Page 14 of 34
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Wed Mar 04, 2009 12:12 pm
by Reagren Wright
THE PROLETARIAT
The man known as the Proletariat was among many of the espionage agents who became
apart of the 1947 Soviet spy plan known called “Project Chameleon”. These individuals were
apart of the first successful and repeatable experiments that created super beings all who
always possessed the same super abilities, namely the ability to alter their alter their physical
appearance and stature, enabling them to impersonate anyone. These communist
spies/assassins (called metamorphs) could infiltrate any government and/military body, remove
the original person and have one of these agents take his or his place. So paranoid was the
United States, it lead to the creation of the federal agency known as G.I.G.M.A. Although no
one knew the identity of any of the metamorphs, one in particular stood out above the rest.
He called himself the Proletariat. He took great strides in committing murder, planting bombs,
and doing anything to undermine NATO countries. He orchestrated numerous attacks against
NATO countries, the United States and Great Britain in particular. One of his most daring
covert operations was to infiltrate MX7 and find a means to eliminate all the members of
Euroforce. He was found out by Major Godwin Babbs. Both G.I.G.M.A. and Euroforce have
vowed to find this man no matter who he maybe and bring him to justice.
Death: Proletariat escaped capture and went on to become a thorn in side of United States
and other NATO countries. However, in 1963, G.I.G.M.A. agents manage to infiltrate the very
organization responsible for the creation and managing of the metamorphs. Using propaganda
and keyed assassination attempts on prominent Communist party leaders, the operatives made
the Russian government believe the metamorphs sought to take subert control of the
government. They ordered Project Chameleon shut down and in a one mass execution,
eliminated everyone involved with the program, including all the metamorphs. No one of them
survived.
Real Name: Classified
Occupation: Russian Metamorph and KGB Super Op.
Alignment: Aberrant
Power Category: Experiment
Experience Level: 5th (in the summer of 1955)
Hit Points: 46 S.D.C.: 80
P.P.E.: 25
Appearance: Unknown, only a select few in the government and research lab know
what his original appearance looks like. He tries not to appear as the same person twice.
Attributes: I.Q. 15, M.E. 16, M.A. 32, P.S. 14, P.P. 11, P.E. 12 Spd. 32, P.B. 15
Age: 29 (in 1955), Sex: Male, [b]Height[/b]: 5 foot and 11 inches (1.80
m), Weight: 181 lbs (81.45 kg).
Side Effects: Like all Russian Metamorphs, he is vulnerable to radiation (even the tiniest
levels), it reduces his physical attributes by half and causes him to revert to his original
appearance for 1D4 minutes.
Major Super Ability: Alter Facial Features & Physical Stature
Minor Super Ability: Extraordinary M.A., Anatomical Independence (Feign Death 82%),
and Anatomical Manipulation.
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, +4 to roll with
punch/fall, +3 to pull punch, and disarm.
Saving Throws: +1 to save vs. insanity and psionics.
Combat Skills: Karate Punch 2D4, Power Blow 4D4 (2), Elbow/Forearm 1D6, Knee 1D6,
Backhand 1D6, Karate Kick 2D4, Snap Kick 1D6, Tripping/Leghook (cannot be paired, must
dodge or knockdown), Crescent Kick 2D4+2, Roundhouse Kick 3D6, Jump Kick 6D6, Flying Jump
Kick 4D6, and All Holds.
Educational Background: Military Specialist
Common Skills: Read-Write/Speak Russian, 90%/93%, Pilot: Automobile 75%,
Mathematics: Basic 87%, and Speak English & French 80%/65%
Military Program (Basic) : Marxism-Leninism-Maoism 98%, Running, Climbing,
85%/75%, Military Etiquette 80%, Forced March, Radio: Basic 95%, and W.P. Rifle (+2 to
aim/+1 to burst).
Military Program (Advance) Intelligence: Cryptography 70%, Disguise 90%, Forgery
65%, Interrogation 85%, Microfilm/Microfiche/Microdot Technology 80%, Research 85%,
Intelligence 77%, Radio: Scrambler 70%, Surveillance 75%, Basic Electronics 75%, and Find
Contraband 71%.
Espionage Program: Hand to Hand: Martial Arts, Detect Ambush 70%,
Wilderness Survival 70%, Impersonation 95%/81%, and Escape Artist 98%.
Modern W.P. Program: W.P. Handgun (+2 to aim/+1 to burst), W.P. Sub-
machinegun (+2 to aim/+1 to burst), and W.P. Heavy Military Weapons (+2 to aim/+1 to
burst).
Criminal Program: Streetwise 50%, Pick Locks 70%, Imitate Voice & Sounds
92%/86%, I.D. Undercover Agents 80%, and Prowl 60%.
Learned Skills: Literacy: English and French 65%.
Secondary Skills: Athlete, Swimming 75%, Pubic Speaking 75%, Seduction
60%, History 85%65%, Business & Finance 50%, and Law (general) 50%.
Money: He has banks accounts in over a dozen different countries, not to mention
access to the finances of those he has killed and impersonated.
Weapons: He access to most Soviet hand held weapons of the 1950s
Makarov PM (9 x 18mm Markarov) , Range: 164 feet (50 m), 3D6 damage,
Rate of Fire: Single shot or Semi-Automatic, Feed: 8 round detachable box mag. He always
keeps 2 clips on him (this gun is often hidden inside his body).
Equipment & Vehicles: The KGB provides him access to all sots of communication,
surveillance, sensory, and photography, other spy equipment, including high tech spy gear
(1950s technology).
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Wed Mar 04, 2009 12:18 pm
by Reagren Wright
THE PARTISAN
The man called the Partisan was a Soviet Spy and Terrorist. His mission like the metamorphs
was to infiltrate NATO countries and disrupt the democratic way of life. Partisan did it by
murdering/assassinate people of prominent positions (entertainment, politics, or military) then
have the murder blamed on unsuspecting innocent people. He would also sabotage factories,
power stations, and industries to cause not only havoc, but to implant distrust in the federal
government in the minds of working class people. Great Britain and France were the prime
targets of the Partisan attacks, since its people were the most likely to rise up and protest.
However, in the United States, the Partisan found civil right crimes against African Americans
to be the most prominent means of achieving his goal. Some of his most favorite plots were to
cause the death of individuals that would cause conspiracy theorists to blame the government
for the crime (Kennedy’s Assassination is a perfect example). When the Partisan shot Britannia
in the head during a press conference, he thought for sure he’d killed her. Hours later, she
was alive and standing before news camera again. Afterward, he became obsessed with killing
her. Each and every time, Britannia survived or returned from the dead. She and other
members of Euroforce vowed to find him and put an end to his reign of terror.
Death: The Partisan managed to escape capture from Euroforce and G.I.G.M.A. In 1975, he
collapsed while in a London train station, just before he could secretly plant his bomb in an
effort to blame the IRA on it. He was taken to a hospital where he was diagnosis with liver
cancer. They gave him 3-6 months to live. Rather than die from the disease, the Partisan
carried out his original mission this time however as a suicide bomber, but not before he
brought about the end of Britannia. He contacted Euroforce in an effort to get them on the
scene. When Britannia came within range, he blew himself up, killing over 75 civilians and
injuring well over a hundred people, nonetheless Britannia survived as she done so many other
times before.
Real Name: Classified
Occupation: Russian KGB Agent
Alignment: Aberrant
Power Category: Secret Operative
Experience Level: 7th (in the summer of 1955)
Hit Points: 61 S.D.C.: 183
P.P.E.: 8
Appearance: He young looking, lean, athletic, with blond hair. He has a patch over his
left eye, while the right is a solid blue. He usually wears a long black trench coat and
professional attire.
Attributes: I.Q. 15, M.E. 20, M.A. 18, P.S. 29, P.P. 16, P.E. 20, Spd. 31, P.B. 14
Age: 37 (in 1955), Sex: Male, Height: 6 foot (1.82 m), Weight:
179 lbs (80.55 kg).
Combat Training: Hand to Hand: Sambo (See Rifter #7).
Attacks per Melee: 5 (4 from Hand to Hand +1 from boxing)
Martial Arts Powers: Kick Practice, Dam Sum Sing, 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 Bonuses: +2 to initiative, +5 to strike (+6 all hand strikes), +6 to parry, +7 to
dodge, multiple dodge, +19 to damage, +6 to auto roll with punch/fall, +2 to break fall, +2 to
pull punch, and +2 to disarm.
Saving Throws: +3 to save vs. insanity & psionics, +10% to save vs. coma/death, and
+3 to save vs. magic & poison.
Combat Skills: Punch 1D4, Power Blow 2D4 (2), Elbow 1D6, Palm Strike 1D6, Kick
2D4+4, Snap Kick 1D6+4, Tripping/Leghook (cannot be paired, must dodge or knockdown), Axe
Kick 2D8+4, +2 Body Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and 1
attack/action), +2 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, +2 to use Elbow Lock, Hand Lock, Wrist Lock, or any Holds, Combination
Parry/Attack, Knockout on an unmodified roll of 20, Deathblow on an unmodified roll of 20, and
Critical strike on an unmodified roll of 18-20.
Other Bonuses: 50% trust/intimidate.
Educational Background: Special Training
Common Skills: Read-Write/Speak Russian, 98%/98%, Pilot: Automobile 91%,
Pilot : Airplane 88%, Combat Driving, Mathematics: Basic 87%, Read/Write-Speak English &
French 95%/91%, Body Building & Weightlifting, and W.P. Knife (+3 to strike, parry, and
throw).
Military Program: Marxism-Leninism-Maoism 98%, Boxing, Running, Climbing
95%/85%, Military Etiquette 80%, Forced March, Radio: Basic 98%, W.P. Handgun (+3 to
aim/+1 to burst), W.P. Rifle (+4 to aim/+2 to burst), W.P. Sub-machinegun (+3 to aim/+1 to
burst), Demolitions 91%, and Demolitions Disposal 91%.
Espionage Program: Hand to Hand: Sambo (See Rifter #7), Intelligence 84%,
Wilderness Survival 80%, Sniper (+2 to called shots or aimed shots), Tracking (people) 75%,
and Escape Artist 80%.
Rogue Program: Find Contraband 84%, Pick Pockets 80%, Seduction 63%,
Streetwise 62%, I.D. Undercover Agents 78%, and Prowl 70%.
Learned Skills: Chemistry 85% and Basic Electronics 65%.
Secondary Skills: Athlete, Swimming 85%, History 95%75%, Business &
Finance 70%, Law (general) 70%, Performance 62, Wardrobe & Grooming 78%, Research
65%, Land Navigation 56%, Gambling (Standard) 40%, and Concealment 28%.
Money: He has 1500 Rubles in a bank account in Moscow. He has 1000 British Pounds
in a bank in London and 890 Franks in a Bank in Paris.
Weapons: These are his favorite weapons, although he has access to any type of
weapon in the Soviet Arsenal as well as those found throughout Europe in the 1950s.
Makarov PM (9 x 18mm Markarov) , Range: 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.
Ak-47, Range: 985 feet (300 m), 4D6 damage, Rate of Fire: Single shot, Semi-
Automatic, or Full Automatic, Feed: 30 round box mag.
7.62mm M1891/30 Mosin Nagant Rifle, Range: 2625 feet (1181 m), 4D6
damage, Rate of Fire: Single shot, Feed: 5 non-detachable mag loaded singly.
Chem Rounds: These bullets are filled with either a smoke-producing
compound or a type of gas that erupts on impacts. Regardless of the chemical or compound,
they create a 10 feet (3 m) in diameter. Opponents who vision is obscured by smoke are -6 to
strike, parry, and dodge. Gas rounds can be filled with tear gas, tranquilzer (knockout gas), or
any chemical found in the Bionic or Robot chemical sprays. The poisonous vapor does 2D6
damage for every melee round a person is in the toxic cloud. Roll to save every round. A
successful save means no additional damage, but the penalties persist. Penalties: In addition
to physical damage, the victim(s) feels week, reduced Spd by 20%, P.S. by 1D6+2 points and
the victim is -1 on initiative and -1 to strike. The duration lasts while in the cloud and for
1D6+1 melee round after exiting the cloud. He can use these bullets for any of his guns.
Kukri Knife 1D6+1 damage (+1 to strike/parry, total +4 to strike, parry, +3 to throw).
2 Boot Knives 1D4
Spiked Brass Knuckles 2D4 + Punch Damage and P.S. damage bonus.
Equipment & Vehicles: The KGB provides him access to all sots of high tech (1950s)
equipment and gizmos. He is also schooled enough in the art of making explosive out of house
hold products.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Wed Mar 04, 2009 12:27 pm
by Reagren Wright
STARCHILD
Danteria Flask is an Arismal and the twin sister of the famed pirate hero Jarion Flask. Like her
brother, she didn’t care for the life of being trapped in the Arismal fleet. She wanted
adventure and the ability to explore life outside their battleships. When her powers began to
manifest in her early teens, there was no rejoicing by her parents or anyone else for that
matter. Her powers were all light based. Arismals are a twilight people. No one wanted her on-
board their ship because she inhibited the lives of others. Even thought her father, Zenys
Flask, was a captain of one of their surviving Leviathan-Class Battleships, he could do nothing
to sway the people. Danteria persuaded her family to allow her to find a place to call home
and let her find her own way. They finally agreed. The fifteen year old flew out on her own
cruising and crisscrossing the Ilta and Liloqua Quadrant of the galaxy. Over the next eleven
years, Danteria became a champion and protector of beings of all races, but she mainly
concentrated on humanoids. When members of the FAR started pressing her to help them
stand up against the Atorians, Danteria decided to find one particular planet far away from
them so didn’t have to be pressured into fighting a war that could not be won. She learned
about Earth and decided to investigate. Right away, she fell in love with the planet and its
people, especially the Americans. They were in definite need of an intergalactic champion. She
put her spaceship the Scrambler in orbit high above the city of Los Angeles and became a
Legionnaire hero. In a short time, she became not only won over the admiration of Americans
but people of other nations. One of her adventures was against the elderly super powered
Nazi War criminal Der Kommandant who decided to attack a mosque in broad daylight. The
moment he and his white supremacist associate launch their mini-missile attack, Danteria
came swooping down and destroyed the weapon. She engaged the villain and made short
work of him. Rather than be arrested and captured, the man instead choose to commit
suicide. Seeing him take his laugh haunted Danteria for the longest time. She was plagued by
nightmares for weeks.
Recently Dana starting wearing a device built by a hardware friend to allow her to appear
more like an Earth woman, when she started have encounters with Alpha Prime. She urged her
to abandon Earth and recited that she was breaking Covenant law. Danteria insisted she was
only her to help and not influence Earth society. Nonetheless, Danteria grew tired of Alpha
Prime lecturing and interference in her life. She moved her ship to a different location. Now
wearing to appear more human, Danteria is walking and living among humans instead of simply
observing them from afar. She is sharing a home with her friend Joan Star, a female attorney
for the stars living in Beverly Hills. Joan has been introducing her to the “Beverly Hills Life” and
carousing with Hollywood celebrities, all the while no suspects that she is Starchild, super-
heroine and protector of the Earth.
Real Name: Danteria Flask
Aliases: Dana Flask
Occupation: Intergalactic Champion of Justice, Protector of Earth
Alignment: Scrupulous
Power Category: Alien Mutant (Humanoid/Arismal)
Experience Level: 9th
Hit Points: 67 S.D.C.: 77/+39 in space/+40 in light form.
P.P.E.: 9
Appearance: Star Child possesses angelic beauty and grace. Her white hair trails down
her back toward her hips. Her eyes are bright blue (Arismal eyes are usually jet-black). She
wears a golden gown with a tiara on her head. Her Holo-ring allows her to appear as a normal
Earth woman, wearing the styles and wardrobes of woman from Beverly Hills, Ca.
Attributes: I.Q. 12, M.E. 12, M.A. 18, P.S. 11, P.P. 15, P.E. 24, Spd. 11/340 mph (547
km) flight in an atmosphere, up to Mach 16 in space, and FTL 9, P.B. 18
Age: 31, Sex: Female, Height: 6 foot (1.82 m), Weight: 140 (63 kg)
Originating Alien Environment: Twilight
Unnatural Characteristics: White Hair, Golden Skin, Blue Eyes, and Angelic Beauty.
Natural Abilities: Night vision 600 feet (182.9 m) and sensitive hearing. Even without
her super powers, she can survive twice as long as a normal humanoid when expose to the
void of space (would take half damage).
Major Super Abilities: Superluminal Flight 6,035,549,664.4596 mph/9,713,275,639.2 km
in vacuum) and *Alter Physical Structure: Light. Note. At light speed, she travels 8.85 billion
feet per second. In her light form, she regenerates 2D6 hit points/SDC per half hour of
exposure to sunlight or bright light (1000 watts).
Minor Super Abilities: Supervision: Day vision (opposite of Night vision), Space Native,
Flight: Space (up to Mach 16 or 7920 mph/12,746 km in space), Flight: Energy, and *Energy
Expulsion: Light. Note: In space, she can see small objects up to 5 miles (8 km) away in
space. She can see large objects, twice or 3x as far.
Combat Training: Basic
Attacks per Melee: 6/7 or 9 (2 initial + 4 from Hand to Hand) +1 in flight and +2 in space.
Combat Bonuses: +2 to initiative/+5 in space, +1 to strike/+2 in flight/+4 in space, +3
to parry/+4 in flight/+6 in space, +3 to dodge/+5 to dodge when hovering or flying under 80
mph (128 km)/+7 to dodge when flying over 80 mph (128 km)/+16 in space/+6 when flying
light speed, +2 to damage/+4 to damage for every 20 mph (32 km) of flight speed (doesn’t
work when in light form), +3 to roll with punch/fall/+4 in space/+6 when flying light speed, +2
to pull punch/+3 in space, and +2 to disarm/+3 in space.
Saving Throws: In light form, she is impervious to physical attacks, organic, and
light/laser attacks in light form, while all other energy attacks do half damage. When not in
her light form, she is still impervious to cold (cold magic does ½ damage), depressurization,
radiation, breathes without air, and invulnerable to small bits of flying debris (all projectiles?).
In space all gravity attacks are half effective (damage, duration, effect, penalty), 18% to
save vs. coma/death, and +5 to save vs. magic & poison.
Combat Skills: Punch 1D4, Power Punch 2D4 (2), Elbow/Forearm 1D6, Knee 1D6, Kick
2D4, Body Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and 1 attack/action), all
Holds, and Critical strike on an unmodified roll of 19-20.
Other Bonuses: 50% trust/intimidate and 40% charm/impress.
Educational Background: General Studies (With Familiarity with Earth)
Common Skills: Read-Write/Speak Native Tongue 98%/98%, Read-
Write/Speak Thimerian Code and FAR Pilian Tongue 98%, Mathematics: Basic 98%, and Read-
Write/Speak English, Spanish, Chinese, Hindi and Russian 98%
General Studies: Anthropology: Alien (human) 70%, Astronomy & Navigation
90%, Astrophysics 85%, Pilot: Personal Anti-Gravity Transportation 90%, Pilot: Military
Spacecraft: Small 97%, Pilot: Hyperthrusters: Military 92%, Basic: Radio 98%, Laser
Communications 80%, and Sensory Equipment 80%.
Learned Skill: Navigation: Faster Than Light 75% and Navigation: Space 90%.
Secondary Skills: Hand to Hand: Basic, Depressurization Training, Athlete,
Prowl 75%, Wilderness Survival 85%, Outdoormanship, T.V. & Video 85%, Computer Operation
92%, Mathematics: Advance 87%, Lore: Alien 85%, Land Navigation 77%, Law (general) 50%,
Public Speaking 75%, Research 65%, Wardrobe & Grooming 69%, and Performance 77%. * She
has sacrificed two skills to gain proficiency in APS-Light and EE-Light to hit with range
attacks. This gives her an additional +2 to aim/+1 to wild, she will receive and additional +1 at
levels 11 and 15.
Money: He has $24,000 in precious metal/stones. On board her ship in a secret
compartment are 80,000 credits. Since arriving on Earth, she is slowly being introduced to the
concept of Earth currency, but she has no use for it.
Weapons: She relies on her super abilities. Note: Her energy powers have a greater
distance in space, but their damage is reduced by ¾ once they reach 5x their normal range
and ½ once they reach 10x their normal range (which is max). Beyond that they do no
damage. She is -1 to strike twice her normal range (the penalty increases per each multiple
beyond her normal range for a max of -11).
APS-Light Shoot a Light Beam, Range: 2000 feet (610 m), Partial Blind
opponent for 1D6 melees, -5 on all combat actions.
APS-Light Laser Beam, Range: 1500 feet (457.2 m) or 15,000 feet (4572 km)
in space, Damage: 9D6, Bonuses: +3 to strike.
APS-Photon Blast, Range: 1900 feet (579.1 km) or 19,000 feet (5791.2 km) in
space, Damage: 1D4x10+19, Bonuses: +2 to strike.
APS-Light Generate Bright Light, Range: 900 feet (2743.3 m) or 1800 feet
(548.6 m) in space, Damage: -5 to strike, parry, and dodge when attacking him directly and
-1 to strike, parry, and dodge within the effect.
APS-Blinding Flash, Range: 65 feet 19.8 m) or 130 feet (39.6 m) in space,
Damage: All victims are blinded for 3D4 melee rounds with a -10 to strike, parry, and dodge.
There is a 65% chance of tripping per 10 feet (saving throw at 16 with no bonuses, unless
have cybernetic or bionic eyes (+4).
Energy Expulsion: Light (used when no in light form). Range: 600 feet (183 m)
or 6000 feet (1828 m) in space, Damage: 10D6 or 1D6x10, Bonuses: +5 for aimed shot, +3 for
wild.
Blinding Flash (non light form), Range: 10 feet (3 m) or 100 feet (30 m) in
space, Damage: -8 on all combat roll for 1 melee round.
Equipment & Vehicles: She keeps with her these three devices.
Micro-Translator
Galactic Communicator (a cell phone size communicator with satellite/low orbiting
communication capabilities). Range: 300 miles (480 km) range extends into space. She can
use it to contact the autopilot of the Scrambler.
Holo Ring, a super invention device with the minor power of Alter Physical Body, Un-
Trackable, Bio-Aura, and Instant Wardrobe (so she can appear more like a normal looking
Earth woman.
The Scrambler
Voyager-Class Shuttle, A smaller version of the Atlantis Class Shuttle.
Type: Modified Personal Transporter
Dimensions: 120 feet (91.5 m); 110 tons.
Crew: Two. Danteria can pilot the craft by herself. There is room for an additional eight passengers.
A.R.: 10, S.D.C.: 500.
Total S.D.C.: 1650 including the armor.
Maximum Speed: FTL 20 in space or up to Mach 25 (19,181 mph/30, 868 km) in
atmosphere environments.
Range: 20 Light Years (must make use of Point-to-Point travel for long distance).
Total Bonuses: +2 to initiative, +2 to strike with mounted weapons, +7 to dodge (+9 to
dodge incoming missiles), and +20% to pilot control rolls.
Weapons: Light-Lasers (2) Range: 6 miles (9.66 km), Damage: 2D6x10+12
(includes damage from both, Rate of Fire: Equal to the pilot’s number of attacks, the weapons
are fire-linked and fire at the same time), Payload effectively unlimited.
Special Systems: (See Alien Unlimited Galaxy Guide for more details)
Basic Sensor Package
Autopilot Computer (80%/40%)
Targeting Radar and Combat Computer
Maneuvering Enhancement Package (2)
Satellite Uplink Computer
Atmosphere Recycling Systems
Standard Crew Quarters (8)
Trans-Atmospheric Capabilities, atmosphere tanks (2)
Gateway Activation Equipment, Sleep, and Stasis systems (6).
Pressurized Cabin
Escape Pods (4)
Missile Warning System and Anti-Missile Chaff: Enough to decoy 10 missiles. The
system provides a +5 bonus to Initiative whenever any missiles or rockets are propelled at the
vehicle. Missiles lose any guidance bonus, straight unmodified dice rolls only.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Fri Mar 06, 2009 10:40 am
by gaby
Great.
Can't wait to see what you do Now?
So any ideas for all New Characters?
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Sat Mar 07, 2009 12:12 pm
by RockJock
I hadn't taken a look at this post in ages, and I really like the additions. I just read the Euroforce write up, and I was really impressed. We have to be just about out of mentioned characters by now. PB needs to get out some new HU material with tons of references to play off of.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Sat Mar 07, 2009 5:53 pm
by Reagren Wright
You would be correct. I'm working on some guys for Skraypers in HU setting. Yeah I know
some people don't like this book, but these guys still make for cool Alien NPCS. I'm going to
double check on those Mutant Animal characters mentioned earlier. The only names left in CS
and GI are those who dead. Yes I did the dead Centurions, because I feel their existence
could be important to adventure scenarios involving the Centurions. But I'm not doing any else
who is deceased. Of course anyone else is welcomed to take a shot at them.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Mon Mar 09, 2009 1:11 pm
by Reagren Wright
Okay here at the names of the super powered hench men of Dark Quorn found in Skraypers
on page 94.
QUIZZLER
Xor was given over to the Bureau of Control and Registration (BCR) when he began to display
his psionics abilities at the age of 13. He was taught to detect and track down all diseased
(superbeing) Seerons and get them to register or to eliminate them. He was also taught to
eliminate rogue Skyrapers and freedom fighters. At the age of 18, he was given his first
assignment, to locate and kill Dark Quorn and his small band of terrorists. He successfully led
a group of Control Agents to Dark Quorn hideout. However, he used his powers of hypnotic
suggestion to disorient the agents then gave away their position. This allowed Dark Quorn and
his associates to wipe out the agents. Xor surrendered and asked if he could be allowed to
join the group. Quorn was more than eager to let him in the group. Xor has been with them
ever since. However, his concern over Dark Quorn mental state is ever growing. He is loyal to
Quorn but he feels if he should ever become unstable he will have no choice but to put him
down and assume the mantle of leadership.
Real Name: Xor Quizzler
Occupation: Former Control Agent, now Terrorist and Survivalist
Alignment: Aberrant
Power Category: Alien Natural Psionics (Humanoid/Seerman)
Experience Level: 5th
Hit Points: 43 S.D.C.: 33
P.P.E.: 7
I.S.P.: 184
Appearance: He looks fundamentally human but has obvious alien features, warn tan
skin, thick brown hair, brown eyes, no body hair (accept on his head), and small ears.
Attributes: I.Q. 13, M.E. 34, M.A. 15, P.S. 14, P.P. 28, P.E. 15, Spd. 27, P.B. 21
Age: 23, Sex: Male, Height: 6 foot (1.82 m), Weight: 182 (81.9 kg)
Originating Alien Environment: Earth like
Unnatural Characteristics: Like all Seerman, he has rough skin, protruding elbow spines,
bony ridges above and between his eyes, pronounced cheekbones, and a bony protrusion
from the center of his chin.
Super Psionics: Hypnotic Suggestion, Steal Memory, Mind Wipe, Electrokinesis, and
Insert Memory.
Physical Psionics: Alter Aura, Summon Inner Strength, Nightvision, Deaden Senses,
Telekinetic Leap, and Float.
Healing Psionics: Detect Psionics, Mask I.S.P. & Psionics, and Bio-Regeneration.
Sensitive Psionics: Clairvoyance, Sense Evil, Meditation, Mind Block, Telepathy,
Empathy, Sense Evil, Object Read, See Aura, Sixth Sense, Total Recall, Sensory Link,
Precognition, See the Invisible, and Presence Sense.
Combat Training: Hand to Hand: 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, +4 to roll with
punch/fall, +3 to pull punch, and disarm.
Saving Throws: He needs a 10 or better to save vs. psionics, +1 to save vs.
possession, +8 to save vs. psionics, and +13 to save vs. insanity.
Combat Skills: Karate Punch 2D4, Power Punch 4D4 (2), Elbow/Forearm 1D6, Knee 1D6,
Backhand 1D6, Karate Kick 2D4, Snap Kick 1D6, Wheel Kick 2D6, Roundhouse Tripping/Leghook
(cannot be paired, must dodge or knockdown), Jump Kick 6D6, Flying Jump Kick 4D6, and all
Holds.
Other Bonuses: 50% trust/intimidate and 40% charm/impress.
Educational Background: Trade School
Common Skills: Speak Seeron 93%, Mathematics: Basic 87%, and Pilot:
Hovercar 85%.
Espionage Program: Hand to Hand; Martial Arts, Detect Ambush 70%,
Intelligence 67%, Urban Survival (equal to wilderness, but in an urban setting) 70%,
Interrogation 70%, and Undercover Ops 70%.
Law Enforcement Program: W.P. Energy Pistol (+3 to aim/+1 to burst), Radio:
Basic 90%, Crime Scene Unit 75%, Law (general) 75%, and Streetwise 55%.
Secondary Skills: Literacy: Seeron 90%, Athlete, Running, Prowl 50%, First
Aid 70%, Pilot: Hovercycle 75%, History 85%/65%, Research 65%, W.P. Knife (+1 to strike,
and +2 to parry/throw), and W.P. Energy Rifle (+1 to aim).
Money: He has 1400 Seeronian Credits that he has hidden away in a secret stash.
Weapons: Besides his psionics powers, he uses the following.
Seer-10 Ion Blaster, Range: 600 feet (183 m), Damage: 3D6, Rate of Fire:
Single shoy, Payload: 25 shots per standard short E-Clip.
Seer-15 Laser Rifle, Range: 4000 feet (1219 m), Damage: 5D6, Rate of Fire:
Single shot, Payload: 24 shot E-Clip.
Armor: Light Body Armor, A.R. 15 and 120 S.D.C.
Equipment & Vehicles: Besides the standard equipment, it will be whatever he and the
others can steal or trade for.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Mon Mar 09, 2009 1:16 pm
by Reagren Wright
RED MAD
Like most Bio-Freaks, he was abandoned by his parents, only his parents did so when he was
a mere 10 years old. As a result, he has never mature beyond the age. He survived on the
streets relying on bullying (with is huge size) and the generosity of those who took pity on
him. Eventually, he was found by Quorn who took him into his rag tag group. Goel now feels
he has a family to look after him. He will protect them all with his life. Quizzler is his friend and
the one who calms him down whenever he throws one of his little temper tantrums. He loves
being able to play with Dark Quorn because he doesn’t worry about hurting him. He doesn’t
like being picked on by Killer Krav, and threatens to break him if he doesn’t stop with his
teasing.
Real Name: Goel Toxom
Occupation: Terrorist and Survivalist
Alignment: Aberrant
Power Category: Alien Mutant (Humanoid/Bio-Freak)
Experience Level: 4th
Hit Points: 166 S.D.C.: 327/+40 if he goes into a rage.
P.P.E.: 22
Appearance: He start out as a Seerman, now he is a huge, hulking brute, however his
head is disproportionately smaller then the rest of his body, giving him a “pin head” look. His
skin looks like he is sunburned all the time. His fingers and hands are very large. He has the
emotional maturity of a ten-year old child.
Attributes: I.Q. 5, M.E. 8, M.A. 15, P.S. 76 (supernatural), P.P. 13, P.E. 21, Spd. 21,
P.B. 6
Age: 26, Sex: Male, Height: 11 foot (3.35 m), Weight: 850 lbs
(382.5 kg).
Originating Alien Environment: Earth like
Unnatural Characteristics: Like all Seerman, he still has rough skin, protruding elbow
spines, bony ridges above and between his eyes, pronounced cheekbones, and a bony
protrusion from the center of his chin.
Major Super Abilities: Invulnerability and Supernatural P.S.
Minor Super Abilities: Body Weapons and Battle Rage
Combat Training: Hand to Hand: Expert
Attacks per Melee: 5/7 (2 initial +3 from Hand to Hand) +2 if he goes into Battle Rage.
Combat Bonuses: +3 to initiative/+6 if he goes into a rage, +2 to strike/+4 if he goes
into a rage, +4 to parry, +4 to dodge/+1 during a rage, +61 to damage, +3 to roll with
punch/fall, +6 if he goes into a rage, +4 to pull punch, and +2 to disarm.
Saving Throws: He is impervious to conventional damage Gases, drugs, chemical,
poisons, toxins, disease, and radiation inflict half damage, duration, effect, and penalty. They
cannot kill him. 32% to save vs. coma/death, +3 to save vs. magic, +7 to Horror Factor, +7
to save vs. disease, +5 to save vs. poison. He gets a +2 on all saving throws when he goes
into a rage. He also becomes impervious to Horror Factor and fear.
Combat Skills: Restrained Punch 6D6, Full Strength Punch 3D4x10, Power Punch 4D6x10
(2), Elbow/Forearm 3D6x10, Knee 1D6, Kick 3D4x10, all Holds, and Paired Weapons.
Educational Background: Street Skilled
Common Skills: Speak Seeron 91% & Read/Write Seeron 38% (both at 3rd grade level).
Street Skills: Streetwise 39%, Urban Survival (equal to wilderness, but in an
urban setting) 53%, W.P. Sword (+2 to strike and +1 to parry), Roadwise 44%, I.D.
Undercover Agents 53%, and Ventriloquism 32%.
Secondary Skills: Hand to Hand: Expert (2), Athlete, Running, Physical Labor,
Land Navigation 52%, W.P. Blunt (+2 to strike/parry), Singing 60%, and Sewing 65%.
Money: He’s not so good with numbers, besides he simply uses his size and strength to
get him what he wants.
Weapons: He usually carries with him a large street sign (3D6 damage). When its gets
all bent up, he go out and get another. However, he can turn his arms into weapons as well
or grow them. Note: Don’t forget to add in his punch damage as well (restrained, full strength,
or power).
Giant Size Sword Arms, 4D6 damage
Giant Size Blunt Weapon, 3D6 damage
One Finger Knives 2D4 or Finger Claws 5D6+2.
Equipment & Vehicles: His sheer size makes it difficult for him to use most equipment.
And if he big enough to use it, someone has to show him how to make it work.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Mon Mar 09, 2009 1:24 pm
by Reagren Wright
BAD AXE
Shortly after his 9th birthday, Control Agents came to Rycaru’ home and threaten his father,
an instructor of Talitsu, telling him to stop teaching it. His father had no intension, but Rycaru
wanted his father to do the right thing and no end up like so many who rebelled against the
Tarlock authority. For his son’s sake he agreed. Four years later, Control arrived at his
parents house again and arrested his father, claiming he was still teaching Talitsu to rebels.
Rycaru tried to convince the agents his father was innocent but they merely abused him and
his mother. His father was taken away never to be seen or heard form again. Angered Rycaru
dedicated his life to becoming a thief. For his mother, he stayed in school as long as he could
until the call to belong to the rebellion became to strong for him. He joined up with Rycaru
because he like the tactics he employed. Rycaru only concern is that someone will come after
his mother as a way to get to him. He uses whatever credits he steals or acquires to pay for
protect custody to keep her safe. The fees however are increasing every other month, so in
the end, he might have to do something he will regret and that is abandon her.
Real Name: Rycaru Dabx
Occupation: Thief, Terrorist and Survivalist
Alignment: Anarchist
Power Category: Alien Mutant (Humanoid/Talus)
Experience Level: 2nd
Hit Points: 24 S.D.C.: 130
P.P.E.: 9
Appearance: He looks fundamentally human but has a small nose, pronounced check
bones, and a long prehensile tail. He has almost no body hair accept the black hair on his
head and skin smooth, soft and supple.
Attributes: I.Q. 12, M.E. 11, M.A. 14, P.S. 14, P.P. 19, P.E. 15, Spd 260 mph (418.6
km), P.B. 11
Age: 17, Sex: Male, Height: 6 foot and 4 inches (1.93 m), Weight:
191 lbs (85.95 kg).
Originating Alien Environment: Earth like
Unnatural Characteristics: Like all Talus, he has a prehensile tail that acts like a fifth
limb.
Major Super Ability: Weapon Energy Extension
Minor Super Ability: Extraordinary Speed
Combat Training: Hand to Hand: Talitsu
Attacks per Melee: 5/6 (2 initial + 2 from Hand to Hand +1 from powers) +1 from tail.
Combat Bonuses: +5 to initiative, +7 to strike, +10 to parry, +12 to dodge, +5 to auto
dodge, +4 to damage per 20 mph (32 km) of speed, +11 to roll with punch/fall, +10 to pull
punch, and +4 to disarm.
Saving Throws: He needs a 10 or better to save vs. psionics, +1 to save vs.
possession, +8 to save vs. psionics, and +13 to save vs. insanity.
Combat Skills: Karate Punch 2D4, Power Punch 4D4 (2), Elbow/Forearm 1D6, Knee 1D6,
Backhand 1D6, Karate Kick 2D4+2, Tail Strike 4D6, and Auto Body Flip (attempt to leverage
the attacker's own force into a flip, no bonuses to parry, straight unmodified roll, failure take
full damage without a chance to roll with punch/fall).
Educational Background: High School
Common Skills: Read/Write-Speak Seeron 84%/90%, Mathematics: Basic
78%, Pilot: Hovercar 70%, Acrobatics (Sense of Balance 70%, Walk Rope 66%, Climb Rope
94% Backflip 70%), Body Building & Weightlifting, Climbing 75%, and Hand to Hand: Martial
Arts (Talitsu).
Criminal Program: Streetwise 33%, Pick Locks 45%, Prowl 45%, Tailing 45%,
and I.D. Undercover Agents 53%.
Professional Thief Program: Locksmith 50%, Surveillance 45%, and Basic
Electronics 45%.
Secondary Skills: Athlete, Running, Aerobic Athletics, Fencing, Urban Survival
(equal to wilderness, but in an urban setting) 40%, Play Tail Ball (equal to baseball) 55% Pick
Pocket 35%, W.P. Blunt (+1 to strike/parry), W.P. Sword (+1 to strike/parry), and W.P.
Energy Pistol (+1 to aim).
Money: He has 1700 Seeronian Credits that he has hidden away in a secret stash.
Weapons: Besides his tail and super abilities, he uses the following.
Seer-10 Ion Blaster, Range: 600 feet (183 m), Damage: 3D6, Rate of Fire:
Single shoy, Payload: 25 shots per standard short E-Clip.
Energy Weapon Extension: 6D6+4.
Equipment & Vehicles: Besides the standard equipment, it will be whatever he and the
others can steal or trade for.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Mon Mar 09, 2009 1:29 pm
by Reagren Wright
NAX MALE, THE IMITATOR
Nax managed to keep his super abilities from ever being detected. Yet he always feared about
being found out. Using his expertise with computers, he managed to find means to keep his
name off lists and launder credits into a secret bank account. Eventually though, he was
found out. His parents and sister were arrested. He managed to escape. He went looking for
help and found Dark Quorn. Joining them, he helped to rescue his family. Instead of going with
them into hiding, he joined Quron group to put his skills and abilities to some use. He doesn’t
like the fact that Quorn thinks everyone in is group is young and stupid. He intends on proving
him wrong on all accounts.
Real Name: Nax Male
Occupation: Terrorist and Survivalist
Alignment: Anarchist
Power Category: Alien Mutant (Humanoid/Human)
Experience Level: 4th
Hit Points: 20 S.D.C.: 26
P.P.E.: 11
Appearance: He looks like a regular human with red hair and blue eyes. He wears the
attire of someone who lives a life on the run and in a high tech urban settting.
Attributes: I.Q. 14, M.E. 23, M.A. 12, P.S. 11, P.P. 21, P.E. 14, Spd. 23, P.B.15
Age: 19, Sex: Male, Height: 6 foot and 1 inch (1.85 m), Weight:
168 lbs (75.6 kg).
Originating Alien Environment: Earth like
Major Super Abilities: Mimic
Minor Super Ability: Energy Resistance and Bend Light
Combat Training: Hand to Hand: Basic
Attacks per Melee: 4 (2 initial +2 from Hand to Hand)
Combat Bonuses: +3 to strike, +6 to parry, +6 to dodge, +3 to roll with punch/fall,
and +2 to pull punch.
Saving Throw: Immune to the first 20 points of energy damage in a melee round. The
rest is ½ damage, +4 to save vs. psionics, and +6 to save vs. insanity.
Combat Skills: Punch 1D4, Power Punch 2D4 (2), Elbow/Forearm 1D6, Knee 1D6, and
Karate Kick 2D4.
Educational Background: High School
Common Skills: Read/Write-Speak Seeron 84%/90%, Mathematics: Basic
78%, Pilot: Hovercar 70%,
Criminal Program: Streetwise 37%, Pick Locks 50%, Computer Hacking 40%,
I.D. Undercover Agents 47%, and Prowl 45%.
Computer Program: Basic Electronics 50%, Computer Operation 74%,
Computer Programming 64%, and Computer Repair 50%.
Secondary Skills: Hand to Hand: Basic, Athlete, Running, Pick Pocket 40%,
Radio: Basic 65%, Concealment 32%, Basic Mechanic 55%, Urban Survival (equal to
wilderness, but in an urban setting) 45%, W.P. Energy Pistol (+2 to aim/+1 to burst), W.P.
Knife (+1 to strike, +2 to parry/throw), Jury Rig 30%, and General Repair & Maintenance 50%.
Money: He has 2000 Seerian Credits stashed away in a hidden location. He also has
access to 10,000 credits using an on-line bank account.
Weapons: Seer-10 Ion Blaster, Range: 600 feet (183 m), Damage: 3D6, Rate of Fire:
Single shoy, Payload: 25 shots per standard short E-Clip.
Vibro Knife, Damage: 2D6+3,
Equipment & Vehicles: Besides the standard equipment, it will be whatever he and the
others can steal or trade for.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Mon Mar 09, 2009 1:34 pm
by Reagren Wright
KILLER KLAV
Ever since he was abandoned by his family, Klav had held a grudge against pretty much
everyone. He likes bullying and putting down others before they get a chance to do the same
to him. There isn’t a descent bone in his body. Whenever he gets the chance, he will take on
a Tarbull in armed combat. He collects their King Fingers as trophies. He owns a number of
their weapons as well. Quizzler doesn’t like him going of on his own to engage in these
personal fights, especially when it effects the planning of one of their missions, but Dark
Quorn doesn’t seem to mind. If it should ever become necessary for Quizzler to assume the
leadership role, his first act is to get rid of this liability. He also doesn’t like Klav picking on Red
Mad, although there isn’t anything Klav could do to hurt the invulnerable Bio-Freak. Klav
knows this as well, but Red Mad is so weak willed its just so much fun to stop. Klav is growing
agitated whenever Quorn starts being nice to the sheep (those who don’t fight the Tarlock).
But just like Red Mad there isn’t a thing he could do to hurt Quorn, but that doesn’t mean he
couldn’t set him up to get captured by Control or the Tarlock.
Real Name: Klav Tolage
Occupation: Terrorist and Survivalist
Alignment: Miscreant
Power Category: Alien Mutant (Humanoid/Bio-Freak)
Experience Level: 3rd
Hit Points: 58 S.D.C.: 133
P.P.E.: 22
Appearance: He started out as a human, now he is a black skin giant covered with
small dark spikes. His eyes are yellow. He wears attire designed for combat.
Attributes: I.Q. 12, M.E. 12, M.A. 13, P.S. 38, P.P. 18, P.E. 32, Spd. 23, P.B. 7
Age: 18, Sex: Male, Height: 9 foot (3.35 m), Weight: 525 lbs (236.25 kg).
Originating Alien Environment: Earth like
Unnatural Characteristics: Black skin and yellow eyes
Natural Abilities: Nightvision 1000 feet (305 m).
Major Super Abilities: Super Energy Expulsion: Heat
Minor Super Abilities: Multiple Limbs (4 arms and hands) and Healing Factor.
Combat Training: Hand to Hand: Expert
Attacks per Melee: 6 (2 initial +2 from Hand to Hand +1 from boxing +1 from extra limbs).
Combat Bonuses: +3 to initiative, +4 to strike, +9 to parry, +8 to dodge, +23 to
damage, +5 to roll with punch/fall, +2 to pull punch, and + to disarm.
Saving Throws: Impervious to heat, fire, and plasma attacks. He takes ½ damage from
all other forms of energy attacks. He takes ½ damage from cold damage. He is impervious to
disease, Gases, drugs, chemical, poisons, toxins cause only 1/3 normal damage, duration,
effect, and penalty even if he makes the save, +52% to save vs. coma/death, +11 to save
vs. magic, +13 to save vs. poison, +3 to save vs. psionics, and +4 to save vs. Horror Factor.
Combat Skills: Punch 1D4, Power Punch 2D4 (2), Double Punch 2D4, Double Power Blow
4D4 (2), Quadruple Punch 4D4, Quadruple Power Blow 5D6+2 (2), Elbow/Forearm 1D6, Knee
1D6, Heabutt 1D4, Body Block/Tackle 2D4 (parry or dodge to avoid knockdown), Pin 18-20,
Crush 2D4, All Holds, and Knockout on an unmodified 20.
Educational Background: High School
Common Skills: Read/Write-Speak Seeron 86%/91% and Mathematics: Basic
81%.
Physical Skills: Hand to Hand: Expert, Boxing, and Wrestling.
Ancient Weapon Program: Paired Weapons, W.P. Blunt (+2 to strike/parry),
W.P. Sword (+2 to strike/+1 to parry), and W.P. Axe (+1 to strike/parry).
Secondary Skills: Athlete, Running, Physical Labor, Body Building &
Weightlifting, Climbing 70%/60%, Juggling 60%, Urban Survival (equal to wilderness, but in an
urban setting) 45%, Land Navigation 48%, Streetwise 24%, and Recognize Weapon Quality
30%.
Money: He has 1800 Seerion Credits stashed away in a secret location.
Weapons: These are his favorites.
Two Tarlock Energy Maces, Damage 3D6 (Energized 5D6). Energy Blast,
Range: 400 feet (122 m), Damage: 2D6.
Two Tarlock Energy Dread Axe, Damage: 3D6 (Energized 5D6), Bonuses: +1
to strike (+2 to strike/+1 to parry).
Energy Expulsion: Heat, Range: 660 feet (201 m), Damage: 6D6, Bonuses: +3
to aimed shot/+1 to shot wild. The heat beam is nearly invisible (-3 to dodge).
Super Energy Expulsion: Heat, Range: 660 feet (201 m), Damage:
1D6x10+3D6, uses up all attacks in a melee round, must be first attack, Bonuses: +3 to
aim/+1 to wild. The heat ray is nearly invisible (-3 to dodge).
Energy Aura, Range: 10 feet (3 m), Damage: 1D6+3.
Armor: Modified Light Body Armor, A.R.: 15 and 120 S.D.C.
Equipment & Vehicles: His sheer size makes it difficult for him to use most equipment.
He will utilize whatever is necessary in order to get the job done. He has about 16 King
Fingers he’s taken from Tarbulls and a growing collection of Tarlock Energy Melee Weapons
(1D4+1 of each weapon).
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Mon Mar 09, 2009 1:53 pm
by dragon_blaze_99
nice
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Tue Mar 10, 2009 5:10 pm
by Reagren Wright
Okay these Skraypers can be found on page 115 and deal with the Speeding Brick called Truk.
Enjoy.
NIGHT TIGER
Enym Mnos like so many other super powered Seerions was registered by his parents when his
abilities manifested themselves when he was 10 years old. Two months later, Control Agents
came to his house and took him away from his family. He and a dozen others super powered
Seerions were being loaded onto a transport ship departing for the moon of Zeg Suddenly, a
group of Skraypers attacked the airfield led by Dragon Eye. Enym was among those who
escaped capture or elimination. Taking to a hidden freedom fighter camp in Rylor, he lived
among the rebels learning how to use his abilities as well as the skills to be a Skrayper. At the
age of 16, he went on his first night mission and came back with two young Talus children.
His success caught the attention of the Skrayper known as Truk. Enym decided to join up
with him and do whatever he could to fight the Tarlock invaders. He and giant Bio-Freak are
the best of friends.
Real Name: Enym Mnos
Occupation: Freedom Fighter and Rebel
Alignment: Scrupulous
Power Category: Alien Mutant (Humanoid/Human)
Experience Level: 3rd
Hit Points: 47 S.D.C.: 91/+70 in tiger form/+50 at night.
P.P.E.: 11
Appearance: He looks like a normal human being who engages in intense physical
exercise. He has blond hair streaked with black and brown eyes. He wears attire that allows
him to transform without destroying the clothes
Attributes: I.Q. 10, M.E. 15, M.A. 9, P.S. 22/26 supernatural in tiger form, P.P. 21 P.E.
30, Spd. 44 (30.8 mph or 49.5 km)/59 (41.3 mph or 66.4 km) in tiger form, P.B. 15
Age: 18, Sex: Male, Height: 6 foot (1.82 m), Weight: 162 lbs (72.9 kg).
Originating Alien Environment: Earth like
Vulnerability: Silver weapons inflict double damage and the effects of full moon/solar eclipse.
Major Super Ability: Lycanthropy (Tiger). Note: He has Nightvision/1000 feet (305 m)
at night, Advance Smell (Track by Smell 65% and Detect Extreme Emotion 66%), Leap 15 feet
(4.6 m) high and 20 feet (6 m) long. Horror Factor 14. His strength becomes supernatural.
Minor Super Ability: Nightstalking and Energy Resistance
Combat Training: Hand to Hand: Martial Arts
Attacks per Melee: 5/6 (2 initial +2 from Hand to Hand +1 from boxing) +1 in animal form.
Combat Bonuses: +2 to initiative/+3 at night, +5 to strike, +9 to parry, +9 to dodge,
+7 to damage/+11 in animal form, +9 to roll with punch/fall, +3 to pull punch, and disarm.
Saving Throws: He is impervious to the first 20 points of energy damage each melee.
The rest is ½ damage. +30% to save vs. coma/death, +8 to save vs. poison and magic.
Combat Skills: Karate Punch 2D4, Power Punch 2D4 (2), Backhand 1D6, Elbow &
Forearm 1D6, Knee 1D6, Karate Kick 2D4, Crescent Kick 2D4+2, Roundhouse Kick 3D6,
Tripping/Leghook (cannot be paired, must dodge or knockdown), Backward Sweep (cannot be
paired, must dodge or knockdown), and All Holds.
In his animal form, Restrained Punch 2D6, Full Strength Punch 4D6, Power Blow 1D4x10
(2), Bite 2D6, Claws 6D6, Power Claws 1D6x10 (2), Note: He inflicts and additional 1D6
damage at night.
Educational Background: On the Job Training
Common Skills: Read/Write-Speak Seeron 86%/91%, Mathematics: Basic
81%, Pilot: Hovercar 75%.
Physical Program: Boxing, Outdoormanship, Acrobatics (Sense of Balance
90%, Walk Rope 84%, Climb Rope 98%, Back Flip 90%) and Gymnastics (Bars and Rings
84%).
Espionage Program: Hand to Hand: Martial Arts, Detect Ambush 60%,
Intelligence 59%, Urban Survival (same as wilderness accept in an urban environment) 65%,
Tracking (people) 55%/65% at night, and Escape Artist 60%.
Secondary Skills: Athlete, Running, Physical Labor, Body Building &
Weightlifting, Climbing 75%, Prowl 50%/60% at night, Land Navigation 48%/58% at night,
Streetwise 32%, Radio Basic 55%, and First Aid 50%.
Money: He has 1500 Seerion Credits stashed away in a secret location.
Weapons: He relies on his super abilities.
Armor: Light Body Armor, A.R.: 15 and 120 S.D.C.
Equipment & Vehicles: Along with the standard equipment, he will utilize whatever he
has available. He trade most of his good.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Tue Mar 10, 2009 5:15 pm
by Reagren Wright
MAD MELBONE
Cabei never realized he was among the super powered until he noticed he could get anyone in
his family to do whatever he wanted just by commanding them too. When it dawn to him, he
decided to get away from them before he was discovered. He went into a life of hiding, using
his powers to keep Control Agents and Tarlock away from him. Eventually he was discovered
by a Nazeer whose mind he could not affect. Yet to his amazement, he gained all the
creature’s psychic abilities. Using Super Telekinesis on the creature, he tossed him away and
managed to escape. He was found by a Skrayper and taken to a hidden sanctuary. There he
was trained to be a rebel and Skrayper himself. Nonetheless, Cabei at times would rather be
looking after himself rather then sticking his neck on the line all the time, without a benefit for
himself. Despite this behavior, he became a welcomed addition to Truk’s group. He loves a
good fight and has no problem challenging someone strong and more powerful then him,
because in the end he will always find a way to defeat them.
Real Name: Cabei Melbone
Occupation: Freedom Fighter and Rebel
Alignment: Unprincipled
Power Category: Alien Mutant (Humanoid/Talus)
Experience Level: 4th
Hit Points: 48 S.D.C.: 104
P.P.E.: 11
Appearance: He looks fundamentally human but has a small nose, pronounced check
bones, and a long prehensile tail. He has almost no body hair accept the black hair on his
head and skin smooth, soft and supple. His tail has a spike at the end.
Attributes: I.Q. 10, M.E. 12, M.A. 16, P.S. 17, P.P. 22 P.E. 31, Spd. 37, P.B. 11
Age: 19, Sex: Male, Height: 6 foot (1.82 m), Weight: 192 lbs (86.4 kg)
Originating Alien Environment: Earth like
Unnatural Characteristics: Like all Talus, he has a prehensile tail that acts like a fifth
limb.
Major Super Abilities: Control Others & Mimic.
Combat Training: Hand to Hand: Talitsu
Attacks per Melee: 5/7 (2 initial + 3 from Hand to Hand) +2 from tail.
Combat Bonuses: +3 to initiative, +6 to strike, +8 to parry, +8 to dodge, +5 to auto
dodge, +2 to damage, +4 to roll with punch/fall, +6 to pull punch, and +3 to disarm.
Saving Throws: He is impervious to disease, +31% to save vs. coma/death, +8 to save
vs. magic & poison, and +6 to save vs. possession & mind control.
Combat Skills: Karate Punch 2D4, Power Punch 4D4 (2), Elbow/Forearm 1D6, Knee 2D4,
Backhand 1D6, Karate Kick 2D4+2, Snap Kick 1D6+2, Crescent kick 2D4+4, Roundhouse Kick
3D6+2, Axe Kick 2D8+2, Leap Kick 3D8+2 (2), Power Kick (any kick x2 normal damage, cost 2
attacks or 3 for Leap Kick), Tripping/Leg Hook (cannot be paired, must dodge or knockdown),
Backward Sweep (cannot be paired, must dodge or knockdown, -2 to dodge), Tail Strike 3D6,
and Auto Body Flip (attempt to leverage the attacker’s own force into a flip, no bonuses to
parry, straight unmodified roll, failure takes full damage without a chance to roll with
punch/fall).
Educational Background: On the Job Training
Common Skills: Read/Write-Speak Seeron 88%/92%, Mathematics: Basic
84%, Pilot: Hovercar 80%, Acrobatics (Sense of Balance 80%, Walk Rope 72%, Climb Rope
88% Backflip 80%), Body Building & Weightlifting, and Hand to Hand: Martial
Arts (Talitsu).
Criminal Program: Streetwise 51%, Pick Locks 65%, Find Contraband 57%,
I.D. Undercover Agents 61%, and Prowl 60%.
Physical Program: Kick Boxing, Aerobic Athletics, Fencing (+1D6 damage and
+1 to strike/parry), and Climbing 75%.
Secondary Skills: Athlete, Running, Urban Survival (same as wilderness
accept in an urban environment) 50%, W.P Chain (+2 to strike/+1 to parry), W.P. Sword (+3
to strike/parry), Land Navigation 52%, Pilot: Hovercycle 70%, Basic Mechanics 60%, Basic
Electronics 40%, and General Repair & Maintenance 55%.
Money: He has 2400 Seerion Credits stashed away in a secret location.
Weapons: Besides his super abilities,
Energy Sword, Damage: 5D6+3 (does not include P.S. damage).
Vibro Sword, Damage: 4D6+3 (does include P.S. damage).
Armor: Light Body Armor, A.R.: 15 and 120 S.D.C.
Equipment & Vehicles: Along with the standard equipment, he will utilize whatever he
has available.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Tue Mar 10, 2009 5:20 pm
by Reagren Wright
TRASHMASTER
Eleni was among the slaves sold to Rithe Alliance that was freed by Victor. At the time she
didn’t know Truk. Afterward, she joined a band of Skraypers who acted more like criminals
then freedom fighters. In the end, this group was found out by control and eradicated. Eleni
managed to escape. She met up with Truk and because of their common situation, he asked
her to join his group. Deciding it better to be with a group then out on her own, Eleni agreed.
She rather steal what she needs and do what will keep her alive then go out and help others
(unless she benefits from it). For now, she is willing to be a member of Truk group, but the
moment he get a few more “do gooders” or if she thinks they’re going to be captured, she is
going to make a break for it and find someone less involved in the heroics and more involved
with survival.
Real Name: Eleni Sent
Occupation: Freedom Fighter and Rebel
Alignment: Anarchist
Power Category: Alien Mutant (Humanoid/Human)
Experience Level: 6th
Hit Points: 94 S.D.C.: 219
P.P.E.: 8
Appearance: She looks like a normal human being who engages in intense physical
exercise. She has long, flowing black hair that trails down to her waist. She has auburn eyes.
She wears leather biker looking attire.
Attributes: I.Q. 9, M.E. 11, M.A. 9, P.S. 18, P.P. 17, P.E. 36, Spd.660 mph (1062 km),
P.B. 12
Age: 23, Sex: Female, Height: 5 foot and 9 inches (1.52 m), Weight
: 141 lbs (63.45 kg).
Originating Alien Environment: Earth like
Major Super Ability: Sonic Speed. Note: She has superior vision and Nightvision at 500
feet (152.4 m).
Minor Super Ability: Extraordinary P.E. and Energy Expulsion: Energy
Combat Training: Hand to Hand: Expert
Attacks per Melee: 8 (2 initial +3 from Hand to Hand) +3 from powers
Combat Bonuses: +8 to initiative, +4 to strike, +8 to parry, +11 to dodge, +5 to auto
dodge, +2 to damage, +14 to roll with punch/fall, +7 to pull punch, and disarm.
Saving Throws: She is impervious to disease, +36% to save vs. coma/death, +8 to
save vs. poison and magic.
Combat Skills: Karate Punch 2D6, Fast Karate Punch 3D6, Fast Kick 2D6, Super Fast
Karate Punch 4D6, Super Fast Kick 5D6, Super Fast Power Punch/Kick 1D6x10 (2), Backhand
1D6, Elbow & Forearm 1D6+2, Knee 2D4+2, Crescent Kick 2D4+4, Snap Kick 1D6+2, Axe Kick
2D8+2, Roundhouse Kick 3D6+2, Leaping Kick 3D8+2 (2), Tripping/Leghook (cannot be paired,
must dodge or knockdown), Backward Sweep (cannot be paired, must dodge or knockdown),
Jump Kick 6D6+2, Flying Jump Kick 4D6+2, Body Block/Ram at 400 mph (640 km) does 2D4x10
points of damage, plus humanoids weighting under 400 lbs (180 kg) are knocked off feet for
2D6 yards/meters (lose initiative and two melee attacks/actions, this causes her 5D6 damage
and uses up 3 attacks/actions), All Holds, and Critical strike on an unmodified roll of 18-20.
Educational Background: On the Job Training
Common Skills: Read/Write-Speak Seeron 92%/94%, Mathematics: Basic
90%, Pilot: Hovercar 90%.
Physical Program: Acrobatics (Sense of Balance 98%, Walk Rope 93%,
Climbing Rope 98%, Back Flip 98%), Gymnastics (Bars and Rings 93%), Kick Boxing, and Prowl
80%.
Espionage Program: Hand to Hand: Martial Arts, Detect Ambush 75%,
Intelligence 71%, Urban Survival (same as wilderness accept in an urban environment) 75%,
Undercover Ops 75%, and Tracking (people) 70%.
Secondary Skills: Athlete, Running, Climbing 90%, Land Navigation 60%, Streetwise
44%, Radio: Basic 80%, Astronomy & Navigation 60%, W.P. Knife (+2 to strike, +3 to
parry/throw), Seduction 32%, Pick Pocket 45%, and Concealment 24%. She sacrificed one
skill in order to gain proficiency in EE-Energy to hit with range attacks. This will give her an
extra +1 to strike and levels 8, 11, and 14.
Money: He has 3700 Seerion Credits stashed away in one location and 1105 in another.
She always keeps at least 250 on her.
Weapons: Besides her super abilities, she owns a Vibro Knife 2D6+3.
Energy Expulsion: Energy, Range: 600 feet (183 m), Damage: 8D6 or
1D4x10+8, Bonuses: +3 to aim/+1 for wild.
Armor: Light Body Armor, A.R.: 15 and 120 S.D.C.
Equipment & Vehicles: Along with the standard equipment, he will utilize whatever he
has available. He trade most of his good.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Tue Mar 10, 2009 5:21 pm
by Reagren Wright
Done with that book. Time to check the Sparrows and Hamster to make sure they're safe.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Wed Mar 11, 2009 12:57 pm
by Reagren Wright
Okay did some research and listened to the podcast. I can confirm that the Sparrows
were originally play tester characters for the book. Fred Hamster as well. So I'll go to work.
However, I'm trying to figure out if they're mutant eagles or mutant sparrows? Anyone know
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Thu Mar 12, 2009 2:00 pm
by acreRake
They're Sparrows. Also, there's a (probably fictionalized) transcript of the character creation process in the book. All the players are stoked to be team characters to get the extra bonuses, and crushed to discover that they now all have to play sparrows due to one terrible dice roll. They decide to call them selves Sparrow-Eagles because "these guys are tough!"
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Mon Mar 16, 2009 3:05 pm
by Reagren Wright
CHIRP YENKO
Real Name: Chirp Yenko
Occupation: Adventurer
Alignment: Scrupulous
Power Category: Mutant Animal (Sparrow)
Experience Level: 3rd
Hit Points: 36 S.D.C.: 74
P.P.E.: 52
Appearance: He looks like a bird, with a beaked head with round eyes on the sides,
brown and grey feathers with some cream colored markings, oval body, thin scaly legs, long
tail feathers, and bird feet. He wears a black mask and a red French plain beret.
Attributes: I.Q. 9, M.E. 9, M.A. 13, P.S. 24 P.P. 16, P.E. 26, Spd. 15/120 mph (192
km) flight, P.B. 11
Age: 16, Sex: Male, Height: 4 foot and 9 inches (1.44 m), Weight:
60 lbs (27 kg).
Size Level: 6. Build: Medium.
Human Features: Extra Limbs: Pair of Humans Arms & Hands (full), Biped (full), Speech
(Partial), Looks (None).
Vestigial Disadvantages: Vestigial Tail
Mutant Animal Powers: Acrobatic Flight and Advance Vision.
Natural Weapons: Small Beak (does 1D4 damage).
Combat Training: Ninjitsu
Attacks per Melee: 5 (2 initial +3 from Hand to Hand)
Combat Bonuses: +2 to initiative, +2 to strike, +2 to parry, +3 to dodge/+1 to dodge
for every 20 mph (32 km) per melee round with a max of +6, +9 to damage, +5 to roll with
punch-fall/+7 in flight, maintain balance, +2 to pull punch, +1 to entangle in flight, +2 to
disarm in flight.
Saving Throws: +22% to save vs. coma/death and +6 to save vs. magic & poison.
Combat Skills: Karate Punch 2D4, Power Punch 4D4 (2), Knife Hand 1D6, Elbow &
Forearm 1D6, Palm Strike 2D4, Knee 1D6, Karate Kick 2D4, Snap Kick 1D6, Tripping/Leghook
(cannot be paired, must dodge or knockdown), Cartwheel (dodge or attack with knife hand),
Drop Kick (dodge/kick 2D4), 1D6 plus P.S. damage bonus (lose initiative and 1 attack/action),
Body Block/Tackle 1D4 + P.S. Damage bonus (parry or dodge to avoid knockdown), Pin 18-20,
Crush 1D4, and All Holds.
Educational Background: Adopted by a mentor
Common Skills: Speak English 91%
Physical Program: Gymnastics (Sense of Balance 64%, Bars & Rings 74%, Back Flip
81%, Climb Rope 71%), Prowl 50%, Wrestling, and Climbing 65%.
Mentor Skills: Tracking (people) 45%, Undercover Ops 50%, Pick Locks 50%,
Streetwise 37%, Tailing 55%, and Hand to Hand: Ninjistu.
Ancient W.P. Program: W.P. Paired Weapons, W.P. Blunt (+2 to strike/parry) and W.P.
Chain (+2 to strike).
Secondary Skills: Literacy: English 55%, Running, Body Build & Weightlifting, Language:
French 59%, Mathematics: Basic 81%, First Aid 60%, Pilot: Automobile 54%, and Wilderness
Survival 35%.
Money: Whatever he and his brothers can scrap together.
Weapons: Pair of Nunchaku 2D4 (+1 to disarm).
Equipment & Vehicles: Whatever he and his brothers can scrap together.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Mon Mar 16, 2009 3:11 pm
by Reagren Wright
BROWN WING
Real Name: Brown Wing
Occupation: Adventurer
Alignment: Principled
Power Category: Mutant Animal (Sparrow)
Experience Level: 3rd
Hit Points: 39 S.D.C.: 89
P.P.E.: 56
Appearance: He looks like a bird, with a beaked head with round eyes on the sides,
brown and grey feathers with some cream colored markings, oval body, thin scaly legs, long
tail feathers, and bird feet. He wears a black mask and a blue French plain beret.
Attributes: I.Q.12, M.E. 13, M.A. 14, P.S. 21 P.P. 13, P.E. 28, Spd. 21/120 mph (192
km) flight, P.B. 17
Age: 16, Sex: Male, Height: 4 foot and 4 inches (1.32 m), Weight:
62 lbs (27.9 kg)
Size Level: 6. Build: Medium.
Human Features: Extra Limbs: Pair of Humans Arms & Hands (full), Biped (full), Speech
(Partial), Looks (None).
Vestigial Disadvantages: Vestigial Tail
Mutant Animal Powers: Acrobatic Flight and Advance Vision.
Natural Weapons: Small Beak (does 1D4 damage).
Combat Training: Ninjitsu
Attacks per Melee: 6 (2 initial +3 from Hand to Hand +1 from boxing)
Combat Bonuses: +2 to initiative, +1 to strike, +4 to parry, +5 to dodge/+1 to dodge
for every 20 mph (32 km) per melee round with a max of +6, +6 to damage, +7 to roll with
punch-fall/+9 in flight, maintain balance, +2 to pull punch, +1 to entangle in flight, +2 to
disarm in flight.
Saving Throws: +26% to save vs. coma/death and +7 to save vs. magic & poison.
Combat Skills: Karate Punch 2D4, Power Punch 4D4 (2), Knife Hand 1D6, Elbow &
Forearm 1D6, Palm Strike 2D4, Knee 1D6, Karate Kick 2D4, Snap Kick 1D6, Tripping/Leghook
(cannot be paired, must dodge or knockdown), Cartwheel (dodge or attack with knife hand),
Drop Kick (dodge/kick 2D4), 1D6 plus P.S. damage bonus (lose initiative and 1 attack/action),
Body Block/Tackle 1D4 + P.S. Damage bonus (parry or dodge to avoid knockdown), Pin 18-20,
Crush 1D4, All Holds, and Knockout on an unmodified roll of 20
Other Bonuses: 35% to charm/impress.
Educational Background: Adopted by a mentor
Common Skills: Speak English 91%
Physical Program: Gymnastics (Sense of Balance 64%, Bars & Rings 74%, Back Flip
81%, Climb Rope 71%), Prowl 50%, Wrestling, and Boxing.
Mentor Skills: Tracking (people) 45%, Undercover Ops 50%, Pick Locks 50%,
Streetwise 37%, Tailing 55%, and Hand to Hand: Ninjistu.
Ancient W.P. Program: W.P. Paired Weapons, W.P. Sword (+2 to strike & +1 parry) and
W.P. Archery (+2 to strike, +1 to parry, +1 to disarm, Rate of Fire 3).
Secondary Skills: Literacy: English 55%, Basic Electronics 50%, Computer Operation
69%, Computer Programming 59%, First Aid 60%, Athlete, Running, and Climbing 50%.
Money: Whatever he and his brothers can scrap together.
Weapons: Katana 2D6 damage, Wakizashi 1D6+1 damage, and a Samurai Bow with a
quiver of 24 arrows 2D6+2 damage.
Equipment & Vehicles: Whatever he and his brothers can scrap together.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Mon Mar 16, 2009 3:16 pm
by Reagren Wright
GORBA CHIRP
Real Name: Gorba Chirp
Occupation: Adventurer
Alignment: Anarchist
Power Category: Mutant Animal (Sparrow)
Experience Level: 3rd
Hit Points: 36 S.D.C.: 30
P.P.E.: 44
Appearance: He looks like a bird, with a beaked head with round eyes on the sides,
brown and grey feathers with some cream colored markings, oval body, thin scaly legs, long
tail feathers, and bird feet. He wears a black mask and a yellow French plain beret.
Attributes: I.Q.13, M.E. 12, M.A. 18, P.S. 17 P.P. 14, P.E. 22, Spd. 11/120 mph (192
km) flight, P.B. 17
Age: 16, Sex: Male, Height: 4 foot and 4 inches (1.32 m), Weight:
62 lbs (27.9 kg)
Size Level: 6. Build: Medium.
Human Features: Extra Limbs: Pair of Humans Arms & Hands (full), Biped (full), Speech
(Partial), Looks (None).
Vestigial Disadvantages: Vestigial Tail
Mutant Animal Powers: Acrobatic Flight and Advance Vision.
Natural Weapons: Small Beak (does 1D4 damage).
Combat Training: Ninjitsu
Attacks per Melee: 5 (2 initial +3 from Hand to Hand)
Combat Bonuses: +2 to initiative, +1 to strike, +1 to parry, +2 to dodge/+1 to dodge
for every 20 mph (32 km) per melee round with a max of +6, +2 to damage, +2 to roll with
punch-fall/+4 in flight, maintain balance, +2 to pull punch, +1 to entangle in flight, +2 to
disarm in flight.
Saving Throws: +14% to save vs. coma/death and +4 to save vs. magic & poison.
Combat Skills: Karate Punch 2D4, Power Punch 4D4 (2), Knife Hand 1D6, Elbow &
Forearm 1D6, Palm Strike 2D4, Knee 1D6, Karate Kick 2D4, Snap Kick 1D6, Tripping/Leghook
(cannot be paired, must dodge or knockdown), Cartwheel (dodge or attack with knife hand),
Drop Kick (dodge/kick 2D4), 1D6 plus P.S. damage bonus (lose initiative and 1 attack/action),
Body Block/Tackle 1D4 + P.S. Damage bonus (parry or dodge to avoid knockdown), Pin 18-20,
Crush 1D4, All Holds, and Knockout on an unmodified roll of 20.
Other Bonuses: 50% to charm/impress.
Educational Background: Adopted by a mentor
Common Skills: Speak English 91%
Law Enforcement Program: W.P. Sub-machinegun (+2 to aim/+1 to burst), Radio: Basic
70%, Crime Scene Investigation 55%, Law (basic) 55%, and Intelligence 49%.
Mentor Skills: Tracking (people) 45%, Undercover Ops 50%, Detect Ambush 50%,
Streetwise 37%, Tailing 55%, and Hand to Hand: Ninjistu.
Secondary Skills: Literacy: English 55%, Mathematics: Basic 81%, Basic Electronics
45%, Land Navigation 48%, Computer Operation 69%, Computer Programming 59%,
Language: Spanish 59%, and W.P. Sword (+1 to strike).
Money: Whatever he and his brothers can scrap together.
Weapons: No-Dachi (huge-two handed sword) Damage: 3D6.
9mm Mini-Uzi, Range: 500 feet (152 m), Damage: 3D6, Rate of Fire: Single shot or Semi-Automatic, Feed: 20 round box magazine.
Equipment & Vehicles: Whatever he and his brothers can scrap together.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Tue Mar 17, 2009 12:36 pm
by Reagren Wright
FRED HAMSTER
Real Name: Fred Hamster
Occupation: Former operative for Taylor Oil, now he is a bio-terrorist out to destroy
the oil company and protect/rescue fellow mutants.
Alignment: Unprincipled
Power Category: Mutant Animal (Hamster)
Experience Level: 2nd
Hit Points: 18 S.D.C.: 35
P.P.E.: 20
Appearance: He looks like a giant hamster.
Attributes: I.Q. 11, M.E. 8, M.A. 14, P.S. 14 P.P. 10, P.E. 10, Spd. 9, P.B. 6
Age: 19, Sex: Male, Height: 5 foot and 4 inches (1.62 m), Weight: 197 lbs (88.65 kg).
Size Level: 9. Build: Medium.
Human Features: Hands (full), Biped (partial), Speech (full), Looks (None).
Vestigial Disadvantages: Vestigial Muck Glands and Vestigial Tail.
Mutant Animal Powers: Digging (he knows how to do tunneling, but he needs tool to do
it) and Advance Vision.
Combat Training: Non-combative
Attacks per Melee: 1 attack per melee/two non-combat melee actions.
Combat Skills: Punch 1D4.
Educational Background: Trained as a specialist
Common Skills: Read-Write/Speak English 84%/90%, Mathematics: Basic 78%, and
Pilot: Automobile 66%.
Factory/Construction Worker Program: Basic Mechanics 65%, Carpentry 50%,
Construction (from Rifter #25 by John C. Philpott) 65%, General Repair/Maintenance 70%,
Physical Labor, and Pilot Tracked Vehicles.
Special Mining Program: Mining 60%, Excavation 55%, Prospecting 45%, Spelunking
60%, Demolitions 81%, Demolitions Disposal 81%, Chemistry 75%, and Civil Engineering (based
in part by John C. Philpott in Rifter #25) 55%.
Secondary Skills: Sewing 50%, Language: Spanish & Japanese 56%, Pilot: Motorcycle
68%, Pilot: Truck 64%, Pilot: Boat: Motor, Race 65%, and Hydrofoil, Mathematics: Advance
68%, Art (Drawing) 45%, First Aid 55%, Auto Mechanics 66%, Wilderness Survival 40%, Prowl
35%, Streetwise 28%, W.P. Handgun (+1 to aim).
Learned Skill: Sub-Machinegun (+1 to aim).
Money: He stole $73,000 from Taylor Oil and plans on using it all to ruin the oil
company.
Weapons: He has a stash of several sub-machineguns (at least 4), ammunition and
explosives.
Equipment & Vehicles: He has lots of mining equipment and supplies. He also has a
Taylor Oil company truck.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Tue Mar 17, 2009 12:41 pm
by Reagren Wright
Well, well that's it folks. If anyone finds any other NPC that need to be converted to 2nd
edition let me know on this post or if you see any names of characters that need stated out.
In the mean time I'm taking a break so I can work on some Rifter material. See yeah around
.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Tue Mar 17, 2009 6:05 pm
by acreRake
Wow. Way to end on a high note.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Sat May 09, 2009 6:07 pm
by Reagren Wright
Could it be that he's back...
Yes and no. Been running the adventure from the GMs Guide "Trouble Down the Line" (page
84-92) and it occured to me we now have Lesser Demons as NPCs thanks to PU 2 so its
possible to expand upon the quicks stats they gave for the Demoness Trio. Now I know
with Armageddon Unlimited (which I can't wait to see) and the Hades Dimensional Book we
have updated stats for succubi in an SDC games setting like Heroes. However, I couldn't
help myself when I realized the possibilities so I'm going to flush these guys out to make
them a bit more villianous and usable as NPCs. Besides I'm having so much fun tormenting
my players with them, I got to give another GM a chance to have some fun
.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Mon May 11, 2009 12:06 am
by Reagren Wright
THE DEMONESS TRIO
Three female demons have come to Earth to use their powers and seductive nature to take
control over the city. They use their looks to distract, confuse, lure, and seduce
unsuspecting men. These use this ploy to learn secrets, manipulate a lust-struck fool, plant
incriminating evidence to frame him (or steal it to blackmail him), or to lure him to his doom.
They are harbingers of death who tantalize, charm, and then kill without mercy. Many
people (especially women) are so bedazzled by the charms, promises, and favors that they
become willing pawns and servants manipulated to provide aid, protection, information or
services for them, even willingly hurting, using, and destroying friends and family. Most of
these willing pawns are people of wealth and prominence, thus allowing the demons to
manipulate the political climate of the city to build themselves a regime behind the façade
of the women’s right movements.
The Wish Contract. These three demons have a special wish contract similar to that of the
Jinn (see Palladium Fantasy or Hades), but in their case it’s more of a powerful ritual magic
they use against a particular individual. The subject is granted three wishes, which the
Demoness Trio twist and pervert in any manner of their choosing. Unlike the Wish Curse of
the Jinn, the Demoness chose the person they want to perform this contract upon, nor are
they bound to the individual in any way. Each Demoness is required to fulfill the wish in
order for the magic to work properly and each wish must be granted within 24 hours or the
ritual will fail. All three must be present during the wish making. After successful completing
the three wishes, the truth to the contract comes into play. The person becomes
extremely vulnerable to their magic and super abilities, -4 to save vs. magic (super abilities)
and not other bonuses, even attribute bonuses apply; only the natural, unmodified roll of
the dice. Magic spells/super abilities inflict double damage as are the effects/penalties and
duration. All physical attacks inflicted by the Demoness Trio cause TRIPLE damage while
critical strikes inflict double damage directly against the targets hit points!!! There is no
save against this magic, only by not completing the ritual will the subject break free of the
magic. If any of the Demoness fails to comply with any of the 3 wishes, the magic is also
broken, so depending on how badly the Demoness wants the contract to go through, they
will comply with the desires of the subject. However because they are not bound to the
person and the wishes are an attempt to bind him or her to them, the wishes cannot be
used to kill/inflict harm on themselves or one another. Nor can they be used to grant an
absurd or uncalled-for wish (“swim down to the bottom of the ocean and stay there”
or “make me the ruler of the universe”). All 3 wishes must be reasonable and do able within
the limits of their abilities.
The ultimate goal for the Demoness Trio is build a strong enough power base of mortal
pawns then find a way to call forth more of their sisters to Heroes Unlimited Earth and
enslave the entire human population. They continually seek out new people of great
prominence (like the President of the United States) to subject him or her to their wish
contract. Surprisingly they’re very active in the women’s right movement (even though it’s
only a ploy) and many of their targets are its critics and offenders. Note: For fans of P.P.E.
Channeling, these creatures can spend 35 P.P.E. per action/attack.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Mon May 11, 2009 12:32 am
by Reagren Wright
ETELAZ
Real Name: Etelaz Tele
Alias: Esther Theodoropoulos
Occupation: Temptress and Destroyer of Humans (Men in particular)
Alignment: Miscreant
Power Category: Immortal (Lesser Demon)
Experience Level: 7th
Hit Points: 125 S.D.C.: 80 Armor Rating: A.R.: 11
P.P.E.: 232
Appearance: She has a thick muscular build (for a female), wide shoulders, bat-like
wings, long powerful tail, reddish brown skin, long fangs, blazing eyes, tapered ears, and a
thick, single horn that curves from her forehead. Her magic allows her to appear as a
beautiful, alluring, and attractive normal person (male or female).
Attributes: I.Q. 10, M.E. 13, M.A. 18, P.S. 19, P.P. 17, P.E. 18, Spd. 15/21 mph
(33.9 km) in flight, P.B. 20
Age: Immortal, Sex: Female, Height: 8 foot (2.4 m), Weight: 600 lbs (270 kg).
Natural Abilities: Horror Factor 10, Flight (maximum altitude is 10,000 feet/3048 m),
Nightvision 100 feet (30.5 m), good day vision, good hearing, magically understand all
languages at 96%, and Mega Power Immortal (see HU2 page 181-182) bio-regenerate 2D6
hit points and/or 3D6 S.D.C. every 10 minutes. Note: She does not possess Supernatural
P.S.
Major Abilities: Force Manipulation (+3 to strike).
Minor Abilities: Abnormal Energy Sense
Magic Spells: Calling, Charm, Charismatic Aura, Escape, Energy Field, Trance, Turn
Dead, Domination, Metamorphosis: Human, Animate & Control the Dead, Love Charm,
Hallucination, and Compulsion. Note: She can function like a wizard, but she is unable to
learn or acquire new spells.
Combat Training: Basic
Attacks per Melee: 5 (2 initial +3 from Hand to Hand)
Combat Bonses: +2 to initiative, +2 to strike, +3 to parry, +3 to dodge/+5 in flight,
+6 to damage, +2 to roll with punch/fall, +3 to pull punch, and +1 to disarm, and +3 to
spell strength (15 or higher to save).
Saving Throws: +3 to save vs. magic, +3 to save vs. possession, +4 to save vs.
poison & disease, +2 to save vs. Horror Factor, and +6% to save vs. coma/death.
Combat Skills: Claws 2D4+2, Punch 1D4, Power Blow 2D4 (2), Elbow/Forearm 1D6,
Snap Kick 1D6, Knee 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: 50% trust/intimidate, and 50% charm/impress.
Educational Background: Special
Common Skills: Read-Write/Speak Demongogian 98%/98%, Lore: Demon &
Monster 98%, Lore: Geomancy 80%, Mathematics: Basic 86%, Anthropology 85%, History
80%, and Hand to Hand: Basic.
Special Skills: Dance 80%, Wardrobe & Grooming 98%, Barter 95%, Begging
97%, Dance 87%, I.D. Undercover Agent 87%, Impersonation 80%/64%, Intelligence 95%,
Interrogation 87%, Performance 98%, Prowl 67%, Public Speaking 89%, Seduction 90%,
and Undercover Ops 98%.
Money: She has no need for it, but their organization has around $100,000 in operating funds.
Weapons: None, her magic and super powers grants her all the protection she could ever need.
Equipment & Vehicles: None
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Mon May 11, 2009 12:52 am
by Reagren Wright
BATODEZ
Real Name: Batodez Cthus
Alias: Baptista Cyrus
Occupation: Temptress and Destroyer of Humans (Men in particular)
Alignment: Aberrant
Power Category: Immortal (Lesser Demon)
Experience Level: 7th
Hit Points: 115 S.D.C.: 80 Armor Rating: A.R.: 11
P.P.E.: 240
Appearance: She has a thick muscular build (for a female), wide shoulders, bat-like
wings, long powerful tail, reddish brown skin, long fangs, blazing eyes, tapered ears, and a
thick, single horn that curves from her forehead. Her magic allows her to appear as a
beautiful, alluring, and attractive normal person (male or female).
Attributes: I.Q. 15, M.E. 14, M.A. 20, P.S. 19, P.P. 17, P.E. 15, Spd. 15/21 mph
(33.9 km) in flight, P.B. 20
Age: Immortal, Sex: Female, Height: 8 foot (2.4 m), Weight: 600 lbs (270 kg)
Natural Abilities: Horror Factor 10, Flight (maximum altitude is 10,000 feet/3048 m),
Nightvision 100 feet (30.5 m), good day vision, good hearing, magically understand all
languages at 96%, and Mega Power Immortal (see HU2 page 181-182) bio-regenerate 2D6
hit points and/or 3D6 S.D.C. every 10 minutes. Note: She does not possess Supernatural
P.S.
Major Abilities: Illusion
Minor Abilities: Abnormal Energy Sense
Magic Spells: Calling, Charm, Charismatic Aura, Escape, Carpet of Adhesion, Trance,
Increase Weight, Darkness, Metamorphosis: Human, Animate & Control the Dead, Love
Charm, Age, and Compulsion. Note: Batodez can function like a wizard, but she is unable to
learn or acquire new spells.
Combat Training: Basic
Attacks per Melee: 5 (2 initial +3 from Hand to Hand)
Combat Bonuses: +2 to initiative, +2 to strike, +3 to parry, +3 to dodge/+5 in flight,
+6 to damage, +2 to roll with punch/fall, +3 to pull punch, +1 to disarm, and +3 to spell
strength (15 or higher to save).
Saving Throws: +1 to save vs. magic, +6 to save vs. illusion, +3 to save vs.
possession, +2 to save vs. poison & disease, and +6 to save vs. Horror Factor.
Combat Skills: Claws 2D4+2, Punch 1D4, Power Blow 2D4 (2), Elbow/Forearm 1D6,
Snap Kick 1D6, Knee 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: 60% trust/intimidate, and 50% charm/impress.
Educational Background: Special
Common Skills: Read-Write/Speak Demongogian 98%/98%, Lore: Demon &
Monster 98%, Lore: Geomancy 80%, Mathematics: Basic 86%, Anthropology 85%, History
80%, and Hand to Hand: Basic.
Special Skills: Sing 80%, Wardrobe & Grooming 98%, Barter 95%, Begging
97%, Dance 87%, I.D. Undercover Agent 87%, Impersonation 80%/64%, Intelligence 95%,
Interrogation 87%, Performance 98%, Prowl 67%, Public Speaking 89%, Seduction 90%,
and Undercover Ops 98%.
Money: She has no need for it, but their organization has around $100,000 in operating funds.
Weapons: None, her magic and super powers grants her all the protection she could ever need.
Equipment & Vehicles: None
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Mon May 11, 2009 1:10 am
by Reagren Wright
ZALHEHEIGH
Real Name: Zalheheih Xyph
Alias: Zoe Pavlatos
Occupation: Temptress and Destroyer of Humans (Men in particular)
Alignment: Miscreant
Power Category: Immortal (Lesser Demon)
Experience Level: 7th
Hit Points: 130 S.D.C.: 80 Armor Rating: A.R.: 11
P.P.E.: 245
Appearance: She has a thick muscular build (for a female), wide shoulders, bat-like
wings, long powerful tail, reddish brown skin, long fangs, blazing eyes, tapered ears, and a
thick, single horn that curves from her forehead. Her magic allows her to appear as a
beautiful, alluring, and attractive normal person (male or female).
Attributes: I.Q. 13, M.E. 18, M.A. 18, P.S. 19, P.P. 17, P.E. 17, Spd. 15/21 mph
(33.9 km) in flight, P.B. 20
Age: Immortal, Sex: Female, Height: 8 foot (2.4 m), Weight: 600 lbs (270 kg).
Natural Abilities: Horror Factor 10, Flight (maximum altitude is 10,000 feet/3048 m),
Nightvision 100 feet (30.5 m), good day vision, good hearing, magically understand all
languages at 96%, and Mega Power Immortal (see HU2 page 181-182) bio-regenerate 2D6
hit points and/or 3D6 S.D.C. every 10 minutes. Note: She does not possess Supernatural
P.S.
Major Abilities: Pestilence
Minor Abilities: Abnormal Energy Sense
Magic Spells: Calling, Charm, Charismatic Aura, Escape, Fear, Trance, Firebolt,
Invisibility: Simple, Metamorphosis: Human, Animate & Control the Dead, Love Charm, Life
Drain, and Compulsion. Note: Zalheheigh can function like a wizard, but she is unable to
learn or acquire new spells.
Combat Training: Basic
Attacks per Melee: 5 (2 initial +3 from Hand to Hand)
Combat Bonuses: +2 to initiative, +2 to strike, +3 to parry, +3 to dodge/+5 in flight,
+6 to damage, +2 to roll with punch/fall, +3 to pull punch, +1 to disarm, and +3 to spell
strength (15 or higher to save).
Saving Throws: Impervious to disease, +2 to save vs. magic, +2 to save vs. psionics
and insanity, +3 to save vs. possession, +3 to save vs. poison, +2 to save vs. Horror
Factor, and +5% to save vs. coma/death.
Combat Skills: Claws 2D4+2, Punch 1D4, Power Blow 2D4 (2), Elbow/Forearm 1D6,
Snap Kick 1D6, Knee 1S6, Body Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and
attack/action), All Holds, and Critical strike on an unmodified roll of 19-20.
Other Bonuses: 50% trust/intimidate, and 50% charm/impress.
Educational Background: Special
Common Skills: Read-Write/Speak Demongogian 98%/98%, Lore: Demon &
Monster 98%, Lore: Geomancy 80%, Mathematics: Basic 86%, Anthropology 85%, History
80%, and Hand to Hand: Basic.
Special Skills: Sew 80%, Wardrobe & Grooming 98%, Barter 95%, Begging
97%, Dance 87%, I.D. Undercover Agent 87%, Impersonation 80%/64%, Intelligence 95%,
Interrogation 87%, Performance 98%, Prowl 67%, Public Speaking 89%, Seduction 90%,
and Undercover Ops 98%.
Money: She has no need for it, but their organization has around $100,000 in operating funds.
Weapons: None, her magic and super powers grants her all the protection she could ever need.
Equipment & Vehicles: None
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Mon May 11, 2009 2:27 pm
by Reagren Wright
I'm preparing to do an adventure with Voltaic from Fabricators Inc so I've turned to this
post to get Cardiac's 2nd edition conversion of the guy. He made him a mega villain, and
while I think he's cool as one, I feel with PU 2 and its saying in VU that Fabricators made
him a specially costume to help him channel his powers, that its unneccesary for him to be
a mega. So here is my version of Voltaic 2.5. This also goes with my argument that
magnetism in HU 2 needs to be reworded.
VOLTAIC
Real Name: Clint Heuser
Occupation: The Fabricator's chief enforcer and bodyguard. Head of Fabricators
Elimination Teams operations.
Alignment: Aberrant
Power Category: Mutant (with Super Invention)
Experience Level: 12th
Hit Points: 87 S.D.C.: 110
P.P.E.: 36
Attributes: I.Q. 15, M.E. 14, M.A.11, P.S. 34, P.P. 21, P.E. 21, Spd. 33, P.B.14.
Age: 31, Sex: Male, Height: 6 foot and 6 inches (1.98 m), Weight: 295 lbs 9133 kg).
Unusual Physical Characteristic: Stocky. Note: He can only carry and lift the
equivalent to Superhuman P.S., otherwise its normal P.S.
Major Super Abilities: Magnetism
Minor Super Abilities: Energy Expulsion: Electricity, Conduct Electricity, and
Impervious to Energy and Electricity.
Super Invention: Costume: A.R. 7 and 200 S.D.C.
Special Powers: Doubles the range, duration, effect, damage, bonuses, and
strength of his Magnetism (see below). The duration, range, damage, penalties, bonuses,
and effects of all his minor powers are increased by 30% (see below).
Combat Training: Hand to Hand: Assassin
Attacks per Melee: 8
Combat Bonuses: +5 to initiative, +7 to strike, +9 parry, +9 dodge, +23 to damage,
+6 roll with punch/fall, +5 pull punch, and +4 disarm.
Saving Throws: +24% to save vs. coma/death, +3 to save vs. magic and poison.
Combat Skills: Punch 1D4, Power Punch 2D4, Forearm/Elbow 1D6, Knee 1D6, Karate
Kick 2D4, Wheel Kick 2D6, Tripping/Leghook (cannot be paired, must dodge or knockdown),
Body Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and 1 attack/action), Body
Block/Tackle 1D4 (parry or dodge to avoid knockdown), Pin 18-20, Crush 1D4, All Holds,
Deathblow (double damage to hit points/2), Knockout/Stun on an unmodified roll of 17-20,
and Critical strike on an unmodified roll of 18-20.
Education Level and Skills: Trade School (with special training)
Common Skills: Read-Write/Speak English 98%/98%, Mathematics: Basic
98%, and Pilot: Automobile 96%
Electrical Program: Electrical Engineer 98%, Basic Mechanics 98%,
Computer Operation 98%, and Electricity Generation 98%.
Physical Program: Boxing, Wrestling, Climbing 98%/98%, and Swimming 98%
Learned Espionage Program: Hand to Hand: Assassin, Detect Ambush 98%,
Intelligence 95%, Wilderness Survival 98%, Interrogation 98%, and Undercover Ops 98%.
Secondary Skills: W.P. Handgun, (+6 to aim, +3 burst), Running, Athlete,
Body Building, Prowl 85%, Pilot: Truck 98%, Pilot: Airplane 98%, Pilot: Boat: Motor, Race,
and Hydrofoil 98%, Mathematics: Advance 84%, First Aid 95%, Radio: Basic, 85%,
Streetwise 48%, Recognize Weapon Quality 40%, Business & Finance 50%, and Law
(general) 40%, and Computer Programming 53%.
Money: Voltaic has amassed a personal fortune of 7 million in bank accounts, 10
million in stocks and bonds in various companies worldwide, and has 2D6 x $10,000 in cash
on hand at all times. His annual salary is five million dollars, plus bonuses and perks. He also
has access to the resources of Fabricators Inc., which is nearly beyond measure.
Weapons: He has access to all the weapons made by Fabricators Inc, as well any
modern or ancient weapon in the world. However, he prefers to use his super powers and
fight abilities. The following are his powers augmented by his suit.
Magnetism: Attract Metal, 12,960 lbs/5832 kg to carry and 18,960
lbs/8,532 kg to carry (Equal to a Superhuman P.S. of 65), Range: 440 feet (134 m),
Attacks per Melee: One to use, lift and/or throw.
Magnetism, Hurl and Repel Metal, Same as attract metal, Range: By touch
or line of sight within 20 feet (6 m) or 40 foot (12.1 m) radius, Maximum thrown/flying
distance is 640 feet (195 m). Damage: Double normal damage (see page 280-281),
Bonuses: +4 to strike with 1-4 items.
Magnetic Field, Besides its normal capabilities (Speeding metal objects
reduce their speed by 100% the moment they enter the field, giving him a +7 to auto
dodge), the field is also powerful enough to provide him 200 S.D.C. of protection against all
non-metal kinetic and energy attacks. It can regenerate 3 S.D.C. per melee round. Instead
of relying iron objects to repel or propel him from/toward, he can use Earth’s natural
magnetic field to achieve flight. Max Speed: 40 mph (64.4 km), Altitude: 640 feet (195 m).
The field has a range of being self (tight field) or up to a 60 foot (18.2 m) circle with him at
the center. It cost only one action to create the field and it can be maintained infinitely at
the cost of one action per melee round.
Magnetize Objects, The required to magnetize an object is 2 minutes per
every 2 lbs of weight. The duration is 4D4 days.
Sense Iron: Sense iron, steel, and ferrous materials (iron-bearing clays and
plastic, and ferrous ores) in a 60 foot (18 .2 m) radius and 24 feet (7.3 m) underground.
Energy Expulsion–Electricity, Range: 520 feet (158 m), Damage: 2D6x10,
Bonuses: +7 to aim/+4 for a wild shot.
Conduct Electricity, Range: 364 feet (110.9 m), Duration: 16 minutes.
Electric Bolts or Electric Attacks by holding onto a electric power source:
Range: Touch or 520 feet (158 m), Damage: +4D6 to punches or kicks or +4D6 to his
Energy Expulsion-Electricity, Bonuses: +3 to his energy expulsion.
+7 to parry all electric attacks (he takes no damage from a failed role) or a
dampening field 13 feet (3.9 m) that be cast around himself or up to 130 feet (39.6 m)
away.
Lightning Rod: He can redirect any electric attack back toward its source
(+7 to parry) then can be directed back at the source or he can channel extra electrical
energy using his own energy expulsion: electricity (can apply his bonus to aim/wild shot). If
he draws lightning down from the sky and directed at opponents it can do 4D4x10 points of
damage or he can also add his own energy expulsion-electricity, causing 5D6x10 points of
damage. Range: 1456 feet (443 m), Bonuses: He can apply his energy expulsion: electricity
bonuses to strike. Three bolts of lightning can be summoned and redirected per melee
round, and it only uses up one attack per melee.
Equipment and Vehicles: He has all the resources of Fabricator's Inc at his fingertips,
including electronics, computers, surveillance, special fleet vehicles, and teleporters. The
Fabricator personally designed his special costume. Besides the augmentation of his
powers, the suit has a micro-video communicator built into his suit - looks and talks into a
small screen on the top of his left hand and listens to the microphone in his headgear. Also
contains a micronized PDA. Both systems are shielded from his powers to avoid damage.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Mon May 11, 2009 11:35 pm
by acreRake
Reagren Wright wrote:...Speeding metal objects reduce their speed by 100% the moment they enter the field, giving him a +7 to auto dodge)
Why does he need to dodge objects that aren't moving?
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Tue May 12, 2009 11:09 am
by Reagren Wright
If the field is already up then he doesn't have to worry about dodging. Objects will be
stopped. But if someone throws a car at him, and he doesn't have the field up, then the
dodge roll would be needed to determine whether or not he gets the field up before he gets
hit by the hurled/thrown metal object. I'd say its a parry, but the books says its a dodge.
Told yeah magnetism needs to be edited
.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Fri Jun 05, 2009 6:32 am
by gaby
ther great.
Will you do more Npc,s from Game Masrer,s Guide?
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Sun Jun 07, 2009 1:16 pm
by Reagren Wright
I guess you mean the Castaway Aliens, because everyone else is pretty fleshed out and
I don't see a reason to upgrade anyone else. I never used those aliens before , but I suppose I
could put some more meat and bones on them. It will be a while summer job is here so my timit
to do any work is limited.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Sun Jun 07, 2009 7:34 pm
by gaby
If you do not what to do them it,s O.K.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Mon Jun 08, 2009 7:35 am
by gaby
I like all the names.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Tue Jun 09, 2009 9:48 am
by Reagren Wright
Go ahead and throw them up on this post Mephisto
. The USA has the Sentinels of Liberty
and Justice, it makes sense that Canada would have a patriotic government sponsored
super hero group as well. After all they have a SCRET nearly equal to the USA (as we all
know). Just make sure they aren't tainted like a particular Canadian super hero group from
a certain comic book company.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Tue Jun 09, 2009 1:58 pm
by dragon_blaze_99
Mephisto wrote:Whip Girl (Ontario)
Anomoly (Ottawa)
Metal Monolith (Nova Scotia)
Soothsayer (Prince Edward Island)
I haven't statted them all out yet, but that is my national team.
at least explain these four (and wild rose come-on theres more in alberta then that...)
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Wed Jun 10, 2009 8:22 am
by gaby
Will you show the other members Mephisto?
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Thu Jun 11, 2009 12:50 pm
by Reagren Wright
Falling slam
Very nice. Anxious to see more. Neat stuff.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Fri Jun 12, 2009 8:32 am
by gaby
great. where it you get the minor powers from Mephisto?
I think ther not from the Power Unlimited,s books.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Sun Jun 14, 2009 6:46 pm
by Reagren Wright
Okay here they are from G.M. Guide (page 91) all fleshout
THE CASTAWAY ALIENS
R.C.C.: Faughns
Real Names: Necice, Toxil, Billay, Snanoth, and Vecuptor.
Occupation: Explorers and galactic nomads.
Alignment: Four are Principled but One is Unprincipled (the troublemaker)
Power Category: Alien Humanoid/Wizards
Experience Level: 4th
Hit Points: 8D6 S.D.C.: 40 (20 base and 1D4x10 from home world)
P.P.E.: 100 (M.E.x3 +1D6 per level of experience).
Appearance: All Faughns are human-looking, but have no body hair, tall, thin builds, and
large black eyes.
Attributes: I.Q. 17 (15+1D4), M.E. 27 (4D6+6), M.A. 3D6, P.S. 3D6, P.P. 3D6+3, P.E.
3D6, Spd. 2D6+2 (double on home world), P.B. 3D6.
Age: 20s (usually for 125 years), Sex: Male, Height: 6 foot and 5 inch (1.95 m), Weight: 323 lbs (145.35 kg)
Originating Alien Environment: Low Gravity Environment with 70% higher than normal magic levels.
Special Faughn Abilities: All Faughns, regardless of education, can naturally cast the
following magic spells, Decipher Magic, Tongues, Sense Magic, Sense Evil, Breathe Without Air,
and Paralysis: Lesser. They cast these spells just as any wizard would using the magic rules.
Magic strength requires a magic saving throw of 12 or better. P.P.E. is P.E. attribute x3 plus
1D6 per level of experience. Faughns who do not pursue the Mystic arts can selected any
educational background or power category, but never partial or full bionic conversion which
would destroy their innate magics. They do not develop or receive additional super abilities or
psionics (only magic). Those who do go on to study and practice magic as wizard under Mystic
study (magic), can selected two additional spells from each level 1-4 (for a total of six spells
from each level) and four additional spells from levels 5-10 (total of 12 spells from those
combined levels) as their starting spells. They also received 1D6x10+20 additional P.P.E. points
added to their base P.P.E. Note: The Castaway Aliens between the five of them know all spell
magic from levels 1-10 (which also includes all space magic from Alien Unlimited™ and Galaxy
Guide™), plus the ritual magic for Dimensional Teleport.
Combat Training: Typically Basic.
Attacks per Melee: 5 (2 initial + 3 from Hand to Hand)
Combat Bonuses: These are in addition to bonuses received from attribute or skill
bonuses, but do include hand-to-hand bonuses. +4 to initiative, +2 to parry, and +3 to
dodge.
Saving Throws: These are in addition to bonuses received from attributes or skill
bonuses, but do include those gained from being gifted with magical abilities. +3 on all saving
throws and +5 to save vs. magic.
Combat Skills: Punch 1D4, Power Punch 2D4 (counts as two attacks), Elbow/Forearm
1D6, Knee 1D6, and Snap Kick 1D6.
Other Bonuses: +3% to all skills
Educational Background: General Studies (Well Familiarity with Earth)
Common Skills: Read-Write/Speak Native Tongue 91%/95%, Read-Write/Speak
FAR Pilian 78%, Mathematics: Basic 87%, Pilot: Personal Anti-Gravity Transportation 63%, and
Lore: Geomancy 48%.
Special Program: Astronomy & Navigation, Anthropology: Alien (human), and
Astrophysics, Pilot: Hover Car, Pilot: Pilot: Jet Packs, Pilot: Horsemanship, Laser
Communications, Sensory Equipment.
Secondary Skills: Each alien chooses 11 secondary skills and 3 taught by friendly earthtlings.
Money: The Castaway Aliens have a grand total of $40,000 in precious stones. They
also have accumulated $2400 in US currency and $2700 Euro dollars.
Weapons: Each carries a mini-laser and wears an Amulet to See the Invisible and Two
Tailsmans. One stores an additional 50 P.P.E. and the other will have one magic spell in it that
can be selected from levels 1-8 (excluding illusions) that can be used 3x before needing to be
recharged.
Armor: They each have a Hostile Environmental Survival Suit (A.R. 6 and 20 S.D.C.)
Equipment:
Antigravity Ring, Range: Unlimited, Speed: 90-160 mph (144-256 km), Unlimited
altitude, A.R.: 5 and S.D.C.:40. Bonus: +3 to dodge.
Galactic Communicator (a cellphone size communicator with satellite/low orbiting
communication capabilities). Range: 300 miles (range extends into space).
Dimensional Teleportation Device. This mechanical device is about the size of a boom
box from the 1980s and mid 90s. It has the ability to hold up to 1000 P.P.E. It can be used as
a talisman for up to 5 mages to draw P.P.E. from for any purpose. However, its primary
function is to be used for Dimensional Teleportation. This device allows up to 2000 lbs of mass
connected via cables and wristbands to travel into another dimension with it. The advantage
of using this device is it can be used to dial in specific dimensional coordinates thus providing n
additional +30% success ratio to a spell caster who knows the spell Dimensional Teleport, even
if the spell caster has never been to that dimension before. Any dimension that has been
visited to on more than one occasion, it provides near flawless teleportation; +80% success
ration to the spell caster who knows Dimensional Teleport. The device will not work unless the
spell caster has knowledge of the spell (the ritual still has to be performed). Only those linked
to the device via the cable and wristband will teleport.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Thu Jul 09, 2009 11:03 am
by Reagren Wright
Hey Mephisto when will see the rest of your Canadian superhero team?
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Mon Jul 27, 2009 8:26 am
by gaby
Great.
Hope to see the others soon.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Fri Aug 21, 2009 6:46 pm
by Stone Gargoyle
Mephisto wrote:gaby wrote:great. where it you get the minor powers from Mephisto?
I think ther not from the Power Unlimited,s books.
Only Tentacles of Hair is from Powers Unlimited One. The others are from the Black Vault Wiki.
I believe Constrictor Arms was by Mr. Scorpio, unless it got credited to the wrong person. It is just listed as by Mr. Scorpio in the wiki. I do not have permission by znbrtn to post any of his stuff, but that may have been my error.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Fri Aug 21, 2009 9:51 pm
by NMI
Thank you for utilizing
The Black Vault WikiIt lets me (and hopefully Stone Gargoyle) know that people are using it and appreciate its existence!
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Fri Aug 21, 2009 10:14 pm
by Stone Gargoyle
Mr. Deific NMI wrote:Thank you for utilizing
The Black Vault WikiIt lets me (and hopefully Stone Gargoyle) know that people are using it and appreciate its existence!
I know people use it, we just don't get enough people posting to it on a regular basis.
But not trying to sidetrack- Now back to your regularly scheduled character posting thread.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Tue Aug 25, 2009 8:21 am
by gaby
Will we see the other members of the Privileged list?
They wouls make good bad guys.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Sun Aug 30, 2009 7:50 pm
by Yukon
i'd like to see the gold dragon too..
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Mon Aug 31, 2009 1:18 pm
by gaby
Great New Mirror spells.
can't wait to see what else you come up with?