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Re: On the topic of Revised to 2nd ed conversions.....
Posted: Sun Oct 25, 2009 11:31 am
by Reagren Wright
Could it be that he's back!!! Oh yes, I have returned. I've decided to go into Rifter 9 1/2 and
do a 2.5 update on a number of the super villains/heroes in that book, especially since some
of their powers are now authentic powers. Many of these guys are very practical villains in
HU games. So Enjoy.
BIG BOUNCER
Real Name: Bobby Kirby
Occupation: Mob Boss and Super Villain
Alignment: Miscreant
Power Category: Experiment
Experience Level: 4th
Hit Points: 58 S.D.C.: 139
P.P.E.: 26
Appearance: Bobby has a big belly and tough guy haircut with lots of tattoos on his
arms and chest. Instead of dressing in the finest of clothes which he can afford he instead
dresses like a common street punk. He has a receding brown hairline and brown eyes.
Attributes: I.Q. 13, M.E. 14, M.A. 17, P.S. 24, P.P. 12, P.E. 24, Spd. 48 (33.6 mph/54
km)/96 (67.2 mph/108.1 km) while bouncing, 144 (100.8 mph/162.2 km) while hyper-ricochet
bouncing, P.B. 10
Age: 23, Sex: Male, Height: 6 foot (1.8 m), Weight: 280 lbs (126 kg).
Minor Super Abilities: Healing Factor, Super Bounce, Impact Resistance, Heighten
Sense of Hearing, and Supervision: Advance Sight (4 miles/6.4 km).
Attacks per Melee: 5 (2 Initial +3 from Hand to Hand)
Combat Training: Basic
Combat Bonuses: +6 to initiative, +4 to parry, +5 to dodge, +9 damage, +8 to roll
with punch/fall, and +2 to pull punch. Note: While bouncing, opponents are -3 to strike him
as a moving target.
Saving Throws: Fire and cold do ½ damage, poison, toxins, and drugs do 1/3 duration,
penalties, damage, and symptom even if fail to save against them. Immune to the first 20
points of physical damage in a melee then its ½ damage. He takes 1/10 damage from
explosions and impacts from fast moving vehicles and Speedsters, +38% to save vs.
coma/death and +8 to save vs. poison & disease, +3 to save vs. psionics, and +8 to save
vs. magic.
Combat Skills: Punch 1D4, Power Punch 2D4 (2), Elbow/Forearm 1D6, and Knee 1D6,
Snap Kick 1D6, Body Block/Tackle 1D4 + P.S. attribute bonus (parry or dodge to avoid
knockdown), Pin 18-20, Crush 1D4, Bouncing Punch 2D6, Bouncing Kick 4D6, Bouncing Tackle
2D4 with a 01-60% of knockdown (victims lose initiative and 1 melee attack).
Other Bonuses: 45% to trust/intimidate
Educational Background: High School Drop Out/Syndicate Enforcer
Common Skills: Read-Write/Speak English 88%/92%, Mathematics: Basic
84%, and Pilot: Automobile 72%
Street Schooled: Streetwise 60%, Prowl 55%, W.P. Knife (+2 to strike, parry, and
dodge), W.P. Handgun (+2 to aim/+1 to burst), Find Contraband 42%, Gambling 55%, I.D.
Undercover Agents 66%, Cook 55%, Sports: Football 50%, Law (General) 55%, and Business
& Finance 55%.
Physical Program: Hand to Hand: Basic, Body Building & Weightlifting,
Physical Labor, and Wrestling.
Criminal Program: Pick Locks 50%, Cardship 52%, Gambling (Dirty Tricks
36%, and Palming 40%.
Secondary: Land Navigation 52%, Recognize Weapon Quality 45%, Basic
Mechanics 60%, Pilot: Truck 72%, Athlete, Language: Italian 62%, Literacy: Italian 60%,
W.P. Rifle (+2 to aim/+12 to burst), Barter 38%, and Appraise Antiques 40%.
Money: Big Bouncer has about $100,000 in ready cash and about $12 million in
resources tied into his mob organization.
Weapons: He relies on his super abilities, but he still carries a Beretta Model 92 9mm
Auto Pistol on his person.
Equipment & Vehicles: He likes to be driven around in expensive cars, but he enjoys
bouncing around whenever necessary. He has full access to the resources of his criminal
organization.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Mon Oct 26, 2009 1:03 am
by Reagren Wright
CANDLE MAN
Real Name: None
Occupation: Supernatural Menace
Alignment: Considered Miscreant, essentially carrying out the last instructions of its
master (who remains unknown).
Power Category: Immortal (golem)
Experience Level: 5th
Hit Points: n/a S.D.C.: 447 Natural Armor Rating: A.R.: 8
P.P.E.: 66
Appearance: It has a humanoid appearance, but all of its features give it an inhuman
manikin look. The Candle Man neither speaks nor tries to communicate.
Attributes: I.Q. 18, M.E. 20, M.A. 3, P.S. 42 (Supernatural), P.P. 14, P.E. 21, Spd. 98
(68.6 mph/109.7 km, P.B. 4
Age: Unknown, Sex: Male, Height: 7 foot (2.1 m), Weight: 300 lbs (135 kg).
Natural Abilities: Bio-Regenerate 2D6 S.D.C./hit points every melee round. Lost limbs
including the head can be picked up and merged back on the body like nothing happened
(counts as two melee attacks), reforms in 48 hours even if completely destroyed, impervious
to organic attacks (poison, gases, drugs, toxins, disease), and cold does ½ damage. Can
only be destroyed if suffers more than 600 points of magical damage (spells, magic weapons,
etc) and the gemstone that is its heart is thrown into the ocean (see Immortal Golem in
Powers Unlimited 2, page 63). He doesn’t need to breath, eat, or drink.
Major Super Abilities: Alter Physical Structure: Wax (permanent)
Minor Super Abilities: Energy Resistance, Impervious to Control and Possession,
Impervious to Melee Attacks, and Iron Will.
Attacks per Melee: 6 (2 Initial +3 from Hand to Hand +1 from boxing)
Combat Training: Expert
Combat Bonuses: +2 to initiative, +3 to strike, +6 to parry, +6 to dodge, +27 to
damage, +2 to disarm, +6 to roll with punch/fall, and +8 to pull punch.
Saving Throws: He needs a 12 or better to save vs. psionics, he is impervious to the
first 20 points of energy damage in a melee, the rest is ½ damage, projectiles like bullets,
arrows, and throw objects do no damage, +32% to save vs. coma/death, +3 to save vs.
psionics, +8 to save vs. illusion, +6 to save vs. insanity, +6 to save vs. magic, and +7 to
Horror Factor.
Combat Skills: Restrained Punch 4D6, Full Strength Punch 1D6x10, Power Punch
2D6x10 (2), Elbow/Forearm 2D4x10, Knee 1D6x10, Tripping/Leghook (cannot be paired, must
dodge or knockdown), Snap Kick 1D6x10, Body Block/Tackle 6D6 + P.S. attribute bonus
(parry or dodge to avoid knockdown), Pin 18-20, Crush 6D6, all Holds, and Knockout on an
unmodified roll of 20.
Other Bonuses: +4% to all skills.
Educational Background: Equivalent to High School Education
Common Skills: Read-Write English 97% and Mathematics: Basic 90%.
Physical Program: Hand to Hand: Expert, Boxing, and Climbing 73%/63%.
Ancient Weapon Program: Paired Weapons, W.P. Axe (+2 to strike/parry and +1 to
throw), W.P. Blunt (+2 to strike and parry), and W.P. Staff (+2 to strike & parry).
Secondary: Running, Prowl 48%, Physical Labor, Athlete, Astronomy &
Navigation 53%, Land Navigation 59%, Streetwise 38%, Wilderness Survival 63%, and
Outdoormanship. Note: One of his skills has been turned into a proficiency in his range
attacks with his APS-Wax Ability (+1 to strike at levels 3, 6, 9, and 11).
Money: Doesn’t rely on currency, it doesn’t need anything.
Weapons: It can use melee weapons.
Expel Hot Wax, Range: 100 feet (30 m), Damage: 3D6, plus and additional 1D6
damage for the next melee round as the hot wax cools off. The wax will have ten times the
same effect on super humans, Bonuses: +4 to strike.
Equipment & Vehicles: It doesn’t rely on any sort of equipment or vehicles. It
walks/runs to its destination.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Tue Oct 27, 2009 7:54 am
by gaby
very good.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Thu Oct 29, 2009 7:21 pm
by Reagren Wright
COMMANDO ED
Real Name: Ray Edmonds
Assumed Identity: Ed Crane
Occupation: Magnetic crane operator at a scrap yard by day. Vigilante and City Protector.
Alignment: Scrupulous
Power Category: Experiment with Super Invention
Experience Level: 4th
Hit Points: 80 S.D.C.: 225
P.P.E.: 30
Appearance: During the night, he dresses in a black jump suit, belt, and combat gear.
Ed is a clean cut, well-muscled male in his early thirties. He keeps his blond hair in a military
buzz cut and his has brown eyes. He is a heavy cigar smoker.
Attributes: I.Q. 17, M.E. 14, M.A. 12, P.S. 45, P.P. 35, P.E. 36, Spd. 33, P.B. 15
Age: 28, Sex: Male, Height: 5 foot, 10 inches (1.7 m), Weight: 180 lbs (81 kg).
Insanity: Ed has a phobia of anyone who wears military camouflage/fatigues or if he is
around a large explosion. He must deal with a phobia panic whenever he encounters these
situations. His co-works are certain that Ed suffers from post-traumatic stress disorder (shell
shock).
Minor Super Abilities: Energy Resistance, Extraordinary P.S., Extraordinary P.P., and
Extraordinary P.E. Note: He can carry 4500 lbs (2025 kg) and lift 9000 lbs (4050 kg).
Super Invention: The SPECK 16. A.R. 15 and 200 S.D.C. Repairs are expensive thus
the reasons he bangs on it. 5th level in power.
Super Abilities: Diminish Other and Tractor Beam (Special). The Speck 16 has the
power to reduce the size of living objects to 1/16 of an inch (same as minute speck under
the Major Super Ability-Shrink). Only a saving throw of 16 or better (can resist with P.E.
attribute bonus only) prevents the person/animal from being shrunk. Once shrunk, the person
suffers the usual abilities of those under Reduced Mass/Minute Speck. Only the victim
shrinks, not clothes, equipment, or weapons. P.S. of the victim is 3 (reduce all physical
damage by half, even if supernatural). The victim reverts to normal size in 24 hours. If the
victim fails his/her saving throw and gets shrunk the tractor beam will automatically draw
them into the rifle’s butt which contains a compartment that holds a clear four-inch long
capsule with micro-air holes (even smaller then the victim). The container has A.R. of 12 and
200 S.D.C. The container can be removed with the victim inside. Without the container,
victim can be shrunk but the tractor beam will not fire. Two to three dozen people can be
contained in the capsule at 1/16 of an inch.
Vulnerability: Ed doesn’t really understand how the gun works. He has a 81% chance
of making it work right each time he fires the gun. If it doesn’t work, he bangs it against a
hard surface (1D4 times) and tries again (loses an action in the process). If it fails again, he
tries again. A third failure and he will switch to something else (his commando training or
his .45).
Attacks per Melee: 6 (2 Initial +3 from Hand to Hand +1 from powers)
Combat Training: Commando
Combat Bonuses: +4 to initiative, +9 to strike, +12 to parry, +12 to dodge, +12 to
auto dodge, +25 to damage, +1 to disarm, +4 to roll with punch/fall, and +3 to pull punch.
Saving Throws: He is impervious to the first 20 points of energy damage in a melee,
the rest is ½ damage, he is impervious to disease, +36% to save vs. coma/death, +8 to save
vs. magic & poison, and +2 to save vs. Horror Factor.
Combat Skills: Karate Punch 2D4, Power Punch 4D4 (2), Elbow/Forearm 1D6, Knee
2D4, Karate Kick 2D6, Roundhouse Kick 3D6, Axe Kick 2D8, Leaping Kick 3D8 (2), Power Kick
(any kick, inflicts double damage/2), Backward Sweep (cannot be paired, must dodge or
knockdown, -2 to dodge), Body Block/Tackle 1D4 + P.S. attribute bonus (parry or dodge to
avoid knockdown), Body Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and 1
attack/action), and Paired Weapons.
Other Bonuses: +3% to all skills.
Educational Background: Military Specialist
Common Skills: Read-Write/Speak English 91%/95%, Mathematics: Basic
87%, and Pilot: Automobile 75%.
Military Program (Basic) : Running, Climbing 93%/83%, Forced March, Military Etiquette
78%, Radio: Basic 93%, *W.P. Grenade (+2 to throw), and W.P. Rifle (+2 to aim/+1 to
burst).
Advance Military Program (Special Forces) by John C.Philpott in Rifter #25: Hand to
Hand Combat: Commando, Camouflage 68%, Demolitions 95%, Demolitions Disposal 95%,
Demolitions: Underwater 95%, Parachuting 83%, Prowl 78%, S.C.U.B.A. 98%, Swimming 98%,
Trap/Mine Detection 63%, W.P. Knife (+2 to strike, parry, and throw), and W.P. Sub-
Machinegun (+2 to aim/+1 to burst).
Espionage Program: Detect Ambush 68%, Intelligence 66%, Wilderness Survival 68%,
Tracking 63%, and Detect Concealment 63%.
W.P. Modern: W.P. Handgun (+2 to aim/+1 to burst), W.P. Energy Pistol (+2
to aim/+1 to burst), and W.P. Energy Rifle (+2 to aim/+1 to burst).
Physical Program: Body Building & Weightlifting, Physical Labor, Athlete, and Kick Boxing.
Secondary: Land Navigation 55%, Pilot: Truck 79%, Pilot: Tracked Vehicles
77%, Streetwise 39%, Basic Mechanics 63%, Basic Electronics 53%, Jury- Rig 53%,
Construction (based on John C. Philpott in Rifter #25) 73%, 2nd level General
Repair/Maintenance 63%, and Auto Mechanics 69%.
Money: He makes about $57,000 a year as a crane operator.
Weapons: Although he is familiar with most modern U.S. military weapons, he usually
relies on his Officer’s ACP (.45) and the Speck 16. If the missions calls for lethal force, he
will use bigger guns.
Armor: On missions, he wears a half suit of armor. (A.R. 10 and 70 S.D.C.).
Equipment & Vehicles: He drives around in a 1995 Dodge Ram 1500, 4x4, automatic
with a long bed. He has done some improvements with its suspension brakes, and steering
giving him a +7% bonus to his control rolls/+10% off road. He buys (at hardware stores) or
builds whatever he might need for his missions.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Sun Nov 01, 2009 10:08 am
by gaby
Great character.
Thers a number of Good name from dead characters from Century station,I think have potential,maybe make hires to the names.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Sun Nov 01, 2009 8:36 pm
by Reagren Wright
I've pretty much combed over CS and GI and posted EVERYBODY I could fine (see
above). The only people I didn't were the dead because--they're dead. I think the only
acceptions I made where Mr. Komodo, Timeline, and Gilgamesh from CS Centurions (page
106) becaue those NPC could be seen as important to adventure scenarios. And of course all
the heroes and villains from WW 2 mentioned under Britannia in GI (page 134-135). I believe
you might be refering to the heroes slain by Ellis MacCrae of SHOCK (CS page 102). No I
have no intension of doing stats of dead heroes killed by SHOCK, but I wouldn't object to
anyone else doing them. Cool characters are always nice to see. I'm going to have some free
time soon, so I'll have several Rifter 9 1/2 guys posted soon.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Mon Nov 02, 2009 9:26 am
by gaby
O.k
Hope to see more of your wokr.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Mon Nov 02, 2009 8:35 pm
by Reagren Wright
DOCTOR PLASTIC
Real Name: Bill Johnson
Occupation: Former Forensic Pathologist, Current wanna-be superhero
Alignment: Scrupulous
Power Category: Super Invention/Robotics (Mental Transference).
Experience Level: 2nd
Hit Points: n/a S.D.C.: 320/+50 at night
Natural Armor Rating: A.R. 13
Appearance: He looks like a plastic action figure. His body is red with white bands at
the base of the neck, where the shoulders join the chest, and at the waist, wrist, and
ankles. Only his baldhead and neck were flesh colored. He dresses in tailor made suits.
Attributes: I.Q. 22, M.E. 14, M.A. 20, P.S. 25, P.P. 10, P.E. n/a, Spd. 17, P.B. 11
Age: 30, Sex: Male, Height: 6 foot, 6 inches (2.1 m), Weight: 340 lbs (153 kg).
Vulnerability: Laser inflicts 50% greater damage and by-pass his natural armor rating.
Major Super Abilities: Alter Physical Structure: Plastic (permanent). Note: He recovers
lost plastic S.D.C. at a rate of 2D6 per hour.
Minor Super Abilities: Impervious to Fire/Heat, Radar, and Nightstalking.
Attacks per Melee: 5 (2 Initial +2 from Hand to Hand) +1 from powers.
Combat Training: Expert
Combat Bonuses: +4 to initiative/+5 at night, +2 to strike, +5 to parry, +5 to dodge,
+10 to damage, +2 to roll with punch/fall, +2 to pull punch, and +1 to Perception.
Saving Throws: Immune to fire and heat, Cold attacks do half damage, electricity and
other energy attacks do half damage below NAR, he is impervious to organic attacks
(poisons, drugs, toxins, gases, and disease), he doesn’t have to breath, eat, or drink. +5 to
save vs. magic, mind control, and psionics, and +3 to save vs. Horror Factor.
Combat Skills: Karate Punch 2D4, Power Punch 4D4 (2), Elbow/Forearm 1D6, Knee
2D4, Karate Kick 2D6, Roundhouse Kick 3D6, Axe Kick 2D8, Leaping Kick 3D8 (2), Power Kick
(any kick, inflicts double damage/2), Backward Sweep (cannot be paired, must dodge or
knockdown, -2 to dodge), Body Block/Tackle 1D4 + P.S. attribute bonus (parry or dodge to
avoid knockdown), Body Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and 1
attack/action), and Paired Weapons. All of his attacks do 1D6 extra points of damage at
night.
Other Bonuses: +8% to all skills and 60% to trust/intimidate.
Educational Background: PhD
Common Skills: Read-Write/Speak English 92%/98% and Pilot: Automobile 86%.
Medical Investigation Program: Crime Scene Investigation 83%, Forensics 88%, Biology
88%, Chemistry 98%, Pathology 88%, Toxicology 88%, Mathematics: Basic 98%, and
Mathematics: Advance 98%.
Science Program: Computer Operation 98%, Botany 88%, Chemistry: Analytical 83%, and Genetics 74%.
Computer Hacker Program: Computer Programming 96%, Computer Hacking
68%, and Cryptography 78%.
Investigation Program: Research 88%, Surveillance 83%, and Writing 73%.
Secondary: Hand to Hand: Expert, W.P. Handgun (+1 to aim), W.P. Shotgun
(+1 to aim), W.P. Rifle (+1 to aim), Basic Electronics 48%, Wardrobe & Grooming 66%, First
Aid 63%, Business & Finance 53%, and Law (General) 53%.
Money: He made about $160,000 a year as a forensics pathologist. Presently he has
to rely on his personal lifesavings, which is about $89,000.
Weapons: He carries a Model 37M Ithaca Shotgun, a 9mm Pistol (Smith & Wesson),
and a M16A2 Rifle.
Equipment & Vehicles: He drives around in a 2004 Chevy Malibu. He doesn’t rely on
any equipment with his latest career as a superhero. He has extensive know how to be a
crime scene investigator and forensic pathologist.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Thu Nov 05, 2009 12:33 am
by Reagren Wright
FLYING SNAKE
Occupation: Super Criminal
Alignment: Diabolic
Power Category: Alien Robotics (Android)
Experience Level: 7th
Hit Points: n/a S.D.C.: 500
Natural Armor Rating: A.R. 6
Appearance: A metal snake with a dull, light gray finish.
Attributes: I.Q. 23, M.E. 20, M.A. 21, P.S. 12 (robotic), P.P. 16, P.E. n/a, Spd. 14
crawling/320 mph (512 km) flying.
Age: Unknown, Sex: Male, Size: 3 inches (7.62 cm) in diameter, 8 feet
(2.4 m) long, Weight: 90 lbs (40.5 kg).
Originating Alien Environment: Vegetation
Natural Abilities: It can stretch its body from 8 feet (2.4 m) to 20 feet (6 m).
Attacks per Melee: 8 (3 initial + 5 additional)
Combat Bonuses: +9 to initiative, +2 to strike, +5 to parry, +6 to dodge/+8 to dodge
when hovering or moving through the air, +2 to damage for every 20 mph (32 km) of flight
speed, +1 to roll with punch/fall, +4 to pull punch, and +4 to Perception.
Saving Throws: Immune to non-physical psionics and similar magics. Impervious to
organic attacks (disease, poison, toxins, gases). Impervious to possession, mind control,
phobia, and fear (Horror Facator). +8 to save vs. illusionary and emotion affecting magic
and/or psionics.
Combat Skills: Bite 2D4, Crush/Squeeze 4D6, Flexible Metal Tongue 2D4 or 3D6 Power
Blow (2), and Chemical Excretion (poison). Victims take 2D6 points of damage off their S.D.C.
or Hit Points every melee for 1D6 melee rounds.
Other Bonuses: +9% to all skills and 65% to trust/intimidate.
Robot Intelligence: Advance Artificial Intelligence.
Basic Programming: Mathematics: Basic and Advance 98%, Literacy: English and
Japanese 98%, Speak English and Japanese 88%, Biology 50%, and Climbing 73%.
Criminal Program: Streetwise 83%, Pick Locks 98%, Computer Hacking 98%, Prowl
98%, and Safe Cracking 98%.
Personality Program: Snob and Braggart.
Additional Scholastic Skills: Sensory Equipment 59%, Surveillance 57%,
Computer Repair 53%, and Tracking (people) 46%.
Secondary Skills: Computer Programming 59%, Computer Operation 69%, Basic Electronics
39%, and Business & Finance 44%.
Money: Has no need for it, but he has stolen over $80 million dollars from criminal
enterprises including the Fabricators Inc and the Minotaur, hence reason both criminal
organization are after him.
Flying Snake’s Robot Body
Body Frame: Animal-Bot (Life-like style)
Power Supply[b]: Micro Fusion.
[b]Propulsion System: Antigravity System
Audio Systems: Advance Audio Systems, Bug Detector, Radio Signal Scrambler,
External Audio Pick-Up, Audio Recorder, Single Voice Synthesizer, Sound Analysis
Computer, and Inaudible Frequency Transmission.
Optics: Advance Robot Optic System, X-Ray Vision, and Telescopic Vision (1600
feet/488 m), 10 foot (3 m) image area.
Sensors: Combat Computer, Chemical Analysis System (in tongue), Motion Detector
and Warning Systems, Micro-Radar, Radar Detector, Radiation Detector, and Touch Sensing
System.
Animal Features: Small Fangs, Prehensile Tail, and Realistic Snake Eyes.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Sun Nov 08, 2009 12:15 pm
by Reagren Wright
BAR’REN
Real Name: Bar’ren
Occupation: Alien Menace
Alignment: Diabolic
Power Category: Alien Mutant (Atroxian/Snake)
Experience Level: 10th level
Hit Points: 93/97 with aura S.D.C.: 85/300 force aura.
Natural Armor Rating: A.R. 14 with force aura.
P.P.E.: 23
Appearance: In his natural form, he is a large, green snake-like being. In his human
form, he is a Slavic looking human with black hair and mustache.
Attributes: I.Q. 28, M.E. 22, M.A. 21, P.S. 35/45 with aura and superhuman, P.P. 20,
P.E. 30/+34 with aura, Spd. 30, P.B. 11
Age: Unknown, Sex: Male, Height: Human Form: 5 foot and 11 inch
(1.80 m), Natural Form: 18 feet (5.48 m) long. Weight: Human Form: 170 lbs
(76.5 kg), Natural Form: 144 lbs (64.8 kg).
Originating Alien Environment: Vegetation World
Natural Abilities: Prehensile tail, natural thermal imaging sense (range 50 feet/15 m),
10% to escape artist, metamorphosis into any living being that is between 1 to 6 feet (.3 to
1.8 m).
Major Super Abilities: Force Aura and Control (Others)
Minor Super Abilities: Extraordinary P.S., Healing Factor, and Supervision: Nightvision.
Attacks per Melee: 6 (2 Initial +4 from Hand to Hand)
Combat Training: Martial Arts
Combat Bonuses: +3 to initiative, +5 to strike/+6 with tail, +7 to parry/+8 with tail,
+7 to dodge/+8 with tail, +24 damage/+34 with aura, +4 to roll with punch/fall/+8 with aura,
+3 to pull punch, and +2 to disarm.
Saving Throws: Fire/cold does ½ damage. Drugs, toxins, and poisons inflict 1/3 normal
duration, damage, penalties, and symptoms even if fail saving throw. +50% to save vs.
coma/death, +13 to save vs. poison and drugs, +11 to save vs. disease, +11 to save vs.
magic, +7 to save vs. psionics, +10 to save vs. mind control, +5 to save vs. insanity, and +6
to save vs. possession.
Combat Skills: In human form-Punch 1D4, Power Punch 2D4, Elbow/Forearm 2D4, Knee
1D6, Karate Kick 2D4, Roundhouse Kick 3D6, Axe Kick 2D8, Leap Kick 3D8 (2), Wheel Kick
2D6, Snap Kick 1D6, Tripping/Leghook (cannot be paired, must dodge or knockdown),
Backward Sweep (cannot be paired, must dodge or knockdown), Jump Kick 6D6, Flying Jump
Kick 4D6, Body Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and 1 attack/action),
All Holds, Paired Weapons, Leap Attack, and Critical strike on an unmodified roll of 18-20. In
snake form-Bite 2D4, Crush/Squeeze 4D6. Note: His physical attacks do 1D6 additional points
of damage with his force aura.
Other Bonuses: +14% to all skills and 65% trust/intimidate.
Educational Background: Rogue (Some Familiarity with Earth)
Common Skills: Read-Write/Speak Native Tongue /98%98%, Read-
Write/Speak Thimerian Code 98%, Pilot: Civilian Spacecraft: Small 98%, Mathematics: Basic
98%, Acrobatics (Sense of Balance 98%, Walk Rope 98% Climb Rope 98%, Prowl 54%/64% in
trees, Climbing 84%, Backflip 98%), and Read-Write/Speak English, Spanish, Chinese, and
Russian 98%.
Special Program: Find Contraband 95%, Pick Locks 98%, Concealment 89%,
Computer Hacking 89%, Seduction 79%, Streetwise 89%, Imitate Voice & Sounds 98%/98%,
Disguise 98%, Impersonation 98%/95%, Intelligence 98%, Forgery 98%, Performance 98%,
Public Speaking 98%, W.P. Energy Pistol (+5 to aim/+2 to burst), W.P. Energy Rifle (+5 to
aim/+2 to burst), Mechanical Engineer 98%, Robot/Bioware Mechanics 98%, Kick Boxing,
Outdoormanship, and Computer Operation 98%.
Secondary: Hand to Hand: Martial Arts, Basic Electronics 94%, Pilot:
Automobile 98%, Radio: Basic 98%, Astronomy & Navigation 69%, Athlete, Wilderness
Survival 59%, and Computer Programming 70%.
Money: He has $160,000 in stolen cash. He has $25,000 in precious metal/stones. On
board his ship in a secret compartment, he has 100,000 galactic credits.
Weapons:
Laser Rifle, Range: 4000 feet (1219 m), Damage: 5D6, Feed: 24 shot E-clip, Rate of Fire: Single Shot.
Laser Pistol, Range: 800 feet (244 m), Damage: 4D6, Feed: 20 shot E-clip, Rate of Fire: Single Shot.
Equipment & Vehicles: He steals whatever he needs. He uses whatever equipment will
help him achieve his criminal plan.
FLYING SAUCER
Excursion-Class Shuttle, A round single pilot shuttle.
Type: Modified Personal Transporter
Dimensions: 30 feet (9.14 m) in diameter; 10 tons (9000 kg) fully loaded.
Crew: One. There is room for an additional four passengers.
A.R.: 10, S.D.C.: 750.
Total S.D.C. 1500 including the armor.
Maximum Speed: FTL 1 in space or up to Mach 10 (6600 mph/10,626 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: 5000 feet (1.5 km), Damage: 1D4x10 per laser,
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.
Missile Launcher, Range: Varies with missile type, Damage: Varies with missile type,
Rate of Fire: A volley of 1,2,3, or 4 missiles, Payload: 16 mini-missiles or 8 short range
missiles.
Special Systems: (See Alien Unlimited Galaxy Guide for more details)
Invisibility Cloak Field (equal to the Major Super Ability).
Resistant to infrared/heat detection: Invisible to such detection.
Radar Resistant: Only visible on radar if 100 feet (30.4 m) from radar device
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 (4)
Trans-Atmospheric Capabilities, atmosphere tanks (2)
Pressurized Cabin
Escape Pods (1)
Missile Warning System and Anti-Missile Chaff: Enough to decoy 10 heat seeking or radar
guided missiles. The system provides a +5 bonus to Initiative whenever any missiles or
rockets are propelled at the vehicle. There is a 75% chance to confuse the missile, resulting
in an automatic miss.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Sun Nov 08, 2009 4:38 pm
by Reagren Wright
FOAM
Real Name: Foam
Occupation: Dimensional Menace
Alignment: Diabolic
Power Category: Alien Mutant (Aquatic)
Experience Level: 5th level
Hit Points: 34 S.D.C.: 108/+20 underwater
P.P.E.: 26
Appearance: A gray-green sponge man with two white circles with black dots for
eyes. His mouth is a slit with no nose.
Attributes: I.Q. 30, M.E. 28, M.A. 20, P.S. 27/33 in water, P.P. 10, P.E. 19, Spd.
22/80 (56 mph/90 km) in water, P.B. 2
Age: Unknown, Sex: Male, Height: 6 foot (1.8 m), Weight: 210 lbs (94.5 kg).
Originating Alien Environment: Aquatic World
Unusual Characteristics: Stocky, Green Skin, No Nose, and Extra Large Hands.
Natural Abilities: Sense good and evil (cost no I.S.P.), Swimming 98% (he has a dept
tolerance of 2 miles), he understands and speaks all languages. He heals 6 S.D.C./hit points
per hour. He can lift/carry with the equivalent of Superhuman P.S. Horror Factor of 12.
Major Super Abilities: Alter Physical Structure: Sponge (permanent).
Minor Super Abilities: Heighten Sense of Hearing, Heighten Sense of Smell, and
Impervious to Fire/Heat.
Attacks per Melee: 5 (2 Initial +3 from Hand to Hand)
Combat Training: Expert
Combat Bonuses: +9 to initiative, +2 to strike, +5 to parry, +7 to dodge/+2
underwater, +12 damage/+18 in water, +7 to roll with punch/fall, and +2 to pull punch.
Saving Throws: Projectiles (bullets/arrows) only do ¼ normal damage, Slashing and
cutting weapons do ½ damage, cold and electricity also do ½ damage, impervious to physical
and kinetic attacks, impervious to gases, drugs, poisons, toxins, and disease, +8% to save
vs. coma/death, +2 to save vs. magic, +7 to save vs. psionics, and +13 to save vs. insanity.
Combat Skills: Punch 2D4+2, Power Punch 3D6+2, Elbow/Forearm 1D6, Knee 1D6,
Karate Kick 2D4, Snap Kick 1D6, Tripping/Leghook (cannot be paired, must dodge or
knockdown), and All Holds.
Other Bonuses: +16% to all skills and 60% trust/intimidate.
Educational Background: General Studies (Some Familiarity with Earth)
Common Skills: Read-Write/Speak Native Tongue 98%98%, Mathematics:
Basic 98%, Read-Write/Speak English, Spanish, Chinese, and Russian 98%.
Special Program: Anthropology Alien (Humans) 66%, Oceanography 66%,
Astronomy & Navigation 76%, Pilot: Submersibles 81%, Pilot: Water Scooters 96%, Pilot:
Warships/Patrol Boats 81%, Sensory Equipment 76%, Radio: Basic 96%, and Optic Systems
76%.
Secondary: Hand to Hand: Expert, Prowl 71%, Streetwise 61%, Athlete,
Outdoormanship, Pilot: Boat: Motor, Race, and Hydrofoil 98%, Boat: Sail Type 98%,
Wilderness Survival 81%, Fishing 86%, Firefighting 86%, Cook 71%, and Body Building &
Weightlifting.
Money: Whenever he appears on Earth, he steals all sorts of previous stones and
metals. It is unknown how much money he possesses.
Weapons: He relies on his physical capabilities.
Equipment & Vehicles: He steals whatever he needs. He uses whatever equipment will
help him achieve his criminal plan. He is well skilled at piloting any watercraft. It is unknown
how he is able to arrive here on Earth from his own dimension.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Mon Nov 09, 2009 6:16 pm
by Reagren Wright
Okay Lights Out has turned out to be one of the hardest guys I've ever had to convert and
stay within game rules
, so I had to give him the following Major Super Ability.
LIGHT CONTROLThe ability to control and manipulate light and energy waves.
1. Create Light. The character can generate light that is the equivalent of 50 watts per
level of experience (average light bulb is 75 watts). At first level, this is enough to light up a
10x10 foot (3x3 m) room. The character can choose to radiate the light around his body like
a living light bulb or generate it into a concentrated beam of white light like a flash light.
Range: 10x10 foot (3x3 m) per level of experience or beam of white light 20 feet (6 m) per
level of experience. Bonus: The light beam is +3 to strike.
2. Blinding Light. The character can increase the intensity of existing white light/sunlight to
the point it becomes blinding (so much so that even closing ones eyes will have no effect) or
the character can generate a sudden burst of intense white light, which produces a blinding
effect. A saving throw can be made against the blinding flash (a roll of 16 or better is needed
on a 1D20, no bonuses are applicable). Range: Altering the intensity has a range of 10 feet
(3 m) per level of experience. The blinding flash is only effective at close range 10 feet (3
m). Damage: Those blinded by the light are -8 to strike, parry, and dodge. Duration: The
increase in intensity can be maintained for one melee per level of experience, but uses up
two attack/actions. The blinding flash counts as a single melee attack. The blinding flash is
+3 to strike.
3. Partial Darkness. The character can decrease the intensity of existing white light/sunlight
to the point it becomes almost black as night, equal to a single matchstick. Range: 10 feet (3
m) per level of experience. Damage: While not effective as true darkness, those in obscure
light are -5 to strike, parry, and dodge. Duration: The decreased intensity can be maintained
for one melee per level of experience, but takes up two attacks/actions.
4. Bend Light. Same as the minor super ability. The Blank Spot can be used to make the
character “invisible” or “conceal” a 10 foot (3 m) area of effect. Parrying/Deflecting lasers
and light beams are still rolled just like a normal parry with a +5 bonus. It should also be
noted that infrared and ultraviolet light are affected just like normal white light (meaning the
character is also “invisible” to infrared and ultraviolet detection. Duration: The Blank Spot can
be maintained for one melee per level of experience, but takes up two attacks/actions. Note:
It takes a Perception Roll of 18 or better to notice the blank anomaly otherwise the character
or object is invisible (-6 to strike, parry, and dodge).
5. Strobe Light. The character creates a dazzling display of swirling, changing colors that
bedazzle the victim who happens to be starring at it. The effect can be hypnotic (roll a
saving throw of 14 or better, can use M.E. attribute bonus) causing onlookers to become so
oblivious to everything around them, unless they are attacked/grabbed, but even then the
victim still moves at half speed and attacks/actions are is -3 to all combat rolls, as long as
the light show continues. Range: 60 feet (18 m), with a 10 foot (3 m) area of effect.
6. Bonuses:
Increase the range and damage of any additional power that is Light-or Laser based by 30%
(Energy Expulsion: Light for example).
Impervious to light/laser attack, and suffer only ½ damage from particle beams, ion,
and radiation attacks. Takes full damage from fire, heat, sonic, and electricity/lightning.
Cannot be blinded by any means.
+2D6 S.D.C.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Mon Nov 09, 2009 6:20 pm
by NMI
Reagren Wright wrote:Okay Lights Out has turned out to be one of the hardest guys I've ever had to convert and
stay within game rules
, so I had to give him the following Major Super Ability.
LIGHT CONTROLThe ability to control and manipulate light and energy waves.
1. Create Light. The character can generate light that is the equivalent of 50 watts per
level of experience (average light bulb is 75 watts). At first level, this is enough to light up a
10x10 foot (3x3 m) room. The character can choose to radiate the light around his body like
a living light bulb or generate it into a concentrated beam of white light like a flash light.
Range: 10x10 foot (3x3 m) per level of experience or beam of white light 20 feet (6 m) per
level of experience. Bonus: The light beam is +3 to strike.
2. Blinding Light. The character can increase the intensity of existing white light/sunlight to
the point it becomes blinding (so much so that even closing ones eyes will have no effect) or
the character can generate a sudden burst of intense white light, which produces a blinding
effect. A saving throw can be made against the blinding flash (a roll of 16 or better is needed
on a 1D20, no bonuses are applicable). Range: Altering the intensity has a range of 10 feet
(3 m) per level of experience. The blinding flash is only effective at close range 10 feet (3
m). Damage: Those blinded by the light are -8 to strike, parry, and dodge. Duration: The
increase in intensity can be maintained for one melee per level of experience, but uses up
two attack/actions. The blinding flash counts as a single melee attack. The blinding flash is
+3 to strike.
3. Partial Darkness. The character can decrease the intensity of existing white light/sunlight
to the point it becomes almost black as night, equal to a single matchstick. Range: 10 feet (3
m) per level of experience. Damage: While not effective as true darkness, those in obscure
light are -5 to strike, parry, and dodge. Duration: The decreased intensity can be maintained
for one melee per level of experience, but takes up two attacks/actions.
4. Bend Light. Same as the minor super ability. The Blank Spot can be used to make the
character “invisible” or “conceal” a 10 foot (3 m) area of effect. Parrying/Deflecting lasers
and light beams are still rolled just like a normal parry with a +5 bonus. It should also be
noted that infrared and ultraviolet light are affected just like normal white light (meaning the
character is also “invisible” to infrared and ultraviolet detection. Duration: The Blank Spot can
be maintained for one melee per level of experience, but takes up two attacks/actions. Note:
It takes a Perception Roll of 18 or better to notice the blank anomaly otherwise the character
or object is invisible (-6 to strike, parry, and dodge).
5. Strobe Light. The character creates a dazzling display of swirling, changing colors that
bedazzle the victim who happens to be starring at it. The effect can be hypnotic (roll a
saving throw of 14 or better, can use M.E. attribute bonus) causing onlookers to become so
oblivious to everything around them, unless they are attacked/grabbed, but even then the
victim still moves at half speed and attacks/actions are is -3 to all combat rolls, as long as
the light show continues. Range: 60 feet (18 m), with a 10 foot (3 m) area of effect.
6. Bonuses:
Increase the range and damage of any additional power that is Light-or Laser based by 30%
(Energy Expulsion: Light for example).
Impervious to light/laser attack, and suffer only ½ damage from particle beams, ion,
and radiation attacks. Takes full damage from fire, heat, sonic, and electricity/lightning.
Cannot be blinded by any means.
+2D6 S.D.C.
you should post a copy of this in the new powers thread
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Mon Nov 09, 2009 6:25 pm
by Reagren Wright
LIGHTS OUT
Real Name: Er’mana
Occupation: Criminal and Trickster
Alignment: Anarchist
Power Category: Immortal (Alien/Jeelon)
Experience Level: 6th level
Hit Points: 77 S.D.C.: 85
P.P.E.: 126
Appearance: In his human form, he is a man with long, white hair, pale skin, pink
eyes, and dresses all in white (including his duster and shoes). His natural form is a large
smoky gray cat (domestic looking).
Attributes: I.Q. 22, M.E. 25, M.A. 20, P.S. 40, P.P. 22, P.E. 24, Spd. 24, P.B. 18
Age: Unknown, Sex: Male, Height: 5 foot and 10 inches (1.7 m),
Weight: 170 lbs (76.5 kg). In cat form, 1.5 feet (.45 m) plus tail: 12 inches (.3) and
18 lbs (8.1 kg).
Originating Alien Environment: Vegetation World
Unusual Characteristics: His human form suffers from albinism. He suffers from no such
infliction in his natural feline form.
Natural Abilities: Metamorphosis into a specific humanoid form (unlimited duration).
Prehensile, clawed feet in feline form.
Major Super Abilities: Light Control (see previous post).
Minor Super Abilities: Color Manipulation, Extraordinary P.S., Clock Manipulation and
Mental Stun.
Attacks per Melee: 5 (2 Initial +3 from Hand to Hand)
Combat Training: Martial Arts
Combat Bonuses: +5 to initiative, +6 to strike, +8 to parry, +8 to dodge, +25 damage,
+7 to roll with punch/fall, +6 to pull punch, and +1 to disarm.
Saving Throws: He cannot be blinded by any means, impervious to light/laser attacks,
he takes ½ damage from particle beams, ion, and radiation attacks. +18% to save vs.
coma/death, +5 to save vs. magic & poison, +7 to save vs. psionics, and +8 to save vs.
insanity.
Combat Skills: Punch 1D4, Power Punch 2D4, Elbow/Forearm 1D6, Knee 1D6, Karate
Kick 2D4+2, Crescent kick 2D4+4, Roundhouse Kick 3D6+2, Snap Kick 1D6+2, Tripping/Leg
hook (cannot be paired, must dodge or knockdown), Jump Kick 6D6, Flying Jump Kick 4D6, All
Holds, and Critical strike on an unmodified roll of 18-20.
Other Bonuses: +8% to all skills, 60% trust/intimidate, and 40% to charm/impress.
Educational Background: Thief (Has studied the Earth extensively). In feline form,
most of his skills he cannot perform as he doesn’t have humanoid hands or a thumb.
Common Skills: Read-Write/Speak Native Tongue 98%98%, Mathematics:
Basic 98%, Acrobatics (Sense of Balance 98%, Walk Rope 86%, Climb Rope 98%, Backflip
98%), Anthropology 58%, History 98%/83%, Read-Write/Speak English, Spanish, Chinese,
Hindi, Arabic Japanese, French and Russian 98%.
Special Program: Streetwise 72%, Prowl 78%, W.P. Handgun (+2 to aim/+1
to burst), W.P. Knife (+2 to strike, +3 to parry/dodge), Find Contraband 63%, Safecracking
57%, Ventriloquism 53%, Card Sharp 63%, Wardrobe & Grooming 93%, Dance 73%, Pick
ocket 73%, Pick Locks 78%, Athlete, Climbing 98%, Pilot: Personal Anti-Gravity
Transportation 83%, Pilot: Civilian Spacecraft: Small 94%, Appraise Antiques 73%, and
Gemology 68%.
Secondary: Hand to Hand: Martial Arts, Outdoormanship, Running, Aerobic
Athletics, Palming 52%, Swimming 63%, and Gambling 46%.
Money: He has $89,000 hidden in a safe house in Century Station and $53,000 in
another safe house in Los Vegas. He also has $15,000 in precious stones hidden away in
warehouse in Atlantic City.
Weapons: He relies primarily on his super and natural abilities although he does carry
a 9mm Smith & Wesson Pistol. He does not attempt to fight in his cat form, but uses it for
stealthy entries and escapes.
Equipment & Vehicles:
Anti-Gravity Medallion, A.R. 5., S.D.C. 40, Speed: 90-160 mph(144 to 256 km),
Altitude/hover: Unlimited, can even break the bonds of gravity around planets and fly into
outer space: Bonus: +3 to dodge. Note: The medallion is a on a choke chain which stays
around his neck even as he changes from human form to feline.
Everything else he steals as needed. He uses whatever equipment will help him achieve his
criminal plan. It is unknown how he arrived here on Earth.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Mon Nov 09, 2009 6:28 pm
by Reagren Wright
You scared me NMI. You just appeared out of no where. Yes I can do that. I'm
wondering if I did already, but I'm not going to search through that big post.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Mon Nov 09, 2009 7:17 pm
by gaby
Good one.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Mon Nov 09, 2009 10:05 pm
by NMI
Reagren Wright wrote::eek: You scared me NMI. You just appeared out of no where. Yes I can do that. I'm
wondering if I did already, but I'm not going to search through that big post.
Ha!
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Fri Nov 13, 2009 11:30 pm
by Reagren Wright
Last one from Rifter 9 1/2 that I'm doing.
MANAKIN
Real Name: None
Alias: Ray Desmond
Occupation: Servant of Morris Evans
Alignment: Miscreant
Power Category: Robotics/Super Invention (semi-organic android)
Experience Level: 4th
Hit Points: 58 S.D.C.: 234
Appearance: Tall and muscular human male. He is a completely anatomically correct
humanoid male. He wears a metallic gold costume that reflects light, sometimes to an
annoying degree.
Attributes: I.Q. 25, M.E. 28, M.A. 25, P.S. 30, P.P. 20, P.E. 21, Spd. 25, P.B. 19
Age: 2, Sex: Male, Height: 6 feet (1.8 m), Weight: 200 lbs (90 kg).
Natural Abilities: He is a nonliving biomimic built by nanotechnology. His body contains
analogues to virtually all human organic, blood, and tissue composed of an unknown synthetic
organic-like substance. The substance mimics all the functions of human tissue, but it’s
several times as strong, durable, and resilient. He can fatigue and tire. He does need sleep.
His senses are about the same as an Olympic athlete in peak condition.
Major Super Abilities: Natural Combat Ability
Minor Super Abilities: Physical Perfection, Extraordinary P.P., and Extraordinary P.E.
Attacks per Melee: 8 (2 initial and +5 from combat ability) +1 from powers
Combat Training: None (Natural Ability)
Combat Bonuses: +3 to initiative, +3 to strike, +4 to parry, +4 to dodge, +6 to auto
dodge, +15 damage, +6 to roll with punch/fall, +3 to pull punch, and +2 to disarm.
Saving Throws: Although he is a bio-organic android, he still has to breathe air (twice
the normal lung capacity), however disease, poisons, toxins, drugs are ½ effective (damage,
duration, and penalty) even if he fails his saving throw. He is impervious to possession. +17%
to save vs. coma/death, +10 to save vs. illusionary and emotion affecting magic & poison, +3
to save vs. magic, +7 to save vs. psionics, +8 to save vs. mind control, and +11 to save vs.
insanity, +2 to save vs. Horror Factor.
Combat Skills: Punch 1D6+2, Power Punch 2D6+8 (2), Elbow/Forearm 1D6, Knee 1D6,
Kick Attack 2D4, Karate Kick 2D6+2, Headbutt 1D6, Body Flip/Throw 2D4 plus P.S. damage
bonus (lose initiative and 1 attack/action), Jump Kick 6D6, Leap Attack, Paired Weapons, All
Holds, Knockout/stun on an unmodified roll of 19-20. Note: He gains the exact same combat
skills of his opponent if his or her Hand to Hand: Expert and better. If his opponent possesses
basic or lesser hand to hand: combat then Manakin skills remain the same.
Other Bonuses: +11% to all skills, 84% trust/intimidate, and 45% to charm/impress.
Educational Background: Thief (Has studied the Earth extensively). In feline form,
most of his skills he cannot perform as he doesn’t have humanoid hands or a thumb.
Common Skills: Read-Write/Speak English and Spanish 98%, Mathematics:
Basic 95%, and Pilot: Automobile 83%.
Physical Science Program: Biology 95%, Body Building & Weightlifting,
Gymnastics (Sense of Balance 98%, Bars & Rings 93%, Backflip 98%, Prowl 51%, Climb 46%,
Climb Rope 89%), Athlete, and Swimming 79%.
Other Learned Skills: Land Navigation 55% and Find Contraband 41%.
Secondary: Streetwise 39% and Law (General) 56%
Money: He has no use for money.
Weapons: He can pick up any melee weapon and, as well as modern firearms and
energy weapons. However, all such weapons are used with only a +2 to strike/aim/burst and
parry.
Equipment & Vehicles: When wearing civilian clothes, Manakin carries a large duffel
bag that contains add-on parts for his body. Each part attaches to its connection point and
becomes functional in two melees.
Extra Arms: Two additional arms. They attached just below the originals. Add two extra attacks.
Tentacles: Four tentacles as long as his arms. They attach on the sides of his chest. Add
four attacks per melee, but since the tentacles have no hands, they can only use melee
weapons.
Eyes: Infrared, ultraviolet, Nightvision, x-ray, (just pop one set of eyeballs out and put in another.)
Brain Enhancers: He carries four mushroom like attachments that contains information about
his next opponent and/or specialized information related to his next mission. A unique form of
software. It provides him a +2 to all combat bonuses when involved in the specific opponent
and +10% bonus to all skills that are used against that opponent.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Wed Jan 06, 2010 5:38 pm
by PapaMambo
Mephisto wrote: Do you think Fleur-De-Lis would be too contrived as Quebec's "National" hero, or would you think it would be acceptable? If not, what name would you give Quebec's hero? I have Canadian Force, comprising of:
Pinnacle (British Columbia)
Wild Rose (Alberta)
Living Sky (Saskatchewan)
Whip Girl (Ontario)
Anomoly (Ottawa)
Fleur-De-Lis (Quebec)
Guide (northern Quebec/Nunavut)
Metal Monolith (Nova Scotia)
Soothsayer (Prince Edward Island)
I haven't statted them all out yet, but that is my national team.
Long time listener, first time poster.. After looking over this thread for ideas, I came across this post. Mephisto - it looks like you left out a province.. Manitoba!! Being a Winnipegger, I was sorta upset at this fact. If you're looking for a character name for Manitoba, why not Keystone (we are the Keystone province after all), or you could always create the Blue Bomber
(Gotta get in my favorite football team somehow...)
Either way, I think you've got some great ideas in this (and every other thread)..
After a 15 year hiatus from HU, I'm just getting back into it now that my kids are at an age that they can appreciate gaming (that doesn't involve an Xbox, PS3 or Wii). This forum has been a wealth of information, and I'm glad to see it's still going strong.. Keep up the good work guys.. Hopefully I'll have some characters of my own to post soon (after I convert 'em all from revised to 2nd ed.)
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Thu Jan 21, 2010 10:48 am
by Reagren Wright
You know one day I'm not going to speak without putting my foot in my mouth. It seems I
have found EVEN more superheroes/villains in Gramercy Island listed only by name. You'd
think since I've been doing this for nearly a year and a half that I find them all. Nope it
turns out. So over the next few weeks they will be appearing on your favorite post for
HU NPCs. As usual I will be listing the page number so you can find their reference. So look for them.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Fri Jan 22, 2010 10:53 am
by gaby
Great to known.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Sun Jan 31, 2010 11:00 am
by Reagren Wright
Okay here we go again, this villain is mentioned on page 31 of GI. Enjoy.
TENPENNY
At the age of nine, Quincy Tenpenny’s family moved to Victory City from Reading, England
in the hope of seeking out the American Dream. His father got a job at Zane Industries
which had already built 90% of the city. His father worked hard to provide for the family.
Tenpenny attended one of the many Zane Enterprise funded schools. For whatever reason,
Tenpenny found himself the victim of being bullied. Being a kid who used hands and tinkered
with construction tools made him a nerd among other nerds who were into computers,
electronics, and video games. He preferred the industrial and engineering class. In fact he
proved to be smarter then his engineering and technology teachers. Then one day he came
home from high school and learned his father had been killed on a job site. Emotionally
devastated Tenpenny withdrew into himself. A week later, some bullies decided to mess
around with his class project in his Architectural C.A.D. When he found his model of a
building, he saw a plastic figuring hanging off the side, which he took to represent his
father who’d been killed when his safety equipment proved faulty. Enraged he demanded to
know who’d done it. No one not even for the teacher would confess. Days later Tenpenny
came to school with his father’s nail gun and began shooting at the students and his
teacher demanding they confess. Tenpenny was taken down by security officers, but he’d
wounded over a dozen students. The incident got him expelled from school and sent to a
juvenile dentition center. At the center, his rage against the world grew ever stronger.
After being released, he seemingly disappeared for three long years.
He soon returned pulling off small time robberies using a modified staple gun and one
that 'fired pennies. He also made contact with several inmates at the Victory City
Penitentiary and helped them smuggle in parts and blue prints to create weapons, to which
he is paid a small fee. Before long his criminal enterprise became a lucrative one. Then one
day an inmate at the prison told him how an inmate at Gramercy Island built a super nail
gun. Eager to see this weapon and wanting to ensure he was going to be pushed out of his
niche, Tennypenny went to Century Station to get himself one. After acquiring one, he
decided to make some improvements on the design and make a rifle version. Back in Victory
City, he used this new weapon to kill two superheroes (Black Zephyr and Dark Arrow) and a
police officer. This crime has moved Tenpenny from on from a minor nuisance to a
dangerous super villain. With Victory City slowly rebuilding itself, Zane Enterprises
wants this tool-totting villain off its streets as soon as possible.
Real Name: Quincy Tenpenny
Occupation: Freelance Mercenary/criminal
Alignment: Miscreant
Power Category: Hardware (Weapons)
Experience Level: 5th
Hit Points: 30 S.D.C.: 64
P.P.E.: 9
Appearance: Tenpenny is good looking, brown hair, and brown eye British male.
Attributes: I.Q. 21, M.E. 21, M.A. 8, P.S. 19, P.P. 15, P.E. 14, Spd. 25, P.B. 14
Age: 27, Sex: Male, Height: 6 foot and 1 inch (1.85 m), Weight: 175 lbs (78.75 kg).
Combat Training: Basic
Attacks per Melee: 5/6 (2 initial + 3 from Hand to Hand) +1 if use firearms
Combat Bonuses: +1 to initiative, +1 to strike, +3 to parry, +3 to dodge, +2 to
damage, +3 to roll with punch/fall, and +2 to pull punch.
Saving Throws: +3 to save vs. psionics, +4 to save vs. insanity, and +3 to save vs. Horror Factor.
Combat Skills: Punch 1D4, Power Blow 2D4 (counts as two attacks), Elbow &
Forearm 1D6, Knee 1D6, Kick 2D4, and All Holds.
Other Bonuses: +7% to all skills.
Special Hardware Skills: Make & Modify Weapons 101%, Recognize Weapon Quality
52%/82%, Paired Weapons Handguns/Energy Pistols, W.P. Sharpshooting, +3 to disarm on a
called shot, and Reputation & Horror Factor 10.
Educational Background: On the Job Training and Hardware Skills.
Common Skills: Read-Write/Speak English 92%/94%, Mathematics: Basic
90%, and Pilot: Automobile 78%.
Criminal Program: Streetwise 62%, Pick Locks 77%, Roadwise 68%, Prowl
73%, and I.D. Undercover Agents 82%.
Hardware Program: Sniper (+2 to aimed or called shots, W.P. Energy Pistol
(+4 to aim/+2 to burst), W.P. Rifle (+4 to aim/+2 to burst), W.P. Energy Rifle (+3 to
aim/+2 to burst), W.P. Handgun (+3 to aim/+2 to burst), W.P. Machinegun (+3 to aim/+2 to
burst), W.P. Sub-machinegun (+3 to aim/+2 to burst), W.P. Knife (+3 to strike, parry, and
throw), W.P. Blunt (+3 to strike & parry), Demolitions 98%, Demolitions Disposal 98%, Find
Contraband 73%, Basic Electronics 72%, and Basic Mechanics 92%
Secondary Skills: Hand to Hand: Basic, Athlete, Running, Body Build &
Weightlifting, Physical Labor, Computer Operation 82%, General Repair/Maintenance 87%,
Jury-Rig 67%, Business & Finance 57%, and Pilot: Motorcycle 79%.
Money: Tenpenny has a secret stash of $131,000 hidden in an abandoned home he
made from his criminal endeavors. He has spent already $360,000 on his workshop and
equipment in Victory City.
Weapons: Tenpenny’s guns are his own design and use common every day items.
The following are among his most favorite of weapons.
2 Penny Guns, These plastic pistols look like High Standard Victord, but
instead of bullets they fire pennies. The coins are fired like small discs at great velocity
(just like bullets). Range: 90 feet (27.4 m), Damage: 2D4, P.V.: 2 (equivalent to a .22
caliber pistol), Rate of Fire: Single Shot or semi-auto, Payload: 10 round detachable
magazine.
Nailgun Rifle, A rifle version of a standard nail gun used in construction,
except it fires larger nails at an amazing velocity (making it effectively a rifle not a
construction tool although it doesn’t look like a rifle). Range: 300 feet (91.44 m), Damage:
3D6 per nail, P.V.: 4 (equivalent to a M1 Carbine rifle), of Rate of Fire: Single shot, Payload:
15 round detachable magazine, Bonus: +1 to aim.
Fragmentation Grenades/IED (full of nails and tacks), Damage: 1D4x10,
Blast Radius: 50 feet (15.24 m).
Armor: Full Suit of Riot Armor (A.R. 14, S.D.C. 180) and comes with a riot helmet
with a gas mask/smoke filter.
Equipment & Vehicles: Tenpenny is always designing new types of IED and
homemade types of guns/rifles. His original workshop in Victory City is full additional
weapons, unused equipment, and other prototypes or blueprints. He drives around in a
modified 1947 Chevy 1½ ton pick up truck (fuel efficiency modification, improve steering,
shocks, and brakes/+10% to control rolls, trailer hitch, vehicle caltrops, winch and cable,
self-sealing tires, thief alarm system, thief proof locks, and light armor with plexigalss
windows (A.R. 12 with 250 S.D.C.), overall S.D.C. 400.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Sun Jan 31, 2010 3:11 pm
by Reagren Wright
This guy is mentioned in GI on page 21.
JACK SCRATCH
Jack Scratch grew up dirt poor in Quincy Flats of Century Station. All his life he wanted to
have what others in the Silver City possessed. He spent most of his time at Century Station
Public Library trying to learn anything that would make him money. One day he met an
elderly man who was able to copy the signatures of others right out of a book. Jack sat
down next down to him and asked him how he did it. The man agreed to show him, if he
helped him with some odd jobs. Those jobs turned out to be counterfeiting. Jack soon
learned the art of forgery. Before long he didn’t have to earn money, he made it himself.
Jack used the money to pay for his schooling at Copernicus University. Later he left for the
University of Massachusetts (Darthmouth) to earn his Masters’ Degree in Electrical
Engineering. All the while, he was perfecting his counterfeiting techniques. Shortly after his
graduation, he used his money to build a small, secret factory to mass-produce it. By the
time, the US Secret Service found out about him and destroyed the facility. Jack Scratch
had entered over one trillion counterfeit dollars into circulation, none of which could
differentiate from the real thing. Meanwhile Jack Scratch is now using his counterfeit
millions to travel to the world to sell his trade with rogue nations willing to pay him for his
secrets. The U.S. government is downplaying the harm he has done on the global economy,
but it is definitely substantial. He is considered by all branches of the U.S. Intelligence
Services and Department of Homeland Security to being one of the most dangerous super
villains around with an impact far greater then any other.
Real Name: Jack Scratch
Occupation: Counterfeiter and Criminal Mastermind
Alignment: Aberrant
Power Category: Hardware (Electrical)
Experience Level: 8th
Hit Points: 39 S.D.C.: 35
P.P.E.: 9
Appearance: Scratch is a tall, good-looking male, with premature gray hair, and
apple green eyes. He is usually wearing impeccably tailored gray suits.
Attributes: I.Q. 28, M.E. 21, M.A. 18, P.S. 12, P.P. 10, P.E. 11, Spd. 15, P.B. 11
Age: 34, Sex: Male, Height: 6 foot and 1 inch (1.85 m), Weight: 195 lbs (87.75 kg)
Combat Training: Non-combatant
Attacks per Melee: 2 attacks and 5 non-combat actions.
Combat Bonuses: +1 to dodge.
Saving Throws: +3 to save vs. psionics and +4 to save vs. insanity.
Combat Skills: Punch 1D4.
Other Bonuses: +14% to all skills and 50% to trust/intimidate.
Special Hardware Skills: Hot Wiring 112%, Computer Hacking 104%, Electronics
Construction 110%, and Evaluate & Diagnose Electrical Systems Recognize 98%.
Educational Background: Masters’ Degree.
Common Skills: Read-Write/Speak English 98%/98%, Mathematics: Basic
98%, and Pilot: Automobile 98%.
Electrical Program: Basic Mechanics 98% and Computer Repair 98%.
Investigation Program: Research 98%, Photography 98%, and Writing 98%.
2nd Investigation Program: Forgery 96%, Intelligence 90%, Find
Contraband 97%, and Gambling 98%.
Hardware Program: Electrical Engineer 98%, Sensory Equipment 98%,
Surveillance Systems 98%, Optic Systems 98%, Computer Operation 98%, Computer
Programming 98%, Radio: Basic 98%, and Mathematics: Advance 98%.
Learned Skills: Cryptography 84% and I.D. Undercover Agents 78%.
Secondary Skills: General Repair/Maintenance 98%, Business & Finance
89%, Jury-Rig 89%, Art (drawing) 89%, Performance 79%, Pilot: Boat: Motor, Race, and
Hydrofoil Types 98%, Swimming 98%, Cardsharp 70%, Appraise Antiques 84%, Law
(general) 89%, History 98%/84%, Language: Spanish 82%, Literacy: Spanish 69%, and
Navigation 69%.
Money: He has the ability to produce millions of dollars worth of super sophisticated
counterfeit money (-35% to recognize it’s counterfeit, -25% with electronic assistance). He
does have over 200 million U.S. dollars in a hidden account set up by Fabricators Inc and 10
million Euro dollars (13.9 million in US dollars) in a Swiss Bank Account. He has 2D4 x
$10,000 set up in various banks found throughout the world. He usually has 2D6 x $1000
U.S. counterfeit dollars on him at any given time.
Weapons: Scratch carries a handgun but has absolute no training in how to use one.
He cannot make a called or aim shot and suffers a -3 with burst attacks.
Equipment & Vehicles: Scratch has the knowledge to build machines that can
produce super sophisticated counterfeit money. He is also an expert forger in any printed
materials. Jack Scratch believes in living and playing large. He loves wearing, driving, and
purchasing anything of expensive.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Mon Feb 01, 2010 12:03 pm
by Reagren Wright
This guy can be found in GI on page 32.
KENDRICK NGORONGORO
Kendrick Ngorongoro has a tragic tale created by his own criminal ambition. He worked at
Nova Dynamics, one of Century Station’s major firms in the production of computer
technology and commercial/cosmetic cybernetics. They were also responsible for the
creation of a Realty Enforcement System used in 30% of the super computers used in the
United States. Kendrick was the company’s Chief Science Officer (CSO), which made him
the head of research and development and new technologies. Kendrick also served on the
Council of Industry in Century Station, namely because being half American/half Japanese,
it was thought he could serve as a better communicator for the company. But above it all,
Kendrick was a super genius when it came to electronics and cybernetics. He had dozens of
ideas. In fact, he dreamed of a day, Nova Dynamics would become the MicroSoft of
cosmetic implants and attachments to bio-systems, computer jacks, optics, and sensory
devices. Yet that all changed once the Daedalus Incident occurred. As it turned out, Nova
Dynamics’ Realty Enforcement System and its cyberjacking technology was alien in origin.
This exiled the company out of the Council of Industry because of anti-alien hysteria. The
other executives at Nova Dynamics blamed Kendrick for all the problems because he was
the one who associated with Dr. Leopold Sarnhoff. Kendrick was not only fired, but his
name was dragged through the mud so no other company wanted to touch him. Feeling
betrayed, Kendrick decided to make the company pay for his disgrace. With the corporation
deep in dept and looking for a means to get out of it, the Board decided to make the
company’s stock go public. Kendrick hacked into the New York Stock Exchange and caused
massive havoc on the trading floor. Blame for the incident fell upon the company and it
effectively finically crippled them. Nonetheless, Kendrick was arrested and sent to prison at
Gramercy Island.
At the prison, Kendrick was given a chance to make good by working and tutoring inmates
at the Computer & Robotics Center. While at the lab, he came upon an idea. He invented a
micro-servo system that when applied to any cyborg or robot radically increased its
strength in the arms and legs. Before long, word spread of this invention to various
corporations who pressured the Century Station DA’s office into giving Kendrick an early
release. Bowing to the pressure, Kendrick was released. A helicopter came to pick him up to
transport him back to the city, but instead the helicopter seemingly disappeared. No one
knows what happened to Kendrick. He has not been seen or heard from since. In truth,
Kendrick was taken to the city of Ultropolis by an unnamed criminal mastermind who is
forcing him to develop and build an army of experimental super robots to take over the city.
Real Name: Kendrick Ngorongoro
Occupation: Former Chief Science Officer for Nova Dynamic, former inmate at
Gramercy Island, Now a prisoner for an unnamed criminal mastermind in Ultropolis.
Alignment: Anarchist
Power Category: Hardware (Electrical)
Experience Level: 8th
Hit Points: 44 S.D.C.: 35
P.P.E.: 5
Appearance: Ngorongoro is a middle age Japanese/American male. His left eye has
been replaces with an obvious cybernetic one.
Attributes: I.Q. 27, M.E. 15, M.A. 19, P.S. 8, P.P. 11, P.E. 9, Spd. 13, P.B. 11
Age: 41, Sex: Male, Height: 5 foot and 3 inch (1.60 m), Weight: 115 lbs (51.75 kg)
Combat Training: Non-combatant
Attacks per Melee: 2 attacks and 5 non-combat actions.
Combat Bonuses: +1 to dodge.
Saving Throws: None
Combat Skills: Punch 1D4.
Other Bonuses: +13% to all skills and 55% to trust/intimidate.
Special Hardware Skills: Hot Wiring 111%, Computer Hacking 103%, Electronics
Construction 109%, and Evaluate & Diagnose Electrical Systems Recognize 98%.
Educational Background: Ph.D. Degree.
Common Skills: Read-Write/Speak Japanese and English 98%/98%,
Mathematics: Basic 98%, and Pilot: Automobile 97%.
Cybernetic M.D. Program: Biology 98%, Chemistry 98%, Computer
Operation 98%, Cybernetic Medicine 98%, Electrical Engineer 98%, Medical Doctor 98%,
and Pathology 98%.
Robot Program: Computer Programming 98%, Robotic Electronics 98%, and Robotic/Bioware Mechanics 98%.
Communications Program: Basic Electronics 98%, Radio: Basic 98%, Radio:
Scrambler 98%, T.V. Video 98%, and Radio: Satellite 98%.
Hardware Program: Sensory Equipment 98%, Surveillance Systems 98%, Optic
Systems 98%, and Mathematics: Advance 98%.
Learned Skill: Mechanical Engineer 98%
Secondary Skills: Basic Mechanics 98%, Business & Finance 88%,Jury-Rig 88%,
Calligraphy 88%, Cook (Japanese) 98, Fishing 93%, Bonsai 98%, Public Speaking 98%, Law
(General) 78%, Wardrobe & Grooming 87%, Language: Chinese 72%, and Literacy: Chinese
68%.
Money: All the money he made at Nova Dynamic is gone. Working for his current
employer doesn’t pay anything but allows him the privilege of keeping his family alive.
Weapons: He can barely defend himself from a fly much less utilize any sort of
weapon.
Equipment & Vehicles: He has been given access to a multi-million dollar laboratory
to build and design an army of experimental super robots. He has all the equipment he
needs to build, design, manufacture, and install cybernetics, bionics, and robotics. He is
however unable to make outside contact with anyone.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Mon Feb 01, 2010 3:51 pm
by Reagren Wright
This guys can be found on page 32 fir GI.
DODGEMAN
George Hershall grew up on the rough city streets of Zericho. At age eleven, his big brother
Banks brought him into the Colorgang called the Gangs of Adventure. Over the next couple
of years, the Colorgang engaged in all sorts of criminal activity, selling and manufacturing
drugs, auto thief, prostitution, and fencing. All the while, George was learning from his
brother. Days after his eighteenth birthday, the Gangs of Adventure found themselves in a
full out war against the Razor Jacks. By the time, CS SWAT and the Sector Squad show up,
both gangs had pretty much killed each other off, accept for George. He was taken to
Gramercy Island. Feeling grief for the lost of his brother and the pointlessness of his life,
George decided to start fresh. His good behavior earned him a chance to work at the
Building Construction industrial Center. Here George excelled at learning the construction
industry. In fact, he became so good he learned to turn his prison education into a means
that would allow him to break into any building by exploiting its structural weaknesses. In
the beginning, George willingly worked with firmed that hired Gramercy Island inmates to
help build correctional facilities and test their designs for weaknesses. Eventually he
graduated from the program and became a free man. But instead of returning to the firm,
George struck out on his own, creating his own criminal enterprise consisting of him
breaking into high security buildings and stealing whatever he could take with him. Despite
being a normal human, George became so good at being a criminal everyone naturally
assumed he possessed super abilities. George took the rumor and ran with it calling himself
Dodgeman. Presently, George has managed to still millions of dollars and spent all of it on
himself, giving him a luxury lifestyle. So far the world’s greatest super burglar has managed
to stay one step ahead of the authorities, but how long that will last remains unclear.
Real Name: George Hershall
Occupation: Former Color Punk Gangleader and Gramercy Island Inmate, now a burglar.
Alignment: Anarchist
Power Category: Color Punk (Ordinary Person)
Experience Level: 6th
Hit Points: 42 S.D.C.: 61
P.P.E.: 5
Appearance: George Hershall is a young athletic African American male with dark
brown eyes and black hair. He is usually seen wearing street attire.
Attributes: I.Q. 12, M.E. 11, M.A. 11, P.S. 21, P.P. 18, P.E. 17, Spd. 28, P.B. 11
Age: 21, Sex: Male, Height: 6 foot and 3 inch (1.90 m), Weight: 195 lbs (87.75 kg)
Combat Training: Basic
Attacks per Melee: 5 (2 initial + 3 from Hand to Hand)
Combat Bonuses: +3 to initiative, +4 to strike, +6 to parry, +6 to dodge, +8 damage,
+5 to roll with punch/fall, and +4 to pull punch.
Saving Throws: +5% to save vs. coma/death and +1 to magic & poison.
Combat Skills: Punch 1D4, Power Punch 2D4 (2). Elbow/Forearm 1D6, Knee 1D6,
Karate Kick 2D4, Critical strike on an unmodified roll of 19-20, and Knockout/stun on an
unmodified roll of 20.
Educational Background: Street Skills with On the Job Training. Note: he dropped out
of school in the 9th grade.
Common Skills: Speak English 94% and Pilot: Automobile 78%.
Street Skills: Streetwise 58%, Prowl 60%, W.P. Handgun (+3 to aim/+1 to
burst), Find Contraband 50%, Pick Locks 65%, Safecracking 38%, Play Basketball 60%,
Dance 60%, Art (graffiti) 65%, and General Repair/Maintenance 75%.
Professional Thief: Locksmith 65%, Climbing 70%/60%, Basic Electronics
60%, and Surveillance 60%.
Learned Skill Program: Factory/Construction Worker: Basic Mechanics 75%,
Carpentry 60%, Construction (based on John C. Philpot from Rifter #25) 75%, Physical
Labor, Pilot: Tracked Vehicles 89%, and Pilot: Truck 87%.
Secondary Skills: Hand to Hand: Basic, W.P. Knife (+2 to strike, +3 to parry &
throw), Auto Mechanic 78%, Athlete, Running, Gambling (standard) 60%, Mathematics:
Basic 95%, Pick Pocket 55%, Basic Electronics 50%, Computer Operation 72%, Jury-Rig
30%, and Law (general) 40%.
Money: He has successfully stolen around 150.7 million dollars in his brief career.
Most of the money he keeps hidden in various safe houses.
Weapons: He usually carries a large bush knife (1D6+1) and various types of
handguns.
Equipment & Vehicles: He has access to equipment and material used to break into
buildings. He has access to any sort of vehicle that can assist him with a specific function.
When not on a heist he drives around in expensive sports cars.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Mon Feb 01, 2010 4:01 pm
by Reagren Wright
Okay I was going to do Anton Scalia found on page 35 of GI but it turns out there is a real
life Antonin Scalia who is a Supreme Court Judge. So I'm not about to do a Tod McFarlin so
I'm going to ignore this name.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Wed Feb 03, 2010 3:27 pm
by Reagren Wright
This guy can be found on page 21 of GI.
RED TAG
Nelson Smith grew up in Century Station never amounting to anything but being a small
time thief and street thug. After barely graduating from high school, he left home and took
to a life on the street. He decided to upscale his thieving skills and pull more cobs in middle
class parts of Center City. Unknowingly, he broke into the house of a 5th degree Black Belt.
When he regained consciousness, he was arrested by the CSPD. Nelson soon found himself
incarcerated at Gramercy Island. During his time at Cell Block A (Alphaville), his cellmate
Nicky “The Rat” Scully decided to take out Oscar Fox, a convicted CS police officer who
been working for the Gipetto Crime Family. Fox decided to cut a deal, and Nicky was told
to “take him out.” For whatever reason, Nicky decided to pull a Kamikaze Move (murder
someone in plain sight of a guard). It got him Red Tagged, confined to his cell 24/7 in Cell
Block C (The Cage). It made a heavy impression on Smith who couldn’t imagine what it
would be like to be in total isolation. He started to have nightmare of what was going on in
the mind of his former cellmate. If anything, it made him a model prisoner. Two years ago,
Nelson became the prison’s first parolee. Several weeks after being released, Nelson started
working for a scientist who used to work in the Dream Garden. The scientist (who’d gone a
little mad) revealed his invention of Shadow Pills. The unique pills allowed a person to see in
the dark. Yet for whatever reason, when Nelson tried the pills it gave him incredible powers
to control and manipulate shadows and darkness. More impressive, he could generate a
strange limbo dimension and transport people into it. The idea of putting people into solitary
confinement intrigued him. He killed the scientist but not before learning how to create the
Shadow Pills. He bought himself a large hooded cloak and decided to call himself Red Tag.
He soon embarked on a career of being a super villain. His exploits are a major
embarrassment to the prison, especially Warden Harcker. CSPD, Sector 10, and the
Centurions & Sector Squad are all looking for him.
Real Name: Nelson Smith
Occupation: Former Street Thug, now Century Station super villain.
Alignment: Miscreant
Power Category: Imbued
Experience Level: 6th
Hit Points: 42 S.D.C.: 42
P.P.E.: 10/25 while imbued.
Appearance: Nelson Smith has the build of an out of shape athlete. He has light
brown hair which is showing signs of gray. His has chestnut colored eyes.
Attributes: I.Q. 15, M.E. 28, M.A. 7, P.S. 13, P.P. 13, P.E. 19, Spd. 23, P.B. 7
Age: 26, Sex: Male, Height: 5 foot and 11 inches (1.90 m), Weight: 185 lbs (87.75 kg)
Imbuing Agent: Designed pills. They only work on him. He doesn’t suffer from an
addiction. He alone can make the pills. Duration: 110 minutes for Twice in a 24 hour period.
Major Super Abilities: Swallowing Darkness and Shadow Manipulation.
Minor Super Abilities: Shadow Molding and Shadow Stepping.
Vulnerability: While imbued, direct sunlight or bright artificial light reduces his vision
by half and he suffers a -3 to initiative and combat bonuses. He takes double damage from
lasers and light-based attacks. His eyes are jet black.
Combat Training: Basic
Attacks per Melee: 5 (2 initial + 3 from Hand to Hand)
Combat Bonuses: +1 to initiative, +1 to strike, +2 to parry, +2 to dodge, + damage,
+4 to roll with punch/fall, +2 to maintain balance, and +2 to pull punch.
Saving Throws: +4 to save vs. psionics, +6 to save vs. insanity, +8 to save vs.
coma/death and +2 to magic & poison. While imbued, he is impervious to all shadow attacks.
Combat Skills: Punch 1D4, Power Punch 2D4 (2). Elbow/Forearm 1D6, Knee 1D6
Karate Kick 2D4, and Critical strike on an unmodified roll of 19-20.
Educational Background: On the Job Training.
Common Skills: Read/Write-Speak English 92%/94%, Mathematics: Basic
90%, and Pilot: Automobile 78%.
Criminal Program: Streetwise 59%, Pick Locks 75%, Tailing 80%/95%, Pick
Pocket 75%, and Imitate Voices & Sounds 82%/75%.
Professional Thief: Locksmith 80%, Prowl 75%/90%, Climbing 85%/75%,
Basic Electronics 75%, and Surveillance 80%/95%.
Secondary Skills: Hand to Hand: Basic, Ice Skating 65%, W.P. Handgun (+3 to
aim/+1 to burst), W.P. Knife (+2 to strike, +3 to parry & throw), Play Hockey 70, Palming
50%, Ventriloquism 40%, Rope Works 50%, Concealment 36%, Appraise Antiques 35%, and
Gemology 30%.
Money: He has successfully stolen around 9 million dollars since being released from
Gramercy Island. He keeps his stolen money in a half dozen safe house found throughout
Century Station.
Weapons: He knows how to use a handgun and a knife, but since acquiring the
Shadow Pills, he relies on his super abilities.
Shadow Blast, Range: 260 feet (79.2 m), Damage: 7D6, Bonuses: +1 to strike.
Shadow Molding, +1 to strike and parry with any shadow made weapon.
Armor: Soft Leather Cloak, A.R. 9, S.D.C. 20.
Equipment & Vehicles: One of the first things he bought with his money was a
Lamborghini Countach LP 500S. He doesn’t get to drive as much as he wants to because of
the warrant out on him.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Thu Feb 04, 2010 2:14 pm
by Reagren Wright
Ths guy is on page 22 of GI.
THE SNEAK
The man known as the Sneak was stealing in Century Station even before the Daedalus
Affair occurred. When the city began to panic, he used the opportunity to burglar riskier
and more challenging locations. Whenever someone got on his trial, he seemingly
disappeared, reappearing in another part of the country doing the same thing. The Sneak
has never revealed anything about his past to anyone, but those who have associated with
long enough, believe his face is horribly disfigured, and his powers developed as a means to
conceal it from everyone. The Sneak refused to let anyone live who has seen his real face.
No matter the reason or cause, anyone who sees his face, he will kill as soon as possible.
The Sneak is the most successful super-burglar in history. He has stolen items in plain
sight, right under a guard’s nose. He’s murdered as well. The bigger the challenge, the more
likely the Sneak will try to steal it. He crashes several diners at the White House by various
Presidents of the United States, including the current administration (he’s a fan). There are
many who have tried to recruit the Sneak to do assassinations, but he’s not interested in
wetwork or anything of that nature, he’s a thief, plain and simple, and not interested in
anything else.
Real Name: Unknown
Occupation: Super burglar and thief.
Alignment: Miscreant
Power Category: Empowered.
Experience Level: 9th
Hit Points: 60 S.D.C.: 32
P.P.E.: 25
Appearance: Unknown, his super abilities conceal his face giving him no identity. He
has killed anyone who has seen his real face (possibly, because he’s disfigured). On many of
his sneaks, he wears a fedora and a dark brown trench coat.
Attributes: I.Q. 17, M.E. 21, M.A. 8, P.S. 14, P.P. 25, P.E. 20, Spd. 19, P.B. 4/?
Age: 37, Sex: Male, Height: 5 foot and 11 inches (1.90 m), Weight: 185 lbs (87.75 kg).
Physical Impairment: His real face and body are horribly disfigured from the acid.
Anyone who sees his real appearance must deal with a HF of 10.
Major Super Ability: Cloaking
Minor Super Abilities: Mask (No Face), Unnoteworthy, and Un-Trackable.
Note: Attempts to take notice of the Sneak requires an unmodified Perception roll with a -7
penalty (need an 8 or better). If he does, something that would make him more noticeable
(like stealing three money sacks out of an armored car) requires a normal Perception roll
with a -7 penalty (need an 8 or better).
Combat Training: Basic
Attacks per Melee: 6 (2 initial + 4 from Hand to Hand)
Combat Bonuses: +1 to initiative, +6 to strike, +8 to parry, +8 to dodge, +2 damage,
+3 to roll with punch/fall, +2 to pull punch, and +1 to disarm.
Saving Throws: +3 to save vs. psionics, +4 to save vs. insanity, +10% to save vs.
coma/death and +3 to magic & poison.
Combat Skills: Punch 1D4, Power Punch 2D4 (2). Elbow/Forearm 1D6, Knee 1D6,
Karate Kick 2D4, Body Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and 1
attack/action), and Critical strike on an unmodified roll of 19-20.
Other Bonuses: +3% to all skills.
Educational Background: On the Job Training.
Common Skills: Read/Write-Speak English 98%/98%, Mathematics: Basic
98%, and Pilot: Automobile 90%.
Criminal Program: Streetwise 74%, Pick Locks 93%, Tailing 98%, Pick
Pocket 98%, and Safe Cracking 78%.
Professional Thief: Locksmith 98%, Prowl 98%, Climbing 98%/93%, Basic
Electronics 93%, and Surveillance 93%.
Learned Investigation Program: Find Contraband 67%, Undercover Ops 83%,
Intelligence 68%, and I.D. Undercover Agents 81%.
Secondary Skills: Hand to Hand: Basic, Athlete, Running, Palming 78%, Computer
Operation 90%, Business & Finance 83%, Research 88%, W.P. Handgun (+4 to aim/+2 to
burst), Radio: Basic 88%, Performance 63%, Pilot: Airplane 63%, Appraise Antiques 53%,
Land Navigation 43%, and Computer Programming 56%.
Money: It is rumored that he has stolen over 1 billion dollars in money, valuables,
intellectual and industrial property. He has three hidden checking accounts set up \
Fabricators Inc with each holding $10 million dollars. He has a dozen savings accounts in a
Swiss Bank, two in Mexico, and one in Thailand. Each has 3D6x$100,000 in them.
Weapons: He uses a variety of handguns. He doesn’t have a personal favorite.
Armor: There are times he will wear a vest. A.R. 10, 50 S.D.C.
Equipment & Vehicles: He loves luxury and wealth. The more he has the happier he
is. He wants it all and will get it all.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Thu Feb 04, 2010 3:52 pm
by Reagren Wright
First you can find more on Gammorites in Galaxy Guide on page 128-129. Reference to them
can be found on page 35 of GI.
ZORT-BORTLE & CHAMTUGGLER
These two plasma mega aliens are being drawn toward Gramercy Island, specifically toward
the human known as Chigger Jones. For whatever reason, these two Gammorites are being
drawn toward this insane man. They are able to communicate with him (telepathically),
even though they are still on the outside of the solar system. Chigger doesn’t know why
these Gammorites are coming for him to take him into space. Nothing will keep the
Gammorites from taking Chigger into space, which mean they will destroy the prison and all
who stand in their way. The reason behind their mission will remain unknown (accept to a
G.M. whose running the adventure).
Real Name: Unpronounceable
R.C.C.: Gammorites
Occupation: Unknown
Alignment: Miscreant
Power Category: Mega Aliens
Experience Level: 3rd
Hit Points: 99 S.D.C.: 100 Armor Rating, A.R.: 10
P.P.E.: 50
Appearance: A roughly humanoid mass of fiery energy. Zort is green while
Chamtuggler is blue.
Attributes: I.Q. 11, M.E. 14, M.A. 6, P.S. 12, P.P. 12, P.E. 21, Spd. 28/280 mph
(450.8 km) in an atmosphere/light speed (FTL 1) in space P.B. 5.
Age: Unknown, Sex: Unknown, Height: 8 foot (2.43 m), Weight: Weightless.
Natural Abilities: Space Native, survive and function in the vacuum of space
indefinitely, impervious to the cold of space, depressurization, radiation, breathe without
air, can speak in a vacuum, and is invulnerable to small bits of flying debris. They are
impervious to organic attacks (poison, drugs, toxins, gases, disease, etc). Impervious to
physical and kinetic attacks, likewise they are incapable of a normal physical attack, pick
up or carry physical objects. Plasma Beings, all super abilities are natural abilities (cannot
be negated). Impervious to all forms of heat, fire, plasma, and radiation (including magic).
All other energy attacks inflict ½ damage. Impervious to gravity attacks. Heal three times
faster then normal beings.
Vulnerability: Cold attacks, including magical inflict ½ damage. Water based attacks
inflict double damage. Magic weapons and creatures of magic do normal damage (double if
the attack is water-based). Magic and psionic attacks do full damage.
Major Super Abilities: APS-Plasma, Super Energy Expulsion (Fire & Energy), and Control Radiation.
Minor Super Ability: Flight: Wingless.
Combat Training: Natural Combat Abilities
Attacks per Melee: 5
Combat Bonuses: +1 to initiative, +2 to strike, +2 to parry, +4 to dodge when
hovering or flying under 80 mph (28 km)/+6 to dodge when flying faster than 90 mph (144.8
km).
Saving Throws: +3 to save vs. magic, +2 to save vs. possession, +6 to save vs.
Horror Factor.
Combat Skills: Touch does 1D6x10 points of plasma damage
Educational Background:
Common Skills: Speak Native Tongue 97%, Speak All Galactic Trade
Languages 97%, Mathematics: Basic and Advance 97%, Astrophysics 97%, Navigation 97%,
Navigation: Space 97%, and Zero Gravity Combat.
Money: Has no need of money or currency.
Weapons: They rely on their natural abilities.
Plasma Bolt, Range: 260 feet (79.2 m)/double in space. Damage:
1D6x10+6, Bonus: +2 to strike.
Radiation Attacks, Range: 200 feet (79.2 m), Area Effect: 50 feet (15.2
m), Damage: 3D6.
Nuclear Fire: Range: 130 feet (39.6 m)/double in space, Damage: 6D6,
Bonuses: +3 on an aimed shot.
Heat Bolts, Range: 115 feet (35 m), Damage: 3D6.
Energy Expulsion: Fire & Energy, Range: 660 feet (201 m)/double in space,
Damage: 6D6, Bonuses: +3 to aim/+1 to wild.
Super Energy Expulsion: Fire & Energy, Range: 660 feet (201 m)/double in
space, Damage: 1D6x10+3D6, Uses up all attacks, Bonuses: +3 to aim/+1 to wild.
Aura Effect, Range: 10 feet (3 m), Damage: 1D6+3, plus 01-60% of
spherical flash (blinding effect for 1 melee round, -8 on all combat maneuvers).
Equipment & Vehicles: Have no need for vehicle or equipment. Rely on natural
abilities and nothing else.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Thu Feb 04, 2010 7:11 pm
by Reagren Wright
The machine is found on page 20 of GI
THE MEAT WAGON
The Meat Wagon is a 2001 Jeep Cherokee 4x4 60 series edition that has been modified into
a super vehicle. It is not known who create it, but the owner rents out the vehicle to
anyone who is willing to pay the $25,000 renter fee per day and agrees to the term.
Onboard cameras provide continuous data and video feedback for precise vehicle
positioning and monitoring the occupants of the vehicle. If anyone touches the vehicle who
does not pay the renters fee, he or she will suffer the effects of a life drain (save of life
drain of 16 or better or lose 2D6 hit points). The renter fee is paid by using a credit/debit
card that’s scanned in order to open the door. Once the door is open, a driver must lock
the long chain like handcuff around his left hand that’s connected to the door. This chain
has 600 S.D.C. and any attempt to cut it causes the driver to suffer from automatic life
draining which (2D6 hit points with no saving throw, this heals 1D4x10 points of damage for
ever 2 hit points drained), healing the chain. The only way to remove the chain is for
someone to pay an additional $25,000 on the door. The pilot receives a +10% while driving
the Meat Wagon. The drive cannot leave the vehicle because of the chain. Once the job or
task has been done, someone must pay $25,000 to release the driver. If this is not paid,
the driver will remain an occupant of the vehicle until his or her life force is drained away.
This ensures the Meat Wagon returns unoccupied and without someone trying to steal it.
Should the driver die, the vehicle become inoperable accept by the mysterious creator by
remote control. Anyone trying to Hot Wire the vehicle will find they have a -80% penalty!!!
Even if someone Hot Wires the vehicle, the vehicle will cease to function within 1D4 melees
unless the handcuff is applied. An attempt to Hot Wire or by-pass this will result in a -85%
penalty. The main function of the Meat Wagon is a renter vehicle to be used for whatever
purpose, The owner/creators just has a sure fire way of making sure the vehicle gets
returned. Nobody tries to steal or take the Meat Wagon, those who have all mysteriously
disappeared never to be seen or heard from again.
Note: Super beings for whatever reason cannot be the drivers of this vehicle. Only normal
human beings (Hardware, Physical Training, Special Training). Cyberjacking is also not
possible.
Armor: A.R.:14. Light Armor. Passenger Armor. Medium armor with Plexiglas windows
(A.R. 13, 350 S.D.C.). Fuel Compartment Armor (light). A.R.: 10, 200 S.D.C.
S.D.C. by Location:
Main Body-750 S.D.C.
Turret-75 S.D.C.
(4) Wheels-20
Crew: 1 Pilot, 7 passengers.
Length: 15 feet (4.57 m)
Width: 6 feet (1.8 m)
Weight: 4869 lbs (2191 kg)
Height: 5.85 feet (1.78 m)
Speed: 120 mph (193.2 km)
Range: 50 miles for every 1D6 hit points/S.D.C. of travel.
Armaments:
Fixed forward mount 7.62 mm Machinegun: Damage: 6D6, Ammo: 1000 rounds, Range:
3,000 feet (915 m), Bonuses: +1 to burst shots, doesn’t include pilot bonuses. Bullets
regenerate at a rate of 10 rounds per 1 hit point drained by the vehicle.
Special Equipment:
Life Leech, Every hour the driver of the Meat Wagon loses 1D6 hit
points/SDC (no save) which powers the vehicle and gives it special regenerative properties
(two stolen hit points will heal 1D4x10 points of S.D.C. of the vehicle, regardless if the
driver want the vehicle to heal or not). Other capabilities are brought about by draining hit
points and/or S.D.C. in order to function. There is no save against the life draining for it’s
the only way to power the vehicle.
Remote Control Operation, The creator of the Meat Wagon can assume
control over the vehicle (driver loses all control) at any location in the world (via satellite).
This is done usually if the driver dies and/or its time to return the vehicle to a place where
it can be picked up by the owners assistance. There is nothing the driver or anyone else
can do to retake control over the vehicle.
Magnet Motor hybrid-electric: Four independent motors, one in each wheel.
Disable a wheel, the vehicle will still operate. The vehicle doesn’t register on infrared or
thermal scans. Drivers enjoy a +15% to all control rolls. The vehicle is able to prowl at 35%
or 65% at night.
Laser Range Finder: This allows the vehicle to track and determine the
distance of a target, even while it’s moving. This results in no penalty when firing at a
moving target or one at maximum distance.
Thermo-Imager: An optical heat sensor that converts the infrared radiation of warm
objects into a visible image. The pilot and gunner can see in total darkness, shadows, and
smoke. Range 1600 feet (488m)
Missile Warning System and Anti-Missile Chaff: Enough to decoy 10 heat seeking or
radar guided missiles. The system provides a +5 bonus to Initiative whenever any missiles r
rockets are propelled at the vehicle. There is a 75% chance to confuse the missile,
resulting in an automatic miss.
External Video and Audio Surveillance Systems: 1200 feet (366 m)
External Audio Pick: Range 300 feet (91.4 m)
SatCome Radio: Receive and transmit radio broadcasts with any military and/or civilian
satellites: Range: World Wide Communications.
SatCome Video Receiver and Transmitter: Receive and transmit video images with any
military and/or civilian satellites: Range: World Wide Communications
Camera Eye
Ram-Prow
Armored/Self-Seal/Inflating Tires.
Radio: Range: 300 miles (480 km)
Laser Targeting System
Encrypted Burst Transmitter/Radio Scrambler: Range: 300 miles (480 km)
Radar Targeting Computer: Range 30 mile (48 km), able to identify 20 targets and
simultaneously track 20 targets flying at 600 feet (182 m) while the aircraft is flying at
18,000 feet (5486 m).
Radiation Shielding
Pressurized Cabin (Full protection from Nuclear, Biological, & Chemical Warfare-NBC).
DVD/CD/Stereo-Satellite Radio/Monitor.
Engine Read Out Package.
Life Support Unit
Night Sight Camera/Monitor.
Thief Alarm System and Thief Proof Locks.
Winch and Cable.
Smoke Screen
Oil Slick.
Vehicle Caltrops.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Sat Feb 06, 2010 1:39 pm
by Reagren Wright
This guy isn't mentioned by name but I figured I better flesh out the group mentioned on page 181
VICTOR DRAGON and the Order of the Three
As WW 2 came to an end LORD ARCANE decided he couldn’t chance humanity coming so
close to destroying itself. He needed help to monitor it from all points of origin. So he
decided to find others willing to assist him. The first person he sought after was the
Asgardian High Elf known as HIEROPHANT and the Alien Immortal THAUMATURGE. The trio
decided to call themselves the Order of the Three, in which they would police Earth and
ensure nothing alien, supernatural, or catastrophic would ever threaten the whole of
humanity ever again. For decades, the trio defended Earth from various threats to it,
sometimes doing battle with evil immortals, mega-villains, alien invasions, and supernatural
forces. Eventually Thaumaturge decided he wanted to return to his home dimension. A
chance encounter with an unnamed wizard told him how to return to his home dimension.
Lord Arcane and Hierophant tried to convince him otherwise but Thaumaturge wasn’t going
to be persuaded. This meant the two wizards needed to find a third person, so they set
about searching the planet for a replacement. During this time, the necromancer Obzelon
came to power. In an attempt to cast a spell that would summoned the dead from the sea,
he was confronted by Lord Arcane and Hierophant. As the two mighty wizard were held in
place by Obzelon’s undead forces, another mage appeared casting a spell of Legend that
incinerated the entire undead army. Lord Arcane and Hierophant defeated Obzelon. The
elderly wizard called himself Victor Dragon. Both mega-wizard decided Victor would indeed
be a welcomed addition for if anyone possessed the knowledge of the Crimson Wall of
Lictalon deserved to be a protector of Earth. Victor Dragon has been a member ever since,
but he has yet to tell his companions the truth about himself that he is an alien insectoid.
Vduguglaro came to Earth 57 years ago, he spent 20 years exploring and learning about
Earth. Afterward he returned to Fiktia and became an elder, in fact he became a close
confident to the Queen Mother. Yet as time went by, the yearning to return to Earth drew
upon him. Finally, he had a dream that one day he would be needed. He spoke to the
Queen Mother and she agreed he could return to Earth, however he would forever be
banished from Fiktia, but in return he was given a special magic ring to conceal his identity.
Although it been two years since he joined the Order of Three, Victor doesn’t feel
comfortable telling Arcane or Hierophant that he isn’t human. The only person who does is
Earth Angel. She wants him to tell the truth, but Victor is still reluctant worried that
deceiving Lord Arcane will get him expelled or banished from Earth.
Real Name: Vduguglaro
R.C.C.: Exhiled Manteze Elder
Occupation: Protector of Earth’s Well Being, Member of the Order of Three.
Alignment: Scrupulous
Power Category: Alien (Wizard)
Experience Level: 12th
Hit Points: 78 S.D.C.: 436 Natural Armor Rating: A.R.: 18
P.P.E.: 201
Appearance: In his natural form, he is an alien insect humanoid with a smooth, glory
black exoskeleton and sparkling green eyes (HF10). In his humanoid form, he is an athletic
human male in his sixty with a shaved head and a salt and pepper beard. He has hazel
eyes. In the last four years, he’s been carrying a staff. He wears a number of medallions
(amulets) and talismans (jewelry) on his body all the time.
Attributes: I.Q. 21, M.E. 13, M.A. 18, P.S. 19, P.P. 11, P.E. 12, Spd. 21, P.B. 4/11 in human appearance.
Age: 71, Sex: Male, Height: 6 foot (1.82 m), Weight: 340 lbs (153 kg)
Natural Abilities: Adhesion (same as super ability) 90% climbing, Swimming 75%,
Compound Eye (all abilities), Antennae (all abilities), Insect Chemicals-Alarm, Chemical Trail,
and Chemical Attack (Acid) can effects supernatural beings and invulnerables as well,
Range: 20 feet (6 m), Damage: 4D6, Bonuses: +2 to strike, Counts as one additional attack
per melee. His strength is equal to the minor super ability of Extraordinary P.S.
Wizard Abilities: Astral Projection, Familiar Link (Erato), Sense Enchantment, Sense
Supernatural Evil, and Sense Magic.
Spell Magic: It takes a 16 or better to save against his magic. See Aura, Decipher
Magic, Globe of Daylight, Blinding Flash, Fear, Turn Dead, Darkness, Extinguish Fire,
Invisibility: Simple, Cold Wall, Breathe Without Air, Telekinesis, Personal Gravity Field,
Energy Field, Energy Field, Fire Bolt, Ice Blast, Impervious to Energy, Area Gravity Field,
Locate, Protection Circle: Simple, Teleport, Sense Dimensional Anomaly, Heal Wounds,
Carpet of Adhesion, Negate Magic, Eyes of the Wolf, Escape, Energy Disruption, Charismatic
Aura, Swim as the Fish, Eyes of Thoth, Calling, Breathable Air, Detect Concealment,
Befuddle, Increase Weight, See the Invisible, Cloud of Smoke, Amulet, Talisman, Exorcism,
Multiple Image, Trance, Dispel Magic Barriers, Fly as the Eagle, Heal Self, Remove Curse,
Sanctum, Close Rift, Mystic Field, Dimensional Pocket, Create Magic Scroll, Banishment, and
Crimson Wall of Lictalon.
Combat Training: Expert
Attacks per Melee: 6 (2 initial + 4 from Hand to Hand)
Combat Bonuses: +6 to initiative, +3 to strike, +5 to parry, +8 to dodge, +7 damage,
+3 to roll with punch/fall, +6 to pull punch, +2 to disarm, +10 to Perception.
Saving Throws: +4 to save vs. magic/+5 with charm, +3 to save vs. possession, and
+7 to save vs. Horror Factor/+9 with charm, +3 to save vs. disease and +7 from magical
illness with charm.
Combat Skills: Punch 2D4, Power Punch 4D6 (counts as two attacks), Elbow &
Forearm 2D6, Knee 2D6, Karate Kick 2D6, Snap Kick 2D4, Tripping/Leghook (cannot be
paired, must dodge or knockdown), Body Slam 3D6, Body Flip/Throw 1D6 plus P.S. damage
bonus (lose initiative and 1 attack/action), Paired Weapons, All Holds, Knockout on an
unmodified roll of 18-20, and Critical strikes on an unmodified roll of 18-20.
Other Bonuses: +7% to all skills and 50% to trust/intimidate.
Educational Background: Xeno-Biologist with Mystic Training (Has studied the Earth)
Common Skills: Read-Write/Speak Native Tongue 98%/98%, Read-
Write/Speak Thimerian Code 98%, and Read/Write/Speak English, Spanish, Chinese,
Russian, Hindi, and Arabic 98%.
Special Program: Xeno-Biology 98%, Xeno-Botany 98%, Anthropology:
Alien 98%, Biology (Manteze) 98%, Medical Doctor98%/98%, Pathology 98%, Computer
Operation 989%, Chemistry 98%, Chemistry: Analytical 98%, Mathematics: Basic 98%,
Mathematics: Advance 98%, Psychology 98%, Astronomy & Navigation 98%, Anthropology
(Earth) 98%, Lore: Alien 98%, History (Galactic) 98%, Research 98%, Wardrobe & Grooming
98%, Housekeeping 98%, Gardening 98%, and Hand to Hand: Expert
Magical Lore and Knowledge: Spell Translation 39%, Lore: Demons &
Monsters 97%, Lore: Geomancy 92%, Lore: Religion 98%, Archeology (Earth) 98%97%, and
Holistic Medicine 98%/97%.
Secondary Skills: Performance 92%, Public Speaking 98%, Prowl 92%, Appraise
Antiques 97%, Philosophy 98%, History (Earth) 98%/98%, Writing 92%, Wilderness Survival
97%, Cook (American Cuisine) 92%, Athlete, Animal Husbandry 82%, Horsemanship
75%/55%, Gemology 52%, Law (General) 62%, Streetwise 31%, and W.P. Staff (+1 to
strike).
Money: He has 360,000 is precious metals and stones. He wanders the countryside
offering his services as a teacher. He never stays in one place for long.
Weapons: He carries a magical staff that does 3D6 points of damage and 1D6x10 to
demons and evil gods. The staff is indestructible.
Equipment & Vehicles: He wears a number of hand made talismans and amulets (all),
the most powerful being the magical Ring of Orum. The ring gives him a false aura that
makes him appear to be human. His true aura is concealed and impossible to detect by any
magical or psionic means. Even see aura and other super abilities cannot pierce the veil of
this powerful magic. The ring also grants him the power to Metamorphosis: Humanoid for an
unlimited duration, however it only works based on the dominant humanoid form on any
given planet, mean on Earth he can only appear as an Earthling, but on the planet Ansim,
he would appear as a Thisseras.
Erato. Earto is a Weird Squirrel (equal to a large Gray Squirrel, Body 15 inches/.38 m
and 7 lbs/3.15 kg, and from his home world). He is a black squirrel with a tail ending in a
mace-like ball. Unlike a typical familiar, he has speech (can understand every language
known by Victor but can only speak English and has Enhanced Combat Abilities. Armor
Rating 12. Hit Points 18. S.D.C. 32. P.P.E. 15. 3 attacks per melee, +3 to initiative, +1 to
Perception, +3 to Horror Factor, +4 to strike, +5 to dodge and parry, and +3 to roll with
punch/fall. His tail does 2D6+2. He has 90 feet of Nightvision (27.4 m), Climbing 98%,
Acrobatics 65%, Swim 25%, Prowl 70%, Leap 6 feet (1.82 m) and up to 30 feet (9.1 m).
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Sat Feb 06, 2010 1:41 pm
by Reagren Wright
The next things will be a group of villains and a group of heroes.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Sun Feb 07, 2010 4:10 pm
by gaby
Great to known.
On Page 132 of Gramercy Island,it say Bluehire ran over the Superheroine Turnabout,but she lived.maybe you can do her?
and thers Zoomerang from Gi page 83.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Sun Feb 07, 2010 11:50 pm
by Reagren Wright
Thanks for spotting two more for me. Zoomerang and Turnabout
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Mon Feb 15, 2010 10:20 am
by gaby
Good one.
what is the number of the Privileged list,s members?
Will we see other members Mephisto?
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Wed Feb 17, 2010 9:58 am
by Reagren Wright
This group of young NPC heroes has been a favorite of mine for many years. I changed their
name to fit the name found on page 223 (95%) in GI. Enjoy as always.
PAYBACK INC
Payback Inc is the name of a teenaged super heroes lead who operate not only as Legionnaires
but mercenaries to be hired by anyone who can afford their $2000 price tag. No job is to small
for them. They take cases from stopping a school bully to a criminal mastermind, even if his
plans don't threaten the city. No job is to small nor unimportant, as long as the people are
wiling to pay. However, how the group goes about getting revenge or payback for their clients
is up to them. Recently, the team has become more or less focused on the pursuit of
vengeance and the punishment of all wrongdoers using aggresive tactics. This direction has
cause the team to question itself and their motivations, namely because their are being sued
by a group of inmates at Gramercy Island. Because they don't simply act like true Legionnaires
but operate more like a business, it has given the inmates grounds to pusuit their case, not to
mention its also being funded and represented by lawer who works for People First (see
Century Station, page 94-95). The teenage members of the group are willing to respond to the
charges and have their day in court, but the group disputed team leader Tex wants to ignore
it. Tex is the reason the group went away from its simple Legionnaire status to a "mercenary
group." There is a chance the group will likely disband or go their seperate ways if a
confrontation takes place between the Payl MacFerran (the group original leader) and Tex.
Payback Inc Organization Statistics
A. Outfits: None (0)
B. Equipment: Cheap Gear (2 points)
C. Weapons: Ammunition (2 Points)
D. Bionics & Robotics: None (0 Points)
E. Vehicles: Employees None (0)
F. Communications: Basic Services (2 Points)
G. Offices: None (0 Points)
H. Military Power: None (0 Points)
I. Super Powered Operatives: None (0 Points)
J. Sponsorship: Agent Sponsored (50 Points)
K. Special Budget: nickels and Dimes (5 Points)
L. Administrative Control: Loose Laws (5 Points)
M Internal Security: None (0 Points)
N External Infiltration: None (0 Points)
O Research and Information: Cheap Resources (2 Points)
P Business Credentials: Faceless (5 points)
Q. Employees Salary: Freelance (5 points)
Total Agency Points: 78 Points
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Wed Feb 17, 2010 10:04 am
by Reagren Wright
POWER STAR
Pamela was the daughter of Roger Star, the Chief Science Officer (CSO) at a biotech
laboratory known as Esse Industries. Roger was attempting to unlock the latent potential of
human genes. He discovered his daughter had the highest potential of revealing possible
mutant dormant genes. So without his wife’s knowledge, he began performing experiments on
his eight year old daughter. A few days later, Pam’s body exploded releasing a massive energy
blast, killing her father instantly. Pam became consumed with grief, blaming herself for what
happened. Pam’s powers are hyper-powered, uncontrollable for the most part, but this hasn’t
stopped her from trying to master them. She never told her mother what happened to her
father. However, Esse Industries has figured out what might have happened after looking at
her father’ s notes. They are looking to capture her for further experimentation and research.
In the meantime, Pam thought herself a freak and misfit that is until she became good friends
with Terrance Sullivan and Johnathan Strongheart. Their friendship blossomed. Eventually they
meet with Paul MacFerran and Switch. In time, they joined up with Tex to form Payback Inc.
Real Name: Pamela Weaver
Occupation: Jordan High School Student
Alignment: Scrupulous
Power Category: Experiment
Experience Level: 3rd
Hit Points: 29 S.D.C.: 71
P.P.E.: 27
Appearance: Pamela is a tall, attractive, athletic female with deep rich red hair. She has
vibrant green and gold eyes. Her creamy white skin glows. Her black costume shows off a lot of
skin.
Attributes: I.Q. 14, M.E. 9, M.A. 8, P.S. 11, P.P. 13, P.E. 14, Spd. 21, P.B. 15
Age: 17, Sex: Female, Height: 5 feet and 11 inch (1.80 m), Weight: 125 lbs (56.25 kg).
Side Effect: Power Star’s body glows faintly at night (-40%). All of her powers are
Hyper-Powered (see page 23 in Mutant Underground).
Minor Super Abilities: Energy Expulsion: Heat, Energy Expulsion: Light, Energy Expulsion:
Direct Sound, Energy Expulsion: Electricity, Impervious to Energy and Electricity, and Flight:
Energy.
Attacks per Melee: 4/5 (2 initial and +2 from combat ability) +1 in flight.
Combat Training: Basic
Combat Bonuses: +1 to strike in flight, +3 to parry/+4 in flight, +3 to dodge/+5 to dodge
when hovering and flying under 80 mph (128 km) +7 to dodge when flying at speeds around 80
mph 9128 km), +4 to damage for every 20 mph (32 km), +3 to roll with punch/fall, and +2 to
pull punch.
Saving Throws: She is impervious to all energy attacks.
Combat Skills: Punch 1D4, Power Punch 2D4 (2), Elbow/Forearm 1D6, Knee 1D6, and Kick Attack 2D4.
Educational Background: High School
Common Skills: Read-Write/Speak English 86%/91% and Pilot: Automobile 69%.
Computer Program: Basic Electronics 50%, Computer Operation 74%, Computer
Programming 64%, and T.V. & Video 55%.
Science Program: Mathematics: Basic 86%, Chemistry 70%, Physics 50%, and
Chemistry: Analytical 55%.
Secondary: Hand to Hand: Basic, Athlete, Running, Swimming 65%, Prowl 40%,
Research 55%, Radio: Basic 65%, Land Navigation 48%, Art (Painting) 50%, Dance 45%,
Language: French 59%, and Literacy: French 55%.
Money: She has $2D4x100 dollars in her savings account.
Weapons: She relies solely on her super abilities.
Energy Expulsion: Heat, Range: 390 feet (118.8 m), Damage: 12 point,
Bonuses: Opponents are -3 to parry and dodge. +3 aimed shot/+1 wild shot.
Energy Expulsion: Light, Range: 780 feet (237.7 m) or 13 feet (3.9 m) blinding
flash, Damage: 24 point, or blinding flash (-8 on all combat rolls for one melee round), Bonuses:
+3 aimed shots/+1 wild shot.
Energy Expulsion: Electricity, Range: 520 feet (158.4 m), Damage: 30 point,
Bonuses: +3 aimed shot/+1 wild shot.
Energy Expulsion: Direct Sound, Range: 390 feet (118.8 m), Damage: 12 point,
There is a 39% of deafening an opponent (unless have some form of hearing protection or -2
on initiative, -4 to strike, parry, and dodge), Bonuses: +3 aimed shot/+1 wild shot.
The Fusion Flash (special), Pam has the ability to release an energy blast to
release a blast of energy that combines all four of her energy expulsions powers together,
when she does this attack she is temporally loses all her powers for 1D6x10 melees. Range:
2080 feet (633.9 m), Width: 5 feet (1.5 m0, Damage: 78 points of damage, Bonuses: Will strike
specific target plus 1D4 others within its blast area, no bonus to aim, but opponents are -4 to
dodge or parry the blast radius.
Equipment & Vehicles: She drives around in a 1999 Trans Am, automatic, fully loaded.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Wed Feb 17, 2010 10:22 am
by Reagren Wright
TIME FLIGHT
Terrance was born a mutant, but his powers never revealed themselves until he was 13.
Nonetheless, his hair turned green by age three. He has never told anyone in his family about \
them. His family belongs to a small Amish like community called the Highinia (97 individuals in
all). They worship the god Dionysus (Bacchus) who represents the force of life in all growing
things, animal, and vegetables. Their leader is a mystical being named The High Lord (Mystically
Bestowed-Divine Aura, Healing, and Disintegration). All the women in the community (25 adults
and 19 adolescents Terrance age) can be turned into Maenads (Mystically Bestowed-Battle
Rage, Extraordinary P.S., Healing Factor, and Feral with Blood Thirsty Personality). Upon High
Lord’s command, during the Winter and Spring Solstice, this transformation occurs. He then
sends them into local towns and cities, causing massive destruction once a year. Terrance
concealed this knowledge after witnessing his mother and 18-year-old sister transform when he
snuck into the community center to watch the forbidden gathering that no men are allowed to
see. What he saw torments him to this day. He has never mentioned it anyone. One day while
visiting the city, he met Johnathan Strongheart and Pamela Weaver. Before long, they became
good friends even though his parents were unhappy with him associating with outsiders. One
day during a ceremony for the Vernal Equinox, a Rift opened up in his family’s barn. When
Terrance went to do his chores, he discovered a beautiful teenaged girl inside. Terrance
immediately felt a strange connection with her. Mesmere and Terrance have an intense
romantic relationship. Terrance is growing unsure whether he should stay with his friends ever
since Tex took over the leadership of the group and changed their name to Payback Inc. The
gulf between his family and him grows as spends more time with his friends. He hides the
existence of Mesmere from his family since he is already betrothed to Constance Jane (16
years old) whose father is best friends with his. Terrance knows Constance will soon go
through the ritual that will allow the High Lord to make her a Maenad. Will he ever tell his
friends about what goes on in his community and will he do anything to stop it?
Real Name: Terrance Sullivan
Occupation: Follower of The Church of the Highinia.
Alignment: Principled (he could turn Scrupulous depending upon the situation with his
family and the High Lord).
Power Category: Unstable Mutant (grows with age and power)
Experience Level: 3rd
Hit Points: 29 S.D.C.: 108
P.P.E.: 29
Appearance: Terry is a handsome, sinewy, young man with dark green hair which he
keeps long (usually in a ponytail before combat). He has icy blue eyes and has shaven off his
body hair (accept for what is one his head). His costume is green like his hair. Like all who
follow the Highinia, Terrance only wears what hand made, organic clothing woven by his
parents or his hands.
Attributes: I.Q. 14, M.E. 11, M.A. 15, P.S. 16, P.P. 31, P.E. 19, Spd. 280 mph (450.8 m)
or 420 mph (676.2 mph) with powers, P.B. 17.
Age: 16, Sex: Male, Height: 5 feet and 10 inch (1.77 m), Weight: 170 lbs (76.5 kg).
Unusual Characteristics: Ambidextrous, Green Hair, and Extraordinary Perception.
Belief System: Like all who follow the path of the Highinia, Terrance believes in the glory
of the natural world. He avoids using or touching modern technology whenever he can. He will
only wear hand made clothes made from natural materials. Terrance never cuts his hair, but
shaves the rest of his body to keep it smooth and clean. Terrance will only make a fire using
natural means, never matches, lighters, or using a fuel source like gasoline or charcoal fluid. If
Terrance where to use a weapon, it would like being something made of wood or stone, never
processed iron and metal compounds. He really detests firearms and explosives, which puts him
at heavy odds with Tex. He will never intentionally harm an animal unless it must be killed for
food. He will not eat processed meat, only animals that have been hunted and killed by human
hands. He will never go into a modern hospital and avoids many of the cultural norms of modern
society (going to the movies, watching T.V., etc). He never swears no matter how mad he
gets. The human body is to be seen as something beautiful and glorious to behold in all its glory
(on the summer solstice he and all Highina wear little or not clothes at all).
Major Super Ability: Slow Motion Control and Stretch Time.
Minor Super Abilities: Extraordinary Speed and Extraordinary P.P.
Attacks per Melee: 8 (2 initial and +2 from Hand to Hand +1 from ambidextrous) +3 from powers.
Combat Training: Martial Arts
Combat Bonuses: +5 to Initiative, +13 to strike, +16 to parry, +18 to dodge, +15 to
auto dodge, +1 to damage/+4 to damage for every 20 mph (32 km) of speed, +12 to roll with
punch/fall, +6 to pull punch, +1 to disarm, and +5 to Perception.
Saving Throws: +3 to save vs. time altering powers, magic, or effects from others,
including kinetic energy attacks, +8% to save vs. coma/death, and +2 to save vs. magic and
poison.
Combat Skills: Karate Punch 2D4, Power Punch 4D4 (2), Backhand Strike 1D6,
Elbow/Forearm 1D6, Knee 1D6, Kick Attack 2D4+2, Snap Kick 1D6+2, Roundhouse Kick 3D6+2,
Tripping/Leg Hook (cannot be paired, must dodge or knockdown), and all Holds.
Other Bonuses: 45% charm & impress.
Educational Background: Home and Private School
Common Skills: Read-Write/Speak English 86%/91% and Mathematics: Basic
81%.
Physical Program: Acrobatics (Sense of Balance 90%, Walk Rope 84%, Climb
Rope 98%), Gymnastics (Bars and Rings 89%, Back Flip 91%), Athlete, and Prowl 60%.
Criminal Program: Streetwise 37%, Pick Locks 70%, Pick Pocket 70%,
Concealment 37%, and Palming 60%.
Learned Skill: Lore Religion (The Highinia) 45%.
Secondary: Hand to Hand: Martial Arts, Aerobic Athletics, Gardening 48%, Pilot: Tracked
Vehicles 71%, Climbing 95%, Animal Husbandry 55%, Land Navigation 48%, Identify Plants &
Fruits 40%, Fishing 45%, and Swimming 70%.
Money: He has little use for money. He believes in trade goods or exchanging favors.
Weapons: He relies solely on her super abilities.
Equipment & Vehicles: He has access to most of the farm equipment at his parents’ farm.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Wed Feb 17, 2010 10:23 am
by gaby
Great Hope to see the others soon.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Wed Feb 17, 2010 10:30 am
by Reagren Wright
ROAR
Roar was born a mutant on the Zuni Indian Reservation. His mother died trying to give birth to
a 25 lbs baby boy. Days later, doctors from Century Station came and took him away to study
him at a place called the Dream Garden. Johnathan was raised by a foster family while living at
the research center. Even as a young boy, Johnathan would fly into rages whenever he didn’t
get what he wanted with his supernatural strength. By the time he was five years old, he was
3 feet tall (.91 m) and weighted 125 lbs (56.25 kg). Johnathan wanted to leave the Dream
Garden and go back to the reservation and his real family. When the Daedalus Incident
occurred, a 10-year-old Johnathan was given his wish. He returned the Zuni reservation and
stayed there for five years, until he got into an argument with an older brother who resented
him for being born and killing their mother. After belittling him, Johnathan could take no more,
grabbed him by the shoulders and shook him, snapping his spine. Horrified at killing his brother,
Johnathan left the reservation and made his way back to Century Station where he made
contact with a former scientist/teacher at the Dream Garden who set him up as a student at
Jordan High School. While attending the school, Johnathan felt awkward. Everyone knew he
was a mutant, nonetheless he made friends with Pamela Weaver and Terrance Sullivan. Later
they met with Paul MacFerran and Switch who invited them to join their little band. Johnathan
is extremely loyal to his friends, yet he worries that his temper might some day cause them
harm as it did his brother.
Real Name: His name in Zuni means Walking Mountain.
Alias: Johnathan Strongheart
Occupation: Jordan High School Student
Alignment: Scrupulous
Power Category: Mutant
Experience Level: 3rd
Hit Points: 179 S.D.C.: 825 Natural Armor Rating: A.R.: 10
P.P.E.: 25
Appearance: Johnathan is a huge hulk of a young man. He shows he has an American
Indian heritage. His hair is black and he has sandy brown eyes. His costume is the wardrobe of
a Zuni warrior.
Attributes: I.Q. 13, M.E. 11, M.A. 13, P.S. 75 (supernatural), P.P. 14, P.E. 21, Spd. 30, P.B. 15.
Age: 17, Sex: Male, Height: 7 feet and 1 inch (2.15 m), Weight: 430 lbs (193.5 kg).
Unusual Characteristics: Extra Large Hands, Stocky, and Tough Bones.
Insanity: Johnathan will fly into a wild, uncontrollable rage whenever he becomes angry.
He enters a state of Frenzy (+1 attack, +30 S.D.C., +1D6 damage, +1 to strike, parry, dodge,
and roll, and speed is increased by 30%). He remains in a frenzy state for 21 melees.
Vulnerability: Magic spells and weapons inflict double damage.
Major Super Abilities: Supernatural P.S. and Massive Damage Capacity.
Attacks per Melee: 4 (2 initial and +2 from Hand to Hand)
Combat Training: Expert
Combat Bonuses: +2 to Initiative, +2 to strike, +4 to parry, +3 to dodge, +60 to
damage, +4 to roll with punch/fall, and +4 to pull punch.
Saving Throws: +22% to save vs. coma/death and +3 to save vs. magic and poison.
Combat Skills: Restrained Punch 6D6+6, Full Strength Punch 3d6X10+6, Power Punch
3D6X10+6 (2), Elbow/Forearm 2D6X10, Knee 2D4X10, Kick Attack 2D6X10, Body Block/Tackle
1D6X10 + P.S. attribute (parry or dodge to avoid knockdown), Pin 18-20, and Crush 1D6X10.
Other Bonuses: 45% charm & impress.
Educational Background: High School
Common Skills: Read-Write/Speak Zuni and English 86%/91% and Mathematics: Basic 81%.
Physical Program: Hand to Hand: Expert and Wrestling.
Wilderness Program: Wilderness Survival 60%, Land Navigation 57%, Track &
Trap Animals 45%/55%, Preserve Food 50%, and Identify Plants & Fruits 50%.
Secondary: Athlete, Running, Physical Labor, Outdoormanship, Dance 55%,
Fishing 55%, Sing 50%, Hunting, History 75%55%, Swimming 55%, and Prowl 32%.
Money: His foster parents give him an allowance of $25 a week.
Weapons: He relies solely on his size and strength.
Equipment & Vehicles: A person of his size has hard time traveling anywhere. He has no
need for equipment.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Wed Feb 17, 2010 10:38 am
by Reagren Wright
SWITCH
Switch’s mother was a drug addict and she never knew who her father. She grew up on the
streets of Lennox in Century Station watching her mother go from one job to another, and
having a new and different “boyfriend” every other week. Never having a true permanent
address made her miss a lot of school. Life on the street became increasing difficult for her,
especially as a little girl. Then one day she met an elderly man (a 9th level Ancient Weapon
Master) who trained her how to use a bo-staff and a pair of fighting sticks. As time went on,
the man became a grandfather figure for her. Then one day a villainous super criminal name Red
Devil decide to assume control of several blocks of Lennox. The elderly man attempted to
confront Red Devil but he was no match against the super villain’s powers (Monstrous Form and
Control Elemental Force-Fire). Just as he was about to kill the old man, Kimberly switched
powers with him. She beat the villain senseless. The dying old man told her he always knew she
was special and should use her special powers to help others. Days later, a 13-year-old
Kimberly ran away from home good and sought a life as a super hero. She lived on the street
doing whatever she needed to do in order to survive and maintain her super hero identity. By
chance, she encountered Paul MacFerran on the street. He took her in and they struck up a
close friendship. In time, they meet up with Johnathan Strongheart and Pamela Weaver, who
introduced them to Terrance Sullivan. For a while they formed their own super hero group until
they met Tex who changed them into Payback Inc. Switch is eager to follow Tex. She is
starting to feel disconnected from her friends as they continue with their education and spend
time with their high school friends. However, Mesmere doe make her feel better about her
situation though.
Real Name: Kimberly Larsen
Occupation: Runaway and High School Dropout
Alignment: Unprincipled
Power Category: Mutant
Experience Level: 3rd
Hit Points: 25 S.D.C.: 36
P.P.E.: 27
Appearance: Switch looks a typical female adolescent. She has white streaks in his hair
and blue eyes. She wears street clothing, has half a dozen tattoos on her body, several
piercings, and carries an extendable staff.
Attributes: I.Q. 12, M.E. 11, M.A. 11, P.S. 12, P.P. 19, P.E. 15, Spd. 26, P.B. 11.
Age: 15, Sex: Male, Height: 5 feet and 1 inch (1.54 m), Weight: 98 lbs (44.1 kg).
Unusual Characteristics: White streaks in her hair.
Major Super Abilities: Mimic and Negate Super Abilities. Note: Switch can choose to use
her two powers in a unique manner that allows them to work in tandem against a single
individual. In other words, while she is Mimicking the powers and attributes of the individual,
she is Negating that same individual’s super abilities. In order for Switch to do this, she must
physically touch them and the person needs to make a saving throw of 16 or better (M.E.
attribute bonus can apply). The Switch only lasts for one minute. The switch is maintained
regardless if the negated individual leaves the immediate vicinity (hence no range). Switch is
unable to Negate or Mimic another person during this time (one minute must pass first). Switch
keeps her normal attacks per melee during the “switch”, nor does she gain any additional
attacks per melee regardless of the super abilities she is mimicking. When not using the powers
in tandem they function normally as indicated in HU 2nd edition (page 281-284)
Attacks per Melee: 4 (2 initial and +2 from Hand to Hand)
Combat Training: Basic
Combat Bonuses: +2 to strike, +5 to parry, +5 to dodge, +3 to roll with punch/fall, and
+2 to pull punch.
Combat Skills: Punch 1D4, Power Punch 2D4 (2), Snap Kick 1D6, Elbow/Forearm 1D6,
and Knee 1D6.
Educational Background: Street School. She dropped out in the 7th grade.
Common Skills: Read-Write and Speak English 86%/91%.
Street Program: Streetwise 46%, Prowl 45%, W.P. Knife (+1 to strike and +2
to parry/throw), Pick Locks 45%, Pick Pocket 45%, Palming 35%, Dance 45%, Singing 50%,
Computer Operation 69%, and Computer Programming 59%.
Secondary: Hand to Hand: Basic, Athlete, First Aid 60%, Climbing 55%/45%,
W.P. Staff (+2 to strike/+1 parry), W.P. Paired Weapons, Land Navigation 48%, Mathematics:
Basic 81%, Appraise Antiques 45%, Rope Works 45%, Sewing 45%, and Wardrobe & Grooming
54%.
Money: She use to steal whatever she wanted, now she gets whatever she wants by
spending the day at one of her friends house, typically its Paul’s.
Weapons: Extendable Staff, Goes from 7 inches (17.78 cm) to a length 4 feet (1.21 m),
Damage: 2D4. Bonuses: +1 to strike and parry. The staff is capable of supporting up to 500 lbs
(225 lbs) once extended.
Switchblade, 1D4+1.
Equipment & Vehicles: She relies on her two feet, although she’s trying to learn how to
drive. She keeps with a set of good lock picks.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Wed Feb 17, 2010 11:02 am
by Reagren Wright
MIND WALKER
Paul MacFerran was the son of the famous Academy Award African American actor Louis \
MacFerran. His mother was a celebrated civil right attorney. The two bought a beautiful
mansion in Battenberg Heights. The family was unaware though that the house they bought
had once been used by an evil wizard who made ritual magic spells in the basement and
performed all sorts of animal sacrifices in it. The wizard choose this particular house because
there was a rip of magic, a tiny pinhole of mystic energy torn out of the fabric of reality and
equal to a ley line in its basement. This rip of magic was only 7 feet (2.13 m) I circumference
but its existence was more than enough to bring entities to the house. The wizard had been
killed by Xian Long (Lord of the Shadow Margin). The MacFerran’s knew none of this. When
young Paul was born, he alone saw these entities and they immediately recognized his
uniqueness for Paul was born a psychic. By the time, Paul was three years old, the poor boy
was become increasingly irritated by the entities that wouldn’t stop talking to him. By age five
he was behaving erratic claiming he couldn’t stand being in the house any more. To make
matters worst, the entities continually speaking to him made it possible for him to become a
natural telepath. Young Paul couldn’t get the voices out of his head. The MacFerran’s didn’t
know what to do. Then after speaking to someone from Tibet, they decided to take their son
to a remote monastery. Here Paul learned not only the martial art of form Lee Kwan Choo, but
the training to calm the voices in his head. Paul spent eleven years in Tibet. When he turned
16, he left Tibet and came back to the United States with his parents. When he returned
home, the entities were eager to torment him again, but this time Paul was resistant to the
telepathic attacks.
Paul attended Jordon High School and tried to blend in with the “normal kids.” Most were
interested in hearing about life in Tibet, but a few were jealous of the fame his parents
possessed. While going to school, Paul met Prof. Joshua Kelm. The two became friends,
especially when Kelm learned of Paul’s psychic abilities. He asked Paul if he could help him with
some experiments. Kelm injected him with a special formula and immediately it shut down Paul’s
psychic powers. Meanwhile, an evil wizard named Marlon Knight fought to purchase the
MacFerran’s mansion. Despite knowing the history and effects of the house, the MacFerran’s
refused to sell. The wizard decided to force the issue. While at school, Paul learned his parents
had been murdered. Paul learned from the entities who was responsible. Kelm decided to help
Paul and gave him an injection that restored his powers. Paul discovered he had greater
command of his abilities. Paul dubbed himself Mind Walker and set about his task on getting
revenge. He not only defeated Marlon Knight, but foiled his plans of setting up an evil Wizard’s
Guild in Century Station. Afterward, Paul decided to continue giving aid to those who needed it.
He arranged for some alterations to his parent mansion.
After Paul graduated, he attended Copernicus University for a year. During this time, he and his
butler/guardian Neil Webley met a young mutant who called herself Switch. She joined Paul in
his crusade against crime. Later, he recruited Johnathan Strongheart and Pamela Weaver. They
were later joined by Terrance Sullivan. Weeks later Terrance brought in the mysterious
Mesmere. By know Paul dropped out of school and began using his inheritance to fund his
secret criminal career. They started calling their group Teen Machine. They did well as a young
group of superheroes. They eventually had a chance encounter with an Atorian Super Soldier
named Tex. He was anger and bitter and he wanted to find a means to punish those who done
wrong to others. He convinced the kids to go from being a group of Legionnaires to more or
less a mercenary group called Payback Inc. Paul doesn’t like how Tex has pushed him out of his
own group but his loyal to the group remains. He is aware of the problems facing Terrance and
the High Lord.
Real Name: Paul MacFerran
Occupation: Son of wealthy parents. Former leader of Teen Machine.
Alignment: Principled
Power Category: Natural Psionic
Experience Level: 5th
Hit Points: 43 S.D.C.: 55
P.P.E.: 25
I.S.P.: 238
Chi: 48
Appearance: Paul is a good-looking African American male who engages regularly in
exercise. He has dark brown eyes and black short hair. His spandex costume is all white with a
long flowing cape.
Attributes: I.Q. 14, M.E. 32, M.A. 18, P.S. 19, P.P. 11, P.E. 16, Spd. 33, P.B. 11.
Age: 20, Sex: Male, Height: 5 feet and 10 inch (1.77 m), Weight: 175 lbs (78.75 kg).
Insanity: Paul once suffered from paranoid schizophrenia. He has been cured for five years.
Natural Psionics: Telepathic Listening (special), Range: 150 feet (152 m),Duration:
Unlimited, Saving Throw: None, I.S.P.: None. Paul can “hear” what a person is thinking. This is
done by focusing on one person and picking up on his or her surface thoughts. Simultaneous,
multiple mind reading is possible but it’s confusing for him, like trying to listen to multiple people
talking to him at the same time. The loudest thoughts are those that accompany someone’s
spoken words. He can also hear normal surface thoughts, although they are for the most part
boring and can be just about anything. If he wants to perform a telepathic probe focused on
searching one’s mind for one specific target for answers to specific questions, victims will get a
saving throw, failure means the person provides the answer to the question. Note only specific
questions with specific answer will produce results. If the victim makes his saving throw, he
manages to mask his thoughts, producing no answer.
Telepathic Transmission (special) , Range: 150 feet (45.7 m), Duration: Unlimited,
Saving Throw: None, I.S.P.: None. Paul can “speak” to another living person simply by
projecting his thoughts into their mind. His thoughts are heard just as if he were speaking to
the person, which means he can control the “tone” of those thoughts, allows him to put
emotion into them. He can focus the thoughts so that it only allows him to communicate with a
single individual or with everyone in his range. There is no limit to how many people Paul can
speak too, however if he wants to listen it requires him to focus on only one specific person, so
he can heard them (see above).
Super Psionics: Advance Trance State, Psychic Omni-Sight, Remote Viewing, Super
Telekinesis, and Telekinetic Force Field.
Sensitive Psionics: Astral Projection, Clairvoyance, Empathy, Intuitive Combat, Mask
I.S.P. & Psionics, Mind Block, Object Read, Presence Sense, Precognition, See Aura, Sensory
Link, Sense Evil, and Sixth Sense.
Healing Psionics: Detect Psionics
Physical Psionics: Alter Aura, Float, Telekinesis, Telekinetic Leap, Telekinetic Punch,
Telekinetic Push, Summon Inner Strength.
Martial Arts Powers: Zanashin, (16 feet/4.87 m)-he cannot be surprised or attacked
from behind, when fighting invisible foe -6 to initiative, -2 to parry, and -4 to dodge, no further
penalties).
Calm Minds, Range: 120 feet (36.6 m), Duration: 3 minutes, Saving Throw: 16 or better
(M.E. attribute bonus applies), Cost: Nothing. Everyone in his range, friend and foe is unable to
attack or engage in any further offensive actions (can defend though) for 3 minutes. Paul can
engage in an attack if he wishes, but if he does so the influence ends. He can dispel fear and
any hysterical emotions, no matter the cause. Neutralizes psionic and magical mind control or
emotion attacks (See Ninjas and Super Spies, page 123-124).
Attacks Per Melee: 4 (2 initial and 2 from Hand to Hand)
Combat Training: Lee Kwan Choo (See Ninjas & Superspies Revised, page 95)
Combat Bonuses: +6 to Initiative, +2 to strike, +8 to parry, +10 to dodge, +4 to
damage, +6 to roll with punch/fall, +1 to pull punch, +1 to disarm.
Saving Throws: He needs a 10 or better to save vs. psionics, +6 to save vs. possession,
+8 to save vs. psionics, +13 to save vs. insanity, +3 to save vs. Horror Factor, +4% to save
vs. coma/death, and +1 to save vs. magic & poison.
Combat Skills: Duo Knuckle Strike (save of 15 or better with P.E. attribute bonus or
stunned for 1D6 melee rounds, if make the save for 1D4 melee rounds lose 2 melee attacks and
all combat bonuses are reduce by one-half). Snap Kick (save of 15 or better with P.E. attribute
bonus or stunned for 1D6 melee rounds, if make the save for 1D4 melee rounds lose 2 melee
attacks and all combat bonuses are reduce by one-half), and +4 to Leap Attack (same as Duo
Knuckle Strike). Note: All his attacks using Lee Kwan Choo do not inflict damage. However, if
he simply wants to punch someone it does 1D4. He can also do a kick attack that does 2D4.
These attacks do not have a bonus to strike.
Other Bonuses: 50% trust/intimidate.
Educational Background: One Year of College.
Common Skills: Read-Write/Speak English 90%/93%, Mathematics: Basic 87%,
Pilot: Automobile 87%, Read-Write/Speak Tibetan 65%/65%, Philosophy (Tibetan Lore and
Taoism) 60%, Gardening 56%, Calligraphy 60%, Cooking 60%, Sewing 65%, Fasting 55%, and
Mountaineering 65%.
Physical Program: Hand to Hand: Lee Kwan Choo and Gymnastics (Sense of
Balance 75%, Bars % Rings 85%, Back Flip 90%, and Climb Rope 80%).
Journalism Program: Computer Operation 85%, Research 75%, Photography
70%, and Writing 60%.
Learned Skill: Intelligence.
Secondary: Athlete, Running, Aerobic Athletics, Swimming 75%, Prowl 55%,
Climbing 70%, Computer Programming 65%, Law (General) 60%, Radio: Basic 60%, and Business
& Finance 45%.
Money: His parents left him an inheritance worth 200 million dollars. This money has
been invested and set up in a manner that Paul never has to work again. However, Paul is
unable to use his finances to fund the group (to many accountants, lawyers, etc) watching the
money.
Weapons: He relies solely on his size and strength.
Equipment & Vehicles: A person of his size has hard time traveling anywhere. He has no
need for equipment.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Wed Feb 17, 2010 11:10 am
by Reagren Wright
MESMERE
Mesmere is an Ancient Spirit of Love who arrived during a ritual taking place at the Highinia
community during the Vernal Equinox. She appeared in Terrance Sullivan’s barn. Immediately
Terrance was taken back by her affections. Not really, familiar with her surroundings, Terrance
hid her in the barn for several days. Later, she started appearing in Century Station and
attracting huge attention. Terrance brought her back to the barn where he introduced to his
friends. Now Mesmere hangs around Paul’s mansion or hides in Terrance’s family barn. Though
she is intelligent, Mesmere acts like a stereotypical beauty queen. She knows how to play
dumb and helpless to convince others to do things for her. She is not happy with Tex or the
manner he shouts at her. She doesn’t like the way the group is operating. She knows what’s
happening at the Highinia Community but doesn’t want to say anything so he doesn’t get
Terrance into trouble.
Real Name: Meohalhirah
Occupation: Ancient Spirit of Love
Alignment: Unprincipled
Power Category: Immortal (Ancient Spirit of Light)
Experience Level: 3rd
Hit Points: 80 S.D.C.: 148 Natural Armor Rating: A.R. 10
P.P.E.: 123
Appearance: A gorgeous wait length blond-haired teen with icy blue eyes. She likes to
wear a skimpy, two-piece bikini or a pink bubble dress (Terrance prefers the bubble dress).
Attributes: I.Q. 16, M.E. 18, M.A. 38, P.S. 24, P.P. 21, P.E. 25, Spd. 36/300 mph 483 km) in flight, P.B. 36.
Age: Immortal, Sex: Female, Height: 6 feet (1.8 m), Weight: 110 lbs (49.5 kg).
Insanity: She loves attractive men and is easily distracted by them (-6 to initiative and
Perception). She also believes/trusts them and gives them the benefit of the doubt first. She is
easily seduced by them, nonetheless her heart still belongs to Terrance.
Unusual Characteristics: She is simply eye-popping gorgeous and constantly attracts
attention wherever she goes.
Natural Abilities: Her wings are made of energy and can magically appear or disappear as
desired. She can choose to fly into speed if she so desired.
Major Super Ability: Control Others
Minor Super Abilities: Extraordinary P.B., Extraordinary M.A., Physical Perfection, Life
Sense, and Healing Power.
Attacks per Melee: 4 (2 initial and +2 from Hand to Hand)
Combat Training: Basic
Combat Bonuses: +2 to initiative, +3 to strike, +6 to parry, +6 to dodge/+8 in flight, +9
to damage, +3 to roll with punch/fall, +7 to pull punch, and +1 to disarm.
Saving Throw: +7 to save vs. magic, +12 to save vs. possession, +8 to save vs. mind
control, +6 to save vs. Horror Factor, +10 to save vs. poison & toxins, +5 to save vs. non-
lethal drugs and disease, +45% to save vs. coma/death, and +2 to save vs. psionics and
insanity.
Combat Skills: Punch 1D4, Power Punch 2D4 (2), Snap Kick 1D6, Elbow & Forearm 1D6,
and Knee 1D6.
Other Bonuses: +2% to all skills, 97% trust/intimidate, 92% charm/impress.
Educational Background: General Studies (some familiarity with Earth)
Common Skills: Read-Write/Speak English and Aramaic 92%.
Special Program: Wardrobe & Grooming 79%, Housekeeping 57%, Mathematics:
Basic 85%, Performance 89%, Gemology 47%, Cook 57%, Dance 52%, Sewing 62%, Singing
67%, Gardening 55%, Public Speaking 98%, and Barter 69%.
Secondary: Hand to Hand: Basic, Seduction 80%, Aerobic Athletics (Sense of
Balance 47%), Athlete, Swimming 67%, Horsemanship 54%/34%, Holistic Medicine 37%/27%,
Land Navigation 42%.
Money: She never pays for anything. She lets Terrance (or any other male) buy stuff for her.
Weapons: None, she relies on her natural abilities.
Equipment & Vehicles: None.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Wed Feb 17, 2010 11:20 am
by Reagren Wright
TEX
Tex Diar is an Atoria Super Soldier. He like many males in the Imperial Empire is nothing more
then a servant to all females. Tex, however, earned a high-ranking position among other men.
In exchange for his loyalty and service, he was given a chance to become a super soldier.
While participating in a battle taking place two space ships, one ship attempted to escape
through a wormhole. Tex’s ship got pulled inside. He managed to escape while the other ship
was destroyed. Tex found himself in an unidentified solar system. His instruments didn’t
recognize anything. His fighter ship lacked the ability to re-enter the gateway he just emerge
from. He had no choice but to land on the nearest planet. Tex landed on Earth with Project
Tyche and the U.S. Air Force hot after his trail. He fled to nearby Battle Mountain, Nevada.
There he stayed for several months, learning to adapt to life on Earth and the United States.
Before long, he made his way to Gulf Coast City. Having learned enough English to
communicate effectively, he joined up with a group of ex-military soldiers who become
mercenaries for a biotech company involved with the creation of mutant animals. After a while,
the group decided to sell their services to the mega-corporation Genesys in Century Station.
But after a while, Tex began to resent been under the control of the company. For the first
time, he wanted to be his own boss. So he decided to form his own team. By chance, he
witnessed a teenage group of Legionnaires take down a Colorpunk gang that threatened the
district of Kilgore. Tex convinced the young heroes that they could better serve the city as
mercenaries. Paul MacFerran objected but the others were curious to try it. Tex changed the
name from Teen Machine to Payback Inc. Tex also began to usurp the leadership role from Paul
and made the group take a more aggressive approach to their heroics. However, these hard
nose tactics inspired a group of inmates at Gramercy Island to research the legitimacy of their
arrest and convictions, and because of them the prisoners have filed a class action lawsuit
against the young heroes. Tex has no intension of responding to the lawsuit, in fact it’s only
made he become even more aggressive. He is becoming discouraged the others are not
following suit and insist on dealing with the lawsuit. The heated arguments between Tex and
MacFerran are growing more frequent. Tex had hoped MacFerran would leave the group giving
him sole control over it. The chance of a confrontation between the two is becoming more and
more likely. Tex refused to accept the young heroes are more than likely going to side with Paul
if he should decide to leave. In the meantime, Tex is taking his frustrations out on criminals,
villains and anyone else who wants to start a fight with him.
Real Name: Tex-Diar
Occupation: Former Atorian Infantry Soldier, Current leader of Payback Inc.
Alignment: Anarchist
Power Category: Super Soldier
Experience Level: 7th
Hit Points: 46 S.D.C.: 488/150 in metal form
Natural Armor Rating: A.R.: 13 in metal form.
P.P.E.: 19
Appearance: He is a perfect physical specimen, giftedly athletic, stout, long gray hair
that grows down the middle of his head (like a Mowhawk). He has tattoos around the bald
spots of his head.
Attributes: I.Q. 11, M.E. 13, M.A. 7, P.S. 24/30 in metal form (extraordinary), P.P. 14,
P.E. 17, Spd. 33, P.B. 13
Age: 34, Sex: Male, Height: 5 foot (1.52 m)/8 feet (2.43 m) in metal form,
Weight: 326 lbs (146.7 kg).
Insanity: Psychotic. He has periodic episodes of extreme violence. He feels compelled to
lash out against women who attempt to dominate or subdue him.
Major Super Abilities: Alter Physical Structure: Magnet and Bulletproof.
Super Soldier Enhancements: Attempted to Install Energy Ability, Bionic Weapon
System, and Tissue Density Increase.
Combat Training: Martial Arts
Attacks per Melee: 5 (2 Initial +3 from Hand to Hand)
Combat Bonuses: +3 to initiative, +2 to strike, +4 to parry, +4 to dodge, +9 to
damage/+15 in metal form, +4 to roll with punch/fall, +3 to pull punch, +2 to disarm, and + to
perception.
Saving Throws: He takes ½ damage from all energy attacks, +5% to save vs.
coma/death, +1 to save vs. poison & magic, and +3 to save vs. Horror Factor. He is impervious
to electricity (magic if half) in metal form. In metal form, he can function in a vacuum.
Combat Skills: Karate Punch 2D4, Power Punch 4D4 (2), Backhand Punch 1D6,
Elbow/Forearm 1D6, Knee 2D4, Karate Kick 2D6, Snap Kick 1D6, Crescent Kick 2D4+2,
Roundhouse Kick 3D6, Tripping/Leg Hook (cannot be paired, must dodge or knockdown), Power
Kick x2 to damage (2), Jump Kick 6D6, Flying Jump Kick 4D6, All Holds, Paired Weapons, and
Critical Strike on an unmodified roll of 18-20.
Educational Background: Atorian Military
Common Skills: Read-Write/Speak Native Tongue 98%/98%, Mathematics: Basic 93%,
and Pilot: Personal Anti-Gravity Device 75%.
O.C.C. Skills: Detect Ambush 85%, Intelligence 70%, Climbing 95%/85%, Prowl 75%,
Sensory Equipment 75%, Pilot: Military Spacecraft Small 84%, Military Etiquette 90%, Forced
March, Speak Thropo and Photin 81%, Speak Imperial Trade Tongue 98%, Zero Gravity
Combat: Elite, W.P. Energy Rifle (+3 to aim/+1 to burst), W.P. Energy Pistol (+4 to aim/+2 to
burst), W.P. Knife (+3 to strike, parry, and throw), W.P. Blunt (+3 to strike/parry), and Hand to
Hand: Martial Arts.
Espionage Program: Wilderness Survival 75%, Undercover Ops 75%, and Tracking 70%.
Secondary: Body Building & Weightlifting, Athlete, Physical Labor, Depressurization
Training, W.P. Heavy Military Weapons (+4 to aim/+2 to burst), Language: English 86%,
Literacy: English 75%, Streetwise 40%, Recognize Weapon Quality 50%/98% modern firearms
and grenades, General Repair/Maintenance 55%, and Land Navigation 44%.
Money: He has $30,000 in precious metals/stones. He has procured $150,000 from those
he’s gotten arrested (stolen their money).
Weapons:
Right Arm Energy Blaster, Range: 400 feet (122 m), Damage: 2D6 or 4D6, Payload: 50
blast per hour.
Electrical Discharge, Range: 100 feet (30.5 m) or added to normal punch damage,
Damage: 1D6, 2D6, or 4D6, Payload: 50 shots per hour.
Laser Pistol, Range: 1200 feet (366 m), Damage: 2D6+3 or 6D6+10 for triple pulse, Rate
of Fire: Single shot or triple pulse, Payload: 30 shot E-Clip, Bonuses: +1 to aim.
Heavy Combat Ion Rifle, Range: 2000 feet (610 m), Damage: 1D4x10, Rate of Fire:
Single shot, Payload: 20 shot E-Clip, Bonuses: +1 to aim.
Light Rail Gun, Range: 4800 feet (1463 m), Damage: 1D4x10, Rate of Fire: Single shot,
Semi-Auto, or Full, Payload: 1200 round drum (short burst 10-20 rounds, long burst 60-80
rounds, full melee burst is 120 rounds), Bonuses: Lower the armor rating (artificial or natural) of
the target by 2) and +1 to aim/burst. Note: Need a P.S. of 22 or higher in order to carry. The
velocity of the rounds is so fast that short and long burst only count as 1 attack).
Armor: Standard Issue Battle Armor Suit, close fitting armored body suit that doesn’t
hinder wear and provides comfort and environmental protection. Can be worn under clothes
(must remove plates around hip, shoulder, forearm, and boots). Throatset (short range radio) 6
miles/9.6 km with built in scrambler, can also receive sounds even in noisy surroundings.
Camouflage (change color of the armor and equipment). Heat and Cold insulation (half
damage). Environmental System, Force Field Generator (over the head instead of a helmet,
provides environmental seal, transparent-75 SDC), radiation shield, magnetic boots, and built in
kinetic suit lining (all physical and kinetic attacks do half damage if they by-pass the suits
armor rating). One gauntlet (left) has a superior mini-computer, the right has a micro-translator
and target verification. Special kinetic weaver in the gloves provide an extra 1D6 to punch
damage. Gauntlet can be used like shields to parry melee weapons, including energy melee
weapons (-2), A.R.: 17, S.D.C. 200.
Equipment & Vehicles: Refrigerated canteen, dehydrated ration pills (28 days worth),
energy knife (2D6+4), UV protected contact lenses with built in nightvision and flash
compensatings shut off technologies (range: 800 feet/244 m), and large backpack with gravity
reducer (reduce weight inside by 50%).
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Mon Feb 22, 2010 12:27 pm
by Reagren Wright
These guys are some cool villains and lots of adventure poltential. You can find reference to
them on page 195 in GI. Enjoy.
THE BADSIDERS
A Colorpunk gang in which half of its members are mutants, while the other half are typical
street punks. The reason for the split membership is their leader Autocrat has the ability to
give the non-mutants temporarily super abilities. The gang operates primarily in Iron Beach,
however they had been known to terrorize other parts of the city, and increasingly in the part
of Silver City. To make matters worst, the Badsiders have some military training thanks in part
to their financial benefactor and primary employeer Arthur Lugar, the chief financial officer
(CFO) and vice president for a major American insurance company. He is also a criminal
mastermind (7th level). He uses them as hired thugs and mercenaries to carry out random
missions for his own criminal enterprise. He also has a major problem to deal with because
shortly after getting the Badsiders military training, he decided to get them an experience
leader. That man turned out to be the mutant named Shatterhands. In order to test their skills,
Luger hand them rob the Century National Bank. However, Autocrat feared he was being
replaced as the team’s leader, so he double-crossed Shatterhands and called the police. When
Shatterhands showed up to receive his cut of the loot, the police showed up. Arthur Lugar
soon learned that Autocrat (his son) had made the mistake of identifying him to Shatterhands.
Fearing the mutant might reveal him, Arthur contacted several high-powered attorneys to work
on Shatterhands appeal. The last thing he wants is for Shatterhands to say anything that
would not only threaten his welfare but the company could become embroiled in a series of
fraud investigations conducted by the Securities and Exchange Commission, U.S. Justice
Department, and the state’s Attorney General's Office. Meanwhile, if the Badsiders don’t stop
causing problems in Silver City and risking exposing Arthur to the authorities, may result that he
has to hired another group of mercenaries to “eliminate” the Badsiders, and Shatterhands would
welcome an opportunity to lead such a group the moment he gets out of Gramercy Island.
The Badsiders Organization Statistics
A. Outfits: None (0 Points)
B. Equipment: Cheap Gear (2 points)
C. Weapons: Ammunition (2 Points)
D. Bionics & Robotics: None (0 Points), however Luger does pay for “back
alley” medical expenses.
E. Vehicles: None (0)
F. Communications: Basic (2 Points)
G. Offices: Urban (5 Points)
H. Military Power: None (0 Points)
I. Super Powered Operatives: None (0 Points)
J. Sponsorship: Private Industry (6 Points)
K. Special Budget: Nickels & Dimes (5 Points)
L. Administrative Control: Agency Protection (25 Points)
M. Internal Security: None (0 Points)
N. External Infiltration: None (0 Points)
O. Research and Information: None (0 Points)
P. Business Credentials: Hunted (0 points)
Q. Employees Salary: Freelance (5 Points)
Total Agency Points: 52 Points
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Mon Feb 22, 2010 12:31 pm
by Reagren Wright
SQUID
Herbert Charles lived on Iron Beach all his life. When he was 8 years old, the factory his father
worked closed down and his dad was out of work. His dad took a job on a fish vessel. On the
day he came back, his father brought some of the squid bait they used to catch what was said
to be the largest haul ever. His mother served the squid for dinner. Hours after eating it,
Herbert began to change, mutating into a human with squid like abilities and appearance.
Horrified Herbert ran away. He was attacked by a dozen street punks. The moment they saw
him, they fled in total fear. Days later Herbert return to his family and tried to his best to live a
normal life. Before long Herbert no longer regretted his transformation, he embraced it. He
began bullying and hurting others. To help his father out, he destroyed a rival fishing vessel.
Before long, he joined up with a colorpunk gang of fellow super beings who called themselves
the Badsiders. He has remained with them ever since.
Real Name: Herbert Charles
Occupation: Colorpunk and Super Criminal
Alignment: Miscreant
Power Category: Mutant
Experience Level: 4th level
Hit Points: 59 S.D.C.: 146/246 in water
P.P.E.: 30
Appearance: Squid has light green, slimy skin, very large black eyes (twice their normal
size), and sickly yellow hair. He has an athletic build and smell like fish. His street clothes look
moldy. His tentacles are 9 feet long (2.7 m).
Attributes: I.Q. 7, M.E. 12, M.A. 11, P.S. 25/31 in water (extraordinary)/32 supernatural
with tentacles/38 with tentacles in water, P.P. 14, P.E. 25, Spd. 36/126 mph (202.86 km) in
water, P.B. 7
Age: 18, Sex: Male, Height: 5 foot and 10 inch (1.77 m), Weight: 174 lbs (78.3 kg).
Unusual Characteristics: Light green skin, slimy skin, yellow hair, and large round eyes.
Major Super Abilities: Prodigious Multiple Arms (6 tentacles)
Minor Super Abilities: Healing Factor, Underwater Abilities, and Supervision: Angular
Vision. Note: He can carry 3100 lbs (1395 kg) and lift 6200 lbs (2790 kg) in the water. He can
carry 9300 lbs (4185 kg) and lift 15,500 lbs (6975 kg) with his tentacles and carry 11,400 lbs
(5130 kg) and lift 19,000 lbs (8550 kg) with his tentacles in the water.
Attacks per Melee: 5/8/9 (2 Initial +3 from Hand to Hand) +3 with tentacles +1 in water.
Combat Training: Basic
Combat Bonuses: +2 to initiative, +2 to strike/+1 per tentacle (+6 max)/+4 in water
(+12 max), +4 to parry/+1 per tentacle (+6 max)/+6 in water (+16 max), +4 to dodge/+8 in
water, +12 to damage/+16 in water/+17 with tentacles/+23 with tentacles in water, +1 to
entangle per tentacle (+6 max), +6 to roll with punch/fall, +4 to pull punch/+7 with tentacles,
and +2 to disarm with tentacles.
Saving Throws: Fire and cold do ½ damage, Drugs, poison, toxins do 1/3 their normal
damage, duration, effect, and penalty if fail the save, +40% to save vs. coma/death, +3 to
save vs. psionics, +8 to save vs. magic & poison.
Combat Skills: Punch 1D4, Power Punch 2D4 (2), Elbow/Forearm 1D6, Kick 1D6, Knee
1D6, Paired Weapons (with tentacles), and Knockout/stun on an unmodified dice roll of 20. His
tentacles inflict 2D6+2 on a restrained blow, 5D6 on a full strength punch, and 1D6x10 on a
power blow (2). In water, 3D6 on a restrained blow, 6D6 on a full strength punch, and 2D4x10
on a power blow (2).
Educational Background: Street School with some mercenary training (finished high
school).
Common Skills: Read-Write/Speak English 88%/92%, Pilot: Automobile 72%,
and Swimming 84%.
Street Skills: Streetwise 50%, Prowl 50%, W.P. Knife (+2 to strike, parry, and throw),
Concealment 36%, Pick Pocket 50%, Tailing 55%, Play Basketball 50%, Fishing 60%, General
Repair/Maintenances 65%, and Barter 50%.
Military Program (Basic) : Hand to Hand: Basic, Running, Climbing 60%/50% or
78% with tentacles, Forced March, Military Etiquette 55%, Radio: Basic 70%, W.P. Rifle (+2 to
aim/+1 to burst), and W.P. Grenade (+2 to strike).
Secondary: Athlete, Physical Labor, Pick Lock 50%, Mathematics: Basic 84%,
Basic Mechanics 60%, Automotive Mechanics 72%, Palming 40%, Land Navigation 52%,
Wilderness Survival 50%, Basic Electronics 40%, and Jury-Rig 35%.
Money: He has $120,000 stashed away in a secret location.
Weapons: He knows how to use basic military rifles, handguns, and knives but he like to
rely on his super abilities.
Equipment & Vehicles: He will utilize whatever is needed to complete his mission. He
doesn’t own any form of transportation, even though he knows how to drive.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Mon Feb 22, 2010 12:37 pm
by Reagren Wright
WEIRD
Weird doesn’t talk about his childhood. At the age of 13, his face began to twist and deform,
his nose moving to the left, his mouth to the right and up, his right eye slowly dropped toward
his mouth. His hair fell out. Kids were mean and cruel to him. One day a football jock tripped
him as he was walking down the stair, instead of hitting the floor, he disappeared through it.
Calling him a freak, Weird fled school. Later that night, as the jock was driving his car, Weird
stepped in front of his car and used his incredible mental powers picked it up and tossed it into
a building. Since that day, Weird never let anyone pick on him ever again. He eventually
graduated from high school (barely). By then he started hanging out with other mutants in the
area. They formed a Colorpunk group called the Badsiders.
Real Name: Unknown
Occupation: Colorpunk and Super Criminal
Alignment: Miscreant
Power Category: Mutant
Experience Level: 4th level
Hit Points: 36 S.D.C.: 68
P.P.E.: 20
Appearance: Accept for his face, Weird looks like a typical male adolescent with blue
eyes. He has no facial hair and is bald. All of his facial features are horribly distorted. He has a
Horror Factor of 9.
Attributes: I.Q. 10, M.E. 10, M.A. 8, P.S. 20, P.P. 16, P.E. 21, Spd. 37, P.B. 5
Age: 20, Sex: Male, Height: 5 foot and 7 inches (1.70 m), Weight: 145 lbs (65.25 kg).
Unusual Characteristics: Disfigured facial features (nothing on his face is centered
(jumbled up like a puzzle).
Insanity: He hates good looking people and seeing anyone with pleasant facial features
(PB of 14 or better). He deliberately targets them and does whatever he can to make them
physically suffer.
Natural Abilities: Despite his scattered facial features, he can breathe, speak, and see
perfectly. He has 20/20 vision, see infrared and ultraviolet (600 feet/183 m), with superior
sense of smell and hearing.
Major Super Ability: Force Manipulation (+3 to strike)
Minor Super Abilities: Dispersal and Iron Will
Attacks per Melee: 5 (2 Initial +3 from Hand to Hand)
Combat Training: Basic
Combat Bonuses: +5 to initiative, +2 to strike, +5 to parry, +5 to dodge/+8 with
dispersal, +7 to damage, +6 to roll with punch/fall, and +4 to pull punch. Saving Throws: He
needs a 12 or better to save vs. psionics, +7 to save vs. possession, +6 to save vs. mind
control, +5 to save vs. illusion & Horror Factor, +27% to save vs. coma/death, +3 to save vs.
insanity, +3 to save vs. poison, +6 to save vs. magic & disease. Penalties for being confused,
dazed, or drugged are one-half.
Combat Skills: Punch 1D4, Power Punch 2D4 (2), Elbow/Forearm 1D6, Karate Kick 2D4,
Knee 1D6, and Knockout/stun on an unmodified dice roll of 20.
Educational Background: Street School with some mercenary training (finished high school).
Common Skills: Read-Write/Speak English 88%/92% and Pilot: Automobile 72%.
Street Skills: Streetwise 50%, Prowl 50%, W.P. Knife (+2 to strike, parry, and throw),
I.D. Undercover Agents 62%, Pick Pocket 50%, Tailing 55%, Play Basketball 50%, Housekeeping
55%, General Repair/Maintenances 65%, and Barter 50%.
Military Program (Basic) : Hand to Hand: Basic, Running, Climbing 60%/50%,
Forced March, Military Etiquette 55%, Radio: Basic 70%, W.P. Rifle (+2 to aim/+1 to burst),
and W.P. Grenade (+2 to strike).
Secondary: Athlete, Juggling 55%, Pick Lock 50%, Mathematics: Basic 84%,
Basic Mechanics 60%, Automotive Mechanics 72%, Palming 40%, Land Navigation 52%, Basic
Electronics 40%, and Jury-Rig 35%.
Money: He has $200,000 stashed away in a secret location.
Weapons: He knows how to use basic military rifles, handguns, and knives but he like to
rely on his super abilities.
Equipment & Vehicles: He will utilize whatever is needed to complete his mission. He
doesn’t own any form of transportation, even though he knows how to drive.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Mon Feb 22, 2010 12:44 pm
by Reagren Wright
BONE SNAPPER
Lamond Parks lived in Kerguelen for most of his life. One day he and some friends were playing
basketball beside an empty warehouse. The bowl rolled inside and Lamond went inside. There
he found several unlabeled barrels. Curious he examined them. Unbeknownst to him, the one
has leaked onto the floor and the basketball rolled into it. When he picked up the ball, he felt
strange. His friends watched in horror as his skin turned pale white and his hair yellow. His
friends left him screaming for their help. When he returned home, he saw his abusive father
hurting his mother. Lamond ran up to him at 100 mph (161 km) and knocked him senseless. He
then went on a rampage, attacking anyone who’d ever threaten him, particularly members of a
rival gang. Afterward, he set himself up as the kind of the street. This lasted until he met up
with Para-Sick whose powers made him powerless. Instead of killing him, Para-Sick invited him
to join several other mutants. Lamond agreed to join the Badsiders, yet he has never truly
forgiven Para-Sick for besting him. Bone Snapper has become as abusive with women as his
father was with his mother. Only Lamond has taken even further. CSPD and Sector 10 have
warrants for his arrest for the rape of three teenaged girls. If Shatterhands were to ever to get
out of jail, Lamond wouldn’t think twice about killing him.
Real Name: Lamond Parks
Occupation: Colorpunk and Super Criminal
Alignment: Miscreant
Power Category: Mutant
Experience Level: 4th level
Hit Points: 63 S.D.C.: 336 Natural Armor Rating: A.R.: 13
P.P.E.: 30
Appearance: Lamond would look like a typical athletic, African-American male with
yellow (that he keeps braided). His eyes are blue and his skin is stark white. He likes to dress
as if he is a Rap Star.
Attributes: I.Q. 9, M.E. 8, M.A. 10, P.S. 52 (superhuman), P.P. 23, P.E. 28, Spd. 300
mph (483 km), P.B. 8
Age: 20, Sex: Male, Height: 6 foot (1.82 m), Weight: 195 lbs (97.75 kg).
[b]Unusual Characteristics[/b]: White Skin, Yellow Hair, and Ambidextrous.
Minor Super Abilities: Superhuman P.S., Harden Skin, Extraordinary P.P., Extraordinary
P.E., and Extraordinary Speed. Note: He can carry 10,400 lbs (4680 kg) and lift 15,600 lbs
(7020 lbs).
Attacks per Melee: 8 (2 Initial +3 from Hand to Hand +1 from ambidextrous) +2 from powers.
Combat Training: Expert
Combat Bonuses: +7 to initiative, +9 to strike, +13 to parry, +15 to dodge, +9 to auto
dodge, +47 to damage/+4 to damage for every 20 mph of speed, +9 to roll with punch/fall, and
+4 to pull punch.
Saving Throws: +26% to save vs. coma/death and +7 to save vs. poison, magic & disease.
Combat Skills: Punch 2D4+2, Power Punch 3D6+2 (2), Elbow/Forearm 2D6, Kick 2D6+2,
Knee 2D6, All Holds, and Knockout/stun on an unmodified dice roll of 20.
Educational Background: Street School with some mercenary training (He never
completed the 8th grade).
Common Skills: Read-Write/Speak English 88%/92%
Street Skills: Streetwise 50%, Prowl 60%, W.P. Knife (+2 to strike, parry, and throw),
Roadwise 42%, Pick Pocket 60%, Tailing 55%, Play Basketball 60%, Wardrobe & Grooming 66%,
General Repair/Maintenances 65%, and Barter 50%.
Military Program (Basic) : Hand to Hand: Basic, Running, Climbing 75%/65%,
Forced March, Military Etiquette 55%, Radio: Basic 70%, W.P. Rifle (+2 to aim/+1 to burst),
and W.P. Grenade (+2 to strike).
Secondary: Hand to Hand: Expert, Athlete, Body Build & Weightlifting, Physical
Labor, Pick Lock 65%, Basic Mechanics 65%, Land Navigation 52%, Basic Electronics 45%, and
Jury-Rig 40%.
Money: He has been spending his money like wildfire. He has $50,000 stashed away in
a secret location. He typically cares 3D6x300 on him at all times.
Weapons: He knows how to use basic military rifles, handguns, and knives but he like
to rely on his super abilities.
Equipment & Vehicles: He will utilize whatever is needed to complete his mission. He
doesn’t own any form of transportation, even though he knows how to drive.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Mon Feb 22, 2010 12:50 pm
by Reagren Wright
PARA-SICK
Naldo Luna’s low-income family took their 14 year old son to a local clinic because he was
suffering from a sever case of the flu. Unbeknownst to them, the doctor at the clinic was a
former scientist at the Dream Garden, specializing in universal cures for any form of illness.
When the Daedalus incident occurred, the doctor and his firm closed. Seeing an opportunity to
test his research, the doctor used Naldo as a guinea pig. However, instead of curing him, the
treatment turned him into a living disease capable of bestowing any disease of his choosing and
the ability to infect others by entering their body. First, he exposed his family then everyone
on his street. Before long the CDC quarantined the two squared blocks were he lived not
knowing he was the culprit. Eventually he decided to tempted fate and tried affecting another
super being. When his powers fail to work on the mutant, the mutant nearly killed him. Weeks
later when he recovered, Naldo decided he needed to have others supers around him thereby
insuring his safety. He became friends with Douglas Luger and encouraged him in creating a
Colorpunk gang in which all the members were mutants. The rest is history.
Real Name: Naldo Luna
Occupation: Colorpunk and Super Criminal
Alignment: Miscreant
Power Category: Mutant
Experience Level: 4th level
Hit Points: 40 S.D.C.: 79 Natural Armor Rating: A.R.: 6
P.P.E.: 31
Appearance: Naldo’s entire body is covered with festering boils. His body smells sickly.
Other then his appearance, he is still a healthy, athletic Italian male with brown eyes and a
pompadour haircut with his orange hair. He wears a dirty, white, tank top and torn up blue
jeans. He has a Horror Factor of 8.
Attributes: I.Q. 10, M.E. 12, M.A. 7, P.S. 20, P.P. 18, P.E. 19, Spd. 30, P.B. 6
Age: 24, Sex: Male, Height: 5 foot and 10 inches (1.77 m), Weight: 168 lbs (75.6 kg).
Unusual Characteristics: Tough skin, Skin covered with festering boils, and Orange hair.
Major Super Abilities: Pestilence and Merge Bio-Mass. Note: For whatever reason,
anyone Para-Sick merges with becomes infected with his pox disease (a saving throw of 16 or
better against disease). The victim’s skin breaks out with festering boils. They are ugly, puss-
filled, and itchy. Reduce PB and S.D.C. by one-half and reduce P.E. attribute by 3. Nothing will
heal, cure or ease the pain of the sores or the itching. After Para-Sick leaves the victim, the
disease remains in the person’s body for 4D6 hours.
Attacks per Melee: 5 (2 Initial +3 from Hand to Hand)
Combat Training: Basic
Combat Bonuses: +2 to initiative, +1 to strike, +4 to parry, +4 to dodge, +2 to damage,
+5 to roll with punch/fall, and +4 to pull punch.
Saving Throws: Impervious to disease, +26% to save vs. coma/death and +7 to save
s. poison & magic.
Combat Skills: Punch 1D4, Power Punch 2D4 (2), Elbow/Forearm 1D6, Kick 1D6, Knee
1D6, and Knockout/stun on an unmodified dice roll of 20.
Educational Background: Street School with some mercenary training (He completed high school).
Common Skills: Read-Write/Speak English 88%/92%, Mathematics: Basic 84%, and Pilot:
Automobile 72%.
Street Skills: Streetwise 50%, Prowl 60%, W.P. Knife (+2 to strike, parry, and throw),
Pick Locks 55%, Pick Pocket 60%, Tailing 55%, Housekeeping, Play Basketball 60%, General
Repair/Maintenances 65%, and Barter 50%.
Military Program (Basic): Hand to Hand: Basic, Running, Climbing 75%/65%,
Forced March, Military Etiquette 55%, Radio: Basic 70%, W.P. Rifle (+2 to aim/+1 to burst),
and W.P. Grenade (+2 to strike).
Learned Skills: Biological Warfare 65%, Biology 70%, Chemistry 80%, and
Pathology 60%.
Secondary: Hand to Hand: Basic, Athlete, Auto Mechanics 72%, Basic
Mechanics 65%, Land Navigation 52%, Radio: Basic 70%, Research 60%, Basic Electronics
50%, Jury-Rig 45%, Performance 35%, and History 70%/50%.
Money: He has $9000 stashed away in a secret location. Most of his money has been
spent on taking online classes
Weapons: He knows how to use basic military rifles, handguns, and knives but he like
to rely on his super abilities.
Equipment & Vehicles: He will utilize whatever is needed to complete his mission. He
doesn’t own any form of transportation, even though he knows how to drive.
Re: On the topic of Revised to 2nd ed conversions.....
Posted: Mon Feb 22, 2010 12:57 pm
by Reagren Wright
BACKSTAB
Edger Wayne was a strange kid growing up in Drummond. He didn’t socialize with other kids. He
didn’t show any interest in anything accept father’s knife collection. His father was a CSPD
patrol officer, but he collected dozens of knives from all across the world. It was the only thing
the two shared in common. Any pet he was ever given ended up dead or vanished. One day
while walking to school, three street punks tried to take his money. Edger pulled out a knife
and stabbed one of the kids, not only did the kid suffer from the knife wound, but he also went
blind. The kid ran away in fear. From that moment on, Edger was a sociopath, killing and
torturing anyone he could. The older he got, the more clever and unique way he found to use
his abilities. By the time he graduated from high school, he’d murdered a dozen people and hid
their bodies in abandoned building. When his refuse to go to college and get off the street, his
father got into a heat argument with him. Out of blind rage, he picked up a knife and threw it
at his father’s neck, it struck him perfectly in the carotid artery and paralyzed him. Edger then
stabbed his father with every single knife in his collection. When his mother came home, he
killed her as well. Edger left to live on the street, killing and robbing in order to survive.
Eventually he struck up and odd friend ship with Naldo Luna. The two joined up with Douglas
Luger to form the Badsiders.
Real Name: Edger Wayne
Occupation: Colorpunk and Super Criminal
Alignment: Diabolic
Power Category: Continuous Mutant (Latent Psionic)
Experience Level: 4th level
Hit Points: 37 S.D.C.: 56
P.P.E.: 29
I.S.P.: 92
Appearance: Edger looks like a scrawny, skinny kid. Nothing about him suggests his
athletic in anyway. He dresses in street clothes that barely fit him (his underwear are always
showing). He has short blond hair and blue eyes.
Attributes: I.Q. 7, M.E. 12, M.A. 8, P.S. 20, P.P. 15, P.E. 17, Spd. 26, P.B. 11
Age: 26, Sex: Male, Height: 5 foot and 2 inches (1.60 m), Weight:
128 lbs (57.6 kg).
Unusual Characteristics: Skinny build, Predatory Instincts, Extra Long Fingers,
Vulnerability: He must wear glasses (contacts) in order to see. He is nearsighted.
Insanity: He has an antisocial personality, or more commonly known as a sociopath. He
is impulsive, has no qualm in murdering anyone, doesn’t feel guilty or remorseful. The more
innocent the victim, the morel likely he is to kill that person. Love cat and mouse games.
Super Psionic Ability: Bio-Manipulation and Mind Bolt. Note: Both of his psionic powers
can take the form of psionic energy manifested into a dagger, which is similar to psi-sword, but
it can only be physically handled by him and nor can they be used to parry solid objects. Unlike
a psi-sword, these psychic knives can only exist for a mere three minutes. When thrown, the
knives strike with the same effect as any of the Bio-Manipulations or a Mind Bolt. These knives
are capable of seeking out living things, making them incredibly accurate and able to seek out
living things (+4 to strike or by spending 10 additional I.S.P. +8). Because they are made out of
psionic energy, they are able to by-pass natural and artificial (body) armors worn by living
things. They will not penetrate exoskeletons (power) or vehicle armor. He can also channel this
psionic energy into any projectile weapon held in his hand (arrows, thrown weapons, bullets,
etc). [Note: For the bullet to work, he must charge it then load it into a gun]. The duration of
the psionic charge is a mere three minutes. When charged, the objects receives an extra +4 to
strike (or +8 if he spends the extra 10 ISP in addition to his W.P.), but it will not by-pass armor
ratings, but it will inflict the physical damage of the weapon and the psionic effect/damage of
either Bio-Manipulation or Mind Bolt.
Minor Super Abilities: Targeting
Attacks per Melee: 5/6 (2 Initial +3 from Hand to Hand) +1 if using a gun, bow, or
throwing weapon for the entire melee round.
Combat Training: Assassin
Combat Bonuses: +5 to initiative, +4 to strike, +3 to parry, +3 to dodge, +9 to damage,
+5 to roll with punch/fall, +7 to pull punch, +3 to disarm, and +1 to Perception.
Saving Throws: He needs a 12 or better to save vs. psionics, +5% to save vs.
coma/death, and +1 to save vs. magic and poison.
Combat Skills: Punch 1D4, Power Punch 2D4 (2), Kick 1D6, Elbow/Forearm 1D6, Knee
1D6, and Backstab (special) critical/double damage from behind if he can successful prowl up
to a person and attack them without them knowing about.
Educational Background: Street School with some mercenary training (finished high school).
Common Skills: Read-Write/Speak English 88%/92%, Mathematics: Basic 84%,
and Pilot: Automobile 72%.
Street Skills: Streetwise 50%, Prowl 60%, W.P. Knife (+2 to strike/parry, and +5 to
throw), Find Contraband 42%, Pick Pocket 50%, Tailing 55%, Play Basketball 50%, Sewing
60%, General Repair/Maintenances 65%, and Barter 50%.
Military Program (Basic): Running, Climbing 60%/50%, Forced March, Military
Etiquette 55%, Radio: Basic 70%, W.P. Rifle (+3 to aim/+2 to burst), and W.P. Grenade (+2 to
strike).
Secondary: Hand to Hand Assassin, Pick Lock 50%, Palming 40%, Land
Navigation 52%, W.P. Handgun (+3 to aim/+2 to burst), W.P. Targeting (+3 to throw/critical
strike on an unmodified roll of 19-20, can throw 2), Pilot: Rollerblades & Skateboard 56% (54.6
mph/87.9 km for 51 minutes/+2 to dodge), and Concealment 28%.
Money: He has $300,000 stash away in the basement of his abandoned parents house.
Weapons: He knows how to use basic military rifles, handguns, and knives. But he
always keeps a dozen or more ultrathin throwing knives (1D6 damage) on his person. Along with
4 small boot knives (2 per leg/1D4 damage). 1 Combat Knife (1D6+1 damage). He loves his Colt
King Cobra (.357 Magnum) Range: 165 feet (50 m0, Damage: 5D6, Rate of Fire: Single shot,
Payload: 6 chamber side-loading cylinder. He always keeps at least 3 speed loads on him and a
pocketful of bullets if he must do a quick charge.
Equipment & Vehicles: He will utilize whatever is needed to complete his mission. He
doesn’t own any form of transportation, even though he knows how to drive. He wears a web
belt with holster to hold his knives and gun and a battle harness over his street clothes.