves and her boyfriend perished at the creature’s hands. Amerra returned home and told all
that had happened. Humbled and full of sorrow, she asked her grandmother to teach her the
magic so she would never be defenseless or unable to save the life of another person again.
Amerra spent another twenty years learning the art of wizard from her grandmother. Soon
even her grandmother and mother admitted she was a better practicing wizard they either of
them. Now armed with magical knowledge, Amerra returned to the cave, only to find it empty.
Someone had taken everything and killed the creature.
Amerra spent the next seventy years traveling the lands searching for things to do or people
to help. Sometimes she joined others on dangerous quests, other times she went to visit a
group of goblins who were pestering an old woman to no end. During this time, she gained
knowledge and experience, becoming a local legend in the Highback Plains.
At the age of 114, she met with a group of elves in search of their heritage and the past.
They wanted to explore the Old Kingdom and perhaps the Balgoor Wastelands. First, they
wanted to learn as much as they could so they set out for the Library of Bletherad.
Afterward, they sailed to the Timiro Kingdom, then went westward through the Silver
Mountains. Along they way, they had numerous adventures and dangerous encounters. By the
time they arrived in the Old Kingdom, Amerra was 117 years old. The party came to a small
village home to a human wizard named Zarll Modul. He provided them the location to an elf
sanctuary which was home to some of the greatest elf warriors of all time. According to
rumor, they were buried with fantastic magic artifacts. Three months later, the group arrived
at the ruin sanctuary not to far from the Old Kingdom River. The group fought their way
through a number of deadly traps and encounters with ghosts. Amerra happened to come
across a magical dagger. Tired of always giving such weapons to her companions, she decided
to keep this one for herself. Finally, they found the chamber of the eternal blessed. Seven
coffins lay in the chamber. Opening them, they discovered the mummified remains of seven elf
champions, each clutching a magic weapon (greatest rune weapon). The party gathered up
the weapons and made their way out. Once they reached the entrance of the city, they were
met by Zarll Modul. To their horror, he was more than a wizard, but a powerful summoner. He
stood in a Power Matrix consisting of a Circle of Power and Force. On either side of the circle
were his minions two Demon Locusts. “Thank you, now surrender the weapons and I will let
you live. There is a Circle of Teleport ready to take you home. You will find your reward
waiting for you.” Amerra wanted to surrender the weapons, but half of the party was not
willing to do so, and planned on attacking him and slaying his creatures. Amerra psychic
powers told her that fire was coming, so she casted an invulnerability spell on herself just as
Zarll made a wall of fire appear on them. Those who survived the incineration were picked off
by the two greater demons. However, Amerra managed to get out of the firewall just as its
protective energy faded. Pretending to be dead, she lay absolute still. The wizard used the
spell animate the dead to get the charred remains of what was left of the party to gather up
the indestructible rune weapons. The moment he stepped out of the circle, she threw the
magic knife and used her expel demon spell. The knife struck him dead center in his throat
(natural twenty/did triple damage to his hit points). Severely wounded, the mage could do
nothing as Amerra used a fire bolt spell to finish him. With her companions dead, Amerra
decided to make her way back to the library so these weapons could never be used by
anyone. She gathered up the weapons and put them in a dimensional envelope. She then
made her way to the teleport circle. However when she stepped on the circle, it turned out to
be a circle of legend, and teleported her the native dimension of its creator, which turned out
to be the HU Earth. Zarll Modul was actually a HU wizard
Trapped here in the HU world, Amerra lived in the wilderness away from human society. She
wandered for many months avoid human contact. The winters were harsh, but she endured.
Finally, she had a dream of five figures approaching her. In her dream she saw them carrying
the magic weapons/items. This told her she was chosen to hand the weapons over to
someone of this world. She spent the next couple of weeks following the dream on a course
that seemed plotted by fate. As luck would have it, she arrived in the state of Michigan. The
dream told her to walk along a highway. She did so and a large can pulled up beside her.
Inside the van were five male college students. They had no idea she was a real elf and not a
person in fantasy garb. They took her all over the festival, trying to show off for her.
Unbeknownst to them, she was judging them on their skills. In her mind, the five of them were
sent by the gods and this festival was a kind of test. One proved how good he was at
archery; another demonstrated his skill with a sword, one showed off his strength, one his
nimbleness, and the last proved a natural born leader. Afterward, when the festival was over,
and they where driving back, she asked to be dropped off near an empty field. They had no
idea this was actually the spot for a ley line. The five friends watch in awe as she opened the
dimensional envelope and retrieved five of the seven magic weapons/items. “I present to you
these gifts of power for each of you has proven to be a worthy champion to carry the elf
legacy.” The moment they took the weapons/items and spoke their elf names, they were
transformed into medieval crusaders. Amerra curtsey before them and said, “I am here to
serve and advise.” The five friends pledged their allegiance to each other and to the code of
chivalry. They were now the All-Crusade Squad.
For the next two years, Amerra lived in an abandoned house where the group met every other
day. In the beginning, she was the one teaching them how to be “knights” and was more or
less the leader of the team, though she was in essentially an alien world. Eventually Richard
took the position. Amerra refused to allow herself to become a part of the world, just incase
she found a way to return home. Nonetheless, she learned to call Earth her new home and
master the English language and its customs. Three months after Richard and Franklin
graduated from the University of Michigan, the team was approached by Chester Zane who
offered them a position of being Victory City new protectors. Richard and Franklin decided to
quit and return to their normal lives. Fortunately, Amerra had determined two other friends
Arthur Lock and Trevor Burns, were worthy of the last two magic weapons/items. After they
were made official members, the All Crusade Squad left for Victory City.
As the years passed, Amerra and Arthur started to become close. Amerra tried to resist the
feelings she had for him. He was a human, she was an elf. He would die of old age, she
wouldn’t live on for several more centuries. But despite her best effort, she feel in love with
him.
Amerra started to have terrible dreams of something coming to destroy the city. She spoke
about them in length to Arthur and Chester Zane, but neither one of them took her. seriously,
then the Slaughterhouse Seven arrived. The All-Crusader Squad joined their allies the Victory
City Sentinels, but none of them where a match for the Slaughterhouse. Amerra suddenly
found herself under attack by the Iron Warmonger’s who launched a volley of his shooting
spikes at her. Nearly drained of her magic, she could nothing to defend herself, but at the last
split second, Arthur pushed her out of the way. The spikes tore into him, killing him instantly.
With the help of the Peacekeeper League and Psyche the three groups defeated the mega
villains but at a terrible price.
Heartbroken, the All-Crusade Squad buried Arthur and Trevor at Arlington Cemetery. Richard
and Franklin attended the funeral. Franklin said he would return but only on specific
emergencies, but Richard announced he was ready to come back. Richard announcement was
the only thing that kept the group from disbanding. Amerra kept to herself, this was the third
time a group of friends had died while she had lived. She didn’t want to be apart of anything
anymore. She would only fail them and they would die because of her. Amerra left the the
team and was gone for several days. While she was gone, she had an encounter with Lord
Arcane. He counseled her and made her feel positive about herself. He even told her that
those who had died would not want her to mourn their lost but for her to carry on. Amerra
returned to the group not only ready to be apart of the time but this time to embrace her new
homeland.
Amerra has vowed to never allow herself to become attached to anyone as long as she is
living her on Earth. However, Lord Arcane told her he could probably take her back home if she
ever wanted it. So far, she has decided she is going to stay her on Earth. She wants to do
right by Arthur and Trevor’s memory. She is unaware that Garrett has developed feelings for
her. If he expressed them, it might be the cause for her to call out to Lord Arcane and ask him
to take her back to the Palladium Fantasy world so she can retreat from life itself. She doesn’t
want to live through another incident of death again, the survivors guilt she bears is simple to
much for her.
Real Name: Amerra Newstone
Occupation: Member of the All-Crusade Squad
Alignment: Principled
Power Category: Magic (Mystic Arts)
R.C.C.: Elf from Palladium Fantasy
Experience Level: 9th
Hit Points: 46 S.D.C.: 35
P.P.E.: 300
I.S.P.: 72
Appearance: She is tall, slender with graceful tan skin. The bones of her face are
sculpted and lovely. She is built like most of the top fashion models. She usually has a
headband to keep her long gold hair (waist length) in place. Her eyes are a stormy blue. She
keeps her long blond hair (waist length). Her ears are pointed. Normally she is dressed in
slacks and long-sleeved blouses (always unbuttoned at mid-chest). When she is on a mission,
she wears a white fitted gown laced in the back. Her full skirt is gathered under an intricately
embroidered belt with embroidery matching the angel sleeves.
Attributes: I.Q. 14, M.E. 19, M.A. 11, P.S. 12, P.P. 18, P.E. 15, Spd. 37, P.B. 23
Age: 121, Sex: Female, Height: 6 foot and 5 inches (1.95 m), Weight: 139 lbs (62.55 kg).
Natural Abilities: Nightvision 60 feet (18.3 m).
Minor Psionic: Sixth Sense and Precognition.
Wizard Abilities: Astral Projection, Familiar Link (doesn’t have one), Sense
Enchantment, Sense Supernatural Evil, Sense Magic, Scroll/Spell Translation 26%, and it takes
a 15 or better to save vs. her magic. Note: She is able to see and use ley lines on HU Earth,
but they are so weak she cannot use ley line drifting and rejuvenation.
Spell Magic: Decipher Magic, Sense Magic, Cloud of Smoke, Globe of Daylight, Tongues,
Enchanted Cauldron, Blinding Flash, Armor of Ithan, See the Invisible, See Aura, Heal Wounds,
Dimensional Pocket, Protection Circle: Simple, Heal Self, Fireball, Mystic Shield, Invulnerability:
Limited, Eyes of Thoth, Carpet of Adhesion, Mend Cloth, Dimensional Envelope, Amulet,
Talisman, Calling, Escape, Fear, Invisibility: Simple, Increase Weight, Magic Net, Trance, Ice
Blast (Alien Unlimited), Cold Wall (Aliens Unlimited), Weightlessness, Breathe Without Air,
Extinguish Fire, Paralysis: Lesser, Locate, Sense Dimensional Anomaly, Magic Pigeon, Fly, Fly
as the Eagle, Expel Demon/Deevil, Negate Magic, Sanctum, Create Magic Scroll, Phantom
Horse, Dispel Magic Barriers, Animate Object, and Mystic Portal.
Combat Training: Basic
Attacks per Melee: 6 (2 initial + 4 from Hand to Hand)
Combat Bonuses: +1 to initiative, +3 to strike, +5 to parry, +5 to dodge, +2 to
damage, +3 to roll with punch/fall, +3 to pull punch, and +2 to disarm.
Saving Throws: She needs a 12 or better to save vs. psionics, +2 to save vs. psionics
and insanity, +4 to save vs. Horror Factor, +3 to save vs. magic, and +2 to save vs.
possession.
Combat Skills: Punch 1D4, Power Punch 4D4 (2), Elbow/Forearm 1D6, Knee 1D6, Karate
Kick 2D4+2, Body Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and 1 attack/action),
all Holds, and Critical strike on an unmodified 19-20.
Educational Background: Wizard (special)
O.C.C. Skills: Speak Elf/Dragonese 98%, Speak Eastern and Gobbley 98%,
Literacy: Elf and Eastern 90%, Lore: Magic 97%/87%/82%, Lore: Geomancy 92%,
Mathematics: Basic 98%, W.P. Staff (+3 to strike & parry), and Hand to Hand: Basic.
Related Skills: Holistic Medicine 75%/65%, Archeology 75%, Astronomy &
Navigation 85%, Lore: Demon & Monsters 87%, Public Speaking 80%, Intelligence 71%,
Wilderness Survival 75%, History (humans, dwarves, elves, changeling, gnome, and goblins)
98%, Lore: Faerie Folk 77%, Anthropology (HU Earth) 70%, and Law (general) 50%.
Secondary Skills: Horsemanship: General 80%/65%, Wardrobe & Grooming
86%, Dance 70%, Sing 75%, Running, Prowl 65%, Language: English 80%, Literacy: English
65%, Athlete, and Aerobic Athletics (Sense of Balance 45%). .
Money: She arrived in HU Earth with 455 Eastern Gold Coins and several precious stone
gems and jewelry. The others are quite aware of how much money these items are worth, but
they would never take them from her nor sell them, unless things where desperate. She makes
$600 a week from Zane Enterprises. In the beginning she had little need for human currency,
but she has started to adapt to Earth (U.S.) Culture and is now trying to fit in.
Weapons:
Magic Quarter Staff, (additional damage, indestructible and continual glow),
Damage: 3D6.
Magic Dwarf Made Dagger, (returns to wielder, double damage to evil, and
super sharpness/Critical on 18-20) Damage: 1D6+6, Bonuses: +2 to strike, parry, and throw.
Armor: Her white gown has a ward of permanence on it with a Mend Cloth spell on it
(instantly repairs any damage). It is also allows her to be buoyant and never sink. A.R. 5 and
6 S.D.C.
Equipment & Vehicles: She has access to all the equipment used by the team.
Ironhide Ring, This ring gives her an Armor Rating of 12
Ring of Tongues (Western Empire), Speak any language at 98%.
Magic Medallion (Protection from Undead, impervious to vampire gaze and holds them at bay).
She has a number of pieces of jewelry she can use to make talismans or amulets.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Fri Dec 19, 2008 7:55 pm
by Reagren Wright
Two more teams to go. Teenteam Alpha and Skyfire. Shooting for an end of the year finish.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Mon Dec 22, 2008 6:58 pm
by gaby
Can't wait to see them.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Wed Dec 24, 2008 2:24 pm
by Reagren Wright
Yes I did. Jaeger (Sharpshooter) and Die Panzer (Tank) can be found on page 12. I'd put them
in quotes, but
I'm never able to get that to work for me. I guess I need some NMI
training. Still working on the Teenteam Alpha should be up soon, I'll have time tonight
(Christmas Eve and Day) to work on them.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Wed Dec 24, 2008 3:35 pm
by NMI
Mephisto wrote:Reagren Wright wrote:Yes I did. Jaeger (Sharpshooter) and Die Panzer (Tank) can be found on page 12. I'd put them
in quotes, but
I'm never able to get that to work for me. I guess I need some NMI
training. Still working on the Teenteam Alpha should be up soon, I'll have time tonight
(Christmas Eve and Day) to work on them.
So nothing for Zero and Condottiere?
Die PanzerJaeger
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Thu Dec 25, 2008 12:32 pm
by Reagren Wright
Thank you oh great and powerful NMI (I bow before you). No I didn't do anything with Zero
and Condottiere because they weren't mentioned having involved themselves in Britannia's
life again. And considering everyone from this time period is in their eighties and over I decided
their either dead or retired at a nursing home for the formerly super powered. I might do
something next year with them, kind of a WW II theme era. That will be something different
and fun. Him going to have to use a German translation to figure out what Condottiere means.
Anyway back to work on Teenteam Alpha (these guys are just too cool).
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Fri Dec 26, 2008 1:27 pm
by Reagren Wright
Thanks I'll remember that.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Sun Dec 28, 2008 4:21 pm
by gaby
Can't wait to see your two last groups.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Sun Dec 28, 2008 10:23 pm
by Reagren Wright
TEENTEAM ALPHA or TEEN ALPHA
Teenteam Alpha or Teen Alpha is the name of a young group of mutants who started their
legionnaire careers in high school. Now they are in early twenties and their group name has
not changed, although they have in many ways. One might be tempted to suspect they are
a group of inexperienced sidekicks, in actuality they are veterans and within their six-year
history have faced issues other veteran superhero teams have never encountered before.
The origin of Teen Alpha began seven years ago on the war torn planet of Dyaocck in the
Ilta Quadrant of the galaxy far from the influence of the TMC. Dyaocckians came from a high
gravity planet with advance technology (nearly as good as the Atorians). The entire planet
has been involved in a civil war for nearly 100 years. On one side was the Kingdom of
Dyaoccko on the other the Republic of Dyaoccko. Both sides hated each so much they’ve
turned their once beautiful world into a wasteland. In a last ditch effort to obtain peace, the
King Raez-Uteh and his Queen Demap-Uteh offered their daughter Agara-Uteh to the son of
President Manat-Ughat. As the ceremony was about to take place, General Kavok and his
mutant allies attacked, assassinating the King, Queen, and President and a number of
important advisors on both side. Instead of turning their attention on the General, war broke
out again. Agara however managed to escape harm. Her bodyguard/protector Dezen-Gar
managed to get her to safety. Like so many others, the radiation weapons used by both
sides made Agara a mutant. General Kavok had been gathering hundreds of mutants together
in an effort to destroy both sides so he alone could take over. With their planet’s leadership
in chaos, he manages to put his mutant allies into position of power. In a matter of days, he
assumes complete control over the world, but news of Agara survival spreads. General Kavok
sends his forces out to find and kill her. Agara and Dezen escape in a medium sized civilian
spacecraft. They make their way to TMC space to find a world that will grant her political
asylum. The General sends out fleet of ships in search of them.
After a harrowing fight in an asteroid belt, Dezen lands their ship on a space station. They
sneak aboard a large transport vessel. After leaving the station, the ship experiences some
engine problems and has no choice but to make an emergency stop. They just happen to
come out of the gravity well just outside of Jupiter. Dezen hijacks a shuttle and makes good
their escape. The ship lands on Earth in upstate New York. However, their landing is
detected by the U.S. Air force. They in turn seize the ship. Fortunately, Dezen and Agara
are able to escape. Because they resemble earthlings whose members are characterized by
brown pigmentation and tight curly hair, they find it easy to blend into human society. They
make their way to New York City. Here they quickly assume human identities thanks to
Dezen’s superior intellect and knowledge of computers. Dezen changes his name to Desmond
Gar and Agara calls herself Andromeda Utley. Dezen is not only able to get them fake
identities, but he also gets Andromeda enrolled in North Side High School and himself a job as
a teacher. Within a few weeks, Dezen realizes with his hand held ABS detector that there
are five other mutants in this school. It soon becomes apparent to them Earth has its own
mutant population. Dezen becomes convinced that mutants on Earth could be trained as
soldiers and sent to Dyaocck to fight General Kavok and his mutants. Dezen has also been
hard at work building a device that will create a wormhole spatial anomaly that will transport
them back to their home planet. This device could be used to launch a massive attack and
bring about peace to their planet. Andromeda is only 15 years old, but if she is ever to
reclaim the throne, she is going to have to learn to fight and to lead. They decide to recruit
the five high school mutants to not only serve as her body guards but for Andromeda to turn
them into a fighting unit, one that can be build on when the time is ready.
For the plan to work, Andromeda and Dezen lie about who and what they are. Dezen
arranges “accidents” and “incidents” to happen in school that cause Emily, Alex, Randy,
April, and Theodore, to be tempted to use their powers. Afterward, Andromeda tells them
that she is a “mutant” too and has been trying to come to terms with her abilities and figure
about her role in life. The five mutants believe her story. A few days later, they met with her
and “Mr. Gar” in secret to discuss the idea of using their powers to help others. Dezen and
Andromeda convince them that it will be in their best interests and they won’t have to hide
anymore. Alex comes up with the name Teenteam Alpha.
A few days later, Dezen pays a gang of street punks to attack him in the parking lot.
Andromeda and the others come to his rescue. The thugs get away but their given some
serious bumps and bruises. That night the group decides they will need costumes to conceal
their civilian identity. Dezen arranges for a special “after school program” to convince their
parents that they are actually doing schoolwork instead of doing Legionnaire type work.
Amazingly the group is able to function this way for a year without their parents every
realizing the truth.
The group has an encounter with Cedrick Danforth (aka Crashpad). Randy ends up critical
injured. Emily questions their purpose and debates about quitting the team. Andromeda and
Dezen try to change her mind. Meanwhile April overhears Andromeda and Dezen talking and
confronts them. The two promise to tell her the truth, but before they can alien police
officers from the TMC arrive and arrest Dezen. Andromeda, April, Theodore, and Alex try to
stop them but all that happens is they end up arrested themselves. Randy recovers and has
no choice but to tell his parents and the doctors the truth about himself. In doing so, he also
reveals Emily’s. When his parents tell Emily, they confront her. Ashamed Emily runs away.
Randy tries to go looking for her, but ends up captured by hunters for the Mutant Slave
Trade.
The rest of Teenteam Alpha is taken aboard a TMC spacecraft hidden behind Earth’s moon.
Dezen pleas his case and reveals the truth of his plans. The TMC refuses to allow him to
return to Earth. Andromeda however is allowed to go back to Earth. Her friends confront her
and because of her lies, they decided to break the group up. However, once the TMC takes
them back to Earth, their parents also know the truth about them. Unsure what to do, Emily
returns saying she had a terrible vision of something bad happening to Randy. The group
eventually locates him and defeats the people behind the corporation involved in the Mutant
Slave Trade. Appalled at the idea of others like themselves being bought and sold across the
globe, re-energized their desires and gets them focused on a new goal, to help and protect
mutants as well as normal citizens. The group however refuses to allow Andromeda to lead
them. Ashamed of herself, she leaves the team. They are also allowed to operate with the
blessing of their parents, if each of them vows to stay in school and be home at a
reasonable hour.
For the next three years, Teenteam Alpha build on their legionnaire status, becoming known
superheroes throughout New York City. April takes over the leadership mantle. Though they
achieve great success, they find themselves plagued by personal issues that affect them as
a whole. Because of Randy’s behavior, they are confronted by the Jury and have to defend
their right to exist without the guidance of a mentor. Alex is nearly killed by Baron Zanziber.
The team ends up guarding his critically injured body for the next three days, before they
end up captured by the villainous mercenary. Fortunately, a dozen retired superheroes come
to their rescue. The worst part about the incident, Alex’s own father was the one who paid
the mercenary to kill his son. During his recovery, Alex and April begin a relationship while at
the same time Emily’s and Randy’s comes to a bitter end. Theodore all the while finds himself
plagued by terrible headaches, but nothing works for him, so he starts taking a street drug.
The medication works but he ends up becoming addicted to it, to make matters worst, the
drugs cause his powers to become unstable. It nearly cost him and April their lives. Theodore
takes a leave of absence so he can go into rehab.
Several months later, they graduate from high school and decided to spend a two-week
vacation in Century Station. The moment they arrive, Emily starts to feel an evil sickness all
around her. There is something wrong in this city, something evil. On their way to a hotel, a
gang of high tech thugs attempts to rob a bank. They engage these crocks only to be joined
by a mutant teen with the powers of Alter Physical Structure-Earth and Gravity
Manipulation. He calls himself Millstone. Over the next couple of days, they not only
participate in a couple of adventures with him, but they decide trust him with their civilian
identities. He also shows great concern for Emily who is unable to sleep because of the ill
feelings. It eventually leads to a night of intimacy, which the following morning causes Randy
to attack him. Jealous and bitter, Randy leaves and does not join them when its time to go
back to New York. Emily and Millstone begin a long distance relationship. When the team
arrives, Theodore is waiting for them at the airport.
Two months later, they receive a call that Randy has been arrested. He assaulted several
police officers after he brutalized two car thieves. The team heads back to Century Station.
Because of the nature of the crime, he is taken to Gramercy Island to be held until a trial
date can be set. The ill feeling Emily had before gets worst. She is also torn between her old
feelings for Randy and her current feelings for Millstone. Over the next couple of weeks, the
group finds itself traveling back and forth to CS to be updated on the case. Eventually a trail
date is set. On the opening day of the trial, with Teenteam Alpha sitting in the courtroom, a
spatial anomaly appears and a dozen mutants jump through it along with Dezen and
Andromeda. They incapacitate everyone and take Randy with them, but just before the
strange portal can close Teenteam Alpha and Millstone jump through it. They find themselves
on Dyaocck. Reunited with their former mentor and old friend, Dezen tells how he and group
of inmates escaped from a prison colony and made their way back to Dyaocck. He not only
perfected his wormhole transport machine but he’d begun using it to recruit super beings
from Century Station, New York City, and others cities on Earth to mold into a super army
under their leadership. Once the army reached 50 participants, he found Andromeda and
brought her back to lead it against General Kavok who had achieved his goal of complete
domination over the planet. Andromeda been following the legal situation with Randy and
decided it was time to rescue him. Now that their reunited, they could help them liberate
their planet. Randy, Theodore and Millstone wanted to help. Emily, Alex, and April refuse.
Dezen and Andromeda are disappointed but promised to send them back. That evening, April
learned of Dezen and Andromeda’s plan to open a spatial anomaly on Gramercy Island in
order to release all of its super inmates and bring them to Dyaocck. Now everyone including
Randy opposes the plan. Emily had also read the machine and received the psychic
impression it was dangerous. Dezen refuses to listen to her. The team is incapacitated and
the plan proceeded. Over fifty super beings attack the prison lead by Dezen. Andromeda
stayed behind with a dozen others to watch over her teammates. Suddenly something is not
only going wrong with the machine, but with the entire planet. She released her friends. To
their horror, they learn the machine has been slowly increasing the planet‘s gravitational pull
and now it’s out of control and will eventually produce a black hole in the planet’s core.
Millstone stays behind in an attempt to use his gravity powers to inhibit the machine. When
the team gets to Gramercy Island, they're joined by the Centurions in fighting against the
super army. The team tells Dezen what’s happening. Horrified he races into the spatial
anomaly, but it’s too late. The entire planet of Dyaocck is pulled into the black hole and
because of strange residual effect the machine has on those who traveled through the
spatial anomaly continually, everyone in the super army vanishes as well. Millstone is also
gone. Andromeda and Emily lose the most important people in their life, but worst of all
Andromeda realizes she’s responsible for the destruction of her entire planet and its people.
Randy returns to court, but because he helped fight against those attacking the prison, the
judge considers it during his sentencing. He is sent back to Gramercy Island for a year and a
half. Andromeda returned to New York with her friends.
A month ago, Randy was released and returned to Teenteam Alpha which has continued to
operate within New York City to continue their crusade against crime and injustice. Since
coming back from Dyaocck, the team has found a way to put aside their past issues with
one another and become formidable champions of good. They considered themselves family
who look out for reach other not only in battle, but in their civilian lives as well. They’ve
done a lot of growing up together, something other teams with more experience cannot
admit to. They aren’t high school kids any more, but a group of formidable super heroes on
their way to forming a legacy.
A. Outfits: None (0 points)
B. Equipment: Cheap Gear (5 points)
C. Weapons: Ammunition (2 Points)
D. Bionics & Robotics: None (0 Points)
E. Vehicles: Fleet Vehicles (10 Points)
F. Communications: Basic Service (5 Points)
G. Offices: None (0 Points)
H. Military Power: None (0 Points)
I. Super Powered Operatives: None (0 Points)
J. Sponsorship: Agent Sponsored (50 Points)
K. Special Budget: Penny and Nickels (up to $3000/3 Points).
L. Administrative Control: Loose Laws (5 Points)
M. Internal Security: None (0 Points)
N. External Infiltration: None (0 Points)
O. Research and Information: Cheap Resources (2 Points)
P. Agency Credentials: Recognized (30 points)
Q. Employees Salary: None
Total Agency Points: 112 Points
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Wed Dec 31, 2008 9:10 am
by gaby
good start,will we see the characters soon?
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Wed Dec 31, 2008 8:07 pm
by Reagren Wright
AUREOLE
Emily is the 2nd child of Roger and Linda Penfol (she has an older brother Edger). Emily grew up
believing herself to be a princess. She wanted everyone to love her. By the time she was five
years old, her parents had enrolled her in dozens of children beauty pageants. When she turned
seven, she started having trouble concentrating. When she got nervous, she started to hear
voices in her head and experience the emotions of people around her. It got so bad, she
refused to participate in any more pageants, yet she never told her parents the reason why.
When she turned eleven years old, whatever emotion she was feeling, she could project onto
others, yet whenever she did this for a brief moment her body glowed. Now realizing what she
was, Emily no longer considered herself a princess but a freak. She avoided people and kept to
herself. Her parents couldn’t understand why their daughter who should be little Miss Popular
was so shy and withdrawn. When Emily started her freshman year in North Side High School,
she was one of the most beautiful girls in school despite her attempts to shun herself from
others. People naturally flocked to her, especially the boys. Yet Emily could always read their
surface thoughts and knew what was on their mind. Then one day while on her way to class,
she saw Randy Gun in fight with three other boys, Randy was beating them within an inch of
their lives. Suddenly she awoke from her daze. She just witnessed a futuristic event about to
happen. She raced down the hallway just as the three boys challenged him. Emily used her
powers to make Randy feel peacefulness. The teachers arrived and broke things up before they
even started. Randy turned and saw her and seemed to sense that she was the one who
interfered in his fight. After school, he confronted her about it. Suddenly Alex Willet arrived to
stop him. Before the two of them could get into a fight, April Mointest and Theodore Boxer got
involved. Then Mr. Gar and Andromeda Utley showed up. Mr. Gar demanded to speak to them
all. He revealed that he knew that all six of them where mutants and he wanted to help them
learn to understand and deal with their powers. In the beginning Emily was unsure whether to
believe him or not, but to know that there were others like her in school, made her feel at ease
with herself. She agreed to join their “after school program” called Teenteam Alpha.
Weeks later as their group began to coalesce, Emily started to open up and be her natural self.
She and Randy also started to show interest in each other, even though they came from two
different social worlds. Nonetheless, there was a natural attraction between them. Four months
later, Emily was nearly killed by a run amuck robot. Fortunately, Randy stopped it in time. Later
that night he kissed her and their romance blossomed. The two became nearly inseparable. Her
parents didn’t approve of him at all, but Emily didn’t care. She loved him and that is all that
mattered.
When a fight with Crashpad put Randy in the hospital with a broken back, Emily refused to
leave his bedside. It also made her question about remaining with the team. She vowed if
Randy recovered that they would leave together. Emily returned home and try to contact her
friends, but they were gone. She went to their secret headquarters and couldn’t find them
there either. When she got back home, her parents were waiting for her. They just received a
phone call from Randy’s father and step-mother, he made a complete recovery. He also
revealed the truth about her and the others. Emily had no choice but to confirm to her parents
that she was a mutant. Unable to deal with the shame, Emily ran away. Hours later asleep in a
bus terminal, she dreamed about Randy’s capture by Mutant Slave Traders. Eventually she
found her friends and they told her the truth about Andromeda and Mr. Gar. The team learns
that a company called the Kenaga Corporation was behind Randy’s apprehension. They free him
and destroy the facility. Emily agrees with her friends about expelling Andromeda from their
group. She and her parents come to an mutual understanding and allow her to remain apart of
Teenteam Alpha.
For the next three years, Emily learns to become a more forceful person and not so docile and
timid, namely because she feels that she is the weak link in the group. This comes about in a
big way when she learns to make her body glow and cause others to become in awe of her. As
Emily matures, she becomes more agitated at Randy and his reckless behavior. Soon tension
develops between them. When she “reads” his thoughts when they’re at a movie together, and
his are on Helen Michaels who is sitting in front of them, Emily slugs him and leaves. Thus, their
relationship comes to an end which makes working together as teammates very difficult.
For a graduation present, the group traveled to Century Station. Emily becomes infatuated with
a young mutant name Millstone. She knows Randy is jealous but she doesn’t care. Emily is also
haunted by an “evil” feeling that she cannot explain. Something dark and sinister is in the city
but she doesn’t know where. The dark psychic imprint makes her edgy and venal. While staying
at Millstone’s house, she openly flirts with him. This causes a fight between Randy and
Millstone. Emily tells him to leave and he does so, and doesn’t bother rejoining them to return
to New York. Emily and Millstone begin a long distance relationship.
Two months later Randy is arrested for assaulting an officer and resisting arrest. The group
returns to Century Station. The same ill feeling comes back as Emily returns to Century Station
to learn of Randy’s plight. In the beginning, she refuses to acknowledge that she has some
responsibility for his troubles. Millstone makes her see the truth. She begins to feel guilty but
she refuses to abandon her feelings for Millstone. Later at Randy’s trial, she and the others
watch as Randy is taken by Andromeda, Dezen, and an Army of Mutants. This eventually leads
them to the planet of Dyaocck. After Emily does an Object Read on Dezen’s device, she learns
what will happen if it’s used again, but she is unable to convince him otherwise. When the
devices is activated for the assault on Gramercy Island, it effect on the planet becomes ever
noticeable. Millstone says he will stay behind and try to counter its effect using his
gravitational powers. Emily begs him to come back with them, but Millstone tells her to do what
she knows to be right and follow her heart. In the end, Dezen’s device causes a black hole to
form in the center of the planet, causing its total destruction. Millstone and everyone on
Dyaocck is killed. Emily is heartbroken, but the person she turns to in her hour of despair is
Randy.
Emily waited patiently for Randy to serve his year and half in prison. All the while, she did a lot
of self-reflection. She continues to be the heart and soul of Teen Alpha (it’s only Principled
member). Because she believes in the well-being of others and holds life, freedom, and
happiness to its highest ideals, she keeps the team from becoming a group of anti-heroes &
vigilantes. The others may not agree with her, but her decision over many issues will be
considered the final say on how the team operates, even though Andromeda and Perception
will fight over who is the actual leader. She and Randy have once again rekindled their
relationship. She acknowledges that he is and will ever be the true love of her life, and no one
will ever replace him. Note: Emily still feels that there is something evil and sinister hidden in
Century Station and refuses to go back there. There are also too many bad memories.
Real Name: Emily Penfol
Occupation: Member of Teen Alpha
Alignment: Principled (was Scrupulous for a while)
Power Category: Mutant (Latent Psionic)
Experience Level: 7th
Hit Points: 42 S.D.C.: 36
P.P.E.: 22
I.S.P.: 140
Appearance: Emily is beautiful and elegant looking. Her long blond ponytail swings back
and forth. Her green eyes are noticeable from across the room. She never wears pants, just
dresses and skits. Since coming back from Dyacck she’s gone back to wearing one of Randy’s
black leather biker jackets. Her pink and white costume/gown looks like something a princess
would wear to a royal ball yet it gives her lots flexibility and comfort. She wears a gold mask
over her face.
Attributes: I.Q. 14, M.E. 24, M.A. 16, P.S. 9, P.P. 14, P.E. 15, Spd. 23, P.B. 20
Age: 21, Sex: Female, Height: 5 foot and 8 inch (1.72 m), Weight: 113 (50.85 kg)
Unusual Characteristics: Angelic, beautiful face, strong psychic potential, whole body
glows whenever she uses her super psionic powers (-40% to prowl at night).
Healing Psionics: Detect Psionics and Mask I.S.P. & Psionics.
Physical Psionics: Mind Block and Deaden Senses.
Sensitive Psionics: Telepathy, Empathy, Sixth Sense, Object Read, See Aura,
Clairvoyance, Precognition, and Sense Evil.
Super Psionics: Empathic Transmission and Radiate Awe (Special). Radiate Awe: Same as
Radiate Horror Factor. She can channel her psionic powers, alignment, and emotions to radiate
an aura of power that is captivating. The aura is equal to an Awe Factor and perceived on a
subconscious level by all who see her or come within range (her friends are immune). The usual
Awe/Horror Factor reaction and penalties apply (see HU 2nd addition page 68). The save must
be made at the beginning of each melee round she radiates the aura. Range: Self, affects all
who come within 100 feet (30.5 m) of the her. Duration: 35 minutes. I.S.P.: 8, and Saving
Throw: -1 to save vs. Awe/Horror Factor.
Awe of 10 if the person is of an evil or Anarchist alignment.
Awe of 12 if the person is Unprincipled.
Awe of 14 if the person is of any good alignment.
Add 1 point to any of the above if the person is also insane or enraged beyond reason.
Combat Training: Basic
Attacks per Melee: 5 (2 initial + 3 from Hand to Hand)
Combat Bonuses: +1 to initiative, +1 to strike, +2 to parry, +2 to dodge, +2 to damage,
+2 to roll with punch/fall, and +2 to pull punch.
Saving Throws: She needs a 12 or better to save vs. psionics, +7 to save vs. psionics,
+5 to save vs. insanity, +2 to save vs. possession and mind control (+9 if psionic).
Combat Skills: Punch 1D4, Power Punch 2D4 (2), Elbow/Forearm 1D6, Knee 1D6, Karate
Kick 2D4, Snap Kick 1D6, All Holds, and Critical strike on an unmodified roll of 19-20.
Other Bonuses: 40% trust/intimidate and 50% to charm/impress.
Educational Background: High School with some special training.
Common Skills: Read-Write/Speak English 94%/95% and Pilot: Automobile 81%.
Domestic Program: Mathematics: Basic 98%, Housekeeping 75%, Wardrobe &
Grooming 83%, and Sewing 80%.
Investigation Program: Computer Operation 86%, Research 80%, Photography
75%, and Writing 65%.
Military Training (taught by Dezen): Hand to Hand: Basic, Running, Climbing
75%/65%, Military Etiquette 70%, and Radio: Basic 85%.
Secondary Skills: Cook 80%, Dance 75%, First Aid 80%, Swimming 85%,
Seduction 41%, Law (general) 70%, Performance 60%, Public Speaking 85%, Sing 60%, Prowl
50%, Language: Spanish 56%, and Literacy: Spanish 50%.
Money: If Emily needs anything, she has to rely on her parents or her teammates.
Weapons: None, she has to rely on her super abilities.
Equipment & Vehicles: She drives her mother’s old 1998 Acura 2 door.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Wed Dec 31, 2008 9:38 pm
by Reagren Wright
BANDIT
Alex Willet is the only son of Stephen and Holly Willett. Alex never knew anything about his
father accept he was someone important at the New York Stock Exchange. His family lived in a
stately manor in upper New York City. His parents never had time for him. He spent most of his
life with nannies and maids. When he was six years old, his parents through a lavishing party in
which he was allowed to attend briefly, then he had to go up to his room and go to bed. Not
sleepy, Alex looked down from the balcony at all the wealthy people in his house that he knew
nothing about. Then he heard a noise. He went to his father’s office and there was a man all
dressed in black. Alex wondered who is he, the man said his name was Kat Burger and he
wanted to play a practical joke on his father and Alex could help him. He needed to shown
where his dad kept his safe. Alex showed him. The man tried working on the safe but Alex told
him the combination. The man took out several pieces of jewelry and some rings then a stack
of bills. He told Alex when his dad found out what he’d done, to tell him his friend from work
was responsible. Later that night when his father went to the office and found the safe open,
he heard Alex laughing. When his father asked him what did he know about it, Alex said, “Your
friend Kat Burger wanted me to tell you the jokes on you dad.” Stephen Willett proceeded to
beat his son nearly to his death. His mother saved him. Alex wasn’t taken to the hospital.
Instead, he was treated and nursed back to health in his home. No one ever spoke about the
incident ever.
Weeks later, Alex started to notice his agility and sense of balance was uncanny. He could do
things that other seven year olds much less Olympic athletics could only dream of doing. He
convinced his parents to let him try out for gymnastics. He was phenomenal and racked up
many trophies and accolades. His father no longer considered what he was doing as a sissy
activity and for the first time praised his son. When Alex was eleven years old, his parents paid
a former Olympic gymnast coach to start training him. In private, the man asked Alex to do a
nearly impossible stunt on the high bar. Alex did it with ease. The man then told Alex that he
was a mutant and that he could never try to be as good as he really was, because if he did he
would be found out, arrested and considered a cheater for the rest of his life. Although Alex
continued to work with the trainer, he never aspired to do anything with it or participate in any
type of competitions, which only infuriated his father until finally he fired the coach and had all
of Alex’s training equipment destroyed. A burning raged grew out of the fourteen-year-old boy.
He wanted to get even with his dad and make him pay in a way that hurt him the most.
Inspired by the man who broke into his house, Alex began a life as a cat burglar and thief,
stealing things from his own house, his father’s place of work, and from his father’s clients. It
drove his father crazy that some thief had it in for him and was making his life a living hell.
By the time, Alex started his freshman year at North Side High School his father was hiring
bodyguards and buying the latest in security equipment to track the thief down. Alex decided
to quit pestering his father for a while and engage in his extra-circular activities elsewhere. He
was even considering a life of crime when he spotted Emily Penfol. He spent days trying to
capture her attention to no avail. Despite his rising popularity at school, especially with all the
girls (including some seniors), Alex wanted Emily. When leaving school one day, he saw her
being intimidated by Randy Gun. Deciding to play hero, he went to her rescue and nearly got
into a fight with him, when April Mointest and Theodore Boxer decided to get involved. Then
came Mr. Gar and Andromeda Utley. Mr. Gar wanted to speak with them all. He told them all
that he knew that they where mutants and he wanted to help them learn to deal with their
abilities and train them to utilize their full potential. Liking the idea, Alex was the first to agree
to it. When Mr. Gar said they needed a group name, Alex came up with Teenteam Alpha.
Gar taught Alex how to fight and refined his technique in using hand held items as throwing
weapons. Now Alex felt like a true bandit more then ever. He wasn’t big on being a teamwork
person and he was always putting the moves on Emily. Yet she and Randy were becoming more
of an item so he gave up on it. After the battle with Crashpad, Alex was told by April that
Andromeda and Mr. Gar had lied to them. They both were in fact aliens from another planet
using them. Alex joined April and Theodore in confronting Andromeda and Mr. Gar when peace
officers from the TMC arrived. They arrested Mr. Gar and took the three Earthlings as prisoners.
Once the full truth came out, the three friends decide they want nothing more to do with the
after school activity and the TMC sends them back to Earth with Andromeda. Once they arrive
back, they learn from Emily that their parents know their secrets and that Randy has been
taken by Mutant Slave Traders. They manage to rescue Randy then each of them had to speak
to their parents. Alex was worried that his father would figure out he was the thief who
plagued him for so long. Instead, Mr. Willett seemed generally proud of him and all that he and
his friends accomplished. Alex and his father begin to spend more time together as they
attempt to reconcile.
Yet the reconciliation was a fabrication. Mr. Willett had learned the truth about Alex two weeks
earlier. He bided his team doing his best to convince his son of how much he cared for him,
while he learned the full extent of his abilities and those of his friends. When the time came he
sent word to the Russian bounty hunter Baron Zanzibar that he would pay him half a million
dollars to kill his mutant son. While Alex and his friends attended a family BBQ at his house,
Zanziber shot him in the chest with his hunting rifle from several buildings away. The bullet
grazed his aorta. Alex was alive but in critical condition at the intensive care ward at the
hospital. His friends wanted to look for his killer but instead decided to stand watch over him at
the hospitals. Mr. Willett was annoyed that Zanziber hadn’t successful killed his son. The Baron
said it was too easy and he wanted more of a challenge. He would go after him at the hospital
and maybe the rest of his friends would try to stop him. Soon Zanziber had successful captured
them all and was going to execute them on top of the World Trade Center. Instead, he ended
up captured by a group of aging superheroes and New York SWAT. Back at the hospital, Emily
and April revealed that Mr. Willett paid for Zanziber’s services. Mr. Willett was arrested.
Alex and his mother began repairing their relationship. She apologized for all that he’d endured
and begged him to forgive her. His mother filed for divorce. Soon many other illegal things his
father’s had done where becoming known. Unable to live with the destruction of his life, Mr.
Willett committed suicide in jail. Alex didn’t attend his funeral. The incident did however bring
about feeling of intimacy between him and April. Both of them spent several weeks trying to
pretend that neither one of them had feelings for the other, but eventually the love they felt
for each other couldn’t be ignored any longer. April and Alex became an item just as Emily and
Randy separated.
Shortly after returning to New York after the Gramercy Island incident, Alex proposed to April.
She said yes and their wedding is four months away. However, Alex doesn’t know if he can give
up his dashing image. He likes being the good-looking guy the ladies adore, but he is madly in
love with April and there is no else he rather spend the rest of his life with. He will just have to
work it in some how, or Bandit will have to be the ladies man while Alex Willet is the loving, non-
nonsense husband.
Real Name: Alex Willett
Occupation: Member of Teen Alpha
Alignment: Scrupulous (start out as Unprincipled)
Power Category: Mutant
Experience Level: 7th
Hit Points: 54 S.D.C.: 74
P.P.E.: 30
Appearance: He has the all-American good looks with blond hair and blue eyes. His
mutant nature makes him a natural athlete. When in costume he wears all black (he dresses
like the stereotypical cat burglar) and a black bandana as a mask over his face.
Attributes: I.Q. 11, M.E. 9, M.A. 15, P.S. 19, P.P. 34, P.E. 18, Spd. 41, P.B. 21
Age: 21, Sex: Male, Height: 6 foot and 1 inch (1.85 m), Weight:
189 (85.05 kg)
Unusual Characteristics: Delicate, sensitive hands, extraordinary reflexes, and
ambidextrous.
Major Super Ability: Aerodynamics
Major Super Abilities: Extraordinary P.P., Heighten Sense of Balance, and Physical Perfection.
Combat Training: Basic
Attacks per Melee: 7 (2 initial + 3 from Hand to Hand +1 from ambidextrous) +1 from
powers and +1 extra dodge action per melee round.
Combat Bonuses: +5 to initiative, +9 to strike, +13 to parry, +12 to dodge, +11 to auto
dodge, +6 to damage, +9 to roll with punch/fall, +2 to pull punch, and +5 to maintain balance.
Saving Throws: +9% to save vs. coma/death and +2 to save vs. magic & poison.
Combat Skills: Punch 1D4, Power Punch 2D4 (2), Elbow/Forearm 1D6, Knee 1D6, Karate
Kick 2D4, Snap Kick 1D6, All Holds, and Critical strike on an unmodified roll of 19-20.
Other Bonuses: 55% to charm/impress.
Educational Background: High School with some special training.
Common Skills: Read-Write/Speak English 94%/95%, Mathematics: Basic 93%,
and Pilot: Automobile 81%.
Physical Program: Acrobatics (Sense of Balance 98%, Walk Rope 96%, Climb
Rope 98%, Backflip 98%) Gymnastics (Bars & Ring 98%), Athlete, and Prowl 75%
Criminal Program: Streetwise 53%, Pick Locks 95%, Pick Pocket 85%, Safe
Cracking 53%, and Palming 75%.
Military Training (taught by Dezen): Hand to Hand: Basic, Running, Climbing
98%, Military Etiquette 70%, and Radio: Basic 85%.
Secondary Skills: Swimming 85%, Pilot: Bicycling 81%, Pilot: Rollerblades 91%,
Pilot: Skateboards 85%/95% using powers, Computer Operation 81%, Law (general) 70%, W.P.
Targeting (+3 to throw, Critical strike on an unmodified 19-20), W.P. Knife (+3 to strike &
parry, +6 to throw), Land Navigation 64%, Dance 75%, Seduction 43%, Juggling 65%,
Concealment 28%, and Rope Works 40%.
Money: If Alex needs anything, he can use the money from his $110,000 trust fund. The
money was supposed to be used for his college education. He has already used $390,000 of his
money to pay for his hospital bills and needs for the team.
Weapons:
1 Polycarbonate knife (7 inches/17.78 cm) 1D6
Eight throwing knives 1D6
12 throwing stars 1D4
1 belt purse full of caltrops, iron ball bearings, or nails.
4 egg shell bombs
Equipment & Vehicles:
He costume is equal to ninja clothing (A.R. 6 and 20 S.D.C.) and has numerous
pockets and compartments to conceal weapons, lock picks, and other thief tools. He own
binoculars with medium magnification, night sight goggles, a superior lock pick set, a climbing
kit, 1 mag-lite, and 1 amplified sound detector. He usually gets around on a his $400
skateboard A.R. 6 and 25 S.D.C. Spd 123 (86.1 mph/138.6 km). He gains a +2 to dodge and +1
to roll with impact while on the board.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Thu Jan 01, 2009 11:35 am
by Reagren Wright
RAVAGE
Randy Gun is the son of Alena Popov and Luke Gun. The two were never married. Luke Gun
invited Alena, a Russian exchange student he dated in college to come see his grandfather’s
hunting lodge in upstate New York. The two go to his grandfather’s cabin in the Adirondack
Mountains. The old man loves having them, but has business in town to take care of so he
leaves for the day. That night when Alena goes out to use the “outside facilities”, she is
attacked by some wild humanoid animal. Luke comes out of the house and shoots the animal,
but the damage in negligible. The creature nearly eviscerates him. Then it goes on to rape a
defenseless Alena. When his grandfather comes home, he calls the police and EMS. Luke
spends the next couple of months in a hospital. He is severely deformed and difficult to look at.
Alena is so traumatized she leaves the hospital.
Months later Alena comes to Luke’s house. By this time, he is a drug addict and alcoholic. He
can tell she is pregnant. She tells him she is not sure if he child is his. Luke agrees to look after
her the best that he can. Unfortunately, Alena dies in labor, leaving Luke to take care of his
son. Unable to care for a child on his own, Luke hands his son over to foster care. Randy grows
up in the house of Mr. and Miss Bright. By the time he is four years old, the Bright’s can tell
there is something odd about Randy. He has a strange relationship with their dog. He is more at
home with dogs then he is with people. At times, he behaves as if he is feral. They can no
longer raise him. Test are done on him and when it’s revealed that he is a mutant, they
contact Luke and tell him that the time has come for Randy to come back to stay with him.
They don’t tell him that he’s a mutant, but they do tell him that he has issues. Even though
Luke Gun is in no shape to take care of a four-year old child, no one wants to deal with the
mutant boy. Luke sends Randy to live with his grandfather. Two years later when his
grandfather tells him its time to send Randy off to school, Luke comes up reluctantly to get the
boy. Amazing Randy is fine and behaves just like any normal six year old. However, it becomes
apparent that Randy has social skills issues. Luke spends a lot of time dealing with them at
Randy’s elementary school. Despite his attempts to get rid of his son, no one wants him and
Luke is literally forced into being Randy’s parent. This makes him resent the boy even more so.
Whenever there is vacation time, Luke sends Randy to be with his grandfather.
By the time Randy is ten years old, he has learned to harness his animal like powers. He is more
at home in the wild then being confined in a social setting. He also has a learning disability that
makes it very difficult for him to read, write, and do mathematics. He’s not stupid just mentally
challenged. This makes Luke hate his son all the more. He becomes convinced that Randy is
not his son but the spawn of the creature. He gets mean and vicious, especially when he’s
drunk calling him “son of a beast”. Randy spends little time at home and more time with gang
called the Street Razor. After his 13th birthday, the gang gets into fight with a rival gang.
Randy goes berserk during the fight and not only brutalized ever member of the rival gang, but
his friends as well. Realizing what he’s done, Randy returns home. The following summer, he is
at his great grandfather’s cabin when he notices his toenails are becoming more like claws. He
trims them but they grow back incredibly fast. It’s obvious to him what he really is. His
grandfather tells him the story of his origin.
When he goes to North Side High School, Randy wears the ugliest shoes in school to hide his
clawed toes. He dresses in clothes that make him look unkempt. However, no one seems to
complain about it. Randy has almost no friends, but that doesn’t stop him from having a passing
interest in Emily Penfol. One day, three guys in front of his locket begin to make fun of him. He
is getting ready to attack them when Emily does something to him that makes him feel at ease
and peaceful. After school, he confronts her about it, when Alex Willet decided to interfere.
Then April Mointest and Theodore Boxer get involved. Finally, Mr. Gar and Andromeda Utley
show up. Mr. Gar tells them that he knows all six of them are mutants and he would like the
opportunity to train them and help them learn to utilize their powers. Randy decides to take him
up on his offer.
In the beginning, Randy is not interested in teamwork, but he is interested in Emily. The
compassion she shows him softens his feral nature and anti-social personality. He also makes it
quite clear to Alex that he needs to stay away from Emily. Four months later, he prevents an
out of control robot from killing her. That he’s unable to resist his heart’s calling and he kisses
her, thus their romance begins.
Randy is not the only one who finds love. His father finds romance with a blind woman named
Sylvie Martin. The four of them go out to a restaurant. It’s the first time Randy notices his
father comfortable with his appearance. Later on in the restroom, his father apologizes to his
son for how he has treated him.
A few weeks later, Randy and his dad learn Grandpa Gun has died. Randy and his friends travel
up to the cabin. When the will is read, he learns his grandfather wanted him to have the cabin
when he turned 21. Teen Alpha, Luke and Sylvie stay the night at the cabin when they hear
strange noises. Randy senses something “familiar” outside. He goes outside and is confronted
by the creature that attacked his mom and dad, only this time it’s not alone. There are a dozen
more like it. They demand he comes with them. The rest of Teen Alpha follows. Randy learns
that his “real father” Xavier Callisto is not only a Lycanthrope, but belongs to clan of them (all
mutants). His father is the leader and upon assuming the leadership mantle had to impregnate
an ape woman (their word for normal humans) so he could father a child. His grandfather knew
about this all along. He was killed in order to bring Randy back so he could join up with the
clan. Randy refuses. He and the Teen Alpha end up battling the mutant were-creatures. Randy
and his real father fight it out. Randy uses his clawed feet to slash at his throat causing Xavier
to fall from a cliff. The body is never found. It remains unknown if his real father is dead. Randy
never tells Luke that he is not his biological father or the role his grandfather had in his
creation. Later when the truth about him being a mutant comes out, he tells his father and
stepmother everything. Luke was saddened by the news but the rebuilt relationship between
him and Randy remains in place.
When Emily and Randy broke up, he fell back to his anti-social ways. When the group went to
Century Station, seeing her openly flirt with Millstone enraged him to no end. He couldn’t help
but take it out on him. Infuriate he left to spend time alone. While in Century Station, he found
the Mutant Underground and began working with them. When he tried to prevented some of its
members from attacking the headquarters of People First (the city’s foremost anti-meta
organization), he ended up having an altercation with CSPD which got him arrested. He called
his father who in turn told the rest of Teen Alpha. Having Emily chastise him only infuriated him
even more so. He was also saddened that the Mutant Underground did nothing to help him.
When Andromeda and Dezen came to his rescue, he was keen to the idea of joining an army of
mutants to help liberate their planet, but he did want to attack Gramercy Island in order to
recruit new members, he thought using the Underground would be better. Dezen wanted metas
willing to do anything in order to escape their miserable Earthly lives and what better people to
choice from them prisoners.
After the assault on the prison, Randy wanted to do the right thing. He willing accepted his
wrongdoing. Fortunately, the judge took into account his sacrifice to save those working at the
prison. He was sent back there to serve a year and a half sentence. Randy found life under
lockdown the most difficult thing he had ever endured, but he knew Emily would be waiting for
him when he got out. Having rejoined his beloved and his friends, Randy appreciates his
freedom and everything else he nearly lost more than ever, although his heart still beats with
the rage of an animal, it’s coated by the love of his family, Emily, and his friends.
Real Name: Randy Gun
Occupation: Member of Teen Alpha
Alignment: Unprincipled (formerly Anarchist)
Power Category: Mutant
Experience Level: 6th
Hit Points: 78 S.D.C.: 125
P.P.E.: 24
Appearance: He has an average build with a pale, unshaven face, uncombed red hair,
and yellow eyes. He always dresses in the grunge look with torn up blue jeans, white (stained)
t-shirts, an open red flannel shirt. He usually has a baseball cap on his head backwards (he
owns two or three dozen). He only wears shoes if he has too, and if he does their dirty high
top tennis shoes.
Attributes: I.Q. 9, M.E. 10, M.A. 7, P.S. 25 (becomes superhuman with adrenaline), P.P.
16, P.E. 31, Spd. 64 (44.8 mph/72.1 km), P.B. 10
Age: 20, Sex: Male, Height: 5 foot and 10 inch (1.77 m), Weight: 174 (78.3 kg)
Unusual Characteristics: Clawed toes, Predatory Instincts, Double Jointed, and Very Hairy.
Vulnerability: He has a learning disability which makes it difficult for him to comprehend
letters and numbers. Reading and doing math just frustrates him and makes him get mad. He
also goes into Frenzy with Intense Anger. When he enters a frenzied state, he gains +1
additional attack, +30 S.D.C., +1D6 damage, +1 to strike, parry, dodge, roll, and Spd is
increased by 30%. It lasts 31 minutes.
Major Super Ability: Animal Abilities: Canine (he can control 9D4 canines, track by smell
74%, recognize person by scent 68%).
Minor Super Abilities: Adrenaline Surge, Healing Factor, and Ultra Hearing.
Combat Training: Expert
Attacks per Melee: 5 (2 initial + 3 from Hand to Hand)
Combat Bonuses: +4 to initiative, +4 to strike, +5 to parry, +6 to dodge, +10 to
damage, +5 to roll with punch/fall, +2 to pull punch, and +1 to perception.
Saving Throws: He is impervious to disease, he takes ½ damage from fire and cold, he
takes 1/3 damage, duration, effect, and penalty from poison, toxins, drugs, even if fails the
save, +51% to save vs. coma/death and +11 to save vs. magic & poison, and +3 to save vs.
psionics.
Combat Skills: Punch 1D4, Power Punch 2D4 (2), Bite 1-2 points, Elbow/Forearm 1D6,
Knee 1D6, Karate Kick 2D4, Snap Kick 1D6, Roundhouse Kick 3D6, Claws 2D6, All Holds, and
Critical strike on an unmodified roll of 18-20. Note: when his strength becomes superhuman add
+1D6 to damage, if he goes into frenzy this adds an additional +1D6 to damage.
Educational Background: High School (very poor student) with special training.
Common Skills: Read-Write/Speak English 51%/98% and Escape Artist 79%/55%.
Physical Program: Athlete, Physical Labor, and Hand to Hand: Expert.
Criminal Program: Streetwise 49%, Pick Locks 65%, Roadwise 55%, Tailing
70%, and Prowl 77%.
Military Training (taught by Dezen): Running, Climbing 85%/75%, Military
Etiquette 65%, and Radio: Basic 80%.
Secondary Skills: Bodybuilding & Weightlifting, Outdoormanship, Wilderness
Survival 70%, Land Navigation 60%, Track & Trap Animals 55%/65%, Hunting, Skin & Prepare
Animal Hides 65%, Identify Plants & Fruits 60%, Animal Husbandry (canines) 70%, Breed Dogs
70%/90%, Leather Working 65%, Dowsing 45%, Mathematics: Basic 37%, and Cook 40%/50%
(game animals).
Money: He has to borrow from his friends or beg from his family.
Weapons: He relies on his mutant abilities.
Equipment & Vehicles:
He doesn’t need anything but the clothes on his back and his mutant abilities.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Thu Jan 01, 2009 1:32 pm
by Reagren Wright
PERCEPTION
April Mointest is the lab created offspring of Professor Wystan Mointest and his wife Fay. Her
father worked at a place called the GARDENS (Genetically Altered Renditions Developed to
Emulate Novitiate Schematics). The facility was a top-secret gene laboratory that dealt in
embryonics and molecular biology that allowed wealthy, elitist parents to costume design their
children. When Wystan learned that he and his wife were going to have a child born with Down
Syndrome, he demanded she abort it. Wystane was obsessed with perfection and he would not
have an imperfect child. Fay didn’t care. A week later Fay was working at home when several
intruders attacked her. She was drugged and taken away. Unknown to her, Wystan had her
brought to the GARDENS. There his five-month daughter was removed from his wife’s womb and
placed in an artificial one. When his wife recovered, she found herself asleep in a city park.
When the police found her, she was told their house had been robbed and she been assaulted.
When she went to the hospital, they announced she had a miscarriage.
Meanwhile over the next four months, April received state of the art gene therapy and
alterations to her physiology. When she was “birthed” from the artificial womb, she was
completely normal. Over the next couple of months, she was observed and monitored. Wystan
and the GARDEN then created the necessary paper work that said he’d adopted her from a
couple in England, thus he and wife would have the perfect child that they been entitled to in
the first place, furthermore he could watch over his creation.
By the time April was four, it became obvious to her father (not so much by her mother) that
she was special. All of her sensory perceptions were heighten to extraordinary levels. She could
read the numbers on airliners flying high overhead. She could smell what people were cooking
next door and what ingredients they used. She could hear chipmunks tunneling beneath the
ground. With is daughter an apparent super child, Wystan was ready to attempt to recreate
the process and make an entire generation of super children. Then while he was shaving in the
bathroom, he collapsed. When he awoke in the hospital, the doctors told him he suffered from
some kind neurological disorder. Wystan was now suffering from delirium and could no longer
remember most of his life. The process for how April came to be was lost forever. The doctors
and scientist at the GARDENS made it a top priority to attempt to reverse his condition. All the
while, they continued to monitor April.
By the time she was nine years old, April was well aware of how different she was compared to
other kids. She did as she was told by her father and kept her mother in the dark about it.
Being an intelligent child, she excelled in school, but because of her special abilities, others kids
considered her weird and nerdy. These feelings made April feel isolated and rejected.
Nevertheless, her mother told her that people would regret saying nasty thing to her because
she was destined to be somebody.
By the time she was in North Side High School, April started to attract tension as she
blossomed into womanhood. Nevertheless, she was too smart and to aware of the world around
her to care about the impressions of others. She liked everyone thinking her a stuck up geek.
Whenever she heard people talking about her, she would use her abilities to make life difficult
for others (over hearing conversations and revealing what was said to others). April knew she
wanted to follow in her father’s footsteps and become a scientist, hopefully she find a means
to cure him of the disease that robbed him of his memory and intellect. Then one day she
witnessed an encounter between Emily Penfol and Randy Gun. She saw Emily glow for a brief
moment. After school, she saw the two again and this time something about Randy smelled
weird. She also saw Alex Willet do some amazing acrobatics while in a fistfight with Randy. She
and Theodore Boxer arrived to break up the fight. They were later joined by Mr. Gar and
Andromeda Utley. Mr. Gar then went on to tell the six of them that he knew they were mutants
and he was willing to teach them how to utilize their powers in a way so they could participate
in human society and no longer be afraid of being discovered. April was unsure of the idea, but
decided to go along with it. After saving Mr. Gar from a street gang, she could finally see
herself putting her talents to good use and was more than willing to participate.
Mr. Gar taught her how to use a gun and to be able to focus her sense of hearing in way that
the sounds of gunfire would not deafen her. Learning to defend herself and utilize her heighten
perceptions to their fullest was the greatest experience she ever known. Now for the first time,
she felt no longer a freak but someone extra special. The ambitions her mother taught her to
believe in where finally coming true.
Unfortunately, the spies that had been monitoring April all her life also learned about her after
school activities. After videotaping Teen Alpha engage another teenage group of meta-misfits
called the Gamma Squad, the GARDENS sent their operatives to apprehend her and deal with
her friends, believing they could deal with the teenage mutants. The group was captured and
taken to the GARDENS where April was subjected to a number of tests. Fortunately, the people
at the GARDENS had not accounted for Dezen. He snuck into the facility and liberated the
group. April confronted the scientists running the GARDENS who told her of her origin. Suddenly
explosions went off for Dezen had wired the entire facility. The GARDENS was reduced to
rubble. That night April confronted her father. He told her all that he could remember and that
he was sorry for he did and begged her not to tell her mother. She agreed.
April accidentally overheard a conversation between Andromeda and Mr. Gar about whether or
not the group was ready for the next step in their plan. When she’d learned the two were
aliens and Teenteam Alpha were nothing more but bodyguards and recruits for their war effort
so told the others. After being taken on a TMC spaceship, April masterly defended the group’s
actions and spoke eloquently how they’d been misled by Andromeda and Dezen. The TMC
allowed them to return to Earth. After rescuing Randy from a corporation involved in the
Mutant Slave Trade, April demanded that Andromeda leave the group and that she was no
longer their friend. The others agreed with her. With Andromeda and Dezen gone, April assumed
the leadership mantle. When she returned home, the truth about her existence became known
to her mother. April had choice but to tell her of her origins and her father’s involvement.
Enraged at what her father had done to them both, she left. Two weeks later, she filed for
divorced. She tried to get April to come live with her in London, but April wanted to stay with
her father now that the GARDENS was no longer taking care of him. Her mother finally relented.
Weeks later while April was still dealing with her family crisis, Alex was nearly shot to death at
his own house. April was devastated but it only made her even angrier when she and the rest
of the group learned Alex’s father was behind the assassination attempt. With both of them
having family issues, the two became closer confidants. Slowly the feelings of friendship gave
way to feelings of intimacy.
Regrettably, April’s role as leader continued to meet challenge after challenge. She founds
herself defending the teams’ actions when the group was detained by the Jury because of
some violent actions done by Randy. When Theodore’s drug issues became relevant she
wanted to kick him off the team, but the others wouldn’t let her. The situation between Randy
and Emily and Millstone in Century Station nearly ripped the team apart. When Andromeda and
Dezen cae to liberate Randy and take him back to their planet, she drew upon all her strength
to convince her friends that what they were doing was wrong. After the incident with the
prison, Andromeda and April have a long heart felt talk vocalizing their personal issues until
finally the friendship they once shared resurfaced. When Randy returned with the group, April
demanded that he change his ways if he wanted to be brought back in the fold. A few days
later, Alex proposes to her. When she told her mother, she was overjoyed when she vowed to
be at her wedding, although she and new husband would not have anything to do with her
father. Wystand is started to recover thanks to some new drugs and surgery done for him in
Century Station by Dr. Anton Minsky. April continues to take care of her father, but she is
unaware that her father has regained his full faculties but he is pretending to be some what of
an invalid because he is being black mailed by Minsky into turning over the secrets of her
creation otherwise he will expose April’s artificial existence to the world.
Real Name: April Mointest
Occupation: Co-leader of Teen Alpha
Alignment: Scrupulous
Power Category: Eugenics
Experience Level: 7th
Hit Points: 46 S.D.C.: 78
P.P.E.: 24
Appearance: April is a tall, robust, athletic looking young woman. She has unruly orange
hair and green eyes. Her costume is bright yellow jumpsuit with a red cape in a V-shaped cut
and a red mask.
Attributes: I.Q. 18, M.E. 15, M.A. 14, P.S. 15, P.P. 33, P.E. 15, Spd. 35, P.B. 15
Age: 21 Sex: Female, Height: 5 foot and 10 inch (1.77 m), Weight: 122 lbs (54.9 kg)
Eugenic Abilities: Brain Enhancement, Brain: Combat/Motorhead, Mental Acuity, Psi-
Blocker, Physical Perception Acuity, Ambidextrous, Heighten Sense of Hearing, Parabolic Hearing
(source of focusing), Heighten Sense of Smell, Heighten Sense of Taste, Heighten Sense of
Touch, Supervision: Advanced Sight (7 miles/11.2 km), Supervision: Acute Sight (7 feet/2.1
m), Heighten Sense of Recall, and Heighten Sense of Awareness.
Combat Training: Basic
Attacks per Melee: 7 (2 initial + 3 from Hand to Hand +1 from ambidextrous) +1 from
powers. Note: Her attacks are reduced by half when focusing.
Combat Bonuses: +16 to initiative/+18 when focusing, +9 to strike, +13 to parry/+15
when focusing, +18 to dodge/+20 when focusing, +8 to auto dodge, +2 to damage, +7 to roll
with punch/fall, +9 to pull punch, + 2 to disarm, and +10 to perception/+12 when focusing
(sound only). Note: She has no initiative and half bonuses to parry/dodge when focusing.
Saving Throws: +4 to save vs. possession, +3 to save vs. Horror Factor, and +3 to save
vs. psionics, and +3 to save vs. mind control.
Combat Skills: Punch 1D4, Power Punch 2D4 (2), Elbow/Forearm 1D6, Knee 2D4, Karate
Kick 2D4+2, Roundhouse 3D6+2, Axe Kick 2D8+2, Leap Kick 3D8+2 (2), All Holds, Paired
Weapons, Critical strike on an unmodified roll of 17-20, and can choose to inflict 1D6+4 extra
points of damage from pressure point attacks.
Other Bonuses: +6% to all skills.
Educational Background: High School with special training. Note: Her skills are reduced
by half when she is focusing.
Common Skills: Read-Write/Speak English 98%/98%, Mathematics: Basic 98%,
Pilot: Automobile 87%, and First Aid 98%.
Science Program: Computer Operation 92%, Mathematics: Advance 87%,
Chemistry 96%, Biology 86%, Astrophysics 81%, and Astronomy & Navigation 78%.
Investigation Program: Research 86%, Photography 81%, and Writing 71%.
Military Training (taught by Dezen): Hand to Hand: Basic, Running, Climbing
86%/76%, Military Etiquette 76%, Radio: Basic 91%, and W.P. Handgun (+4 to aim/+1 to
burst).
Learned Skill: Kick Boxing.
Secondary Skills: Athlete, Prowl 66%, Aerobic Athletics (Sense of Balance
71%), Swimming 91%, Computer Programming 77%, Law (general) 76%, Business & Finance
76%, Land Navigation 70%, Public Speaking 91%, Sewing 81%, Ventriloquism 50%, Wardrobe &
Grooming 76%, Sign Language 41%, and Recognize Weapon Quality 41%.
Money: She has $2200 in her checking account and $6420 in her savings account. Most
of this was supposed to be her college money. Most of it she has used to help finance the
team. She is the one in charge of the group’s finances and hopes to increase them by investing
in the stock market.
Weapons:
Two modified .45 ACP Pistols, Range: 150 feet (45 m), Damage: 4D6+2, Rate
of Fire: Single shot or semi-auto, Feed: 11 round magazine. Bonuses: +1 to aim (Total +5 to
aim/+1 to burst), She usually keeps 1 clip in each gun and two extra clips for each. She can
put sound surpressors on either gun if she needs too.
7.65mm PPK Walther, Range: 131 feet (40m) Damage: 3D6, Rate of Fire; Single
shot or semi-auto, Feed: 7 round detachable mag. She keeps this gun in a concealed ankle
holster.
Equipment & Vehicles: She drives around in a 2003 Trailblazer, 4-wheel drive with towing
package. She wears a web belt, two side holsters, and a concealed ankle holster.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Thu Jan 01, 2009 2:25 pm
by Reagren Wright
TANK
Theodore Boxer never knew his birth parents. He was a year old when they were killed in a car
accident with a semi-truck carrying hazardous chemical. Theodore survived even though he
was bathed in the chemical while trapped inside the car. He was handed over to his mother’s
sister and her husband. By the time he was eight years old, Theodore was just like any other
kid accept he was four feet tall and weighted 150 lbs (67.5 kg). Everyone merely accepted he
was a “gifted” kid. Theodore loved playing football, but he had to learn to control his strength
so he wouldn’t hurt other people. When he was eleven years old, he was playing a late game
when he realized he had to be back in time for dinner. He didn’t have time to wait for a ride so
he decided to run back, while running he felt something weird happen to his body. He suddenly
realized he had wheels on his feet. By the time he got home, he was exhausted but he made it
home in time, but it took him days to recover.
A few weeks later, in a junk yard he began testing his newly discovered abilities. When he
turned his arms into a grenade launcher, he accidentally caused a pile of rubble to fall on top of
him. His body turned to metal at the last split second. He emerged out of the pile a metal man
with a rocket arm. He was a living tank and decided that is what he was going to call himself.
By the time he was in North Side High School, Theodore started to experience annoying
migraines. His parents took him to all kinds of doctors, but nothing really took the pain away.
Some days it was lightly annoying, other days it made him want to pound his skull flat. On one
particular bad day, when he saw Randy Gun and Alex Willet fighting it out over Emily Penfol he
decided beating them up would make the pain go away. Mr. Gar, Andromeda Utley, and April
Mointest showed up though. When Mr. Gar told them he knew they were mutants and he
wanted to teach them how to utilize their powers, Theo jumped at the idea. He said he already
had a hero like name for himself and was eager to put his powers to the test.
Theodore took to combat training naturally and surprised everyone with how smart he really
was. His friends though could see the headaches were a major issue. Mr. Gar tried numerous
attempts to find cures for him, from experimental liquids to high tech helmets nothing really
worked. When Gar said he finally had a break through, the following day is when the TMC
apprehended him. Theo was glad he wasn’t the test subject for the alien’s experiments
anymore, but he was also saddened that he’d nearly been cured.
Months later after a fight with Aggressor and Onslaught, the headaches got real bad. While
walking to school, he started pounding his head in the wall. Some pusher came to him and said
he had something to make the headache go away. Desperate, Theo took the pills. In a matter
of minutes, the pain was gone. For the first time, since his childhood he was pain free,
although he felt himself in an odd euphoria type feeling. Theo gave up all his lunch money and
some extra cash to buy a week worth of pills. His friends noticed the change in his behavior,
but it didn’t appear to be anything to be concerned about it. The weeks go by and Theodore
become addicted to the feeling of being pain free, but he also notices his powers are become
unstable, they intensify, weaken, go inactive, all kinds of troubles. He also feels the need to
have more. When battling it out with some street thugs with high tech weapons, his powers fail
him while an entire wall collapses on him and April. By sheer luck, they survive. Theodore has
no choice but to come clean. April is so mad she expels him from the group, but Emily, Alex,
and Randy won’t let her, citing if he is made to leave, then so will they. Theodore says he will
take a leave of absence and enters a drug rehab center.
It’s a tough thing. His aunt and uncle weep for him as he suffers withdraw. The headaches
come back with vengeances. He destroys several rooms. Nevertheless, he wants to be clean,
but alas, he misses so much school he is unable to complete his senior year. When his friends
come back from Century Station, Theodore reunites with them drug free.
After coming back from Gramercy Island incident, Theodore worked to get his GED. It was
tough work to be a hero and go to school, but he managed to do it. His aunt and uncle want
him to think about doing something else besides being a superhero. Theodore is contemplating
it, but he’s simply having too much fun right now. He is a bit jealous that Alex and April are a
couple and so are Emily and Randy. He is not attracted to Andromeda in any way. He believes
when the time is right he’ll find someone. Right now, he is contempt with his life and his issues
and simply being Teen Alpha’s tank.
Real Name: Theodore Boxer
Occupation: Member of Teen Alpha
Alignment: Scrupulous
Power Category: Mutant
Experience Level: 6th
Hit Points: 56 S.D.C.: 91/800 in metal form
Natural Armor Rating: A.R.: 17 in metal form.
P.P.E.: 31
Appearance: Theodore is very broad and muscular. He is built like a center lineman. He
has short sandy hair and brown eyes. Theodore wears a black leather uniform without sleeves.
Attributes: I.Q. 13, M.E. 10, M.A. 15, P.S. 30/56 superhuman in either form, P.P. 10,
P.E. 20, Spd. 25/12 in metal form, P.B. 11
Age: 20, Sex: Male, Height: 6 foot and 1 inch (1.85 m), Weight: 222 lbs (99.9 kg).
Vulnerability: He suffers from chronic headaches. The pain is distracting and debilitating.
He is also a recovering drug user. There is a remote chance of him turning to drugs again and
only if he where to come under extreme pressure.
Unnatural Characteristics: Stocky. Note: Because he has learned to tolerate pain for so
long, he can fight up to -32 hit points before collapsing. Additional Note. He has Superhuman
P.S. because of his stocky nature however his punching damage only increases in metal form.
Major Super Abilities: Alter Physical Structure: Metal and Alter Limbs
Combat Training: Basic
Attacks per Melee: 5 (2 initial + 3 from Hand to Hand)
Combat Bonuses: +1 to strike, +3 to parry, +3 to dodge, +15 to damage/+41 in metal
form, +5 to roll with punch/fall, and +5 to pull punch.
Saving Throws: +15% to save vs. coma/death and +3 to save vs. magic & poison.
Combat Skills: Punch 1D4, Power Punch 2D4 (2), Elbow/Forearm 1D6, Knee 1D6, Snap Kick
1D6, Body Block/Tackle 1D4 (parry or dodge to avoid knockdown), Pin 18-20, Crush 1D4, All
olds, and Critical strike on an unmodified roll of 19-20.
In metal form, 2D4+2, Power Punch 3D6+2 (20, Elbow/Forearm 2D6, Knee 2D6,
Snap Kick 2D6, Body Block/Tackle 2D4+2 and Crush 2D4+2. Everything else is the same.
Educational Background: High School (didn’t finish his senior year) with special training.
Common Skills: Read-Write/Speak English 87%/89%, Mathematics: Basic 73%, Pilot: and Automobile 73%.
Physical Program: Wrestling, Physical Labor, Athlete, and Hand to Hand: Basic.
Military Training (taught by Dezen): Running, Climbing 65%/55%, Military
Etiquette 60%, and Radio: Basic 75%, and W.P. Rifle (+3 to aim/+1 to burst)
Secondary Skills: Sports: Football 65%, Basic Mechanics 65%, Auto Mechanics
73%, Basic Electronics 55%, Jury-Rig 50%, Land Navigation 55%, Streetwise 39%, Pilot: Truck
75%, General Repair/Maintenance 70%, Law (general) 50%, W.P. Blunt (+2 to strike & parry),
Gardening 45%.
Money: Theodore has to rely on his aunt and uncle and his teammates for any sort of money.
Weapons: He relies on his mutant powers.
Equipment & Vehicles: He uses whatever the team has available.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Fri Jan 02, 2009 11:42 am
by Reagren Wright
ANDROMEDA
Agara-Uteh came from the planet Dyaocck in the Ilta Quadrant of the galaxy far from the
influence of the TMC. Dyaocck was a high gravity planet with features similar to those found
on the continent of Africa here on Earth. All Dyaocckians resembled the native African human
population on the planet Earth. Their technology was nearly as advanced as the Atorians.
Unfortunately, their population was involved in a civil war for nearly 100 years. On one side was
the Kingdom of Dyaocck, ruled by the monarchy which had been the ruling body of the planet
for the last millennium. On the other was the Republic of Dyaocck, a democratically elected
government that separated from the Kingdom three hundred years ago. For a while, the two
sides lived in peace, until a growing faction in the Republic began to question the monarchy
function. For one hundred years, the planet had been at war. Both sides resorted to using
radiation weaponry in an effort to destroy the enemy but leave the cities unharmed, but the
radiation turned 20% of all Dyaocckians into mutants. Mutants were exterminated on both
sides. Both sides agreed to stop using radiation weapons as the mutant population started to
grow. When King Raez-Uteh and his Queen Demap-Uteh first born child Agara-Uteh was born,
they were at first overjoyed, but three days after her birth, the moment she was laid down on
the sacred marble alter for the gods to praise, her body took on the physical qualities of
marble. Upon seeing this, everyone in the kingdom new the King and Queen had a mutant child.
Afterward the King announced that mutants who no longer be killed but could live freely among
all Dyaocckians. Shortly afterward, President Manat-Ughat announced his wife too gave birth
to a mutant son. The two sides decided if mutant offspring were going to be born to both ruling
leaders, perhaps it was a sign of what the war had cost them. For the next fourteen years, a
ceasefire ensued between the two sides as an arrange marriage between the children was
made.
The former military commander of the Kingdom, General Kavok, was bitter that the war could be
over. He still believed he could defeat the Republic. He refused to submit to the will of the King
so he was exiled. He went to the Republic to offer his services, but the President didn’t want
him either. The General decided neither side was fit to rule so he would destroy them both. He
gathered an army of mutants to his side. When the day came for 14-year-old Agara to marry
Trabux-Ughat, she was nervous and unsure of herself. Her bodyguard and protector Captain
Dezen-Gar (9th level Alien Analytical Genius) was trying to get her relaxed when an explosion
rocked the courtyard. A mega mutant with the power of Self-Explosion detonated in the
courtyard killing everyone, including her parents, the president, his son, etc, General Kavok and
his mutants attacked and slaughtered everyone they found. Dezen and Agara managed to get
her to safety and flee into the wilderness. Eventually they make their way to the last
spaceport, which is being attacked by Kavok’s force while hundred of Dyaocckians tried to flee.
Dezen and Agara managed to seize a medium sized civilian spacecraft and escape. They make
their way into TMC space hoping to find a world that will grant her political asylum.
Kavok demands the princess be killed on sight. Dezen manages to avoid several ships in an
asteroid belt before landing on a space station. On the station, they sneak aboard a large
transport vessel. After leaving the station, the ship experiences some engine problems and has
no choice but to make an emergency stop. They just happen to come out of the gravity well
just outside of Jupiter. Dezen hijacks a shuttle and makes good their escape. The ship lands on
Earth in upstate New York.
They make their way to New York City. Because they look like earthling Africans, they have no
trouble blending in. Dezen decides they need to blend in so if the General’s forces coming
looking for them, they will be difficult to find. On a computer he built from scratch, he creates
fake identities for them, along with social security cards, driver’s license, birth certificates, etc.
Agara-Uteh is now named Andromeda Utley while he is Desmond Gar. He then gets her enrolled
at North Side High School and gets himself hired on as a physics/mathematics teacher. Within a
few short days, his portable ABS detector identifies five beings in the school as mutants. Dezen
believes if mutants inhabit Earth, perhaps they can gather enough of them together to go up
against the General and overthrow his forces. First Andromeda must learn to lead and she
needs to be able to fight. He decides they will convince these mutants to join them, the first of
their new recruits. He will train them and allow Andromeda the time she needs to learn how to
command. Once they are loyal lieutenants, they will find others and make their army grow. He
will also work on his invention, a device that creates an artificial wormhole using the gravitons
existing within the planet. Unfortunately, it becomes apparent that Earth was simply too weak
to make the device work.
Andromeda had no trouble lying to Emily, Alex, Randy, April, and Theodore. She was after all
the Princess of Dyaocck, the surviving heir to the throne. Whatever it took to achieve that
goal had to be done. Lying and betraying her “teammates” was a necessary evil, in the end
everything would turn out fine. Neither Andromeda nor Dezen could have foreseen that
Teenteam Alpha would become a surrogate family unit for its members. When April overheard
Agara and Dezen talking about them as “pieces to a puzzle” it was the ultimate slap in the
face. Agara tried to make excuses and explain her position, but no one wanted to hear it.
When the TMC took Dezen away but allowed her to remain on Earth for political asylum, all the
military training and majestic leadership skill she developed vanishing leaving behind a frighten,
little girl far away from home with no one to guide her. When her teammates exiled her, she
didn’t have a clue as to what to do with herself.
Agara spent the next two years living like a destitute on the streets of New York. She lived and
slept among the homeless. She did whatever she had to find food and shelter. Despair was all
that she knew. Then one day while buried beneath several cardboard boxes, she saw a mini-
van break down at an intersection. The African-American father got out of the vehicle to look
beneath the hood, when a street gang attacked him. They dragged his wife and eight-year-old
daughter and three-year-old son out of the vehicle. Unable to sit by and do nothing, she
attacked the street gang and beat the dozen members senseless. The family tried thanking
her, but she ran away. The following day the man appeared on the news, he was Century
Station Mayor Dwayne Zardona, in town to see his relatives. He said, “I’m glad to see that
heroes are not only living in my city but can be found everywhere. It would be sad day if
compassion for ones fellow human disappeared because we decided to hold self-interest as a
far more important commodity. Whoever you are miss., my family and I thank you. You will
always have a place to stay if you come to Century Station.” Agara spent the next two weeks
hitchhiking and walking until she arrived at the city. Seeing it reminded her of home and
brought about a new determination to rebuild her self-image. If aliens came to this city once,
maybe they will do so again, and perhaps she could find a way to get back to her home world.
In a matter of weeks, she was her old self again, then she saw on the news that Randy was on
trial for assaulting a police officer. She was making her way toward the courthouse when a
dimensional anomaly appeared before her and several mutants jumped out of it and so did
Dezen. He told her he escaped a prison colony and made his way back to Dyaocck. He finished
the wormhole device and for the past couple of weeks recruited mutants from New York and
Century Station. He now had an army of at least 50. The plan now was to attack Gramercy
Island and release its prisoners. Agara agreed but wanted to bring Teenteam Alpha with them
as well.
Dezen and Agara used the devices to appear in the courtroom and rescued Randy. Emily, Alex,
Theodore, April, and Millstone followed them into the anomaly. Once on Dyaocck Agara and
Dezen tried to persuade them to help them defeat General Kavok to allow Agara to reclaim the
throne and restore order to the planet. Randy, Theodore, and Millstone agreed but the others
refused. Agara promises to send them back. April overheard their plans to attack Gramercy
Island and told the others. Dezen and the mutants overpowered and restrained them. He
wouldn’t allow them to interfere. After they came back with the prisoners, they would be
released. Agara stayed behind with a number of mutants to guard the base and watch over the
Teen Alpha. After they left Agara started to notice strange seismic activity and anyone not
wearing an anti-gravity device unable to move. The ground seemed to be shuttering. She
released her friends and for the first time, hears Emily’s explanation. The machine was out of
control and in the process of creating a black hole in the planet’s center. Millstone stayed
behind to try to counter the machine while Agara and Teen Alpha went back to Earth to stop
Dezen and the mutant army. Fighting along side the security forces for the prison, Agara tells
Dezen what’s happening. In horror, he raced into the anomaly with her trailing behind, but the
moment he passed through it, the anomaly vanished along with everyone belonging to the
mutant army. All of them were sucking into the black hole along with the entire planet of
Dyaocck, lost forever.
Agara fell into despair once again, but this time her friends where there to comfort her. She
was invited to rejoin them. April offered her the opportunity to share the leadership
responsibilities. Agara agreed. She also asked them to stop calling her Agara but use name she
adopted her on Earth. Today Andromeda continues to do as Mayor Zardona asked; to be a
hero for everyone. She doesn’t try to assert her regal opinion on her friends anymore, in fact
she allows April to be the dominant voice of authority. She offers her experience and opinion
when it’s needed. She remains homesick and misses her biological family, but her teammates
are the best replacements she could ever hope for.
Real Name: Agara-Uteh
Alias: Andromeda Utley
Occupation: Former princess of the Kingdom of Dyaocck, Co-leader of Teen Alpha
Alignment: Formerly Aberrant, now Scrupulous
Power Category: Alien (Humanoid)
Experience Level: 8th
Hit Points: 61 S.D.C.: 205
P.P.E.: 18
Appearance: Agara is muscular, athletic black woman with natural long black hair
(shoulder length). Her eyes are green. Her costume is white and black.
Attributes: I.Q. 15, M.E. 15, M.A. 7, P.S. 24, P.P. 16, P.E. 19, Spd. 54, P.B. 14
Age: 21, Sex: Female, Height: 5 foot and 4 inches (1.77 m), Weight: 215 lbs (96.75 kg)
Originating Alien Environment: High Gravity
Unnatural Characteristics: Sun-proof skin and Tough Bones.
Major Super Ability: Copy Physical Structure & Copy Energy Pattern. Note: Stone and
metal forms grant her Superhuman P.S.
Minor Super Ability: Energy Expulsions: Particle Beam
Combat Training: Expert
Attacks per Melee: 5 (2 initial + 3 from Hand to Hand)
Combat Bonuses: +4 to initiative, +3 to strike, +5 to parry, +5 to dodge, +9 to damage,
+7 to roll with punch/fall, +2 to pull punch, and disarm.
Saving Throws: Falls inflict half damage, she takes ½ damage from light/laser attacks,
+8% to save vs. coma/death, and +2 to save vs. poison/magic.
Combat Skills: Punch 1D4, Power Punch 2D4 (2), Elbow/Forearm 1D6, Knee 1D6, Karate
Kick 2D4, Roundhouse 3D6, Tripping/Leghook (cannot be paired, must dodge or knockdown),
Body Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and 1 attack/action), All Holds,
Paired Weapons, Critical strike on an unmodified roll of 18-20. Note: When she gains
Superhuman P.S. she inflicts +1D6 extra damage.
Educational Background: Military Trained/Tutored with some familiarity with Earth.
Common Skills: Read-Write/Speak Native Language 96%/96%, Read-
Writer/Speak Thimerian Code 95%, Mathematics: Basic 96%, and Pilot: Personal Anti-Gravity
Transportation 80%.
Special Program: Military Etiquette 82%, Intelligence 61%, Interrogation 57%,
Find Contraband 65%, Detect Ambush 77%, Acrobatics (Sense of Balance 98%, Walk Rope
91%, Climb Rope 96%, Back Flip 98%), Gymnastics (Rings and Bars 91%), Climbing 98%, Prowl
87%, Hand to Hand: Expert, W.P. Energy Pistol (+4 to aim/+2 to burst), W.P. Sword (+3 to
strike & parry), and W.P. Handgun (+4 to aim/+2 to burst).
Secondary Skills: Athlete, Pilot: Civilian Spacecraft: Small 90%, Running, Basic:
Radio 90%, Streetwise 44%, Recognize Weapon Quality 55%, Swimming 65%, Pilot: Motorcycle
72%, Wardrobe & Grooming 54%, Performance 20%, Land Navigation 40%.
Money: She has to rely on her friends for anything. What money she did manage to
accumulate while under the guidance of Dezen has been spent.
Weapons:
Energy Expulsion: Particle Beams (eyes), Range: 400 feet (122 m), Damage: on
a roll of 11-18 she inflicts only a nick that does 4D6+4, on a roll 19-20 she inflicts a direct hit
which does 6D6+16, Bonuses: +2 to strike on aimed shots. Each beam uses up 3 attacks.
Note: Like all PBW, the beam 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. Particle
Beams inflict ½ damage on those who are invulnerable.
Two Vibro Sword, Damage 4D6.
Ion Blaster, Range: 440 feet (134 m), Damage: 6D6, Rate of Fire: Single Shot,
Payload: 10 shot E-clip. She has 6 clips total. She has to recharge these
clips in a home built device.
Galactic Automatic Pistol (uses earth ammo/10mm): Range: 170 feet (52 m),
Damage: 4D6+2, Rate of Fire: Single shot/semi-auto, Payload: 15 rounds
magazine. She buys the ammo and loads it into the four clips she owns.
Armor: She owns a modified vest with magnetic particle coating (1/2 damage from ion
and particle beams weapons/attacks) A.R.: 12 and 56 S.D.C. The armor can be worn beneath
her costume and doesn’t restrict her movement.
Equipment & Vehicles:
She has a web-belt with two side holsters, two sword sheaths worn over her back,
sap gloves (+2 to damage with gloves), micro-translator, a portable hand held ABS detector,
and FS-34 Stealth Boots (10 hours of use from each E-Cell, +20% to prowl, +3 initiative, and
+2 to strike). She wears an Anti-Gravity Bracelet (Speed 90-160 mph/144-256 km), Bonuses:
+3 to dodge. She also has a belt purse in which she keeps a number of rocks and metals the
size of golf balls that allow her quick way of copying a physical structure. One is a piece of
kinesite (A.R. 18 and 600 S.D.C.)
Two Man Hover Cycle. She no longer has fuel pellets to keep it running. She
needs to buy more from a company like Fabricators Inc. The others want her to sell it but its
one of the few things she has left from her home world, so she is not likely to part with it.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Fri Jan 02, 2009 11:54 am
by Reagren Wright
Okay one last group to go-Skyfire. I've also decided to do WW 2 theme heroes/villains based
on the names given in Gramercy Island on page 134. These guys stats will be given for the
summer of 1942. In their character description I will state if they are active, retired, or dead in
present day HU. There are also four Soviet Villains I will create stats for during the summer of
1955. I will do the same thing for them as well.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Fri Jan 02, 2009 1:35 pm
by NMI
What about stats for Gar?
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Fri Jan 02, 2009 2:07 pm
by Reagren Wright
He's kind of dead right now, but I'll throw him up since you asked.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Sat Jan 03, 2009 8:11 pm
by gaby
Can,t wait to see them.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Wed Jan 07, 2009 7:36 pm
by gaby
Any time now?
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Thu Jan 08, 2009 6:56 pm
by Reagren Wright
Sorry folks, birthday and change in work schedule. I'll have Dezen up soon and the gestalt team of Skyfire.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Sun Jan 11, 2009 1:24 pm
by Reagren Wright
Sorry about being late on this folks. As requested here is the deceased Dezen.
DEZEN-GAR
He came from the planet Dyaocck in the Ilta Quadrant of the galaxy far from the influence of
the TMC. Dyaocck was a high gravity planet with features similar to those found on the
continent of Africa here on Earth. All Dyaocckians resembled the native African human
population on the planet Earth. Their technology was nearly as advanced as the Atorians.
Unfortunately, their population was involved in a civil war for nearly 100 years. On one side was
the Kingdom of Dyaocck, ruled by the monarchy which had been the ruling body of the planet
for the last millennium. On the other was the Republic of Dyaocck, a democratically elected
government that separated from the Kingdom three hundred years ago. For a while, the two
sides lived in peace, until a growing faction in the Republic began to question the monarchy
function. For one hundred years, the planet had been at war. Dezen-Gar was a Captain in the
Royal Military in the Kingdom of Dyaocck Having proved himself on the battlefield, he was given
the post as the Head of the Royal Protectorate (equivalent to secret service). Among his
essential duties was to serve as mentor and protector to the King’s daughter Agara-Uteh.
Though he longed to return to the frontlines, Dezen now had the time to work on his invention
and tinker with Dyaocck weapon technology. His ultimate goal was to build some kind of mass
teleport device so an entire invasion force could arrive at any location at any moment. When
King Raez-Uteh and President Manat-Ughat decided to call a truce and allow their children to
marry. At the ceremony, Dezen was trying to get her relaxed when an explosion rocked the
courtyard. A mega mutant with the power of Self-Explosion detonated in the courtyard killing
everyone, including her parents, the president, his son, etc, General Kavok, a former disgraced
military commander and his mutant army attacked and slaughtered everyone they found. Dezen
and Agara managed to get her to safety and flee into the wilderness. Eventually they make
their way to the last spaceport, which is being attacked by Kavok’s force while hundred of
Dyaocckians tried to flee. Dezen and Agara managed to seize a medium sized civilian spacecraft
and escape. They make their way into TMC space hoping to find a world that will grant her
political asylum.
Kavok demands the princess be killed on sight. Dezen manages to avoid several ships in an
asteroid belt before landing on a space station. On the station, they sneak aboard a large
transport vessel. After leaving the station, the ship experiences some engine problems and has
no choice but to make an emergency stop. They just happen to come out of the gravity well
just outside of Jupiter. Dezen hijacks a shuttle and makes good their escape. The ship lands on
Earth in upstate New York.
They make their way to New York City. Because they look like earthling Africans, they have no
trouble blending in. Dezen decides they need to blend in so if the General’s forces coming
looking for them, they will be difficult to find. On a computer he built from scratch, he creates
fake identities for them, along with social security cards, driver’s license, birth certificates, etc.
Agara-Uteh is now named Andromeda Utley while he is Desmond Gar. He then gets her enrolled
at North Side High School and gets himself hired on as a physics/mathematics teacher. Within a
few short days, his portable ABS detector identifies five beings in the school as mutants. Dezen
believes if mutants inhabit Earth, perhaps they can gather enough of them together to go up
against the General and overthrow his forces. First Andromeda must learn to lead and she
needs to be able to fight. He decides they will convince these mutants to join them, the first of
their new recruits. He will train them and allow Andromeda the time she needs to learn how to
command. Once they are loyal lieutenants, they will find others and make their army grow. He
will also work on his invention, a device that creates an artificial wormhole using the gravitons
existing within the planet. Unfortunately, it becomes apparent that Earth was simply too weak
to make the device work.
Dezen manages to convince Emily, Alex, Randy, April, and Theodore that he and Andromeda are
looking out for their best interests. He successful teaches the five mutants the basics in
Dyaocckian military and how to utilize the full potential of their abilities. All the while, he
is “pretending” to mentor the five of them. All the while, he is working on improving his device.
Dezen desire for revenge and putting Agara on the Dyaocckian throne is the only thing of
importance to him. On the rare occasions that Dezen does participate with Teen Alpha, he
does little to conceal his anger and takes it out on the criminals the team goes up against.
After a year, the TMC arrives to locate the fugitives who stole the shuttle from the transport
ship near Jupiter. They track down Dezen and Agara. April, Theodore, and Alex are also taken
aboard their ship. The truth about who Dezen and Agara are revealed. Dezen is under arrest for
violating the Covenant rule, spacecraft theft, and several other violations. Because of Agara
has “diplomatic immunity” and the TMC is aware of the situation back on her home world, she is
allowed to return to earth to keep her political asylum. Dezen is taken to a prison colony.
A year and half goes by, Dezen and number of prisoners manage to escape. They steal a
spacecraft and make their way out of TMC control space. Dezen is eventually able to get back
to Dyaocck where he joins rebel forces fighting against General Kavok. During the next year
and half, he perfects his wormhole device. He begins to use it to gather Earth mutants from
New York and Century Station, he gets about 50-60 mutants and forms his own mutant army.
By chance, he is reunited with Agara. They plot and attack on General Kavok citadel, but he
wants the most powerful of Earth’s mutants, so he decided to recruit the criminals incarcerated
in Gramercy Island. Agara agreed but she wants to save Randy. Dezen is reluctant but agrees
to obey the future Queen of Dyaocck. Randy is rescued and the other members of Teenteam
Alpha come to Dyaocck via the teleport device. Half of the team agrees to join their ranks, but
they refuse to participate in the attack on the prison. Dezen orders their imprisonment and
vows to return them to Earth after the mission. Dezen and the mutant army attack the prison,
they encounter heavy resistance, but they are able to penetrate its defenses, until Teen Alpha
arrives. Agara tells him what the device is doing. In horror, Dezen runs back through the
wormhole, but he is unable to stop the machine from creating the black hole in the center of
the planet. Dyaocck is destroyed. Those who have used the teleport device find themselves
pulled into the black hole as well. Dezen final thoughts are on Agara. He has failed her but
hopes one day she will be able to attain a position of authority on Earth and rule it as she was
destined to rule Dyaocck.
Real Name: Dezen-Gar
Aliases: Desmond Gar
Occupation: Body Guard/Protector for Agara-Uteh, Captain in the Royal Military in the
Kingdom of Dyaocck, Leader of the Earth Mutant Army on Dyaocck.
Alignment: Aberrant
Power Category: Alien/Hardware-Analytical Genius
Experience Level: 10th (he is 9th during his time as Teenteam Alpha mentor)
Hit Points: 52 S.D.C. 141
P.P.E. 8
Appearance: He is a short, muscular black male with skin as dark as night. His eyes are
sandy brown and his hair is ebony. As a teacher, he wears finely tailor suit jackets and slacks.
When on a mission, he is dressed in full military gear, armor and is covered in weapons).
Attributes: I.Q. 19, M.E. 28, M.A. 19. P.S. 24, P.P. 13, P.E. 16, Spd. 57 (39.9 mph/64.2 km), P.B. 10
Age: 45. Sex: Male. Height: 5 foot, 6 inches (1.70 m). Weight: 310 lbs (139.5 kg)
Originating Alien Environment: High Gravity
Combat Training: Hand to Hand: Martial Arts
Number of Attacks: 6 (2 initial + 4 from Hand to Hand Combat)
Combat Bonuses: +4 to initiative, + to damage, +2 to strike, +4 to parry, +4 to dodge,
+4 to roll with punch/fall, +3 pull with punch, and +2 disarm.
Saving Throws: +2 to save vs. Horror Factor, +7 to save vs. psionics, +11 to save vs.
insanity, +1 to save vs. magic & poison, and +4% to save vs. coma/death.
Combat Skills: Karate Punch 2D4, Power Punch 4D4 (cost two attacks), Backhand 1D6,
Karate Kick 2D4, Snap Kick 1D6, Wheel Kick 2D6, Roundhouse Kick 3D6, Tripping/Leghook
(knockdown and can’t be parried), Jump Kick 6D6, Flying Jump Kick 4D6, Elbow/Forearm 1D6,
Knee 1D6, Body Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and 1 attack/action),
Paired Weapons, Leap Attack, and Critical strike on an unmodified roll of 18-20.
Other Bonuses: +5% to all skills and 55% trust/intimidate.
Educational Bonuses: Special with some familiarity with Earth
Common Skills: Read-Write/Speak Native Tongue 98%/98%, Read-Write/Speak Thimerian
Code 98%, Pilot: Personal Anti-Gravity Transportation 95%, Mathematics: Basic 98%, and Read-
Write/Speak English, Chinese, Hindi, and Spanish 95%.
Special Skills & Training: Analyze and Operate Devices 105%(95% for alien
tech), Build/Modify Armor 105%, ECM (Electronic Countermeasures) 95%, Electrical Engineer
98%, Mechanical Engineer 98%, Weapons Engineer 90%, Robot/Bioware Mechanics 98%, Robot
Electronics 95%, Hover Vehicle Mechanics 90%, Radio: Basic 98%, Sensory Equipment 98%,
Chemistry 98%, Chemistry: Analytical 98%, Computer Operation 98%, Computer Programming
90%, Computer Repair 95%, Astrophysics 98%, Art (sculpting) 98%, Anthropology: Aliens
(human) 85%, Biology 98%, Paramedic 98%, Intelligence 87%, Research 98%, Mathematics:
Advance 98%, Computer Hacking 95%, Military Etiquette 98%, Detect Ambush 95%, Climbing
98%/95%, Depressurization Training, Pilot: Jet Pack 97%, Pilot: Medium Sized Military
Spaceships 98%, Military Hyperthrusters 98%, Zero Gravity Combat; Elite, Hand to Hand:
Martial Arts, W.P. Energy Rifle (+5 to aim/+2 to burst), W.P. Energy Pistol (+5 to aim/+2 to
burst), and W.P. Knife (+4 to strike, +4 to parry, +5 to throw).
Secondary Skills: Athlete, Running, Bodybuilding & Weightlifting, Prowl 80%, Pilot Hover
Cycle 98%, Pilot Hover Car 98%, Lore: Aliens (humans) 85%, Public Speaking 98%, W.P.
Handgun (+4 to aim/+2 to burst), Jury-Rig 55%, Astronomy & Navigation 45%, Law (general)
50%, Pilot: Automobile 71%, History (Earth) 75% /55%, and Performance 40%.
Money: He came to earth with 4400 galactic credits (worthless here) and $18,000 in
precious metals and gems. He made about $39,000 during the first year he worked as a
teacher. He stole money from various sources to finance the group during its first year. After
escaping from the prison, he stole all of his supplies to build up the mutant army.
Weapons:
Dyaocck Heavy Laser Rifle: Range: 7980 feet (1829 m). Damage: 1D4x10+6, Rate of
Fire: Single shot, Payload: 20 charge energy clip. He always keeps 4 clips on him.
2 Dyaocck Heavy Ion Blasters: Range: 399 feet (121.6 m). Damage: 7D6, Rate of Fire:
Single shot, Payload: 10 charge energy clip. He always keeps 4 clips on him.
Smith & Wesson Model 500 (.50 caliber magnum) with weapon balancing and recoil
diminishers: Range: 195 feet (59.4 m), Damage: 1D4x10, Rate of Fire: Single shot, Payload: 5
chamber side-loading cylinder, Bonuses: (+1 to aim, total +5 to aim). He keeps 4 speed loaders
on him.
10 Mini-Explosive Grenades. Damage: 1D4x10, Blast Radius: 12 feet (3.6 m).
2 Vibro-Knives 2D6+1
Armor: Modified Full Suit of Hard Armor with Magnetic Particle Coating (1/2 damage from
ion and particle beam weapons), Force Field Generator (100 S.D.C., regenerates 10 S.D.C. per
hour, batteries have a life of 24 hours before needing to recharge. Can only use rifles and large
melee weapons while the shield is up), and Kinetic Suit beneath the armor (reduce kinetic and
impact attacks by ½ damage). A.R. 18, S.D.C. 314.
Equipment:
A Battle Belt, a modified web belt with holster, clip pouches (4), and accessory attachment
clips (6), Atmosphere Analyzer, Chemical Analyzer, Radiation Detector, Navigation Mini-
Computer, Micro Translater, Multi-Optics Helmet, compact radio, diver’s watch, mini-flashlight,
Hand Held ABS Detector, and whatever he needs at the moment. He is more then capable of
building whatever he needs using Earth and/or Alien Technology.
Dezen’s Portable Galactic Wormhole:
This device enabled Dezen to generate a teleportation field that could transport himself, other
people, and objects (with a mass no greater then 2000 lbs (900 kg) across interstellar
distances, even across a single quadrant in the Milky Way (from one end of Ilta Quadrant to
the other). The device used the same ruled used for the Major Super Power Gateway (page 73
in PU 1). However, the devise cannot be used to teleport across shorter distances, for example
he couldn’t use it to teleport from one secret base on Dyaocck to another. The teleportation
field was a rip in the time/space continuum and everything that passed through the field
retained a “residue” that accumulated within the atomic structure of the objects. This residue
did not affect the object nor hinder it in any fashion. However, the moment the field was shut
down, regardless of how far away its distance from the field, it was pulled back and returned to
the starting location. This is the reason why the entire mutant army that attacked Gramercy
Island was pulled back to Dyaocck when the machine became unstable. The device also could
only function on a planet with tremendous gravitational pull (only high gravity planets). Earth
was simply too weak to power the device. Unfortunately, the device magnified the planet’s
gravitational pull by .6% each time it was activated until it caused a black hole to form within
the core of the planet which in turned destroyed the entire planet. Everyone who traveled
through the teleportation field on more then four occasions was pulled into the black hole.
Andromeda fortunately had only used it three occasions which is why she was spared.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Mon Jan 12, 2009 1:27 pm
by Reagren Wright
The last of the super teams is here. Anyone who is using these NPCs this one could be
the most fun. Enjoy They are mentinoed in reference to the Fun Bunch in GI on page 81.
SKYFIRE
Skyfire is not only the name of a superhero team, but it’s also the name of a famed superhero.
The five individuals who compose the team are each normal individuals from different walks of
life, however whenever any of them comes within 400 feet (122 m) of any sort of immediate
danger/crisis to themselves or others, they are drawn together even if they are 1000 miles
(1600 km) apart to form the gestalt being known as Skyfire. Nothing can prevent the members
from forming the gestalt. Skyfire’s unwanted appearance can only be prevented by each
individual member moving beyond the summoning range, and all this will do is leave him or her
out of the gestalt (resulting in a weakened Skyfire). If the five of them lived beyond the range,
Skyfire would never be formed. Once he is formed, Skyfire must stay within 36 sq miles (93 sq
km) of the initial attraction. If he tries to go beyond that limit, he is instantly teleported back
to his starting place. Only when the danger/crisis has been dealt with can he leave the area or
separate back into the five separate lives (the return to their vanishing location). However,
there is always the annoyance the power will drawn them together again for a new
crisis/threat.
As Skyfire, their collective minds must work together because until the threat is ended or
defeated can they return to their normal lives. The transformation into Skyfire takes a mere 5
seconds, but if any of the five members are not in the immediate vicinity of each other, it will
take them at least 2 melees (30 seconds) to integrate their thoughts, especially when one or
more members was right in the middle of something else. For example, if Mary Jane is on the
farm doing laundry, Lucas is in his study, Prof. Clark is working in his lab, and Joseph is sitting
at home drinking a beer, when someone decides to attack Robert, it will take Skyfire at least
30 seconds to get oriented and understand the situation. During this time, he can only engage
in non-combat actions or defensive maneuvers (dodge, parry, or roll with punch/impact). He
cannot attack or utilize his major super ability. This is why it is so important for each member
to recognize his or her responsibility to the group, because the merger puts all of their lives in
jeopardy if done at the inappropriate time. This is why the five all carry blackberries and keep
each other informed on what he or she is doing every single day. For example, if Joseph goes
on an arrest he lets the others know, so they can place themselves in a situation so if they are
summoned to his location, it won’t upset or cause a major disturbance in their lives. Prof. Clark
doesn’t want to vanish in the middle of one of his lectures nor does Mary Jane want to be
driving the car with her kids in the backseat when she disappears. So far, none of their
immediate family members, friends, or co-workers knows their secret, although the situation
has come close for each of them on numerous occasions. However, each of them realizes it’s
only a matter of time before the inevitable happens.
The origin of Skyfire takes place when an alien being name Rajak came to the planet Earth.
Rajak was a Muscidians, an alien insectoid from an abrasive atmosphere planet in the Ilta
Quadrant. His people all have the power to gestalt with family members. Rajak decided to live
his home world to become an intergalactic bounty hunter because he wanted to find the alien
responsible for killing his brother (an officer in the TMC). He spent a year tracking the individual
down until he realized the alien came to the planet Earth. Rajak’s spacecraft was shot down by
the U.S. Air Force. At that same time, Lucas Hines and his roommate Bert Gourley were driving
their car around midnight when Rajak’s ship crashed landed in the swamp. When Lucas and Bert
approached the alien ship, they were exposed to the radiation from its engines. Rajak’s
emerged from the ship and subconsciously called out to his family, but they were not around,
just Lucas and Bert. As a result, a gestalt formed between the two humans and the alien
turning all three into an alien super humanoid. The gestalt being managed to escape before
Project Tyche showed up. Later after separating, Lucas and Bert snuck Rajak into their
apartment near the University of New Orleans. He told his tale and both agreed to help him.
They decided to call the gestalt Skyfire.
Two years later Skyfire had become a known superhero along the gulf coast of the United
States. Although Rajak enjoyed taking out criminals and helping people, he wanted to complete
his mission. Then by chance, Lucas and Bert attended the class of Professor Aaron Clark, who
was not only an astronomer/physics professor, but he was in charge of the local civilian group
of alien watchers known as Reach Up. They had unknowingly become friends with an alien who
was trying to build a device to contact one of his races spaceships. This alien (demonic
appearance from a high radiation world with Control Radiation and Self-Explosion) was also
making everyone around him sick because of his radiation. When Rajak came to assist the alien,
he recognized who he was, the alien who killed his brother. The two started fighting. Rajak
summoned Lucas and Bert and they formed into Skyfire. The alien and Skyfire battled it out.
Rajak was determined to kill the alien which conflicted with Lucas and Bert. Professor Aaron
Clark is determined to stop the fighting between the two aliens. Mary Jane Burns just happens
in the area with some friends at Mardi Gras in New Orleans. Robert Jordan Jr. has just been
arrested by Patrol Officer Joseph Reich. He is sitting in the back of the car having just been
arrested for trespassing. At that moment, the alien uses his critical mass explosion. Skyfire is
not only caught in the blast but he absorbs a great deal of hard radiation. He lands in the
middle of the street. Prof. Clark, Mary Burns, Officer Reich, and Robert Jordan are all in the
vicinity when he lands. They are exposed to the radiation as well. Sky Fire separates. Rajak
disappears into the night while everyone else is taken to the hospital to be treated for radiation
poison.
Weeks later, everyone recovers and is released from the hospital and goes about their separate
lives. Rajak reunites with Lucas and Bert who are furious at him for what he’s done. He
apologizes and vows to do better. Three days later the city finds itself under siege by the Fun
Bunch. When Rajak, Lucas, and Bert try to become Skyfire they also summon Prof. Clark, Mary
Burns, and Robert into the gestalt. Because of the conflict and reluctance of the three new
participants, Skyfire is unable for the several days to stop the Fun Bunch from causing two
billion dollars worth of damage to the city of New Orleans. When the six people are finally able
to get their act together, they successful drive the Fun Bunch out of town and into the hands
of US S.C.R.E.T. The six people agree to continue the Skyfire existence.
A month later, Bert’s health is not very good. He goes to the hospital and discovers he is dying
of liver cancer. Bert refuses to go down without a fight. He, Rajak, and Lucas decide they will
find the alien and defeat him. Two months later, Skyfire is able to defeat the alien when Skyfire
uses the major super power Transmutation and tosses him into a pool of liquid helium (-454 F
or -270 C) before he can explode. The super cool liquid kills him instantly. A week later, Bert
passes away. Rajak decides to return to space. He has been building a spacecraft in order to
do so. He departs for space. With his two friends gone, Lucas decides to move away from New
Orleans and heads toward Los Angeles. However, before he can pack up, Joseph Reich has
been promoted to police detective and is assigned to homicide division. He is working on his
first case when he and his partner end up fighting a mutant. Suddenly the Skyfire gestalt is
formed with Lucas, Joseph, Mary, Robert, and Prof. Clark. No one is sure how the gestalt can
be formed with Rajak gone, but apparently the trigger remains in them all or it has something to
do with Lucas. After capturing the mutant, Joseph wants the group to remain to help him
battle the crime going on in the city. The others agree to it. Joseph works to get the group
organized with the help of the Prof. Clark. For the most part it’s an unwilling alliance that only
Joseph and for the most part Lucas enjoys. To the others it’s an invasion of their life, which if
given the choice they wouldn’t want to be apart of. Nevertheless, the sacrifices made by Bert
and Rajak are not forgotten, especially by Lucas who reminds them all since he is the only
original member of Skyfire left. The others try their best to deal with their secret life and pray
the day the truth comes out that it won’t put their family and friends in danger.
Skyfire Organization Statistics
A. Outfits: None (0 points)
B. Equipment: Cheap Gear (2 points)
C. Weapons: Whatever Joesph or Robert brings (1 Points)
D. Bionics & Robotics: None (0 Points)
E. Vehicles: None (they use their own vehicles or the summoning (0 Points)
F. Communications: Basic Service (5 Points)
G. Offices: None (0 Points)
H. Military Power: None (0 Points)
I. Super Powered Operatives: None (0 Points)
J. Sponsorship: Agent Sponsored (50 Points)
K. Special Budget: None, but Joseph has done some Nickels and Dimes for them in the past. (0/5 points)
L. Administrative Control: Loose Laws (5 Points)
M. Internal Security: None (0 Points)
N. External Infiltration: None (0 Points)
O. Research and Information: Cheap Resources (2 Points)
P. Agency Credentials: Recognized (30 points)
Q. Employees Salary: None
Total Agency Points: 100 Points
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Mon Jan 12, 2009 2:07 pm
by Reagren Wright
LUCAS HINES
Lucas Hines spent all his life drawing and doodling on pieces of paper. By the time he was
fourteen, he had already a following among his friends of his self-drawn and written comic
book, “The Good Guy League”. By the time he was in high school, he became convince he could
eventually get them published by a major company. He went to conventions with his portfolio
and started showing his stuff off. He did manage to spark interest with on editor who asked him
to do some his work. At the convention, he met Bert Gourley, who was also an artist, but was
more into computers games. The two became best of friends. They both went off to the
University of New Orleans together. In their second semester, they were coming back from a
party when they saw a UFO fall out of the sky and crash into the swamp. They cautiously
approached the glowing spacecraft. The hatch opened and out came an alien bug man. He
collapsed into the water. A county police officer came upon the scene and told them to put
their hands up. Suddenly, Lucas and Bert physically merged into the body of the alien,
becoming an entirely new alien super being. The police officer fired his gun but the bullets
didn’t seem to phase the gestalt being all that much. The office fled the scene. The alien being
flew to Lucas’ car and drove away. Later the gestalt separated back into Lucas, Bert, and the
alien bug man (Rajak). He explained his reasoning for being here on Earth. He also explained
what he thought must have happened between the three of them. Rajak said nothing would
stop him from finding his brother’s killer and Lucas and Bert agreed to help him, and along the
way they could become what they draw and wrote about, a super hero. Lucas named the
being Skyfire.
Two years later, They also had an encounter with the evil alien and he simply was too strong
for them. The fight with the alien left Lucas and Bert weak and sick with radiation poisoning,
but they were determined to help their friend out. However, they were joined by three other
individuals making it possible to form him with six people. Rajak knew these three new individual
would only making Skyfire stronger. The others agreed to help them, but Bert didn’t seem to
becoming ill all the time now. He went to the hospital and was diagnosis with liver cancer and
only a few more months to live. Bert vowed that no matter what, he would help his friends
defeat the alien. Two month they succeeded. A week later, Bert died. Having lost a close
friend and completed his mission, Rajak announce he was returning to space having built a
spaceship of his own design. Lucas was sad to see him leave, but the loss of Bert had taken its
toll on him.
Lucas was preparing to move to L.A. when one day he found himself merged into the gestalt,
apparently triggered by Detective Joseph Reich. The obligation to continue what he, Bert, and
Rajak kept Lucas in the area furthermore he received the backing to publish “The Good Guy
League” from a major comic book company. The job allows him to stay in New Orleans. Lucas is
content with his life, though his missing his two friends. He feels it’s his responsibility to
maintain the Skyfire legacy. He never lets the others forget the sacrifice Rajak and Bert made.
Part of him wonders if he is the reasoning behind the continuation of the gestalt or if it has
something to do with the merge. Either way it doesn’t matter, as far as Lucas is concern
Skyfire shall always be Skyfire no matter the part that he is made of.
Real Name: Lucas James Hines
Occupation: Comic Book Artist/Writer.
Alignment: Principled
Power Category: Gestalt (Physical)
Experience Level: 7th
Hit Points: 41 S.D.C.: 44
P.P.E.: 32
Appearance: Lucas is a handsome, almost beautiful with chiseled facial features, jet-
black hair, smoothed skin with a hint of a tan. He is wide shouldered with a lean but sculpted
body. He usually wears faded blue jeans, nice shirt, and a descent pair of shoes.
Attributes: I.Q. 10, M.E. 13, M.A. 11, P.S. 13, P.P. 12, P.E. 11, Spd. 15, P.B. 15
Age: 25, Sex: Male, Height: 5 foot and 9 inches (1.79 m), Weight: 177 (79.65 kg)
Gestalt Formation: Danger nearby, Range: Far, In Control: Collective Mind.
Combat Training: Non-combatant
Attacks per Melee: 2 attacks and 5 non-combat actions.
Combat Bonuses: +1 to parry, +2 to dodge, and +2 to roll with punch/fall.
Combat Skills: Punch 1D4 and Power Punch 2D4
Educational Background: Three years of college.
Common Skills: Read-Write/Speak English 94%/95% and Pilot: Automobile 81%.
Technical Program: Art (Drawing) 85%, Computer Operation 96%, Research
90%, and Writing 75%.
Domestic Program: Mathematics: Basic 98%%, Housekeeping 85%, Play Guitar
85%, and Sewing 90%.
Secondary Skills: Public Speaking 85%, Pilot: Motorcycle 88%, Seduction 42%,
Law (general) 70%, Photography 70%, Streetwise 42%, Sign Language 60%, Sports (Hockey)
65%, Cook 80%, First Aid 70%, Prowl 50%, Computer Programming 56%, and Athlete.
Money: He makes about $39,000 a year as a comic book artist/writer. He also sells his
work at comic book & sci-fi conventions.
Weapons: None. He relies on his power to gestalt.
Equipment & Vehicles: He drives a 2000 Volvo S-40. He has an entire art studio with all
the equipment necessary to draw and create his comic book.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Mon Jan 12, 2009 2:43 pm
by Reagren Wright
JOSEPH REICH
Joseph Reich wanted to follow his grandfather and father’s footsteps and become a police
officer. However, he became impressed by a man who came to the gym who was a former U.S.
Navy SEAL. Joseph now had a new goal. He went into the U.S. Navy and along the way did
everything he could to impress upon the higher ups that he was SEAL material. He received his
shot and excelled at the opportunity. On his first mission, a bullet grazed the side of his face,
leaving a permanent scar above his left eye. His fellow SEALs called him Scar Man. He spent six
years as a SEAL before learning of his father’s murder. He was killed in a shoot out involving
rival gangs. Joseph received an honorable discharge and returned to his home in New Orleans.
A few weeks later, he went to the police academy and enlisted. After being a SEAL, the police
academy wasn’t even difficult. What he found difficult was being a patrol officer. He hated the
red tape and the legal system. Worst of all he hated street punks and anyone involved in gang
activity. One night during Mardi Gras he responded to call and saw a young black male walking
in a suspicious manner. A man was stabbed in the gut with a knife and the youth look like the
person who might have done it. Joseph lean on him and after searching him found a
switchblade. Joseph arrested Robert Jordan Jr, and put him in the back of his squad car. At
that moment, the superhero Skyfire fell out of the sky and crash into a parked car beside his.
Joseph pulled Robert out of his car and dragged him to safety. At that same time, Prof. Clark
and Mary Burns arrived on the scene. Joseph tried to get them to keep back. Suddenly, Skyfire
was gone but two male college students were found unconscious on the ground. Joseph called
for an ambulance. At the hospital, all of them had to stay several days because they’d been
exposed to radiation, fortunately nothing of them showed signs of severe radiation poisoning.
While at the hospital, it was found that Robert was not involved in the stabbing of the other
man.
Several months later, Joseph was promoted to detective and giving a position in the NOPD
homicide division. He and his first time partner were sent on a case involving the murder of a
young woman. They followed the trial of evidence to the house of an eccentric white male. He
turned out to be a mutant. He used his energy power on his partner killing him instantly. He
was about to turn his powers on Joseph when he, Lucas Hines, Mary Burns, Robert Jordan, and
Prof. Clark merged into Skyfire. The mutant attacked Skyfire at first then Joseph was able to
get everyone to cooperate with him. He used his military training and understanding of Skyfire’s
powers to defeat the mutant. After separating, Joseph contacted everyone and convinced
them to help him fight crime and restore law and order to a troubled New Orleans. The others
agreed. Joseph also got them organized and more into a cohesive unit, far better than Rajak
ever did.
Joseph is the one everyone looks too, even though Lucas has far more experience. Joseph has
no qualms that he is the “leader” and wishes everyone would just follow his lead. However,
Lucas want to maintain the “principled” legacy that Skyfire always upheld. Mary and the Prof
are not big into killing or crippling people either. Robert is much of team player, but Joseph
knows how to keep him in line. Since becoming apart of Skyfire, Joseph for the first time in his
life feels complete.
Real Name: Joseph James Reich
Occupation: New Orleans Police Detective
Alignment: Scrupulous
Power Category: Gestalt (Physical)
Experience Level: 3rd Gestalt
Hit Points: 35 S.D.C.: 61
P.P.E.: 28
Appearance: Joseph is built like a professional athlete (a fast cornerback). He has short
brown hair and brown eyes. He has tattoos on his back he received in the U.S. Navy (all
symbols of being a Navy SEAL). He has a scar breaking his hairline above his left eye. He wears
pilot’s sunglasses to hide the scar whenever possible. When not in one of his work suits, he
wears faded jeans, nice shirts, and blue Nikes.
Attributes: I.Q. 11, M.E. 11, M.A. 9, P.S. 23, P.P. 11, P.E. 21, Spd. 34, P.B. 9
Age: 31, Sex: Male, Height: 6 foot and 1inch (1.85 m), Weight: 189 (85.05 kg)
Gestalt Formation: Danger nearby, Range: Far, In Control: Collective Mind.
Combat Training: Commando
Attacks per Melee: 4 (2 initial + 2 from Hand to Hand)
Combat Bonuses: +2 to initiative, +1 to strike, +3 to parry, +3 to dodge, +8 to damage,
+4 to roll with punch/fall, +3 to pull punch, +1 to disarm,
Saving Throws: +12% to save vs. coma/death, +2 to save vs. Horror Factor, and +3 to save vs. magic & poison.
Combat Skills: Karate Punch 2D4, Power Punch 4D4 (2), Elbow/Forearm 1D6, Knee 1D6,
Backward Sweep (cannot be paired, must dodge or knockdown, -2 to dodge), Body Flip/Throw
1D6 plus P.S. damage bonus (lose initiative and 1 attack/action), Body Block/Tackle 2D4+2 +
P.S. damage bonus (must parry/dodge or knockdown), All Holds, and Paired Weapons.
Educational Background: Military
Common Skills: Read-Write/Speak English 86%/91%, Mathematics: Basic 81%,
and Pilot: Automobile 69%.
Military Program (Basic): Running, Climbing 65%/55%, Forced March, Military
Etiquette 60%, Radio: Basic 75%, and W.P. Rifle (+2 to aim/+1 to burst).
Military Program (Advance): Special Forces: (Based on John C. Philpott in Rifter
#25). Hand to Hand: Commando, Camouflage 45%, Demolitions 79%, Demolitions Disposal 79%,
Demolitions: Underwater 78%, Parachuting 65%, Prowl 50%, S.C.U.B.A. 75%, Swimming 75%,
Trap/Mine Detection 45%, W.P. Knife (+1 to strike and +2 to parry & throw), and W.P.
Submachinegun (+2 to aim/+1 to burst).
Law Enforcement Program: W.P. Handgun (+1 to aim), Crime Scene
Investigation 55%, Law (general) 55%, and Intelligence 49%.
Secondary Skills: Athlete, Body Building & Weightlifting, Streetwise 29%,
Recognize Weapon Quality 40%, Basic Mechanics 55%, Basic Electronics 45%, General
Repair/Maintenance 60%, Pilot: Truck 68%, Computer Operation 63%, and Jury-Rig 30%.
Money: He makes about $48,000 a year as a police detective in New Orleans.
Weapons: Besides using the power of the gestalt, he owns the following.
H&K MP-5, Range: 660 feet (201 m), Damage: 3D6, Rate of Fire: Single shot or
Semi-Auto, Feed: 30 rounds.
Model 3000 Police Smith & Wesson 12 Gauge Shotgun, Range: 150 feet (45.7
m) Damage: 4D6 buckshot/5D6 solid slug, Rate of Fire: Single Shot, Feed: 8 rounds.
Beretta Model 92, Range: 180 feet (55 m), Damage: 3D6, Rate of Fire: Single shot or semi-auto, Feed: 15rounds.
.44 Automag, Range: 165 feet, Damage: 6D6, Feed: Single shot or Semi-Auto,
Payload: 7 round mag. This is not a standard police issue weapon, but something he uses
for “special occasions.”
Colt M4A1 5.56 Carbine, Range: 1969 feet (600 m), Damage: 5D6, Rate of Fire;
Single shot, 3 round short burst, or Full Automatic, Feed: 30 round box mag. He can install a
flash or sound surpressor on this weapon.
Boot Knife (large survival), 1D6+1.
Armor: Point Blank Armor (police and military issue): A.R. 13 and 120 S.D.C. He owns half
a dozen military issue of various colors. He has access to armor as a police detective as well.
Equipment & Vehicles: Besides having access to police equipment and technology, he
owns the following. Battle Harness, Police-Style Shoulder Holster, Belt Side Holster, Web Belt,
Medium Magnification Binoculars, Pocket Range Finder, Pocket Nightviewer, Illuminating
Peglight, Infrared Distancing Binoculars, Regular and Heavy Handcuffs, Climbing Kit, Shooting
Glasses, Unbreakable Flashlight, Thermos 25 fl oz (0.74 litters), Top of the line cellphone, and
Reusable Lighter. At his home in the basement, he keeps a number of chemicals, electronic
components, and odds & ends to built home made explosives. When not driving in his unmarked
police car, he drives around in a 2002 Ford Ranger 4x4 with extended cab.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Mon Jan 12, 2009 3:02 pm
by Reagren Wright
ROBERT JORDAN JR.
Robert grew up on the streets of New Orleans. He never knew his father and his mother was a
stripper. He was pretty much raised by a grandmother who was heavy into voodoo. Not
wanting to be around the crazy woman or his mother (who was into drugs and prostitution),
Robert took to the streets. By the time he was fourteen, he’d pretty much dropped out of
school. He also start hanging out with a street gang called the Black Tigers. They commited all
kinds of petty theft to get by and where big into pick pocketing. Mardi Gras was their favorite
time to operate. On one particular night, the leader of the gang had been caught by a man
when he tried to pick his pocket. The man grabbed a hold of him. The teenage kid responded
by stabbing him in the gut with a switchblade. Robert and the others Black Tigers took off
scattering. Robert was eventually arrested by Office Joseph Reich under suspicion. While sitting
in the back of the squad car, Skyfire fell to the earth near the car. Joseph pulled Robert out of
the car and pushed him to safety. Robert watched on as the man separated into three people,
one being an alien, but he slipped away into the darkness. All of them were taken to the
hospital having been exposed to a massive dose of radiation. Everyone had a mild case of
radiation sickness.
Days later Robert was back on the street reunited with the Black Tigers, his switchblade was
discovered not to be the one responsible for the stabbing and because what had happened the
charges where dropped. Robert never told anyone what he saw. Months later Robert was
playing basketball with some friends. He left the court to take pee behind a building then
suddenly found himself in a gestalt with the same people he was in the hospital with, he was
know apart of Skyfire. He was reluctant to cooperate but eventually enough threats made him
agree. Afterward, Detective Reiche said he would make difficult for him unless he went along
with it. Robert agreed but he was not happy about it. Today he is still unhappy about it, but he
will never admit he enjoys being a superhero. His tough guy image for the most part is an outer
shell he has put up to protect his true feelings. He doesn’t like being a traitor or stool pigeon on
others. He is worried about what his friends in the Black Tiger will say if they ever find out
about him. However, he is beginning to welcome the others as part of his family.
Real Name: Robert Banks Jordan Jr.
Occupation: Member of the Black Tigers
Alignment: Anarchist
Power Category: Gestalt (Physical)
Experience Level: 6th
Hit Points: 42 S.D.C.: 44
P.P.E.: 35
Appearance: Robert is an average looking African American adolescent male who is at
the peak of his physical attributes. He has short, black curly hair and sandy eyes. His face is
sharp featured and deeply furrowed. He dresses in street clothes worn by an urban youth living
in New Orleans.
Attributes: I.Q. 12, M.E. 8, M.A. 7, P.S. 17, P.P. 15, P.E. 17, Spd. 22, P.B. 11
Age: 17, Sex: Male, Height: 6 foot and 4 inches (1.93 m), Weight: 220 (99 kg)
Gestalt Formation: Danger nearby, Range: Far, In Control: Collective Mind.
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,
and +4 to roll with punch/fall, and +2 to pull punch.
Saving Throws: +5% to coma/death and +1 to save vs. magic & poison.
Combat Skills: Punch 1D4, Power Punch 2D4 (2), Elbow/Forearm 1D6, Knee 1D6, Snap
Kick 1D6, all Holds, and Critical strike on an unmodified 19-20.
Educational Background: Street Schooled (Robert dropped out of school in the 8th grade).
Common Skills: Speak English 94% and Pilot: Automobile 78%,
Street Skills: Streetwise 52%, Prowl 65%, W.P. Handgun (+3 to aim/+1 to
burst), Pick Locks 55%, Pick Pocket 65%, Palming 55%, Dance 65%, Play Basketball 60%,
General Repair/Maintenance 75%, and Art (Graffiti) 65%.
Secondary Skills: Athlete, Running, Land Navigation 60%, Basic Mechanics
70%, Concealment 42%, Mathematics: Basic 90%, Literacy: English 92%, W.P. Knife (+2 to
strike and +3 to parry & throw), Auto Mechanics 72%, W.P. Chain (+2 to strike and +1 to
parry), Basic Electronics 35%, and Climbing 45%/35%.
Money: The only way he gets money is if one of the other members gives him
some, “borrows” from his grandmother, or he steals or swindles.
Weapons: Besides relying on the power of the gestalt.
Beretta Model 92, Range: 180 feet (55 m), Damage: 3D6, Rate of Fire: Single
shot or semi-auto, Feed: 15 rounds.
Switchblade 1D4+1
Chain 2D4
Equipment & Vehicles: He usually has nothing but the clothes on his back, a cellphone,
and maybe a can of spray paint.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Mon Jan 12, 2009 3:27 pm
by Reagren Wright
MARY JANE BURNS
Mary Jane Burns grew up on a dairy farm near Montgomery, Alabama. She never did anything
exciting with her life. Her conservative family didn’t allow her too. When she graduated from
high school, six months later she married her boyfriend who worked on the farm as well. A year
later, she gave birth to her daughter Naomi. A year and a half later, she gave birth to her son
Micah. A year later, she gave birth to her other son Jeremiah. While she loved her children and
her husband, she always felt she deserved more out of life. There had to be something else she
could do besides being a mom and housewife. One day after being really depressed, some long
time friends invited her to come with them to Mardi Gras in New Orleans. Mary was
apprehensive at first but decided it was worth the adventure. On the second night, she
accidentally got separated from her friends. Spotting as police officer she was going to ask him
for directions, when she noted he just put a young black male in the back of his car. She
decided to ask someone else when a man fell out of the sky and landed on a park car. Having
trained herself to react whenever there was an accident on the farm Mary went to the man
side despite protest from the police officer. Suddenly, the man in costume was gone, replaced
by two injured college students. Mary was taken along with the cop, the two college kids, a
college professor, and the black street kid in the squad car to the hospital to be examined for
radiation sickness, which they all had in a mild case. When she was released, she went back to
the farm to an angry and disappointed husband.
Months later, she drove to town to pick up some supplies. The moment she stepped out of the
truck, she found herself apart of the gestalt that made up Skyfire. Unsure of what was going
on, Mary eventually agreed to participate to help the others defeat the criminals called the Fun
Bunch. She had to get back to her husband and children. When she reappeared, she drove
back to her house to fine a worried family, friends, and pastor. She made up a story about
having to “find herself” and now was back for good. Nevertheless, before she was sent back,
she made the commitment to be apart of Skyfire.
After Bert’s death and Rajak departure, she thought her life would return to boredom, but when
it happened again this time with Detective Reiche she was overjoyed. Mary worries about the
secret coming out or being summoned when she supposed to be taking care of the kids. Yet
she loves the thrill of being a superhero and being apart of something bigger then herself. She
wants to tell someone. She hates having to make excuses all the time. She might be forced to
make a choice one day, and if so, she’s not sure which life she could abandon. She loves them
both.
Real Name: Mary Jane Burns
Occupation: Housewife and Farmer
Alignment: Principled
Power Category: Gestalt (Physical)
Experience Level: 6th
Hit Points: 29 S.D.C.: 35
P.P.E.: 33
Appearance: Mary J Burns looks like a dancer. She looks small. She is lean but looks
strong. She wears glasses but they don’t do anything to distract from a pretty features. She
has ash blond hair and cobalt eyes. She is usually dressed in blue jeans or cotton pants. She
wears loose cotton shirts or blouses. She will always wear a nice dress for church or special
occasions.
Attributes: I.Q. 10, M.E. 15, M.A. 13, P.S. 9, P.P. 15, P.E. 11, Spd. 15, P.B. 17
Age: 26, Sex: Female, Height: 5 foot and 5 inches (1.65 m), Weight: 109 lbs (49.05 kg)
Gestalt Formation: Danger nearby, Range: Far, In Control: Collective Mind.
Combat Training: Non-combatant
Attacks per Melee: 2 attacks and 5 non-combat actions.
Combat Bonuses: +1 to dodge.
Combat Skills: Punch 1D4 and Power Punch 2D4 (2)
Educational Background: High School
Common Skills: Read-Write/Speak English 92%/94% and Pilot: Automobile 78%.
Domestic Program: Mathematics: Basic 95%, Housekeeping 70%, Dance 65%,
and Gardening 64%.
2nd Domestic Program: Animal Husbandry 75%, Sewing 75%, Cook 70%,
Wardrobe & Grooming 79%.
Secondary Skills: Identify Plants & Fruits 55%, Preserve Food 60%, General
Repair/Maintenance 75%, Pilot: Horsemanship 64%/44%, Holistic Medicine 60%/50%, First Aid
75%, Physical Labor, Pilot: Truck 80%, Animal Training (Based on John C. Philipott in Rifter #25)
70%, Land Navigation 52%, Swimming 70%, and Singing 50%.
Money: Whatever her husband gives her. They are dairy farmers.
Weapons: None. He relies on his power to gestalt.
Equipment & Vehicles: Besides knowing how to drive most of the farm equipment on the farm, she drives a 1998 Dodge Ram 4x4 with a short bed.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Mon Jan 12, 2009 4:20 pm
by Reagren Wright
PROFESSOR AARON CLARK
Aaron Clark dreamed of seeing an alien. He always talked about life being on other planes. In
high school, they considered him a geek and a nerd for studying about space and aliens. Roger
went on to college at Copernicus University hoping being in Century Station he might see an
alien. After graduating with a B.S in Physics, he went on to the Univesity of Hawaii to get his
Masters in Astronomy then to New Mexico State University to get his Ph.D. in astronomy. When
a friend told him about a teaching position at the University of New Orleans, he wasn’t interest
at first until his told him about civilian group of alien watchers he was involved in cause Reach
Up. They not only believed in aliens, but where involved in protecting them. Aaron jumped at
the opportunity. Four years later, Aaron saw his first pictures of real aliens and he and several
students went to Century Station up hearing about the aliens coming to arrest Dr. Leopold
Sarnhoff. Over the years, Aaron and number of his students traveled the nation searching for
signs of aliens, always finding clues and outstanding evidence, but never an actual encounter.
Finally one night he received a phone call about a man finding something in his backyard. Aaron
and a friend went to investigate a met with an alien that look like a demon. This alien also
radiated dangerous amounts of radiation. The alien convince members of Reach Up to help him
build a device to contact his home world so they could come for him. The truth of the matter is
he was trying to contact his people to examine Earth for possible colonization. Two of the
students in his physics class this semester where Bert Gourley and Lucas Hines, and when they
learned of the alien they invited Rajak to come along to help him. Rajak was in disguise but
upon seeing the alien attacked him for he was the one responsible for killing his brother. Soon
they where summoned into the gestalt of Skyfire. Prof Clark tried to stop the fighting but the
hatred between Rajak and the alien was too great. The professor tried following the fight in his
car. Then saw a tremendous explosion. He arrived to see Skyfire fall to the Earth. A police
office, a street punk, and a housewife were all standing around Skyfire when he separated into
Bert and Lucas. All of them were taken to the hospital because of radiation exposure. All where
found to be in good shape, but several members of Reach Up where in serious and critical
condition, including his friend in charge of the group.
Weeks later after the death of another Reach Up member from radiation, Aaron thought about
resigning from the university. Then he suddenly found himself apart of the gestalt of Skyfire.
The scientific wonder of it all fascinated him. He was more then happy to commit to the
project, just for the scientific experience alone. However, when Bert was diagnosis with
cancer, the reality of what happen hit him again. He felt obligated to help Rajak track down the
alien and defeat him. When the alien was killed, it was the only time Prof. Clark ever felt good
about someone being dead.
After Rajak departure and Bert’s death, the good professor was happy just to get back to plain
teaching. When the new gestalt happened, he once again felt the energy of wonderment and
discovery in him again. He continues to be the brain and scientific advisor for the group. He is
also finding it difficult to hide his disappearance all the time. He is thinking about quitting and
committing himself to a life of self research so he could be around whenever the call to be
Skyfire is needed. There is no doubt Aaron would rather be a superhero then a teacher. The
thrill is simply too much for him to ignore.
Real Name: Aaron Roger Clark
Occupation: Astronomer/College Professor
Alignment: Principled
Power Category: Gestalt (Physical)
Experience Level: 6th
Hit Points: 32 S.D.C.: 31
P.P.E.: 29
Appearance: Roger is a small man with prepossessed blue eyes, a great stock of white
hair, and middle age features of man of his age. He is usually dressed in professional attire or
casual attire with a lab coat over it.
Attributes: I.Q. 21, M.E. 13, M.A. 8, P.S. 8, P.P. 13, P.E. 9, Spd. 9, P.B. 10
Age: 45, Sex: Male, Height: 5 foot and 9 inches (1.79 m), Weight: 171 lbs (76.95 kg)
Gestalt Formation: Danger nearby, Range: Far, In Control: Collective Mind.
Combat Training: Non-combatant
Attacks per Melee: 2 attacks and 5 non-combat actions.
Combat Bonuses: +1 to dodge
Combat Skills: Punch 1D4 and Power Punch 2D4
Other Bonuses: +7% to all skills
Educational Background: Ph.D.
Common Skills: Read-Write/Speak English 98%/98%, Mathematics: Basic 97%
and Pilot: Automobile 85%.
Science Program: Computer Operation 98%, Mathematics: Advance 98%,
Chemistry 98%, Astronomy & Navigation 97%, Astrophysics 98%, and Anthropology 98%.
Investigation Program: Research 98%, Photography 98%, and Writing 92%.
2nd Investigation Program: Sensory Equipment 97%, Radio: Satellite 92%,
Computer Programming 98%, and Surveillance 97%.
Communication Program: Basic Electronics 97%, Radio: Basic 98%, Radio:
Scrambler 98%, T.V./Video 98%, and Optic Systems 97%.
Secondary Skills: Public Speaking 87%, History 97%/77%, Play Chess 77%,
Fishing 87%, Language: French 75%, Literacy: French 77%, Play Piano 72%, Cook 72%,
Carpentry 52%, Boat Building 52%, Pilot: Boat, Sail Type 72%, and Land Navigation 47%.
Money: He makes about $72,000 a year as a college professor and astronomer.
Weapons: None. He relies on his power to gestalt.
Equipment & Vehicles: He drives a 2004 Chrysler Sebring Convertible. He has access to
many of the university science equipment, but only during school hours and at certain times
in the evening. He tries to keep it that way, but situation sometimes call for unauthorize uses.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Mon Jan 12, 2009 5:20 pm
by Reagren Wright
SKYFIRE
Experience Level: 6th level
Hit Points: 718 S.D.C.: 925
Appearance: He is a charismatic, handsome blue eye, shoulder length blond hair, and
muscular built man in his early 20s (built like a NFL quarterback). He wears an all white costume
with a long blue cloak.
Height: 6 foot and 1 inches (1.85 m), Weight: 227 lbs (102.15 kg)
Attributes: I.Q. 15, M.E. 31, M.A. 18, P.S. 56 (superhuman), P.P. 23, P.E. 29, Spd.
38/320 mph (515 km) in flight, P.B. 23
Major Super Ability: Unstable. Each time he is formed, a new Major Ability will be rolled.
Whether it will be Offensive or Defensive is determined by the danger he is responding too. If
he has to go to the danger, it will be an offensive power (the Offensive Major Ability Table in
PU 3, page 109-110). If someone is attacking one of the 5 members when he is formed, it will
be a defensive power (the Defensive Major Abilities Table in PU 3, page 108-109). Of course,
the group can always separate then reform again to change from offensive or defense powers,
but there is always the risk of doing this. His body adjusts each time a new major power is
gained.
Minor Super Abilities: Healing Factor, Wingless: Flight, Iron Will, and Multi-Tasking.
Attacks per Melee: 9/10 (4 initial + 5 for each member) +1 in flight
Combat Training: The group draws upon Joseph’s Hand to Hand: Commando Training.
Combat Bonuses: +6 to strike/+8 in flight, +7 to parry/+9 in flight, +7 to dodge/+11 to
dodge when flying/moving under 80 mph (128 km)/+13 to dodge when flying/moving 90 mph
(144 km) or more, +41 to damage/+4 to damage for every 20 mph (32 km) of flight speed, +6
to roll with punch/fall, +5 to pull punch, and +1 disarm. Note: Regardless of what power he
gains, he will never have an initiative bonus.
Saving Throws: He needs a 12 or better to save vs. psionics, he takes ½ damage to fire
and cold, he takes 1/3 the effect, damage, duration, and penalty of drugs, poisons, and toxins
even if he fails the save, skill penalties are only ½ for being confused or dazed, +12 to save vs.
psionics, +8 to save vs. mind control (+16 if psionic), +13 to save vs. illusion (+5 for magic or
science based), +7 to save vs. Horror Factor, +16 to save vs. insanity, +14 to save vs.
possession, +68% to save vs. coma/death, +13 to save vs. magic, +11 to save vs. poison, and
+13 to save vs. disease.
Combat Skills: Karate Punch 4D4, Power Punch 5D6+2 (2), Elbow/Forearm 2D6, Knee
2D6, Backward Sweep (cannot be paired, must dodge or knockdown, -2 to dodge), Body
Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and 1 attack/action), Body Block/Tackle
2D4+2 + P.S. damage bonus (must parry/dodge or knockdown), All Holds, and Paired Weapons.
Other Bonuses: 50% trust/intimidate and 65% charm/impress.
Skill Knowledge: He possesses all the skills of the five individuals who compose him at
their level of experience. Those skills that repeat he has the highest percentage.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Mon Jan 12, 2009 10:46 pm
by gaby
Great.
to bad you will stop showing characters now.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Tue Jan 13, 2009 3:20 am
by Reagren Wright
On the contrary I'll be doing some WW 2 and cold war style heroes/villians from Gramerc Island
page 134. The group called Euroforce is still active today so maybe I'll add a few more heroes
as well. The big point is these heroes and villains will be created for those who want to play
WW 2 adventures during the summer of 1942 and 1955.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Tue Jan 13, 2009 12:13 pm
by Reagren Wright
Sounds cools Mephisto. I'm having a friend of mine help me figure out how exactly I'm going to
flush these WW 2 and Cold War characters out. The extra help he's giving me is definately
needed. Have a blast making "knights" using the various power categories the HU universe
offers. By the way, just wanted to let you know your Mutant Characteristics Table, Redux
helped make a lot of the characters on this post.