Page 13 of 34
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Sun Jan 18, 2009 3:23 pm
by Reagren Wright
This has been some hard work but I hope everyone enjoys it. I now present Euroforce. It will
be presented in two parts, first the group from the summer of 1942 (however Omaha and Dog
Green don't show up until the fall of 1944). Later on I will present Euroforce's current members.
Just a reminder, Euroforce is found in GI in reference to Britannia on page 134.
EUROFORCE
During the German Blitzkrieg attacks on Poland in 1939 and against Western Europe in 1940, a
man called Der Eisen-Ritter (The Iron Knight), spearheaded the German armies and was the
single-most important weapon in the German conquest of Western Europe. Armed with an
enchanted German Falchion, Eisen-Ritter cut a path through European opposition until no one
but Great Britain opposed Nazi Germany. He was rewarded by Hitler himself and made a national
hero. His success taught different lessons to different parties. To nations such as the United
States and the Soviet Union, the lesson involved finding a way to make the ultimate soldier.
The Germans, meanwhile, gravitated toward heroic metas like Eisen-Ritter who could single
handedly defeat an entire army The British and French, however, believed a squad of various
super beings could not only defeat the Axis but would stand as guardians for democracy. When
Prime Minister Winston Churchill and Hugh Dalton established the Special Operation Executive
(SOE), they put two men Major Godwin Babbs and Major Theron Raison (of France) in charge of
a secret organization called MX7. There mission was to recruit meta-beings from Great Britain
(and all of its colonies), Canada, and the French Resistance into a fighting unit capable of
defeating the Axis Forces. Godwin and Theron were successful in finding metas hidden among
normal people, but despite giving them the best in military training, all of them ended up dead
on the battlefield, and not just by the hands of Axis super-operatives.
In January of 1941, Major Godwin Babbs was apparently assassinated by the German mercenary
Condottiere while visiting relatives in city of Reading, England. Nevertheless, the Major showed
up at MX7 secret headquarters three days later. At first, no one wanted to believe it was
Godwin. Word was sent to the corners office in Reading and they confirmed that it had been
Godwin. In an effort to prove himself, Godwin revealed all the top-secret information he knew
about MX7 and the name of Theron’s daughter’s pet cat. Though everyone was suspicious of
him, the man appearing to be Godwin was finally welcomed back into the organization. Right
away, he wanted to restructure the organization. He was also convinced that unless the
United States joined the fight, the war would be lost.
By July of 1941, some twenty-three meta-humans had died on the front lines. Godwin decided
it was time to change tactics. Then word of the little girl who been killed when her shelter was
hit by a Nazi experimental super-munition designed to kill living matter had revived from the
dead. Godwin brought her to MX7 to determine how she survived. A few days later, Alban John
(Airborne), an eccentric inventor of aircraft, offered his services. In North Africa, a single man
had helped defeat the Italian and was holding off the Germans. No one knows a thing about the
man accept he speaks with a British accent. He holds no allegiance to the British military. He
likes being referred as Watchdog. Theron finds Pierre Bellmonte, a French soldier whose life
essence was transferred into a wooden puppet and now he calls him the Marionette, the
French resistance fighter.
By September of 1941, the little girl Portia has matured at an incredible pace, and turned from
a lanky 18-year-old girl to a full-figured bluish white goddess radiating with strength and
power. MX7 continues to examine her. Finally, the decision is made to draft her into the military
service and enter into commando training. By early December of 1941, she has been given the
name Britannia. Then on December 7, the Japanese attacked a U.S. navy base at Pearl Harbor,
Hawaii. In a few days later, the U.S. declared war on Japan and Germany. MX7 was contacted
by Michael Veil, an undisclosed advisor to the U.S. President, that America for the last three
years, had been secretly forming and training American super beings to prepare for war
(Team American Eagle), and now they are ready to unleash them against the Axis. Veil
met with Theron and Godwin. He promised the U.S. full support of their agency, but he
insisted that their operatives take on an appearance that every Allied soldier will recognize
and the enemy fear upon seeing. Theron and Godwin agree. They announce their operatives
will be led by Britannia. Veil offers the services of two additional metas (he wanted neither
one of them with the U.S. team) Rosie the Riveter and Kid Silver. In January of 1942, they are
joined by a Canadian operative Johnny Rocket and a man known as Fighting Irish from Ireland.
On January 16, 1942, Euroforce launched its first strike against the Axis in North Africa by
taking down the Germany mutant Schreck (Panic) and his platoon of loyal soldiers.
By the summer of 1942, Euroforce has become a major thorn in the Axis forces. Though most of
their missions are against Nazi Germany, they take on forces in Italy, Germany, Hungary,
Romania, and Imperial Japan. They even find time to go into Spain and deal with its Civil War
issues. Euroforce finds its combating against a number of Axis super-operatives, most notably a
young Die Panzer (Tank) and Jaeger (Sharpshooter), V2, Ubermensch (Superior Man), Rising
Sun, Zero, and Condottiere (Mercenary).
By October of 1944, Euroforce was joined by two American soldiers who become heroes during
the D-Day invasion Omaha and Dog Green. As the Allies made their final push toward Nazi
Germany, the onslaught began to take it toll. Alban John sacrificed himself in an effort to save
the other members of Euroforce when they engaged the mega-mutant Panzerfaust. Watchdog
was killed by jumping on a hand grenade in order to save the life of a wounded soldier.
Marionette died on February 13 in 1945 during the firebombing of the city of Dresden, Germany.
By May 7, 1945, Euroforce ended most of its operations in Europe with the Germany surrender
then they concentrated their efforts on Japan. On a super secret mission, Euroforce infiltrated
Japan and managed to take out Kane Okawara, a mad scientist who built a machine that would
cause a massive 9.5 earthquake, destroy the city of Tokyo and most of Japan. His ultimate
goal was to have the island sink beneath the sea. Rising Sun joined forces with the Euroforce in
an effort to stop him. His only son Zero allied with Kane. Dog Green was killed by Zero as he
tried to turn off the machine. Rising Sun had no choice but to kill son in an effort to stop him.
Rising Sun briefly joined Euroforce in an effort to save his country, but when he learned the
U.S. was going to drop atomic bombs on his country he tried to stop them. Rising Sun was
defeated by the great U.S. hero the American Rocket and his partner Bullet Boy. Nevertheless,
Rising Sun managed to escape custody and was able to get to Hiroshima in a futile effort to
stop the atomic bomb, he failed.
When Japan surrendered, Rosie and Omaha retired from active duty. This left Britannia, Johnny
Rocket, Kid Silver, and Fighting Irish on the roster. MX7 decided to keep the group together
until the reconstruction of Europe could be completed. Tthey also did not trust the Soviets. In
1947, it was learned the Soviet had successful replicated Professor Der Klug “changeling
research” and as a result could produce an untold number of meta-beings all with the power to
alter their physical appearance and stature so they could impersonate anyone. MX7 and the
U.S. cover organization G.I.G.M.A., began to work tirelessly in an effort to track down these
metamorphs. As the Cold War campaigns escalated, Euroforce found itself battling communist
meta-operatives among them Mother Russia, Redstar, the Partisan, and the Proletariat.
Britannia, however, gradually fell into a deep and wistful depression. As the leader of Euroforce
during WW 2 and the 1940s, she felt an obligation to protect her country and the freedom of
the world. Now in the 1950s, it was difficult to define who was evil and who was good. In
1955, the Warsaw Pact put Europe on edged. Euroforce’s missions became covert operations to
sneak into the Soviet Union and the Eastern Block and destroy anything that threatened the
democracy of Western Europe from the forces of communism. A number of freelance members
from Western Europian nations, Canada, and the United States joined Euroforce. In 1959,
Fighting Irish retired after Euroforce was told not to do anything about the Cuban Revolution.
U.S. policy continued to play an annoying role in how Euroforce operated, namely because of
decisions being made by Michael Veil, now a leader of G.I.G.M.A. and advisor to the U.S.
President. To make matters worse, Veil and Godwin seem to know each other in a matter that
seemed “way too familiar”. Sensing a conspiracy, Fighting Irish left the group.
In October 1963, G.I.G.M.A., succeeded in permanently shutting down Project Chameleon using
propaganda and keyed assassination attempts on prominent Russian Communist Party leaders.
This made others in the party believe their own metamorphs sought to take control of the
country so they ordered the project shut down and eliminated everyone involved with the
program including all the remaining metamorphs. Euroforce continued to operate in secretly in
Eastern Europe but also finding itself in operations in Red China, Africa, and the Middle East. In
1967, Johnny Rocket decided to hang up his jet pack. He was disappointed by the fact he
never received the international fame and recognition the American Rocket enjoyed. Two
weeks later, he committed suicide. Britannia in the meanwhile continued to feel more detached
from regular people as time passed on. By the 1970s, all of her immediate family members had
died. She was alone in the world. In 1976, a 49-year-old Kid Silver realized he was no longer a
young man and that his powers were diminishing, so he decided to retire. This left Britannia the
sole surviving original member left on the team.
Throughout the 1980s and early 1990s, Euroforce found itself dealing less and less with
communist agents and fighting global terrorists, crime cartels, and criminal masterminds all over
the planet. Nevertheless, Britannia was determined to continue “the war effort” despite the
fact this “war” was a mere shadow of the original cause. In the spring of 1996 an 85 Theron
Raison died of a stroke. He’d been pretty much in semi-retirement and his replacement, Adrian
Durand was pretty much running the organization. An 81-year-old Godwin Babbs showed no
signs of retiring at all. Then on a chilly day in May, he was shot in the head by an assassin.
The bullet fragment had a named engraved on it (Jaegar). Britannia took the second death of
Godwin Babbs hit Britannia very hard. For a while, she believed he would come back again as he
done before. It didn’t happen. A couple of days later, she was greeted by Drew Darling, the
new female investigator reporter for the London Times, who gave her a locket that had once
been Godwin’s. Britannia gave it to him shortly after coming to MX7 in 1941 telling him it been
her good luck piece given to her father. She was now giving it back to her because Godwin
would have wanted her to have it back. Britannia was unsure how this 23-year-old female
reporter managed to get a hold of the locket, yet there was something about her mannerism
that hinted a possibility. Britannia decided to leave the manner be.
Britannia continued to serve a Euroforce’s leader well into the 21st century when she was
contacted by four of Euroforce’s old enemies Die Panzer, Jaegar, V2, and Ubermensh. They
wanted to settle old scores with her. The fight was to take place in Century Station and she
was to come alone. Dying for the opportunity to relive her glory days and the cause she so
righteously believed in, Britannia abandoned her position and flew toward the United States.
The brawl between the five beings took place high over the city and became a highly televised
incident. During the fight, 29 civilians were injured, over a million dollars of property damage
occurred, and Ubermensch and V2 were killed. Die Panzer and Jaegar were critically wounded,
but Jaegar had the last laugh. In the hospital, he convinced Die Panzer to join him in pressing
charges against her. Although no one thought it possible, Jaegar’s plot worked and Britannia
was arrested on two counts of murder and two counts of attempted murder with meta abilities.
Astonishingly no one from Euroforce came to testify on her behalf. Britannia was abandoned by
her teammates. She was convicted and sent away to Gramercy Island to be locked away with
other super villains and meta-being criminals. Jaegar and Die Panzer fled the area.
Jaegar went live in a quiet retirement community in Florida where he lives a “normal” life. Die
Panzer disappeared from the face of the Earth, yet there’s a rumor he might be in Germany
working as an agent for the Brotherhood of Armageddon. Various agents from numerous
agencies are just waiting to catch him doing something. So far, Euroforce has done nothing to
say or speak out about Britannia unjustly incarceration which has rivaled up an 82-year-old Kid
Silver and a 93-year old Omaha (he still looks good for his age) who are in close contact with
the national coalition of superheroes lobbying for her release. Omaha is a member of the small
cadre that has decided to give the U.S. government six more months to act, or they will get
her out themselves.
In the meantime, Euroforce continues it goal of protecting Europe from all kinds of threat. The
MX7 is no longer in existence and all of its personal has been incorporated into U.K. S.C.R.E.T.
Its five-member team works separately from the agency as super-powered individuals are not
allowed to work alongside normal agents due to the conflict of interest. This has become a
bitter pill for Euroforce to swallow. They are doing the same job as U.K. S.C.R.E.T. but are they
are essentially shunned away. This, however, allows them to enjoy the public fan fare that
S.C.R.E.T. wants to stay away from, yet S.C.R.E.T. benefits from the praises whenever they
complete a successful mission. Euroforce is the dirty little secret in the U.K S.C.R.E.T. no one
wants to admit too. This discord has come about namely because of the shame and distrust
Britannia brought with her betrayal and the general distrust people in Europe have with meta-
beings, and the fact various organization throughout Europe don’t trust metas to control,
capture, and kill their own kind. Nevertheless, Euroforce vows to continue doing what its
founders Major Godwin Babbs and Major Theron Raison envisioned, extraordinary men and
women working together to prevent tyranny, terrorism, and tragedy from reeking havoc on
those seeking only to live in peace and prosperity.
EUROFORCE stats during the summer of 1942
A. Outfits: Specialty Clothing (10 points)
B. Equipment: Cheap Gear (5 points)
C. Weapons: Armed Agents (5 Points)
D. Bionics & Robotics: None (0 Points)
E. Vehicles: Fleet Vehicles (10 Points)
F. Communications: Basic Service (5 Points), remember its 1942
G. Offices: National (15 Points)
H. Military Power: Militia (15 Points)
I. Super Powered Operatives: None (0 Points)
J. Sponsorship: Government (10 Points)
K. Special Budget: Medium Potatoes (up to $75,000/17 Points).
L. Administrative Control: Loose Laws (5 Points)
M. Internal Security: Tight (10 Points) as good as 1940s tech
N. External Infiltration: Information Source (10 Points)
O. Research and Information: Cheap Resources (2 Points) as good as 1940s tech
P. Agency Credentials: Known (10 points)
Q. Employees Salary: Good (20 Points) but it same as Pittance which was great in the 1940s
Total Agency Points: 149 Points
EUROFORCE stats during the summer of 1955
A. Outfits: Specialty Clothing (10 points)
B. Equipment: Cheap Gear (5 points) 1950s tech
C. Weapons: Armed Agents (5 Points)
D. Bionics & Robotics: None (0 Points)
E. Vehicles: Fleet Vehicles (10 Points)
F. Communications: Secured Services (10 Points), remember its 1955
G. Offices: National (15 Points)
H. Military Power: Security Guards (5 Points)
I. Super Powered Operatives: Freelance (10 Points)
J. Sponsorship: Government (10 Points)
K. Special Budget: Medium Potatoes (up to $75,000/17 Points).
L. Administrative Control: Free Hand (15 Points)
M. Internal Security: Iron Clad (25 Points) as good as 1950s tech
N. External Infiltration: Rare Minor Traitor (5 Points)
O. Research and Information: Good Connections (10 Points) as good as 1950s tech
P. Agency Credentials: Between Faceless and Known (7 points)
Q. Employees Salary: Not So Good (10 Points) about $500 a week, but enough to make its
operatives extremely wealthy. Remember its 1955.
Total Agency Points: 169 Points
EUROFORCE stats today
A. Outfits: Specialty Clothing (10 points)
B. Equipment: Electronic Supplies (10 points)
C. Weapons: Low Yield Arsenal (10 Points) up to $10,000 worth.
D. Bionics & Robotics: Advance Cyber Agents and Robot Arsenal (40 Points)
E. Vehicles: Spy Cars (25 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: Government (10 Points)
K. Special Budget: Medium Potatoes (up to $75,000/17 Points).
L. Administrative Control: Loose Laws (5 Points)
M. Internal Security: Iron Clad (25 Points)
N. External Infiltration: None (0 Points)
O. Research and Information: Excellent Connections (20 Points)
P. Agency Credentials: Between Faceless and Known (7 points)
Q. Employees Salary: Somewhat Good (10 Points) about $875 a week, with bonuses.
Total Agency Points: 214 Points
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Mon Jan 19, 2009 5:07 pm
by dragon_blaze_99
did Reagren Wright ever do the Boogyman (the old or new one with powers) just kinda looking for something like that.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Tue Jan 20, 2009 11:02 am
by Reagren Wright
Yes I did but back on page 6 on this post but here he is again.
SLEEP THAT NO PAIN SHALL WAKE
NIGHT THAT NO MOURN SHLL BREAK
Quote the Boogeyman
Colin Beard is the most recent individual to take up the mantle of
the mysterious hero known as the Boogeyman in Century Station.
Born and raised in CS, he watched crime take place outside his
bedroom window. He swore one day to do something to change
his neighborhood. After high school, he enlisted in the police academy.
After graduating, a Captain in the Organize Crime Control Bureau
(OCCB) approached him about working for the Narcotics Division.
It required learning how to work deep undercover and associate
himself with crime and corruption. Nevertheless he would be able
to make a difference in removing some of the street criminals.
Colin agreed. Within two years, he had the best arrest record in
the department. In fact, he became so good the Crime Lords of
Century Station put a price on his head. Then one day, just on
a whim, he bought a lottery ticket. He won $10 million dollars.
Two days later he quit the department and decided to move up
into Society Hill. He forgot all about being a cop and the promise
he made to himself. However, the Crime Lords didn’t forget about
him or what he’d done as a police officer.
One night while driving his BMW sport car down Route 273, an
RPG (rocket-propelled grenade) struck his car. He’d survive the
explosion and the crash, to awaken in the basement of building
surrounded by a dozen street punks he recognized as the Thug
Dogs. His testimony got their leader sent to Gramercy Island for
25 years for a bogus charge of possession and manufacturing of
crystal meth. Just before they could start torturing him, the
mysterious vigilante known as the Boogyman appeared. He defeated
all twelve street punks, but as he started to untie Colin, two punks
shot him in the back of the head, killing him instantly. The street
punks took off thinking they killed Colin as well.
As Colin lay there bleeding and injured something detached itself from the dead man
chest, and slithered its way up his arm. The moment it did, he
felt charged with some kind of mysterious power. His injuries no
longer bothered him, in fact they felt like minor flesh wounds.
He stumbled outside and found the two thugs talking to a man in
a black limo. He walked up to them without anyone noticing him
and broke one man’s neck and the other he killed with a machete
made of shadow. The limo tried to speed away when he trapped it in
a wall of shadow. He got a hold of the driver but the man in the car
got away. When he asked who was in the car, the driver said the
Minotaur and he was going to be sorry he attacked him. Colin
blasted him with a bolt of shadowy black energy.
When he returned to the basement, he found a man weeping over
the body of the Boogeyman. He said his name was Arthur White,
and the Boogeyman was his friend. When he noticed Colin’s eyes,
he explained about the mysterious symbiote on his arm and
the legacy of the Boogeyman. Colin knew the rumors of the
the Minotaur, and for whatever reason he decided to reward
the punks for trying to kill him. The Boogeyman gave his life so
that he might live. He owed his life to this man, and what better
way to get even with the Minotaur and his Crime Lords then to
carry on the Legacy of the Protector of the Streets. He and Arthur
buried the former Boogy in a park in Rattle Ridge, but Colin took
his hooded cloak. Arthur, a skilled mechanic, modified his armor
and together they still carry on the tradition of the Boogeyman.
Colin’s ultimate goal is to bring down the Crime Empire of the
Minotaur and make the streets of Century Station safe for everyone.
Real Name: Colin Beard
Aliases: The Body Snatcher or Shady Jack,
Occupation: Protector of the Streets (Legacy of Famous Hero).
Former CSPD undercover police officer
Alignment: Unprincipled
Attributes: I.Q. 13, M.E. 13, M.A. 23, P.S. 22, P.P. 19, P.E. 17, Spd 23, P.B. 9.
Age: 29. Sex: Male. Height: 6 foot, 2 inches (1.88 m). Weight: 190 lbs (85.5 kg)
Experience Level: 2nd
Appearance: His average looks are marred by the black slim
cover his right arm. His eyes are jet black. He wears a large
purple hooded cloak over his point blank armor.
Hit Points: 39 S.D.C. 45/95 at night
Symbiote: 29 hit points. A.R.: 10
Power Category: Symbiotic Superhuman
Symbiote: A black slimy, skin wrap that covers his right arm/hand.
Mineral intelligence. Lives for 500 years (90 years old). Feeds on the
host blood supply (he sleeps during the day). Gives it host
superhuman strength, increase reflexes, impervious to disease,
and stealthy (78/88% prowl). Removing the symbiote results in
losing his right arm.
Major Super Powers: Shadow Manipulation
Minor Super Powers: Nightstalking, Shadow Molding, Sense Death & Destruction.
Noted Abilities: Nightvision 1000 feet (305 m).
Combat Training: Hand to Hand: Martial Arts
Number of Attacks: 4 (2 Initial + 2 from Hand Combat)
Bonuses (all): +2 to Initiative, +4 to strike, +6 to parry,
+6 to dodge, +5 to auto dodge, +7 to damage, +2 to pull punch,
and +4 to roll with punch/fall,
Saving Throws: +25% to save vs. coma/death, +3 to save
vs. poison, and +1 to save vs. magic.
Other Combat Info: Punch 2D4+2/4D4 at night, Power Punch
3D6+2/4D6+2 at night (2), Elbow/Forearm 2D6/3D6 at night,
Knee 2D6/3D6 at night, and Disarm.
Other Bonuses: 75% trust/intimidate. Horror Factor 13 at night.
Education Level: Trade School
Law Enforcement Program: W.P. Handgun, Radio: Basic 70%,
Criminal Science 60%, Law (general) 50%, and Streetwise 43%.
Undercover Police Program: Interrogation 65%, Tracking 50/60%
,Find Contraband & Illegal Weapons 49%, Detect Concealment 50%.
Secondary Skills: Hand to Hand: Martial Arts, Athlete, Running,
Climb 50/40%, Swimming 60%, Land Navigation 44/54%, Pick Locks
40%, Pilot: Automobile 64%, and Mathematics: Basic 55%
Money: As an undercover police officer, he made about $30,000
a year. He has $7000 in saving left over from his lottery winnings.
Most of his money he dwindled away.
Weapons: Beretta Model 92 9mm Auto Pistol. He also uses
whatever he can think of as a weapon to draw out of the shadows.
Vehicles and Equipment: He wears modified point black armor A.R. 15 and 132 S.D.C.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Tue Jan 20, 2009 11:05 am
by Reagren Wright
Here I am working on creating these Euroforce characters as I watch the Inauguration of our
new president and I can't help but feel proud to be an American today
.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Fri Jan 23, 2009 12:28 pm
by Reagren Wright
Betweeen having my internet go out and starting a new job in the morning posting
Euroforce is going to take longer then normal. So bear with me I'll have the 1942 group up
eventually.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Sun Jan 25, 2009 12:29 pm
by gaby
I got idea ther was a Big number of Dead heroes and villains Mentioned in Century Station,after you make your Euroforce,you can make them?
Here they are with ther Page number
Heroes
Silver kid:page 95
Wavelength:page 102
Marionette:page 102
Raggedy man:page 102
Gadgeteer:page 102
Starchild:page 103
Widget:page 211
Freestyle:page 211
Outlander:page 211
Bigmouth:page 211
The Herculean:page 211
Villians
Drifter:page 102
Mistress misery:page 102
Hopping john:page 102
All the names are cool and have Potential,I would do it my self but I not a very Good Writer.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Sun Jan 25, 2009 1:15 pm
by dragon_blaze_99
gaby wrote:
All the names are cool and have Potential,I would do it my self but I not a very Good Writer.
how are you going to get better if you dont try?
if you can game and GM ou can write it just take sometime to learn and refine to a science
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Mon Jan 26, 2009 5:59 pm
by Reagren Wright
Well I looked over the list and I'll definately do Starchild because she is a name I missed
and here I thought I got them all. But I'm not so sure about the others. After all they're dead.
The Euroforce guys I'm doing namely because doing Golden Age adventures during WW 2 is
fun for some people and these guys are pretty much low powered. Got half of them done and
I'll be posting them soon. So as dragon said, all you have to do is roll them up just as you
would any other PC or NPC and then provide some background. I wouldn't expect anyone to
put as much detail as I do (that just my sort of thing, and why it takes longer then normal to
post them. Be great to have someone else show HU NPC some love besides yours truly
.
By the way gaby thanks for pointing out Starchild because the guy she killed Der Kommandant,
according to the info, it says he'd been on the run since the fall of Berlin, which means he be a
villain for Euroforce. So that's another guy I'll have to write up, thanks for the find.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Thu Feb 05, 2009 5:24 pm
by gaby
So Will we see the WW2,s characters soon?
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Thu Feb 05, 2009 9:27 pm
by Reagren Wright
Thanks to some lake effect snow that buried the city in which I live in, I was able to get most
of the Euroforce guys done. Just a few more things to do and I'll be posting them in a few
days
.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Sat Feb 07, 2009 2:06 pm
by Reagren Wright
JOHNNY ROCKET
Ian Glenhill is the nephew of Marcus Sims (owner of Sims Aviations, which would merge with
Longven Air Space to form the KLS Corporation in 1960). He was born in Montreal, Canada in
1918. Like his uncle, he was fascinated by airplanes. His father was one of the original pilots of
the Royal Canadian Air Force in 1924. He always hoped to be able to follow in his father’s
footsteps. Then the RCAF suffered devastating budget cuts in the early 1930s. His father was
among the lucky ones to survive. His uncle persuaded him that if he wanted to make it in this
world, he needed to work for him instead of dreaming to be a pilot one day. Ian was a genius
when it came to working with machines, especially aircraft. His brilliant intellect allowed him to
graduate school at the age of 16 and start working at Sims Aviations. RCAF was looking to
increase its strength as a military organization. New aircraft and new air stations were
demanded. Ian had an idea of creating a flying harness that would allow a single pilot to out
maneuver an enemy aircraft and it would allow for a rapid responding infantry. Instead of a
large cumbersome bomber, what if instead the infantry flew around on jet packs. It seemed to
be the perfect solution since by the end of the 1930s, thanks to budget cuts, RCAF was no
longer a major military force. The idea of being no loner important was too much for Ian’s
father. He got aboard his plane and crashed it into the ground. Ian was devastated, but he
was bound and determined to get the RCAF to believe in his jet pack.
When WW 2 broke out, Canada immediately began mobilizing its military. Ian went to up
echelons to demonstrate his jet pack, but no one was interested. No one believed that a single
unprotected man wearing a jet pack could change the outcome of the war. Marcus told Ian if
he wanted to prove himself he’d have to do it on his own. Ian took his jet pack and went to
England to join in the fight for the Battle of Britain. Calling himself Johnny Rocket (Johnny was
his father’s name), he became a defender and protector of the skies of England. The RAF
regarded him as the great savior. He was contacted by Godwin and Theron in December 1941
to join Euroforce, but he wasn’t sure about the idea. Then he learned that an American seen in
Hawaii. Supposedly, he had a jet pack too, only his went faster. Determine not to be out done
Ian agreed to join Euroforce in an effort to prove that there was only one rocket man.
Post WW 2: Britannia, Johnny Rocket, Kid Silver, and Fighting Irish remained members of
Eurofoce, unfortunately the American patriot known as the American Rocket had stolen his
popularity. He was regarded as the man who saved the allies. This broke Ian’s spirit. He
continued to function as a member of Euroforce, trying his best to improve the capabilities of
his jet pack, but no matter what he tried, he couldn’t make it superior much less equal the
capabilities of the American Rocket’s. Throughout the 1950s, American Rocket and his partner
Bullet Boy continued to work with Euroforce as they sought to track down and defeat the
Soviet Union metamorphs and other meta-agents. Ian eventually found himself designated to
Euroforce headquarters as a technician and not a field operative. Though he made inventions
and gadgets to help his team out, he wanted to be on the frontlines, but whenever he did,
people asked if he was the American Rocket. In 1967, after Amerian Rocket and Britannia
defeated a Nazi super criminal who single handedly defeated Euroforce, Ian retired from
Euroforce. Two weeks later, the papers still talked about the incident and people wondered if
American Rocket would ever return since his partner Bulletboy was killed in the encounter.
Nobody ever acknowledge that Johnny Rocket had left Euroforce. Unable to deal with the
crushing blow to his ego, Ian took his life just as his father had done.
Real Name: Ian Glenhill
Occupation: Former Pilot in the Royal Canadian Air Force.
Alignment: Scrupulous
Power Category: Minor Hero (Hardware: Mechanical)
Experience Level: 4th level (During the Summer of 1942)
Hit Points: 37 S.D.C.: 29
P.P.E.: 6
Appearance: Ian is a good-looking Canadian male with brown hair and light brown eyes.
Ian wears the 1942 uniform of a WW2 pilot of the Royal Canadian Air Force.
Attributes: I.Q. 29, M.E. 21, M.A. 15, P.S. 14, P.P. 12, P.E. 13, Spd. 17, P.B. 15
Age: 24, Sex: Male, Height: 5 foot and 10 inch (1.77 m), Weight: 184 lbs (82.8 kg).
Combat Training: Basic
Attacks per Melee: 5 (2 Initial +3 from Hand to Hand)
Combat Bonuses: +3 to parry, +3 to dodge, +2 to roll with punch/fall, and +2 to pull punch.
Saving Throws: +3 to save vs. psionics and +4 to save vs. insanity.
Combat Skills: Punch 1D4, Power Punch 2D4 (2), Snap Kick 1D6, Elbow/Forearm 1D6,
and Knee 1D6.
Other Bonuses: +15% to all skills.
Special Hardware Skills: Hot Wiring Aircraft 103%, Building Super Vehicles 107%, and
Recognize Vehicle Quality 85%/98%.
Educational Background: On the Job Training
Common Skills: Read-Write/Speak Canadian English 98%/98%, Mathematics:
Basic 98%, and Pilot: Automobile 97%.
Pilot: Advance Program: Navigation 90%, Parachuting 90%, Pilot: Airplane
98%, and Pilot: Motorcycle 98%.
Mechanical Program: Mechanical Engineer 95%, Automotive Mechanics 98%,
Locksmith 95%, Aircraft Mechanics (1930s and 1940s) 98%, Sensory Equipment 90%, Basic
Electronics 85%, Mathematics: Advance 98%, Pilot: Race Car 98%, and Pilot: Jet Pack 98%.
Secondary: Hand to Hand: Basic, Athlete, Radio: Basic 85%, Prowl 60%,
Gambling (Standard) 65%, General Repair/Maintenance 80%, Jury-Rig 80%, Land Navigation
67%, Law (general) 50%, and W.P. Handgun (+1 to aim).
Money: He has $1410 Canadian dollars in a checking account in a bank in Toronto. He
makes about $16,000 a year.
Weapons:
Webley Revolver Mark IV (.38 caliber), Range: 131 feet (40 m), 3D6 damage,
Rate of Fire: Single shot or short burst, Feed: 6 chamber cylinder. He always keeps 36-72
bullets on him for his gun.
Armor: Half Suit Vest: A.R.: 10, S.D.C. 50.
Equipment & Vehicles:
The Johnny Jet Pack: A.R.: 10, S.D.C. 50, Speed: 72 mph (115 km), Hover: 3
to 480 feet (0.9 to 146.3 km), +2 to dodge, Range: 600 miles (1024 km) when fueled (3 gallons
of fuel).
He has access to any equipment and/or vehicles the British Army or RAF can provide Euroforce during the war.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Sat Feb 07, 2009 3:17 pm
by Reagren Wright
ROSIE THE RIVETER
Betty Burger was born in Allentown, Pa 1903. She grew up with a father who worked at Lehigh
Valley Railroad. After high school in 1921, she married Joseph Himo, who also worked at the
railroad. Within three years, she had two children, Alison and Owen. In 1929, Joseph was killed
along with two other men in an accident at the railroad. Devastated by the lost of he husband,
and with a third child on the way, Betty moved back to her parent’s house. Her son Joseph Jr.
was born months later, but he was a sickly little boy. For the next 10 years, Betty worked at a
number of different jobs to help pay for Joseph Jr. medical bills. A number of different suitors
tried their hand at carousing Betty, but she wanted no part of them. There had been only one
man in her life and she was determined to keep it that way. She was also getting tired of not
being able to do the work that men did. She was tired of being told she had to do non-factory
work. She might not have a male in her life, but “by gone it” (her favorite quote), she would
prove them wrong. Betty started getting mean and tough, and very unlady like for the 1930s to
the dismay of her parents, especially her father. In July of 1941, her oldest son Owen decided
to join the U.S. Army against her mother’s wishes. He did not only believing that at some point
American would be drawn into the war in Europe, but because he wanted to get away from his
male wanna be mother who’d managed to get a job at Bethlehem Steel in Bethlehem, Pa by
disguising herself as a man. Three months later, she received word that Owen had been killed in
a training exercise at the Army base. He’d only been two weeks out of basic. Betty demanded
answers and no one would give her any.
Angered and bitter, Betty started doing even more to prove herself better than any man
because she was going to join the Army and fight in place of her son. Of course, no one
believed he that is until she picked up a Colonial’s car and flipped it over. Word of this incident
spread throughout the U.S. Army until reached the ears of Godwin McClintock, a special
assistant for the Secretary of the Army. He worked with Michael Veil, a special advisor for the
U.S. President, and leader of America's super ops team Team American Eagle. Godwin decided
to meet with her and she impressed him enough for Godwin to talk about her with Veil. They
both decided she would not work well in the U.S. Army or the Super Ops, but she might do
well with the British Super Team slowly being assembled called Euroforce. When Godwin
offered her the position to be a representative to the U.S., Betty jumped at the chance. When
the U.S. did declared war, Veil contacted Major Godwin Babbs and Major Theron Raison of MX7
and offered Betty Himo service. By then she was calling herself Mad Betty. When she arrived
in England, most of the men doubted her that is until she proved them wrong. Betty joined
Euroforce of its first mission and proved them all wrong. In 1943, the song “Rosie the Riveter”
by Kay Kyser was very popular and everyone agreed Betty best fit the description of the
worker depicted in the song. So she changed her name from Mad Betty, to Rosie the Riverter.
Post WW II: When the war was over, a 43 year old Betty retired from Euroforce and returned
to Allentown to a heroes welcome. Joseph Jr and Alison were very proud of their mother and so
were her parents. Betty had earned enough money that she didn’t have to work in any factory.
She bought a house in delighted in spending the rest of her days being a grandmother. In 1965,
a 63 year old Betty Himo got sick from a delayed reaction to a chemical exposure she endured
during the war, her outstanding P.E. enabled her to hold off the effects for 20 years, but as
she grew older and her endurnace decline, the effects started to take hold. She died two
months later. Betty was buried beside her husband and son and to this day is still considered a
U.S. and Great Britian national hero.
Real Name: Betty Himo
Alias: Mad Betty (from the Spring of 1942-Winter of 1943 then she became Rosie).
Occupation: Former Housewife
Alignment: Scrupulous
Power Category: Physical Training (Focus on Endurance & Strength)
Experience Level: 4th level
Hit Points: 64 S.D.C.: 97
P.P.E.: 22
Appearance: Betty is a busty and gifted athletic looking woman with blue eyes and short
black hair. She looks similar to the famous poster for Westinghouse entitled “We Can Do It”,
Betty usually wears work overalls and bandana. Around her neck, she wears the dog tags of
her son.
Attributes: I.Q. 9, M.E. 21, M.A. 14, P.S. 19 (Superhuman), P.P. 15, P.E. 21, Spd. 28, P.B. 15
Age: 39, Sex: Female, Height: 5 foot and 10 inches (1.55 m), Weight
: 135 lbs (60.75 kg).
Combat Training: Aggressive and Deadly Combat
Special Combat Abilities: Power Punch x2 (2), Power Kick x2 (2), and Force of Will.
Attacks per Melee: 6 (3 initial +3 from Hand to Hand)
Combat Bonuses: +3 to initiative, +2 to strike, +3 to parry, +1 to dodge, +4 to damage,
+4 to roll with punch/fall, +4 to pull punch, and +2 disarm.
Saving Throws: +32% to save vs. coma/death, +5 to save vs. disease and poison, and
+3 to save vs. magic.
Combat Skills: Punch 2D4, Elbow/Forearm 1D6, Knee 1D6, Karate Kick 2D6, Snap Kick
1D6, Roundhouse Kick 3D6, Axe Kick 2D6, Tripping/Leghook (cannot be paired, must dodge or
knockdown), Body Flip/Throw 1D6 plus P.S. damage bonus x2 (lose initiative and 1
attack/action), Body Block/Tackle 1D4 (parry or dodge to avoid knockdown), Pin 18-20, Crush
1D4, Neck Hold, Body Hold, Back Flip 90%, and Paired Weapons (all).
Educational Background: High School
Common Skills: Read-Write/Speak English 88%/92%.
Special Physical Program: Swimming 80%, Climbing 70%/60%, Body Build &
Weightlifting, Physical Labor, Athlete, and Running.
Espionage Program: Escape Artist 55%, Detect Ambush 55%, Detect
Concealment 50%, and Interrogation 55%.
Domestic Program: Mathematics: Basic 80%, Housekeeping 60%, Sewing 65%,
and Cook 60%.
Learned Skill: W.P. Heavy Military Weapons (+1 to aim).
Secondary Skills: Radio: Basic 70%, First Aid 65%, Holistic Medicine 50%/40%,
Prowl 45%, Art (Painting) 55%, Identify Plants & Fruits 45%, Preserve Food 50%, Gardening
62%, Animal Husbandry 60%, W.P. Rifle (+ 1 to aim), and W.P. Blunt (+1 to strike & parry). .
Money: She makes $16,000 a year.
Weapons: Modified Browning M1919 Light Machinegun (.30), Range: 4500 feet (1000 m),
Damage: 1D4x10, Rate of Fire: Full Automatic, Feed: 250 round belt.
M1 Garand Rifle (.30-06), Range: 1500 feet (457 m), Damage: 4D6, Rate of
Fire: Single Shot, Feed: 8 round clip internal magazine.
Hand Grenades, Range: 100 feet (30.5 m), Damage: 1D6x10, Blast Radius: 20
feet (6.1 m).
Equipment & Vehicles: She has access to any equipment and/or vehicles the British Army or RAF can provide Eoroforce during the war.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Sat Feb 07, 2009 5:42 pm
by Reagren Wright
KID SILVER
In the summer of 1940, seventeen-year-old Cooper Denton of Century Station was always
letting his curiosity get the best of him. He noticed that his neighbor Sam Walterson was
always going into his house, but you never see him leave, but he would always come back.
How was he coming and going, so he decided to sneak in and find out. To his surprise, Sam
Walterson had a secret laboratory in his basement. As it turned out, Sam Walterson was
actually the super hero speedster known as the Red Racer. Cooper picked up one of the
mysterious red liquids in a beaker when Sam’s quick return startled the boy and he dropped it.
Sam moved like lightning but he missed. The beaker hit the floor and there was an explosion.
The lab was in shambles, but more importantly, a fraction of the powers and abilities of Sam
Walterson transferred to Cooper, now he was a speedster. Feeling responsible, Sam vowed to
teach Cooper how to utilize his new powers. Weeks later, Sam gave him a costume and Cooper
became the Red Racer’s sidekick Kid Silver.
Cooper did his best to try and finish high school, but it was hard to be out late on patrol with
the Red Racer. Finally, his parents started to crack down on him especially his father. Red
Racer agreed and told him he had to finish school first. The next night, Red Racer was following
a lead of some mobsters when he was ambush by half a dozen enforcers with Tommy Guns.
Despite his super speeder and reflexes, he was shot in the back. He made it back to his house
where he collapsed. Cooper heard a crash and raced next door. Seeing his mentor and friend
dying, Cooper was heartbroken. “If only I’d been there.” “Not your fault kid, you just remember
what I taught yeah, and don’t forget that no matter how fast you are, justice must always be
faster.” Then he died.
The identity of Sam Walterson was revealed to everyone. The people of Century Station were
saddened by his lost. Yet Cooper vowed to get even. He took up the fight and became a one-
man army against crime. When the Japanese attacked Pearl Harbor, Cooper wanted to do
something. So he enlisted in the Army, but he was unable to keep his speed powers a secret.
Before long, he was in contact with Godwin McClintock, special assistant to the Secretary of
the Army. Godwin spoke with his friend and confident Michael Veil who was putting together
the U.S Army Super Ops team. They discussed enlisting Cooper and instead agreed to send him
to England to be apart of Euroforce. Although Cooper wanted to be apart of the U.S. armed
services the chance to help the war effort. In January of 1942, he became a member of
Euroforce and felt he had reached his true calling.
Post WW 2: Britannia, Johnny Rocket, Kid Silver, and Fighting Irish remained on the roster for
Euroforce. Though the enemies changed from Nazis to the Communist, Kid Silver believed he
was always protecting the U.S. and its allies from its enemies. However, he was concerned by
the covert operations they where doing. He was also distressed in how Michael Veil and Major
Godwin Babbs seem to know each other so well. He was troubled in 1967 when Johnny Rocket
abruptly retired and then two weeks later committed suicide. He also didn’t like the attitudes
being shown toward metas like himself and Britannia. They were no longer recognized as heroes
of WW 2, but more or less meta-beings under the British government’s watchful eye. When the
U.K. S.C.R.E.T. began using strong-arm tactics to Control, Retrieve, and Eliminate Super
Beings, and Cooper noticed his powers seem to be diminishing, at the age of 49 in 1976, he
decided to retire. He realized it was the end of an era but he was ready to return home.
Back in Century Station, Cooper saw how the city was in needed of revitalizing. Using the
money he made as a member of Euroforce, he invested in many things. He was instrumental in
convincing the Daedalus Foundation into choosing Century Station as its city to build Project
Daedalus. He eventually was elected as a city councilman. Not surprising, he was a major
advocate for super beings who functioned as super heroes. Unfortunately when the aliens
arrived and took away all the benefits of alien technology, they in short took away his political
career. Cooper lost the election. He saw CS fall into ruin and was sadden by the events of
Bloody Monday. He continued to speak out and advocate for super beings. When the events
that occurred two years ago that eventually put Britannia in prison, he was the first person to
come to her aid. He has vowed to see that she regains her freedom. This is the first time he
believed justice was in error. He is unaware of the group Omaha has gathered to attempt to
break her out if all else fails. He would not support such actions. Cooper is 81 years old and still
in good health, but he has lost all trace of his speed powers, but in his heart and mind he will
always be Kid Silver.
Real Name: Cooper Denton
Occupation: Former Sidekick of the Red Racer
Alignment: Principled
Power Category: Minor Hero (Mutant)
Experience Level: 3rd level (During the Summer of 1942)
Hit Points: 25 S.D.C.: 90
P.P.E.: 22
Appearance: Cooper is a handsome, athletic young man with strawberry blond hair and
blue eyes. He wears a tight fitting full body silver uniform.
Attributes: I.Q. 12, M.E. 12, M.A. 15, P.S. 14, P.P. 15, P.E. 14, Spd. 140 mph (225 km),
P.B. 14
Age: 19, Sex: Male, Height: 5 foot and 10 inch (1.77 m), Weight: 184 lbs (82.8 kg).
Minor Super Abilities: Extraordinary Speed and Lightning Reflexes.
Combat Training: Basic
Attacks per Melee: 6 (2 Initial +2 from Hand to Hand) +2 from powers
Combat Bonuses: +5 to initiative, +2 to strike, +6 to parry, +9 to dodge, +5 to auto
dodge, +8 to damage/+4 to damage for 20 mph (32 km) of speed, +9 to roll with punch/fall, +7
to pull punch, and +1 to disarm.
Combat Skills: Punch 1D4, Power Punch 2D4 (2), Snap Kick 1D6, Elbow/Forearm 1D6,
Knee 1D6, and Paired Weapons.
Educational Background: On the Job Training
Common Skills: Read-Write/Speak English 96%/91% and Mathematics: Basic 81%.
Military Program (Basic): Hand to Hand: Basic, Running, Climbing 70%/60%,
Forced March, Military Etiquette 65%, Radio: Basic 80%, and W.P. Rifle (+2 to aim/+1 to
burst).
Investigation Program: Research (1940s tech) 70%, Photography 65%, and
Writing 55%.
Secondary: Athlete, Sports: Baseball (2) 55%, Swimming 65%, Land Navigation
48%, Prowl 40%, Juggling 50%, Pick Locks 45%, and Cook (2) 50%.
Money: He has $233 dollars in his savings account back in New York. He makes about
$16,000 a year as a member of Euroforce.
Weapons: He mainly relies on his super powers.
M1 Garand Rifle (.30-06), Range: 1500 feet (457 m), Damage: 4D6, Rate of
Fire: Single Shot, Feed: 8 round clip internal magazine.
Armor: Half Suit Vest: A.R.: 10, S.D.C. 50.
Equipment & Vehicles: He has access to any equipment and/or vehicles the British Army
can provide them during this time of war.
Note: There was another Kid Silver who appeared briefly in Century Station (page 95 in CS). He
was some kind of mutant with speed powers but he died in a super brawl when tried to tangle
with super villains far more powerful then he could handle (he was only 1st level). Cooper
Dention knew nothing about this "wanna be" but was sadden to see someone try to live up to
mantle and pay the price with his life.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Sat Feb 07, 2009 5:49 pm
by Reagren Wright
WATCHDOG
No one knows who the man known as Watchdog is. All that anyone can say about him is that
he is an Englishman who served as an officer in the British Army during WW 1 and he spent a
great deal of time abroad in the British Colonies. When the WW 2 North African Campaigns
began in June of 1940, the Watchdog and his dog Merlin began doing solo commando against
the Italians. He was able to take out enemy troops using guerilla tactics and sniper shots.
Once the British were able to take the offensive and fight against the Italians, Watchdog
turned his commando skills on the German in France. Major Theron Raison is able to get in
contact with him and convinced him to help MX7 form a group of super beings to use his style
of tactics against the Axis. Watchdog says as long as he is not the man in charge he will agree
to it. When Britannia takes command, he announces his full cooperation.
Throughout the war, no one learns anything about Watchdog. He never reveals his name, place
of birth, etc to anyone.
Death: Toward the end of the conflict in Europe, Watchdog becomes increasingly aloof. Then a
lucky sniper nails Fighting Irish in the leg. He is unable to move. Someone tosses a hand
grenade near him. Kid Silver already has an injured Rosie in his hands and Britannia is fighting a
tank. Fighting Irish believes his luck is gone, when Watchdog jumps on the grenade and
says, “Be sure to have a drink on me.” The grenade goes off killing him instantly. Merlin is
distraught over loosing his master. When the war is over, he is given to Major Godwin Babbs
who takes him to his family. The remains of Watchdog were buried at the Tripoli War Cemetary.
Merlin lived to be 12 years old. He was cremated and his ashes buried in the soil above
Watchdog’s grave by the surviving members of Euroforce.
Real Name: Unknown and never revealed
Occupation: Unknown, but he has extensive knowledge of the British Army/Empire from
WW 1 up the summer of 1942.
Alignment: Unprincipled
Power Category: Veteran Grunt (Ninjas and Superspies)
Experience Level: 7th level
Hit Points: 50 S.D.C.: 52
P.P.E.: 6
Appearance: Watchdog wears the standard “Battledress” of a British Soldier. It’s made
of wool with a soft brown or a darker shade of brown/green so he can blend in with ground
colors and grass. The trousers are full cut with a button fly, two front and two rear pockets,
and a large cargo pocket on the right thigh. His jacket is a closed neck with flat metal buttons
down the front, and a waist belt that was sewn into the lower part of the jacket to keep it
closed up. There are buttons at the back of the jacket that buttoned onto the pants to keep
the lower back covered. The front of the jacket has two large outer pockets, and two smaller
inside pockets that had buttons to close them up. He has black leather boots and a series of
webbing packs and ammo pouches and a waist belt that can have a number of things attached
to it. He always wears his steel helmet that says Watchdog on it. There are no identifying unit
insignia on his uniforms, nor any rank and trade badges. The look of his uniform does suggest
it’s made of good quality material which does suggest it’s an officers uniform. He always wears
a black mask over his head. He never takes it off (unless in total seclusion and if he does so its
very brief).
Attributes: I.Q. 14, M.E. 20, M.A. 14, P.S. 14, P.P. 16, P.E. 21, Spd. 32, P.B. 12
Age: In his mid 40s, Sex: Male, Height: 6 foot (1.82 m), Weight: 200 lbs (90 kg).
Combat Training: Savate (Based on Ben Lucas from Rifter #7).
Attacks per Melee: 4 attacks per melee
Combat Bonuses: +8 to initiative, +2 to strike/+3 with kicks, +7 to parry/circular parry
(only 1 attack per melee round), +9 to dodge/multiple dodge (all incoming attacks), +3 to roll
with punch/fall, pull punch, maintain balance, +2 disarm, critical strike from behind, knockout on
an unmodified roll of 20, and critical strike on an unmodified 18-20.
Saving Throws: +4 to save vs. Horror Factor, +3 to save vs. psionics, +4 to save vs.
insanity, +12% to save vs. coma/death, +3 to save vs. magic and poison.
Combat Skills: Punch 1D4, Power Punch 2D4 (2), Backhand 1D6, Palm Strike 1D6, Snap
Kick 1D6, Elbow/Forearm 1D6, Knee 1D6, Karate Kick 2D4+4, Roundhouse 3D6+4, Snap Kick
1D6+4, Crescent Kick 2D4+6, Axe Kick 2D8+4, Reverse Turning Kick (dodge/karate kick), Jump
Kick 6D6+4, Jumping Reverse Turning Kick (dodge/jump kick), Tripping/Leghook (cannot be
paired, must dodge or knockdown), Double Kick Technique (once per melee round, can kick
twice for once action-two separate strike rolls, the second only gets half the strike roll bonus),
Leg Locks, Elbow Lock (must be done on the ground),
Martial Arts Powers: Martial Arts Awareness (20 feet/6 m and cannot be surprised from
behind) and Kick Practice.
Educational Background: Special Training (Note: Most of the skill programs from Ninja &
Superspies have additional skills that are based on ideas from John C. Philpott from Rifter #25).
Common Skills: Read-Write/Speak British English 94%/95, Mathematics: Basic
93%, and Gymnastics (Sense of Balance 71%, Bars & Rings 81%, Backflip 84%).
Military Program (Basic): Running, Climbing 95%/85%, Forced March, First Aid
98%, Radio: Basic 98%, Camouflage 80%, Military Etiquette 95%, Demolitions 98%, Demolition
Disposal 98%, and W.P. Rifle (+4 to aim/+2 to burst).
Military Program (Guerilla Warfare): Detect Ambush 80%, Detect Concealment
75%, Land Navigation 74%, Sniper (+2 to called and aimed shots), Wilderness Survival 85%,
Trap Construction 58%, Trap/Mine Detection 60%, W.P. Handgun (+3 to aim/+1 to burst), W.P.
Heavy Military Weapons (+2 to aim/+1 to burst), W.P. Knife (+3 to strike, parry, and throw),
and W.P. Military Flamethrower (+2 to aim/+1 to burst).
Military Program (Advance Infantry): Interrogation 70%, Pilot: Automobile 86%,
Fortification 80%, Field Surgery 54%, W.P. Grenade Throwing (+2 to strike), W.P. Artillery (+2
to aim), W.P. Vehicle Mounted Weapons (+2 to strike/+1 to burst), W.P. Sword (+3 to
strike/parry), W.P. Blunt (+3 to strike/parry), and W.P. Chain (+3 to strike/+1 to parry). .
Military Program (K-9 Corps): (Based on John C. Philpott in Rifter #25). Animal
Husbandry 85%, Animal Training (Cainines 90%/Othes 65%), Detect Ambush with Canine
85%/with Merlin 90%, Detect Concealment with Canine 80%/with Merlin 85%, Hojo-Jutsu 75%,
makes it -15% to escape, Prowl 75%, and Tracking (people) 75%/with Canine 80%/with Merlin
85%
Learn Skill: Find Contraband 59%.
Language Program: Read-Write/Speak French, Arabic, Hindi, German, and
Russian 85%/81%
Secondary: Athlete, Desert Survival 90%, Arctic Survival 70%,
Outdoormanship, Swimming 85%, Pilot: Airplane 78%, Pilot: Kayaking & Canoes 78%, Pilot:
Truck 84%, Astronomy & Navigation 65%, History 95%/75%, Whittling & Sculpting 50%, Rope
Works 45%, and Horsemanship 44%/24%.
Money: He has 3055 British Pounds in a checking account in a bank in London. He also
has 510 Franks stashed away in a safe house in Paris. He will make about $16,000 a year as a
member of Euroforce.
Weapons:
Webley Revolver Mark V1 (.45 caliber), Range: 150 feet (45.72 m), 4D6
damage, Rate of Fire: Single shot or short burst, Feed: 6 chamber cylinder. He always keeps
36-72 bullets on him for his gun.
Lee-Enfield (#4 Mark 1) with spike bayonet, Range: Effective 1650 feet (502
m) with a max range 6000 feet (1828 m), Damage: 4D6, Rate of Fire: Single shot, Feed: 10
round detachable box magazine. Bayonet 1D6. He always keeps 4-5 clips on his person. The
gun does have a sight on it to help with sniping.
Machete 1D6
4 Throwing Knives 1D4
1 Large Boot Knife 1D6+1
Armor: Modified Half Suit Vest: A.R.: 12, S.D.C. 55. He wears a steel helmet.
Equipment & Vehicles: Watchdog has access to any equipment and/or vehicles the
British Army can provide Euroforce during the war. He is also skilled enough to know how
to “acquire” specific military gear or equipment using his various connections with others
services branches of the British military and French Resistance. The following two vehicles are
his.
Morris C8 artillery tractor 4x4 (mark 1) or Quad, A.R. 10, S.D.C. 350. Armor
S.D.C. 175., Crew: Pilot + 5 passengers, Height: 7 feet, 5 inches (2.26 m), Length: 14 feet and
8 inches (4.49 m), Width: 7 feet 3 inches (2.21 m), Weight 7500 lbs (3375 kg), Speed: 50 mph
(80.5 km), Range: 160 miles (257 km). Can pull up to 4 tons.
Willys MB US Army Jeep, A.R. 6, S.D.C. 300, Speed: 120 mph (193 km), Range:
400 miles (644 km).
Merlin A 5 year old solid black Alsatian Wolf Dog (A German Shepherd).
Size: 4 feet (1.21 m), Tail 14 inches (35.56 cm)
Weight: 68 lbs (30.6 km)
Height: 25 inches (63 cm).
Hit Points: 15 S.D.C.: 21
P.P.E.: 16
Attacks per Melee: 3
Natural Abilities: Nightvision 30 feet (9m), Prowl 45%, Track by Smell 80%, Swim 65%,
Leap 4 feet (1.2 m) high and 6 feet long (1.8 m). Sense the Supernatural and P.P.E. 1200 feet
(366 m). He can generate a HF of 6.
Damage: Bite 2D4+2, Trained Bite 1D4 and Pull Down (lose initiative and 1 attack or
action), Claw 1 point, Leaping Pounce 01-55% of knocking human-sized prey off his feet (lose
initiative and 1 attack/action) and suffer 1D4 points of damage.
Combat Bonuses; +3 on initiative, +4 to strike, +2 to dodge, and +3 to save vs. Horror Factor.
Speed: 35 mph (56 km) for 4 hours and maximum of 37.5 mph (60 km) for 3D4 minutes.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Sun Feb 08, 2009 12:12 pm
by Reagren Wright
AIRBORNE
Alban John was born at his family’s estate near Reading, England in 1908. When he was four
years old, he made his first paper airplane. He was fascinated by things that could fly. At the
age of six, he made sketches of birds and constructed flying models. He saw his airplane when
at the age of eight. He explored every inch of the aircraft. A year later, he built a scale model
from pieces of metal he found around the estate. Realizing he has a child prodigy for a son, his
father bought him his own airplane. In a matter of weeks, Alban managed to disassemble it and
a week later put it back together. Then he took it apart again, only this time he started adding
equipment of his own on to it. Two months later, he was flying the aircraft.
At the age of fourteen, Alban attended King’s College in London. He astounded his teachers
with his intellect, especially in the fields of mathematics and engineering. He graduated from
the college at age of 20 with a doctorate. Using his inheritance, he began to build and fly his
own aircraft with technical capabilities 20 years ahead of its time. A year later with the help of
his older brother Douglas, he founded A.J Aircraft. Though the company made and sold civilian
and military aircraft, A.J was coming up with radical designs for combat jets and bombers. He
envisioned an unmanned bomber armed with enough weapons for war to ensure peace
throughout the world. Leaving the company to be run by his brother, Alban set about his dream
of building plane of the future.
In 1938, with the help of his friend Parry Alcott, Alban designed a turbo jet engine (equal to
1960s capabilities) and the special fuel needed to power them. Now that he had the engines,
all he needed was the plane. His brother was apprehensive about him spending so much money
on an experimental aircraft when the tensions in Europe were escalating. Alban vowed if he
completed his aircraft, the moment he revealed it to the world, Germany and the Soviet Union
would tremble before England. A year later, war broke out. His brother became increasingly
jealous of him, so much so he decided to start selling secrets to the Germans. Months later, he
was found out. The betrayal cut Alban to his core. Outraged that the Nazi incorporated his
inventions into their aircraft, Alban vowed to seek out those who utilizing his technology and
destroy them, as well as the records and blueprints they might have gained as well. In order to
accomplish his goal, he needed the assistance of the Royal Air Force. He explained the
situation and they agreed. He offered the use of his experimental bomber, but on the condition
that he and his most trusted, employees fly it. The RAF agreed and Alban and his staff were
giving honorary military ranks. The Vertex proved its worth when a squad of German
experimental fighter/bombers using his stolen technology made their way to London in an
attempt to destroy the city. With Alban at the control, he and his crew destroyed every
aircraft. Because of his actions, Alban John was knighted. A few weeks later, he offered his
services to MX7 as they attempt to form a fight force using meta-beings, believing his meta-
plane would be the perfect weapon to assist them in winning the war. Major Godwin Babbs and
Major Theron Raison took him up on his offer. Alban John is the only one given a codename
since he wanted his “crew” to remains as anonymous as possible.
Death: In fall of 1944, Alban John was pulling double duty serving as a member of Euroforce
and working hard on his newest invention, a jet powered stealth bomber. Unfortunately, he
never had the time to go beyond the blueprint phase. In October of 1944, the mega-mutant
Panzerfaust was attempting to destroy the Allied foothold they had in Europe by destroying all
of their aircraft, including the Vertex. While engaging on a bombing mission, the mutant
attacked and damaged the aircraft while the other members of Euroforce were onboard. Johnny
Rocket was blasted out of the sky and knocked unconscious. There were only 12 parachutes,
and Alban insisted of being the one flying the craft to keep it from crashing with the
experimental bombs on board. He didn’t want to risk civilian casualties. Alban knocked out Parry
and strapped him to the last parachute. The members of Euroforce and the crew of the Vertex
watched as Alban steered the crashing bomber into an enemy tank battalion. Alban John was
posthumously awarded the Victoria Cross (he’d already earned the 1939-1945 Star). With his
death, A.J. Aircraft needed a new leader. Parry Alcott took the helm. One of his first acts was
to destroy all the inventions and blueprints his friend made so none of his knowledge fell into
enemy hands. In 1963, two years after Parry Alcott’s passing, A.J. Aircraft was absorbed by
the KLS Corporation and the name ceased to exist. Ian Glenhill (Johnny Rocket) thought it was
only fitting that the most brilliant aviator inventor should have his company be absorbed by
ones who foresaw his vision of aircraft technology.
Real Name: Sir Alban John
Occupation: Inventor and Co-Founder of A.J. Aircraft Although he did not enlist in the
Royal Air Force, he holds a honorary rank of Warrant Officer.
Alignment: Scrupulous
Power Category: Hardware: Mechanical
Experience Level: 4th level
Hit Points: 31 S.D.C.: 35
P.P.E.: 5
Appearance: Alban is a good-looking English male with short brown hair and light brown
eyes. He has a monocle in his right eye and his gold pocket watch. Alban always dresses in
fancy British clothes of 1940s. He does at times where a special flight suit if the mission suits
it. He is a big tea drinker, especially when he's flying aircraft.
Attributes: I.Q. 19, M.E. 13, M.A. 14, P.S. 12, P.P. 15, P.E. 12, Spd. 15, P.B. 13
Age: 34, Sex: Male, Height: 5 foot and 10 inch (1.77 m), Weight: 188 lbs (84.6 kg).
Combat Training: Non-combatant
Attacks per Melee: 1 attack per melee round and 3 non-combat actions.
Combat Bonuses: +1 to dodge.
Combat Skills: Punch 1D4
Other Bonuses: +5% to all skills.
Special Hardware Skills: Hot Wiring Aircraft 93%, Building Super Vehicles 97%,
and Recognize Vehicle Quality 75%/95%.
Educational Background: Ph.D.
Common Skills: Read-Write/Speak British English 98%/98% and Pilot: Automobile 77%.
Pilot: Advance Program: Navigation 98%, Sensory Equipment (1960s tech
98%), Weapon Systems 98%, Pilot: Airplane 98%, Pilot: Motorcycle 98%, and Pilot Jet Aircraft
98%.
Electrical Program: Electrical Engineer 98%, Basic Mechanics 95%, and
Computer Repair (1960s tech 98%).
Business Program: Mathematics: Basic 98%, Business & Finance 90%,
Computer Operation (1960s tech 98%), Law (general) 90%, and Research 98%.
Mechanical Program: Mechanical Engineer 95%, Automotive Mechanics 98%,
Locksmith 90%, Aircraft Mechanics (1940s and 1960s 91%), Basic Electronics 65%,
Mathematics: Advance 98%, Pilot: Race Car 92%, and Pilot: Motor and Race Boats 98%.
Secondary: Radio: Basic 75%, General Repair/Maintenance 70%, Jury-Rig 70%,
Land Navigation 57%, Public Speaking 75%, Language: French 67%, Literacy: French 65%,
Wardrobe & Grooming 81%, First Aid 70%, History 75%/55%, and Computer Programming
(1960s tech 71%).
Money: He is worth around 89 million British Pounds. He owns a grand estate near
Reading, England a well as numerous other real estate holdings in the United States, India,
Hong Kong, and Egypt.
Weapons: He relies on his inventions to protect him.
Equipment & Vehicles: He owns a Beech 18 light aircraft, a Hawker Hurricane,
a Submarine Spitfire, and a Bristol Beaufighter.
THE VERTEX (a super high tech bomber aircraft)
Armor: A.R.: 10 (Stops low caliber pistols and rifle rounds with Penetration value of 6).
S.D.C. by location: 1000 total.
*Tail Fins (2)-85 each
**Wings (2)-200 each
Landing Gear (3)-55
Tires (16)-50 each
Engines (4)-100 each (note the plane can function on two engines, but control
rolls become -35%)
***Cockpit-250 (This area also has additional passenger armor providing an A.R.
of 16 and 200 S.D.C. to protect the crew).
Main Body-750
*Difficult to hit. They require a called shot and the attacker is -3 to strike.
**Destroying one of the wings will knock the craft out of the sky! Roll
under pilot skill -50% for a successful crash landing (plane is
wrecked, but 01-33% of the crew and passengers are uninjured).
***Destroy the cockpit and control of the plane is lost. A crash is
unavoidable (80-100% of the crew and passenger will be injured).
Crew: 5/7 (1 pilot, 1 co-pilot/bomb aimer/forward gunner, 2 navigators, and electronic
engineer). The plane does on occasion take two additional people who can be used as a mid-
upper and rear gunner in case the radar system fails.
Weight: 75,880 lb (34, 420 kg)
Payload: 138,000 lb (62,600 kg)
Wingspan: 114 ft 6 in (34.85 m)
Length: 108 ft 3 in (32.99 m)
Height: 32 ft 2 in (9.80 m)
Speed: Mach 0.84 (414 mph, 666 km/h) at 30,000 feet plus
Range: 4500 miles (7,200 km).
Ceiling: 54,000 ft (21,000 m) or 10.22 miles (16.3 km). However, it general doesn’t go
above 25,000 feet (7620 km) or 4.7 miles (7.57 km).
Power System: Four experimental turbo jets (equal to 1960s jet technology).
Total Vehicle Bonuses: +3 on initiative, +2 to strike with the gatling guns. However,
the guns can be used manually by a gunner. In this case, the weapons only use the bonuses
from the gunner and not the radar/combat computer.
Weapons: Three 15 mm Gatling guns. Each four-barreled rotary cannon is capable of
firing more than 4000 rpm. It’s a linkless feed system electrically powered. There is one swivel
in the front (ventral blister), one swivel in the middle or dorsal (360 degree over the top of the
aircraft (protect the aircraft from the above and side), and one swivel in the tail over the spars
for the tailplane (180 degrees side to side and 30degrees up/down). Range: 9900 feet (3017 m)
against air targets. Damage: 3D6x10 for short burst and 6D6x10 for long. Rate of Fire: Short or
Long burst only. This weapon’s rate of fire is so fast that a long burst only counts as one
attack. Payload: 2000 rounds in each gun. Enough for 5 long bursts or 10 short bursts. In radar
targeting mode, the gun only fire short burst. If operated by a gunner he or she can choose to
fire short or long bursts.
Bombs: Note: The bomb bay doors are 33 feet (10.05 m) long.
Blockbusters (cookies), Range: Free fall, Damage: 3D6x10, 6D6x10, or
2D6x100. Blast Radius: 30 foot (9.1 m), 60 foot (18.2 m), and 120 feet (36.5 m). The bigger
the damage, the heavier the bomb.
Earthquake Bomb, Range: Freefall, Damage: 2D4x100+200. Blast Radius: 100
feet (30.4 m) wide and 80 feet (24.3 m) deep. Can penetrate 16 feet (4.8 m) of concrete,
Bonuses: This bomb can be guided (+3) to strike a stationary target. Note: This bomb always
dropped above 20,000 feet (6096 m). This bomb weights 5 tons and is 21 feet (6.4 m) long.
Planet Killer, Range: Freefall, Damage: 4D4x100. Blast Radius: 300 feet (91.4
m) wide and 131 feet (40 m) deep. Can penetrate 6.5 (1.98 m) on concrete, Bonuses: This
bomb can be guided to strike (+3) a stationary target. Note: This bomb weights 22,000 lbs
(9900 kg) or 11 tons. 26.5 feet (7.70 m) long.
Incendiary, Range: Freefall, Damage: 2D6x10. Blast Radius: 40 feet (12.1 m).
These can be dropped by the hundreds since the bombs only way 4 lbs (1.8 kg).
Special Equipment:
Maxi-Radar (1960s): It’s an ultra sophisticated radar system far superior against late
1930s and 1940s technology. It can warn whenever enemy fighters are approaching the craft
from any direction. It can identify up to 8 targets and track six. Range: 5 miles (8 km).
Target ID: By coupling the radar, the aircraft’s weapons automatically lock on
any inbound target. The pilot is unable to determine what kind of target he is approaching so
he has to rely on visual identification. Once he has determined if he is facing a friend or foe, he
can tell the combat computer whether to attack or not. He presses a green button for friend or
a red button for foe. Once a friend has been determined, the combat computer is unable to put
a weapons lock on that specific target. If the pilot switched to manual, however, a gunner can
fire on any approaching target. The Target ID is optimized for enemy aircraft, surface to air
rockets, and flying humanoids, but with its look down radar, it can also identify ground targets.
The reading is generally an approximate (80%).
Combat Computer:
Navigation Computer:
Star light Vision: This is a 1960s version of Nightvision. In enables the pilot to
see a target at night. Its mainly used to see ground targets.
Radar Signal Detector: It can identify whenever the aircraft is scanned by any
ground or airborne radar.
Secure Radio: Encrypted radio transmissions. Must use Radio: Scrambler in order to
intercept aircraft’s transmissions, and even then it’s a –25% penalty.
Wide-Band Radio Receiver and Transmitter: Range: 300 miles (480 km).
Radio Locator: Can be used to locate a radio transmission between enemy
aircraft or a ground position.
Rocket Boosters: The aircraft can be fitted with two rocket boosters that enable it
launch into the air whenever it must take off on a short runway. These rockets are for a single
use and must be jettison after the plane is airborne. Their weight must be factored along with
the plane’s ordinance.
Auto Pilot: When the autopilot is engaged, not only will it fly plane, but also it
can perform basic defensive maneuvers. The pilot requires coordinates that put in manually
from the navigation computer otherwise; it will only fly the plane on a forward heading. Alban
likes to engage the autopilot then go in the back and relax. Pilot Jet Aircraft 86%.
Smoke Screen: Can be used to disorient enemy aircraft following the plane or lay a
blanket of smoke on ground troops for cover or confusion. Has enough to last 15 miles.
Pressurized Cabin
Polarized light sensitive/adjusting tinted windshields
Provisions Storage
Complete Reinforced, Environment Pilot and Crew Compartments
Luxury Accommodations (a galley)
Multiple Refreshment Dispensers (found throughout the plane, used mainly for tea).
A dozen Parachutes
Note: Helping Alban fly the plane are the following NPCS, all are members of the British Royal
Airforce (RAF) but they are also employees of A. J Aircraft. They are all 3rd level Ordinary
People.
Co-Pilot Parry Alcott (Flight Sergeant). Alban John’s best friend. 34 years old.
Navigator Hunter Bean (Sergeant). 25 years old.
Navigator Duncan Logan (Sergeant) 23 years olds.
Electronic Engineer Christopher Merryweather (Corporal). 19 years old.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Sun Feb 08, 2009 1:39 pm
by Reagren Wright
MARIONETTE
Pierre Bellmonte was born in Paris in 1913. At an early age, he was fascinated by magic and
magicians. In 1920 at the age of 7, he watched Harry Houdini perform one of his legendary
escape attempts. From that moment on he was hooked on being just like him. Years later, he
became even more fascinated with Jean Eugene Robert-Houdin, the great French Magician who
impressed Houdini when he was young. Pierre began to ready and study the man learning as
much as he could about him. Soon Pierre was combining both aspects of the two men into an
act of his own. The age of sixteen, he was performing shows at carnivals and on the street.
After leaving school, he became an apprentice for another magician who thought he had
potential, Bastien Raison (Le Raison étonnant). After two years of working with him, Bellmonte
wanted to break out on his own, but he agreed not to do any of Raison’s famous illusions. He
needed something unique and all his own. Then he met Lothar Van Pelt who offered to sell him
an amazing puppet that performs without strings. The idea makes him think of the book
the “Adventures of Pinocchio” from by Carlo Collodi. When Lothar reveals the wooden puppet,
he sits on a stool and appears to go to sleep. Suddenly the puppet comes to life. The puppet
then tells Lothar that he is inside the puppet. It requires the owner to poke his finger and let
three drops of blood fall on its chest then saying some magic words (Arabic). Pierre agrees and
gives ¾ of all the money he has to buy the puppet. He performs the ritual and binds himself to
the puppet. Several weeks later, he performs his act at a theater which cost him the last of his
money. He performs the puppet act to an astounded audience. Soon others want him to come
to their theater and perform the feat along with his other tricks.
Six months later, he is growing quite famous and making lots of money. He is visited by Raison
who is curious to know how the trick is performed. Pierre refuses to share the secret. Envious
and bitter, Raison spends the next year trying to expose Pierre as a hoax and in doing so only
ruins his own career. Before long, Pierre is playing in theaters in England and the United States.
The final blow to Raison ego is when his wife Sabine leaves him for Pierre.
On a winter night at a sold out Paris theater, Pierre once again performs the puppet act when
Raison rises up out of the audience and shoots him in chest with a pistol. Pierre body falls out
of the chair bleeding profusely. Pierre’s life essence still in the puppet realizes if he returns to
his body, he will die. He collapses on stages and awaits for the crowd to dissipate. Later he
sneaks across the street to see if he can risk re-entering his body. Its no good, the bullet
pierced his heart. He is trapped in the body of the marionette forever. The following evening he
takes his revenge on a Raison in his jail cell. Later he goes to meet his beloved Sabine who is
horrified at first, but the love she has for him only her to accept his cursed existence. In an
effort to continue their life, Sabine instructs a young man Claude Leroy to take up the act. The
charade works for a year, but Pierre starts to realize that Claude and Sabine have fallen in
love. During the show, the puppet dances into the audience and leaves the theater.
Pierre spends the next five years living in isolation in the Pyrenees Mountains. In 1939, he
learns that France has declared war with Germany. Though he feels empty and hollow inside,
he will not stand idly by while his country goes to war. His father fought in WW I and was
never the same man again. To his utter dismay, France is overridden by the Germans thanks
impartially to Der Eisen-Ritter (The Iron Knight). Weeks later, Pierre makes his way to Berlin and
confronts the mutant. The two fight and the Iron Knight smashes him to pieces and throws his
remains in a fireplace. Forty-eight hours later, Pierre is reformed. While Der Eisen-Ritter is
asleep in his normal form, Pierre shots him in the head and kills him. He returns to France to
lead a resistance movement against the Nazi.
Eventually the exploits of a wooden puppet reach the ear of Major Theron Raison. He convinces
Pierre to join MX7 to form a meta-human fighting force to defeat the Axis and regain the
liberation of France. Pierre agrees to join. At first nobody takes him seriously, he eventually
proves them all wrong for he is more then a simple wooden puppet, but one of the greatest
magicians of all time.
Death: During the final weeks of the war, Pierre learns Sabine is in the city of Dresden,
Germany which is going to heavily bombed. He disobeys direct orders and leaves for Dresden.
He sneaks aboard a British plane and gets to the city. He manages to find Sabine with her
daughter (born from Claude, who was killed in the war). They try in vain to get out of the city
before the bombing, unfortunately, they don’t make it. They get caught in the firestorm.
However, Pierre can only be destroyed permanently by destroying the magical ruby in his
chest, and yet he has never been seen since that day.
Real Name: Pierre Bellmonte
Occupation: Magician and French Resistance Fighter
Alignment: Unprincipled
Power Category: Stage Magician/Immortal Golem
Experience Level: 4th level (During the Summer of 1942)
Hit Points: n/a S.D.C.: 75 Armor Rating: A.R.: 12
P.P.E.: 27
Appearance: Pierre looks like a court jester Czech marionette, dressed in red and green
colors with a black mask on his face. He has a pointed nose and pointed ears. All of his limbs
are fully articulated.
Attributes: I.Q. 11, M.E. 28, M.A. 24, P.S. 10, P.P. 14, P.E. 32, Spd. 11, P.B. 12
Age: 29, Sex: Male, Height: 20 inches (50.8 cm), Weight: 11 lbs (4.95 kg).
Natural Abilities: Marionette is essentially a wooden puppet inhabited by the life force of
Pierre Bellmonte. As a result, he is effectively immortal and impervious to organic attacks
(disease, drugs, poisons, etc). He does not have to eat, drink, breath in order to survive, nor
does he suffer from physical fatigue, but if he doesn’t at least get 3-4 hours of sleep within 48
hours, his mental facilities begin to deteriorate. His wooden body is highly resistant to
conventional harm. He is resistant to cold (1/2 damage). His wooden body floats. On the
downside, he can see and hear equal to a normal person, but he has no sense of taste, touch,
or smell. He doesn’t feel pain unless it’s a psychic (psi-sword for example) or magical attack.
Indestructible: He regenerates damage at a rate of 2D6 S.D.C. per melee
round. List limbs regenerate in 8 hours and even if his body is chopped to bits or blow to
pieces, he will completely reform at full strength in 48 hours. The only way to destroy him is to
inflict more than 300 points of damage by magical means (spells, magic weapons, etc) or
psionic attacks that affect the mind and/or essence (not physical attacks like telekinesis, mind
bolt, pyrokinesis). Afterward, the magic ruby in the center of his chest must be taken out and
smashed to bits. If the ruby is not destroyed, Bellmonte will reform in 48 hours.
Vulnerability: His wooden body takes double damage from fire and plasma attacks
(magical fire does triple damage). When his body is on fire, reduce all physical attributes by
one-half. However, fire damage can be regenerates as normal unless he endures over 300
points of magical fire damage than his body is atomized, but only by smashing the magic ruby
will he be destroyed permanently.
Special Skills: Sleight of Hand, Contortionist, and Juggling (6 attacks, 10 objects, 70%).
Combat Training: Basic
Attacks per Melee: 5 (2 Initial +2 from Hand to Hand)
Combat Bonuses: +1 to initiative, +1 to strike, +2 to parry, +2 to dodge, +6 to roll with
punch/fall, +5 to pull punch, and +2 to disarm.
Saving Throws: +7 to save vs. psionics (+12 to save vs. mind control), +5 to save vs.
possession, +11 to save vs. insanity, +3 to save vs. Horror Factor, +32% to save vs.
coma/death, and +8 to save vs. magic (+13 to save vs. magic attacks that affect his mind).
Combat Skills: Punch 1D4, Power Punch 2D4 (2), Snap Kick 1D6, Elbow/Forearm 1D6, and Knee 1D6.
Other Bonuses: 80% trust/intimidate.
Educational Background: Special Training
Common Skills: Read-Write/Speak French 98%/98%, Mathematics: Basic 98%,
Pilot: Automobile 82%, Pilot: Horsemanship 71%/51%, and Speak English 75%.
Sleight of Hand Program: Cardsharp 76%, Concealment 66%, Palming 70%, Pick
Locks 75%, Pick Pocket 70%, Find Contraband 52%, and Imitate Voices & Sounds 72%/67%.
Illusion & Magic Program: Dance 60%, Disguise 67%, Escape Artist 80%,
Impersonation 72%/59%, Performance 67%, Public Speaking 80%, and Chemistry 80%.
Military Program (Basic): Hand to Hand: Basic, Running, Climbing 70%/60%,
Forced March, Military Etiquette 65%, Radio: Basic 80%, and W.P. Knife (+2 to strike, +3 parry
and throw).
Secondary: Literacy: English 60%, Carpentry 45%,General Repair/Maintenance
65%, Sculpting & Whittling 60%, Rope Works 50%, Ventriloquism 32%, Sewing 50%, and
Wardrobe & Grooming 58%.
Money: He has $190 francs stashed away in a house in Paris. He has $98 British pounds
in a bank in London. He makes about $16,000 a year as a member of Euroforce.
Weapons: He relies on a variety of small throwing knives 1D4+1. He also relies on a
variety of special gimmicks (see page 221 in Heroes Unlimited). Giving time and preparation, he
can create an elaborate stage performance that is in effect a constructed trap or means to
misdirection enemies.
Equipment & Vehicles: He has access to any equipment and/or vehicles the British Army can provide them during this time of war.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Tue Feb 10, 2009 10:12 am
by gaby
Doing great.
It looks-like only Fighting Irish,Omaha and Dog Green are left.
Will you do ther villains too?
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Wed Feb 11, 2009 12:25 pm
by dragon_blaze_99
cool stuff Reagren Wright have you given any thought to doing some of the characters from Skraypers™ their are a few names with out stats but also doing someother movers and shakers it would be kinda cool to see your take on some new Skraypers™
Later
Dragon_blaze_99
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Wed Feb 11, 2009 9:26 pm
by Reagren Wright
Two jobs has put a cramp in my writing time. I should have the last of the Euroforce 1942
guys done real soon. Then I'll move on the current rooster. Then back to the Axis bad guys
and the Soviet Union ones. I'll look at Skcraypers and take a look at the possibilities.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Thu Feb 12, 2009 2:33 pm
by Reagren Wright
FIGHTING IRISH
The man known as Fighting Irish is a true enigma. Major Godwin Babbs and Major Theron Raison
came to MX7 Headquarters on January 2, 1942 and found him standing just outside the gate.
He said he come to join Euroforce. He didn’t explain how he knew about the organization or the
existence of MX7. He also refused to give his real name. He was volunteering his services since
Ireland declared itself neutral during the war. He did not want to remain neutral and was
spoiling for a good fight. The trouble was every time he fought on the battlefield and killed
anyone, his luck powers turned against him. As a result, Fighting Irish was constantly doing
non-lethal and disabling attacks whenever he engaged the enemy.
Post WW 2: Fighting Irish along with Britannia, Johnny Rocket, and Kid Silver remained a
member of Euroforce after the war. However, he found it increasing difficult to work with the
government as the instituted Cold War policies that had more to do with political maneuvering
the attempting to bring about the defeat of communism. In his mind, the Soviet Union was the
enemy and the enemy had to be defeated just as they had done with Nazi Germany and Japan.
Now an entirely different strategy was being deployed. He also noticed the odd relationship
between Major Godwin Babbs and Michael Veil, one of the four directors of G.I.G.M.A. The two
seem to have a “special” connection. When the Cuban Revolution occurred, Fighting Irish
expected Euroforce to be sent to deal with the situation. Surely, a communist government
would not be tolerated in the New World, especially so close to the United States. When
nothing was done, he decided he was done serving a cowardly government. What became of
Fighting Irish after he left in 1959 remains unknown.
Real Name: Unknown
Occupation: Member of Euroforce
Alignment: Scrupulous
Power Category: Magic Object
Experience Level: 5th level (During the Summer of 1942)
Hit Points: 37 S.D.C.: 62 (+132 with magic object).
P.P.E.: 36
Appearance: Fighting Irish has short red hair and bright blue eyes. He dresses in casual
clothes worn during the 1940s in Great Britain. He has an athletic build and has an obvious Irish
accent whenever he speaks English.
Attributes: I.Q. 9, M.E. 18, M.A. 10, P.S. 12, P.P. 18, P.E. 17, Spd. 35, P.B. 14
Age: 31, Sex: Male, Height: 5 foot and 5 inches (1.65 m), Weight: 174 lbs (78.3 kg).
Magic Object: Silver Four Leaf Clover Broach. Powers are 4th level. +2 to save vs.
magic, +70 S.D.C., and Invisibility at Will (same as Invisibility: Simple, 30 minute intervals can
be done all day).
Major Super Ability: Karmic Powers. Note: The more people he kills (even
though he might be in the middle of a gun fight), the less likely his karmic powers will be
present or he will receive negative bonuses. Extra Option: Whenever I use this power I
bestow the character 1 re-roll of any dice per level of experience (4) per 24 hours. This can be
used for anything that requires the roll of dice to determine the outcome.
Combat Training: Basic
Attacks per Melee: 5 (2 Initial +3 from Hand to Hand)
Combat Bonuses: +1 to initiative, +3 to strike, +5 to parry, +5 to dodge, +4 to roll with
punch/fall, and +2 to pull punch,
Saving Throws: +2 to save vs. psionics & insanity, +5% to save vs. coma/death, +1 to
save vs. magic & poison.
Combat Skills: Punch 1D4, Power Punch 2D4 (2), Snap Kick 1D6, and Elbow/Forearm
1D6, Knee 1D6.
Educational Background: Military
Common Skills: Read-Write/Speak Irish & British English 96%/91%, Pilot:
Automobile, and Mathematics: Basic 81%.
Military Program (Basic): Hand to Hand: Basic, Running, Climbing 75%/65%,
Forced March, Military Etiquette 70%, Radio: Basic 85%, and W.P. Rifle (+3 to aim/+1 to
burst).
Military Demolitions Program: Basic Electronics 65%, Basic Mechanics 75%,
Demolitions 85%, Demolitions Disposal 85%, and W.P. Grenade Throwing (+2 to throw).
Technical Program: Appraise Antiques 60%, General Repair/Maintenance 75%,
History 90%/70%, and Research 70%.
Secondary: Athlete, Sports: Soccer 65%, First Aid 70%, Prowl 50%, Land
Navigation 56%, W.P. Blunt (+2 to strike & parry), W.P. Handgun (+2 to aim/+1 to burst), Jury
Rig 40%, and Singing 50%.
Money: He has 53 British Pounds in a bank in London. He makes about $16,000 a year as
a member of Euroforce.
Weapons: Besides his luck powers he relies on the following, however if he relies to
much on his weapon (to kill the enemy) he finds his luck will fail him.
M1 Garand Rifle (.30-06), Range: 1500 feet (457 m), Damage: 4D6, Rate of
Fire: Single Shot, Feed: 8 round clip internal magazine.
Browning Hi-Power Pistol (9mm), Range: 164 feet (50 m), Damage: 3D6, Rate
of Fire: Single Shot or short burst, Feed: 13 round box mag.
Modified Shillelagh (+3 to damage, +1 to strike/parry). Damage: 2D4+3. +3 to
strike & parry.
6 Homemade Grenades, Range: 100 feet (30.5 m), Damage: 1D4x10, Blast
Radius: 20 feet (6.1 m).
12 Mini-Bombs, Range: 35 feet (10.7 m), Damage; 3D6, Blast Radius; 1 foot
(30 cm).
Armor: Half Suit Vest: A.R.: 10, S.D.C. 50.
Equipment & Vehicles: He has access to any equipment and/or vehicles the British Army can provide them during the war.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Thu Feb 12, 2009 3:14 pm
by Reagren Wright
OMAHA
Daniel Armstrong was a private in the 116th Infantry Regiment of the 29th Division of the U.S
Army. He was among the first U.S. soldiers to hit Omaha Beach at Normandy on D-Day on June
6, 1944. He was cut down by Germany machinegun fire and lay upon the beach among the
dead and wounded. Later when the dead were being removed, Daniel opened his eyes and sat
up to the amazement of those around him. He was not the only one to awake from the dead,
so was Sergeant Ben Porter. The reason for their miraclous resurrection could not be explained.
Both were sent to a hospital in London, England to be looked over. After a battery of tests,
nothing more about them could be determiend. Both men as they were being discharged were
meet by Major Godwin Babbs and Major Theron Raison. They wanted to recruit both men to join
their secrets Special Ops taskforce known as Euroforce. They would be given the opportunity
too not only help defeat Germany but to perhaps discover the reason why they returned from
the dead while so many others did not. Both men agreed. Because of the shared link they had,
Daneil and Ben worked together and developed a close friendship.
After WW 2: When the war was over, Daniel remained melancholy over Ben’s death.
Furthermore, he was anxious to return home and be with his family. Daniel returned to his small
town in Evansville, In to his high school sweetheart Betty Walker. They married and had three
children. On June 6, 1974, on the 30th anniversary Daniel returned to Omaha Beach for the first
time in 30 years. The 49-year-old healthy old man walked down to the water and collapsed.
When his wife and friends came to his side, they saw his chest covered in blood. He looked as
if he’d been peppered by a machinegun. The exact reason why Daniel survived the first time
and died upon returns to this day remains a mystery.
Real Name: Daniel Armstrong
Occupation: Former Private First Class in the U.S. Army.
Alignment: Scrupulous
Power Category: Minor Hero (Mutant or perhaps Mystically Bestowed?)
Experience Level: 2nd (July 1944)
Hit Points: 40 S.D.C.: 75
P.P.E.: 20
Appearance: Omaha wears the uniform of a private in the U.S. Army. He is a medium
build young male with short, light brown hair and brown eyes.
Attributes: I.Q. 11, M.E. 10, M.A. 13, P.S. 13, P.P. 18, P.E. 19, Spd. 27, P.B. 9
Age: 19, Sex: Male, Height: 5 foot and 10 inch (1.77 m), Weight: 184 lbs (82.8 kg).
Minor Super Abilities: Healing Factor and Impact Resistance.
Combat Training: Basic
Attacks per Melee: 4 (2 Initial +2 from Hand to Hand)
Combat Bonuses: +5 to parry, +5 to dodge, +3 to roll with punch/fall, and +2 to pull
punch.
Saving Throws: +28% to save vs. coma/death, +3 to save vs. psionics, +5 to save vs.
magic, +5 to save vs. poison, toxins, and drugs. He takes 1/3 the damage, duration, effect,
and penalty from poison, toxins, and drugs even if he fails the saving throw. He takes ½
damage from fire & cold.
Combat Skills: Punch 1D4, Power Punch 2D4 (2), Elbow/Forearm 1D6, and Knee 1D6.
Educational Background: Military
Common Skills: Read-Write/Speak English 84%/90%, Pilot: Automobile 66%,
and Mathematics: Basic 78%.
Military Program (Basic): Hand to Hand: Basic, Running, Climbing 60%/50%,
Forced March, Military Etiquette 55%, Radio: Basic 70%, and W.P. Rifle (+1 to aim).
2nd Military Program: Trap/Mine Detection 40%, Recognize Weapon Quality
45%, Parachuting 60%, and Camouflage 40%.
Secondary: Athlete, First Aid 55%, Body Build & Weightlifting, Basic Mechanics
50%, Automotive Mechanics 66%, General Repair/Maintenance 55%, Jury-Rig 35%, and W.P.
Handgun (+1 to aim).
Money: He has $43 dollars in his savings account back in Evansvile, In. He makes about
$16,000 a year as a member of Euroforce.
Weapons:
M1 Carbine Rifle (.30), Range: 984 feet (30 m), Damage: 4D6, Rate of Fire:
Semi-Automatic, Feed: 30 round detachable magazine. He always carries with him at least 4-5
clips.
S&W Model 10 Pistol (.38), Range: 164 feet (50 m), Damage: 3D6, Rate of
Fire: Single shot or Semi-Auto, Feed: 6 round cylinder. He keeps about 18-24 bullets on him for
the pistol.
Armor: Half Suit Vest: A.R.: 10, S.D.C. 50.
Equipment & Vehicles: He has access to any equipment and/or vehicles the British Army can provide Euroforce during the war.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Thu Feb 12, 2009 3:55 pm
by Reagren Wright
DOG GREEN
Ben Porter was a sergeant in the 741st Tank Battalion that assaulted Omaha Beach at
Normandy on D-Day on June 6, 1944. His DD Tank sank just off shore. He crew managed to get
on abord a landing craft but Ben was cut down by a machinegun. His dead body ended up
floating ashore landing in the sector the Allies called on a map Dog Green. Later when the dead
were being removed, Daniel opened his eyes and sat up to the amazement of those around him.
He was not the only one to awake from the dead, so was Private Daniel Armstrong. The reason
for their miraclous resurrection could not be explained. Both were sent to a hospital in London,
England to be looked over. After a battery of tests, nothing more about them could be
determiend. Both men as they were being discharged were meet by Major Godwin Babbs and
Major Theron Raison. They wanted to recruit both men to join their secrets Special Ops
taskforce known as Euroforce. They would be given the opportunity too not only help defeat
Germany but to perhaps discover the reason why they returned from the dead while so many
others did not. Both men agreed. Because of the shared link they had, Daneil and Ben worked
together and developed a close friendship.
Death: On a super secret mission, Euroforce infiltrated Japan and managed to take out Kane
Okawara, a mad scientist who built a machine that would cause a massive 9.5 earthquake in
order to destroy the city of Tokyo and most of Japan. His ultimate goal was to sacrifice the
entire Japanese population so they would not have to surrender to the U.S. Euroforce sought
to stop the mad man joined by the villainous Rising Sun. His only son Zero allied with Kane. As
Euroforce assault Kane’s base, they were pinned down by Kane’s troops. Dog Green managed
fight his way up to tower where the device was located He was going to set a bomb off to
destroy. Zero spotted him and struck him with his solar sun powers. Most of his body was
incinerated leaving only his indestructible skeleton. He was avenged by Rising Sun. Bert Porter
was post humorously awarded the Silver Star and buried in Arlington Cemetery in Virginia. On a
further note, it was discovered that after his death, his bones were once again as breakable as
a normal person. When his friend Daniel Armstrong mysteriously died 30 years later of
apparent “machinegun wounds” some speculate if the same thing would have happened to Ben
as well.
Real Name: Ben Porter
Occupation: Former Sergeant of the U.S. Army.
Alignment: Scrupulous
Power Category: Minor Hero (Mutant or Mystically Bestowed?)
Experience Level: 2nd (July 1944)
Hit Points: 45 S.D.C.: 94
P.P.E.: 22
Appearance: Dog Green wears the uniform of a sergeant in the U.S. Army (tank
division). He is a short young man with black hair and brown eyes.
Attributes: I.Q. 14, M.E. 13, M.A. 10, P.S. 17, P.P. 8, P.E. 24, Spd. 24, P.B. 10
Age: 21, Sex: Male, Height: 5 foot and 1 inch (1.54 m), Weight:
161 lbs (72.45 kg).
Minor Super Abilities: Healing Factor and Indestructible Bones
Combat Training: Basic
Attacks per Melee: 4 (2 Initial +2 from Hand to Hand)
Combat Bonuses: +3 to parry, +3 to dodge, +2 to damage, +3 to roll with punch/fall,
and +3 to pull punch.
Saving Throws: +38% to save vs. coma/death, +3 to save vs. psionics, +7 to save vs.
magic, +7 to save vs. poison, toxins, and drugs. He takes 1/3 the damage, duration, effect,
and penalty from poison, toxins, and drugs even if he fails the saving throw. He takes ½
damage from fire & cold.
Combat Skills: Punch 2D4+2, Power Punch 3D6+2 (2), Elbow/Forearm 2D6, and Knee 2D6.
Educational Background: Military
Common Skills: Read-Write/Speak English 84%/90%, Pilot: Automobile 66%,
and Mathematics: Basic 78%.
Military Program (Basic): Hand to Hand: Basic, Running, Climbing 60%/50%,
Forced March, Military Etiquette 55%, Radio: Basic 70%, and W.P. Rifle (+1 to aim).
Military Program (Advance) Armor & Artillery: (Based on John C. Philpott in
Rifter #25). Armorer (Field) 60%, Basic Mechanics 50%, Land Navigation 54%, Pilot: Tank &
APC 70%, Pilot: Truck 74%, Pilot: Tracked Vehicle 74%, W.P. Heavy Military Weapons (+1 to
aim), and Weapon Systems 60%.
Secondary: Athlete, Body Build & Weightlifting, Basic Electronics 40%, Auto
Mechanics 66%, First Aid 55%, General Repair/Maintenance 55%, Jury-Rig 35%, and W.P.
Handgun (+1 to aim).
Money: He has $63 dollars in his savings account back in Cleveland, Oh. He makes about
$16,000 a year as a member of Euroforce.
Weapons:
M1 Carbine Rifle (.30), Range: 984 feet (30 m), Damage: 4D6, Rate of Fire:
Semi-Automatic, Feed: 30 round detachable magazine. He always carries with him at least 4-5
clips.
M1917 Revolver, (.45 ACP), Range: 164 feet (50 m), Damage: 4D6, Rate of
Fire: Single shot, Feed: 6 round cylinder. He keeps about 18-24 bullets on him for the pistol.
M9A1 Bazzoka, Range: 360 feet (109 m) effective range, but the weapon has
a maximum range of 1200-1500 feet (365-457 m), Damage: 4D6x10, Blast Radius: 30 feet
(9.1 m). This weapon requires a operator to load the shell and operator to fire the weapon, usually his partner Omaha.
Armor: Half Suit Vest: A.R.: 10, S.D.C. 50.
Equipment & Vehicles: He has access to any equipment and/or vehicles the British Army
can provide them during the war.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Sun Feb 15, 2009 12:43 pm
by gaby
Great.
Can't wait to see what the current team is like?
Here is My Idea on it,9 members,5 from the Big countries like the U.K,France,Spain,Germany and Italy,the 4 other places on the team, will Roter between the smaller countries.
What do you think of My idea?
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Sun Feb 15, 2009 2:49 pm
by NMI
now we are going to need stats for rising sun and zero !
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Mon Feb 16, 2009 2:55 pm
by gaby
I like to see them too.
Hope a update is coming soon,
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Thu Feb 19, 2009 12:58 pm
by Reagren Wright
Well bad weather again has allowed me to get the current roster of Euroforce done today. So here they are. Enjoy these guys, they don't mess around.
SCATTERSHOT
Scattershot is a GEH (genetically engineered human) made by the Sector. He was grown and
engineered in a lab then given over to the Nursery to be raised. At age four, he was placed in
the Neda School of Enhanced Learning in Freedom, New Mexico (HQ for the Sector). Here he
learned to be a perfect soldier and was taught the values, attitudes, motivations, and
behavior considered appropriate by the Nursery and/or Sector, and not by any particular
parent or American society in general. He also underwent psychic conditioning (psionic
brainwashing) to prevent him from acting against the Sector interests. The process should not
be compared to mind control, but rather a way of directing a person’s behavior to conform to
the Sector’s values and norms. Through psionic means (hypnotic suggestion, memory
insertion/deletion, and induced mental functioning) he readily accepted being loyal, obedient,
respectful, and devoted not just because he knew he must, but because his behavior was
internalized and apart of his emotional life and thought process. He’d experience intense guilt
if he successfully violated Sector procedures or values. He’d pass judgment on his own
actions, and without being told too by anyone and would confesses or turns himself in.
When he was eighteen years old, he returned to the Nursery to receive his augmentation that
would make him a super soldier. Unlike previous soldiers, Scattershot was among the first to
receive the 3rd generation of upgrading. It would make even better then the generation
before him (Super Soldiers found in HU 2nd edition book, page 118-119, like the Sector Squad
in Century Station, page 124-126). However, the process induced an unpredictable random X-
factor. These unforeseen super abilities made Scattershot and his fellow GEH unique and
unrepeatable. For Scattershot, his most impressive abilities was to throw himself into a battle
rage when he desired it and his mind became immune to the effects of mind control and
domination. This meant he was no held back by the mental constraints of the Sector psionic
conditioning.
With no longer a mental restraint, Scattershot did as he pleased. He became a lose cannon.
Before long, the Sector recalled him back to Freedom, Nm. They could not risk another “Paris
Affair”, however Scattershot still had his uses, so it was decided to send him to Great Britain,
where he would be enlisted into Euroforce. This way the Sector would have one of its
operatives within the organization to report its covert operation as they take place on the
field. Scattershot does as he pleases, sometimes he reports to the Sector, which is a betrayal
to Euroforce and U.K. S.C.R.E.T, but he also does the same on the Sector. He simply doesn’t
care. “I’m no one’s parrot. I do as I please.” His violent nature was held in check by Britannia,
but upon her expulsion after her arrest, Saxon has encouraged it. Scattershot can be simply
brutal when it comes to making an arrest or capturing a fleeing meta, even if the person has
surrendered. He like bring them in when they put up a fight and if they don’t fight, they still
show up black and blue. He doesn’t kill or mutilate outright, but he loves it’s when the medics
have to stabilize and operate. It helps him deal with the painful memories which have begun to
resurface as of late. Scattershot is not interested in helping Britannia or helping out any other
Sector Operative.
Note: Because they don’t spend a lot of time interacting with the outside world, GEH like
Scatterhot have trouble developing personal relationships outside those of the Sector or their
fellow teammates, to the point they only regard their peers from the Sector or the
organization they work for as equals. They also lack a culturally appropriate social identity.
For example, they don’t have a real name. Prior to a Sector code name, they are referred to
as a number and their professors’ first name, like Robert 4. Their only U.S. identification exists
by their Sector I.D. They have no social security number, birth certificate, state driver’s
license, school pictures, etc. Their Sector I.D. is the only means of identification. Without the
Sector, they simply do not exist nor can they prove themselves as American citizens.
Real Name: Andrew 3
Occupation: Former Sector Special Operative, Current member of Euroforce.
Alignment: Anarchist
Power Category: Super Soldier
Experience Level: 7th
Hit Points: 88 S.D.C.: 161/+40 during Battle Rage
P.P.E.: 19
Appearance: He is a perfect physical specimen, giftedly athletic, pale skin, long snow
white hair, and crystal blue eyes. He wears a black leather outfit that resembles something
worn by motorcycle biker without the helmet.
Attributes: I.Q. 11, M.E. 13, M.A. 7, P.S. 33, P.P. 26, P.E. 41, Spd. 78 (54.6 mph/87.9 km), P.B. 14
Age: 24, Sex: Male, Height: 6 foot (1.82 m), Weight: 206 lbs (92.7 kg).
Unusual Characteristics: Predatory Instincts
Minor Super Abilities: Healing Factor, Battle Rage, Impervious to Control and Possession, and Physical Perfection.
Super Soldier Enhancements: Increased Physical Speed, Mind & Body Attuned, and
Increased Physical Agility (ambidextrous), and Attempted to Install Energy Ability.
Combat Training: Commando
Attacks per Melee: 8/10 (2 Initial +3 from Hand to Hand +3 from enhancement) +2
during battle rage.
Combat Bonuses: +10 to initiative, +9 to strike, +10 to parry, +11 to dodge, +9 to auto
dodge, +20 to damage, +8 to roll with punch/fall, +6 to pull punch, +2 to disarm, and +1 to
perception. During his Battle Rage: +13 to initiative, +11 to strike, tends to ignore parrying,
+8 to dodge, +6 to auto dodge, +2D6 to damage, +11 to roll with punch, and cannot pull
punch.
Saving Throws: Impervious to disease, ½ damage from cold, he takes ½ damage from
all energy attacks (1/4 from fire attacks), +66% to save vs. coma/death, +12 to save vs.
poison, toxins, and drugs (takes 1/3 the damage, effect, penalty, and duration even if he fails
his save), +11 to save vs. magic, +3 to save vs. psionics, +7 to save vs. Horror Factor
(impervious during Battle Rage). During his battle rage, he receives an additional +2 to all
saving throws.
Combat Skills: Karate Punch 2D4, Power Punch 4D4 (2), Elbow/Forearm 1D6, Knee 2D4,
Karate Kick 2D6, Snap Kick 1D6, Crescent Kick 2D4+2, Wheel Kick 2D6, Roundhouse Kick 3D6,
Axe Kick 2D8, Leap Kick 3D8 (2), Backward Sweep (cannot be paired, must dodge or
knockdown, -2 to dodge), Tripping/Leg Hook (cannot be paired, must dodge or knockdown),
Power Kick x2 to damage (2), +1 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, and Paired Weapons.
Educational Background: Military
Common Skills: Read-Write/Speak English 94%/95%, Pilot: Automobile 81%,
and Mathematics: Basic 93%.
Military Program (Basic): Running, Climbing 98%, Forced March, Military
Etiquette 80%, Radio: Basic 95%, and W.P. Rifle (+4 to aim/+2 to burst).
Military Program (Advance) Special Forces: (Based on John C. Philpott in
Rifter #25). Hand to Hand: Commando, Camouflage 70%, Demolitions 91%, Demolitions
Disposal 91%, Demolitions: Underwater 94%, Prowl 95%, Parachuting 85%, S.C.U.B.A. 95%,
Swimming 95%, Trap/Mine Detection 65%, W.P. Knife (+3 to strike, parry, and throw), and
W.P. Submachine gun (+3 to aim/+1 to burst).
Espionage Program: Detect Ambush 75%, Intelligence 60%, Wilderness
Survival 75%, Tracking 70%, and Detect Concealment 70%.
Physical Program: Kick Boxing, Acrobatics (Sense of Balance 98%, Walk Rope
91%, Climb Rope 98%, Backflip 98%), Gymnastics (Bars & Rings 91%), and Athlete.
Secondary: Body Building & Weightlifting, Pilot: Motorcycle 92%, Land
Navigation 64%, Fencing (+1D6 damage and +1 to strike/parry), W.P. Sword (+3 to
strike/parry), W.P. Handgun (+3 to aim/+1 to burst), Language: French 71%, Literacy: French
75%, Recognize Weapon Quality 50%, Law (general) 60%, Language: German 56%, and
Literacy: German 50%.
Money: He made about $104,000 a year working for the Sector ($520,000 over 5
years). He makes 35,500 Euro dollars (45,500 US dollars) a year. He keeps all of his money on
government debit cards.
Weapons:
Two Modified Katanas (+4 to damage, +1 to parry, +3 to strike) Damage:
4D6+4, Bonuses: +7 to strike and +5 to parry.
Energy Wrist Blasters, Range: 600 feet (183 m), Damage: 4D6 per single
blast, 8D6 per double blast (counts as one attack), Payload: 20 blast per hour (self-
regenerating).
4 Throwing Knives 1D6.
Armor: Modified Hard Armor Vest: Half Suit Vest: A.R.: 14, S.D.C. 77.
Equipment & Vehicles: Rocket Cycle (two person) A.R.: 10, S.D.C.: 250. Speed: 300
mph (480 km), Hovers 3-20 feet (0.9-6.1 m) above the ground, Altitude; 6000 feet (1829 m):
Range: Run for 30 hours on a full tank (20 gallons/76 liter). He has access to any of the
equipment and technology Euroforce can provide and if requested anything U.K. S.C.R.E.T.
(within reason).
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Thu Feb 19, 2009 1:41 pm
by Reagren Wright
LAZON
Leon LaPierre was born in the city of Tours (France). All his life he wanted to serve in the
famous Foreign Legion just like his grandfather. When he got his opportunity, he served with
dignity and pride. While on an operation in the Middle East, his company was attacked by
insurgents. One of them fired a grenade filled with an experimental chemical gas, while
everyone else died in a matter of seconds, Leon underwent a bizarre transformation that
turned his flesh gray, his blood green, lose of hair, radical alteration to his face, and gave him
yellow eyes. He could also absorb matter into his body, expel EMP and possessed a
phenomena endurance and resistance to injury. Using his abilities, he was able to take down
the remaining insurgents. Upon returning to his base camp, he was sent back to France to be
tested and experimented upon. After a year of living the life of a bio-slave, Leon was given
the choice of serving the country as a super operative or remaining with the bio-tech
company. Leon wanted to continue serving. No one in the military leader of any of its
branches wanted to use him. Finally, Major Theron Raison came to him an offered him a
position as a member of Euroforce. Leon was glad to once again have an opportunity to serve
if not his country but for the good of Europe. Within a few weeks, the group’s leader Britannia
and Leon became friends and confidants. She told him all her life long ills and expressed her
lack of joy in being a covert operative. Between them both, they saw operatives come and
go, yet they always remained on the active rooster. When he developed the power to merge
with machines, Leon saw his status within the organization rise and he became one of its most
valued members.
When Cloak joined the roster six years ago, Leon thought for sure he made a new friend, but
the closeness he had with Britannia never came about. He still knows little about the man.
When Siege joined four years, he felt a strange kingship with the robot. When Scattershot
joined, Leon found nothing about him that he wanted to be close too. When Britannia was
challenge by the four Nazi super-villains, Leon tried to persuade her to allow him to join her if
she insisted on going to meet them. Britannia refused and made him swear to say nothing.
After her arrest in Century Station, Leon pleaded with the department heads of Euroforce and
with U.K. S.C.R.E.T. to help her, but no one wanted to lift a finger to help her. Instead, they
opening discredited and condemned her actions. Leon couldn’t understand how this WW II
heroine could be so easily abandoned by her countrymen. Former Euroforce members, the 82-
year-old Kid Silver and a 93-year old Omaha remain in close contact with him as do various
U.K. S.C.R.E.T agents and members of the French government who consider her a European
treasure. Leon is forbidden to lobby on her behalf, yet he does so secretly. Leon doesn’t care
for Saxon and his hyper aggressive style; there are too many metas coming in severely injured
and near to death. He is also not happy with the new black ops the group participates in, for
some have little to do with combating metas. Leon is the current longest serving member of
Euroforce. He is not happy with its current incarnation, but he still wants to serve so for the
most part he keeps his mouth shut and follows orders. He now feels the same as Britannia did
and understands now why she chose to go to America.
Real Name: Leon LaPierre
Occupation: Former Communications Specialist in the French Foreign Legion (Legion de
Estrangere de Francais).
Alignment: Scrupulous
Power Category: Mutant (Unstable Mutant)
Experience Level: 10th
Hit Points: 72 S.D.C.: 150
P.P.E.: 28
Appearance: Lazon is wiry yet physical fit. He tries to hide his alien appearance by
wearing heavy overcoats and a fedora otherwise; he inhabits some form of technology
(usually an exoskeleton). He speaks with a French accent.
Attributes: I.Q. 14, M.E. 12, M.A. 14, P.S. 10, P.P. 10, P.E. 24, Spd. 13, P.B. 8
Age: 41, Sex: Male, Height: 5 foot and 8 inches (1.72 m), Weight: 158 lbs (71.1 kg).
Unusual Characteristics: Gray skin, no body hair, no nose, lips, or earlobes, and solid
yellow eyes.
Major Super Abilities: Machine Merge (5) and Absorb Matter (630 lbs/283 kg). These
powers work in tandem to allow him to absorb technology into his body then take on its
characteristics (it makes him look like a cyborg). He usually absorbs the EX-9A1 Super
Exoskeleton. When he does this, he gains a NAR of 16 and 800 S.D.C. He can utilize any of
the exo-skeleton’s technological capabilities and its weapons. Note: His physical attributes
remain unchanged however, he can use propulsion systems.
Minor Super Abilities: Frequency Absorption, Energy Expulsion: EMP, and Extraordinary P.E.
Combat Training: Basic
Attacks per Melee: 6/8 (2 Initial +4 from Hand to Hand) +2 using a computer
Combat Bonuses: +1 to initiative, +1 to strike/+3 using computer, +2 to parry/+5 using
computer, +2 to dodge/+6 using computer, +2 to damage, +4 to roll with punch/fall, +4 to pull
punch, and +1 to disarm.
Saving Throws: +18% to save vs. coma/death and +5 to save vs. poison & magic.
Combat Skills: Punch 1D4, Power Punch 2D4 (2), Elbow/Forearm 1D6, Knee 1D6, Karate
Kick 2D6, 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: Trade School
Common Skills: Read-Write/Speak French 98%/98%, Pilot: Automobile 98%,
and Mathematics: Basic 98%.
Pilot (Advance) Program: Navigation 98%, Sensory Equipment 98%, Weapon
Systems 98%, Pilot: Motorcycle 98%, Pilot: Race Car 98%, Pilot: Robot & Power Armor 98%,
and Pilot: Jet Packs 98%.
Communications Program: Basic Electronics 98%, Radio: Basic 98%, Radio:
Scrambler 98%, T.V./Video 98%, and Surveillance 98%.
Secondary: Hand to Hand: Basic, Computer Operation 95%, Computer
Programming 85%/98% against passive security, Mathematics: Advance 84%, Language:
English 95%, Literacy: English 90%, Pilot: Airplane 98%, Law (general) 85%, Basic Mechanics
80%, Automotive Mechanics 84%, Research 65%, W.P. Handgun (+2 to aim/+1 to burst), W.P.
Rifle (+1 to aim), and Jury-Rig 35%.
Money: He makes 35,500 Euro dollars (45,500 US dollars) a year.
Weapons:
Sig P229 (.40 S&W), Range: 165 feet (74.25 m), Damage: 4D6, Rate of Fire:
Single shot and Semi-Auto, Payload: 12 round magazine.
SA80A2 (5.56 x 45mm NATO cartridge), Range: 1312 feet (400m), Damage:
5D6, Rate of Fire: Single shot, 3 round short burst, and Semi-Automatic, Payload: 30 round
detachable mag.
Armor: He normally relies on using his powers to provide him an armor rating, but he
does on occasion wear a vest: Hard Armor Vest: A.R.: 12, S.D.C. 70.
Equipment & Vehicles:
He has access to any of the exo-skeletons used by U.K. S.C.R.E.T. which include
the Standard EX-7 Equalizer and Ex-9 Super Exoskeletons (Villains Unlimited 2nd Edition, page
450 and the EX-9A1 (Rifter #42, page 18-19). He has access to any of the equipment and
technology Euroforce can provide and if requested anything U.K. S.C.R.E.T. (within reason).
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Thu Feb 19, 2009 2:31 pm
by Reagren Wright
CLOAK
Who is the mysterious operative known as Cloak? He has the personality of a “James Bond”
yet he blatantly breaks the law and extorts political favors from numerous individuals in Great
Britain, France, Italy, Germany, Russia, Spain, Canada, and the United States. How he came
to possess the mysterious battle suit and master switch also remains a mystery. Lazon has
learned one thing, the suit and the watch were built by the KLS Corporation. Cloak has used
his skills to break and enter into everything, he has even managed to get into Buckingham
Palace and taken pictures of the royal family in compromising positions, he’s done the same
thing with members of the House of Commons and the House of Lords. He has done this sort
of thing to people all across Europe, Russia, Hong Kong, Canada, and the United States. He is
also a master thief and criminal. He is so good at his job because he thinks like a criminal.
Cloak serves faithful as a member of Euroforce but he’s always finds an angle for himself in
every mission. Usually he finds ways to siphon money off to himself or to steal technology and
sell to the highest bidder only to join with Euroforce and steal it back. No one understands his
motives. He was never liked by Britannia. To her dismay, Cloak managed to sneak into
Gramercy Island and tell her to her face how happy he was to see her behind bars.
Nevertheless, Cloak is not always looking after his own interest, he will do whatever he must
in order to complete the mission and too help his teammates.
Real Name: Classified
Occupation: Former British Army Special Air Service (SAS).
Alignment: Very Unprincipled
Power Category: Super Invention
Experience Level: 7th
Hit Points: 48 S.D.C.: 51
P.P.E.: 5
Appearance: Few have ever seen Cloak out of his Black Battle Suit. Those who have
report he look like a typical British male with auburn hair, clean-shaven, and light brown eyes.
He has an athletic build with almost no body fat.
Attributes: I.Q. 11, M.E. 15, M.A. 25, P.S. 16, P.P. 13, P.E. 16, Spd. 31, P.B. 11
Age: 31, Sex: Male, Height: 6 foot (1.82 m), Weight: 191 lbs (85.95 kg).
Super Inventions: Battle Suit: It looks like a black full body, environmental
suit/hard body armor with a hooded cloak attached to it). The hooded helmet/mask covers his
entire face except for his mouth. A.R. 13, S.D.C. 440. 6th level in Power. Repairs are not
difficult or extensive.
Major Super Abilities: Cloaking and Chameleon
Minor Super Abilities: Un-trackable and Unnoteworty.
The Master Switch: This looks and functions just like a Blackberry attached to his arm.
It can be separated from the battle suit. A.R. 12 and 130 S.D.C. 4th level in Power. Repairs
are time consuming and require specialization.
Major Super Ability: Holographic Memory Projection (Note: Illusionary
Disguises cover his body armor so the Cloaking power will allow the illusion to be
photographed, videoed, and filmed. The illusion is viewed without flaws, even if its touched no
one will notice the difference unless Cloak does something extremely noteworthy (he can
shake a person hand and they won’t notice, but if he put his finger in a person’s nose they
would feel the glove of the battle armor), or something is done to him (he gets shot and no
bullet wound will seen).
Minor Super Ability: Vocalization
Combat Training: Martial Arts
Attacks per Melee: 5 (2 Initial +3 from Hand to Hand)
Combat Bonuses: +2 to initiative, +2 to strike, +4 to parry, +4 to dodge, +1 to
damage, +4 to roll with punch/fall, +4 to pull punch, and +3 to disarm.
Saving Throws: 4% to save vs. coma/death and +1 to save vs. magic and poison.
Combat Skills: Karate Punch 2D4, Power Punch 4D4 (2), Backhand 1D6, Elbow/Forearm
1D6, Knee 2D4, Karate Kick 2D4+2, Snap Kick 1D6+2, Crescent Kick 2D4+4, Roundhouse Kick
3D6+2, Tripping/Leg Hook (cannot be paired, must dodge or knockdown), to damage (2), Jump
Kick 6D6, Flying Jump Kick 4D6, All Holds, Paired Weapons, and Critical strike on an unmodified
roll of 18-20.
Other Bonuses: 84% to trust/imitate.
Educational Background: Military Specialist
Common Skills: Read-Write/Speak British English 94%/95%, Pilot: Automobile
81%, and Mathematics: Basic 98%.
Military Program (Basic): Running, Climbing 98%/90%, Forced March, Military
Etiquette 90%, Radio: Basic 98%, and W.P. Rifle (+4 to aim/+2 to burst).
Military Program (Advance) Special Forces: (Based on John C. Philpott in
Rifter #25). Camouflage 80%, Demolitions 98%, Demolitions Disposal 98%, Demolitions:
Underwater 98%, Prowl 80%/98% with tech, Parachuting 95%, S.C.U.B.A. 98%, Swimming
98%, Trap/Mine Detection 75%, W.P. Knife (+3 to strike, parry, and throw), and W.P.
Submachine gun (+3 to aim/+1 to burst).
Espionage Program: Hand to Hand: Martial Arts, Detect Ambush 80%,
Intelligence 75%, Wilderness Survival 80%/85% with tech, Disguise 75%/90% with tech, and
Impersonation 78%/64% and 98%/94% with tech.
Modern W.P. Program: W.P. Handgun +3 to aim/+1 to burst), Energy Pistol
(+4 to aim/+2 to burst), and Energy Rifle (+3 to aim/+1 to burst).
Criminal Program: Streetwise 58%, Pick Locks 75%, Tailing 80%, I.D.
Undercover Agents 78%, and Seduction 67%.
Law Enforcement Program (Undercover): He has this instead of a Basic Pilot
Program). Crime Scene Investigation 80%, Law (general) 80%, Undercover Ops 90%/98% with
tech, Basic Electronics 75%, and Surveillance 75%.
Learned Skills: Interrogation 70%, Language: French, Spanish, Russian and
German 70% (80% in suit), Literacy: French, Spanish, Russian, and German 70%.
Secondary: Athlete, Aerobic Athletics (Sense of Balance 65%), Ventriloquism
44%/64% with tech, Gambling (standard) 65%, Research 75%, Computer Operation 75%,
Performance 50%, Business & Finance 45%, and Land Navigation 44%.
Money: He makes 35,500 Euro dollars (45,500 US dollars) a year. He has also stolen
around 13.5 million dollars over the years and lives a life of luxury.
Weapons:
Two Sig P229 (.40 S&W), Range: 165 feet (74.25 m), Damage: 4D6, Rate of
Fire: Single shot and Semi-Auto, Payload: 12 round magazine. He keeps about 2 clips for each
on him.
Stun Pistol, Range: 100 feet (30 m), Damage: Victims are dazed, -10 to
strike, parry, and dodge, and reduce attacks per melee round by half for 2D4 melees. A
successful save vs. non-lethal poison (16) and the victim is unimpaired except loses initiative
and one melee action (use only P.E. attribute bonus, no bonuses to save vs. poison), Rate of
Fire: Single shot, 5 per melee round, E-Clip: 10 charges. He always keeps about 2 clips on him
all the time.
9 mm Mini Uzi, Range: 500 feet (152 m), Damage: 3D6, Rate of Fire: Single
shot or Semi-Automatic, Feed: 20 round box mag.
Two Throwing Knives 1D6
Two Boot Knives 1D4
Armor: He relies on the Battle Suit.
Equipment & Vehicles: He uses many of the special gimmicks used by stage magicians.
The suit has web belt with dual holsters, ammo pouches (2) and accessory attachment clips
(4). He has access to any of the equipment and technology Euroforce can provide and if
requested anything U.K. S.C.R.E.T. (within reason). He has a full video studio he uses to
watch recordings of people in order to learn about them for impersonation. He also drives a
Porsche 930 Turbo 1976.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Thu Feb 19, 2009 5:34 pm
by Reagren Wright
SIEGE (Belagerung)
The robot called Siege was built by a private German company that developed and
manufactured robots, cybernetics, weapon systems, and space technology. The robot was
supposed to be a prototype for the German S.C.R.E.T. When the agency was fractured by the
splinter group known as Die Bruderschaft des Armageddons (the Brotherhood of Armageddon),
one of the items they took was the robot. For several years, the robot remained in storage
never utilized. Finally, Meinhard Syvan, the Chief Scientist for the BoA had a mission that
required its use. First and foremost, the technicians and engineers provided the robot with
further updates and the latest in weapons technology. Finally, the weapon was given a
target, Britannia. Adolf Hoffman and Syvan blamed her for the demise of Syvan’s son and
Hoffman’s father, Markus Lang. The robot now called Belagerung (Siege) sought Britannia out
while, she, Lazon, and two other Euroforce members (former U.K. S.C.R.E.T. agents) happen
to be in Berlin, speaking with German S.C.R.E.T. candidates that might be recruited into
Euroforce. The Peace Keeper League member Blitzshnell was also on hand. Siege attacked
without warning, killing the two former U.K. S.C.R.E.T. Agents. Britannia, Lazon, and Blitschnell
were forced to confront this machine. Finally, Lazon and Blitschnell distracted it enough for
the heroine to pick it up and drop it from 10,000 feet up. Siege was disabled but not
destroyed. Back on the HMS Invisible, U.K. S.C.R.E.T. robotic technicians managed to
reprogram Siege so he would work for U.K. S.C.R.E.T. or Euroforce. Now the robot is a weapon
of destruction and feared by many Europeans metas. The robot simply does whatever the
team leader says. If it’s to capture the meta, Siege will pursuit relentlessly until the target is
captured. If order to kill, Siege uses whatever means necessary to kill the opponent. Siege is
known to cause a lot of unnecessary collateral damage even so, he is still considered a valued
member of the team so he participates in nearly every mission. Note: Unknowningly, the BoA
still has some control over Siege namely in sending coded radio and video signals to their
secure satellites. This allows BoA to watch and listen whenever Siege maybe. This isn’t done
all the time, only when the BoA knows Siege might be used on an important mission. This is
another example of how the BoA has always been able to be three steps ahead of U.K.
S.C.R.E.T. and Euroforce.
Armor Rating: A.R. 17
S.D.C. by location:
Short Range Anti-Air Missile Launchers (2; shoulder)-90 each
*Short Range Missile Launch Tubes (4)-50 each
*7.62mm Machinegun Arms (2, small)-50 each
*Forearm Lasers (2)-50 each
*Retractable Blades (2)-50 each
Arms (2)-120 each
*Hands (20-60 each
H&K GMG (1, hand-held)-60
Legs (2)-300 each
Feet (2)-150 each
Leg Mini-Missile Launchers (2)-100 each
*Leg Flamethrowers (2)-40 each
Chest Searchlight (1)-20
* Head & Sensors-(1) 120
** Main Body-1200
* A difficult target to strike. An attacker must make a called shot to hit and even then its –2
to strike. Destroying the head of the robot will eliminate all optics and sensory system. The
robot will shut down as a safety feature.
** Depleting the S.D.C. of the main body will effectively destroy the robot, shutting it down
completely and making it useless. No further modification can be done to the robots nor can it
wear additional body armor or power armor.
Speed: Running: 44 mph (70 km) maximum. Cruising Speed is 35 mph (56 km). This
speed can be maintained indefinitely. The robot is well suited for any terrain, including
underwater. It is also a reasonable good at climbing ropes/cables and mountains, however it
cannot climb sheer walls.
Leaping: 20 feet (6 m) high or lengthwise. 30 feet (9 m) high with a running start or 40
feet (13.7 m) length.
Flying: Not possible.
Height: 12 feet (3.65 m), Width: 8 feet (2.1 m), Length: 7 feet, 6 inches
(1.9 m), Weight: 2.5 tons.
Physical Strength: Equal to a P.S. of 30 (considered superhuman). P.P. 16.
Power System: Fusion with an energy life of 15 years
Cost: 40 million
Combat Bonuses: +3 using distance weapons (laser targeting), +7 to initiative, +2 to
strike (does not include W.P. or other bonuses), +4 to parry, +4 to dodge, +15 to damage, +4
to pull punch, and +3 to roll with punch/impact.
Alignment: Siege obeys the direct commands of whoever is the team leader of
Euroforce. It can provide aid to members of Euroforce upon command, but it will not follow or
execute military commands. For example, Scattershot could ask Siege to lift a car off his leg,
but Scattershot cannot tell him to attack a target. Siege also obeys the commands of the
leaders of Euroforce who can override the orders of the team leader. Note: Siege will still obey
the direct commands of Britannia. She is still on file in its memory as being the team leader of
Euroforce.
Intelligence: Standard A.I. Equal to an I.Q. of 10.
Robotic Skills: Basic Combat Program, Climb 85%/95%, Military Etiquette 90%, W.P.
Heavy Military Weapons (+1 to aim), Computer Operation 92%, Intelligence 86%, Prowl 75%,
W.P. Sword (+1 to strike), W.P. Military Flamethrower (+1 to strike), W.P. Heavy Energy
Weapons, Detect Ambush 80%, Tracking (people) 80%, Interrogation 80%, NBC Warfare 86%,
and Demolitions 86%.
Attacks Per Melee: 8
Weapon Systems: Note: Range weapons can receive an additional +3 to aim if he uses laser targeting.
Two Anti-Air (surface-to-air) Short-range HE medium missile launchers, Range: 5 miles
(8 km), Damage: 2D6x10. Blast Radius: 15 feet (4.6 m), Speed: Mach 1.1 (726 mph), Rate of
Fire: Typically one at a time, but can be fired in a volley of two, Payload: 8 total; 4 in each
launcher, Bonuses: +3 to strike (guided). Note: When not in use folded down to rest on the
robot’s chest.
Four Shoulder Missile Launchers, Short-range Missiles. Range: ½ mile (8 km), Damage:
Varies. Blast Radius: 10 feet (3 m), Speed: 200 mph (321 km), Rate of Fire: Typically one at a
time, but can be fired in a volleys of two, Payload: 4 total; 1 in each shoulder launcher,
Bonuses: +3 to strike (guided). These will be Tear Gas, Knockout Gas, or Concussion Missiles
(same as grenades).
Retractable Blades, 2D4 + P.S. Damage bonus. One in each hand. Bonuses: +2 to strike.
H&K GMG (grenade machinegun) , Range: 4921 feet (1499 m), Damage: 2D4x10 per
single grenade (use machinegun rules), Blast Radius: 20 feet (6 m) with single shot but a short
or long burst expands to 50 feet (15.2 m), Rate of Fire: Single shot, 3 round short burst, or
full automatic, Payload: 32 round disintegrating, closed-linked belt. Bonuses: +2 to aim/+1 to
burst.
Two Forearm Lasers, Range: 1200 feet (366 m), Damage: 3D6 or 6D6 per dual blasts,
Rate of Fire: Single shot or Semi-Automatic, Payload; 40 each before needing 1 hour of full
recharging, Bonuses +3 to aim/+1 to burst.
7.62mm Machinegun Arms, A pair of tiny gun arms are located at the waist. These are
designed for anti-personnel purposes. Range: 3937 feet (1371m). Damage: 5D6 per round (use
Machinegun Rules). Rate of Fire: Single shot or Full Automatic, Payload: 50 round drum fed for
each. Bonus: +3 to aim/+1 to burst.
Two Mini-Missile Launchers (located on the outside of each lower leg), Range: 1 mile
(1.6 km), Damage: Varies, Blast Radius: Varies, Rate of Fire: One at a time or in volleys of 2,
3, or 4, Payload: 28 total; 14 in each leg (two rows of 7 missiles are stacked in each firing
compartment).
Two Flamethrowers; The small flamethrower turret, capable of 360 degree rotation, is
located on the inside of each leg. Range: 16 feet (91.4 m), Damage: 3D6, plus 60% of setting
combustibles, Rate of Fire: 5 short bursts per melee, each counts as one melee attack, but
both can be fired at the same time, Energy Capacity: 40 blasts per thrower; recharging the
tank takes 10 minutes. Note: He awaits being outfitted with a device that will allow him to
project Stone Foam., Bonuses: +3 to aim.
Improvised Giant Weapons: Lamp Post/Three 6D6+15 (includes P.S. damage). Mail Box
or Stop Sign 3D6+15. Mid-Sized Automobile (for some reason a favorite) 1D6x10+15. Cost the
robot two melee actions/attacks to get one. Each attack/swing with these giant weapons
counts as a single melee action (need only one hand to use).
Hand to Hand Combat: Equal to a person with Hand to Hand: Expert at 1st level. Eight
(8) attacks per melee. Damage:
Restrained Punch-2D4 (with the option of using the P.S. damage bonus)
Full-Strength Punch-2D8 (or 4D4) plus P.S. damage bonus
Power Punch-5D6, plus P.S. damage bonus (counts as two attacks)
Kick-4D6 plus P.S. damage bonus.
Stomp-1D4x10 (counts as two attacks).
Saving Throws: Impervious to poison, gas, and biological agents (organic attacks), as
well as psinoic and magic mind control, charms, and bio-manipulation.
Sensor Systems of Note:
Optics: Advance Optic System, including visible light spectrum, infrared,
ultraviolet, and polarization, passive night vision (light amplification), thermo-imaging, laser
targeting (+3 to strike), and telescopic. Telescopic optics function like built-in binoculars with
range of about two miles (3.2 km). All other optic systems have a range of about 2000 feet
(610 m).
Amplified Hearing: Can hear sounds as quiet as 10 decibels as far away as
500 feet (152 m). Can also hear in the ultrasonic range of high frequency sound. The robot
can recognized 50,000 different sounds, from footsteps to the hum of a car engine or the
cocking of a pistol. Adds to combat bonuses (see Combat Bonus).
Motion Detector: 60-foot radius (18.3 m), adds to ability to parry and dodge
(see Combat Bonus).
GPS Guidance System:
Satellite Communications: Secure radio or video communications to any U.K
S.C.R.E.T facility or speak directly to HMS Invisible. Range: World Wide. It can also receive
real time video feed from US, Canadian, or U.K military or civilian satellites. This information
can also be used to increase its sensor/radar range, targeting, and identification abilities.
Radio Communication: Long range, directional communications with an
effective range of 500 miles (800 km). As well as a directional, short range radio, Range is 5
miles (8 km).
Laser Rangefinder: This allows the vehicle to track and determine the
distance of a target, even while it’s moving. This results in no penalty when firing at a moving
target or one at maximum distance.
Laser Designator: (same as Laser Targeting) Range: 5 miles (8 km).
Radar: An ultra sophisticated radar system, capable of ground and air
surveillance with an image intensification system. It can identify 48 targets and simultaneously
track 16. Range: 30 miles (48 km).
Combat and Targeting Computer:
Radar Detector: 90% accuracy. Range: 5 miles (8 km)
Radiation Detector: 60 feet (18.3 m)
Secure Radio: Encrypted radio transmissions. Must use Radio: Scrambler in order to
intercept aircraft’s transmissions, and even then it’s a –25% penalty.
SIGINT (Signal Intelligence) GEAR: Enables the robot to receive radio or cell
phone frequencies. It can monitor specific frequencies, or scan though a range of frequencies
for a specific signal. Once the signal has been found, a radio directional finder will attempt to
track the signal to its source (88%).
Distress Homing Beacon: Secure signal is sent to U.K. S.C.R.E.T. Facilities or
can be picked up using U.K. S.C.R.ET. Secure radios.
Spotlight:
Underwater Capabilities:
Single Voice Synthesizer and Loud Speaker: 80 decibels.
Language Translator: English, French, German, Russian, Spanish, Chinese, Japanese,
Hindi, Arabic, and Portuguese 88%.
EMP Shielding (circuits and electronic are impervious to EMP Attacks).
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Thu Feb 19, 2009 7:14 pm
by Reagren Wright
VIVIANE
Viviane lived on an island paradise 30 miles northwest of Ireland called the Isle of Forever. The
island was protected by the mist magic of Manannán mac Lir, the Celtic god of the sea. Its
inhabitants Fareverians lived in peace and tranquility with nature. They were blessed with
immortality and lived in total harmony. However, when the belief of the Celtic gods began to
wane, the power of the gods began to fade. Soon the great gods departed this world, yet the
Isle of Forever remained. The Fareverians retained their immortality and the concealment, but
the source of their everlasting life became linked with the health of the Earth itself. For
centuries, this was never an issue until the later half of the 19th century as the Industrial
Revolution began. Soon the humans were sending pollutants into the atmosphere, burying it in
the soil, and dumping it into the sea. These poisons began to affect the health of the
Fareverians. Their children were being plagued by diseases. Mothers gave birth to stillborn
babies. Age began to seep into the flesh and hair of the adults. Some of the oldest among
them died of old age. Finally, the Sisterhood of the Blue Rose chose among their priestess one
who would appeal to the human leaders to cease with their pollutants. Viviane was the
chosen one. She went to the United Nations and spoke with the world leaders, but instead of
wanting to help, they instead wanted to know more about where she came from. Viviane
refused to provide this information. Then one evening she was attacked by meta-criminals
who worked for Dr. Fright. She was taken prisoner at his stronghold in upstate New York.
While at his laboratory, Dr. Fight sought to find the secret of her immortality. Fearing for her
life, Viviane called upon the Dagda (the father figure of Celtic mythology). He granted her the
power to control nature to defend herself, but in return, she could never go back to her island
home. Using the power of nature, she freed herself and destroyed Dr. Fight stronghold. Full of
rage and discord, Viviane took her anger out on those she held responsible, the human race.
She attacked the cities of Belfast, Dublin, Edinburgh, and Aberdeen. She caused millions of
dollars of damage. It was only a matter of time before she targeted London. U,K S.C.R.E.T
was waiting for her. Though her control nature was strong, she was no match for the sheer
firepower of S.C.R.E.T. Suddenly Britannia came to her rescue. She convinced Viviane to
surrender and having met another immortal, she agreed.
Viviane was confined to an abandoned castle in Scotland where she was held prisoner for five
years. Later she was greeted by Britannia and Major Godwin Babbs. Together they convinced
her to join with Euroforce, so she could not only utilize her abilities to help humanity, but use
them to protect the planet and her own people. Viviane agreed. A few years later, Major
Babbs died to her complete dismay. He was the only human male she ever developed intimate
feelings for. Britannia remained a dear friend, but she could tell that her heart was no longer
into being a member of Euroforce.
When Britannia was arrested in the United States, Viviane felt betrayed and disappointed in
her friend’s behavior. She refuses to have any communication with her, despite Lazon’s
protest. With Britannia incarcerated and Saxon taking command of Euroforce, the calmer and
gentler Viviane is starting to revert to her old ways. She is intolerant of humankind’s
irresponsibility when it comes to the environment and the wasting of natural resources. She
has become a supporter of environmentalist all over the world, particularly the radical and
violent ones. She takes her frustration out on those Euroforce captures. Some believe it’s only
a matter of time before she wrecks havoc upon the world.
Real Name: Viviane De Far
Occupation: Protector of the Earth’s Environment.
Alignment: Formerly Anarchist, now Unprincipled, but slowly going back.
Power Category: Immortal (Human Immortal)
Experience Level: 9th
Hit Points: 135 S.D.C.: 175
Armor Rating: A.R.: 10 or 15 with contact with the ground.
P.P.E.: 138
Appearance: Viviane is beautiful in an ethereal and natural way. She has deep red hair
cut short above the shoulders. She has extraordinary hazel eyes that take up most of her
face. She wears a blue kirtle with a blue hat with a barbette (around the chin) and crispinette
(covering the hair).
Attributes: I.Q. 15, M.E. 16, M.A. 18, P.S. 18 (superhuman with ground contact, P.P.
14, P.E. 30, Spd. 33, P.B. 25
Age: Immortal, Sex: Female, Height: 5 foot and 4 inch (1.62 m), Weight: 115 lbs (51.75 kg)
Vulnerability: She suffers from claustrophobia (fear of confined spaces) and acrophobia
(fear of heights). Though she possesses the power of flight, she will not go above 20 feet (6
m). She can do okay in a building/indoors as long as there are windows and lots of space. She
hates being in hallways and she refuses to be in a building that’s over three stories tall. She is
for the most part a vegetarian, but she does eat fish and fowl.
Natural Abilities: Immortal (Mega Power)-Bio-Regenerate 3D6 SDC and/or 2D6 hit points
every 10 minutes.
Major Super Abilities: Control Elemental Force: Air, Rainmaker, and Geo-Thermal Energy
Manipulation.
Minor Super Ability: Energy Expulsion: Cold
Combat Training: Basic
Attacks per Melee: 6 (2 initial + 4 from Hand to Hand)
Combat Bonuses: +3 to initiative, +1 to strike, +3 to parry, +3 to dodge, +5 to
damage, +3 to roll with punch/fall, +3 to pull punch, and +2 to disarm.
Saving Throws: She takes ½ damage from fire, cold, electricity, and water attacks,
impervious to heat, smoke, lava, steam, and sulfur, +10 to save vs. magic, +4 to save vs.
illusion, +1 to save vs. psionics, +1 to save vs. insanity, +5 to save vs. possession, +8 to
save vs. poison & disease, +3 to save vs. Horror Factor, and +30% to save vs. coma/death.
Combat Skills: Punch 1D4, Power Blow 2D4 (2), Elbow/Forearm 1D6, Knee 1D6, Snap
Kick 1D6+2, Body Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and 1 attack/action),
All Holds, and Critical strike on an unmodified roll of 19-20.
Other Bonuses: 50% trust/intimidate and 75% charm/impress.
Educational Background: On the Job Training
Common Skills: Read-Write/Speak Gaelic 98%/98%, Pilot: Horsemanship
76%/56%, Speak English, Irish, French, German, Latin, and Danish 90%.
Wilderness Program: Wilderness Survival 90%, Dowsing 80%, Identify Plants &
Fruits 85%, Land Navigation 87%, and Preserve Food 98%.
Science Program: Astronomy & Navigation 98%, Mathematics: Advance 97%,
Chemistry 98%, Anthropology 90%, Biology 98%, and Zoology 90%.
Domestic Program: Mathematics: Basic 98%, Animal Husbandry 98%, Gardening 87%, and Singing 95%.
2nd Domestic Program: Meteorology (from Rifter #25) 90%, Cook 90%, Dance
90%, and Sewing 98%.
Secondary Skills: Hand to Hand: Basic, Athlete, Aerobic Athletic (Sense of
Balance 75%), Swimming 95%, Climbing 85%/75%, Running, Holistic Medicine 75%/65%,
History 98%/90%, Literacy: English 85%, Lore: Faerie Folk 75%, Lore: Geomancy 75%, Track
Animals (not trap) 60%, First Aid 80%, Prowl 45%, Seduction 36%, Law (general) 40%, and
Art (painting) 40%.
Money: She has no use for mortal currency. Nature provides all that she needs.
Weapons: None, she relies on her powers over nature:
Energy Expulsion: Cold, Range: 300 feet (91.5 m), Damage: 11D6 or
1D6x10+6, Bonuses: +3 to aim, +1 for wild shot.
Equipment & Vehicles: She makes her own clothes and only use things made out of
organic material (never from animals) and made by hand.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Thu Feb 19, 2009 8:30 pm
by Reagren Wright
SAXON
Alvar Bullard grew up in the military. His family had been involved with the British Army for the
last 200 years. Alvar was eager to serve only he wanted to be apart of a cause as well. After
hearing about some meta-criminals/terrorist being responsible for an attack on the railroad,
Alvar decided to be apart of the U.K. S.C.R.E.T. He trained himself to become a superior
athlete, far beyond the levels attainable by those in the Olympics. He was a perfect human
fighting machine. Once he was armed with any type of weapon, he felt there was nothing that
he could not overcome. Alvar spent six years as an agent before becoming a team leader of a
group of 8 agents who were apart of the Civil Troop, specializing in land combat in urban
environments. On one particular mission, the U.K. S.C.R.E.T. team confronted an Islamic meta-
terrorist named Gerra (APS-Fire, Giant, Superhuman P.S., and Impervious to High Speed
Kinetic Attacks) and his associates. During the battle, Gerra grabbed a hold of Alvar by both
hands while in his APS-Fire form. He received horrific third degree burns all over his arms and
second degree burns all over his face and chest before tossing him away. Later he received
the horrific news that it was impossible for them to save his arms, thus they needed to be
amputated. For someone like Alvar, a superior athlete, it was the fate worst then death.
Afterward, he was given the choice of retirement from active duty or cybernetic
augmentation. Alvar choose the later. It took him a while but he slowly got use to the large
bionic arms. His friends and close associates told him it would be only a matter of time before
he was back in peak condition. But Alvar was aware that in the U.K. S.C.R.E.T he was no
considered a meta-human, which meant he could never be entirely trusted nor would he ever
rise above his current rank. The likelihood of him receiving his team leader position was slim to
none, but he would be welcomed back. However, he heard a positioned opened up in
Euroforce. So he asked to be reassigned. Adrian Durand, Euroforce’s director welcomed him as
did its other members, but not Britannia, namely because she was saddened to see the U.K.
S.C.R.E.T. Agent he replace retire after 20 years of service. Feeling snubbed, Alvar took it
personal and would never let it go.
As the months passed, Alvar was becoming increasingly agitated on Britannia handling of
missions. She would only defeat the opponents and bring them in for questioning. She would
also try bargaining with them. As a result, these enemies though incarcerated had plenty of
time to plot their escape. In Alvar way of thinking, if they crippled for a while they can’t do
much of anything. He also didn’t take kindly to her noble acts of kindness. “Hey Britannia, we
not the Peace Keeper League, we’re Euroforce. Our job is to breaks bones not mend fences.”
Yet Britannia insisted on doing things her way, which meant treating the injured (including the
detainee), preventing civilian casualties/injuries, and avoiding using lethal force whenever
possible. Alvar was just about at his boiling point when Britannia ran off to the United States
and ended up getting arrested. Seeing his opportunity, Alvar lobbied to be the new team
leader and promised a change in how the group operated and vowed greater success. He was
given the chance. Euroforce is his to operate in an ultra aggressive style, which is to
everyone’s liking, accept Lazon. Alvar is considering expelling him if he doesn’t get with the
program. Alvar is willing to do whatever is necessary to eradicate the enemy first and
foremost, unless he is ordered to bring in alive and unharmed. The more metas he kills with
bionic hands, the more they feel like his old ones. Alvar is hoping to convince U.K. S.C.R.E.T.
to allow an RB2 Harrier pilot and his robot jet to be included among their ranks as well
as “human” operatives from other countries. He doesn’t trust Viviane (she’s a meta after all),
but he likes Scattershot and Cloak (neither man can do wrong). As far as he is concerned,
Britannia can rot in prison, its where beings like her belong.
Real Name: Alvar Bullard
Occupation: Former Color Sergeant and Team Leader for U.K S.C.R.E.T., Current Team
Leader for Euroforce
Alignment: Aberrant
Power Category: Physical Training/Partial Cyborg
Experience Level: 7th
Hit Points: 79 S.D.C. 312
P.P.E.: 7
Appearance: Alvar is a large British male with brown hair (slowly turning gray) and blue
eyes. Both of his arms are obviously bionic. He is always dressed in his British Army uniform
formal or battle dress.
Attributes: I.Q. 14, M.E. 12, M.A. 8, P.S. 24 (superhuman in legs), P.P. 18, P.E. 26, Spd. 35, P.B. 10,
Age: 31. Sex: Male. Height: 6 foot, 1 inch (1.85 m). Weight: 285 lbs (128 kg)
Bionic Leg and Right Arm (with extendable feature) and Hands. P.S. 24, PP 18.
Bionic Chest with Toxic Filter in Lungs.
Partial Body Exoskeletons (all upper torso).
Special Combat Skills: Power Punch x2 (2), Power Kick (2), and Force of Will.
Combat Training: Hand to Hand: Focus on Strength and Endurance.
Attacks per Melee: 6 (3 Initial +3 from Hand Combat).
Combat Bonuses: +7 to initiative, +4 to strike, +6 to parry, +4 to dodge, +11 to
damage +9 to roll with punch/fall, +10 to pull punch, +4 to disarm, and +3 to perception.
Saving Throws: +42% to save vs. coma/death, +8 to save vs. poison, toxins, and
disease, +14 to save vs. gases, +6 to save vs. magic, and +4 to Horror Factor.
Combat Skills: Karate Punch 2D4, Karate Kick 3D6, Crescent Kick 2D6+2, Snap Kick
2D6, Roundhouse 4D6, Axe Kick 3D6+4, Tripping/Leghook (knockdown), Backward Sweep
cannot be paired, dodge or knockdown), Elbow/Forearm 1D6, Knee 2D6, +2 Body Flip/Throw
2D6 plus P.S. damage bonus (lose initiative and 1 attack/action), Body Block/Tackle 1D4 +
P.S. damage bonus (must parry/dodge or knockdown), Pin 18-20, Crush 1D4, All Holds, Paired
Weapons, Backflip (98%), Critical strike on an unmodified roll of 18-20, and Knockout on an
unmodified roll of 20 for 1D6 melee rounds.
Education Level: Military Specialist
Common Skills: Read-Write/Speak British English 94%/95%, Mathematics:
Basic 93%, and Pilot: Automobile 81%.
Military Program (Basic): Running, Climbing 98%/95%, Forced March, Military
Etiquette 90%, Radio: Basic 98%, and W.P. Rifle (+4 to aim, +2 to burst).
Military Demolitions Program: Basic Electronics 85%, Basic Mechanics 95%,
Demolitions 98%, Demolitions Disposal 98%, and Demolitions: Underwater 98%.
Espionage Program: Detect Ambush 80%, Intelligence 75%, Wilderness
Survival 85%, Interrogation 80%, and Detect Concealment 75%.
W.P. Modern: W.P. Submachine Gun (+3 to aim/+1 to burst), W.P.
Handgun (+3 to aim/+1 to burst), and W.P. Heavy Military Weapons (+3 to aim/+1 to burst).
Physical Skills: Wrestling, Athletics, Body Building Swimming, S.C.U.B.A., and
Outdoormanship.
Rogue Skills: Find Contraband 59%, I.D. Undercover Agents 63%, Roadwise 59%, and
Tailing 70%.
Secondary Skills: Prowl 60%, Public Speaking 85%, Language: French 71%,
Literacy: French 75%, Automotive Mechanics 81%, Recognize Weapon Quality 45%, Pilot:
Truck 72%, Pilot Tracked Vehicles 64%, and Law (general) 45%.
Money: Avar has about 75,000 eurodollars (94,470 US) in the bank. Most of his money
he sends to his wife and two kids.
Weapons: He has access to every weapon within the U.K. S.C.R.E.T arsenal (including
experimental), but the following are among those he uses most often.
Two Sig P229 (.40 S&W), Range: 165 feet (74.25 m), Damage: 4D6, Rate of Fire:
Single shot and Semi-Auto, Payload: 12 round magazine. He keeps about 2 clips for each on
him.
SA80A2 (5.56 x 45mm NATO cartridge) with 40mm grenade launcher, Range: 1312 feet
(400m), Damage: 5D6, Rate of Fire: Single shot, 3 round short burst, and Semi-Automatic,
Payload: 30 round detachable mag. The grenade launcher has a range of 1150 feet (350 m),
Damage: 2D4x10, Blast Radius: 20 feet (6.1 m), Rate of Fire: Single shot, Payload: Manual
loaded. He can also use other variety of grenades (CS, illumination, concussion, etc.
H&K MP-5 with A.P. Ammo, Range: 650 feet, Damage: 4D6, Rate of Fire: Single shot or
Semi-Automatic, Payload: 30 round mag, Bonuses: -2 to A.R. or +2 to aim.
M82 A1A .50 cal Anti-Material Rifle (Barrett Rifle), Range: 5940 feet (1810 m), Damage:
1D4x10, Rate of Fire: Single shot or Semi-Automatic, Feed: 10 round detachable box mag.
CN2 Laser Rifle, Range: 1800 feet (548.6 m), Damage: 5D6, Rate of Fire: Single shot or
Semi-Automatic, E-Clip Capacity: 20 blasts.
Law 80 Rocket, Range: 1640 feet (500 m), Damage: 1D6x100, Blast Radius: 50 feet
(15 m), Rate of Fire: Single shot, Feed: Manual Load.
Two Tear Gas Grenades, Two Knockout Grenades, and Four Explosive Grenades.
Armor: 3/4 Bionic Body Armor: A.R. 16 and 500 S.D.C.
Vehicles and Equipment: He has access to all the latest gadgets and piece of
equipment used by the U.K. S.C.R.E.T. The following is a list of the most common items he
uses: Helmet with Thermal and Night Sight Capabilities, Belt Side Holster, Two Web Belts,
Battle Harness, Ear Mike Radio R&T, Cellular Phone, and 2 Pair of Heavy Hancuffs.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Thu Feb 19, 2009 8:35 pm
by Reagren Wright
Okay Euroforce is done, time to go back in time and work on the Axis Villians of 1942. Then
the Soviet Villians of the 1950s. There's a hero mentioned in Century Station I want to do as
well. Looking at Skyrapers, I did see some names of heroes mentioned in it as well. Those
will be fun to do (always loved Skyrapers). So lots of work for me to do since I'll be off work
for a while.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Fri Feb 20, 2009 11:58 am
by gaby
Can't wait to see the Axis villains you come up with.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Thu Feb 26, 2009 2:06 pm
by Reagren Wright
V2
Justus Baumgartner was born in Munich in 1913. His father was killed in WW 1 and he blamed
the French and English. Life was hard for his mother and him. She eventually remarried to a
scientist who was a member of the Nazi Party. He was working on a top- secret project
involving the use of rockets. Justus joined the Luftwaffe (German Air Force) and became an
ace fighter pilot. By 1940, his father invited him to be apart of the top-secret project. Its goal
was to fly a single bomb into the heart of London and destroy the Parliament building. It would
be done by a ultra tech pilot wearing a rocket suit. Justus was named to be the pilot of the
suit. Calling himself V2, when off to deliver the deadly bomb. He was thwarted by members of
Euroforce. He managed to escape, but his suit was badly damaged. The suit was repaired. He
is a major enemy of Euroforce and sworn to destroy their high tech bomber.
After the War: Justus suit was badly damaged when he tried to help turn the tide of the
Russian advancement in late 1944. Eventually he was shot down and captured by the Russian.
He was tried and imprisoned for thirty years. He was released from prison in 1974 with the
help of associates of Markus Lang. Justus was living relatively quietly until he learned of
Britannia survival. He couldn’t stand the fact that she was alive. In the 1990s he was
contacted by members of the Brotherhood of Armageddon. There we willing to help him bring
the super power heroine down if he was wiling to help them rebuild the V2 Rocket Suit. He
agreed if he could be the pilot. Afterward, he was contacted by fellow Nazi operatives Die
Panzer, Ubermensche, and Jaegar to par take in a plot to destroy Britannia. A massive super
brawl occurred in Century Station where the four men challenged the mega hero. Not only
where they soundly defeated, V2 and Ubermensche were killed while Jaegar and Die Panzer
suffered critical wounds. In the end the Nazi criminal scored a victory for Britannia was
arrested and sent to prison in Gramercy Island.
Real Name: Justus Baumgartner
Occupation: Nazi Super Operative
Alignment: Miscreant
Power Category: Robot (Exoskeleton/Robot Pilot)
Experience Level: 3rd (in the summer of 1942)
Hit Points: 27 S.D.C.: 62
P.P.E.: 6
Appearance: Justus is a well-built, short brown hair, and brown eye German male.
Attributes: I.Q. 13, M.E. 18, M.A. 8, P.S. 18, P.P. 11, P.E. 14, Spd. 30, P.B. 14
Age: 29, Sex: Male, Height: 6 foot and 1 inch (1.85 m), Weight: 210 lbs (105.75 kg).
Combat Training: Expert
Attacks per Melee: 4/5 (2 initial +2 from Hand to Hand) +1 in exo-skeleton.
Combat Bonuses: +2 to initiative, +2 to strike, +4 to parry, +4 to dodge, +2 to
damage, +3 to roll with punch/fall, and +2 to pull punch.
Saving Throws: +2 to save vs. psionics and insanity.
Combat Skills: Punch 1D4, Power Blow 2D4 (2), Elbow/Forearm 1D6, Knee 1D6, Kick
2D4, and All Holds.
Educational Background: Special Training.
Common Skills: Read-Write/Speak German 91%/86%, Mathematics: Basic
81%, Pilot: Automobile 69%, Pilot Robot & Power Armor 72%, and Hand to Hand: Expert.
Military Program (Basic): Hand to Hand: Basic, Running, Climbing 70%/60%,
Military Etiquette 65%, Forced March, Radio: Basic 80%, and W.P. Rifle (+2 to aim/+1 to
burst).
Advance Piloting Program: Navigation 70%, Weapon Systems 70%,
Parachuting 70%, Pilot: Airplane 77%, Pilot: Tracked Vehicles 84%, and Pilot: APCs and Tanks
79%.
Modern W.P. Program: W.P. Handgun (+1 to aim), W.P. Sub-machinegun (+2
to aim/+1 to burst), and W.P. Heavy Military Weapons (+2 to aim/+1 to burst).
Secondary Skills: Athlete, Body Build & Weightlifting, Basic Mechanics 55%, Basic
Electronics 45%, Recognize Weapon Quality 40%, Prowl 40%, History 75%/55%, Jury-Rig 40%,
Photography 40%, and Land Navigation 40%.
Money: He has 110 deutsche marks in bank in Zǖrich
Weapons: Mainly the V2 Power Armor.
Equipment & Vehicles: Justus has access to most of the weapons and equipment used
by the Nazi German Army and Airforce. He owns a Junkers Ju 188 and Messerschmitt Bf 109.
V2 POWER ARMOR
Type: Exoskeleton/Power Armor
Body Frame: Basic Human (Reinforced)
Dimensions: 7 feet (2.1 m) tall, 3.5 feet (1.07 m) wide, 650 lbs (292.5 kg)
Power Supply: Liquid Fuel
Legs: Basic Humanoid. Speed 15.
Propulsion System: Fuel Injected Engine (Two 5 galloon tanks), Range: 400 miles
(121.9 km). Speed: 400 mph (644 km). Altitude: 10,000 feet (3048 km).
Arms & Hands: Basic Humanoid. (Superhuman P.S. 30)
Audio System: Basic Listening System, Radar Signal Detector, and Radio Signal
Scrambler.
Optics: Basic Robot Optics System and Night Sights.
Sensors: Radar Detector, Motion Detector & Warning System, and Micro Radar.
Weapons:
2. Knuckle Spikes, Range: 120 feet (36.6 m), Damage: 1D4, Rate of Fire: One
at a time or in volleys of 2, 3, 4, or 8. Payload: 12 per hand. Bonus: +1 to strike. He carries
two additional reloads (takes 2 melees to reload).
2. Finger Guns, Range: 90 feet (27.4m), Damage: 2D6, Rate of Fire: One per
finger, Payload: 4 (per hand, take 1 melee round to reload each finger). Bonus: +1 to strike.
He carries 40 additional rounds for each hand.
MG34 (7.92mm x57 mm) light machine gun, Range: 5905 feet (1800 m),
Damage: 5D6 (use machinegun rules), Rate of Fire: Full Automatic, Payload: 75 round drum
magazine. He carries one spare drum.
4 Model 24 Hand Grenades (potato mashers) , Damage: 1D6x10, Blast Radius: 20 feet (6 m).
1 Blockbuster (cookie) Bomb, Range: Free fall, Damage: 3D6x10, Blast Radius:
30 foot (9.1 m).
Smoke Screen: Can be used to disorient enemy aircraft following the plane or
lay a blanket of smoke on ground troops for cover or confusion. Has enough to last 3 miles.
Armor Rating (A.R.): 15
S.D.C.: 500
Miscellaneous: Life support, Underwater Capabilities, Two Secret Compartments (used
for grenades and ammo), Locking Joints, and Parachute.
Cumulative Exoskeleton Bonuses (includes bonus from his regular attributes): +5 to
initiative, +2 to strike/+4 when flying, +5 to parry/+7 when flying, +5 to dodge/+9 when
flying, +15 damage, +3 to roll with punch/fall, and +4 to pull punch. Punch 2D4+2 + P.S.
damage bonus. Power Punch 3D6+2 + P.S. Damage bonus (counts as two attacks).
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Thu Feb 26, 2009 2:11 pm
by Reagren Wright
UBERMENSCH
Roch Brandt was born in Munich, Germany in 1918. His family was living in poverty and he was
a sickly little boy. By the time he was four, his older brother had died from illness. His father
was determined that his other son would survive no matter what. Most of the money he made
in an automobile factory went to improve on his son’s health and well-being. Eventually things
started to turn around for the family. In 1933 Roch became enchanted by Adolf Hitler and the
Nazi party. He joined the youth group and became a loyal citizen. He was convinced he could
do something to bring glory to Germany. He enlisted into the army, but upon seeing him
medical history, they wanted rejected him. Angery and upset, he caused a commotion outside
the recruitment center and got himself arrested. Later he was released and that was when he
met Doctor Heinrick Voseen. The good doctor heard about him and decided he could use him
in his experiments to create the perfect Aryan fighting man. Roch agreed. The experiments
were painful and mentally agonizing, but in the end the freak making doctor turned him into a
physically perfect Aryan male, a super soldier. Such was his perfection he was coined
Ubermensch. When members of the Nazi SS met him for the first time, they were ecstatic.
Hitler wanted 500 more just like him, but alas, the good doctor could never replicate his single
success. Roch in the meanwhile received intense military training and was sent out to defeat
the Allies, in some cases he would defeat an entire platoon single handedly. Eventually he
fought up against other super Allied operative, most of which he defeated without much effort
until he ran up against Euroforce. Britannia bested him every single time. He vowed to break
her in half and destroy her associates.
After the War: With the Russian advancing, Ubermensch sought to defeat them. They relied
on a Russian mutant with Sub-Zero like powers who eventually defeated and captured him.
Ubermensch was put in a cryogenic chamber and sent out to Siberia along with Die Panzer.
Two and half years ago, the Brotherhood of Armageddon learned of this abandoned facility
and sent agents to free both men. The two metas teamed up with fellow Nazi operatives V2
and Jaegar and plotted to take down the one person they tough responsible for Germany’s
defeat, the super-heroine Britannia. A massive super brawl occurred in Century Station where
the four men challenged the mega hero. Not only were they soundly defeated, V2 and
Ubermensche were killed while Jaegar and Die Panzer suffered critical wounds, yet in the end
they claimed victory for Britannia was arrested and later sent to Gramercy Island prison.
Real Name: Roch Brandt
Occupation: Nazi Super Operative
Alignment: Aberrant
Power Category: Experiment (Super Soldier)
Experience Level: 4th (in the Summer of 1942)
Hit Points: 48 S.D.C.: 311 Armor Rating: A.R.: 14
P.P.E.: 19
Appearance: He is a perfect physical Aryan male specimen with blond hair and blue
eyes. He wears a costume that resembles the Nazi Germany flag with the arm raised in the
center.
Attributes: I.Q. 20, M.E. 15, M.A. 11, P.S. 55 (superhuman), P.P. 10, P.E. 20, Spd. 36, P.B. 15
Age: 24, Sex: Male, Height: 6 foot and 4 inches (1.93 m), Weight: 206 lbs (92.7 kg).
Side Effect: Chemical Resistance.
Minor Super Ability: Superhuman P.S.
Super Soldier Enhancements: Attempted to Make Invulnerable, Physical Transformation, and Brain Boost.
Combat Training: Expert
Attacks per Melee: 6 (2 Initial +3 from Hand to Hand +1 from boxing)
Combat Bonuses: +2 to initiative, +2 to strike, +6 to parry, +6 to dodge, +40 to
damage, +4 to roll with punch/fall, and +2 to pull punch.
Saving Throws: +10% to save vs. coma/death, +8 to save vs. poison, toxins, and
drugs, +3 to save vs. magic, +4 to save vs. Horror Factor, +1 to save vs. illusion, and +2 to
save vs. possession.
Combat Skills: Punch 2D4+2, Power Punch 3D6+2 (2), Headbutt 1D4+1, Elbow &
Forearm 2D6, Knee 2D6, All Holds, Knockout on an unmodified 20, and Super Brawling.
Other Bonuses: +6% to all skills
Educational Background: Military
Common Skills: Read-Write/Speak German English 94%/98%, Pilot: Automobile 78%,
and Mathematics: Basic 90%.
Military Program (Basic) : Running, Climbing 76%/66%, Forced March, Military
Etiquette 71%, Radio: Basic 86%, and W.P. Rifle (+2 to aim/+1 to burst).
2nd Military Program: Pilot: APCs and Tank 86%, Demolitions 88%, Camouflage 56%,
and Recognize Weapon Quality 61%.
Physical Program: Hand to Hand: Expert, Boxing, and Body Building & Weightlifting.
Secondary: Athlete, Physical Labor, Wilderness Survival 56%, Language: French &
English 68%/83%, Literacy: French & English 66%, Public Speaking 76%, Wardrobe & Grooming
64%, and Swimming 66%.
Money: He has about 1300 deutsche marks in bank in Berlin.
Weapons: He needs no weapons only his fists.
Equipment & Vehicles: He has access to any of the equipment and technology the Nazi
German Military can provide (within reason).
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Thu Feb 26, 2009 2:17 pm
by Reagren Wright
RISING SUN and ZERO
The great hero of Japan is Rising Sun. On the day he was born (1900), he glowed like the sun.
His family believed he was a gift from the goddess Amaterasu (the Shinto Sun Goddess). For
most of his life, he was treated like a member of Imperial Family, a being born by the will of
the gods. During WW 1, he was asked to help the armies attack German bases in China.
Afterward, he returned to Japan an even greater hero. He chose Ima Arita as his wife and
within a year, she gave birth to his son Taro. Unlike his father, he didn’t glow like the sun.
During the 1920s, Japan became more militarized, and Rising Sun saw himself constantly being
called upon by the military to be used as a weapon of the state. In 1931, he participated in
the initial invasion of China, before being allowed to return home to his family. In 1937, he was
called upon again to help in the Battle of Shanghai. The continual use of being a puppet only
agitated Rising Sun and he took his frustration out on the Chinese. He was a contributor to
the Nanking Massacre (300,000 Chinese murdered), but rumors reach the U.S. that he was
sole responsible for the death of at least 20,000 people. This declared him in the eyes of the
U.S. the most dangerous meta-beings on the planet. The belief of this rumor rose even more
so, when he participated in the massive air bombing raids on civilian targets on the provisional
capital of Chongqing and nearly every major city in unoccupied China, leaving millions dead,
injured and homeless.
In 1939, his 17-year-old son wanted to be apart of his father’s glory and stand by his son.
Rising Sun was reluctant and tried to convince him to keep his powers a secret. But unlike his
father Taro was ambitious, violent, and enjoyed showing off his power. Rising Sun believed
this came about because his son was born without the light. He could see the evil within his
son, but did not to qualm it. In 1940, Taro participated in the invasion of Vietnam. There he
announced himself as the Child of the Rising Sun, calling him Zero after the superior fighting
plane.
When the U.S. entered WW 2, Rising Sun and Zero found themselves being called to fight
against the United States. They were also being contacted by Germany to help participate in
covert missions with Nazi Super Operatives. Rising Sun and Zero could care less about
supporting these (barbaric) European metas, the only reason they are participating is to
maintain the alliance between Germany and Japan. Rising Sun is also expressing concern on his
son’s vicious behavior. His son behaves reckless at times and his concerned it will cost him
some day. Both father and son have delighted in besting members of Euroforce (especially
Johnny Rocket) and Airborne and his magnificent bomber. Rising Son does have great
admiration for the American Rocket. Zero wants to simply kill him.
Death: When the War in Europe came to and end, the U.S. and its allies concentrated their
efforts on Japan. At the time, a mad scientist known as Kane Okawara built a machine that
would cause a massive 9.5 earthquake, destroy the city of Tokyo and most of the Island of
Japan. His ultimate goal was to have the island sink beneath the sea. Upon learning of his plan
and becoming upset with the kamikaze attacks Rising Sun joined forces with the Euroforce in
an effort to stop Kane and encourage a peaceful surrender. He wanted to spare the Japanese
people any further harm. His son, however, was grief stricken by madness with the death of
his mother in a bombing raid. He blamed the Allies and his father. He became a willing servant
for Kane. Euroforce infiltrated Japan with Rising Sun’s help. They assaulted the stronghold.
Dog Green was killed by Zero as he tried to turn off the earthquake machine. Rising Sun had
no choice but to kill son in an effort to stop him. With the machine destroyed, Rising Sun
continued to play a role as a member of Euroforce in an effort to save his country, but when
he learned the U.S. was going to drop atomic bombs on Japan he tried to persuade the U.S.
military from doing so. He was asked to convinced the government to surrender, he agreed to
go. However, he overheard a conversation citing the plan was still a go. Rising Sun went off
to attack the based from where the atomic bombers were kept. There he fought against the
great U.S. hero American Rocket and his partner Bullet Boy. He was defeated and arrested,
but he managed to escape. Flying as fast as he thought he could arrive in time to stop the
Enola Gay from dropping the atomic bomb on Hiroshima. He failed and died along with
thousands of others.
Real Name: Ogano Inoue
Occupation: Japanese Super Operative
Alignment: Aberrant
Power Category: Mutant
Experience Level: 4th (in the summer of 1942)
Hit Points: 32 S.D.C.: 80/+60 during daylight
P.P.E.: 26
Appearance: He is physically fit Japanese older male with red hair, eyes, and orange
skin. He wears a costume that resembles the Ensign of the Imperial Japanese Navy.
Attributes: I.Q. 10, M.E. 10, M.A. 19, P.S. 15/18/21, P.P. 19, P.E. 18, Spd. 36/43/50
and 240 mph (386 km)/288 mph (463 km)/336 mph (540 km) in flight, P.B. 11/13/15
Age: 42, Sex: Male, Height: 5 foot and 6 inches (1.67 m), Weight:
127 lbs (57.15 kg)
Unusual Characteristics: Bright, flaming red hair, red eyes, and orange skin.
Minor Super Abilities: Solar Powers, Lightning Reflexes, Bend Light, Energy Expulsion:
Light, and Flight: Energy. Note: He bio-regenerates 2D4 hit points/S.D.C. in the sun.
Combat Training: Martial Arts
Attacks per Melee: 6/7+1 (2 initial + 3 from Hand to Hand +1 from powers) +1 in flight
and +1 in daylight.
Combat Bonuses: +5 to initiative/+6 in daylight, +4 to strike/+5 in flight, +6 to parry/+7
in flight, +6 to dodge/+8 when hovering or flying under 80 mph (128 km)/+10 when flying at
speeds over 80 mph (128 km), +5 to auto dodge, +3 to damage in daylight/+6 in full daylight
outdoors, +4 to damage for every 20 mph (32 km) of flight speed, +6 to roll with punch/fall,
+7 to pull punch/+9 in daylight, +2 to disarm/+4 in daylight, and paired weapons.
Saving Throws: He takes ½ from laser/light, heat, and fire attacks. +6% to save vs.
coma/death and +2 to save vs. poison & magic.
Combat Skills: Karate Punch 2D4, Power Blow 4D4 (2), Backhand 1D6, Elbow & Forearm
1D6, Knee 2D4, Karate Kick 2D4+2, Crescent Kick 2D4+4, Snap Kick 1D6+2, Tripping/Leghook
(cannot be paired, must dodge or knockdown), Backward Sweep (cannot be paired, must
dodge or knockdown), Roundhouse 3D6+2, Axe Kick 2D8+2, Leap Kick 3D8+2 (2) and All
Holds.
Other Bonuses: 55% charm/impress.
Educational Background: Military
Common Skills: Read-Write/Speak Japanese 88%/92%, Pilot: Automobile 72%,
and Mathematics: Basic 84%.
Military Program (Basic) : Running, Climbing 70%/60%, Forced March, Military
Etiquette 65%, Radio: Basic 80%, and W.P. Rifle (+2 to aim/+1 to burst).
Military Program (Advance) Combat Aircraft: Aircraft Mechanics 76%,
Navigation 70%, Pilot: Airplane 76%, Parachuting 70%, Weapon Systems 70%, and Sensory
Equipment 60%.
Physical Program: Hand to Hand: Martial Arts and Kick Boxing
Secondary Skills: Athlete, Aerobic Athletics (Sense of Balance 50%), Prowl
45%, Swimming 70%, Fencing (+1D6 to damage and +1 to strike/parry), W.P. Sword (+3 to
strike/parry), Language: English & German 77%/62%, Bonsai 73%, and Floral Arrangement
36%.
Money: Rising Sun has 86,911 Japanese Yen in a bank in Tokyo.
Weapons: None he relies on his super powers. However, he does have an authentic
Samurai Katana 3D6. (+1 to strike/parry). Total +4 to strike/parry.
Light Expulsion, Range: 600 feet (183 m)/900 feet (274 m) during daytime,
Damage: 6D6/+50% during daylight, Bonus: +3 to aim/+1 to wild.
Blinding Flash, Range: 10 feet (3 m)/15 feet (4.5 m) in daylight, Damage: -8
on all combat rolls for one melee round.
Glow: 200 Watts or 400 during daylight.
Equipment & Vehicles: He has access to any of the equipment and technology the
Japanese Military (early 1940s) can provide (within reason).
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Thu Feb 26, 2009 2:22 pm
by Reagren Wright
ZERO
Real Name: Taro Inoue
Occupation: The Son of Rising Sun and Super Operative for Japanese Military.
Alignment: Miscreant
Power Category: Mutant (Minor Villain)
Experience Level: 4th (in the summer of 1942)
Hit Points: 26 S.D.C.: 61
Appearance: He looks like a younger version of his father accept his skin is not orange.
He wears a costume that is silver with a large red circle on the front (resembles the A6M
Zero.
Attributes: I.Q. 10, M.E. 12, M.A. 14, P.S. 14, P.P. 29, P.E. 14 Spd. 33/240 mph (386.4
km) in flight, P.B. 12
Age: 20, Sex: Male, Height: 5 foot and 3 inches (1.60 m), Weight: 117 lbs (52.65 kg)
Unusual Characteristics: Bright, flaming red hair and red eyes.
Minor Super Abilities: Lightning Reflexes and Flight: Energy.
Combat Training: Martial Arts
Attacks per Melee: 6/7 (2 initial + 3 from Hand to Hand +1 from powers) +1 in flight
Combat Bonuses: +5 to initiative, +9 to strike/+10 in flight, +11 to parry/+12 in flight,
+11 to dodge/+13 when hovering or flying under 80 mph (128 km)/+15 when flying at speeds
over 80 mph (128 km), +10 to auto dodge, +4 to damage for every 20 mph (32 km) of flight
speed, +6 to roll with punch/fall, +6 to pull punch, +2 to disarm, and paired weapons.
Combat Skills: Karate Punch 2D4, Power Blow 4D4 (2), Backhand 1D6, Elbow & Forearm
1D6, Knee 2D4, Karate Kick 2D4+2, Crescent Kick 2D4+4, Snap Kick 1D6+2, Tripping/Leghook
(cannot be paired, must dodge or knockdown), Backward Sweep (cannot be paired, must
dodge or knockdown), Roundhouse 3D6+2, Axe Kick 2D8+2, Leap Kick 3D8+2 (2) and All
Holds.
Educational Background: On the Job Training
Common Skills: Read-Write/Speak Japanese 88%/92%, Pilot: Automobile 72%,
and Mathematics: Basic 84%.
Military Program (Basic) : Running, Climbing 70%/60%, Forced March, Military
Etiquette 65%, Radio: Basic 80%, and W.P. Rifle (+2 to aim/+1 to burst).
Physical Program: Hand to Hand: Martial Arts and Kick Boxing
Secondary Skills: Athlete, Aerobic Athletics (Sense of Balance 50%), Prowl
45%, Swimming 70%, Fencing (+1D6 to damage and +1 to strike/parry), W.P. Sword (+3 to
strike/parry), Language: English & German 77%/62%, W.P. Handgun (+1 to aim), and Land
Navigation 44%.
Money: Zero has 46,210 Japanese Yen in a bank in Tokyo.
Weapons:
Type 94 (8mm Pistol) , Range: 131 feet (40 m), Damage: 3D6, Rate of Fire:
Single shot or Semi-Auto, Feed: 6 round detachable box mag. Note: The gun has a 20%
chance of misfiring and inadvertently shooting him whenever he rolls 1-4 on a twenty sided
dice. He keeps 4 clips on him at all time.
Katana (regular quality) 2D6 (+3 to strike and parry).
4-6 Type 91 Hand Grenade, Damage: 1D4x10, Blast Radius 12 feet (3.6 m).
Note: This hand grenade has a 7-8 second delay reaction, giving the person time to dodge
and escape the blast radius (no damage) or performing a simultaneous attack and throwing it
back at him if make a successful strike roll that is higher then the weapons thrower.
Equipment & Vehicles: He has access to any of the equipment and technology the
Japanese Military (early 1940s) can provide (within reason).
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Thu Feb 26, 2009 2:37 pm
by Reagren Wright
CONDOTTIERE (the mercenary)
No one knows who the man known as Condottiere is. All that anyone can say about him is
that he is an Austrian who served as an officer in the German Army during WW 1 and he spent
a great deal of time abroad in Europe and Asia. In the beginning of the second Sino-Japanese
war, he was helping the Chinese and helped train their soldiers to fight against the Japanese.
When Japan and Germany formed an alliance, so did his help to the Chinese. Later he started
to work with the Italian in their North African Campaigns. It is here that he started a rivalry
with the man known as Watchdog and his dog Merlin. Two became bitter enemies, which
eventually involved the other members of Euroforce. In January of 1941, he assassinated the
leader of MX7 Major Godwin Babbs while visiting relatives in city of Reading, England. Days
later, the Major was found to be alive and well. Condottiere knew he killed the man and went
to confirm the death. This nearly led to his capture. Infuriated, Condottiere started a one-man
campaign to destroy MX7 and all involved in it. At the summer of 1942, he remains Euroforce’s
most dangerous enemy. His terrorist like tactics have nearly killed each member of Euroforce
and their families are in constant threat of him. Throughout the war, no one learns anything
about Condottiere. He never reveals his name, place of birth, etc to anyone. Nevertheless,
Watchdog and he seem to know each other or have a “special connection.”
Post WW 2: In December of 1944, Euroforce destroyed his base of operation in the mountains
of Austria. Watchdog and he draw a gun on each other. They both shoot each other, but the
bullets amazingly hit each other. The two stare each other down. Condottiere takes off and
jumps off the cliff, parachuting to safety. When other members of Euroforce arrive, Watchdog
tells him he jumped to his death. Later after Watchdog is buried at Tripoli War Cemetary,
Johnny Rocket comes to the grave when he spots a man in a heavy overcoat and wide brim
hat put a Lugar pistol and a photograph on the headstone and walk away. When he takes the
gun back to Euroforce HQ, they discover the weapon belonged to Condottiere and the photo
is of two boys swimming in a lake in Geneva, Switzerland. It’s impossible to tell who the two
boys are in the picture but it’s at 30-40 years old. Condottiere is never seen or heard from
again, if he were alive, he in the current HU time line he be well over 100 years old, almost
110.
Real Name: Unknown and never revealed
Occupation: Unknown, but he has extensive knowledge of the German Army from
WW 1 up the summer of 1942.
Alignment: Aberrant
Power Category: Veteran Grunt (Ninjas and Superspies)
Experience Level: 7th level
Hit Points: 57 S.D.C.: 89
P.P.E.: 6
Appearance: The Condottiere always dresses in regular civilian attire. He wears nothing
to distinguish himself. He has removed all trace of hair from his body. He has very bright
blue eyes. He is a superior athlete.
Attributes: I.Q. 13, M.E. 15, M.A. 16, P.S. 14, P.P. 28, P.E. 21, Spd. 32, P.B. 8
Age: In his mid 40s, Sex: Male, Height: 6 foot (1.82 m), Weight: 200 lbs (90 kg).
Combat Training: Savate (Based on Ben Lucas from Rifter #7).
Attacks per Melee: 4 attacks per melee
Combat Bonuses: +2 to initiative, +8 to strike/+9 with kicks, +11 to parry/circular parry
(only 1 attack per melee round), +11 to dodge/multiple dodge (all incoming attacks), +1 to roll
with punch/fall, pull punch, maintain balance, +2 disarm, critical strike from behind, knockout
on an unmodified roll of 20, and critical strike on an unmodified 18-20.
Saving Throws: +4 to save vs. Horror Factor, +12% to save vs. coma/death, +3 to
save vs. magic and poison.
Combat Skills: Punch 1D4, Power Punch 2D4 (2), Backhand 1D6, Palm Strike 1D6, Snap
Kick 1D6, Elbow/Forearm 1D6, Knee 1D6, Karate Kick 2D4+4, Roundhouse 3D6+4, Snap Kick
1D6+4, Crescent Kick 2D4+6, Axe Kick 2D8+4, Reverse Turning Kick (dodge/karate kick), Jump
Kick 6D6+4, Jumping Reverse Turning Kick (dodge/jump kick), Tripping/Leghook (cannot be
paired, must dodge or knockdown), Double Kick Technique (once per melee round, can kick
twice for once action-two separate strike rolls, the second only gets half the strike roll
bonus), Leg Locks, Elbow Lock (must be done on the ground).
Martial Arts Powers: Stone Ox and Kick Practice.
Other Bonuses: 40% trust/intimidate.
Educational Background: Special Training (Note: Most of the skill programs from Ninja &
Superspies have additional skills that are based on ideas from John C. Philpott from Rifter
#25).
Common Skills: Read-Write/Speak German 94%/95, Mathematics: Basic 93%, and
Gymnastics (Sense of Balance 71%, Bars & Rings 81%, Backflip 84%).
Military Program (Basic) : Running, Climbing 95%/85%, Forced March, First Aid 98%,
Radio: Basic 98%, Camouflage 80%, Military Etiquette 95%, Demolitions 98%, Demolition
Disposal 98%, and W.P. Rifle (+4 to aim/+2 to burst).
Military Program (Guerilla Warfare): Detect Ambush 80%, Detect Concealment
75%, Land Navigation 74%, Sniper (+2 to called and aimed shots), Wilderness Survival 85%,
Trap Construction 58%, Trap/Mine Detection 60%, W.P. Handgun (+3 to aim/+1 to burst),
W.P. Heavy Military Weapons (+2 to aim/+1 to burst), W.P. Knife (+3 to strike, parry, and
throw), and W.P. Military Flamethrower (+2 to aim/+1 to burst).
Military Program (Advance Infantry) : Pilot: Automobile 86%, Fortification 80%, Field
Surgery 54%, W.P. Grenade Throwing (+2 to strike), W.P. Artillery (+2 to aim), W.P. Vehicle
Mounted Weapons (+2 to strike/+1 to burst), W.P. Sword (+3 tostrike/parry), W.P. Blunt (+3
to strike/parry), and W.P. Chain (+3 to strike/+1 to parry).
Military Intelligence Program: Cryptography 65%, Disguise 70%, Forgery 60%,
Interrogation 75%, Intelligence 72%, Radio: Scrambler 75%, Surveillance 70%, Find
Contraband 66%, Research 85%, W.P. Sub-machinegun (+3 to aim/+1 to burst), and W.P.
Targeting (+3 to throw, throw 2 or 3, critical strike on a unmodified 19-20).
Language Program: Read-Write/Speak French, Japanese, Chinese, English and
Russian 85%/81%.
Secondary: Athlete, Desert Survival 90%, Arctic Survival 70%, Outdoormanship,
Swimming 85%, Pilot: Airplane 78%, Pilot: Kayaking & Canoes 78%, Pilot:
Truck 84%, Astronomy & Navigation 65%, History 95%/75%, Whittling & Sculpting 50%,
Language: Italian 56%, and Literacy: Italian 50%.
Money: He has 1055 deutsche marks in a bank in Berlin. He also has 810 franks stashed
away in a safe house in Paris. He also has $35,000 (U.S dollars) in valuables (art, jewelry, etc)
stashed all over Europe.
Weapons:
Luger P08 (9mm) , Range: 131 feet (40 m), 3D6 damage, Rate of Fire: Single shot or
short burst, Feed: 8 round detachable box mag. He always keeps 4 clips on him.
Karabiner 98k with bayonet, Range: Effective 1650 feet (502 m) with a max range 2624
feet (500 m) if he uses optics, Damage: 4D6, Rate of Fire: Single shot, Feed: 5 round stripper
clip, internal mag, Bayonet 1D6. He always keeps 4-5 clips on his person. The gun does have
a sight on it to help with sniping. The gun can be fitted to fire rifle mounted grenades. He can
also install a trench magazine to increase it rounds to 20.
MP40 (9mm) , Range: 453 feet (138 m), 3D6 damage, Rate of Fire: Full automatic,
Feed: 32 round detachable box mag. He always keeps 4 clips on him.
4 Throwing Knives 1D4
1 Large Boot Knife 1D6+1
4 Hand Grenades, Damage: 2D4x10, Blast Radius: 20 feet (6 m) or he will use 4 Model 24 Hand
Grenades (potato mashers), Damage: 1D6x10, Blast Radius: 20 feet (6 m).
Armor: Modified Half Suit Vest: A.R.: 12, S.D.C. 55.
Equipment & Vehicles: He has access to any equipment and/or vehicles the
German Army can provide during the war. He is also skilled enough to know how to “acquire”
specific military gear or equipment using his various connections with others services branches
of the German military.
Note: Whenever he can he recruits 2D4 German soldiers (1st and 2nd level to work with him)
on missions.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Thu Feb 26, 2009 2:42 pm
by Reagren Wright
DER KOMMANDANT (The Commander)
Horaz was born in Berlin in 1921. All of his life he loved the theater and pretending to be
characters in plays. He loved being in high school plays. His family was poor, but his best
friend had a brother who was a high-ranking member of the Nazi military (Sturmbahnführer,
equal to a major). Everything about the man he simply admired and wanted to emulate. At the
age of 17, he started working in a munitions plant that built bullets, rockets, and bombs. One
day some scientists and military personnel were at the plant observing a demonstration of a
new type of bomb that released a deadly chemical gas. Unfortunately, a freak accident
occurred and some of the gas escaped from an air event and Horaz breathe in it. Instead of
killing him, he gave him strange powers that made people see him as someone else, speak any
language he over heard, and the power to expel power energy rays from his eyes. Humble and
insignificant little man, Horaz found himself being treated like the man in charge of the plant.
Wherever he went, people treated him someone of importance. One day while putting on his
brother’s military uniform (he was a major), a man came in and asked if he was ready to go to
military base. When Horaz showed up everyone stood a full attention waiting for him to give
orders. So Horaz played the part. Few questioned his existence and if they did he would
say, “I am the Commander.” Everyone accepted it. Those who didn’t he vaporized with his
energy eyes. By 1941, he convinced everyone he was a Lieutenant Colonel and he was given
the task of eliminating possible threats made Allied meta-beings. Throughout his days in the
Nazi German Army, he was the man responsible for finding a way to defeat Euroforce and the
U.S. super beings; essentially, he was an actor playing the role of a man in high command,
who eventually became the archenemy to the Allies. Though he lacked the military intelligence
and education, he managed to become a thorn in their side because he plans were so
unconventional and difficult to predict, much less follow by his own men, yet they did and
without question. He is a fraud but no one realizes it and fear the idea of going up against
him.
Death: After the war, Horaz fled Germany and went into hiding in Brazil. Unwilling to accept his
lost of power, he spent the next 60 years being a Nazi super villain, continually being a thorn
in the sides of countless super heroes through history, especially to former members of
Euroforce and the American Rocket. In the 1990s, he contacted the Brotherhood of
Armageddon looking for an opportunity to try and make a mark against those who destroyed
the Aryan empire. Imperious to his abilities, Meinhard Syvan and Adolf Hoffimeir wanted
nothing to do with him (he was in his 70s) and though he was a joke of a villain. In the 21st
century, he vowed to prove himself, he enlisted the help of young white supremacists to
starts a terrorist network in the U.S. One of the things he decided to attack was a mosque in
Los Angeles in broad daylight. He had his followers build a device to launch a barrage of mini-
missiles against the mosque. Brazen with over confidence the attacked commenced, only to
be halted by he super-being called Starchild. The 80+ year-old villain tried fighting the meta-
being but to no avail. She easily made short work of him. As the police closed in on his beaten
and battered body, Horaz decided the charade was over. He refused to have the authorities
learn the truth about him so he put his gun to his head and took his life.
Real Name: Horaz Konrad
Occupation: Former Factory Employee, now Oberstleutnant (Lieutenant Colonel in the
Nazi Germany Army.
Alignment: Aberrant
Power Category: Mutant
Experience Level: 4th (in the summer of 1942)
Hit Points: 28 S.D.C.: 30
P.P.E.: 30
Appearance: He is a diminutive, little man who is not physical fit. His powers give him
the appearance of a renowned person of authority. He is always wearing his military uniform.
He has short ash blond hair and light brown eyes.
Attributes: I.Q. 19, M.E. 20, M.A. 30, P.S. 5, P.P. 8, P.E. 12, Spd. 11, P.B. 11
Age: 21 (in 1942), Sex: Male, Height: 5 foot and 6 inches (1.67 m),
Weight: 141 lbs (63.45 kg).
Unusual Characteristics: Extraordinary Intelligence (from Mephisto’s Mutant
Characteristics Table, Redux).
Major Super Ability: Personal Recognition
Minor Super Abilities: Extraordinary M.A., Linguistics, and Energy Expulsion: Energy.
Combat Training: Non-combatant
Attacks per Melee: 1 attack per melee round and 3 non-combat actions.
Combat Bonuses: +1 to perception and +1 to dodge.
Saving Throws: +3 to save vs. psionics and insanity.
Combat Skills: Punch 1D4, Power Blow 2D4 (2).
Other Bonuses: +10% to all non-physical skills, +5% to physical skills, 97%
charm/impress.
Educational Background: On the Job Training
Common Skills: Read-Write/Speak German 98%/98%, Pilot: Automobile 82%,
Mathematics: Basic 94%, and Language: British English, French, Russian, Italian, Dutch and
Danish 97%.
Factory/Construction Worker Program: Basic Mechanics 85%, Carpentry 70%,
Construction (based on John C. Philpott in Rifter #25) 85%, General Repair & Maintenance
90%, Physical Labor, and Pilot: Tracked Vehicles 98%.
Entertainer Program: (Based in part by John. C. Philpott in Rifter #25).
Disguise 82%, Impersonation 88%/74%, Performance 87%, Public Speaking 98%, Seduction
83%, and Wardrobe & Grooming 98%.
Learned Skill: Military Etiquette 70%.
Secondary Skills: Radio: Basic 80%, Dance 70%, Sing 75%, Recognize
Weapon Quality 55%, Pilot: Truck 82%, History 90%/70%, Law (general) 50%, and Research
55%.
Money: He has 986 deutsche marks in a bank in Bonn. He also has 450 deutsche marks
in a safe house in Berlin. He keeps 310 franks in a safe house in Paris.
Weapons: He carries a lugar but has no real training with it as of yet (1942).
Luger P08 (9mm), Range: 131 feet (40 m), 3D6 damage, Rate of Fire: Single
shot or short burst, Feed: 8 round detachable box mag. He always keeps 4 clips on him.
Energy Expulsion, Range: 600 feet (183 m), Damage: 6D6, Bonus: +3 to
aim/+1 to wild.
Equipment & Vehicles: He has access to any of the equipment and technology the
German Army (early 1940s) can provide (within reason).
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Thu Feb 26, 2009 2:44 pm
by Reagren Wright
All done with the WW 2 era, now we go to the Cold War Era of the Summer of 1955. These will
be the Soviet Bad guys. Be ready for them.
Re:
Posted: Sat Feb 28, 2009 1:16 pm
by acreRake
Hey! You know, i'm so glad this topic is still here. I wanted to look up the Terror Bears for an adventure i want to run (yes, they're still alive in my HUniverse), and was pleased that you had done them up! Thanks.
Then, i saw this:
Reagren Wright wrote:I was looking over TMNT book and its occured to me that the Sparrow Eagles and Fred Hamster appear to be Eastman & Laird creations, which means they like the Turtles and company are off limits for conversions. So sorry Zenvis no can do them. But everyone else is okay.
Just for your (or anyone's) information, those four characters were some of the characters created by Erick's playtesters when he was creating the game.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Sun Mar 01, 2009 11:55 pm
by Reagren Wright
Cool that means the Sparrow Eagle and Fred Hamster are elgible for 2nd edition conversion. I
guess after I'm done with the Russians, Starchild, the names from Skryapers, I can go back to
my original task (doing conversions for 1st edition characters) thanks acreRake
.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Mon Mar 02, 2009 3:56 pm
by Reagren Wright
I just wanted to say this post now has 20,000 hits. I can't speak for Cardiac but I just want
to thank everyone who showed this post some love and attention
.
Re: Re:
Posted: Mon Mar 02, 2009 8:13 pm
by NMI
acreRake wrote:Hey! You know, i'm so glad this topic is still here. I wanted to look up the Terror Bears for an adventure i want to run (yes, they're still alive in my HUniverse), and was pleased that you had done them up! Thanks.
Then, i saw this:
Reagren Wright wrote:I was looking over TMNT book and its occured to me that the Sparrow Eagles and Fred Hamster appear to be Eastman & Laird creations, which means they like the Turtles and company are off limits for conversions. So sorry Zenvis no can do them. But everyone else is okay.
Just for your (or anyone's) information, those four characters were some of the characters created by Erick's playtesters when he was creating the game. :ok:
I would need to see verification of this, in order to allow them to be posted here on the boards.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Tue Mar 03, 2009 2:51 pm
by gaby
Reagren Wright I got to known what are the powers of SteelFist Gaunlet and Stwormchain-Ball & Chain from your All Crusade Squad?
Re: Re:
Posted: Tue Mar 03, 2009 3:43 pm
by acreRake
Mr. Deific NMI wrote:acreRake wrote:Hey! You know, i'm so glad this topic is still here. I wanted to look up the Terror Bears for an adventure i want to run (yes, they're still alive in my HUniverse), and was pleased that you had done them up! Thanks.
Then, i saw this:
Reagren Wright wrote:I was looking over TMNT book and its occured to me that the Sparrow Eagles and Fred Hamster appear to be Eastman & Laird creations, which means they like the Turtles and company are off limits for conversions. So sorry Zenvis no can do them. But everyone else is okay.
Just for your (or anyone's) information, those four characters were some of the characters created by Erick's playtesters when he was creating the game. :ok:
I would need to see verification of this, in order to allow them to be posted here on the boards.
From the horse's mouth in the
Echoes from the Rifts: Episode One, between 18 minutes and 19 minutes. (18:15 or so...) but then the next question is about team characters and he talks about them more.
Okay, he doesn't name Fred Hamster specifically, he says "the sparrows and a couple of others".
I never saw Fred in a comic...
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Tue Mar 03, 2009 10:27 pm
by Reagren Wright
Well since you asked Gaby I can tell you the following.
Enchanted Object: Stormchain (Ball & Chain). +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.
Major Super Ability: Control Elemental Force: Air.
Powers of Order: Damage Bonus, Supernatural Strength, Spit Lightning, Fly, and Mystic Shield.
Enchanted Object: Steelfist (Gauntlet). +2 to save vs. all magic. +30 S.D.C. Impervious to Fire.
Major Super Ability: Matter Expulsion: Metal/Steel. 5th level in power.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Wed Mar 04, 2009 8:02 am
by gaby
Thank you Reagren Wright.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Wed Mar 04, 2009 12:00 pm
by Reagren Wright
MOTHER RUSSIA
Lada came into being in the 16th century as people in the Slavic regions began to worship an
invented deity called Lada, goddess of youth, love, beauty, merriment, and harmony. Though
the will of the thousands of people worshipping (PPE Channeling), she manifested into a
physical being. Over the centuries the practice of worshipping her diminished, thus weakening
her deific nature. In an effort to maintain her existence and support of the people, at the
start of the 20 century, Lada began providing aid and support to all Slavic people, specifically
those living in Russia. When the people saw her, they called her Mother Russia. It became a
name she adhered herself too, eventually she became the national personification of Russia. In
1917 when the communist took over the country, Lada had no choice but to adapt herself to
the Soviet identity, which came Mother Motherland. For a while, she opposed the cruelty done
against Russian citizens by the Bolsheviks, but as Nazi Germany came into power, she turned
her attention towards them. Soon she was supporting the communist government and its
treatment of its people. When Germany betrayed and attacked the Soviet Union, Lada turned
her wrath upon the Nazi. In the summer of 1942, Major Godwin Babbs and Major Theron
Raison, the two men in charge of British Secret Agency called MX7, invited her to join the
Allied super ops team called Euroforce. This was not possible do to her inability to leave the
boundary lines of Russia’s borders, and nonetheless, she welcomed any support they wanted
to offer her and the Russian people. None ever came. Feeling snubbed, Lada vowed to get
even with not only Euroforce, but with all of the Allied nations. However, the only way she
could do that was to have someone physical remove/escort her out of the region, but the
moment she left the borders she could no longer heal her wound and she began to grow old
and die of old age. Nonetheless, she operated as a Soviet Spy and Assassin against not only
the Nazis but the Allies as well.
After the war, the Soviet Union expanded its influence to the countries of Eastern Europe,
eventually turning them into satellite states by the Warsaw Pact of 1955. All the while Lada
continues to operate as a spy and assassin for the KGB and other covert agencies.
After 1955: Unknowingly Lada did not realize that as an operative and spy, she was not
personifying her Mother Motherland or Mother Russia image. As a result, her powers and
immortality began to wane in the 1960s. By the 1970s, she was aging like a normal person and
lost the use of her psychic abilities. On the plus side, she was free to move about on the
globe, and was aging like normal. By the 1980s, she was a sixty-year old woman, she also
became intolerant of the Soviet policies and the harshness it had on its people. As change
began to overtake the government in the late 1980s, Lada had a change in heart as well. She
wanted to do something more to help her people. In August of 1991, hard line leaders of the
communist party and KGB attempt to over throw the government and stop all the change,
seeing her people in need of her, Lada managed to reclaim her Mother Russia identity. She
prevented a dozen members of the Red Iron Guard (RIG) from assaulting protestors and those
backing the Russian President. Before long, the Soviet Union collapsed and eventually became
the Russian Federation. Today Lada once again calls herself Mother Russia, now she is a true
super heroine and now receives the praise and worship of millions. However, she still is
untrusting of the West (especially the U.S.) but she her heart is not as cold and unforgiving
as it was before.
Real Name: Lada
Aliases: Mother Motherland and Filikitata Yakovlev
Occupation: Criminal Mastermind, Soviet Spy/Assassin, and Former Slavic Goddess.
Present day: Champion of the Russian People and Protector of the Oppressed
Alignment: Aberrant (Principled in present day)
Power Category: Immortal (Fallen Godling)
Experience Level: 8th (In 1955), 10th in Present day
Hit Points: 85 S.D.C.: 79
P.P.E.: 138
I.S.P.: 320
Appearance: Lada is a black hair Russian female with a robust physique. Sleek, pretty
legs, a trim waist and a gorgeous hourglass figure. She wears an elegant orange and blue
gown. She used to carry an Orthodox Cross and a shield. Now she has abandoned her godling
image.
Attributes: I.Q. 19, M.E. 20, M.A. 17, P.S. 16 (extraordinary), P.P. 13, P.E. 14, Spd.
30, P.B. 19
Age: 488, Sex: Female, Height: 6 foot and 10 inch (2.08 m), Weight: 125 lbs (56.25 kg).
Natural Abilities: Heals 3x faster than normal, she has Extraordinary P.S., and perfect
vision and peak senses.
Vulnerability: She is bound to the boundary lines of the Soviet Union and its satellite
states (as of 1955). She cannot stray more than one mile from the border. She is stuck as if
tethered by an invisible chain or cage. She cannot make any journey to cross the boundary
lines under her own power. If someone or some thing (a vehicle that she is not piloting) takes
her across, she loses the ability to heal/recover from any inflicted wound and immediately
loses her immortality (she starts to age 1D6 years per 24 hours, thus killing her within 12-60
days). If the boundary lines officially change, it will have an affect on her (for example as of
2009) she can no longer enter the countries of Romania, Poland, Ukraine, etc because they
are no longer satellite states control by Russia). When the Soviet Union invaded Afghanistan
in 1980, she could never the country because the country was never “official” under Soviet
Control and made a satellite country.
Super Psionics: Insert Memory, Mental Illusion, Hypnotic Suggestion, Steal Memory,
Mind Wipe, and Empathic Transmission.
Healing Psionics: Bio-Regeneration, Healing Touch, Mask I.S.P. & Psionics, Detect
psionics, Psychic Diagnosis, Psychic Healing, and Psychic Purification.
Physical Psionics: Alter Aura, Deaden Senses, Mind Block, Nightvision, Summon Inner
Strength, and Ectoplasmic Disguise.
Sensitive Psionics: Clairvoyance, Empathy, Object Read, Precognition, See Aura, Sixth
Sense, Telepathy, and Total Recall.
Combat Training: Basic
Attacks per Melee: 5 (2 initial +3 from Hand to Hand)
Combat Bonuses: +2 to initiative, +1 to strike, +3 to parry, +3 to dodge, +3 to
damage, +5 to roll with punch/fall, +4 to pull punch, +1 to disarm, +2 to perception.
Saving Throws: She needs a 10 or higher to save vs. psionics, +2 to save vs. magic,
+3 to save vs. psionics and insanity, +3 to save vs. possession, +4 to save vs. poison and
disease, and +3 to save vs. Horror Factor.
Combat Skills: Punch 1D4, Power Blow 2D4 (2), Elbow/Forearm 1D6, Knee 1D6, Kick
1D6, Body Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and 1 attack/action), All
Holds, and Critical strike on an unmodified roll of 19-20.
Other Bonuses: +5% to all skills, 45% trust/intimidate, and 45% charm/impress.
Educational Background: General Studies with full study of Earth.
Common Skills: Read-Write/Speak Russian 98%/98%, Mathematics: Basic
98%, Pilot: Horsemanship 77%/57%, Marxism-Leninism-Maosim 98%, W.P. Shield, and Speak
English, French, Polish, Czech, German, and Servian 94%
Special Skills: Dance 80%, Singing 85%, Wardrobe & Grooming 892, Seduction
54%, Performance 75%, Public Speaking 98%, History 98%/90%, Law (general) 85%,
Anthropology 90%, Archeology 90%/70%, Research 90%, and Writing 75%.
Secondary Skills: Hand to Hand: Basic, Athlete, Swimming 95%, Prowl 70%,
Running, Identify Plants & Fruit 70%, Gardening 65%, Holistic Medicine 65%/55%, Business &
Finance 55%, and Streetwise 37%.
Money: Mother Russia has amassed a fortune worth 1 million Rubles.
Weapons: None, she relies only on her psionic powers.
Magic Shield, The weapon provided her a +1 to strike and parry (total +3 to
strike and +4 to parry) and was totally indestructible. The shield does 1D6 damage as blunt
weapon. It can be used to block bullets and energy blast (-8 to do so, while all other
projectiles and thrown weapons are -3).
Equipment & Vehicles: She likes to be driven around in large vehicles her first love is to ride on horseback.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Wed Mar 04, 2009 12:06 pm
by Reagren Wright
RED STAR
Ignati was born in Stalingrad in 1933. When he was 7 years old, his father had to go off to
help defend the country against the advancing Germans. His father never returned. From that
point, it was his point to be the man of his house. When he was 9 years old, a Russian Soldier
tried to take advantage of his mother, Ignati struck him with an iron poker. Enraged the man
beat him with it to nearly an inch of his life. Ignati survived but he did permanent damage to
his back and leg. He swore he find a way to get even and make those who picked on the
weak pay for it. For the rest of his life, he was picked on by bullies and made fun of by the
girls. This simply filled him with anger and bitterness. At the age of 18 (1951), he did think
he’d qualify to serve for a mandatory service period, but to his surprise, a man from the
military asked if he wanted to serve his country in a top-secret program. If he did so, his
mother would be looked after. He agreed. They took him to a military lab in Belarus. There he
was subjected to experiments in radiation. The result turned Ignati into a meta-being, but not
in the manner desired. He skin turned bright red and eyes bright orange. He put on 200 lbs of
dense muscle mass, but even more bizarre he could increase his size, become a nearly 60 foot
(18.2 m) giant. Right away, the KGB and its other covert operators decided they could use
him to engage crush nationalistic uprising and maintain Stalinist idolatry (the latter in secret).
He was also to engage and eliminate any meta-being that dared opposed the government or
sought to do harm. Calling himself Red Star, he became the attack dog the KGB would send
out to deal with enemies of the state. He would also operate in covert missions in attempts to
undermine NATO countries, especially in Europe. Frequently, he found himself opposing
Euroforce operatives (Britannia, Johnny Rocket, Kid Silver, Fighting Irish, and Ordinary People
Soldiers/Secret Agents) whenever these covert missions where discovered, fortunately he
always managed to escape and the truth of his missions where never discovered. Kid Silver
and Red Star became bitter enemies of one another.
Death: In 1961, Ignati became irate when Stalin’s body was removed from the Lenin
mausoleum. As the De-Stalinization period continued, many communist party members still
clinging to Stalinist political systems were finding themselves removed from power, yet many
of their “projects” remained in play accept they were know guided by new administrators. Red
Star refused to accept this change and made threats against his new handlers. A few days
later, he was assaulted by the Red Army Tank and Artillery Division and killed.
Real Name: Ignati Alexandrova
Occupation: Russian Super Op.
Alignment: Miscreant
Power Category: Experiment (Minor)
Experience Level: 3rd (in the summer of 1955)
Hit Points: 40 S.D.C.: 196
P.P.E.: 20
Appearance: Ignati is a large and solid Russian male with bulging muscles, bright red
hair blond hair, and orange eyes.
Attributes: I.Q. 12, M.E. 13, M.A. 16, P.S. 30/55 superhuman, P.P. 11, P.E. 28, Spd.
30/60 when over 20 feet (6 m), P.B. 11
Age: 22 (in 1955), Sex: Male, Height: 5 foot and 11 inches (1.80 m),
Weight: 341 lbs (153.45 kg).
Side Effects: Increased Mass, Red Skin, and Orange Eyes.
Major Super Ability: Growth (+50 feet/15.24 m), for a max of 55 feet and 11 inches (17
m), +50 lbs (22.6 kg) per foot and 2000 lbs (900 kg) for every 9 feet (3 m) above 20 feet (6
m), for a max of 12,341 lbs (5553 kg), +20 SDC per foot, for a max of 661 SDC, +1 to P.S.
per foot, becomes superhuman after 12 feet (3.6 m), max 55 (becomes superhuman after he
becomes). HF of 9 when eight feet (2.4 m) tall and +1 for every 6 feet (1.8 m) of height, -4
to dodge (when over 12 feet (3,6 m).
Martial Arts Powers: Stone Ox, Chi-Gung (A.R. 14 against normal P.S. melee attacks
and fire attack), Tamashiwara (a roll of 14 or better to strike to inflict double damage against
hit points (failure means normal damage but he takes ½ that damage).
Combat Training: Sambo (See Rifter #7).
Attacks per Melee: 3 (3 from Hand to Hand)
Combat Bonuses: +2 to initiative, +1 to strike (+1 all hand strikes)/+2 when over 20
feet (6m), +1 to parry/+3 when over 20 feet (6 m), +1 to dodge, multiple dodge, +17 to
damage/+42 at max height, +4 to auto roll with punch/fall, +2 to break fall, +2 to pull punch,
and disarm.
Saving Throws: 26% to save vs. coma/death and +7 to save vs. poison & magic.
Combat Skills: Punch 1D4+6, Power Blow 3D6+2 (2), Elbow 1D6, Palm Strike 2D6, Kick
2D4+6, Snap Kick 1D6+6, Tripping/Leghook (cannot be paired, must dodge or knockdown), Axe
Kick 2D8+6, +1 Body Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and 1
attack/action), +1 Auto Body Flip (same but can be used instead of parry, uses only its strike
bonus), Body Block/Tackle 1D4 + P.S. damage bonus (must parry/dodge or knockdown), Pin
18-20, Crush 1D4, Elbow Lock, Hand Lock, Wrist Lock, All Holds, Combination Parry/Attack,
and Knockout on an unmodified roll of 20.
Giant Size (Double his normal height or more) : Punch 4D4, Power Blow 5D6+2
(2), Elbow 2D6, Palm Strike 3D6, Kick 3D6+2, Snap Kick 2D6+6, Tripping/Leghook (cannot be
paired, must dodge or knockdown), Axe Kick 4D6+4, +1 Body Flip/Throw 2D6 plus P.S. damage
bonus (lose initiative and 1 attack/action), +1 Auto Body Flip (same but can be used instead
of parry, uses only its strike bonus), Body Block/Tackle 2D4 + P.S. damage bonus (must
parry/dodge or knockdown) when he is 8-12 feet (2.4-3.6 m) tall or 3D6 + P.S. damage bonus
(must parry/dodge or knockdown) when he is ever larger, Pin 18-20, Crush 2D4 + P.S. damage
bonus when he is 8-12 feet (2.4-3.6 m) tall or 3D6 + P.S. damage bonus when he is ever
larger, Elbow Lock, Hand Lock, Wrist Lock, All Holds, Combination Parry/Attack, and Knockout
on an unmodified roll of 20.
Educational Background: Military
Common Skills: Read-Write/Speak Russian, 86%/91%, Pilot: Automobile 69%,
Mathematics: Basic 81%, Body Building & Weightlifting, and W.P. Knife (+1 to strike, +2 to
parry & throw).
Military Program (Basic) : Marxism-Leninism-Maoism 88%, Running, Climbing,
65%/55%, Military Etiquette 60%, Forced March, Radio: Basic 75%, and W.P. Rifle (+2 to
aim/+1 to burst).
2nd Military Program: Demolitions 79%, Armorer/Field Armorer 65%, Basic
Mechanics 65%, NBC Warfare 60%, and Parachuting 65%.
Physical Program: Hand to Hand; Sambo (See Rifter #7) and Wrestling.
Secondary Skills: Athlete, Physical Labor, Wilderness Survival 50%, Swimming
65%, Land Navigation 48%, Recognize Weapon Quality 40%, W.P. Handgun (+1 to aim), W.P.
Blunt (+2 to strike/parry), Language: English 68%, and Literacy: English 45%.
Money: He has 586 Rubles in a bank in Moscow and 670 Rubles in a bank in Leningrad.
Weapons: Besides his super powers, he uses the following.
Ak-47, Range: 985 feet (300 m), 4D6 damage, Rate of Fire: Single shot, Semi-
Automatic, or Full Automatic, Feed: 30 round box mag. He always keeps 4 clips on him.
Makarov PM (9 x 18mm Markarov) , 164 feet (50 m), 3D6 damage, Rate of
Fire: Single shot or Semi-Automatic, Feed: 8 round detachable box mag. He always keeps 3
clips on him.
Equipment & Vehicles: He is always assigned specific equipment from the Red Army and
KGB to perform a specific mission.