Page 16 of 34

Re: On the topic of Revised to 2nd ed conversions.....

Posted: Mon Feb 22, 2010 1:10 pm
by Reagren Wright
AUTOCRAT

Douglas Luger is the son of Arthur Lugar, the chief financial officer (CFO) and vice president for
a major American insurance company headquartered in Century Station. When Douglas was
born, he looked like a caveman. Arthur Lugar did everything he could to conceal his son’s
freakish appearance, even to have his wife murdered when she decided to divorce him and
planned on telling the truth about their son. Douglas grew up hidden within the Silver City
Residential Arcology, never allowed to leave their home. He was home schooled and his
teachers were paid very well to keep silent. By the time, he was nine years old, Douglas
started having an amazing influence on people, he could make them do whatever he wanted.
The biggest thing he wanted was to get out of the building and see the world. One night he
snuck out, the people of Silver City freaked out thinking he was some kind of freakish monster.
Douglas was able to use his “influence” to convince the CSPD officer to let him go. Douglas
escaped and fled into Center City, here he met with the members of the Mutant Underground.
Feeling more at ease, he wanted to stay among them until CSPD did a sweep of the area. He
eventually went back to his father. By this time, Arthur Luger was involving in numerous fraud
schemes within his company, and secretly amassing huge amount of money, and hiring
mercenaries to commit crimes, strike out at rivals, and ensure his secret criminal ambition
remained undisclosed. It didn’t take Luger long to figure out that his son abilities could become
an asset to him. So he decided to get his son some viable training to be a corporate
mercenary. Douglas returned to the Mutant Underground looking to recruit applicants. Among
the people he met were Para-Sick and Backstab. They were looking to form a Colorpunk gang,
and Douglas was all too happy to take up on the mantle as leader (which they graciously
allowed him).

After a while, other members (Squid, Weird, and Bone Snapper) joined the crew. Yet Arthur
wasn’t happy with their exploits, they were careless in their operations, nearly getting caught
and they had several run-ins with super hero types. Luger sent them on summer holiday to
Malvador, home of Emperor Danilek were they received military training. Douglas of course
refused to go and stayed behind. When the Badsiders came back, Arthur had Douglas contact
Shatterhands to test their skills. Feeling that his father might replace him as leader of the
Badsiders with Shatterhands, Douglas set him and reported him to the police. This ultimately
led to his arrest. Arthur was enraged to learn how stupid and prideful his son was acting. Now
they had to ensure Shatterhands remained quite and did not reveal their secret. While Arthur
Luger is looking to keep his identity and criminal mastermind life a secret, Douglas has learned
he can bestow super abilities to normal people, namely to the non-super members (his
followers) of the Colorpunk gang. The Badsiders are causing problems throughout Century
Station, and more presently in Silver City, which is more than likely going to result in an
encounter with more super heroes and put more pressure on his father to quiet his son.

Real Name: Douglas Luger
Occupation: Leader of the Badsiders and Super Villain
Alignment: Miscreant
Power Category: Mega Mutant (Unstable Powers)
Experience Level: 6th level
Hit Points: 100 S.D.C.: 304 Natural Armor Rating: A.R.: 6
P.P.E.: 24
Appearance: Douglas has an ape-like caveman appearance. His skin is a dark tan and he
has huge hands and feet. His eyes are amber in color and his jet-black long hair. He dresses in
very expensive suits, ties, and shoes.
Attributes: I.Q. 12, M.E. 21, M.A. 20, P.S. 30, P.P. 12, P.E. 25, Spd. 25, P.B. 7
Age: 19, Sex: Male, Height: 6 foot and 10 inches (2.08 m), Weight:
310 lbs (139.5 kg).
Unusual Characteristics: Caveman Forehead, Extra Large Hands, Extra Large Feet,
Tough Skin, and Stocky Build.
Insanity: He is a megalomanic. He feels fair superior to anyone. He refuses to take
orders from anyone. He does things his way and only his way. Anyone who tries to challenge
him, he will kill or cripple. Never question what he has to say.
Vulnerability: Arrogance. His own insanity brings about his undoing by insisting doing this
his way and only his way. He constantly threatens those who disobey him and overestimates
the capabilities of himself and the other Badsiders.
Mega Powers: Enhanced healing (5x faster then normal humans), increase range of
Divine Aura by 50%, and magical affects are only ½ normal duration. He is considered a
supernatural being, but does not possess Supernatural P.S.
Super Mega Powers: Power Amplifier for Grant Powers (See Rifter #37). Double the
range, duration, effect, and reduce the cost of hit points by 50%).
Major Super Abilities: Divine Aura and Grant Powers (whenever he uses Grant Powers
Minor Super Abilities: Extraordinary P.E. and Linguists.
Attacks per Melee: 6 (2 Initial +3 from Hand to Hand +1 from boxing)
Combat Training: Basic
Combat Bonuses: +2 to initiative, +2 to strike, +6 to parry, +6 to dodge, +15 to
damage, +4 to roll with punch/fall, and +2 to pull punch.
Saving Throws: +20% to save vs. coma/death, +5 to save vs. borrow, negate, or
cancel his powers, +2 to save vs. possession, +3 to save vs. psionics, +4 to save vs. insanity,
+7 to save vs. magic, +5 to save vs. poison, and +5 to save vs. Horror Factor.
Combat Skills: Punch 1D4+6, Power Punch 3D6+2 (2), Elbow/Forearm 1D6, Karate Kick
2D4, Crescent Kick 2D4+2, Axe Kick 2D8, Knee 1D6, Headbutt 1D6, All Holds, Knockout on an
unmodified dice roll of 20, and Critical strike on an unmodified roll of 18-20.
Other Bonuses: 60% trust/intimidate.
Educational Background: Home School
Common Skills: Read-Write/Speak English 90%/94%, Mathematics: Basic 90%,
Pilot: Automobile 78%, Speak Russian, Arabic, Hindi, Chinese, Japanese, and Spanish 93%,
Speak German and French 90%, Speak Portuguese and Korean 87%, Speak Italian and
Vietnamese 84%, Speak Thai and Swahili 81%, and Speak Polish and Greek 78%.
Criminal Program (Basic) : Streetwise 49%, Pick Locks 65%, Find Contraband
55%, I.D. Undercover Agents 79%, and Roadwise 55%.
Physical Program: Hand to Hand: Expert, Boxing, and Athlete.
Secondary: Public Speaking 80%, Wardrobe & Grooming 74%, Performance 67%, Body
Build & Weightlifting, Running, Prowl 55%, Law (general) 65%, Business & Finance 65%,
Computer Operation 78%, Research 70%, Computer Programming 62%, W.P. Handgun (+2 to
aim/+1 to burst), Climbing 45%/35%, and Land Navigation 40%.
Money: He $600,000 stashed away in a secret location. He has $210,000 in an account
set up by Fabricators Inc. He also has a 1 million dollar trust fund he will acquire if anything
should happen to his father.
Weapons: He has a special love relationship with a modified AMT AutoMag V
(fires .50 action express cartridge) with a modified grip of his huge hands. Range: 165 feet (50
m), Damage: 6D6, Rate of Fire: Single shot or semi-auto. Payload. 5 round magazine, Bonuses:
(+1 from a laser sight for aim or burst shots).
Equipment & Vehicles: He will utilize whatever is needed to complete his mission. He
drives around in a 1992 Firebird 3.1 with a V-6 automatic and T-top. The car is kept in mint
condition. He never lets anyone accept the girls he’s with. As far as he concern, the rest of
the Badsiders can walk or steal whatever they need.
Followers: Alonso Aguilar, Manual Mccoy, Porfirio Dale, Salvador Thomas, and
William Grimes (all have mental attributes of 6). All of these guys are 2nd level Street Punks.
Douglas can bestows either any of his super abilities (never Divine Aura or Grant Powers), a
random minor super power, or give them a Supernatural P.S. of 15 and a +50% boost to their
S.D.C. All of his followers have a +1 to initiative, strike, parry, dodge, and an extra attack per
melee if he gives them a power of command.

Re: On the topic of Revised to 2nd ed conversions.....

Posted: Mon Feb 22, 2010 2:40 pm
by gaby
Againt Great characters

Will you do one on Turnabout?

Re: On the topic of Revised to 2nd ed conversions.....

Posted: Mon Feb 22, 2010 7:50 pm
by Reagren Wright
Okay this is the guy that missed at first but came up with something very cool for him. His refence can be found on page 83 of GI. Enjoy.

ZOOMERANG

Egor Larsh was drafted right out of college to play for the Gulf Coast Pelicans MLB team in Gulf
Coast City as their starting pitcher. Already his college won the national championships twice in
a row. Now he was playing for a major league team in Motor City. Within a year, the Pelicans
were playing in the World Series. However just as Game 1 was about to begin, two G.I.G.M.A
agents along with four S.C.R.E.T. agents arrived to arrest him. Turn out, Egor was a mutant,
who’d been using his powers to “control” the ball to put the odds in his team favor. Ousted as
a super being, he was forced to return tens of thousands of dollars, lost his multi-million dollar
contract and endorsement, and worst of all the media frenzy of his public shame. To matters
worst, the team was sweep four game straight in the World Series to which their fans turned
on him. All of this infuriated Egor to a point of madness. When given the opportunity he killed
the G.I.G.M.A. agent assigned to watch over him. He then fled to the dark alleyways of Gulf
Coast City. Before long, he took to wearing his team’s uniform and started out on a crime wave
by calling himself Fast Ball. Unfortunately, the hero types in Gulf Coast City considered him a
joke. Tossing 200 mph (322 km) baseball, although lethal to normal people didn’t posse a
serious threat to the various super heroes operating in the city. They regarded him a joke (like
the Mighty Static Man and the Cuttlefish). He escaped captured several times but each time
his defeated were humiliating. Finally, he was captured by Skyfire. In prison, he shared a cell
with a man who never spoke. Four days later, the man woke Egor in the middle of the night,
just as the wall to their cell explode. Two individual in power armor helped them escape into
the night. They flew them to the man’s secret lab. Egor wanted to express his thanks, but the
man instead offered him something instead. A dozen metal boomerangs, super sharp, perfectly
balance, and superior throwing range. Taking these new weapons, Egor made himself a new
costume and called himself Zoomerang. His first act was to kill the super hero Super Red. He
then several injured Skyfire and avoid capture. Before long, he left Gulf Coast City to take his
criminal career across the country. He is now on the G.I.G.M.A./S.C.R.E.T list of major super
villains. His ultimate goal is to make the top 10. If he has to kill someone them to make it, he
will do so.

Real Name: Egor Larsh
Occupation: Former MLB pitcher, now professional criminal/super villain
Alignment: Miscreant
Power Category: Mutant
Experience Level: 6th level
Hit Points: 38 S.D.C.: 40
P.P.E.: 24
Appearance: Egor Larsh use to be a professional athlete, but he’s not keeping himself in
excellent shape anymore. He has brown hair which is turning gray and brown eyes. His custom
is a true eyesore.
Attributes: I.Q. 13, M.E. 20, M.A. 8, P.S. 11, P.P. 22, P.E. 14, Spd. 28, P.B. 13
Age: 29, Sex: Male, Height: 5 foot and 9 inches (1.70 m), Weight: 167 lbs (75.15 kg).
Unusual Characteristics: Ambidextrous and Extraordinary Reflexes.
Insanity: He hates anyone he sees wearing a Gulf Coast Pelicans memorabilia or logos.
He will go out of his way to attack this person.
Major Super Ability: Aerodynamics
Minor Super Abilities: Heighten Sense of Touch, Manipulate Kinetic Energy, and
Targeting.
Attacks per Melee: 6/7 (2 Initial +3 from Hand to Hand +1 from ambidextrous) +1 extra
attack when using throwing weapons and +1 extra dodge per melee round.
Combat Training: Basic
Combat Bonuses: +3 to initiative, +5 to strike, +9 to parry, +8 to dodge, +3 to roll with
punch/fall, and +2 to pull punch.
Saving Throws: +4 to save vs. psionics and +5 to save vs. insanity.
Combat Skills: Punch 1D4, Power Punch 2D4 (2), Elbow/Forearm 1D6, Snap Kick 1D6,
Knee 1D6, All Holds, and Critical strike on an unmodified roll of 19-20.
Educational Background: Three Years of College.
Common Skills: Read-Write/Speak English 90%/94%, and Pilot: Automobile 78%,
Domestic Program: Mathematics: Basic 98%, Play Baseball 80%, Wardrobe &
Grooming 89%, and Fishing 85%.
Physical Program: Hand to Hand: Basic, Juggling 95%, Athlete, and Running.
Ancient W.P. Program: Paired Weapons, W.P. Targeting (+5 to throw, critical strike on
an unmodified roll of 19-20, throw 2), W.P. Knife (+2 to strike and +3 to parry, +8 to throw),
and W.P. Boomerang (+7 to throw and +2 to damage, -2 to dodge and parry).
1. Normal attack range is 150 feet (45.72 m) before returning , process of returning takes up 1
melee action. Can engage in others actions.
2. Straight shot, Range: 900 feet (274.3 m), Boomerang will not return (unless uses powers),
+2 to damage, those within 100 feet (30.5 m), are -4 to parry and dodge.
3. Backshot, strikes the target on the return from the opposite side, Range: 250 feet (76.2
m), -8 to parry and dodge because of surprise attack To hit someone hiding behind cover is a -
1 to strike (unless uses powers then there is no penalty)
4. Bounce Shot, appears to falls short and strike the ground, then suddenly strikes the victim
from below, -4 to parry and dodge, a strike roll of 14 or better an opponent is knocked off his
feet and suffers damage (lose two melee actions).
5. Ricochet Shot, hit one object and then hit a second (damage to both), second objects is -4
to parry and dodge.
6. Catch a boomerang is a successful parry of 16 or better, but must make a “called” catch
(hand must be empty). Used up two actions. Or he can use his powers and it will be automatic.
Note: He can double the range using his powers but will result in a -1 to throw.
Secondary: Public Speaking 80%, Performance 62%, Prowl 55%, Pick Locks 75%,
Streetwise 44%, Concealment 44%, Palming 60%, Pick Pocket 70%, Recognize Weapon Quality
45%, Law (general) 55%, Computer Operation 63%, and Business & Finance 40%.
Money: He $200,000 stashed away in a secret location. He has $510,000 in an account
set up by Fabricators Inc. He typically has 1D4x$1000 on him all the time. He has over 3.8
million dollars in stolen merchandise.
Weapons: A dozen Zoomerangs, These are superior balance metal boomerangs with a
deadly keen edge capable of cutting a pumpkin or a large coconut in half. Range: +30% greater
range (see above) without super abilities or special throw, Weight: 1.6 lbs (.72 kg), Damage:
3D6+3 (3D6+5 total), Bonuses: +2 to throw (+9 total), -1 to dodge and parry (-3 total)
without super abilities or special throw.
2 Baseballs, Range: 300 feet (91.5 m), Damage: 1D6+1
Equipment & Vehicles: He drives around in a 2003 GMC HD 4WD Crew cab, 8.1 liter,
Alison transmission. Satellite radio/CD/DVD player. Thief Proof Alarm and Locks. Super Fuel
Efficiency. Trailer Hitch. He wears a battle belt and harness that allows him to carry a dozen
zoomerangs and two baseballs.

Re: On the topic of Revised to 2nd ed conversions.....

Posted: Tue Feb 23, 2010 1:47 pm
by gaby
Here are some others I found in G.I,ther the Industrial revolution a group of evil robots,cyborgs and exoskeleton pilots in page 114, and thers Black dog in page 116,it only say black dog killed both lady lighting and jitterbug,he could still be alive on the lame.Maximum-man in page 200,Vincent bloodstone pagr 205.

well ther the only ones I am able to find.

Re: On the topic of Revised to 2nd ed conversions.....

Posted: Tue Feb 23, 2010 3:24 pm
by Reagren Wright
Maximum-Man is already done (not sure on what page he is, but he's already done). There are
two Black Dogs (one on page 116 and the other is one 202), so I just made them one and the
same. I mention his death along with other members of the surviving Ultranauts. The Industrial
Revolution to me was soundly defeated and arrested along with the Regulators (and sent to
Gramercy Island). Now Vincent Bloodstone and the Black Order, I must have just figured he
was the same Bloodstone in Century Station, but it does appear he's not. So maybe one more
and I'll be done, but those have been famous last words :lol: .

The following is from page 132 in GI.

TURNABOUT

Trish Candle loved the pool. Her father used his fortune as scientist at a state of art laboratory
to build a swimming pool for her to swim at home. When the Daedalus incident occurred, Trish
was already a two-time state championship swimmer. She was planning to go to college on a
swimming scholarship when her father lost his job. Like so many others, the family had to leave
Silver City and move to Center City. Nevertheless, after graduating from high school, Trish
became a world champion swimmer and eventually a four time Olympic Gold Medalist. Her
picture was on cereal boxes and she did T.V. commercial, becoming a minor celebrity. Back in
Century Station, the loss of income was hard on her father. He decided to put his brilliance into
a variety of fields to find a way to make it back to the top. He invented a cloak that allowed
one to warp the distance between two points in space. He saw it as a means of rapid
transportation. Unfortunately, a fellow scientist learned of his invention and decided to take it
for himself. He hired some thugs to steal it. They broke into the house and intentionally
murdered her mother, and put her father in the hospital. They got the cape but just the initial
prototype. The new and improved version was still in the house. Her father told her about the
cape. Trish used the cape to track down the thugs and eventually put them behind bars along
with the scientist. Trish felt so empowered by using the cape after graduating from Copernicus
University; she decided to become a full time super hero. Calling herself Turnabout, she joined
the many Legionnaires trying to make Century Station a better place. She hit a snag in her
career as a hero when she tried to stop Marjorie Bonaparte and her Linkin Gormanzo. Majorie hit
her with the vehicle sending Trish to the hospital to heal her broken hip. She spent weeks in
rehab. Trish is slowly getting back to her super hero career. Recently she has started to date
Nathan Weeks, a photographer for the Everyman newspaper. She has thought about giving up
her super hero career to start a normal life with Nathan, but the call to adventure is a difficult
one to abandon.

Real Name: Trish Candle
Occupation: Former Olympic Swimmer, now Professional Super Hero and part-time waitress.
Alignment: Principled
Power Category: Super Invention
Experience Level: 6th level
Hit Points: 44 S.D.C.: 42/52 with cape
P.P.E.: 9
Appearance: Trish has super model looks and the body of an Olympic swimmer.
She has shoulder length blond hair and hazel eyes. Her hooded cape is green along with her
costume and mask.
Attributes: I.Q. 9, M.E. 21, M.A. 14, P.S. 12, P.P. 19, P.E. 14, Spd. 26, P.B. 21
Age: 25, Sex: Male, Height: 5 foot and 6 inches (1.67 m), Weight: 117 lbs (52.65 kg).
Super Invention: Green Cape, A.R. 7, S.D.C. 200. 5th level. Expensive Repairs.
Major Super Ability: Distort Space
Minor Super Abilities: Motion Detection, Side Step, and Immune to Hide
Speed Attacks.
Attacks per Melee: 5 (2 Initial +3 from Hand to Hand)
Combat Training: Martial Arts
Combat Bonuses: +2 to initiative/+4 with cape, +4 to strike, +6 to parry/+7 with cape,
+6 to dodge/+7 with cape, +10 to auto dodge/+5 to auto dodge bullets and energy blasts, +5
to roll with punch/fall, +4 to pull punch, and +1 to disarm.
Saving Throws: +3 to save vs. psionics and +4 to save vs. insanity.
Combat Skills: Karate Punch 2D4, Power Punch 4D4 (2), Backhand 1D6, Elbow/Forearm
1D6, Karate Kick 2D4+2, Roundhouse 3D6+2, Snap Kick 1D6+2, Crescent Kick 2D4+4,
Tripping/Leg Hook (cannot be paired, must dodge or knockdown), Knee 1D6, Jump Kick 6D6,
Flying Jump Kick 4D6, All Holds, and Critical strike on an unmodified roll of 18-20.
Other Bonuses: 55% Charm/Impress
Educational Background: Four Years of College.
Common Skills: Read-Write/Speak English 90%/94% and Pilot: Automobile 78%,
Domestic Program: Mathematics: Basic 98%, Wardrobe & Grooming 94%,
Housekeeping 85%, and Sports: Volleyball 80%.
Physical Program: Hand to Hand: Marital Arts and Swimming 98%.
Investigation Program: Computer Operation 98%, Research 90%, Photography 85%, and
Writing 75%.
Secondary: Athlete, Aerobic Athletics, S.C.U.B.A. 80%, Prowl 55%, Running, Streetwise
44%, Law (General) 65%, Performance 62%, Public Speaking 80%, Business & Finance 65%,
Land Navigation 52%, Seduction 34%, Sewing 45%, and Cooking 40%.
Money: She has made over $300,000 in endorsement. Most of this money she has in
savings and has been living on.
Weapons: None, she relies on the abilities of her cape and martial arts skill.
Equipment & Vehicles: She drives around in a 2002 Dodge Stratus SE plus, 4 door, 6
cylinder, automatic, fully loaded, with keyless entry. Any equipment she uses will depend upon
the mission she is doing.

Re: On the topic of Revised to 2nd ed conversions.....

Posted: Wed Feb 24, 2010 11:53 am
by Reagren Wright
THE BLACK ORDER

This mystic order is comprised of evil sorcerers who only have a single-minded goal, and that is
to assume control of the United States via magic. The means to do this each sorcerer appears
to be a regular person working in politics. These sinister wizards are looking to gain political
office, specifically in state and federal governments-The ultimate goal, 50 state governors and
the U.S. Presidency. So far, the Black Order has five mayoral candidates however, one of these
mayor candidates is in direct conflict with an incumbent who belongs to the Society of the
Mystic Font (see G.M. Guide, page 88). This has a result in a conflict between the two evil
orders. Each attempts to eliminate the other one. Century Station has become a battleground
between these two organizations. The female super hero Triskelion got caught up in this war.
She learned that the city council member Vincent Bloodstone of Fairfax was an evil sorcerer,
however she was never able to prove it. In an evil twist of fate, when Triskelion was sent to
Gramercy Island, the Black Order sent a representative to put a magical ward on her forehead
to neutralize her magical powers. Should she ever get out, she plans on exposing Black Order
for what they really are.

The Black Order Organization Statistics

A. Outfits: None (0)
B. Equipment: Magical Supplies (10 points)
C. Weapons: None (0 Points)
D. Bionics & Robotics: None (0 Points)
E. Vehicles: None (0 Points)
F. Communications: Basic (0 Points)
G. Offices: Urban (5 Points)
H. Military Power: Security Guards (5 Points)
I. Super Powered Operatives: Super Strike Force (40 Points)
J. Sponsorship: Private Industry (6 Points)
K. Special Budget: Agent Sponsored (50 Points)
L. Administrative Control: Rigid Laws (0 Points)
M Internal Security: Paranoid (30 Points)
N External Infiltration: General Infiltration (25 Points)
O Research and Information: Excellent Connection (20 Points)
P Business Credentials: Unknown (3 points)
Q. Employees Salary: None (0 points)
Total Agency Points: 191 Points

Re: On the topic of Revised to 2nd ed conversions.....

Posted: Thu Feb 25, 2010 3:06 pm
by Reagren Wright
VINCENT BLOODSTONE

Vincent Bloodstone looks pristine on paper. He is charming and attractive in public, but he is
ruthless and cold behind closed doors. The truth about him has never been revealed and he
plans on keeping it that way. He often speaks of his master who taught him as a small boy, but
he has yet to reveal his past to anyone. His parents died when he was 10 years old, and he
was apparently raised by his chauffer. During the Daedalus affair, Vincent ran for a city
councilmen position for the district of Fairfax. He won in a massive landside with almost 90% of
the vote. Triskeltion learned he was the leader of the evil guild of wizard known as the Black
Order. For a while, they held a mutual agreement as they each blackmailed the other into a
truce. She wouldn’t reveal his secret he would harming a single member of her family. When
Triskelion was sent to Gramercy Island, Vincent secretly sent one of his wizards to the prison
to place a ward on her forehead that inhibits her abilities. So far Triskelion has kept her word
and he has kept his. Whether or not one of them will change their position remains to be seen,
as will be the consequence of those actions.

Real Name: Vincent Bloodstone
Occupation: City Council Member for Century Station of Fairfix, Leader of the Black Order.
Alignment: Aberrant
Power Category: Mystic Study (Wizard)
Experience Level: 9th level
Hit Points: 52 S.D.C.: 50
P.P.E.: 300
Appearance: He is a handsome man with wispy, almost transparent hair and blue eyes.
He usually wears a gray, silk-lined suit. He has wire-rimmed glasses.
Attributes: I.Q. 20, M.E. 16, M.A. 22, P.S. 12, P.P. 15, P.E. 13, Spd. 18, P.B. 17
Age: 37, Sex: Male, Height: 5 foot and 10 inches (1.77 m), Weight: 187 lbs (84.15 kg).
Attacks per Melee: 6 (2 Initial +4 from Hand to Hand)
Wizard Abilities: Astral Projection, Familiar Link (Crow), Sense Enchantment, Sense
Supernatural Evil, and Sense Magic.
Spell Magic: Spell Strength is 15. All first and second level spells, Agony, Aniate &
Control Dead, Armor of Ithan, Blind, Charm, Constrain Being, Create Magic Scroll, Domination,
Energy Bolt, Energy Field, Fireball, Fuel Flame, Heal Self, Horrific Illusion, Ignite Fire, Impervious
to Energy, invulnerability: Limited, Ley Line Transmission, Life Drain, Magic Net, Memory Bank,
Metamorphosis: Human, Negate Magic, Power Staff, Protection Circle: Simple, Second Sight,
Tailsman, Telekinesis, Wind Rush, Wisps of Confusion,
Combat Training: Expert
Combat Bonuses: +2 to initiative, +2 to strike, +3 to parry, +3 to dodge, +2 to roll with
punch/fall, +2 to pull punch, and +2 to disarm.
Saving Throws: +1 to save vs. psionics and insanity, +3 to save vs. magic, +1 to save
vs. possession, +2 to possession, and +3 to save vs. Horror Factor.
Combat Skills: Punch 1D4, Power Punch 2D4 (2), Elbow/Forearm 1D6, Karate Kick 2D4+2,
Roundhouse 3D6+2, Tripping/Leg Hook (cannot be paired, must dodge or knockdown), Knee
1D6, Body Flip/Throw 3D6 plus P.S. damage bonus (lose initiative and 1 attack/action), Paired
Weapons, All Holds, and Critical strike on an unmodified roll of 18-20.
Other Bonuses: 6% to all skills, 70% trust/intimidate, and 35% Charm/Impress
Educational Background: B.A. Degree
Common Skills: Read-Write/Speak English 90%/94%, Pilot: Automobile 78%,
Spell Translation 32%, Lore: Demon & Monster 81%, Lore: Geomancy 76%, and Lore: Religion
86%.
Domestic Program: Mathematics: Basic 98%, Wardrobe & Grooming 98%, Dance 98%,
and Sewing 98%.
Politician Program: Business & Finance 98%, Political Science 98%, Public Speaking 98%,
Law (general) 98%, and Barter 92%.
Science Program: Computer Operation 98%, Mathematics: Advance 98%, Chemistry
98%, Anthropology 91%, and Archeology 98%.
Technical Program: Research 98%, History 98%/98%, Gemology 96%, and Writing 96%.
Secondary: Hand to Hand: Expert, Performance 76%, Gambling (standing) 81%,
Seduction 53%, Astronomy & Navigation 81%, Language: French & Spanish 83%, Literacy:
French & Spanish 91%, 7th W.P. Staff (+3 to strike/+2 to parry), Pilot: Airplane 84%, 4th
Computer Programming 68%, Sign Language 51%, 2nd W.P. Handgun (+1 to aim), and W.P.
Sword (+1 to strike/parry).
Money: He has 3.5 million in the bank. He has about 22 million in stocks and bonds, and
about 30 million in real estate holdings. Annual income from all his holdings is about 5.9 million
(after taxes).
Weapons: None, unless he uses the Power Staff spell to turn his wooden staff (2D4+2
with a +2 to strike/parry) into a magical weapon.
Equipment & Vehicles: He gets around by his chauffer who drives him around in a variety
of vehicles, usually a Rolls Royce.

Re: On the topic of Revised to 2nd ed conversions.....

Posted: Thu Feb 25, 2010 3:08 pm
by Reagren Wright
Time for another break. Spot any more let me know.

Re: On the topic of Revised to 2nd ed conversions.....

Posted: Sun Apr 11, 2010 4:24 pm
by Reagren Wright
Okay this guy has been a favorite NPC I've been using for several years (since 1993) and I've
decided to put him on the board here. However, before I can post him first his major super
ability need to be explained. Use the ability or him if you want.

ACOUSTIC MEMORY PROJECTION

This unique ability allows the hero to function like a living tape recorder. The ability occurs
naturally and doesn’t require an action to perform. The individual is able to record and
project/reply events he has overheard and mentally recorded. The sound is the actual sound as
it was when the hero heard/recorded it (total recall in this regard). Anything he does not hear
cannot be recorded into his memory nor be projected. The hero can filter out any background
noise and specifically play back one particular sound or handful of sounds. For example, the
hero could be at a rock concert and play back just the conversation between two gentlemen in
the front row. Sounds are retained in the hero’s memory for 10 years +1 year per level of
experience. The hero can increase or decrease the volume of the sound/noise along the lines of
the decibel level (HU 2nd edition, page 288). Anything within the range of the hero’s hearing
ability can be recorded, which can be increased with increasing hearing abilities (like Heighten
Sense of Hearing for example). The sounds/noises cannot be modified or enhanced in any way,
accept for volume. Sounds cannot be recorded while the hero is engaging in combat nor when
he is asleep or unconscious. Note: Magical audio illusions cannot be recorded and replay,
however the character will recognize the illusion and will not be tricked by it. The audio
recording can be projected up to 100 feet (30.4 m) away. It takes the hero 1D4 melees to find
any specific sound he has recorded throughout his lifetime. Head injuries can cause lost of
memory making it impossible to recall audio recordings, as does a bout of insanity.

Sound Illusions: The hero can replay any sound/noise from his or her recordings. The
recorded audio memories are the exact sounds/noises as they where heard/recorded. These
sounds can be projected as if they were happening, even though they could simply be
memories of events that occurred years ago. The sound can be played as if they were
happening across the street or next to a person’s ear, be it a whisper or the sound of an
explosion (Horror Factor 9-12). The hero can use this ability to alter his voice and speech
patterns to resemble someone recorded. This doesn’t change the hero’s voice just make it
sound like the hero is speaking the recorded conversation. However, if the hero fails to mouth
the words correctly, he will look like a poorly dubbed foreign film character.

Range: 100 feet (30.4 m), Area Effect: Up to 100 feet (30.4 m). Volume can be
raised or lower from 1 to 140 decibels. At 140 decibels, the sound will cause 3D6 points of
damage. It will temporarily defend and daze its victims. They will suffer -4 to initiative, -3 to
strike, parry, and dodge and lose 1 attack per melee and suffer a loose of hearing for 3D4
melees. It will also shatter most glass.

Other abilities:

The character is immune to the effect of loud, damaging, or otherwise dangerous levels of
noise. This effectively makes the character impervious to sonic-based attacks (including
magical noise and sonic weapons), and only takes ½ damage from vibration-based attacks.

The character can remember and recognize all kinds of sounds. He can accurately identify
sounds at 50% +5% per level of experience; roll for exotic, strange, or uncommon sounds, not
everyday, common-place sounds. The sense of hearing is about twice as good as a normal human.

Re: On the topic of Revised to 2nd ed conversions.....

Posted: Sun Apr 11, 2010 4:29 pm
by Reagren Wright
ROCK STAR

All his life Rick Cassidy loved music. He seemed to possess a natural talent for memorizing any
song or carry any tune he ever heard. He has a perfect audio memory. His talent made him a
young teen star. He decided after high school to avoid the fame and fortune and went off to
college to become a journalist. Unfortunately, his wild and crazy nature made him unpopular
with his professors. His friend called him the Rock Star. He eventually got his degree in
journalism and became a beat reporter for Focus Magazine. His first big break came when he
learned about of illegal football gambling done at his own college. But his investigation brought
unwanted attention on himself. On his way back to his apartment, he was attacked and beaten
up and warned off. However, despite the fact they wore masks, he realized he recorded the
entire event in his head. He could play back the recording back at any time he wished. Using
this amazing ability, he tracked down those responsible. Next, he went to an airport and
recorded the sounds of jet engines taking off. He faced his opponents and crippled them with
the noise. He also discovered he could achieve flight by manipulating music or any surrounding
noise (actually this a lie, but he doesn’t believe it otherwise). Using his amazing ability to
manipulate sound and record it, he decided to become a fighter of crime, calling himself Rock
Star. A year later, he was sing karaoke when he was recognized by songwriter Ted Barker. Ted
wanted him rekindle his singing career. A year later after a major hit record, Rick Cassidy is an
international celebrity. He is dating a young pop singer, 20-year old Cindy Flare. She is unaware
that her boyfriend is famed super hero known throughout the country.

Real Name: Rick Cassidy
Occupation: Celebrity Recording Artist and Super Hero
Alignment: Scrupulous
Power Category: Mutant
Experience Level: 6th level
Hit Points: 45 S.D.C.: 81
P.P.E.: 24
Appearance: Rick has the good looks of music celebrity, with an athletic build. His waist
is slender and his arms long. His hair is a shinny blond. He has hazel eyes. His costume is black
leather (like a bikers’) with knee-high boots, jacket, small chains, and a shredded cape. He also
wears a black mask.
Attributes: I.Q. 12, M.E. 9, M.A. 17, P.S. 15, P.P. 19, P.E. 18, Spd. 31/280 mph (450.8
km) in flight, P.B. 18
Age: 28, Sex: Male, Height: 5 foot and 10 inch (1.77 m), Weight: 190 lbs (85.5 kg)
Vulnerability: Rick suffers from isolophobia (fear of solitude, being alone). He needs to
have the sound of people’s voices surrounding him all the time. When alone, he listens to music
(not instrumental). He also associates his ability to fly with music or any form of noise. Without
sound to manipulate, he doesn’t believe he can fly. If he doesn’t have music, his power to
replicate sounds can be used to allow him to fly, but this will cost him one attack per melee.
Major Super Ability: Acoustic Memory Projection (Special)
Minor Super Ability: Heighten Sense of Hearing, Flight: Energy, and Warp Sound.
Attacks per Melee: 5/6 (2 Initial +3 from Hand to Hand) +1 in flight
Combat Training: Martial Arts
Combat Bonuses: +9 to initiative, +4 to strike/+5 in flight, +7 to parry/+8 in flight, +8 to
dodge/+10 when flying or hovering under 80 mph (128 km)/+12 when flying at speeds of 80
mph (120 km) or faster, +4 to damage for every 20 mph (32 km) of flight speed, +8 to roll with
punch/fall, +3 to pull punch, and +1 to disarm.
Saving Throws: Impervious to sound-based attacks, including magical noise and sonic
weapons, he only takes ½ damage from vibration-based attacks. He cannot be deafened or
have his hearing damage in any manner. +6% to save vs. coma/death and +2 to save vs.
magic & poison.
Combat Skills: Karate Punch 2D4, Power Punch 4D4 (2), Backhand 1D6, Elbow/Forearm
1D6, Karate Kick 2D4+2, Snap Kick 1D6+2, Roundhouse Kick 3D6+2, Crescent Kick 2D4+4,
Tripping/Leghook (cannot be paired, must dodge or knockdown), Knee 1D6, Jump Kick 6D6+2,
Flying Jump Kick 4D6+2, All Holds, and Critical strike on an unmodified roll of 18-20.
Other Bonuses: 45% trust/intimidate and 40% charm/impress.
Educational Background: Four years of College
Common Skills: Read-Write/Speak English 92%/94%, Pilot: Automobile 90%,
and Remember and Recognize all kinds of sounds, accurate identify specific sounds 80%.
Domestic Program: Mathematics: Basic 98%, Sing 85%, Dance 80%, and Play Piano
85%.
Investigation Program: Computer Operation 98%, Research 90%, Photography
85%, and Writing 75%.
Physical Program: Acrobatics (Sense of Balance 98% Walk Rope 98%, Climb
Rope 98%, Backflip 98%) Gymnastics (Bars & Rings 98%), Athlete, and Aerobic Athletics.
Secondary: Hand to Hand: Martial Arts, Pilot: Motorcycle 84%, Running, Basic
Radio 80%, T.V./Video 65%, Performance 62%, Public Speaking 80%, Wardrobe & Grooming
74%, Law (General) 55%, Business & Finance 55%, First Aid 50%, and Cook 40%.
Money: He is worth about 30 million dollars. Most of his money he has wisely invested.
He has a platinum album and half a dozen number one hits that will provide him enough
royalties to live well off for the rest of his life.
Weapons: He relies on his powers. A confrontation with the super villain Sound Wave
has given him the ability to release a sound blast from his Sonic Disruptor Pistol. This blast can
only be released one per melee round. Damage: 6D6 and victim are -8 on initiative, -6 to strike,
parry, and dodge, lose 2 melee attacks for the duration of hearing loss and cannot hear for 2D4
minutes. All skills are performed with a -25% penalty. All glass objects or windows will shatter
regardless of their over all S.D.C.
Armor: Hard Leather, A.R. 12 and 32 S.D.C.
Equipment & Vehicles: He carries a digital musical device (150 songs) so he always has a
constant supply of music and noise with him.

Re: On the topic of Revised to 2nd ed conversions.....

Posted: Thu Jul 22, 2010 2:52 pm
by gaby
Have you done hammerjack page 83 in century station?

Do you think they will make another H.U book?

What would you like it to be on?

Me I like to see Heroes worldwide or on other city?

Re: On the topic of Revised to 2nd ed conversions.....

Posted: Fri Jul 23, 2010 8:05 am
by Reagren Wright
:D Wow Gaby you win the prize for do-diligence I would have never caught that one on
page 83 of Century Station. Now what's funny is Hammerjack is already a bio-freak bad guy
of the Power Brigade from Skraypers (page 100). However, I'm sure he not the same villain.
So rest assured I'm dusting off my brain and getting to work on this guy. As for making more
HU books, I'm sure they will after all thats what Armageddon Unlimited is. And as Kevin says,
sometimes if you want something bad enough, you have to create it yourself. Right now I'm
working on solving that issue right now.

Re: On the topic of Revised to 2nd ed conversions.....

Posted: Fri Jul 23, 2010 5:18 pm
by dragon_blaze_99
its ther a Jackhammer in VU the leader of the JP gang or something like that?

Re: On the topic of Revised to 2nd ed conversions.....

Posted: Sat Jul 24, 2010 8:29 pm
by Reagren Wright
Yes there is, Cardiac did an upgrade on him already. By the way post is over 22,000 cool :D

Re: On the topic of Revised to 2nd ed conversions.....

Posted: Wed Jul 28, 2010 10:02 am
by Reagren Wright
I'm back, well at least with this one guy. He from Century Station page 83.

HAMMERJACK

Jack Doll was breaking concrete with a jackhammer while working with a road crew. Beside
him was an abandoned factory. Inside various chemical barrels had leaked their contents
into the soil. The odorless fumes caused him to gain the ability to generate vibrations and
kinetic force blast. The following day he attacked his boss who he didn’t care for. The next
day he used his abilities to disable an armored car. He took the money and started enjoy a
comfortable lifestyle. Unfortunately, this was his first and only successful bank job. Each
time he tried to perform any kind criminal activity; he was being foiled by superheroes
and/or CSPD. Each time he was fortunate enough to escape capture. His luck turned for the
worst when after being foiled by yet another superhero. He went searching for his truck and
CSPD had impounded it. He ran into Century Park and spotted a CSPD mounted officer
helping an injured jogger. Infuriated over being foiled again, Jack attacked the police officer.
As he stood over the office gloating, he paid little attention to the horse. When he turned
around to leave, the horse attacked him knocking him out. The officer took him into
custody. To make it worse, CSPD gave his super villain name to the horse. He was heckled
relentlessly by other inmates in Gramercy Island. A few weeks ago, because of
overcrowding, S.C.R.E.T. came and took Jack to one of their holding facilities. When the
transport vehicles crossed over a bridge, it was destroyed causing the Dragoons to fall into
a river. G.I.G.M.A. and S.C.R.E.T. investigated the scene. They found the bodies of the
agents but not Jack Doll. Where Jack is right now remains to be seen.

Real Name: Jack Doll
Occupation: Petty Thief and Super Villain
Alignment: Miscreant
Power Category: Minor Villain
Experience Level: 4th
Hit Points: 30 S.D.C.: 40
P.P.E.: 26
Appearance: Jack looks like an ordinary young male with brown hair and blue eyes.
He is physically out of shape but he is not overweight.
Attributes: I.Q. 13, M.E. 14, M.A. 13, P.S. 14, P.P. 12, P.E. 14, Spd. 14, P.B. 10
Age: 23, Sex: Male, Height: 6 foot (1.8 m), Weight: 170 lbs (76.5 kg).
Minor Super Abilities: Energy Expulsions: Force Blasts and Seismic Power
Attacks per Melee: 2 and 3 non-combat actions.
Combat Training: Non-combatant
Combat Bonuses: +1 to dodge and +1 to roll with punch/fall.
Combat Skills: Punch 1D4.
Educational Background: High School
Common Skills: Read-Write/Speak English 88%/92%, Mathematics: Basic
84%, and Pilot: Automobile 72%. \
Criminal Program: Streetwise 41%, Pick Locks 55%, Roadwise 47%, Tailing 55%, and
Prowl 50%.
Factory/Construction Worker Program: Basic Mechanics 65%, Carpentry 50%,
Construction (See Rifter #25) 65%, General Repair/Maintenance 70%, Physical Labor, and
Pilot: Tracked Vehicle 79%.
Secondary: Computer Operation 72%, Basic Electronics 50%, Pilot: Truck 72%, Jury
Rig 45%, Land Navigation 52%, Radio: Basic 70%, Automotive Mechanics 72%, Navigation
60%, and Cook 55%. Note: Jack has given up two secondary skills in order to gain
proficiencies in his super abilities.
Money: Jack has about $40,000 stashed away in a hidden location.
Weapons: He relies on his super abilities.
Force Blast: 40 foot (12.1 m). 12 foot (3.6 wide). Damage: 2D6 plus there
is a 01-70% of knocking a victim off his feet (lose initiative and two attacks). 2 attacks.
Equipment & Vehicles: He was getting around in a 2003 GMC 2500 Heavy Duty but it
was impounded by CSPD for parking in a illegal spot.

Re: On the topic of Revised to 2nd ed conversions.....

Posted: Wed Sep 15, 2010 10:51 pm
by Reagren Wright
:( :-( Well I was planning on posting some new NPCs this week but my computer experienced
a stroke and is currently on life support. So when my two friends finish their Doctor Frankenstein
experiment with it, I should be back with some new heroes and villains.

Re: On the topic of Revised to 2nd ed conversions.....

Posted: Thu Sep 16, 2010 8:39 am
by gaby
Great to known.
Your characters are always Excellent.

Re: On the topic of Revised to 2nd ed conversions.....

Posted: Tue Sep 21, 2010 11:40 am
by Reagren Wright
COLD BOY AND KID FLAME

Jason and Todd are cousins on Jason’s mother’s side. Jason’s father
Fredrick Taylor the II was a wealthy millionaire who never had time
for his kid. Jason developed a very angry and learned to hate his
father. He had everything a kid would want but not friends, or for
that matter a family, accept for his cousin Todd. While his mother
and aunt did their own things at the mansion. Todd and Jason
enjoyed Jason’s good life. Todd’s father a very successful heart
surgeon did all that he could for his son, but Todd still turned out to
be a violent, evil child. Jason and Todd enjoyed causing chaos for
people, particularly those they considered to be below them (the
poor and middle class). Jason played the role of the brain while Todd
did all the brute force.

One night while Todd stayed over, a falling star crashed into the
woods behind Jason’s house. The two boys snuck out to investigate.
They soon realized it wasn’t a falling star but a spacecraft. Walking
closer to it, Todd yelled at the alien to come out. Jason immediately
told him to keep quiet. The A.I. acknowledged the voice of the two
boys and opened the hatch letting them inside. Inside the two boys
stood in awe. Using his limited knowledge of computers, Jason tried
to get the ship working. By sheer luck, he activated the repair
sequence. A micro-translator talked Jason threw the rest of the
repairs. With the A.I. back online, it completed the rest of the
repairs. The A.I. informed the two boys that they were official the
ship’s owners/operators of the ship. Its programming already
encoded their voice patterns. It showed them the two alien power
armors (the aliens who built just happen to be their size) and
weapons. The moment they put on the armors, the knowledge within
the suits was downloaded directly into their brains giving them the
comprehension to perform as if they were actually alien robot pilots.
This knowledge was only retained while they wore the unique power
armor. With this new power, the two boys decided to see how much
fun and havoc they could cause. The first thing they do is order the
spacecraft to destroy the mansion, killing both of their mothers and
Todd’s father. Jason’s father is still in search of his son and nephew
to this day. Calling themselves Cold Boy and Kid Flame, the juvenile
duo has caused nothing but destruction wherever they have gone.
G.I.G.M.A., S.C.R.E.T. (US and Canada), and Project Tyche are
unaware that the two alien terrorists are 13-year old kids. This will
make no difference with these government agencies, but it might
change the way “heroes” behave toward them, but make no mistake
about it. These two boys are brutal killers, however Kid Flame is
remorseless, while Cold Boy is more than likely to be merciful.

COLD BOY

Real Name: Jason Micheal Taylor
Occupation: Juvenile Criminal
Alignment: Aberrant
Power Category: Super Invention (Alien)
Experience Level: 3rd
Hit Points: 24 S.D.C.: 15
P.P.E.: 7
Appearance: He is a young teen male with blond hair and All-
American good looks. He dresses in all the latest cool teen fashions.
He has blues eyes.
Attributes: I.Q. 21, M.E. 13, M.A. 12, P.S. 7, P.P. 9, P.E. 8,
Spd. 9, P.B. 12
Age: 13, Sex: Male, Height: 4 foot and 9 inches
(1.49 m), Weight: 76 lbs (34.2 kg)
Combat Training: Non-combatant
Attacks per Melee: 2 attacks and 3 non-combat melee
actions.
Combat Bonuses: +1 to dodge.
Combat Skills: Punch 1D4
Other Bonuses: +7% to all skills.
Educational Background: Middle School
Common Skills: Read-Write/Speak English 96%/98%
and Mathematics: Basic 88%.
Secondary Skills: Swimming 72%, Computer
Operation 76%, Fishing 62%, Pick Locks 52%, and Play Chess 62%.
Money: He and his cousin have stolen over $720.000 US
dollars. They have no idea what to do with all their money.
Weapons: Besides the Alien Battle Suit, he utilizes the
following weapons:
Dense Ice Rifle, Range: 660 feet (201 m), Damage: 6D6. Each
DIP round does additional 1 point of damage per minute its embedded
in organic material, Rate of Fire: Single shot or Semi-Automatic
(Short Burst only), Payload: 24 shot clip. Each DIP round has a PV of
7. He carries four extra clips.
Freezing Rifle with Back Pack, Range: 720 feet (219 m),
Damage: 1D4x10+2 must make save vs. non-lethal poison (16 with
P.E. attribute score bonus only) or reduce combat bonuses and Spd
by 30% from severe numbness (last for 2D4 melee rounds). Those
who lose all S.D.C. regardless of how many hit points they have or
have all their limbs (including head and chest), lapse into a frozen
state, equal to complete paralysis. The only way to revive this
people is a cryo-stasis facility or with even heat within 3D4 minutes
with little or no side effects. Those who lose S.D.C. and hit points
are +25% to save vs. coma and get 3D4 hit points back when
revived, Rate of Fire: Single shot, Payload: 20 shots.
8 DIP Fragmenting Grenades, Range: 90 feet (27 m), Damage:
1D4x10+8, Blast Radius: 24 feet (7.3 m).
2 Ice Bombs, Range: 45 feet if thrown (13. 7 m), Damage:
1D6 for 1D4 melees (-2 to initiative, strike, parry, dodge, roll with
punch, and –30% to Spd), Blast Radius: Cover 30 feet (9.1 m) with
a 1/3 of an inch thick with ice
Equipment & Vehicles: The Robot Combat Shuttle.

ALIEN POWER ARMOR
Type: Exoskeleton/Power Armor
Body Frame: Basic Human (Reinforced)
Dimensions: 5 feet (1.52 m) tall. 200 lbs (90 kg)
Power Supply: Unknown, similar to micro-fusion.
Legs: Basic Humanoid. Spd 26.
Arms & Hands: Basic Humanoid. P.S. 20 (Extraordinary), P.P. 18.
Audio System: Basic Listening System
Optics: Basic Robot Optics System and Thermo-Imager.
Sensors: Mental Transference Helmet. All skills are equal to a
5th level Robot Pilot (includes his I.Q. bonus)
Cyberjack Skills: Basic Electronic 77%, Computer
Operation 97%, Computer Programming 87%, Computer Repairs 77%,
Navigation 87%, Sensory Equipment 77%, Weapon Systems 87%,
Pilot: Personal Anti-gravity Transportation 87%, Pilot: Jet Pack 84%,
Pilot: Military Spacecraft: Small 98%, Pilot: Military Hyperthrusters
97%, Pilot: Robot & Power Armor 87%, Hand to Hand: Expert,
Running, Climbing 87%/77%, Depressurization Training, Demolitions
97%, Military Etiquette 82%, Radio: Basic 97%, W.P. Energy Rifle (+2
to aim/+1 to burst), W.P. Energy Pistol (+3 to aim/+1 to burst), and
W.P. Grenade (+2 to strike).
Other Systems: Environmental System, Force Field Generators
120 SD.C (regenerate 12 per hour), Radiation Shielding, and Single
Voice Synthesizer.
Super Abilities: Equal to 6th level in power. Repairable only by
high-tech labs (over a million dollars).
Impervious to Cold & Freezing, Impervious to Fire & Heat,
Mechanical Awareness, and Enhanced Leaping.
Armor Rating (A.R.): 13
S.D.C.: 470
Cumulative Exoskeleton Bonuses (includes bonus from his
regular attributes): 6 attacks per melee, +3 to initiative, +5 to
strike, +5 to parry, +6 to dodge/+6 auto dodge from mechanical
devices, +5 damage, +3 to roll with punch/fall, and +3 to pull punch.
Combat Skills: Punch 1D4, Power Punch 2D4 (2),
Elbow/Forearm 1D6, Knee 1D6, Karate Kick 2D6+2, Roundhouse Kick
4D6, Tripping/Leghook (cannot be paired, must dodge or
knockdown), and all Holds.

KID FLAME

Real Name: Tod Jeffery Banks
Occupation: Juvenile Criminal
Alignment: Miscreant
Power Category: Super Invention (Alien)
Experience Level: 3rd
Hit Points: 30 S.D.C.: 26
P.P.E.: 7
Appearance: He is a young teen male with long brown hair. He
dresses in grunge looking clothes. He has black eyes.
Attributes: I.Q. 8, M.E. 7, M.A. 5, P.S. 11, P.P. 15, P.E. 10,
Spd. 13, P.B. 10
Age: 13, Sex: Male, Height: 4 foot and 9 inches
(1.49 m), Weight: 80 lbs (36 kg)
Combat Training: Martial Arts
Attacks per Melee: 4 (2 initial + 2 from Hand to Hand)
Combat Bonuses: +2 to initiative, +2 to strike, +3 to parry,
+3 to dodge, +4 to roll with punch/fall, +3 to pull punch, and disarm
Combat Skills: Karate Punch 2D4, Backhand 1D6,
Elbow/Forearm 1D6, Knee 1D6, Power Blow 4D4 (2), Karate Kick 2D4,
Snap Kick 1D6, Crescent Kick 2D4+2, Roundhouse Kick 3D6,
Tripping/Leghook (cannot be paired, must dodge or knockdown), and
all Holds.
Educational Background: Middle School
Common Skills: Read-Write/Speak English 89%/91%
and Mathematics: Basic 81%.
Secondary Skills: Hand to Hand: Martial Arts,
Running, Prowl 40%, Pick Pocket 40%, Pick Locks 45%, Climbing
55%/45%, Streetwise 32%, and Play Basketball 45%.
Money: He and his cousin have stolen over $720.000 US
dollars. They have no idea what to do with all their money.
Weapons: Besides the Alien Battle Suit, he utilizes the following weapons:
Incendiary Rifle (exploding gel pellets), Range: 480 feet
(146.3 m), Damage: 1D4x10+2. Rate of Fire: Single shot, Payload:
22 shot clip. He carries two extra clips.
Plasma Ejector, Range: 1440 feet (438.9 m), Damage:
1D6x10+6, Rate of Fire: Single shot, Payload: 12 shots. He carries
two extra canisters.
8 Incendiary Hand Grenades, Range: 90 feet (27 m), Damage:
Those within 12 feet (3.6 m) take 2D6x10, Those 12-24 feet (3.6 m-
7.3 m) take 2D4x10+20, 24-36 feet (7.3 m-10.9 m), Those 36-120
feet (10.9 m-36.5 m), Blast Radius: 120 feet (36.5 m). The flame
burns for 10 melees.
2 Plasma Bombs, Range: 45 feet if thrown (13. 7 m), Damage:
1D6x100. Blast Radius: 30 feet (9.1 m).
Equipment & Vehicles: The Robot Combat Shuttle.

ALIEN POWER ARMOR
Type: Exoskeleton/Power Armor
Body Frame: Basic Human (Reinforced)
Dimensions: 5 feet (1.52 m) tall. 200 lbs (90 kg)
Power Supply: Unknown, similar to micro-fusion.
Legs: Basic Humanoid. Spd 26.
Arms & Hands: Basic Humanoid. P.S. 20 (Extraordinary), P.P. 18.
Audio System: Basic Listening System
Optics: Basic Robot Optics System and Thermo-Imager.
Sensors: Mental Transference Helmet. All skills are equal to a
5th level Robot Pilot)
Cyberjack Skills: Basic Electronic 70%, Computer
Operation 90%, Computer Programming 80%, Computer Repairs 70%,
Navigation 80%, Sensory Equipment 70%, Weapon Systems 80%,
Pilot: Personal Anti-gravity Transportation 80%, Pilot: Jet Pack 77%,
Pilot: Military Spacecraft: Small 91%, Pilot: Military Hyperthrusters
90%, Pilot: Robot & Power Armor 80%, Hand to Hand: Expert,
Running, Climbing 80%/70%, Depressurization Training, Demolitions
91%, Military Etiquette 75%, Radio: Basic 91%, W.P. Energy Rifle (+2
to aim/+1 to burst), W.P. Energy Pistol (+3 to aim/+1 to burst), and
W.P. Grenade (+2 to strike).
Other Systems: Environmental System, Force Field Generators
120 SD.C (regenerate 12 per hour), Radiation Shielding, and Single
Voice Synthesizer.
Super Abilities: Equal to 6th level in power. Repairable only by
high-tech labs (over a million dollars).
Impervious to Cold & Freezing, Impervious to Fire & Heat, Mechanical Awareness, and Enhanced Leaping.
Armor Rating (A.R.): 13
S.D.C.: 470
Cumulative Exoskeleton Bonuses (includes bonus from his
regular attributes): 6 attacks per melee, +3 to initiative, +4 to
strike, +5 to parry, +5 to dodge/+6 auto dodge from mechanical
devices, +5 damage, +5 to roll with punch/fall, +4 to pull punch, and
disarm. Combat Skills: Karate Punch 2D4, Power Punch 4D4 (2),
Elbow/Forearm 1D6, Knee 1D6, Karate Kick 2D6+2, Snap Kick 2D6,
Roundhouse Kick 4D6, Crescent Kick 4D4, Tripping/Leghook (cannot
be paired, must dodge or knockdown), and all Holds.

ROBOT COMBAT SHUTTLE

Type: Combat Shuttle
Dimensions: 150 feet (45.72 m); 150 tons.
Crew: Two, but the A.I. can pilot itself.
A.R.: 14, S.D.C.: 1800
Total S.D.C.: 2700 includes the armor.
Maximum Speed: FTL 20 or Mach 15 (roughly 9,900
mph/15,932 km), which is roughly 165 miles (50 km) per second in
the atmosphere.
Range: Anti-Gravity Drive, effectively unlimited.
Total Bonuses: +2 to dodge and +5% bonus to do stunts in
the atmosphere.
Weapons:
Ion Beams (2) Range: 10.5 miles (16.8 km), Damage:
2D4x10x2 (fire linked) 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.
10 Short range HE medium Air-to-Air Missiles (AAM):
Range: 6 miles (9.6 km), Damage: 2D6x10, Blast Radius: 15 feet (4.6
m), Rate of Fire: One, Two, Four, Bonuses: +3 from being guide
missiles and +1 from combat computer (total +4 to strike).
10 Short range HE medium Air-to-Surface Missiles
(ASM): Range: 6 miles (9.6 km), Damage: 2D6x10, Blast Radius: 20
feet (6.1 m), Rate of Fire: One or Two, Bonuses: +3 from being
guide missiles and +1 from combat computer (total +4 to strike).
Special Systems: (See Alien Unlimited Galaxy Guide for
more details).
Superior Stealth Coating (-35% to locate with sensory
equipment)
Advance Sensor Package
Super Navigation Computer
Targeting Radar and Combat Computer (+3 to strike, +6 to
dodge)
Crew Automation
Standard Crew Quarters (2)
Power Armor (special)
Grappling System
Maneuvering Enhancement Package (2) +4 initiative, +20% to pilot
skill rolls.
Satellite Uplink Computer
Atmosphere Recycling Systems
2 Stasis and Sleep Systems
Trans-Atmospheric Capabilities, atmosphere tanks (2)
Auto Hull Breaching System
Pressurized Cabin
Escape Pods (4)
Gateway Activation Equipment (damaged beyond repair)
Missile Warning System and Anti-Missile Chaff: Enough to
decoy 10 missiles. The system provides a +5 bonus to Initiative
whenever any missiles or rockets are propelled at the vehicle.
Missiles lose any guidance bonus, straight unmodified dice rolls only.

A.I.
Type: Advance Alien Artificial Intelligence.
Attributes: I.Q. 15. M.E. 12. M.A. 18.
Alignment: Aberrant
Programming Skills:
Basic Programming: Mathematics: Basic and Advance 98%,
Literacy: All Earth Languages 98%, Speak all Earth Languages 98%,
Speak All Galactic Trade Languages 94%, and Biology 56%.
Pilot Program: Spacecraft Mechanics 94%, Personal Propulsion
Mechanics 88%, Basic Mechanics 98%, Pilot: Military Medium
Spacecraft 98%, Pilot: Military Hyperthrusters 98%, Pilot: Anti-
gravity Transportation 92%, Pilot: Robot Vehicles 92%, Pilot:
Military Small Spacecraft 92%, Robot Combat, Navigation Space
92%, and Navigation FTL 92%.
Secondary Skills: Laser Communications 45%, Lore: Alien
(Human) 36%, Radio: Basic 45%, Radio: Satellite 31%, Surveillance
30%, Robot Mechanics 30%, Robot Electronics 30%, Anthropology
(Humans) 20%, and Astronomy 25%.
Attacks per Melee: Eight.
Combat Skills: +4 initiative, +3 to strike, and +6 to dodge.
Equipment: 1D4 additional rifles, one re-charger for the freeze
rifle backpack, 1D4x10 additional clips for each weapon, 10D6
additional grenades of each type, 4D6 additional bombs of each
type, and 2D6 random alien space items. This is all the equipment
currently in the ship. The boys have already used 35% of the
equipment and ammo found within the ship.

Re: On the topic of Revised to 2nd ed conversions.....

Posted: Tue Sep 21, 2010 2:21 pm
by gaby
Great!

Keep them coming.

Re: On the topic of Revised to 2nd ed conversions.....

Posted: Tue Sep 21, 2010 2:39 pm
by PapaMambo
Just a quick question... Are these characters all conversions from previously published works? Or are they new creations?? I know that it started as a conversion of old HU and Revised material brought up to date with HU2 reworking added to them.. The reason I'm asking is that I have a few that I wouldn't mind adding to the list, but don't want to add them to this thread if there is somewhere more appropriate to be adding new character creations..

Re: On the topic of Revised to 2nd ed conversions.....

Posted: Tue Sep 21, 2010 2:58 pm
by Reagren Wright
It sort of a mixture. Cardiac and I spent a great deal of time converting most of the 1st edition
characters from various Heroes and TMNT books into 2nd edition stats. When I ran out of NPCS
to do, I started post original NPCS that I had made up who were originally 1st edition characters.
Then I started making people who were simply names written down in various books. Every so
often someone finds me a name I missed. So yes everyone you see is original or a 2nd edition
conversion. Cardiac hasn't posted anything in a long time, neither has Mephisto (hint, hint). I
supposed if I wanted to I could update the VU guys Cardiac did since he did them before PU 2
and PU 3 came out, but I really don't have the heart to do that. He did a nice job on those guys.
But Papa if you want to go right ahead, the more the merrier I always say. There is no right or
wrong here. Just make sure their updated Palladium book NPCS or NPCS you don't mind sharing
here on the board who you have no desire to do anything else with. In some regard I'm limited by
who I can and are willing to share. Some NPCS I have are eh-em in other things :wink:. Feel
free to add to the post or make a new one. You can use the new Heroes of the Megaverse Book
or Check out the New Powers post or NMI's Black Vault as well. Its all good :ok: .

Re: On the topic of Revised to 2nd ed conversions.....

Posted: Fri Sep 24, 2010 9:01 am
by gaby
I always love seeing What people come up with using PU1,2,3.

Hope to see more heroes and villains.

Re: On the topic of Revised to 2nd ed conversions.....

Posted: Thu Sep 30, 2010 10:47 am
by Reagren Wright
Okay I'm back in business now, but I'm starting my fall-winter job so it will rob me of my extra
time. Nonetheless I'll make time to get some NPCS up here on the board. The new Frankenstein
computer is going to take awhile to get use too. Big shout out to Andy, Brent, and John (Dice
Collector) for saving my sanity and pocketbook :ok:).

Re: On the topic of Revised to 2nd ed conversions.....

Posted: Fri Oct 01, 2010 8:53 am
by gaby
Can,t wait to see it.

Will you try more villain teams?

Re: On the topic of Revised to 2nd ed conversions.....

Posted: Fri Oct 01, 2010 2:48 pm
by Reagren Wright
You got it. In fact I had one group of bad guys in particular I was planning on doing. A group of
villains from the days I played 1st edition. They will be up when I can get to them.

Re: On the topic of Revised to 2nd ed conversions.....

Posted: Mon Oct 04, 2010 12:27 pm
by gaby
Good to Known,Hope to see them soon.

Re: On the topic of Revised to 2nd ed conversions.....

Posted: Mon Oct 18, 2010 6:59 pm
by Reagren Wright
:D I'm back folks. These guys are some villains I made way back in the early 90s (HU revised
edition days with VU 1st edition and Alien Unlimited). When 2nd edition came out, I updated these
guys. I did it again when PU 1, PU 2, and PU3 came out. So these guys have been around for a
long time. I've tried but I cannot find a way to give them "cannon treatment" so I'm giving them to
the board for fans to use. If you used them as NPC villains I hope you enjoy using them as much
as I have over the use.

THE BUGS

The Bugs are a group of super villains with powers that makes them similar to insects or they
actually are insect men. The Bugs have little or no care for money, power, or fame. They only
thing the care about is eradicating the human race off the face of planet Earth. This goal will be
accomplished in any way that allows the uses of insects or using the very same pesticides or
chemical humans use to kill insects against them. The Bugs cannot be reason with nor are they
interested in forming an alliance with anyone but their own kind. Other mutant animals are
regarded as an equal threat, but one they will contend with once humanity is gone.

Surprisingly some members of the Bugs are former humans, but the nature of being turned into a
insect person has altered their behavior, giving them an no tolerance for anything other than
their own insect kind. This hatred is so powerful the Bugs will go to almost any length to kill
anyone who dares to challenge them. The only “true human” among the Bugs is Black Beetle,
but even he must remain in hiding in his battle suit or risk being attacked by his fellow Bugs.

The Bugs secondary goal is to ensure the survival of their leader Hive. He is gestalt who
exists by making a physical body composed of a specific breed of genetically engineered locusts.
These locusts are cared for just as true social insects (bees, ants, termites, etc) by the other
Bugs. Thee locusts live in secret warehouses found through the United States. If only colony is
destroyed, the Bugs will move to a new location.

Because the Bugs are not interested in the common targets super villains usually go after,
G.I.G.M.A. and US S.C.R.E.T. are having a difficult time trying to determine what they will go
after. Their leader is not careless and looks for targets of opportunity, namely any gathering of
a large population of humans to attack (sporting events, political rallies, parades, amusement
parks, etc). Despite their best effort, so far the Bugs have eluded capture, yet in their wake
have lefts hundreds of people dead. Recently the President of the United States has issued a
decree to G.I.G.M.A. and S.C.R.E.T. that the Bugs next to the Unnatural Disasters posse a
severe threat to U.S. National Security and they must be dealt with immediately. The Bugs look
forward to this challenge and plan on humbling and killing any law enforcement agencies and
super heroes that tries to take them on. Hive is also planning a major offense involving the
uses of some kind of robotic vehicle, thus the reason Black Beetle is still around, only he and
Lightning Bug now the full depth of this plan.

THE BUGS Organization Statistics

A. Outfits: None (0)
B. Equipment: Cheap Gear (2 Points)
C. Weapons: Ammunition (2 Points)
D. Bionics & Robotics: None (0)
E. Vehicles: None (0)
F. Communications: Basic Service (2 Points)
G. Offices: Urban (5 points)
H. Military Power: None (0 Points)
I. Super Powered Operatives: None (0 Points)
J. Sponsorship: Agent Sponsored (50 Points)
K. Special Budget: None (0 points)
L. Administrative Control: Rigid Laws (Must obey Gregaria/Lightning Bug/0 points)
M Internal Security: Iron Clad (Chemical Detection/25 Points)
N External Infiltration: None (0 Points)
O Research and Information: Cheap Resources (2 Points)
P Agency Credentials: Hunted (0 points)
Q. Employees Salary: None (0 points)
Total Agency Points: 88 Points

Re: On the topic of Revised to 2nd ed conversions.....

Posted: Mon Oct 18, 2010 7:06 pm
by Reagren Wright
HIVE

Seldon Buel was a scientist helping to devise early warning and preventive control is the
strategy adopted by locust-affected countries in Africa and Asia to try to stop locust plagues
from developing and spreading. He worked at the Food and Agriculture Organization of the
United Nations (FAO) Desert Locust Information Service (DLIS) in Rome, Italy monitoring the
weather, ecological conditions and the locust situation on a daily basis. Nonetheless, locusts are
a difficult pest to control, and control measures are further compounded by the large and often
remote areas where the insects can be found. Undeveloped basic infrastructure in some
affected countries, limited resources for locust monitoring and control, and political turmoil
within and between affected countries further reduce the capacity of a country to undertake
the necessary monitoring and control activities. Seldon decided to create a powerful insecticide
that would eliminate these insects before West Africa faced the largest locust outbreak in 50
years. Unfortunately, he was in such a rush to get the insecticide into production, he failed to
notice the mutagenic side effects it was having on the insects. Instead of eating plants, the
insects now focused on eating meat. When he initiated a spray on the insect swarm, the insects
instead of dying became ravenous with hunger for meat and attacked Seldon and his team.
Seldon accidently doused himself with the chemical as the swarm fell upon him. Seldon and his
team were devoured by the man-eating swarm. Yet for whatever reason, Seldon continued to
exist as a energy being, yet he needed the man-eating swarm of insects to retain a physical
body. As the swarm died off, Seldon had to find other ones to maintain his life essence. Soon he
had no choice but to raise breeding colonies of these grasshoppers in order to live. This twisted
existence became too much for his sanity to bear, and Seldon went insane. Blaming humanity in
large for his cursed fate, Seldon has made it his life ambition to make sure all humans on planet
Earth suffer as he does. With nothing but eternity to look forward too, he plots to destroy
humankind with insects, namely his swarm of flesh eating locusts and his insect associates the
Bugs. He will do whatever is necessary to bring about humanities end. Despite his despicable
nature, he shows surprising loyalty to his minions.

Real Name: Seldon Buel
Occupation: Former Scientist, now Leader of the Bugs and Destroyer of Cities.
Alignment: Aberrant
Power Category: Gestalt (Animal)
Experience Level: 9th
Hit Points: 45 S.D.C.: 1040 Armor Rating: A.R.: 14
P.P.E.: 30
Appearance: His natural existence is a life essence/spirit. His physical body is composed entirely of locusts (grasshoppers).
Attributes: I.Q. 14, M.E. 15, M.A. 13, P.S. 33, P.P. 19, P.E. n/a, Spd. 25 running/300 mph
(483 km) in flight, P.B. 3
Age: 48, Sex: Male, Height: 7 foot (2.13 m), Weight: Unknown
Vulnerability: His physical body can only be created twice per 24 hours period. If it is
destroyed, he must wait 12 hours before making a new body, with a maximum of two bodies
possible per 24 hours. Once both bodies are destroyed, he must wait 24 hours to make a new
one. He will die (true death) if he doesn’t make a physical body within 72 hours. He begins to
lose his memory after 20 minutes of not having a physical body. The physical body can be
maintained for three days before it starts to deteriorate.
Natural Abilities: Ethereal being, Selection Dispersion, Ranged Attacks, Alter Physical Form, and Horror Factor 13.
Major Super Ability: Chemical Secretion: Flesh Eating Chemical.
Minor Super Abilities: Flight: Wingless and Impervious to Energy & Electricity.
Combat Training: Basic
Attacks per Melee: 7/8 (7 initial) + 1 from flight
Combat Bonuses: +1 to initiative, +3 to strike/+5 in flight, +4 to parry/+6 in flight, +2 to
dodge/+8 when flying or hovering under 80 mph (128 km)/+8 when flying at speeds of 80 mph
(120 km) or faster, +20 to damage/+4 to damage for every 20 mph (32 km) of flight speed, +2
to roll with punch/fall, +2 to pull punch, and +1 to disarm.
Saving Throws: As an ethereal being, he is impervious to all physical and energy attacks,
only harmed by magic and psionics. Impervious to possession, +2 to save vs. psionics & mind
control, and +3 to save vs. Horror Factor.
Combat Skills: Punch 1D4, Power Punch 2D4 (counts as two attacks), Elbow/Forearm
1D6, Knee 1D6, Body Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and 1
attack/action), all Holds, and Critical strike on an unmodified 19-20.
Educational Background: Ph.D.
Common Skills: Read-Write/Speak English 98%/98%, Mathematics: Basic 98%, and
Pilot: Automobile 87%.
Science Program: Computer Operation 98%, Mathematics: Advance 98%, Chemistry
98%, Biology 98%, Genetics 87%, and Zoology (insects) 98%.
Electrical Program: Electrical Engineer 98%, Basic Mechanics 98%, and Computer
Repair 98%.
Computer Program: Computer Programming 98% and Sensory Equipment 98%.
Communication Program: Basic Electronics 98%, Radio: Basic 98%, Radio: Scrambler
98%, T.V./Video 98%, and Radio: Satellite 98%.
Secondary Skills: Hand to Hand: Basic, Pilot: Airplane 86%, Business & Finance 80%,
General Repair/Maintenance 80%, Jury-Rig 70%, Law (general) 80%, Research 85%, Writing
70%, Language: Italian 77%, Radio: Basic 95%, and T.V./Video 80%.
Money: He once had a worth of about 1.3 million dollars. Since his transformation, he has
been cut off from this money. Now he steals or utilizes whatever he needs too.
Weapons: Nothing.
Equipment & Vehicles: He relies on what he can get a hold of and the limited time frame
he has available for a physical body. He has secret warehouses in several places in the U.S.
where he engineers and develops locusts so always has plenty to create new bodies for him. He
also relies on the assistance of the Bugs to ensure that he is kept alive.

Re: On the topic of Revised to 2nd ed conversions.....

Posted: Mon Oct 18, 2010 7:15 pm
by Reagren Wright
XITICIX

During a freak thunderstorm in Minnesota, a dimensional portal opened up and this dimensional
being appeared. He went on a rampage destroying everything in sight. U.S. S.C.R.E.T. and
Project Tyche attempted to apprehend him. A S.C.R.E.T. squad did manage to capture him, but
they in turn where attacked by Lightning Bug, Dragonfly, and Hive (responding to his
chemical alarm). He followed them back to their secret base (hive). There he accepted them as
member of his race because Dragonfly was able to control him and Lightning Bug’s chemical
scent was similar to his own. After intensely studying him, Hive managed to replicate the
chemical scent and he modified fellow Bug members so they would radiate it as well. This meant
the bug man (know called Xiticix because it was how he sounded when he spoke) so it was
emitted by the others Bus and the insect man acknowledge everyone a member of his colony.
Xiticix is now 100% loyal to the bugs, or to be more exact he obeys (exclusively) Lightning Bug
and Hive who act as his de-facto Young and Elder Queen. The other bugs can communicate
with their chemical scents, but he will not verbally respond to orders. Xiticix doesn’t miss his
home or true hive. As far as he is concern, his home is with the other Bugs. He will give his life
to protect them all, and he will do whatever is demanded of him by Lightning Bug and Hive.

Occupation: Former Xiticix Warrior
Alignment: Diabolic, but he is a self-sacrificing warrior who will live and die in the service
of the Bugs.
Power Category: Dimensional Being (Supernatural)
Experience Level: 5th
Hit Points: 59 S.D.C.: 123 Armor Rating: A.R.: 12
Note: He can use resin to increase his SDC by 40% and give himself an A.R. of 14.
P.P.E.: 50
Appearance: A dark and imposing insect humanoid, broad shoulders, covered with
chitinous black exoskeleton. He has large mandibles, insect-like wings, four arms, insect like
eyes and antennas. Weapons he doesn’t carry are strapped to his waist by a belt made out of
vines.
Attributes: I.Q. 11, M.E. 17, M.A. 2, P.S. 32 (supernatural), P.P. 23, P.E. 16, Spd.18/91
mph (146.5 km) flying, P.B. 1
Age: 10, Sex: Male, Height: 7 foot (2.13 m), Weight: 500 lbs (225 kg).
Vulnerability: Sonic and vibration attacks inflict an additional die of damage and
temporarily knock out all his antenna abilities for 3D4 melee rounds. White noise generators
negate all of his audio abilities and hamper all other antenna abilities (reduce range and skills by
half). These occurs as long as the white noise generator continue to function. It takes him 1D4
melee to recover from white noise exposure. The white noise is painful and disorienting.
Natural Abilities: Insect-like vision (7 eyes with 340 degree of vision, polarized
sight, infarared & ultraviolet vision, nightvision at 1000 foot/305 m range, and 50 SDC each).
Antennae (track by sound 65%; range 1000 feet/305 m, detect movement and track by
motion detection alone; 50%; range 500 feet/152 km, feel the vibrations of approaching ground
vehicle(s), giant robot, and herds of animals up to 6 miles/9.6 km away, running or walking
humans 2000 feet/610 m, flying vehicles or individual 4000 feet/1219 m, hear ultrasonic sounds;
range 2000 feet/610 m-double when silent, communicate with ultrasonic sound; range 2000
feet/610 m, identify common, known objects or substance by touch 65%/35%, identify
temperature 75%, identify wind direction and speed 85%, sense approaching object, from
behind, or from side within 12 feet/3.6 m, smell odors/scents/chemicals up to one mile/1.6 km
away double or triple if carried by the wind, follow a scent six days old or 2 feet (.6 m)
underground, common and strong scents 95%; range 3000 feet/914 m, identify and remember
specific/unusual odors 64%; range 1200 feet/365 m, track by smell alone 75%; range 1000
feet/305 m, double the range for any other Bug, four miles for a Bug chemical alarm, smell
human blood 3 miles/4.8 km away, suffers only half penalties in darkness or true blindness, smell
large fire or coming of rain 60%; range 2 miles/3.2 km, and automatically recognize the scent of
other Bugs.
Chemical Abilities: Chemical Alarm (automatic release all other Bugs will detect within 4
miles (6.4 km), Identification Scent (automatically detected by other Bugs), Death Scent
(automatic release all other Bugs will detect within 4 miles (6.4 km), Spit Acid, spray covers 1D4
sq ft for 2D4 melees; damage 4D6; range 80 feet/24.3 m; +2 to strike; counts as a single attack
and can be done twice a melee round.
Bio-Regeneration: Antennae 2D6+6 months (at ½ and ¾ regain abilities at half range and
skill ability), a partial damage antenna/or cut in half (same as before, but takes 1D6+3 months
to heal). Hands, arms, feet, and wings take 4D6+2 months to re-grow (fingers and toes half
time). A partial damage wing heals in 1D6+4 months. The whole body heals 1D6 hp/S.D.C. every
24 hours. They do no bleed from most wounds (even lost of arm) and pain-killing agents negate
any impairment. Recover from disease and poison at half the normal duration. Eyes, mandibles,
legs, and other body part do not regenerate. However, resin can replace feet and legs, but he
rather fight to the death then be face life as a cripple.
Other Abilities: Double jointed and ambidextrous with legs and arms (paired weapons),
climb/adhere to any surface without difficulty 90% (full running speed) and can carry 3200 lbs
(1440 kg) without falling. Polished metal, chrome, and glass are climbed at half normal run
speed). Climb and crawl walls and ceiling at half-normal speed. Loose rock, crumbling plaster,
ice, oil, and other slippery substance can be climbed but lose adherence. Swim 30%. Nearly
impossible to blind (penalties only half). -5 to hit large eyes and -9 for small eyes.
Poison Bite: In addition to the normal bite damage, a successful save vs. lethal poison
(14) must be made or take 6D6 hp/SDC damage and reduce attacks & combat bonuses for one
melee round. The victim experiences nausea, convulsions, and vomiting. A successful save
results in taking 1D4 hp/SDC damage in addition to bite damage, but no penalties. The poison
damage and duration is accumulative with additional bites.
Attacks per Melee: 7
Combat Bonuses: +5 to initiative, +7 to strike, +8 to parry, +8 to dodge, +17 to damage,
+4 to roll with punch/fall, +4 to pull punch, +2 to disarm, and +5 to Perception.
Saving Throws: +5 to save vs. poison & disease, +1 to save vs. magic, +5 to save vs. Horror Factor.
Combat Skills: Restrained Punch 2D6+2, Full Strength Punch 5D6, Power Punch 1D6x10
(counts as two attacks), Leap Attack (double damage), Bite 3D6, Nipping Bite 2D4+1, All Holds,
Grab/Strike (blows or bite), and Critical on an unmodified 18-20.
R.C.C. Skills: Wilderness Survival 90%, Land Navigation 86%, Navigation: Air 95%,
Mathematics: Basic 98%, Detect Ambush 65%, Detect Concealment 55%, W.P. Paired Weapons,
W.P. Sword (+2 to strike/parry), W.P. Spear (+2 to strike/parry and +3 to throw), W.P. Energy
Rifle (+2 to aim/+1 to burst), 98%, W.P. Targeting (+2 to throw and critical on a unmodified
19-20), W.P. Knife (+2 to strike/parry and +4 to throw), and W.P. Blunt (+2 to strike/parry).
Money: He has no use for money. He does need food. The fungus that he would normally
eat has been replaced by a substitute one developed by Lightning Bug and Gregaria.
Weapons: Note: He creates his own weapons using resin. These weapons are incredible
strong and almost impossible to break (equal to kisentite). When used in combat include the
supernatural punch damage, P.S. attribute damage bonus, and the damage of the weapon. If
used by anyone else (who doesn’t possess supernatural P.S.) include only P.S. attribute damage
bonus and the damage of the weapon. Note: The bonuses only apply to those with the
appropriate W.P. and Extraordinary P.S. or better. Only he and anyone able to channel P.P.E.
(wizards) can use his techno-magic weapons.
Hand Held Knives, Weight: 3-4 lbs (1.3-1.8 kg), Damage: 2D6.
Long Sword, Weight: 12-15 lbs (5.4-6.75 kg), Damage: 3D6, Bonus: +1 to parry and Disarm. Can be used one or two handed.
Spear, Weight: 10-12 lbs (4.5-5.4 kg), Damage: 2D6 as a stabbing and slashing
weapon, 3D6 as a thrown weapon, and 1D6 as a blunt weapon, Bonuse: +1 to disarm, +2 to
parry, and +3 to throw.
Morning Star, Weight 14-18 lbs (6.3-8 kg), Damage: 2D6+3, Bonus: +1 to parry and
disarm.
Shooting Shoulder Spikes, Weight: 10-15 lbs (4.5-5.4 kg), 15 S.D.C. must be
destroyed before the arm can be severed, Damage: +1D6 to all shoulder blocks and ram attack,
a flying resin projectile does 2D4x10+20 points of damage, Range: 60 feet (18.3 m), Defends
can attempt to dodge but do so at a -3, Rate of Fire: Single or a volley of 2, 4, or 6. Payload:
12. It takes 12 P.P.E. to magically create a single shooting spike. He or any P.P.E. manipulator
(wizard) can reload it, but if its destroyed he cannot replace it.
TK-Rifle, Weight: 20 lbs, Damage: 4D6x2 (bayonet does 1D6), Range: 4000 feet
(1219 m), Defenders can attempt to dodge but do so with a -6, Rate of Fire: Three round burst,
Payload: 40 blast. It takes 20 P.P.E. to recharge, which mean only he or a magic user can
recharge it. If it’s destroyed, it’s lost forever. Note: The weapon has a PV rating of 8.
Equipment & Vehicles: He relies on what he can acquire or receives from the other Bugs.
He is a warrior and not use to acting like a worker. Nonetheless, he obeys (exclusively) Lightning
Bug and Gregaria who act as his de-facto Young and Elder Queen.

Re: On the topic of Revised to 2nd ed conversions.....

Posted: Mon Oct 18, 2010 7:29 pm
by Reagren Wright
BATTLE ANT

Albert Smith has no memory of where he came from. He remembers being a soldier and
volunteering for some kind of “special project” but he remembers nothing else accept for his
name and military number. Nonetheless, he loves being what he is and he has almost little care
for the rest of humanity. He was discovered by Dragon Fly during an encounter with the
Canadian S.C.R.E.T. His chemical scent has been altered by Hive, so now he is a true
member of the Bugs and recognized by them all as a true member. He serves the Bugs and
stands side by side with Xiticix as an enforcer. His only regret is he wasn’t born a true insect like
Lightning Bug and Xiticix. He relies on human weapons, but whenever he can he like to use his
genetically enhanced physical attributes

Real Name: Albert Christ Smith
Occupation: Former U.S. Army Soldier, now Destroyer of Humanity.
Alignment: Miscreant
Power Category: Eugenics
Experience Level: 5th
Hit Points: 45 S.D.C.: 217 Armor Rating: A.R.: 13
P.P.E.: 28
Appearance: His face is ant like (with eyes, antenna, and large mandible), his torso and
arms are those of a human male, just olive green in color. He has two human legs and four
insect legs. His skin is hard like an insect exoskeleton.
Attributes: I.Q. 12, M.E. 12, M.A. 12, P.S.31 (extraordinary), P.P. 14, P.E.21, Spd. 61
(42.7 mph 68.7 km), P.B. 5
Age: 28, Sex: Male, Height: 6 foot (1.82 m), Weight: 280 lbs (126 kg).
Vulnerability: He has difficulty reading because of his compound eyes.
Insanity: He has periodic episodes of extreme violence. Even during his calm periods, he
has trouble not lashing out when things make him mad.
Eugenic Features: Resin Ducts, Ambidextrous, Armor Rating, Digging, Tunneling, &
Excavation, Double Jointed, Extraordinary P.S., S.D.C. Augmentation, Reinforced Skeleton, Legs:
4 Extra Pairs of Insect Legs (Adhesion & Enhanced Leaping/465 feet-141 m across and 232
feet-70.8 m up), Compound Eyes (cannot be surprised), Polarized Eye Filters, Antennae (see
page 30-31 in PU 2/half penalties for being blinded), Mandibles, Insect Chemicals (chemical alarm
and chemical death), Insect Endurance (function 20x longer than standard P.E. attribute time),
and Horror Factor 11.
Minor Super Abilities: Resin, Extraordinary P.S., Adhesion, and Enhanced Leaping.
Combat Training: Basic
Attacks per Melee: 7 (2 initial +3 from Hand to Hand +1 from boxing) +1 from abilities.
Combat Bonuses: +3 to initiative, +3 to strike, +8 to parry, +8 to dodge, +16 to damage, +12 to
roll with punch/fall, and +2 to pull punch.
Saving Throws: +12% to save vs. coma/death, +7 to save vs. poison & drugs, +3 to
save vs. magic, and +2 to save vs. Horror Factor.
Combat Skills: Punch 1D4+2, Power Punch 2D4+2 (counts as two attacks), Bite 3D6,
Elbow/Forearm 1D6+2, Knee 1D6+2, Snap Kick 2D6+2, Body Block/Tackle 1D4 + P.S. damage
bonus (must parry/dodge or knockdown), Running Body Block/Tackle 4D4 + P.S. damage bonus
(same), Pin 18-20, Crush 1D4, Headbutt 2D6 + P.S. damage bonus, All Holds, Paired Weapons,
and Knockout on a natural 20.
Educational Background: Military
Common Skills: Read-Write/Speak English 80%/93%, Mathematics: Basic 87%, and
Pilot: Automobile 75%.
Military Program (Basic): Hand to Hand: Basic, Running, Climbing 90%/80%, Forced
March, Military Etiquette 70%, Radio: Basic 85%, W.P. Rifle (+3 to aim/+1 to burst), and W.P.
Grenade (+2 to strike).
2nd Military Program: Camouflage 55%, NBC Warefare 70%, Parachuting 75%, and
Trap/Mine Detection 60%.
Physical Program: Body Building & Weightlifting, Boxing, Wrestling, and Athlete.
Secondary Skills: Prowl 50%/60% on ceiling, Swimming 75%, Land Navigation 56%,
Navigation 65%, Basic Mechanics 70%, Basic Electronics 60%, Jury-Ring 55%, Wilderness
Survival 60%, Physical Labor, W.P. Handgun (+2 to aim/+1 to burst), Outdoormanship, and
Track & Trap Animals 35%/45%.
Money: He has no use for money. He steals whatever he needs or is given it by his fellow Bugs.
Weapons:
M4 Carbine, Range: 1969 feet (600 m), Damage: 4D6, Rate of Fire: Single shot, 3 round
burst, or full automatic, Payload: 30 round clip. He carries with him 4 extra clips.
4 Explosive Grenades, Damage: 2D4x10. Blast Radius: 20 feet (6 m).
Equipment & Vehicles: He relies on what the Bugs steal or acquire by various others
means. several places in the U.S. where he engineers and develops locusts so always has
plenty to create new bodies for him. He also relies on the assistance of the Bugs to ensure that
he is kept alive.

Re: On the topic of Revised to 2nd ed conversions.....

Posted: Mon Oct 18, 2010 7:37 pm
by Reagren Wright
LIGHTNING BUG

The being known as Lightning Bug was a prisoner on board a TMC. An explosion happened to its
engines while passing into a gateway. This caused the ship to go off course and emerge out of
the gravity well just outside the planet Jupiter. The ship attempted to make repairs additional
repairs but Earth was the only place to go to replenish its oxygen supplies. While attempting to
enter Earth’s atmosphere, the ship was attacked by a U.S. satellite (installed shortly after the
issue at Century Station). The ship crashed landed in Canada killing everyone but Lightning Bug.
He escaped and took to living in the wilderness. Eventually he started attacking grocery stores,
department stores, and other places of human commerce. Lightning Bug met Hive and the
two became instant allies (perhaps because of chemical scents). Although Hive is considered
the Bugs leader, Lightning Bug considers himself the field leader during all missions and whenever
Gregaria is not present.

Real Name: Othau-Zosa
Occupation: Alien Terrorist
Alignment: Aberrant
Power Category: Alien (Insectoid)
Experience Level: 4th
Hit Points: 38 S.D.C.: 338/+40 APS
Armor Rating: A.R.: 16/14 in energy form.
P.P.E.: 5
Appearance: He is a humanoid insect (firefly) with a blue chitin exoskeleton that glows
along his stomach. He has a compound eye, antenna, and insect like wings. He has claws like
hands and feet.
Attributes: I.Q. 14, M.E. 8, M.A. 9, P.S. 18 (extraordinary), P.P. 29, P.E.17, Spd. 20/200
mph in flight (322 km), P.B. 6
Age: 30, Sex: Male, Height: 7 foot (2.13 m), Weight: 340 lbs (153 kg).
Originating Alien Environment: Abrasive Atmosphere
Vulnerability: Sonic and vibration weapons and attacks inflict an additional 1D6 damage
and knock out his antenna abilities for 3D4 melee rounds per blast/attack.
Natural Abilities: Compound eyes (180 degree of vision), polarized sight, and ultraviolet vision (50 SDC each).
Antennae (track by sound 42%; range 1000 feet/305 m, detect movement and track by
motion detection alone; 50%; range 500 feet/152 km, feel the vibrations of approaching ground
vehicle(s), giant robot, and herds of animals up to 6 miles/9.6 km away, running or walking
humans 2000 feet/610 m, flying vehicles or individual 4000 feet/1219 m, hear ultrasonic sounds;
range 2000 feet/610 m-double when silent, communicate with ultrasonic sound; range 2000
feet/610 m, identify common, known objects or substance by touch 80%/50%, identify
temperature 70%, identify wind direction and speed 50%, identify and remember
specific/unusual odors 94%; range 1200 feet/365 m, track by smell alone 75%; range 1000
feet/305 m, double the range for any other Bug, four miles for a Bug chemical alarm, smell
human blood 3 miles/4.8 km away, suffers only half penalties in darkness or true blindness,
remember & identify unusual scent 50%; range 1200 feet (365 m), smell large fire or coming of
rain 60%; range 2 miles/3.2 km, and automatically recognize the scent of other Bugs.
Chemical Abilities: Chemical Alarm (automatic released and lets the other Bugs detect him
within 4 miles (6.4 km), Identification Scent (automatically detected by other Bugs), Death
Scent (automatic released and lets other Bugs detect his death within 4 miles (6.4 km).
Major Super Ability: Alter Physical Structure: Electricity
Minor Super Abilities: Flight: Winged (Insect), Extraordinary P.P., and Conduct Electricity.
Combat Training: Martial Arts
Attacks per Melee: 6/7 (2 initial +3 Hand to Hand Combat+1 from powers) +1 in flight.
Combat Bonuses: +4 to initiative, +10 to strike/+12 in flight, +11 to parry+13 in flight,
+13 to dodge, /+17 when flying or hovering under 80 mph (128 km)/+19 when flying at speeds
of 80 mph (120 km) or faster, +10 to auto dodge, +3 to damage/+4 to damage for every 20 mph
(32 km) of flight speed, +4 to roll with punch/fall, +3 to pull punch, +5 to Perception, and
disarm.
Saving Throws: Impervious to electricity, fire and energy attacks inflict half damage,
+5% to save vs. coma/death, and +1 to save vs. poison & magic.
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), Crescent Kick 2D6+2, Backward Sweep (cannot be paired, must dodge or
knockdown), Body Slam 3D6 plus P.S. damage bonus (lose initiative and 1 attack/action), all
Holds, and Bite from Mandibles 2D4.
Educational Background: General Studies with some familiarity with Earth.
Common Skills: Read-Write/Speak Native Language 88%/92%, Mathematics: Basic
84%, Speak Dar’ Etsch 75%, Read/Write-Speak English, Spanish, Hindi, and Chinese 90%, and
Basic Electronics 70%.
Special Program: Xeno-Biology (humanoid) 55%, Xeno-Botany 50%, Astrophysics
60%, Pilot: Personal Anti-Gravity Device 65%, Pilot: Civilian Spacecraft: Small 79%, Pilot:
Civilian Hyperthrusters 81%, Radio: Basic 75%, Laser Communications 55%, and Sensory
Equipment 55%.
Secondary Skills: Hand to Hand: Martial Arts, Climb 75%/65%, Prowl 62%, Wilderness
Survival 60%, Land Navigation 57%, Hunting, Track & Trap Animals 50%/60%, Athlete, Body
Building & Weightlifting, Streetwise 41%, Computer Operation 77%, History 85%/65%, Navigation
50%, and Research 50%.
Money: He has no use for Earth money or any form of currency. He steals whatever he
needs.
Weapons: He relies on his natural super abilities.
Electric Ray, Range: 180 feet (590 m), Damage: 1D6x10+8, Bonus: +2 to strike.
Lightning Bolt, Range: 420 feet (128 m), Damage: 5D6+8, Bonus: +3 to strike.
Electric Flight, Range: One mile (1.6 km), Damage: 1D4x10, Bonus: +1 to strike. Counts
as Two Attacks.
Toss Electric Bolts, Range: 160 feet (48.7 m), Damage: 3D6, Bonus: +9 to strike. Note:
This damage can be channeled into physical attacks.
Draw Lightning Bolts, Range: 400 feet (121.9 m), Damage: 9D6. Two bolts per melee
round and each uses two actions. Note: He can use this ability to channel additional electrical
damage into any of his electric attacks. In doing so, this increases their range 4x and adds +9D6
to their damage. This uses up 4 attacks when he does so.
Equipment & Vehicles: He relies on what he can get steal or what the other Bugs are able
to get a hold of.

Re: On the topic of Revised to 2nd ed conversions.....

Posted: Mon Oct 18, 2010 7:44 pm
by Reagren Wright
DRAGONFLY

Mark Green was a soldier apart of a secret military project to make a better jungle soldier. The
experiment was an attempt to splice his DNA with those of resilient animals of the jungle. For
whatever reason, a mutation occurred and turned Mark green into an insect man. They tried
containing him but he was able to control insects into doing his bidding. The insects attacked
his captors and he escaped. Since his escape, he’s developed a hatred for killing humans. He
was discovered by Lightning Bug and the two struck an unusual friendship. Dragonfly has taken
up the 2nd in command role among the Bugs, namely because of his ability to control insects.

Real Name: Mark Green
Occupation: Former Special Ops Soldier, now Terrorist
Alignment: Miscreant
Power Category: Experiment
Experience Level: 3rd
Hit Points: 38 S.D.C.: 250 Armor Rating: A.R.: 12
P.P.E.: 19
Appearance: He has no facial features or facial hair just a tiny hole for a mouth, two tiny
holes for nose, small narrow green eyes, and button size ears. Other than these, his face is
featureless. He has four pairs of insect like wings (dragonfly), a thick-segmented tail, and blue
green skin.
Attributes: I.Q. 12, M.E.12, M.A.14, P.S. 37, P.P. 26, P.E.28, Spd. 32/190 mph (305.9
km) in flight (322 km), P.B. 5
Age: 24, Sex: Male, Height: 6 foot (1.82 m), Weight: 240 lbs (108 kg).
Insanity: He has a phobia of frogs and toads (ranidaphobia)
Side Effects: No facial features and blue green skin.
Natural Abilities: Perfect vision, see infrared & ultraviolet (600 feet/183 m), sharper sense
of smell and hearing, and prehensile tail (like a dragonflies)/+1 to strike & parry with tail and the
tail has a +5 to dodge. The tail is 9 feet (2.74 m).
Major Super Ability: Animal Abilities: Insect. Note: This power also grants him, Adhesion,
Flight: Glide, and Antennae/no feelers). He can control 1D4x10+30 insects.
Minor Super Abilities: Flight: Winged (Insect), Radar, and Harden Skin.
Combat Training: Commando
Attacks per Melee: 6/7 (2 initial +2 Hand to Hand Combat+1 from powers) +1 in flight.
Combat Bonuses: +7 to initiative, +9 to strike/+11 in flight, +12 to parry/+14 in flight,
+12 to dodge, /+16 when flying or hovering under 80 mph (128 km)/+18 when flying at speeds
of 80 mph (120 km) or faster, +22 to damage/+4 to damage for every 20 mph (32 km) of flight
speed, +4 to roll with punch/fall, +3 to pull punch, +3 to Perception, and +1 to disarm.
Saving Throws: +26% to save vs. coma/death, +7 to save vs. poison & magic, and +2 to
save vs. Horror Factor.
Combat Skills: Karate Punch 2D4, Power Punch 4D4 (counts as two attacks),
Elbow/Forearm 1D6, Knee 1D6, Kick 2D4, Power Kick 4D4 (counts as two attacks), Backward
Sweep (cannot be paired, must dodge or knockdown), Body Flip/Throw 1D6 plus P.S. damage
bonus (lose initiative and 1 attack/action), Body Block/Tackle 1D4+ P.S. damage bonus (must
parry/dodge or knockdown) All Holds, and Paired Weapons.
Educational Background: Military Specialist
Common Skills: Read-Write/Speak English 88%/92%, Mathematics: Basic 84%, and
Pilot: Automobile 69%.
Military Program (Basic): Running, Climb 98%/95%, Forced March, Military Etiquette 70%,
Radio: Basic 85%, W.P. Rifle (+2 to aim/+1 to burst), and W.P. Grenade (+1 to strike).
Military Program (Special Ops) Based on John C Philpott skill program in Rifter #25): Hand
to Hand: Commando, Camouflage 55%, Demolitions 89%, Demolition: Disposal 89%, Demolitions:
Underwater 88%, Prowl 60%/70% on ceiling, Parachuting 75%, S.C.U.B.A. 85%, Swimming 85%,
Trap/Mine Detection 55%, W.P. Knife (+1 to strike and +2 to parry/throw), and W.P.
Sub-machinegun (+2 to aim/+1 to burst).
Espionage Program: Detect Ambush 60%, Intelligence 59%, Wilderness Survival 65%,
Detect Concealment 55%, and Tracking 55%.
W.P. Modern: W.P. Handgun (+1 to aim), W.P. Heavy Military Weapons (+2 to aim/+1 to
burst), and W.P. Energy Pistol (+2 to aim/+1 to burst).
Pilot: Advance Program: Navigation 65%, Sensory Equipment 55%, Weapon Systems
65%, Pilot: Airplane 77%, Pilot: Race Car 74%, Pilot: Jet Packs 64%, and Pilot: Jet Aircraft 79%.
Secondary Skills: Athlete, Body Build & Weightlifting, Outdoormanship, Land Navigation
48%, Photography 50%, General Repair/Maintenance 40%, and Basic Mechanics 45%.
Money: He has no use for Earth money or any form of currency. He steals whatever he
needs.
Weapons: He uses the following.
M60E3, Range: 12,221 feet (3725 m), Damage: 5D6, Rate of Fire: Single shot, Semi-Auto,
and Full Automatic, Payload: 100 round disintegrating link belt.
CAR-15, Range: 1320 feet (402 m), Damage: 4D6, Rate of Fire: Single shot,
semi-automatic, and full automatic, Payload: 30 round detachable box. He carries 2 or 3 clips.
Simple Ion Blaster, Range: 200 feet (61 m), Damage: 4D6, Rate of Fire: Single shot,
Payload: 14 blast per E-Clip. He has a total of 12 clips and no recharger.
Equipment & Vehicles: He relies on what he can get steal or what the other Bugs are able
to get a hold of.

Re: On the topic of Revised to 2nd ed conversions.....

Posted: Mon Oct 18, 2010 7:49 pm
by Reagren Wright
KILLER BEE

Theodore spark loved insects and spent most of his teen years collecting them. He spent a
great deal of his youth with a beekeeper learning the in and outs of the trade. When he went to
school, he focused most of his time with entomology learning all he could about insects. His
parents however insisted he do something that would allow his genius to earn him a true living.
Theodore devoted himself to biogeography and biochemistry, particularly the effects it had on
insects. In time he became an expert on the subject matter of insects, especially honeybees.
One day he decided to see if it was possible to bio-engineer honeybees to create new and
different types of honey. He began experimenting in molecular biology with the bees and in time
he did create honeybees that produced new and amazing honey flavors. Then unbeknownst to
him, a colony of African killer bees invaded his experimental colony and killed it off while he was
away. The bees ate the honey and it changed them. When he opened the beehive, he was
attacked by these experimental killer bees. He was stung hundreds of time. Their venom and the
consumption of the bio-engineered honey turned him into a humanoid bee. In a matter of days,
he sanity vanished as he saw himself more as a bee person. A few weeks later, Killer Bee and his
swarm of bees attacked everyone in the store. Before long Killer Bee declared war on humanity
in search of honey and sugar. U.S. S.C.R.E.T. is actively searching for him, but so far he has
escaped capture. At some point, he encountered Dragon Fly and the two became allies. When
Dragon Fly joined the Bugs he brought Killer Bee with him. Killer Bee follows the commands of
Lightning Bug and Hive, but his ultimate motive for anything is to obtain sugar and honey,
nothing else matters. He does however enjoy killing humans.

Real Name: Theodore Sparks
Occupation: Former Entomologist/Beekeeper, now Criminal and Terrorist
Alignment: Diabolic
Power Category: Mutant
Experience Level: 4th
Hit Points: 33 S.D.C.: 130
P.P.E.: 29
Appearance: He has yellow skin, two extra pair of eyes (220 degree vision), insect like
wings, and insect like facial features. When he speaks, it sounds like he is talking into a fan.
Attributes: I.Q. 21, M.E.15, M.A.10, P.S. 14, P.P. 28, P.E.20, Spd. 300 mph (483 km)
running/ 200 mph 322 km) flying, P.B.7
Age: 27, Sex: Male, Height: 5 foot and 11 inches (1.75 m), Weight: 184 lbs (82.8 kg).
Insanity: He is obsessed with collecting and gathering sugar and honey. He doesn’t steal
valuables of any sort, just sugar and honey. He has a phobia of smoke.
Unusual Characteristics: Yellow skin, two extra eyes, insect features, and is
ambidextrous. Note: He cannot be snuck up from behind.
Major Super Ability: Control Insects & Arachnids
Minor Super Abilities: Flight: Winged (Insect), Antennae, and Extraordinary Spd.
Combat Training: Basic
Attacks per Melee: 7/8 (2 initial +3 Hand to Hand Combat+1 from powers +1 from
ambidextrous) +1 in flight.
Combat Bonuses: +4 to initiative, +9 to strike/+11 in flight, +16 to parry/+18 in flight,
+17 to dodge /+21 when flying or hovering under 80 mph (128 km)/+23 when flying at speeds of
80 mph (120 km) or faster, +9 to auto dodge, +8 to damage/+4 to damage for every 20 mph (32
km) of flight speed, +7 to roll with punch/fall, +4 to pull punch, and +4 to Perception.
Saving Throws: +10% to save vs. coma/death and +3 to save vs. poison & magic.
Combat Skills: Punch 1D4, Power Punch 2D4 (counts as two attacks), Elbow/Forearm
1D6, Knee 1D6, and Snap Kick 1D6.
Other Bonuses: +7% to all skills
Educational Background: B.A. degree
Common Skills: Read-Write/Speak English 95%/98% and Pilot: Automobile 76%.
Science Program: Computer Operation 98%, Mathematics: Advance 94%%, Chemistry
97%, Chemistry: Analytical 82%, Biology 87%, and Zoology (insects) 97%.
2nd Science Program: Agriculture 81%, Botany 87%, Chemistry: Pharmaceutical 97%, and
Genetics 69%.
Domestic Program: Mathematics: Basic 98%, Animal Training (based on John C. Philpott in
Rifter #25) 77%, Animal Husbandry 87%, and Gardening 84%.
Wilderness Program: Wilderness Survival 77%, Identify Plants & Fruits 77%, Preserve
Food 77%, Carpentry 72%, and Land Navigation 79%.
Secondary Skills: Hand to Hand: Basic, Running, Athlete, Research 67%, Cook 72%,
Holistic Medicine 57%/47%, First Aid 72%, Dance 57%, W.P. Handgun (+1 to strike), Prowl 57%,
and Climbing 62%/52%.
Money: He wants nothing else in life but honey and sugar, and he will kill as many humans
as possible to get what he wants.
Weapons: Besides his power to summon insects (and make giants) he uses the following.
Dart Gun, Range: 110 feet (33.5 m) (3725 m), Damage: 1 point, then make a save vs.
poison (14) against concentrated bee venom or take 1D4x10 points of damage. Even if make the
save vs. poison, the victim must make a second save vs. disease (14) or develop an allergic
reaction and go into anaphylactic shock (difficulty breathing, inability to speak, pale skin,
distress, dizziness, and confusion).Victims have 1D4 minutes to use an auto injector or breathing
and heartbeat will stop (coma/death). No initiative, -4 to strike, -6 to parry/dodge, reduce Spd
& attacks by 70%, and all skills by 50%, Rate of Fire: 2 shots per melee, Payload: 12 darts.
Stinger Gun (fires giant bee stingers with venom, cannot penetrate body armor greater
than 17 or natural armor rating greater then 12). Range: 100 feet (30 m), Damage: 4D6, plus
save vs. bee venom (see above). Rate of Fire: 2 shots per melee, Payload: 6 stingers.
Equipment & Vehicles: He relies on what he can get steal or what the other Bugs are able
to get a hold of.

Re: On the topic of Revised to 2nd ed conversions.....

Posted: Mon Oct 18, 2010 7:54 pm
by Reagren Wright
WAR FLY

The war fly is an experiment of a secret laboratory trying to turn bluebottle bristle flies into
mutant animals for the purpose of war. The experiment produced eight vicious, murderous,
insect predators the feed on the blood and flesh (particularly internal organs) of other life forms.
However, the insect men proved to be hostile and aggressive in the extreme. The plan called for
using a special chemical agent to wipe them out. Instead, the flies became frenzied killers in a
hyper state of anger and hostility. The bugs smashed their way out of their confined killed
everyone in the lab. US S.C.R.E.T. systematically hunted the seven insects down one by one.
However, the final one was never captured. Dragon Fly discovered it and using his control over
insects has managed to obtain tame its aggression and convince it to acknowledge the other
Bugs as members of its colony. Hive further ensures its loyalty by injects meat with a
chemical that convinces its chemical detection that the other Bugs are similar to itself. The War
Fly and Battle Ant work as a tag team (namely because they are not fliers). In this regard,
Hive also acknowledges they are also the two Bugs that are expendable if the situation calls
for it.

Real Name: Never given one.
Occupation: Enforcer and Terrorist
Alignment: Diabolic
Power Category: Mutant Animal (Insect)
Experience Level: 4th
Hit Points: 52 S.D.C.: 283 Armor Rating: A.R.: 16
P.P.E.: 39
Appearance: War Fly has two legs as well as human arms and hands. He has a blue chitin
exoskeleton and numerous insect features. He has two toes and 3 fingers (1 thumb). His
appearance is very fly like.
Attributes: I.Q. 3, M.E. 13, M.A. 6, P.S. 38 (supernatural), P.P.26, P.E. 34, Spd. 34/180
mph (, P.B. 4
Age: 11, Sex: Male, Height: 6 foot and 8 inches (2.03 m), Weight: 220 lbs (99 kg).
Size Level: 11. Build: Medium.
Human Features: Hands (Partial), Biped (full), Speech (none), Looks (none)
Insanity: He is a savage predator. He will attack without qualm or fear. He will smash and
destroy things out of anger or frustration. He will fight to the death until he or his opponent is
dead.
Vestigial Disadvantages: Reptile Brain (Insect), Diet: Carnivore, and Reduced Intelligence
Quotient (I. Q.).
Mutant Animal Powers: Extraordinary P.E., Crushing Strength (Supernatural), Superior
Taste, Small Mandibles, Compound Eye (180 degree of sight, ultraviolet vision, polarized sight,
and optic bonus), Antennae (track by sound 60%; range 1000 feet/350 m, detect movement
and track by motion detection alone; 50%; range 500 feet/152 km, feel the vibrations of
approaching ground vehicle(s), giant robot, and herds of animals up to 6 miles/9.6 km away,
running or walking humans 2000 feet/610 m, flying vehicles or individual 4000 feet/1219 m, hear
ultrasonic sounds; range 2000 feet/610 m-double when silent, communicate with ultrasonic
sound; range 2000 feet/610 m, identify and remember specific/unusual odors 90%; range 1200
feet/365 m, track by smell alone 75%; range 1000 feet/305 m, double the range for any other
Bug, four miles for a Bug chemical alarm, smell human blood 3 miles/4.8 km away, suffers only
half penalties in darkness or true blindness, remember & identify unusual scent 50%; range 1200
feet (365 m), smell large fire or coming of rain 60%; range 2 miles/3.2 km, and automatically
recognize the scent of other Bugs), Raptor Flight, Medium Armor, and Stabbing Needle Mouth.
Combat Training: Hand to Hand: Basic.
Attacks per Melee: 7 (2 initial +3 from hand to hand +2 from instinct)
Combat Bonuses: +5 to initiative/+7 in flight, +7 to strike/+9 in flight, +10 to parry/+12 in
flight, +12 to dodge/+16 when flying or hovering under 80 mph (128 km)/+18 when flying at
speeds of 80 mph (120 km) or faster, +23 to damage, +4 to damage for every 20 mph (32 km)
of flight speed, +5 to roll with punch/fall, +2 to pull punch/+4 in flight, and +2 to disarm in flight.
Saving Throws: Impervious to disease, +34% to save vs. coma/death, +10 to save vs.
poison, and +8 to save vs. magic.
Combat Skills: Restrained Punch 2D6+3, Full Strength Punch 5D6, Power Punch 1D6x10 (2
attacks), Bite 3D6, Stabbing Needle Bite 5D6, Elbow/Forearm 6D6, Knee 5D6, and Snap Kick 5D6.
Educational Background: Wild Animal (self taught)
Common Skills: Prowl 65%, Wilderness Survival 80%, Escape Artist 60%, Climbing
90%, Swimming 70%, Land Navigation 72%, and Acrobatics ((Sense of Balance 80%, Walk Rope
72%, Climb Rope 88%, Backflip 80%)
Secondary Skills: Hand to Hand: Basic, Physical Labor, Athlete, and
Outdoormanship.
Money: He has no use for money. He does need food, namely the flesh and blood of slow
moving animals like humans.
Weapons: He relies on his natural abilities.
Equipment & Vehicles: He needs nothing but his own natural attributes.


Re: On the topic of Revised to 2nd ed conversions.....

Posted: Mon Oct 18, 2010 8:00 pm
by Reagren Wright
BLACK BEETLE

Jason Heart vowed to teach everyone who did him wrong a lesson. Using his gifted intellect, he
created a battle suit that allowed him to shrink to 6 inches (15 cm) and a deadly toxin to kill
those he sought after. But an unforeseen side effect also occurred, the battle suit created six
duplicates of himself wearing the suit. Now he was able to attack his enemies as a mini-swarm.
With his enemies dead, he began a life of crime as a bank robber, easily able to escape his
enemies by shrinking and flying away. He was discovered by Lightning Bug and invited to join the
others Bugs. The problem is the other bugs do not recognize him as a true insect, and will
attack him on sight if he even steps out of his bug battle suit. As far as Jason is concerned, the
risk is worth it because they don’t care about money or precious items. This means when the
Bugs destroy or attack a facility he takes all the valuables for himself. He plans on staying with
them long enough to make enough money to live a life of comfort for a long time. He is unaware
that Lightning Bug and Hive are simply using his human intellect for their own purposes. He is
considerable the most expendable member.

Real Name: Jason Heart
Occupation: Bank Robber and Terrorist
Alignment: Aberrant
Power Category: Super Invention (Mechanical Genius)
Experience Level: 2nd Level
Hit Points: 17 S.D.C.: 35
P.P.E.: 7
Appearance: His custom is a black insect looking humanoid battle suit. Since he joined
the Bugs, he has practically lived in his suit to ensure his survival. Lightning Bug has sprayed him
with a chemical scent that allows the other Bugs to recognize him as a member of their colony.
Only the suit gives off the odor, which means he has to stay in the suit and not expose his true
odor to the other Bugs for any length of time. Out of his costume he is a fair looking African-
American male with brown eyes and black hair.
Attributes: I.Q. 19, M.E. 14, M.A. 6, P.S. 10, P.P. 12, P.E. 9, Spd. 11, P.B. 11
Age: 30, Sex: Male, Height: 6 foot (1.82 m), Weight: 175 (78.75 kg)
Super Invention: Black Beetle Battle Suit. A.R. 13 and 440 S.D.C. 6th Level. Repairs are
time consuming.
Major Super Ability: Multiple Beings (6 duplicates). Note: The duplicates can only
exist as long as he is wearing the suit. The duplicates are not able to take off their battle suit.
Minor Super Abilities: Antenna, Venomous Attack (Deadly Poison), and Flight:
Insect.
Combat Training: Basic
Attacks per Melee: 4 (2 initial + 2 from Hand to Hand)
Combat Bonuses: +2 to parry, +2 to dodge, +2 to roll with punch/fall, and +2 to pull punch.
Combat Skills: Punch 1D4, Power Punch 2D4 (counts as two attacks), Elbow/Forearm
1D6, and Knee 1D6.
Other Bonuses: +5% to all skills.
Special Hardware Skills: Hot Wiring Automobiles 91%, Building Super Vehicles 93%,
Recognize Vehicle Quality65%/85%.
Educational Background: On the Job Training
Common Skills: Read-Write/Speak English 89%/98%, Mathematics: Basic 83%, and
Pilot: Automobile 71%%.
Criminal Program: Streetwise 48%%, Pick Locks 65%%, Safe Cracking 58%%, Find
Contraband 54%, and Prowl 55%.
Hardware Program: Mechanical Engineer 75%, Automotive Mechanics 96%,
Locksmith 75%, Robot /Bio-Ware Mechanics 50%, Sensory Equipment 70%, Basic Electronics
55%, Mathematics: Advance 98%, Pilot: Race Car 96%, and Pilot: Robot & Power Armor 97%.
Secondary Skills: Hand to Hand: Basic, Jury Rig 60%, General Repair/Maintenance
70%, Radio: Basic 65%, Land Navigation 49%, Navigation 55%, Climbing 55%/45%, and W.P.
Handgun (+1 to aim).
Money: He’s is the only member of the Bugs who actively takes money. He has stolen
over 1 million dollars so far. He keeps most of the money he finds in a secret stash away from
the other Bugs. He hopes one day to escape from working with the Bugs and use the money to
retire.
Weapons: He relies mostly on his battle suit.
Double Eagle, Range: 150 feet (46 m), Damage: 4D6+2, Rate of Fire; Single shot or
semi-auto, Payload: 8 round mag. He usually keeps 3 extra clips on his person. The gun can fit
in a special pocket in the suit and will shrink with him. At six inches in height, the gun does 1-2
points of damage, with a range of 12.5 feet (43.8 m). If the gun (an extra ammo) are not in the
pocket, they will not shrink with him.
Equipment & Vehicles: He is resourceful in getting equipment he needs despite the fact
the Bugs steal everything they want and do not rely heavily on technology in most cases.

Black Beetle Battle Suit.
A.R.: 13 S.D.C.: 440/+5 when shrink.
Spd: 90 mph (flying)
Combat Bonuses: +1 to initiative/+2 in flight, +3 to parry, +3 to dodge/+7 to dodge in
flight/+11 when flying 40 mph (64 km) or faster, +1 to damage for every 20 mph (32 km) of
flight speed, +2 to roll with punch/fall, and +2 to pull punch. Opponents are -6 to strike with a
projectile or missile weapon, -3 to strike with a melee attack, -4 to strike with a kick.
Opponents are -3 to strike while he is moving, -6 to strike if he is moving faster than 30 mph
(48.3 m), -3 to strike if he is standing more than 30 feet (9.1 m) away, and -6 to hit if he is
standing more than 50 feet (15.24 m) away. These penalties are accumulative.
Attacks per Melee: 4 (2 initial + 2 from Hand to Hand)
Combat Skills: Same as above with a Needle Stick ( ½ point of damage and used to inject
venom).

Re: On the topic of Revised to 2nd ed conversions.....

Posted: Mon Jan 03, 2011 6:15 pm
by Reagren Wright
Last post was October 19, 2010. Which means its time to climb into the attic (kind of hard to do
right now with two hernias) and find some HU NPCS to convert into 2nd edition. This time I'm
going to do a combination conversion of my own NPCS and re-do of some heroes and villains from
Villains Unlimited (even though Cardiac did them already). The reason is PU 2 and PU 3 didn't come
out during Cardiac's conversion and Armageddon Unlimited will be release soon (today's date is
1/3/2011) and I can't wait anymore. So in the spirit of this upcoming
release, a burst of creative energy, and some other writing of my own. Let's get scary and
prepare ourselves for the Creatures of the Night, along with Dirk Nightwalker and Lady Dracula.
Watch for them soon.

Re: On the topic of Revised to 2nd ed conversions.....

Posted: Mon Jan 03, 2011 6:50 pm
by gaby
Great to known.

Re: On the topic of Revised to 2nd ed conversions.....

Posted: Wed Jan 05, 2011 2:53 pm
by Reagren Wright
PROJECT BLOCKHOUSE
A Government Experiment that created Human Vampires

Project Blockhouse was a secret government experiment designed to turn ordinary people
into metahumans with superhuman strength, very dense muscle and bone tissue, and steel-hard
skin. First genetic material was taken from a government employed mutant named xxxxxxxx
then injected into test subjects who then received various doses of radiation and other bonding
agents in an attempt to get the mutant DNA to unite with their cells in the hope of transferring
his super abilities to them. This went on for an entire year and produced disappointing results for
the 48 volunteers. In time the project was cancelled because of cutbacks and the failure to
produce a single super-being. The test subjects were given a generous layoff (equal to excellent
agency salary) and sent back to their normal lives. As far as the government was concerned,
the experiment was over.

Six months later 33 of the 48 volunteers began to develop strange powers unrelated to
the original intent of the experiment. Some developed odd skin pigmentation, massive hair
growth, an increase in mass, or a need to feed on the potential psychic energy (P.P.E.) of living
individuals in the form of drawing blood. All of them developed a strange vulnerability to silver,
sunlight, wood, an allergy toward garlic, and a phobia toward noted religious icons
(hagiophobia-fear or holy things). For all intents and purposes, these people became vampires.
They even developed alter egos that incorporated the transformation into their daily life
(meaning they detain their traits, talents, skills, and memories).

Skeptical psychiatrists insisted the vampire fixation was a fluke psychological
manifestation completely unrelated to Project Blockhouse. Nevertheless, thirty-three of the test
subjects all demonstrate a strong resemblance to the undead. Among the 33 vampires, Robert
Smith was the only one who turned to the government for help. A number of tests were
performed on him but none of them discovered the reason behind the vampire transformation.
The tests also proved Robert could feed on P.P.E. without needing to draw blood. Instead, he
performed an invisible, harmless psionic attack that drew out P.P.E without anyone noticing
(accept for psychics, practitioners of magic and a small percentage of other super beings).
However, Robert retained a slight blood lust within his personality that has him convinced he
needs blood in order to survive. With the help from a scientist (Dr. John Morris) and a
psychotherapist (Melinda West) from the original project, they convinced him that he need only
take a special drug and a weekly blood transfusion to reduce his blood lust feelings. In reality,
the drugs are a placebo, but Robert’s deep rooted psychosis (power association insanity) has
convinced him that it does. Because of this treatment and the help of his two friends, Robert
Smith retained enough of his original personality to allow the government to recruit him and train
him as special government agent called Dirk Nightwalker. After completing his training, the
government sent him out on a top secret mission, to track down and destroy the other 32
known vampires from the experiment. In the meantime, the government continues to monitor 11
of the individuals from the Project Blockhouse who appear to be completely normal. They are
also request Nightwalker find the last 4 members of the 48 test subjects who have seemingly
disappeared.

Seven of the 33 vampires have come together to form an organize crime ring called the
Minions of the Dark. They are lead by a woman named Sara Martin, who now calls herself Lady
Dracula. She has enlisted an impressive number of criminals and scoundrels into the organization.
The other six vampires worship her as their lord and master and will die serving her. All of them
feed on the blood of the living (human and/or animal, through they prefer human by choice) and
feel superior to normal humans. They are cruel and sadistic, with Lady Dracula being the worst
of them all. Presently she has no interests in searching out for the vampires, but she is well
aware of the activities of Nightwalker and has taken precautions in order to deal with him or any
other vampires.

For more information of Lady Dracula and her macabre nightclub “The Coffin Banger” read Villains
Unlimited 2nd edition (page 174-176).

THE HUMAN VAMPIRE
Note: The following are the typical stats for the 32 subjects turned into human vampires. The
remaining sixteen have so far showed no sign of turning into vampires much less and other super
abilities, however that doesn’t mean they won’t. Furthermore, four of the original 48 volunteers
have seemingly disappeared and have yet to be found.

Alignment: Typically anarchist or evil.
Occupation: Vary, most vampires have turned to life of crime.
Average Attributes: I.Q.3D6, M.E.2D6+4, M.A.2D6, P.S.3D6 (supernatural), P.P. 2D6+6,
P.E. 3D6, Spd.3D6, P.B.2D6+4.
Average Hit Points: P.E. attribute + 1D6 depending upon experience level.
Average S.D.C.: 60 (1D6x10+40) does not include bonuses from skills, combat bonuses,
and other super abilities.
Average Age: 21-40, Average Sex: 60% male, 40% female, Average Height:
Varies, Average Weight: Varies
Average Experience Level: 1D4+1
Power Category: Mega Hero/Villain Experiment
Mega Powers: Standard Mega Abilities and Undead
Vulnerabilities: Weapons of silver (coated) inflict normal damage, sunlight and high
intensity light (including lasers and energy expulsion: light) inflict double damage. Sunlight
completely blind them (-8 to strike, parry, dodge) and causes 1D6 points of damage per minute
(cannot be bio-regenerated), wood weapons inflict normal damage (being “staked-through-
the-heart will put the individual in an instant coma-like stasis that resembles death, removing
the stake will restore the individual), P.P.E. Vampire (needs a minimum of 25 P.P.E from the living
per week, per level of the individual), Allergy to garlic (symptoms appear instantly rather than 15
minutes of exposure), and Phobia toward Holy Items (any of the major Western or Eastern
religions, but the cross is the most effective).
Super Powers: (Vary: roll on the following table)
01-05% Control Elemental Force: Air and Supervision: Nightvision.
06-25% Invulnerability, Animal Metamorphosis: Rodent, and Animal Abilities: Nocturnal.
26-30% Darkness Control, Shadow Cloak, and Extraordinary P.B.,
31-40% Shadow Manipulation and Animal Metamorphosis: Rodent
41-50% Alter Physical Structure: Vapor/Fog, Nightstalking, and Heighten Sense of
Smell.
51-60% Living Anatomy, Extraordinary P.E., Supervision: Nightvision, Heighten Sense of
Hearing, and Flight; Glide.
61-70% Animal Metamorphosis: Rodent, Beastmaster, Impervious to Fire/Heat, and Shadow
Stepping.
71-80% Personal Recognition, Vocalization, and Focused Touch
81-90% Flesh Works, Animal Abilities: Bat, and Transfixing Gaze
91-95% Alter Physical Structure: Blood, Life Sense, and Un-Trackable
96-99% Shadow Meld, Shadow Shaping, Shadow Stepping, Shadow Molding, Energy
Expulsion: Shadow Bolt, and Shadow Cloak.
00% Any combination of the powers listed above using the configuration of Table C in Heroes
Unlimited 2nd edition page 116
Combat Training: Varies with training, most will have Hand to Hand: Basic
Attacks per Melee: 4 (5 for those 4th level)
Combat Bonuses: Varies with training and skills. These are in addition to possible bonuses
from other attribute, skills, or power categories (does include Hand to Hand).
Saving Throw: Immune to organic attacks (poisons, gases, disease, drugs, and toxins),
impervious to heat/cold, impervious to normal punches and kicks, all other damage from
enhanced P.S. inflicts damage, normal weapons (melee, projectiles, and explosions inflict half
damage), +1 to save vs. magic, +2 to save vs. possession and Horror Factor. These are in
addition to possible bonuses from other attribute, skills, or power categories (does include Hand
to Hand).
Side Effects: (roll on the following table):
01-50% Odd Skin Pigmentation
51-75% Hair Growth Stimulated (all body hair tripled)
76-89% Increased Mass; Add 1D4x100 lbs (45-180 kg), decreased Spd by 205, -10% to climb,
acrobatics, and gymnastics, add 12D4x10+20 to S.D.C., +6 to damage from punches & kicks ( in
addition to P.S. to bonus), and 1D6+4 to P.S.
91-00% Drain P.P.E. A psionic attack that drain P.P.E. from living target. Saving throw vs.
psionic (15 or better) that drains 5 P.P.E (20 I.S.P. from psionics) from individuals. Living
subjects take no damage from this attack (recover 5 P.P.E.for every hour of rest or
sleep.). Cannot take more P.P.E. then an individual has available (normal people only have 2D6,
while teenagers have 6D6 plus P.E. attribute, and children have 5D6). Super Beings (accept
magic users and immortals) have 6D6. Psionics will have their I.S.P. drained before their P.P.E.,
and have a higher chance of resisting. The psionic attack cannot drain more than 5 P.P.E. points
per attack, killing the subject while utilizing the power will not double the amount of P.P.E.
Victim must be alive in order to siphon P.P.E.
Educational Levels: (roll on the following table):
01-30% High School graduate
31-60% One year of college
61-80% Two years of college
81-90% Three years of college
91-00% B.A. degree
Scholastic and Secondary Skills: Vary with education.

Re: On the topic of Revised to 2nd ed conversions.....

Posted: Wed Jan 05, 2011 8:30 pm
by gaby
Any chance you come up with a new character using some of the other 25?

Re: On the topic of Revised to 2nd ed conversions.....

Posted: Wed Jan 05, 2011 9:05 pm
by Reagren Wright
He's coming :D .

Re: On the topic of Revised to 2nd ed conversions.....

Posted: Thu Jan 06, 2011 2:40 pm
by Reagren Wright
NIGHTWALKER (2.5 version)

Real Name: Robert Smith
Aliases: Robert Blood, Robert Smith, D. Night, Count Nosfer, and Nightwalker
Occupation: Special Secret Operative for the U.S. Government.
Alignment: Anarchist
Power Category: Mega Experiment
Experience Level: 6th
Hit Points: 175 S.D.C.: 442
P.P.E.: 25
Appearance: Pale green skin color, tall, dark and handsome. His hair is always slicked
back and he often dresses as if going to an opera (tuxedo or expensive Italian suit, with cape,
ornate walking cane, etc). Always wears black or dark clothing, from jump suits to tuxedo, some
say her reminds them of Count Dracula.
Attributes: I.Q. 17, M.E. 12, M.A. 24, P.S. 21 (supernatural), P.P. 24, P.E. 19, P.B. 20,
Spd. 17/22 in bat form.
Age: 26, Sex: Male, Height: 6 foot and 1 in (1.85 m), Weight: 175 lbs (78.75 kg)
Vulnerability: Weapons of silver (coated) inflict normal damage, sunlight and high
intensity light (including lasers and energy expulsion: light) inflict double damage. Sunlight
completely blind them (-8 to strike, parry, dodge) and causes 1D6 points of damage per minute
(cannot be bio-regenerated), wood weapons inflict normal damage (being “staked-through-
the-heart will put the individual in an instant coma-like stasis that resembles death, removing
the stake will restore the individual), P.P.E. Vampire (needs a minimum of 150 P.P.E from the
living per week), Allergy to garlic (symptoms appear instantly rather than 15 minutes of
exposure), and Phobia toward Holy Items (any of the major Western or Eastern religions, but the
cross is the most effective). Beyond these, he is only truly vulnerable to spell magic, magic
weapons, and psionic attacks.
Unusual Characteristic: Pale Skin Color
Side Effect: Drain P.P.E. A psionic attack that drain P.P.E. from living target. Saving
throw vs. psionic (15 or better) that drains 5 P.P.E (20 I.S.P. from psionics) from individuals.
Living subjects take no damage from this attack (recover 5 P.P.E.for every hour of rest or
sleep.). Cannot take more P.P.E. then an individual has available (normal people only have 2D6,
while teenagers have 6D6 plus P.E. attribute, and children have 5D6). Super Beings (accept
magic users and immortals) have 6D6. Psionics will have their I.S.P. drained before their P.P.E.,
and have a higher chance of resisting. The psionic attack cannot drain more than 5 P.P.E. points
per attack, killing the subject while utilizing the power will not double the amount of P.P.E.
Victim must be alive in order to siphon P.P.E. Note: Nightwalker is unaware he does this, he
believes he receives his P.P.E. from taking a drug and receiving blood transfusions.
Mega Powers: Supernatural being, increase range of animal summons, magical affects are only ½ normal duration.
Special Mega Power: Undead. Note He bio-regenerates 2D6 hit points and S.D.C. per
melee round and can regenerate lost limbs in (except his head) in 1D4 days.
Major Super Abilities: Animal Metamorphosis (Any Rodent/includes Bat), Animal Powers
(Nocturnal), and Invulnerability. Note: He has nightvision 900 feet (274 m) and control 2D4+6
nocturnal animals (bats, hamsters, wolves, skunks, raccoons, possums, owls, mice, moles,
gerbils, cats, and badgers (to name a few).
Combat Training: Hand to Hand: Martial Arts
Attacks per Melee: 6 (2 initial +3 from Hand to Hand +1 from boxing)
Combat Bonuses: +2 initiative, +7 strike, +11 parry, +11 dodge, +6 to damage, +5 roll
with punch/fall, +3 pull punch, and disarm.
Saving Throws: Immune to organic attacks (poisons, gases, disease, drugs, and toxins),
impervious to heat/cold, impervious to conventional injury (invulnerable), +28% to save vs.
coma/death, +3 to save vs. magic, +2 to save vs. possession, +6 to save vs. Horror Factor.
Combat Skills: Restrained Punch 2D4, Karate Punch 6D6, Backhand 4D6, Power Punch
1D6x10+12 (counts as two attacks), Elbow/Forearm 4D6, Knee 3D6, Karate Kick 6D6,
Tripping/Leg Hook (cannot be paired, must dodge or knockdown), Snap Kick 3D6, Crescent Kick
5D6, Axe Kick 1D4x10, Jump Kick 2D4x10, Flying Jump Kick 1D6x10, All Holds, Knockout on an
unmodified roll of 20, and Critical strike on an unmodified roll of 18-20.
Other Bonuses: +3% to all skills, 80% trust/intimidate, and 60% charm/impress.
Education Backgrounds: B.A. Degree
Common Skills: Read-Write/Speak English 95%/97%, Pilot: Automobile 81%, and Prowl 93%.
Domestic Program: Mathematics: Basic 98%, Singing 93%, Dance 83%, and Play Guitar
98%.
Technical Program: Art (drawing) 88%, Computer Operation 98%, Photography 88%, and
Writing 78%.
Physical Program: Hand to Hand: Martial Arts and Boxing.
W.P. Ancient: W.P. Paired Weapons, W.P. Archery (+4 to strike, +2 to disarm, 5 rate of
fire), W.P. Sword (+4 to strike/+3 to parry, +1D6 to damage), and W.P. Knives (+2 to strike, +3
to parry, +5 to throw).
Learned Skills: Optics 63% and Undercover Ops 73%.
Secondary Skills: Pilot: Motorcycle 87%, Research 73%, Performance 60%, Land
Navigation 63%, Pick Locks 63%, Pick Pocket 58%, First Aid 78%, Athletics (General), W.P.
Targeting (+2 to throw, critical strike on an unmodified 19-20), W.P. Handgun (+3 to aim/+1 to
burst), Wardrobe & Grooming 69%, Streetwise 39%, Law (General) 43%, and Fencing.
Money: Gets a salary of $1500 per week, plus an apartment, operating expenses and equipment.
Weapons: The government supplies Nightwalker with all his weapons as he needs it
($25,000 conventional with unlimited ammo and $50,000 worth of gimmicked weapons). The
following are the ones he uses most often:

Calico M950 Pistol, Range: 900 feet (274 m), Damage: 3D6, Rate of Fire: Single shot or
semi-automatic, Feed: 50 or 100 rounds helical magazine. The weapon uses both conventional
and silver bullets.

Compound Bow with various tips for arrows, Range: 800 feet (244 m), Damage: 2D6 for
normal and silver. Explosive 6D6 damage with a 2 foot (.6 m) blast radius. He also utilizes flares
(2D6 damage), tracer bug, tear gas, and sleeping gas arrows. For gases see Heroes Unlimited
2nd edition, page 341.

Pistol Crossbow (small) with various tips for bolts (same options as the arrows above),
Range: 120 feet (36.5 m), Damage: 1D6.

Sword Cane, Damage: 2D6+2 (+1 to strike/parry), The blade is silver-plated and the head
of the cane can be detached and used as a grenade (2D4x10 with a 20 feet (6 m).

Two silver-plated daggers (superior balanced), Damage: 1D6+1 (+2 to throw/total +7)
Six wooden throwing knives, Damage: 1D6.
12 Wooden Stakes & Mallet (2D4 from mallet).

Equipment & Vehicles: He has to gimmicked equipment ($30,000) that is entirely
separated from his weapon budget. Most of this equipment is video and digital cameras with
various special optical enhancements. He never goes anywhere without his Louis Vuitton
sunglasses, These glasses are made of solid, lightweight titanium. They include folding hinges at
both the arms and the bridge. The nylon lenses contain 100% UV protection ($1200).

2009 Maybach 62. This is his armored luxury limo. Base S.D.C. 500., Includes navigation
system with voice recognition, air conditioning with 4-zone climate controls, remote engine
start, power sunroof, front massaging seats, power front and rear seats with lumbar adjustment,
leather upholstery, heated and cooled front seats, heated and cooled rear seats, rearview
camera, premium sound system, 8-disc CD changer, power tilt/telescopic heated wood/leather-
wrapped steering wheel with radio and climate controls, heated or cooled cup-holders, rear
massaging seats, navigation controls on the steering wheel, and rear-seat DVD entertainment
system.

The Vehicle has a souped-up v12 engine 280 mph (448 km), lightly armored (A.R. 12, +200
S.D.C.), bulletproof/polarized windows (A.R. 16. S.D.C. each), retractable, rear-seat diving wall,
shields, knockout gas system in rear of passenger compartment, superior theft-alarm system
and thief proof locks (-45% to pick locks), air-recycling system, radiation shielding, fuel
compartment armor (A.R.: 12 and 300 S.D.C., armored/self-seal/inflating tires (A.R. 11 and 30
S.D.C. each), power steering system, suspension, anti-lock power brakes, and unique design of
the wheels gives the driver +10% on all control rolls.

Resistant to infrared/heat detection: Invisible to such detection, neither can the passengers be
seen inside. This same coating on the armor also prevents X-Rays vision from penetrating the
interior.
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.

Note: The car is driven by Herbert Reinfield, a 4th level Secret Agent and personal assistant to
Nightwalker. He dresses like a chauffeur accept in all black and utilizes conventional, silver, and
wooden weapons as well.

Re: On the topic of Revised to 2nd ed conversions.....

Posted: Thu Jan 06, 2011 7:32 pm
by gaby
Great,so Lady Dracula and the Minions of the Dark are Next?

Not just do the Lady but the 6 others too.

Re: On the topic of Revised to 2nd ed conversions.....

Posted: Thu Jan 06, 2011 9:51 pm
by Reagren Wright
The other six? The updated blueprint is there for GMs to make the the other 31 vampires (the
Minions of the Dark), with the potential for the other 11 and the missing 4 to go vampire as well.
however, Lady Dracula and one other "vampire" will be appearing along with new supernatural
super being team.

Re: On the topic of Revised to 2nd ed conversions.....

Posted: Fri Jan 07, 2011 8:45 am
by gaby
This is good.

Re: On the topic of Revised to 2nd ed conversions.....

Posted: Fri Jan 07, 2011 1:15 pm
by Reagren Wright
LADY DRACULA (2.5)

Real Name: Sara Martin
Aliases: Sandra Dark
Occupation: Nightclub Owner, Madam, Leader of the Minions of the Night.
Alignment: Diabolic
Power Category: Mega Experiment
Experience Level: 5th
Hit Points: 142 S.D.C.: 405 (+50 in blood form and +50 at night)
P.P.E.: 21
Appearance: Tall, sleek and beautiful. Her hair is long, silky, dark brown, and she always
dresses in seductive clothing of the latest fashion.
Attributes: I.Q. 15, M.E. 18, M.A. 23, P.S. 19 (supernatural)/23 in blood form, P.P. 21,
P.E. 18, P.B. 24, Spd. 14.
Age: 24, Sex: Female, Height: 6 foot (1.82 m), Weight: 135 lbs (60.75 kg)
Vulnerability: Weapons of silver (coated) inflict normal damage, sunlight and high
intensity light (including lasers and energy expulsion: light) inflict double damage. Sunlight
completely blind them (-8 to strike, parry, dodge) and causes 1D6 points of damage per minute
(cannot be bio-regenerated), wood weapons inflict normal damage (being “staked-through-
the-heart will put the individual in an instant coma-like stasis that resembles death, removing
the stake will restore the individual), P.P.E. Vampire (needs a minimum of 125 P.P.E from the
living per week, per level of the individual), Allergy to garlic (symptoms appear instantly rather
than 15 minutes of exposure), and Phobia toward Holy Items (any of the major Western or
Eastern religions, but the cross is the most effective). Beyond these, he is only truly vulnerable
to spell magic, magic weapons, and psionic attacks.
Side Effect: Drain P.P.E. A psionic attack that drain P.P.E. from living target. Saving
throw vs. psionic (15 or better) that drains 5 P.P.E (20 I.S.P. from psionics) from individuals.
Living subjects take no damage from this attack (recover 5 P.P.E.for every hour of rest or
sleep.). Cannot take more P.P.E. then an individual has available (normal people only have 2D6,
while teenagers have 6D6 plus P.E. attribute, and children have 5D6). Super Beings (accept
magic users and immortals) have 6D6. Psionics will have their I.S.P. drained before their P.P.E.,
and have a higher chance of resisting. The psionic attack cannot drain more than 5 P.P.E. points
per attack, killing the subject while utilizing the power will not double the amount of P.P.E.
Victim must be alive in order to siphon P.P.E. Note: Lady Dracula rarely uses this ability and
refers to drink the blood of her victims or kill them.
Mega Powers: Supernatural being, increase range of super abilities, magical affects are
only ½ normal duration.
Special Mega Power: Undead
Major Super Abilities: Invulnerability and Alter Physical Structure: Blood. Note: She can
use her life draining attack to feed on hit points (P.P.E.).
Minor Super Ability: Nightstalking. Note: Has nightvision at a range of 1500 feet (457.2 m).
Combat Training: Hand to Hand: Martial Arts
Attacks per Melee: 5 (2 initial +3 from Hand to Hand)
Combat Bonuses: +2 initiative/+3 at night, +5 strike, +6 parry, +6 dodge, +4 to damage,
+3 roll with punch/fall, +3 pull punch, and disarm.
Saving Throws: Immune to organic attacks (poisons, gases, disease, drugs, and toxins),
impervious to heat/cold, impervious to conventional injury (invulnerable), +6% to save vs.
coma/death, +3 to save vs. magic, +2 to save vs. possession, +6 to save vs. Horror Factor,
and +2 to save vs. psionics & insanity.
Combat Skills: Restrained Punch 1D6, Karate Punch 4D6, Backhand 3D6, Power Punch 6D6
(counts as two attacks), Elbow/Forearm 3D6, Knee 2D6, Karate Kick 4D6, Tripping/Leg Hook
(cannot be paired, must dodge or knockdown), Snap Kick 2D6, Crescent Kick 3D6+2,
Roundhouse Kick 6D6, Jump Kick 6D6x2, Flying Jump Kick 1D4x10, and all Holds. All damage
increased by 1D6 at night.
In Blood form, Restrained Punch 2D4, Karate Punch 6D6, Backhand 4D6, Power Punch
1D6x10+12 (counts as two attacks), Elbow/Forearm 4D6, Knee 3D6, Karate Kick 6D6,
Tripping/Leg Hook (cannot be paired, must dodge or knockdown), Snap Kick 3D6, Crescent Kick
5D6, Roundhouse Kick 1D4x10, Jump Kick 2D4x10, Flying Jump Kick 1D6x10, and all Holds. All
damage increased by 1D6 at night.
Other Bonuses: 75% trust/intimidate, and 70% charm/impress.
Education Backgrounds: Three years in college
Common Skills: Read-Write/Speak English 90%/93% and Pilot: Automobile 75%,
Domestic Program: Mathematic: Basic 98%, Singing 75%, Dance 70%, and Cook 75%.
Communication Program: Basic Electronics 70%, Radio: Basic 90%, Radio: Scrambler 75%,
T.V./Video 75%, and Cryptography 65%.
2nd Communication Program: Laser Communications 70%, Radio: Satellite 65%, Sensory
Equipment 70%, and Public Speaking 90%.
Learned Skill: Seduction 48%
Secondary Skills: Hand to Hand: Martial Arts, Computer Operation 75%, Land Navigation
56%/66% at night, Performance 57%, Wardrobe & Grooming 70%, Business & Finance 60%, W.P.
Handgun (+1 to aim), and W.P. Knife (+1 to strike/+2 to parry & throw).
Money: She has an estimated half million in various bank accounts and $300,000 hidden
in her lair at the Coffin Banger. The nightclub generates a monthly profit of about $25,000, while
current criminal activities generate about $200,000 a month, a third of which is pure profit. The
criminal empire continues to grow and within a year if nothing infers with their operation, its
profits will triple.
Weapons: She has an arsenal of illegal automatic weapons hidden the in the basement of
the club. Whenever she has to keep her vampire minions in line or defend herself from the other
vampire, she utilizes the following.

Crossbow (Large), Range: 600 feet (182.8 m), Damage: 2D8 for normal and silver.
Explosive 6D6 damage with a 2 foot (.6 m) blast radius. He also utilizes flares (2D6 damage),
tracer bug, tear gas, and sleeping gas arrows. For gases see Heroes Unlimited 2nd edition, page
341.

12 Wooden Stakes & Mallet (2D4 from mallet).

Equipment & Vehicles: Inside the lair of the Coffin Banger, there are two loaded rifles and
a pair of silver plated samurai swords. There is also a medieval style torture chamber. Her room
is protected by the Fabricator's FWI 1000 Internal Laser Defense System.

Re: On the topic of Revised to 2nd ed conversions.....

Posted: Sun Jan 09, 2011 11:13 am
by Reagren Wright
CREATURES OF THE NIGHT

When things go bump in the night, the U.S. government sends out the Creatures of the Night, a
bizarre group of supernatural and super-being misfits. They are all special government agents,
who work out the same top secret department as Dirk Nightwalker. There job is to seek out the
supernatural and destroy it. The government is not interested in research or arresting the
supernatural, however regardless of how it’s destroyed it must be done in way that guarantees
plausible deniability. The CoN goes after psychics, magic practitioners (including those using
weapons and objects), demonic looking individuals, and anything occult orientated. They do not
deal with mutants, experiments, or aliens unless they are believed to be connected with the
supernatural.

The CoN had not been given specific instructions as what sort of supernatural beings to go
after. However, the group works with several creditable parapsychologists and demonologist
(3rd -5th level) to keep themselves faithful to their cause. That being said, the CoN has yet to
go after psychics who are the costume criminal type (Psike-Out) or those who do not engage in
occult like activity (a person like Integrity). However, they would go after Rachel Richardson
because she associates with a demonic looking monster (Lethalis). The CoN is actively going
after the Devil’s Knight (arch enemy), Hellhound, Golden Rod, the Minions of the Dark, and
Shadow Dragon. The unique district status of Century Station does not give the CoN jurisdiction
to operate there. However if the events of “Armageddon Unlimited” become known, the CoN will
be first on the scene.

As federal agents, the CoN receives aid from state and local authorities, the FBI, CIA,
G.I.G.M.A., Project Secure, and S.C.R.E.T. (US, Canada, UK, Russia, France, and Australia). The
Sector and MTF want nothing to do with them. They also receive praise from Interpol and
Scotland Yard. They are not welcomed in the Middle East, Africa, Japan, South East Asia, or the
Vatican (they all consider them to be foul demons).

The CoN operates only at night (namely) because everyone is vulnerable during the day, accept
Doctor Morbid (he a night owl by nature) and Eventide (shadow cloak makes him resistant).
During daylight hours, they are asleep at their fortified headquarters at an antebellum plantation
in St. Francisville Louisiana, near Baton Rouge. A ley line goes right through the plantation
making it a haven for entities and spirits. The two hundred year old cemetery on the property is
used by King Ptah whenever he needs corpses to turn into animated dead. Because of the
haunted reputation of the plantation few venture or the property, including many government
employees and local law enforcements.

Creature of the Night Organization Statistics

A. Outfits: None (0)
B. Equipment: Gimmicked (30 points). Note: The CoP has access to wooden, silver, holy items,
and other items the supernatural is vulnerable.
C. Weapons: Arsenal (30 Points)
D. Bionics & Robotics: Bionic Arsenal (50 Points)
E. Vehicles: Fleet Vehicles (10 Points)
F. Communications: Computerized (15 Points)
G. Offices: Urban (5 Points)
H. Military Power: Security Guards (5 Points)
I. Super Powered Operatives: None (0 Points)
J. Sponsorship: Government (10 Points)
K. Special Budget: Small Loans ($100,000/20 Points)
L. Administrative Control: Free Hand (15 Points)
M Internal Security: Tight (10 Points)
N External Infiltration: Rare Minor Traitors (5 Points)
O Research and Information: Excellent Connection (20 Points). (3D4 parapsychologist and
demonologist do their research and monitor world wide, national, and local events.
P Business Credentials: Faceless/Known (7 points)
Q. Employees Salary: Good (15 points)
Total Agency Points: 247 Points

Re: On the topic of Revised to 2nd ed conversions.....

Posted: Sun Jan 09, 2011 11:23 am
by Reagren Wright
EVENTIDE

Nigel De Santis was a reporter for Focus Magazine and went working on an undercover story
involving the federal government allegedly involved in the creation of super beings. He found a
way to get himself volunteered in a top secret government venture called Project Blockhouse.
For a year he endured the experiment, but no result came about. Nigel went home and began to
write up his story planning on exposing the government about hits hypocrisy in regard to super
beings. Five months before the day he planned to turn in his story, he started to feel strange.
Light from the sun burned his skin. The cross over his head filled him with dread. He started to
crave human blood. The experiment turned him into a vampire. A few days later, he started to
develop unusual shadow powers. He used one of his abilities to create knife that killed a
homeless man and feed on him. He continued to wander the streets feeding on the homeless
during the night. Eventually he was found by a woman he recognized from the experiment only
know she called herself Lady Dracula. She took him in, cleaned him up, and convinced him to join
her secret criminal organized called the Minions of the Night.

Months later, Lady Dracula sent Nigel out to see if he could locate other vampires from the
experiment. Instead he ran into Dirk Nightwalker. The two vampires fought it out. Nigel’s shadow
powers actually inflicted harm on Nightwalker; nonetheless he simply didn’t have the fighting
prowess to overcome him. He was taken down and instead of being killed Nightwalker took him
into custody in the hopes of learning more about the Minions of the Night. At a S.C.R.E.T.
maximum security holding facility, he was interrogated. The researchers of Project Blockhouse
realized they couldn’t do anything with him as they’d done with Nightwalker. The decision was
made to keep him locked up at the holding facility when Lord Arcane, the world’s greatest hero
sorcerer and leader of the Order of the Three, convinced Robert Fitzgibbons (head of the
government’s S.A.T.A.R. Program) to form a GSTF (Government Superhuman Task Force) to deal
specifically with supernatural threats and have Nigel be its first member. Nigel agreed because
he looking for an opportunity to redeem himself. Unfortunately, the guilt of all the evil he
committed as a member of the Minions of the Night made it impossible for him to believe he
could do anything to make up for his crimes. Nonetheless, he vowed to kill everything
supernatural until he was the only thing left and then he would take his own life. After the
Creatures of the Night were created, Nigel became the team’s leader. Several weeks later, Kigh
Ptah replaced him because of his black and white view of the world. Nigel vows to be the one to
personally kill Lady Dracula. Once the threat of the supernatural menace is removed from the
United States, he will target his own teammates and any other “heroic” supernatural being until
he is the only one left and then he will destroy himself. It is unknown if anything could ever
remove the self-loathsome Nigel has for himself and his teammates, but he will not do anything
to jeopardize their mission, not until the supernatural threat has been removed.

Real Name: Nigel De Santis
Occupation: Former Reporter for Focus Magazine, Current Member of the Creatures of the Night.
Alignment: Scrupulous
Power Category: Mega Experiment
Experience Level: 5th
Hit Points: 37 S.D.C.: 105
P.P.E.: 29
Appearance: He has pale green skin, dark almost black hair, and has jet black eyes. He
wears expensive leisure suits and shoes. Even if he is going into a major fire fight, he also
dresses up for the occasion. He wears a special web belt to holster his throwing knives around
his waist and side holster.
Attributes: I.Q. 12, M.E. 14, M.A. 13, P.S. 19 (supernatural), P.P. 21, P.E. 22, P.B. 9, Spd. 16.
Age: 28, Sex: male, Height: 6 foot and 1 inch (1.85 m), Weight: 180 lbs (81 kg)
Insanity: Righteous Indignation: Nigel believes the supernatural must be destroyed at all
cost. He doesn’t believe anything supernatural (including himself) can be redeemed completely
so it must be killed. He is a gentle and compassions person to the good and innocent, but
judgmental, brutal, and reactionary toward all things supernatural. These feelings extend to the
use of magic weapons and knowledge. In his mind, he will kill (or imprison) a teenage boy who
even looks at a spell book before he grows up to be an evil wizard. The book must be destroyed
even if the book was given to the boy by a spirit or being of supernatural benevolence. The
supernatural cannot be trusted, and includes himself and his teammates.
Vulnerability: Weapons of silver (coated) inflict normal damage, sunlight and high
intensity light (including lasers and energy expulsion: light) inflict double damage. Sunlight
completely blind them (-8 to strike, parry, dodge) and causes 1D6 points of damage per minute
(cannot be bio-regenerated), wood weapons inflict normal damage (being “staked-through-
the-heart will put the individual in an instant coma-like stasis that resembles death, removing
the stake will restore the individual), P.P.E. Vampire (needs a minimum of 125 P.P.E from the
living per week, per level of the individual), Allergy to garlic (symptoms appear instantly rather
than 15 minutes of exposure), and Phobia toward Holy Items (any of the major Western or
Eastern religions, but the cross is the most effective). Beyond these, he is only truly vulnerable
to spell magic, magic weapons, and psionic attacks. Note: Nigel cuts his victims and draws
P.P.E. from them (1D6+1) but he doesn’t kill normal people (if he can help it). However, he does
try to kill anything supernatural (P.P.E. is doubled at the moment of death). Killing the
supernatural is how he normally sustains himself.
Side Effect: He has green skin and jet black eyes.
Mega Powers: Supernatural being, increase range of super abilities, magical affects are
only ½ normal duration. He bio-regenerates 2D6 hit points and SDC per melee round. He can
regrow limbs (accept his head) in 1D4 days.
Special Mega Power: Undead
Minor Super Abilities: Shadow Meld, Shadow Shaping, Shadow Steeping, Shadow Cloak,
Shadow Molding, and Energy Expulsion: Shadow Bolt. Note: For whatever reason, Nigel’s shadow
powers can harm the undead and all supernatural beings (including those invulnerable).
His shadow cloak also allows him to function in daylight (no penalty) and take half damage from
light and laser attacks. He has nightvison at 85 feet (127.5 m) when using his shadow cloak and
150 feet (45.7m) when shadow melding.
Combat Training: Hand to Hand: Martial Arts
Attacks per Melee: 5 (2 initial +3 from Hand to Hand)
Combat Bonuses: +2 initiative, +5 strike, +6 parry, +6 dodge, +4 to damage, +3 roll with
punch/fall, +3 pull punch, and disarm.
Saving Throws: Immune to organic attacks (poisons, gases, disease, drugs, and toxins),
impervious to heat/cold, normal punch and kicks do no damage, (enhanced strength attacks
inflict half damage, normal weapon (melee, projectiles, and explosions) inflict half damage, he
takes half damage from all shadow powers (none when using his shadow cloak), +14% to save
vs. coma/death, +5 to save vs. magic, +2 to save vs. possession, and +6 to save vs. Horror
Factor (+8 against the supernatural).
Combat Skills: Restrained Punch 1D6, Karate Punch 4D6, Backhand 3D6, Power Punch 6D6
(counts as two attacks), Elbow/Forearm 3D6, Knee 2D6, Karate Kick 4D6, Tripping/Leg Hook
(cannot be paired, must dodge or knockdown), Snap Kick 2D6, Crescent Kick 3D6+2,
Roundhouse Kick 6D6, Jump Kick 6D6x2, Flying Jump Kick 1D4x10, and all Holds.
Education Backgrounds: Trade School
Common Skills: Read-Write/Speak English 90%/93%, Mathematics: Basic 87%, and Pilot:
Automobile 75%.
Journalist Program: Computer Operation 90%, Research 80%, Photography 75%, and
Writing 65%.
2nd Journalist Program: Intelligence 67%, Tailing 70%, Find Contraband 61%, and
Streetwise 55%.
Secondary Skills: Hand to Hand: Martial Arts, Prowl 50%/70% with shadow cloak, Land
Navigation 56%, Computer Programming 65%, Radio: Basic 75%, W.P. Handgun (+2 to aim/+1 to
burst), W.P. Knife (+2 to strike, +2 to parry, +3 to throw), and W.P. Targeting (+1 to throw).
Money: He makes about $1200 a week as a member of the Creatures of the Night. He
presently has $63,950 in his checking account.
Weapons:
Double Eagle (.45 ACP), Range: 150 feet (46 m), Damage: 4D6, Rate of Fire: Single
shot/semi-automatic, Payload: 8 rounds. He sometimes uses silver bullets. He always keeps 4
clips on him (half silver).
12 Silver tipped superior balanced throwing knives, Damage: 1D6 (+1 to throw/total +4)
2 Tear gas grenades
Energy Expulsion: Shadow Bolt, Range: 600 feet (182.8 m), Damage: 2D6, Opponents
are -2 to parry and dodge at night, Bonuses: +5 to aim/+3 to shoot wild.
Equipment & Vehicles: He drives a jet black Lamborghini Jota. All his other equipment is
provided by the government.

Re: On the topic of Revised to 2nd ed conversions.....

Posted: Sun Jan 09, 2011 1:52 pm
by Reagren Wright
THE GHOST QUEEN

Elaine Gledhill began her life in 1864 in Westminster, England. She grew up in poverty. Her
mother died of typhoid when she was 12. Her father put her to work at an early age. Eventually
she grew tired of his abuse and ran away. She took to a life on the streets. She spent the next
seven years of her life doing whatever she needed to do in order to survive. Then one night in
September of 1888, while walking down an alley she was proposition by a strange cloaked man.
She accepted his invitation, but shortly after giving him a kiss, he stabbed her in the throat. He
dragged her body away in to a dark alcove then presided to commit unspeakable acts to it. On
October 2, 1888, her headless torso was discovered at the construction site of the Great
Scotland Yard on Whitehall road. Her right arm had been discovered earlier in the muddy shore
of the River Thames on September 11. Later, a reporter and his dog found her left leg buried
near the construction site. Her head and remaining limbs were never found, thus her true
identity was never learned by anyone. Newspapers suggested a tie to the Jack the Ripper’s
killings that were occurring simultaneously, but the Metropolitan Police said there was no
connection. Thus it has become a point that Scotland Yard, one of the world’s best-known
police agencies, was built overtop the crime scene of an unsolved murder.

Elaine’s spirit could not find rest. In the beginning, she haunted Whitehall Street trying
desperately to speak to anyone to tell what happened to her. But no one ever saw her, and
those who did refused to believe what they saw. As the days turned into weeks, and eventually
years, her spirit grew even more distressed and with that came power. On the 25th anniversary
of her death, she became strong enough to create a physical body of flesh. Soon the legend of
the Phantom of Whitehall was born. Each night she walked the earth protecting the innocent
from ill harm. Eventually she was found by Seraphis who invited her to come with him to
forsaken her life as a mere shade. Her arm was cremated and put into an urn, thus allowing
Serapis to take them to the United States. Elaine is now a spirit who haunts the streets of
America with the other Creature of the Night. She continues to mourn her death and wishes she
could experience life as a true living person once more. She developing feelings for Nigel but his
self-loathsome keeps him from seeing her and himself as anything but supernatural monsters.

Real Name: Elaine Gledhill
Alias: The Phantom of Whitehall
Occupation: Ghost and British Folk Legend, Member of Creatures of the Night
Alignment: Anarchist
Power Category: Immortal (Ghost)
Experience Level: 9th
Hit Points: 70 S.D.C.: 32/375 armor. Armor Rating: A.R.: 15 (using armor).
P.P.E.: 157
I.S.P.: 102
Appearance: Elaine’s natural state is an ethereal female ghost of woman from Victoria
England. She also assumes this form when she takes on a flesh form. When she summons her
Ectoplasm Armor, she looks like a female knight.
Attributes: I.Q. 13, M.E. 22, M.A. 12, P.S. 13, P.P. 22, P.E. 31, P.B.10, Spd. 22/fly at
mach one (670 mph/1078.7 km) in ghost form.
Age: 24 in 1888, Sex: Female, Height: 6 foot (1.82 m), Weight: n/a
but when she turns flesh she weights 105 lbs (47.25 kg)
Vulnerability: Elaine can only retain her flesh form for 1D6+9 hours per day. She cannot
use her ectoplasm armor in her ghost form she must turn her flesh form first. She cannot
communicate with the physical worm in her ghost form (accept by psionics).
Natural Abilities: She can only be seen by other psychics, young children under 13 years
old, animals, and most supernatural beings and creatures of magic. She can see and hear like
normal in the physical world. Enter the Astral Plane at will. She can see the invisible and pass
through material objects (ethereal being).
Healing Psionics:Bio-Regeneration and Exorcism
Physical Psionics: Ectoplasm and Ectoplasmic Disguise
Sensitive Psionics: Empathy, Precognition, See Aura, Sense Evil, Sixth Sense, Telepathy,
and Total Recall.
Major Super Ability: Ectoplasm Armor. She can only use this in flesh form
Combat Training: Hand to Hand: Basic
Attacks per Melee: 6 (2 initial +4 from Hand to Hand)
Combat Bonuses: +1 initiative, +5 strike, +6 parry, +6 dodge, +2 to damage (in flesh
form), +2 to roll with punch/fall, +2 to pull punch, and +1 to disarm.
Saving Throws: She needs a 12 or better to save vs. psionics, impervious to physical
harm (only harmed by magic weapons, spell magic, and psionic attacks in ghost form. In flesh
form, impervious to disease, cold, poison, and drugs, +31% to save vs. coma/death, +4 to save
vs. psionics/+8 against ghosts with armor, +5 to save vs. insanity, +9 to save vs. magic, +13 to
save vs. curses with armor, +3 to save vs. possession/+7 with ecto armor, and +7 to save vs.
Horror Factor. With armor resistant to heat, plasma, and fire (1/2 damage).
Combat Skills: Punch 1D4, Power Punch 2D4 (counts as two attacks), Elbow/Forearm
1D6, Knee 1D6, Snap Kick 1D6, Body Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and
1 attack/action), all Holds, and Critical strike on an unmodified 19-20. She can only inflict
physical harm to other astral beings or when she is in flesh form.
Education Backgrounds: Street Schooled (19th century Victoria England)
Common Skills: Speak British English 97% & Speak French, German, Spanish, and Dutch
91%.
Street Skills: Streetwise 70%, Prowl 75%, W.P. Knife (+3 to strike/+4 to parry & throw),
Seduction 56%, Find Contraband 62%, Tailing 75%, Wardrobe & Grooming 86%, Sewing 85%,
Barter 66%, and History 98%/85%.
Secondary Skills: Hand to Hand: Basic, Performance 70%, Housekeeping 80%, Pick
Pockets 75%, Palming 65%, Wilderness Survival 75%, Literacy: English 98%, Land Navigation
72%, Singing 80%, Dance 75%, W.P. Sword (+5 to strike/+4 to parry/+1D6 to damage), W.P.
Shield (+2 to strike/+3 to parry), Fencing, Lore: Streetwise: Weird 75%, Lore: Entities & Ghosts
75%, Lore: Paranormal and Psychics 50%, Lore: Geomancy 50%, Lore: Superstitions 35%, and
Lore: Astrology 30%.
Money: She has no use for money.
Weapons: She relies on her psychic abilities and super abilities. Ecto-sword 3D6+2 or
4D6+2 to supernatural ethereal being (1D6 to energy beings, shadow, or intangible super
beings).
Equipment & Vehicles: She has no personal need for technology although she watched it
develop since the turn of the century and recognizes its value to her teammates.

Re: On the topic of Revised to 2nd ed conversions.....

Posted: Sun Jan 09, 2011 2:43 pm
by Reagren Wright
CANIS

All his life Wilbur loved to be around dogs. He seemed to have a natural affinity towards them.
After high school, he went into the US Army. After a while he knew he wanted to incorporate his
love of dogs with his army training so he became a member of the U.S. Army Pathfinders as a
K-9 Corp Specialist. His dog was a german shepherd/wolf mix named Demon. After four years,
Wilber was transfered to a military base in Germany. Here he was using his expertise to teach
police and civilian CT teams. Demon was his constant companion. One night when he was taking
Demon for a walk, the two of them were attacked by a rapid looking wolfhound. Although Wilber
was bitten only once, Demon managed to fight the creature off. Unfortunately, his injuries were
so severe he died. Wilbur was devastated and found it impossible to continue doing his job. He
also began to experience weird sensations at night. A month and half later, on the night of a full
moon, he transformed into a huge black wolf and went on a killing spree. The next morning he
read about it in the paper. He put two and two together and realized he was the creature. He
went AWOL thinking himself cursed. When he sneaked back into America he went into a life of
hiding, sealing himself away during nights of the full moon. The one night he had a chance
encounter with Dirk Nightwalker. Together the vampire and the "were wolf" fought tooth and
nail. Dirk Managed to defeat him and brought him back to Project Blockhouse secret lab. There
the truth was revealed to Wilber that he was a mutant, with a unique gift. He was recruited to
join the Creatures of the Night. Canis is trying to establish a friendship with Eventide. The
vampires knows Wilbur is not a true were-wolf but that doesn't stop him from calling him one.
Wilbur loves being around his dogs, but at night he becomes one to track down the supernatural
and destroy it.

Real Name: Wilbur Joseph Fox
Occupation: Government Special Agent, Former member US Army.
Alignment: Scrupulous
Power Category: Mutant
Experience Level: 5th
Hit Points: 47/51 in wolf form S.D.C.: 58/128 in wolf form.
P.P.E.: 17
Appearance: He looks like a wild man with brown hair all over his body, to the point it
looks life fur. He has an athletic build. He usually walks around in his military uniform. In wolf
form, he looks like a huge black timber wolf.
Attributes: I.Q. 15, M.E. 14, M.A. 12, P.S. 18/24 in wolf form (supernatural), P.P. 28, P.E.
23/28 in wolf form, P.B.14, Spd. 31/84 (58.8 mph/94.6 km) in wolf form.
Age: 30, Sex: Male, Height: 6 foot and 2 inches (1.87 m)/wolf form
3 ¾ feet (1.14 m) tall at shoulder, Weight: 205 lbs (92.25 kg).
Unusual Characteristics: He has 6x the normal amount of body hair.
Insanity: He suffers from Night Time complex. He believes he can only use his powers
between sundown and sunrise.
Vulnerability: In wolf form, he is vulnerable to silver, weapons made of, or coated, inflict
double damage. During nights of the full moon or solar eclipse, he looses control his humanity
and becomes a feral animal. This makes him a threat to anyone around him.
Major Super Abilities: Lycanthropy and Animal Abilities: Canine (he can control 7D4
canines). He has a Horror Factor of 14 in wolf form. Leap 10 feet (3 m) high and 15 feet (94.6)
long. Note: His supernatural strength and "unnatural mutation" allows him to harm
supernatural beings like the Minions of the Night and other such beings in wolf form.
Combat Training: Hand to Hand: Basic
Attacks per Melee: 5/6 (2 initial +3 from Hand to Hand) +1 in wolf form
Combat Bonuses: +1 initiative/+2 in wolf form, +8 strike, +10 parry, +10 dodge, +3 to
damage/+9 in wolf form, +3 to roll with punch/fall, +2 to pull punch, and disarm.
Saving Throws: +16% to save vs. coma/death and +26% in wolf form, +4 to save vs.
magic and poison/+7 in wolf form, and +2 to save vs. Horror Factor.
Combat Skills: Punch 1D4, Power Punch 2D4 (counts as two attacks), Elbow/Forearm
1D6, Knee 1D6, Karate Kick 2D4, and all Holds.
Education Backgrounds: Military
Common Skills: Read-Write/Speak English 90/93%, Mathematics: Basic 87%, and Pilot:
Automobile 75%
Military Program (Basic): Hand to Hand: Basic, Running, Climbing 75%/65%, Forced
March, Military Etiquette 70%, Radio: Basic 85%, W.P. Rifle (+3 to aim/+1 to burst) and W.P.
Grenade (+2 to strike).
2nd Military Program (K-9 Corps Program)/based on John C. Philpott from Rifter #25:
Animal Husbandry 75%, Animal Training (canines0) 75%, Detect Ambush 65%, Detect
Concealment 60%, First Aid 80%, Prowl 62%, Tracking (people) 60%, and Trap/Mine Detection
55%.
Computer Program: Basic Electronics 60%, Computer Operation 80%, Computer
Programming 70%, and Surveillance 60%.
Secondary Skills: Athletics (general), Wilderness Survival 60%, Pilot: Motorcycle 80%,
Basic Mechanics 65%, Land Navigation 60%, Cook 60%, Body Building & Weightlifting, Swimming
75%, General Repair/Maintenance 60%, and Hunting.
Money: He makes about $1200 a week as a member of the CoN. He presently has
$44,650 in his checking account.
Weapons: He has access to the CoN arsenal. His favorite weapons are the following.
M4A1 Caribine, Range: 1969 feet (600 m), Damage: 4D6, Rate of Fire: Single shot, 3
round semi-automatic, or full auto, Payload: 30 roung mag. He sometimes uses silver bullets. He
always keeps 1D4+1 extra clips on him.
2 Tear Gas Grenades.
Equipment & Vehicles: He drives around in a 2003 Trail Blazer (4 wheel drive) with a
towing package. He also owns a 2003 Harley Davison Fat Boy that he keeps in pristine condition
(don’t touch the bike). Wilber owns five dogs: a 5 year old Rottwiler (Duke), a 4 year old Mastiff
(Bones), a 6 year old Newfoundland (Mable), a 3rd year old Bloodhound (Buddy), and 7 year old
Black Labrador Retriever (Joy). He has vowed to never own a German Shepherd again. Note: All
the dogs are spayed or neutered.

Re: On the topic of Revised to 2nd ed conversions.....

Posted: Sun Jan 09, 2011 3:52 pm
by gaby
Great!

Maybe you can give info on the CofN,s HQ?

I hope you will make some Original Villains for them.