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

Posted: Tue Jan 11, 2011 11:35 am
by Reagren Wright
DOCTOR MORBID

Bruce Morbid was a gifted genius at an early age. As a young boy he watched his mother
become gravely ill and eventually die of cancer. He became a medical doctor in hopes of finding
a cure for cancer. He also began studying the use of cybernetics thinking he might find a means
to call off death and perhaps learn the secrets of immortality. Full bionic conversion without the
presence of weak flesh allowed the brain to thrive. His research and ideas attracted the U.S.
government who agreed to fund his project. He was given the government clearance to use the
bodies of death row inmates who were executed by lethal injection. Morbid made sure he erased
the memories of those he worked on. He created a number of cyborg soldiers this way who went
on to work for the U.S. government in various agencies including S.C.R.E.T. One day Morbid
learned that his father was critical injured in a car crash. Having all ready lost his mother, he
flew to the hospital where he had his father moved to a research facility. He performed the
surgery to have his father’s brain removed and implanted into a cyborg body, but he didn’t want
to lose his father so he didn’t erase his memories. As a result his father went crazy and escaped
from his lab. His father had been an ex-Green Beret and with his bionic enhanced body went on
a city wide rampage. S.C.R.E.T. demanded that Morbid put his father down. Luckily on hand
Morbid had the brain of an inmate named Gotthard Mendella. He put his brain into an even better
full conversion Borg body and set it after his father was destroyed. Morbid thought for sure he
was going to be fired or sent to prison. Instead he received a reassignment. He and his creation
“The Monster” were handed over to the Creature of the Night. Morbid feels a little out of place
since he is the only member of the group who is “normal”. Fortunately though he gets to stay
behind most of the time and work in the lab, but on some occasions he has had to do some field
work he really hates.

Real Name: Bruce Morbid
Occupation: Mad Scientist, Civilian Special Agent
Alignment: Unprincipled
Power Category: Ordinary Person
Experience Level: 7th
Hit Points: 38 S.D.C.: 12
P.P.E.: 11
Appearance: A thin, unattractive white male with a shaved head and thick coke bottle
glasses. He always wears his lab coat, which is full of gadgets and scalpels.
Attributes: I.Q. 19, M.E. 14, M.A. 10, P.S. 13, P.P. 8, P.E. 10, P.B.14, Spd. 16
Age: 41, Sex: Male, Height: 5 foot and 9 inches (1.75), Weight: 165 lbs (74.25 kg).
Insanity: He is obsessed with cybernetics/bionics. He loves technology and any chance
to experiment with it and use it on living/deceased beings. He is always looking for new test
subjects.
Combat Training: Non-combatant
Attacks per Melee: 5 non-combat melee actions per melee and 2 attacks per melee.
Combat Bonuses: +1 to dodge..
Combat Skills: Punch 1D4.
Other Bonuses: +5% to all skills.
Education Backgrounds: Ph.D.
Common Skills: Read-Write/Speak English 98%/98% and Pilot: Automobile 86%
Cyber M.D.: Mathematics: Basic 98%, Biology 98%, Chemistry 98%, Computer Operation 98%,
Cybernetics Medicine 98%/98%, Electrical Engineer 98%, Medical Doctor 98%/96%, and
Pathology 98%.
Robot Program: Computer Programming 98%, Robot Electrical 60%, and Robot/Bioware
Mechanics 55%.
Mechanical Program: Basic Electronics 60%, Mechanical Engineer 98%, and Locksmith
98%.
Science Program: Mathematics: Advance 98%, Astrophysics 98%, Chemistry: Analytical
98%, and Chemistry: Pharmaceutical 98%.
Secondary Skills: Read-Write/Speak German 76%/80%, Pilot: Truck 89%, Cook 75%, Law
(General) 65%, Prowl 65%, Streetwise 53%, Skin and Prepare Animal Hides 70%, Preserve Food
70%, Research 80%, Writing 65%, W.P. Knife (+3 to strike, parry, and throw), Jury-Rig 65%,
General Repair/Maintenance 60%,
Money: Most of his earning go into building and designing of cybernetics. The agency
pays him $1000 a week. He has amassed a personal fortune of 2.6 million in bank accounts.
Weapons: Never uses any, but he is very skilled with a knife. He also keeps a mini-laser
on him at all times.
Equipment & Vehicles: His lab is full of high tech gizmos and equipment. The agency will
pretty much provide him whatever he needs. He drives around in a 1998 Ford F150 conversion
van (V8 engine). It’s kept in excellent condition. He uses it primarily to collect bodies from
morgues.

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

Posted: Tue Jan 11, 2011 1:18 pm
by Reagren Wright
THE MONSTER

The cyborg known as Monster started out in life as Gottard Mengella, a Wyoming farm boy
whose family was tormented by his abusive, alcoholic father. Several days after his 18th
birthday, he decided his family had enough of his father huring his mother and sister. He loaded
his dad’s 12 gauge shotgun and shot him in the back with both barrels. Murdering his father got
him sent to prison. Yet the resourceful Gottard manage to escape. He managed to stay one
step ahead of the police for the next ten years. He lived a quiet life as a handy man on a farm in
Wyoming. He eventually fell in love with the farmer’s daughter Elizabeth. She however never saw
him as anything but the handy man. Her family expected her to marry the wealthy boy Victor
and move to Cheyenne. One night Gottard was out in the field when her heard Elizabeth scream.
He race to the barn to see Elizabeth being manhandled by Victor. Gotthard grabbed a pitchfork
and stabbed Victor in the back. Instead of thanking her protector, she screamed in terror
Gottard took off into the woods. Despite his best effort, the police eventually found him within a
week. During his trial, he and his lawyer hoped Elizabeth would provide testimony to prove her
was trying to protect her. Instead she turned against him and claimed he murdered Victor in
cold blood. Gotthard was found guilty and sentence to death in the gas chamber. Prior to his
execution, Elizabeth confessed she been force into saying what she did by Victory’s family.
Gotthard forgave her. After his execution, his body was given over to Doctor Bruce Morbid who
implanted into the body of a heavy combat cyborg. Morbid thought for sure he washed out most
of Gotthard’s memories. To this day he still fancy’s a pretty face and his quick to come to the
aid of a fair damsel. He doesn’t attempt to escape because he has been convinced that without
Morbid taking care of him, he would die in 48 hours. He also likes the idea of being a hero and
doing some good for others (although he’s not entirely sure why).

Real Name: Gotthard Mengella
Occupation: Cyborg Soldier
Alignment: Unprincipled
Power Category: Bionic (Brain Transplant Cyborg)
Experience Level: 5th
Hit Points: 6 (human brain) S.D.C.: 350
P.P.E.: 5
Appearance: A hulking green heavily armored mechanical giant. His monstrous head strikes fear into its opponents.
Attributes: I.Q. 12, M.E. 12, M.A. 9, P.S. 24, P.P. 22, P.E. n/a, P.B.6, Spd. 120 (84 mph/135 km).
Age: 33, Sex: Male, Height: 8 foot (2.43 m), Weight: 2000 lbs (900 kg).
Insanity: The Monster is deeply afraid of being in water (hydrophobia). He is not afraid of
being wet (he will stand out in the rain or allow himself to be sprayed by a hose), but he doesn’t
like going into water any higher than his knees, and even that is scary for him.
Bionics (Brain Transplant Cyborg):
Bionic arms and hands (2) with a P.S. 24 and P.P. 22
Bionic feet and legs (2) with a P.S. 24 and Spd of 120 (84 mph/135 km).
Bionic skull, chest, internal organs, and mouth/throat
Bionic body with “Full” body Exoskeletons (all five)
Bionic Eyes: Multi-Optic Eyes (Telescopic 4-8x30 magnification, range 6000 feet (1829
m), Macro Lens 2x to 8x magnification, range 3 feet (0.9 m), Passive Nightvision 2000 feet (610
m), Thermo-Imaging 2000 feet (610 m), Light Filters, Targeting Display (+1 to strike with range
weapons).
Bionic Ears: Amplified Hearing, Sound Filtration System, Universal Headjack & Ear Implant
(with built in radio receiver and transmitter/range: 3 miles (4.8 km), and Psionic Electro-
Magnetic Dampers.
Bionic Lungs: Toxic filter (effective against all types of tear gas, smoke, and chemical
fumes, 80% nerve and poison gas), Molecular Analyzer, and Oxygen Storage Cells.
Misc: Clock Calendar, Gyro-compass, and Climb Cord (concealed)/20 foot/6.1 m-1500 lbs/675 kg.
Combat Training: Hand to Hand: Basic
Attacks per Melee: 5 (2 Initial +3 from Hand to Hand)
Combat Bonuses: +5 initiative, +6 to strike, +8 to parry, +9 to dodge, +9 to damage, +2
to pull damage, +2 to roll with punch/fall, and disarm.
Combat Skills: Punch 1D4, Power Blow 2D4 (counts as 2 attacks), Elbow/Forearm 1D6,
Knee 1D6, Karate Kick 2D4, Snap Kick 1D6, Tripping/Leg Hook (cannot be paired, must dodge or
knockdown), and all Holds.
Saving Throws: +5 to magic, +6 to save vs. all gases, +4 to save vs. psionics, +2 to
save vs. possessions, and +1 to save vs. magic illusion and mind control.
Education Backgrounds: High School
Common Skills: Read-Write/Speak English 90%/93%, Mathematics: Basic 87%, and Pilot: Automobile 75%
Farmer Program: Animal Husbandry 70%, Barter 55%, Gardening 61%, General Repair &
Maintenance 75%, Horsemanship: General 65%/45%, Identify Plants & Fruits 55%, Physical
Labor, Preserve Food 60%, and Pilot: Truck 81%.
Modern Weapon Program: W.P. Rifle (+3 to aim/+1 to burst), W.P. Shotgun (+2 to aim/+1
to burst), and W.P. Heavy (+2 to aim/+1 to burst).
Secondary Skills: Hand to Hand: Expert, Land Navigation 56%, Radio: Basic 70%, Basic
Mechanics 65%, Wilderness Survival 55%, W.P. Handgun (+2 to aim/+1 to burst), W.P. Sword
(+2 to strike/parry), Climbing 55%/45%, and Recognize Weapon Quality 40%.
Money: None, he has no use for it.
Weapons: He will either use the machinegun or the shotgun as his main weapon. One is
always one his person during a mission:
M60E3, Range: 12,221 feet (3725 m), Damage: 5D6 (see Machinegun burst rules), Rate
of Fire: Full automatic only, Payload: 100-round disintegrating link belt or light drum/ammo belt
with 400 rounds (16 long burst or full melee bursts).
Benelli M4 Super 90 Shotgun, Range: 150 feet (45.7 m), Damage: 5D6, Rate of Fire:
Manual pump action or gas-semi automatic, Payload: 6 rounds in under barrel tube magazine. He
sometimes loads with silver rounds or buckshot with silver pellets (4D6),
Left Forearm Mini-Missile Launcher, Range: One mile (1.6 km), Damage, 1D4x10, Blast
Radius: 3 feet (.9 m), Rate of Fire: Volley 1-3. Note: He carries an additional 12 missile
backpack/carrying case so he can manually reload the launcher. Reload takes 5 seconds per
missile. This arm is -1 to strike, parry, and doge during hand to hand combat. He can use a
variety of mini-missiles.
Two large, retractable right forearm blades (silver coated), Damage: 2D6+2 + P.S.
damage bonus, Bonuses: +1 to strike/parry (+3 to strike/parry).
Concealed Left Leg (hip) Laser Rod, Range: 1000 feet (305 m), Damage: 4D6, Rate of
Fire: Single shot/Semi-Automatic, Payload: 20 charge per E-clip, Bonuses: +2 to aim.
Concealed, Right Hip, Desert Eagle with recoil diminisher, Range: 165 feet (305 m),
Damage: 6D6, Rate of Fire: Single shot/Semi-Automatic, Payload: 7 rounds, Bonuses: +1 to
burst. He sometimes uses silver rounds.
Armor: Full Bionic Body Armor, A.R.: 18 and S.D.C. 900
Equipment & Vehicles: Morbid is always updating him with new cybernetics. He gets
around via his two feet or however the agency wants to transport him. Sometimes its done by
Morbid’s van.

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

Posted: Wed Jan 12, 2011 12:24 am
by Reagren Wright
HORROR

Horror was a member of a TMC Patrol that emerged from the Jupiter gravity well when their ship
experienced some technical difficulties. They had no choice but to land on the nearest
inhabitable planet which meant Earth. There ship crash landed in the Florida Everglades.
Unfortunately, the ship was tracked by Project Tyche. Of the six survivors, Tyche killed five of
them. Horror lay unconscious in the muck and mire. When Project Secure arrived, they found him
and took back to one of the secret headquarters. Horror was made to believe nobody survived
the crash and that his ship was destroyed. Regrettably he joined the AAR program and two
years later took a job with S.C.R.E.T. to do night time underwater investigations. Working with
S.C.R.E.T. made him feel uncomfortable from all the anti-super beings feelings. He wanted to do
something where he felt he fit in. He was able to get transferred to the Creature of the Night
where he sort feels like he is with members of his own kind. Three month ago, after completing a
mission in Florida, Horror has started to question if his fellow Thisseras died in the crash. He is
also growing bitter about helping Earthlings and receiving no thanks or gratitude. He is unaware
that the Dark Tribunal want to get in contact with him so he can be persuaded to join their
ranks and serve as a spy.

Real Name: Vgothalimak
Occupation: U.S. Government Agent, Former TMC Agent. Member of the CoN
Alignment: Unprincipled (slowly becoming Anarchist)
Power Category: Alien Reptile (Thissera)
Experience Level: 5th
Hit Points: 70 S.D.C.: 320 (+100 in water/+50 at night) Armor Rating: A.R.: 13
P.P.E.: 3
Appearance: Horror is a tall, thin reptile humanoid with a wide, flat head, dark eyes, and
a prominent mouth. He is covered with dark blue fine scales and has a fine-like appendage
running along the back of his neck and crowed with small, sharp spines. He wears very little
clothing.
Attributes: I.Q. 11, M.E. 14, M.A. 13, P.S. 21/24 in water, P.P. 21, P.E. 28, P.B.7, Spd.
43 running (30.1 mph/48.4 km), 215 swimming (150.5 mph/242.3 km/130.6 knots.
Age: 38, Sex: Male, Height: 7 foot (2.13 m), Weight: 160 lbs (72 kg).
Originating Alien Environment: Twilight
Natural Abilities: Nightvision 600 feet (182.9 m), sensitive hearing, leap 12 feet (3.7 m)
high or 24 feet (7.3 m) running, poor day vision (200 feet/6.1 m), and easily blinded unless he
wears protective eye shades.
Major Super Ability: Chameleon (Hold Breath for 10 minutes)\
Minor Super Abilities: Healing Factor, Underwater Abilities, Nightstalking, and Hardened
Skin.
Combat Training: Hand to Hand: Expert
Attacks per Melee: 6/7 (2 Initial +3 from Hand to Hand +1 from boxing) +1 in water
Combat Bonuses: +4 initiative/+5 at night, +6 to strike/+8 in water, +9 to parry/+11 in
water, +9 to dodge/+13 in water, +6 to damage/+9 in water, +4 to pull damage, and +7 to roll
with punch/fall.
Saving Throws: Fire/cold does half damage, reduce damage, duration, penalties,
symptoms, and effects of poison, drugs, and toxins by 1/3 even if fail save, +46% to save vs.
coma/death, +3 to save vs. psionics, and +10 to save vs. poison and disease.
Combat Skills: Punch 1D4, Power Blow 2D4 (counts as 2 attacks), Elbow/Forearm 1D6,
Knee 1D6, Karate Kick 2D4, Snap Kick 1D6, Tripping/Leg Hook (cannot be paired, must dodge or
knockdown), all Holds, and Knockout on an unmodified roll of a 20. At night increase damage by
1D6.
Education Backgrounds: Military Specialist (Some familiarity with Earth)
Common Skills: Read-Write/Speak Native Language 90%/93%, Read-Write/Speak
Thimerian Code 80%, Mathematics: Basic 87%, Climbing 98%/98%, Swimming 85%, Acrobatics
(Sense of Balance 80%, Walk Rope 80%, and Backflip 80%), Prowl 92%/98% at night, Pilot:
Hovercar 85%, and Read-Write/Speak English, Spanish, Chinese, and Hindi 98%.
Combat Program: Hand to Hand: Expert, Boxing, Athletics (General), Running,
Outdoormanship, W.P. Seord (+2 to strike/parry), W.P. Axe (+2 to strike/parry +1D6 damage),
W.P. Knife (+2 o strike, parry, and throw), W.P. Energy Pistol (+3 to aim/+1 to burst), W.P.
Energy Rifle (+2 to aim/+1 to burst), W.P. Handgun (+2 to aim/+1 to burst), Pilot: Personal
Anti-Gravity Transportation 75%, and First Aid 80%
Secondary Skills: Body Building & Weightlifting, Wilderness Survival 65%, Land Navigation
61%/71% at night, Hunting, Track & Trap Animals 65%/65%, Radio: basic 75%, Law (General)
50%, Streetwise 40%, Astronomy & Navigation 55%, Cook 55%/65%, and Fishing 55%.
Money: He has $30,000 in precious metal/stones. He makes $1100 a week from the
agency. He has little need for Earth money.
Weapons: His favorite weapons include:
Kisentite Battle Axe, Damage: 4D6.
Desert Eagle with recoil diminisher, Range: 165 feet (305), Damage: 6D6, Rate of Fire:
Single shot/Semi Automatic, Payload: 7 round magazine, Bonuses: +1 to burst. He sometimes
uses silver round. The gun has been designed to work perfectly underwater without penalty. He
always carries 1D4+1 extra clips.
TI Laser Rifle, Range: 1800 feet (548.6 m), Damage: 5D6, Rate of Fire: Single shot/Semi-
Automatic, Payload: 20 blast E-clip. The weapon has been designed to work perfectly
underwater without penalty. He usually carries 1D4 extra clips.
Two 8 inch silver coated Bowie-style survival knives, Damage: 1D6+1.
Equipment & Vehicles: He wears a web belt and battle harness to carry his weapons and
ammo. He always wears a $300 diver’s watch. Any other equipment he will get from the agency
depending upon the mission.

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

Posted: Wed Jan 12, 2011 1:38 am
by Reagren Wright
KING PTAH

Sanakhte became pharaoh of Ancient Egypt in 2686 B.C., after usurping the throne form the
ruling family. During the early part of his reign, he began to have dreams that he would die form
supernatural means. Fearful of being assassinated via magic, Sanakhte instructed his wise men
to teach him the mystic arts in order to protect himself. Five years later, Sanakhte felt he was
strong enough to defend himself from his enemies. One night while he slept an assassin managed
to enter the palace and almost got to his bed chamber before being killed by royal bodyguards.
Sanakhte’s paranoia got the best of him and he ordered his wise men to teach him the dark art
of necromancy. His wise men objected, so Sanakhte had them imprisoned and later executed for
treason. He eventually found a mage capable of teaching him necro magic. He had Sanakhte
perform a yearlong ritual he vowed would protect him from death’s embrace. Unfortunately,
since most of the practices of a necromancer involve working with the remains of the dead, it
brought plague to the land, and its practices met with intense social disapproval, particular the
high priests of Osiris. Nevertheless, Sanakhte was convinced those objecting were his enemies,
so he began to have his protestors put to death. Finally, a member of the previous royal family
aligned with the high priests won the throne from Sanakhte was buried alive and sealed in his
sarcophagus then it was thrown into the Nile. However, the ritual he practiced ensured he would
survive as a creature of the undead.

Three thousand years later, Sanakhte was unearthed. He immediately sought to retake control
of Egypt, only he discovered his entire culture no longer existed. He ventured into the city of
Alexandria where he established a religious cult in which he pretended to be an ancient god.
Over the next thirty years, his religion started to spread around the Mediterranean Sea, until
391 A.D. when his temple and followers were destroyed. Sanakhte was reburied in his
sarcophagus and sealed away in an underground tomb.

Sixteen hundred years later, his sarcophagus was unearthed by archeologists and taken to New
York City. After it was open, Sanakhte awakened and walked out into the New York City
nightlife. He was unable to relate to the modern world nevertheless he believed he could still
become ruler of the world. Within a few weeks, he reformed his old cult and established a strong
powerbase, but this ultimately led to an encounter with the Sentinels of Liberty & Justice and
Lord Arcane. They not only soundly defeated him but got to question his life ambition and
purpose. He was a member of the undead, but he didn’t have to be a creature of senseless
destruction or a threat to the human race. Instead why not become its champion and protect it
from those who seek to destroy or enslave it. Thus Sanakhte agreed to do special work for the
US government and assist in cover operations in the Middle Eart that involved the supernatural.
Later, he was invited into the Creature of the Night. When Nigel proved to be unreliable leader,
the position was given to him. There isn’t a day that goes by that Sanakhte does mourn the
fact that he should have died along with his people some four thousand years ago, so he would
have to be alone in this alien world.

Real Name: Sanakhte
Occupation: U.S. Government Agent, Former Pharaoh and Demi-God of Ancient Egypt.
Alignment: Aberrant
Power Category: Immortal (Undead)
Experience Level: 10th
Hit Points: 148 S.D.C.: 325 Armor Rating: A.R.: 9
P.P.E.: 226
Appearance: He is a black-roped corpse wrapped in long strips of dirty cloth. His eyes are
a translucent green. He usually wears a white crown or Egyptian head dress. He carries with him
a crook and wooden flail.
Attributes: I.Q. 13, M.E. 8, M.A. 13, P.S. 36 (supernatural), P.P. 12, P.E. 22, P.B.7, Spd. 8
Age: Immortal, Sex: Male, Height: 6 foot and 1 inch (1.86 m), Weight: 115 lbs (51.75 kg).
Vulnerability: Weapons made of silver or coated in silver cause him normal damage.
Normal fire does double damage to his S.D.C. as do magic weapons. Magic fire does double
damage directly to his hit points. He must wear his protective linens if he wants to venture out
into the daylight otherwise sunlight burns his flesh (1D6 points of damage per melee round).
Mega Powers: Supernatural being, increase range of super abilities and spell magic,
magical affects are only ½ normal duration.
Special Mega Power: Undead
Major Super Ability: Zombie Flesh
Magic Spells: Animate and Control the Dead, Charm, Charismatic Aura, Eyes of Thoth,
Fear, Horrific Illusion, Ice Blast, Magic Net, and Tongues.
Combat Training: Hand to Hand: Basic
Attacks per Melee: 6 (2 Initial +4 from Hand to Hand)
Combat Bonuses: +1 initiative, +1 to strike, +3 to parry, +3 to dodge, +22 to damage, +4
to pull damage, +5 to roll with punch/fall, +1 to disarm, and +4 to spell strength (16 or better).
Saving Throws: Impervious to Horror Factor, organic attacks (poison, drugs, disease,
toxins, gases, etc), impervious to heat, cold, possession, and mind control. +44% to save vs.
coma/death, +8 to save vs. magic, and +4 to save vs. psionics.
Combat Skills: Restrained Punch 3D6, Punch 6D6, Power Blow 2D4x10 (counts as 2
attacks), Elbow/Forearm 1D6x10, Knee 1D6x10, Snap Kick 1D6x10, Body Flip/Throw 1D6x10 plus
P.S. damage bonus (lose initiative and 1 attack/action), All Holds, and Critical strike on an
unmodified roll of 19-20.
Education Backgrounds: Equal to Trade School and has studied Earth extensively.
Common Skills: Read-Write/Speak Ancient Egyptian 98%/98%, Lore: Demon & Monster
80%, Lore: Geomancy 75%, Lore: Religion 85%, Archaeology 98%/80%, Chemistry 98%, Holistic
Medicine 90%/80%, Read-Write/Speak English, Greek, Hebrew, Latin, Arabic, Persian, Spanish,
and French 93%.
Military Program (Basic): Hand to Hand: Basic, Running, Climbing 98%/95%, Force March,
Body Building & Weightlifting, Military Etiquette 98%, W.P. Sword (+4 to strike/parry), W.P.
Spear (+4 to strike/parry & +3 to throw), and Pilot: Chariot 90%.
Technical Program: Appraise Antiques 95%, Art (Painting) 98%, Gemology 90%, and
History 98%/98%.
Domestic Program: Mathematics: Basic 98%, Animal Husbandry 98%, Animal Training
95%, and Gardening 91%.
Science Program: Anthropology 98%, Astronomy & Navigation 95%, and Biology 98%.
Secondary Skills: Public Speaking 93%, Wilderness Survival 80%, Athletics (General),
Pilot: Horsemanship 80%/60%, Prowl 75%, Law (General) 75%, Carpentry 75%, Rope Works
80%, Whittling & Sculpting 80%, Land Navigation 76%, Preserve Food 80%, Track & Trap
Animals 70%/80%, Identify Plants & Fruits 755, W.P. Axe (+3 to strike/parry & +2 to throw,
+1D6 to damage), Performance 60%, Recognize Weapon Quality 65%, Art (Pottery) 60%,
Philosophy 65%, Research 50%, and Sign Language 35%.
Money: He has no needs for money or currency. The agency pays for whatever he could
possibly need.
Weapons: Magic Crook (Staff), The staff can turn it wielder invisible (1 hour per 4 times
'per 24 hours) and it shoots lightning bolts (range: 600 feet/183 m, damage: 4D6, rate of fire:
each blast counts as one melee attack, payload: unlimited).
Armor: Protective Linens. These magical bandages protect him from the harmful rays of
the sun. They possess the same natural abilities/super abilities as he does (only damages by
fire, silver, and magic). A.R.: 12 and S.D.C. 100.
Equipment & Vehicles: None, he relies upon what the government provides for him.

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

Posted: Wed Jan 12, 2011 1:43 am
by Reagren Wright
Time to disappear again. Enjoy these folks.

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

Posted: Wed Jan 12, 2011 10:08 am
by gaby
Great,hope you can come up with more original heroes and Villains some where down the line.

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

Posted: Thu Feb 03, 2011 11:35 am
by gaby
I got idea for you Reagren Wright,you can make characters for different Era like the Pulp era and the Wild West?

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

Posted: Sat Feb 05, 2011 1:54 am
by Reagren Wright
That's a possibility. Right now one of my friends is playing a mutant rancher/cow boy in our HU
game. We had to get stats from Dead Reign Ordinary People O.C.C. for him to do it and give him
some skills out of New West. If I did it it would be only three or four from each era. None are
exactly my specialty but considering I did WW II guys I might put some thought behind your
suggestion.

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

Posted: Fri Feb 18, 2011 11:04 pm
by Reagren Wright
Armageddon Unlimited is AWESOME. Its got my mind whirling with ideas. I'll also do some
revisions with a number of individuals on this post, so there are some ties to ARU.

Re:

Posted: Sun Feb 20, 2011 4:38 pm
by Reagren Wright
Reagren Wright wrote:THE MINOTAUR

The origin of the most powerful crime lord of Century Station has
remained a secret until now. Some suspect him to be something
more then an average person. Well this true, in fact he’s not a man
at all. Thirteen years ago, Gustavo Fosco, was the Don of Century
Station, and his family handled the Mafia business in much of the city.
While most of his money he made from smuggling and protection
rackets on the Archipelago docks, Fosco made a great deal of money
legitimately in the cattle industry. He bought a farm in Ulster and
raised beef cattle. In an effort to ensure his farm would produce
high quality carcass beef, Fosco bought experimental growth
hormones from a biological research lab and started injecting it
into one particular bull in an effort to produce large numbers of
hybrid beef cattle. Unbeknownst to anyone, the growth hormone not
only made the Angus bull bigger, it increased its intelligence and
allowed it to develop human-like characteristics. Fosco called the
bull Zeus (didn’t like the name Jupiter) and allowed him free range
around the ranch. Most of the “family business” was conducted in a
loft above the barn in which Zeus was kept.

From here Zeus learned about being a mobster. His telepathic
abilities allowed him to enter the minds of others, even sift through
their surface thoughts. Over the next two yeas, he continued to grow
and learn until it was time to send him off to the slaughterhouse.
As they tried to put him into the truck, Zeus used his hypnotic
suggestion powers to make everyone go home and take a nap.
He then had a heart to heart talk with Fosco, advising him that he
could be useful to him, if he spared his life. Fosco agreed. Zeus
could be his ace in the whole, however Zeus wanted his hormone
treatments doubled to sped up his mutation,
for he was convinced it would change him even further.
Within a week, Zeus stood up on his
hind legs and could walk like a man. A week later and he could
almost pass as a man in darkness. Soon Zeus became Fosco
newest “Cleaner” and loyal bodyguard. All the while Fosco taught
the mutant bull everything he wanted to know about being a Don.
And what Fosco didn’t tell him, Zeus pulled from his mind.

Then one-night family members of the previous Don of the city sent
a Colorpunk gang the Black Spartans to take out Fosco. They
succeeded in shooting him and killing everyone on the farm, but
Zeus managed to hide Fosco in the woods before the gang set
everything a blaze. Fosco and Zeus now had to go into hiding.
They sought refuse in the old Project Daedalous building, now known
as the Labyrinth. Zeus force those living there to aid him in nursing
Fosco back to health, but the living conditions only made his
injuries worse. On his deathbed, Fosco told Zeus to use his talents
and know how to retake control of the city and to ensure it never
fell back into the hands of anarchists. Zeus mourned his master’s
death briefly then he went about his task.

First and foremost, he gathered as many mutants that he could
find and convinced them to not only join him, but to nominate him
as their supreme leader. However, no one was ever to know that he
(now calling himself the Minotaur) was a mutant animal. When he
spoke with others he always did so at a distance or through mediators.
In the end, with a dozen mutant thugs on his side, and the ability to
read the thoughts of his enemies, the Minotaur elevated himself to
becoming one of the premier Crime Lords of the city. But that
wasn’t enough, he wanted all of it. Soon his agents were
assassinating anyone who potentialy stood in his way. All the while,
the Minotaur remained shadowed in mystery. No one knew
anything about him, just rumor and speculation. His enigmatic
nature spread to fear, as no one escaped his death touch. Other
crime lords wanted to make peace with him before they ended up
a rotting corpse on the streets of Brisby Flats. Shortly after Bloody
Monday, the Minotaur formed an alliance with most of the major
crime syndicates, all of which answered to him. Those who didn’t
join him found themselves dead in the street or their headquarters
blown to pieces. It’s been 3 years since the Minotaur assume
command, and no one but his closest associates knows the
truth about him, and he intends to keep it that way. Every so
often an enemy tries to learn the truth and each time dies before
anything but additional speculation is spread throughout the city.
The Minotaur rules Century Station with an iron hoof. Everyone fears
him, obeys him, and does not cross him.

Armageddon Unlimited: Update. The Minotaur is aware of Church of
Unity but not their real intentions. In his mind, the Church is taking away henchmen from him
and interfering with his business opportunities. He is sending investigating efforts to discover
what is the ulterior purposes of the church.

Real Name: Zeus
Aliases: Bruno Fosco
Occupation: Supreme Crime Lord of Century Station
Alignment: Aberrant
Attributes: I.Q. 18, M.E. 24, M.A. 19, P.S. 44 (supernatural), P.P. 15, P.E. 29, Spd 19, P.B. 7.
Age: 13. Sex: Male. Height: 6 foot, 9 inches (2.1 m). Weight: 290 lbs (130. 5 kg)
Experience Level: 8th
Appearance: He is a tall, powerfully built humanoid male with
glossy black skin and hair. He has a noticeable muzzle, large flat
teeth, protruding ears, small horns on his head, and legs that end
in hocks and cloven hooves.
Hit Points: 66 S.D.C. 99
Power Category: Mega-Villain Mutant Animal (Angus Purebred Cattle)
Mega-Abilities: He received 40 BIO-E points to start off with
(grand total of 50 BIO-E Points during character creation).
Human Features: Hands: Partial, Biped: Full, Speech: Full,
Looks: Partial.
Mutant Animal Powers: Crushing Strength (Supernatural),
Advance Vision, Extra Physical Endurance, Extra Physical Prowess,
Hypnotic Suggestion, Telepathic Listening, and Telepathic
Transmission. Note: The range of his psychic powers is 50% greater.
Vestigial Disadvantages: Hooves, Vestigal and Diet: Ruminant
and Herbivore.
Achilles’ Heel: He needs to spend several hours every day
eating hay, grass, and grains. He is unable to eat meat or it will
make him sick. He is also attracted to human woman, so much
they easily distract him.
Combat Training: Hand to Hand: Expert
Number of Attacks: 6 (2 initial +1 from animal powers +3
from Hand to Hand)
Bonuses (all): +2 to Initiative, +2 to strike, +4 to parry,
+4 to dodge, +29 to damage, +2 to pull punch, +3 to roll with
punch/fall, and +2 disarm.
Saving Throws: +24% to save vs. coma/death, +5 to save
vs. psionics, +7 to save v. insanity, +9 to save vs. poison and
disease, +7 to save vs. magic, +2 to save vs. possession, +2 to
save vs. Horror Factor
Other Combat Info: Restrained Punch 4D6, Full Strength
Punch 1D6x10, Body Flip 2D4x10 + P.S. damage (lose initiative
and 1 melee attack/action), Headbutt 2D4x10, Elbow/Forearm
2D4x10, Karate kick 2D6x10, Snap Kick 1D6x10, Tripping/Leghook
(knockdown, cannot be parried), Knee 1D6x10, Power Punch 2D6x10
(2), All Holds, Paired Weapons, Critical strike on a natural (unmodified)
roll of 18-20).
Other Bonuses: +4% to all skills, 55% trust/intimidate,
Horror Factor 10 (by reputation only) and Horror Factor 13 when
meet in person.
Education Level: Trained as if he where a normal human.
Common Skills: Language: English 98%. Literacy: English 88%
Criminal Program: Streetwise 66%, Pick Locks 84%, Find
Contraband & Illegal Weapons 72%, Imitate Voices & Sounds
88/92%, and Ventriloquism 62%.
Business Program: Mathematics: Basic 98%, Business & Finance
89%, Computer Operation 94%, Law (General) 79%, and Research
98%
Secondary Skills: Hand to Hand: Expert, Athlete, Animal
Husbandry 79%, Physical Labor, Outdoorsmanship, Identify Plants
& Fruits 74%, Land Navigation 72%, Wilderness Survival 69%,
Gambling (standard) 59%, Art (Painting) 54%, Appraise Antiques
64%
Money: He makes around three million dollars a year
personally, has around 4D6 x 10,000 in available cash, and has
5D6x10 million in available operating capital for his crime operations.
Weapons: He considers himself a living weapon. He attempts
to keep his psychic powers from everyone as it serves as his special
edge over others.
Vehicles and Equipment: He uses the wealth of his vast
criminal empire to supply him with whatever he wants or needs.
He rarely ventures out of the Labyrinth.

Re:

Posted: Sun Feb 20, 2011 4:56 pm
by Reagren Wright
Reagren Wright wrote:Okay some people requested further info on former and deceased
members of the Centurions, so in the tradition of two comic companies
which refuse to allowed those dead and buried to stay that way here we go.

JOAN OF ARC

Joanna Fullard was born and raised in Century Station. When she was
seven years old, she began to have terrible dreams, most of them
involving the death of her family in a car accident. She was terrified
every time her parents got in their car together and always begged them
not to go. They of course dismissed her. Then late one night, she had a
vision of her parent being hit by a drunk driver with a blue Ford Pick up.
She could actually describe the incident in grand detail. No one believed
her. The next night her parents were killed in a hit and run accident.
Joanna convinced a police detective that she knew who’d done it.
After following her lead, they found the car and the driver. Joanna went
to leave with her aunt and uncle. Her uncle was a hellfire and brimstone
evangelical preacher. He always talked about the end of days and that
human being would burn in hell if they didn’t repent their wicked ways.
Yet he also believed that super beings were one of the main sources of
evil. He was convinced anyone who put on a costume was a demon sent
by the Devil to corrupt and destroy human society. Her uncle began to
realize that Joanna possessed a unique ability to see the future and he
used her in his sermons to make followers realize their sinful ways.
Soon he began expanding his ministry trying to reach out to all who lived
in Century Station. Yet his preaching that super beings were demons
reached the ears of Modulus who didn’t take kindly to them. Joanna
tried to warn her uncle that they were in danger, but rather then believe
her visions, he scoff at them and her. Days later the Sinistry attacked
the church, dozens of people were killed, among them her uncle.
They took Joanna prisoner and demanded that she use her gifts to
help them assume domination over the city. Several established city
champions decided to band together in an attempt to put and end to
their plot. Modulus learned of this and used Joanna future powers to
find every possible scenario that would result in their defeat. Once he
believed, he knew every possible outcome he awaited the confrontation.
However, as Joanna tried to explain, the future is fluid and chance/choice
can alter possible outcomes. In this case, the hero Timeline, and the
arrival of Apex changed all outcomes. Although defeated, the Sinistry
escaped intact vowing revenge. Recognizing the significance of Joanna’s
powers, Apex invited her to join the group which called itself the
Centurions. Although she realized it would be a risky, she agreed,
besides, she knew it was going to happen anyway. She decided to call
herself Joan of Arc and became the group’s youngest member.

As a founding member, Joanna endured the harsh periods of Century
Station during its most tragic times. She foresaw the events that became
known as Bloody Monday, and despite her forewarnings, the tragedy
unfolded without prevention. She also became extremely upset when
her future powers failed to notify the group that Mr. Komodo, Timeline,
and Gilgamesh were going to walk into a trap laid out by the Sinistry.
However, the final straw came when she foresaw the city in a terrible
confrontation of biblical proportions. She began preaching as her uncle
had done, trying to warn people of what lay ahead in the future. The
Centurion having been integrated into CHIMERA where told to tell her
to be silent. Having failed the city before few in city hall or CHIMERA
gave much stock in her future telling powers. When Apex was given the
painful task to tell Joanna to stop preaching, she refused and told him
he was being irresponsible with his duty to protect the city, and that he
was acting more like an agent for the Sector then a champion of the city.
This struck a nerve and Apex abruptly expelled her from the Centurions.
A few days later, he regretted the deed and tried to contact her. Joan,
however, was gone and hasn’t been seen or heard from since.

Armageddon Unlimited: Update. Joan of Arc has foreseen
the Chaos Generator go online in Century Station. She has seen Armageddon come.
She has decided to return and warn her teammates of what is happening. She has also
come to believe those who refused to believe her predictions are those working to make
Armageddon come about. She knows nothing about the Church or that their are
supernatural forces at work.

Real Name: Joanna Fullard
Occupation: Former founding member of the Centurions, now MIA.
Alignment: Principled
Power Category: Latent Psychic
Experience Level: 7th
Hit Points: 49 S.D.C.: 40
P.P.E.: 30
I.S.P.: 134
Appearance: Joan has round blue eyes and neck-length, curly, fine,
blond hair worn in a complex style. She has a voluptuous figure. Her
clingy costume is mostly white and green.
Attributes: I.Q. 12, M.E. 26, M.A. 17, P.S. 8, P.P. 10, P.E. 15, Spd. 19, P.B. 15
Age: 27, Sex: Female, Height: 5 foot and 7 inches (1.70 m), Weight: 130 lbs (58.5 kg)
Insanity: Joan believes her powers are a gift from a high power.
She believes she holds a great responsibility in their use and must avoid
using them for personal or shortsighted gain. They need to be used to
protect and guide others toward salvation. The wicked and evil must be
taught to give up their malevolent ways.
Super Psionics: Mind Trap-Future Walk (Special) and Future Watch (Special)
Future Watch is a super psionic version of precognition and
clairvoyance combined. It enables her to observe ones future, be it a few
minutes or several decades ahead. Unlike clairvoyance and precognition,
Joan will stand by as a ghostly observer and simply watch the events
unfold. She cannot interact or change the outcome. The power requires
her to touch a person, or it can be activated in conjunction with object
read (combine the I.S.P. total for cost). The observation of the future
may take as long as 15 seconds to 24 hours, but only 1D4 melees in
real time will past. This means Joan may spend 6 hour of future time
observing the events and interactions of a person, but only 30 seconds
of real time may pass by. While she is observing the future, she is
oblivious to real time events happening around her. She cannot remove
herself from a future walk nor can she be affected by possession, mind
control, psionic or mental powers that effect ones mind. It also important
to know that even if Joan tells someone what she observe in the future,
each action and decision made by the person she observe has a strong
chance of changing the outcome, so the envision event might never
come to pass. Then again, it could be something that is inevitable, and
no amount of alteration on anyone’s part can prevent the outcome from
occurring. For example, she observes a man getting hit by a bus, she
tells him so, he stays inside his house, at the moment that he should
be hit by the bus, he trips over the rug and hits his head on the coffee
table and dies). Range: Touch, Duration: 1D4 melees of
real time (minutes to 24 hours for the psychic), I.S.P. 15 (21 if use in connection with Object Read).

Mind Trap-Future Walk is just like the normal mind trap power
used by the psionic animals, but in Joan’s case, she can use it to make
the victim experience his or her future that she has observed via her
Future Watch. The normal save vs. psionics is made. Failure means the
person becomes trapped in the “psychic illusion” but they can do nothing
to escape from it until its plays itself out or Joan ends it prematurely.
Joan can decide if she wants to observe or not, however she cannot
interact or change the outcome, but the victim can see and hear her.
Just like the real mind trap, the victim can be driven temporarily insane
if he fails the second psionic saving throw. However, Joan usually doesn’t
allow anything bad to happen to the victim. She wants it to be a learning
experience that will change the victim’s life (as seen in a famous
Christmas story). Range: Touch or 6 feet (1.82 m), Duration:
2D6 melees of real time (minutes to 24 hours for the victim/psychic),
I.S.P. 25.
Sensitive Psionics: Clairvoyance, Empathy, Mimic Skills, Object
Read, Precognition, See Aura, Sense Evil, Sensory Link, Sixth Sense,
Telepathy, and Total Recall.
Combat Training: Basic
Attacks per Melee: 5 (2 initial + 3 from Hand to Hand)
Combat Bonuses: +1 to initiative, +1 to strike, +2 to parry, +2 to
dodge, +2 to damage, +2 to roll with punch/fall, +3 to pull punch, and +1 disarm
Saving Throws: She needs a 12 or higher to save vs. psionic
attack, +6 to save vs. psionics, +9 to save vs. insanity, +3 to save vs.
possession, +1 to save vs. mind control (+7 if psionic mind control),
+2 to save vs. Horror Factor, and +2 to save vs. magic.
Combat Skills: Punch 1D4, Elbow/Forearm 1D6, Knee 1D6, Power
Blow 2D4 (2), Kick 2D4+2, All Holds, and Critical strike on an unmodified
roll of 19-20.
Other Bonuses: 45% trust/intimidate.
Educational Background: High School Education.
Common Skills: Read-Write/Speak English 94%/95%
and Pilot Automobile 81%
Domestic Program: Mathematics: Basic 98%%,
Housekeeping 75%, Sewing 80%, and Wardrobe & Grooming 83%.
Technical Program: Lore: Religion 75%, History
98%/80%, Research 80%, and Philosophy 75%.
Secondary Skills: Performance 67%, Public Speaking
85%, First Aid 80%, Running, Writing 60%, Aerobic Athletic (Sense of
Balance 70%), Swimming 85%, Cook 70%, Art (Drawing) 70%, Hand to
Hand: Basic, Prowl 50%, Computer Operation 75%, Law (General) 35%,
and Radio: Basic 60%.
Money: She was being supported by a stipend from the Century
fund, but it’s not known if she saved any of the money or if she took any
of it when she left.
Weapons: None.
Equipment & Vehicles: None, other that what was commonly accessible to the other Centurions.

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

Posted: Sun Feb 20, 2011 5:14 pm
by Reagren Wright
Reagren Wright wrote:Wanted to really do something different with this guy. He is mentioned on page 208-209 of
GI in regard to Undine.

HIEROPHANT

Lehrain comes from the dimension known as Rifts: Phase World, specifically a planet called
New Midgard. He the Asgardian Elf studied the ways of mysticism. By the time he was 55
year old, he was a very accomplished wizard. He made plans to sell his services to anyone
needing a mage. One day while working at a remote nexus location, a dimensional portal
opened and several alien beings stepped through. They identified themselves as Shissans.
They miscalculated performing their ritual magic. Lehrain agreed to help them re-create a
portal that would send them back. For the next two weeks, the Shissans and Lehrain
traded magic knowledge and information about each other dimension. Finally, the special
was ready but Lehrain decided to go back with them. Leshrain found life on Shia
challenging, but a reward experience.

Lehrain began hanging out with a Kassan and Shissan who operated as operatives for the
FAR. For the next fourteen years, he enjoyed numerous adventures with these two friends.
He made dozens of friends and three times as many enemies. Eventually his friends decided
to retire from the rough life and the growing fear of Atorian hostilities. Lehrain decides to
stay in this dimension but leaves the Liloqua Quadrant for the Ilta. He spends about 70
years exploring this section of the galaxy. It is here he had an epic adventure protecting
the planet Goga-Rux from an invading swarm of space wasps. The alien emperor gave him a
magical elixir to us one day in the future. Lehrain decided to go back to Liloqua Quadrant.
He learned his Kassan friend had decided to return to action and went with a group of
explorers to check out a planet in the Ilta Quadrant rumored to have a huge supply of
precious gems. The group never came back. Lehrain followed the trail to the planet Earth.
He spent three years traveling over Earth to learn his friend and company crashed in the
remote wilderness of Canada. He made sure the ship was concealed from further discovery.
Something about the people of Earth brought about a fondness for Lehrain. He started to
live among them in the country of Wales. He went about calling himself Heronimus Tilney.
He took a trip to the American Colonies and made numerous friends in the city of Boston.
When problems began with the Colonies and England, Heronimus sided with the colonist. He
eventually joined with the Continental Army (using his magic behind the scenes). Once
America has its independence, Heronimus went west. When he reached California he went
back east in time to help the North fight in the Civil War. He eventually arrived in a small
mining town that eventually became Century Station. For the most part, he tried to live a
quiet life unless he felt it necessary for him to interfere, becoming the magical mega hero
Hierophant. He operated his little magic shop (which sold legitimate magical objects). He
became very active after the collapse of Project Daedalus. Then one day Amy Gruvensky
went into his store and stole the magic elixir. Before Heronimus could stop her, she drank it
and transformed into a bald, blue and white skin being with the power to control water. He
wanted to punish her but instead decided to take the girl under his wing and train her. For
a while she was a great hero and took his lessons to heart, but she eventually got tired of
his rules and sermonizing. She took off one day and embarked on a string of crimes and
acts of reckless endangerment. When confronted by Hierophant, she tried to escape and
caused a massive boating accident leaving 100 innocent civilian injured. Eventually
Hierophant captured her. She was sentenced to 25 years at Gramercy Island. If she ever
escaped she plans on getting her revenge against him, she might even recruit others metas
and/or thugs to help her. Heronimus continues to live a quiet life running his magic shop,
and rarely goes out as Hierophant unless he feels his expertise is needed. He has become a
close confident of Iron Lotus and he has started selling his knowledge to Earth Angel.

Armageddon Unlimited: Update. Hierophant has become aware of the
Deevil operations throughout the world, however he is not aware of the Church of Unity or
whose is exactly behind the Armageddon plot. Three times he has been confronted by
Greater Deevils and two Corrupted Good beings trying to kill him. He and his fellow Order of
Three members are planning on finding the force of this evil and doing battle with as many
champions as possible.

Real Name: Lehrain Banerat
Alias: Heronimus Tilney
Occupation: Intergalactic Champion of Justice. Member of The Order of Three
Alignment: Principled
Power Category: Alien Mega Hero (Asgardian High Elf)
Experience Level: 12th
Hit Points: 87 S.D.C.: 68
P.P.E.: 202
Appearance: Heronimus has grey hair held back from his face in a ponytail. His eyes
are grey in color. He wears black leather studded armor suit whenever he is combat,
otherwise he dresses in an open-necked shirt with a velt smoking jacket. He is
extraordinary hansom with elf features.
Attributes: I.Q. 19, M.E. 20, M.A. 13, P.S. 16 (supernatural), P.P. 14, P.E. 25, Spd. 36, P.B. 21
Age: 409, Sex: Male, Height: 6 foot and 9 inch (2.056 m), Weight
: 195 lbs (787.75 kg).
Natural Abilities: Nightvision 300 feet (91.5 m), he can see in total darkness.
Bio-regenerate 2D6 hit points/S.D.C. per hour.
Wizard Abilities: Astral Projection, Familiar Link (Pinky-Hamster), Sense Enchantment,
Sense Supernatural Evil, and Sense Magic.
Magic Spells: Blinding Flash, Decipher Magic, Globe of Daylight, Increase Weight, See
Aura, See the Invisible, Cloud of Smoke, Thunderclap, Ventriloquism, Befuddle, Darkness,
Fear, Weightlessness, Mystic Alarm, Extinguish Fear, Concealment, Climb, Detect
Concealment, Levitation, Extinguish Fire, Armor of Ithan, Energy Bolt, Resist Fire & Heat,
Cold Wall, Invisibility: Simple, Breathable Air, Paralysis: Lesser, Float in Air, Telekinesis,
Negate Poison/Toxin, Carpet of Adhesion, Shadow Meld, Swim as a Fish, Charismatic Aura,
Magic Net, Energy Field, Repel Animals, Ice Blast, Eye of Thoth, Escape, Energy Disruption,
Heal Wounds, Tongues, Mystic Shield, Impervious to Energy, Create Gravity Well, Heal Self,
Immobilize, Locate, Oracle, Sense Dimensional Anomaly, Metamorphosis: Human, Protection
Circle: Simple, Sword to Snake, Phantom Horse, Dimensional Pocket, Finger of Lictalon,
Summon & Control Animals, Amulet, Time Hole, Sanctum, Talisman, Protection Circle:
Superior, Id Barrier, Restoration, and Dimensional Portal.
Combat Training: Martial Arts
Attacks per Melee: 6 (2 initial +4 from Hand to Hand). Spells 1-5 take need 1 attack,
6-10 need 2 attacks, 11 and higher (including Legend) need 3 attacks.
Combat Bonuses: +3 to initiative, +3 to strike, +6 to parry, +7 to dodge, +5 to
damage, +4 to roll with punch/fall, +3 to pull punch, +2 to disarm, and +4 to spell strength
(16 or higher to save).
Saving Throws: +8 to save vs. magic, +3 to save vs. psionics and insanity, +3 to
save vs. possession, +5 to save vs. poison & disease, +6 to save vs. Horror Factor, and
+20% to save vs. coma/death.
Combat Skills: Punch 2D6, Power Blow 4D6 (2), Backhand strike 3D6, Elbow/Forearm
3D6, Knee 2D6, Karate Kick 4D6, Snap Kick 2D6, Roundhouse Kick 6D6, Crescent Kick
3D6+2, Tripping/ Leghook (cannot be paired, must dodge or knockdown, Jump Kick 6D6x2,
Flying Jump Kick 1D4x10, Body Flip/Throw 3D6 plus P.S. damage bonus (lose initiative and
1 attack/action), Leap Attack, All Holds, and Critical strike on an unmodified roll of 18-20.
Other Bonuses: +5% to all skills and 55%charm/impress.
Educational Background: Special (Intergalactic Rhodes Scholar) and is well familiar
with Earth culture.
Common Skills: Read-Write/Speak Elf/Dragonese & Old Norse 98%, Spell
Translation 37%, Lore: Demon & Monster 97%, Lore: Geomancy 92%, Lore: Religion 98%,
Mathematics: Basic 98%, Pilot: Horsemanship 93%/73%, and Read-Write/Speak
English, Spanish, Arabic, Greek, and four Galactic Trade Languages 98%.
Science Program: Computer Operation 98%, Mathematics: Advance 98%,
Chemistry 98%, Anthropology: Alien (humans) 98%, Xeno-Biology 98%, and Xeno-Botany
98%.
2nd Science Program: Archeology 98%/98%, Astronomy & Navigation 98%,
Chemistry: Analytical 98%, and Astrophysics 98%.
Technical Program: Gemology 98%, Research 98%, Lore: Alien 98%,
Appraise Antiques 98%.
Espionage Program: Hand to Hand: Martial Arts, Detect Ambush 98%,
Intelligence 98%, Wilderness Survival 98%, Tracking (people) 98%, and Disguise 98%.
Ancient Weapon Program: Paired Weapons, W.P. Sword (+5 to strike/+4 to
parry), W.P. Staff (+4 to strike/+4 to parry), and W.P. Archery (+7 to strike, +3 to disarm,
Rate of Fire 8.
Secondary Skills: Athlete, Running, Climbing 98%/95%, Prowl 92%,
Swimming 98%, Outdoormanship, Land Navigation 89%, Identify Plants & Fruits 95%,
Hunting, Gardening 89%, Cook 98%, Philosophy 90%, Public Speaking 98%, Holistic Medicine
80%/70%, Pilot: Personal Anti-Gravity Transportation 80%, Streetwise 41%, Art (pottery)
60%, History 80%/60%, and Business & Finance 45%.
Money: He has 240,000 galactic credits. He has 260,000 Eurodollars (335,166 US
dollars) in a Swiss Bank account. In a bank in Century Station, he has 300,000 US dollars.
In several safe deposit boxes at another bank, he keeps $435,000 in precious stones.
Weapons: In a hidden vault in his home in Century Station, he has a stash of 3D6
magical weapons he’s collected from all over the galaxy and here on Earth and New Midgard
(use magic weapon from Immortals in PU2 on page 66 to determine type and magical
properties). His favorite weapons are a Kisentite Katana (4D6+3 damage) and a SC
Penetrator III (Alien Compound Bow), Range: 1000 feet (305 m), Damage: 1D8 as a club,
arrows inflict 4D6 damage. He has a quiver of 24 arrows.
Armor: He wears modified studded leather armor that has a stealth coating (+10% to
prowl at night and in dark settings). A.R.: 14 and 42 S.D.C. He also has a modified explorer
body suit that can be concealed under his clothes. This suit protects him from hostile
environments (A.R. 8 and 22 S.D.C).
Equipment & Vehicles: He spends a lot of time making amulets and talismans that
he might need in a particular emergency. He has six references libraries each one is about
different alien species (Anthropology: Mineral, Insect, Vegetarian, Ape, Avian, and Canine
60%). He has an anti-gravity ring, 90-160 mph (144-256 km), +3 to dodge. Unlimited
altitude.

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

Posted: Sun Feb 20, 2011 5:33 pm
by Reagren Wright
Reagren Wright wrote:Okay this guy was fun to make. I'm going to give Mephisto some credit for the inspiration
and Greg Diaczyk (Rifter #37) for the creation of this mega-hero champion. Reference to the
hero can be found on GI on page 181 in regard to Obzelon.

LORD ARCANE

Little is known about Earth’s protector. He has been around since the Fall of Rome, a child born
from the union of Zeus and Isis as the age of old gods ended. His charge for the last 1500 year
has been to protect humans from the forces of evil and alien invasion. He has been there to
save humanity from countless disasters. He alone has prevented alien invasions from happening
and destroying supernatural threats on every corner of the world. Surprisingly he does not take
an active roll in events unless they posse a serious threat to human life (he doesn’t deal with
petty crimes or try to stop the death of insignificant people). He has learned that he can’t
save everyone, but he can make a difference when it really matters. He uses the Orb of Oon to
watch over the world and locate particular people to ensure their safety and stability (world
leaders, religious figures, etc). Because of the pains he feels whenever humans die, he rarely
ventures into big cities (he hates going into Century Station), and if he does, it’s not for a long
time. He tries to contact and recruit other champions to act on his behalf whenever necessary.
Not because he doesn’t want to help, but because help is needed in so many places and he
can’t be everywhere at once. He tries to deal with the most pressing issues. One issue he does
handle personally is ensuring the mad wizard Obzelon stays locked up in Gramercy Island. He
defeated the wizard on Scotland’s Orkney Island. Afterward he put him in jail surrounded by a
magic circle that functions as a permanent anti-magic field against Obzelon and only him. The
jail cell also has a Sanctum spell in it, only it operates so long Obzelon is in the room. Each
month Lord Arcane comes to recharge the circle (100 P.P.E.). Lord Arcane also inspects the
Denizen and Slaughterhouse Seven as well. Lord Arcane has been mentoring young heroes for
the last 1000 years. He does all that he can for them, but in the end they either die in battle
or die of old age. It’s the curse of being immortal. No matter the cost or risk, Lord Arcane will
never surrender his charge (his life depends upon it) to protect and serve humanity the best
that he can. When he is not in his Lord Arcane persona, he appears as Count (Graf) Dieter
Manfred and lives in a remote castle in the Black Woods of Germany. This identity is difficult to
maintain since he is always way. His staff does a great job of covering for him. Presently he
has been meeting with Washington, the Leader of Lock Down Alpha to discuss his dreams of a
great magical catastrophe. He is curious if they are connected to his vision of some kind of
supernatural threat that will or is taking place in Century Station.

Armageddon Unlimited: Update. Lord Arcane has become aware of
the Deevil operations in the world and the recent number of Demon and Deevil battles.
Something is coming, he is sure it has something to do with the approach of Armageddon. He
is unaware of the operations of the Church of Unity and Doctor Vilde. He has alone destroyed
one of the Chaos Generators and its protectors at Tasmania. He is working with his fellow
Orders of Three to find the forces of darkness trying to destroy the Earth. He will organize
and gather the forces of good to do battle with the Deevil to defeat the Armageddon plot,
he will not join forces with the Demons to do so, they too will be destroyed. He has at his
disposal several Enchanted Item and Weapon of Good to bestow to champions to help him as
well as means to make regular people Mystically Bestowed Champions of Good.


Real Name: Daolayae Pantherix
Alias: Count (Graf) Dieter Manfred, The Master Mage, Baron Supreme.
Occupation: Leader of the Order of Three, Protector of Humankind, Guardian of the
Heroes Unlimited Earth Reality.
Alignment: Scrupulous
Power Category: Immortal (Godling Wizard Supreme)
Experience Level: 14th
Hit Points: 85 S.D.C.: 640/+90 in costume Armor Rating: A.R.: 14
P.P.E.: 846!!! Note: He can hold 3x his normal limit for 27 minutes.
Appearance: He is a tan skin male with a graceful build. His shoulder length hair is purple
in color. His almond shaped eyes are magenta in color. His white and green outfit incorporates
rune designs. His long hooded green cape gives him a look of mystery.
Attributes: I.Q. 22, M.E. 20, M.A. 18, P.S. 26, P.P. 13, P.E. 27/31 in costume, Spd. 45, P.B. 26.
Age: 1540, Sex: Male, Height: 5 foot and 11 inches (1.80 m), Weight
: 165 lbs (74.25 kg)
Vulnerability: Bronze is a deadly metal to him. It by-pass his Armor Rating and does
double damage direct to his hit points.
Life Awareness: Whenever a human (Earthling) dies a violent death by the
direct action of another person (homicide or self-defense), force of nature (earthquake, flood,
tornado), a man-made incident (a dam/bridge collapse, airliner crash), or by unnatural means
Lord Arcane feels the pain of it. He does not feel the pain of death caused by indirect action
(man drops a wrench from a high story building and it hit a guy in the head), if it’s self-
inflicted (suicide, accident, or clumsiness), or brought on by natural causes (struck by
lightning, eaten by a predator in the wild, old age, a normal disease). This pain feels like a
sharp and powerful headache that last one melee round. Lord Arcane feels this pain each time
a person dies within one mile of his current location. He doesn’t know where it happened; he
just feels that it did. If more than 10 humans (Earthling) die from a single event, he feels the
pain 100 miles away. This time the pain is the equivalent of the Agony spell (at first level). If
more than 100 people die, he feels the pain 1000 miles away and loses 1D6 hit points (he will
recover normally) and feel the Agony like effects. If more than 1000 people die, he feels the
pain 10,000 miles away, loses 2D6x10 hit points (he will recover normally), and it will leave him
weaken for 24 hours (reduce physical attributes, attacks per melee, and combat bonuses by
one-half). If more than 10,000 people die, he feels the pain 100,000 miles away, loses
3D6x10+20 hit points (he still recovers normally), and suffers the same effect as mentioned
above. If more than 100,000 people from a single incident, he will feel the death 1 million miles
away (Earth’s moon is 238,856 miles/384,403 km away). He would lose 4D6x10+60 hit points
(which will likely kill him permanently. If more than a million people died, he would die even at
the furthest edge of the Solar System. Even if Lord Arcane where in a different dimension or
another part of the galaxy, the moment he comes within range, he feels the pain, even if the
death occurred more up to 48 hours passed.
Special Mega-Power: Immortal (he can bio-regenerates 2D6 hit points/3D6 S.D.C. every
10 minutes) and Exceptional Talent for Magic (he doubles the amount of P.P.E. he can draw on
at places of power and he recovers his P.P.E. at an increased rate of 50%).
Mega-Powers: He takes ½ damage from fire and cold. Suffers only ½ the duration of
debilitating magic, drugs, disease, etc. He is considered a supernatural being. He never tires
and is never hungry or needs to drink. He does need to breath air, but not when is wearing his
mystic costume.
Wizard Abilities: Astral Projection, Familiar Link (Isis-Dove), Sense Enchantment, Sense
Supernatural Evil, and Sense Magic.
Magic Spells: Blinding Flash, See Aura, Decipher Magic, Globe of Daylight, Turn Dead,
Fear, Extinguish Fire, Mystic Alarm, Breathable Air, Invisibility: Simple, Resist Fire & Heat,
Energy Bolt, Carpet of Adhesion, Shadow Meld, Trance, Charismatic Aura, Eyes of Thoth,
Escape, Heal Wounds, Calling, Tongues, Mystic Shield, Swim as the Fish: Superior, Memory
Bank, Create Gravity Well, Invulnerability: Superior, Dispel Magic Barriers, Immobilize, Sense
Dimensional Anomaly, Firestorm, Locate, Exorcism, Speed of the Snail, Havoc, Negate Magic,
Oracle, Banishment, Dimensional Pocket, Teleport, Mystic Portal, Anti-Magic Cloud, Remove
Curse, Amulet, Time Hole, Protection Circle: Superior, Talisman, Close Rift, Restoration,
Dimensional Portal, Teleport Superior, Sanctum, Create Magic Scroll, Barrier of Thoth, and
Sanctuary.
Note: Circe can function just like a wizard, and is able to learn or acquire new spells.
Powers In Space: These are his extra abilities while in space (he has to be wearing his
costume while in space. He can fly up to Mach 16 (10,560 mph or 16,994 km). He has 2 extra
attacks per melee, +3 on initiative, +2 to strike, +2 to parry, +9 to dodge, +1 to roll with
punch, +1 to pull punch, +2 to disarm, and +70 to S.D.C. He can also see up to 7.5 miles (12
km) away in space. He can breath without air, speak/cast spells in a vacuum, and survive in
space indefinitely. Gravity Manipulation attacks are ½ effective in damage, duration, and other
effects.
Combat Training: Martial Arts
Attacks per Melee: 9/10 (4 initial +5 from Hand to Hand) +1 in costume.
Combat Bonuses: +5 to initiative/+7 in costume, +2 to strike/+3 in costume flight, +6 to
parry/+8 in costume flight, +6 to dodge/+12 in costume flight, +4 to damage, +9 to roll with
punch/fall, +4 to pull punch, +1 to disarm, and +7 to spell strength (19 or higher to save!!!).
Saving Throws: +24% to save vs. coma/death or +31% in costume, +11 to save vs.
magic/+13 in costume, +6 to save vs. possession, +6 to save vs. poison & disease/+8 in
costume, +3 to save vs. psionics & insanity, and +7 to save vs. Horror Factor. In costume, he
is impervious to cold, depressurization, radiation, the effects of space or ocean depths, and is
invulnerable to small bits of flying debris.
Combat Skills: Restrained Punch 2D6, Full Strength Punch 4D6, Power Blow 1D4x10 (2),
Elbow/Forearm 5D6, Knee 4D6, Kick 1D4x10+2, Snap Kick 4D6+2, Roundhouse Kick 1D6x10+2,
Tripping/Leg Hook (cannot be paired, must dodge or knockdown), Backward Sweep (cannot be
paired, must dodge or knockdown, -2 to dodge), Jump Kick 2D6x10, Flying Jump Kick 2D4x10,
Body Flip/Throw 5D6 plus P.S. damage bonus (lose initiative and 1 attack/action), All Holds,
Leap Attack, Paired Weapons, Critical strike on an unmodified roll of 18-20, and Knockout/stun
on an unmodified roll of 18-20.
Other Bonuses: +8% to all skills, 50% trust/intimidate, and 80% charm/impress.
Educational Background: Eclectic Rhodes Scholar
Common Skills: Read-Write/Speak Greek & Latin 98%/98%, Spell Translation
42%, Lore: Demon & Monster 98%, Lore: Geomancy 98%, Chemistry 98%, Holistic Medicine
98%/96%, Mathematics: Basic 98%, Read-Write/Speak Chinese, English, Hindi, Spanish,
Russian, Arabic, Portuguese, Japanese, French, and German 98%
98%.
Science Program: Astronomy & Navigation 98%, Mathematics: Advance 98%,
Chemistry 98%, Archeology 98%, Anthropology 98%, and Psychology 98%.
Technical Program: History 98%, Research 98%, Law (general) 98%,
Philosophy 98%.
Espionage Program: Hand to Hand: Martial Arts, Detect Ambush 98%,
Intelligence 98%, Wilderness Survival 98%, Detect Concealment 98%, and Impersonation
98%/95%.
Military Program (Basic): Running, Climbing 98%/98%, Force Marched, Military
Etiquette 98%, Pilot: Horsemanship 98%/98%, and W.P. Sword (+6 to strike, +6 to parry).
Entertainer Program (based in part by John. C. Philpot). Disguise 98%,
Performance 98%, Public Speaking 98%, Seduction 83%, and Wardrobe & Grooming 98%.
Secondary Skills: Athlete, Swimming 98%, Fencing, Prowl 98%, Land
Navigation 36%, First Aid 98%, Holistic Medicine 98%, Identify Plants & Fruits 98%, Aerobic
Athletics (Sense of Balance 98%), Gemology 98%, Identify Plants & Fruits 98%, W.P. Shield
(+5 to parry), Dance 98%, Sign Language 78%, Gardening 80%, Appraise Antiques 68%,
Business & Finance 73%, Writing 48%, and Cook 58%.
Money: As Dieter Panton, he is worth around 3 ½ billion dollars in U.S. dollars. He owns
hundreds of thousands of dollars of precious artwork, ancient artifacts that most museums
would love to have (Egyptian, Greek, and Roman), and precious gems and metals (some of
which are alien in origin). Most of his money he makes off the worldwide stock market. Most of
his money he gives to charity.
Weapons:
His mother Isis had a magic long sword forged for him. It called the Blade of the
Blessed. It does 5D6 damage (6D6 in his hands because of fencing) and is totally indestructible.
Armor: His father Zeus provided him a mystical costume/invention in order for him to
serve his charge of protecting Earth from all threats. The costume rants him the following super
abilities Sonic Flight, Flight: Space, Space Native, and Immune to Some Super Abilities. The
suit also takes on the natural properties of its owner, meaning it bio-regenerates with him as
long as he is wearing it and as long as he is wearing immortality. This also means the costume
has the equivalent of Bio-Aura. He keeps the suit in a Dimensional Pocket or underneath his
human clothing. 8th level. A.R.: 7 and 200 S.D.C. Note: The costume allows him to have
Nightvision at 1500 feet (457 m) but this is magnified in space. He has eagle like vision and hold
his breath for 7 minutes and 30 seconds (if he wants too, he can choose not to breathe air).
Equipment & Vehicles: Lord Arcane has access to many magic items, weapons, and alien
devices. The one he uses most often is a large crystal ball about the size of a basketball (The
Orb of Oon). This crystal ball allows him to see events that take “may” take place in the future
or he can observe anyone of his choosing, and learn about his or her future. His home has a
number of Guardian Stones (Beastiary) in his mansion. He also creates his own talismans and
amulets.

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

Posted: Sun Feb 20, 2011 5:42 pm
by Reagren Wright
Reagren Wright wrote:This is the last of the 3 super teams that brought about the arrest of the Slaughterhouse
Seven as mentioned in GI on page 63.

ALL CRUSADE SQUAD

The All Crusade Squad is a team of legionnaires all armed with magic weapons and dressed in
medieval garb. They are guided by the elf sorceress Amerra Newstone, who is not from HU
Earth, but the Palladium Fantasy World. Amerra had joined an adventure party (7 total) in
search of a ruin sanctuary where the most famous elf warriors of the Ages of Elves were
buried. The found the ruins in the Old Kingdom not to far from the Old Kingdom River. The
temple was at the site of a huge battle and the spirits of the dead were restless. After
braving a number of deadly traps and encounters with ghosts, they found the chamber of the
eternal blessed. Seven coffins lay in the chamber. Opening them, they discovered the
mummified remains of seven elf champions, each clutching a magic weapon (greatest rune
weapon). There was an inscription on the wall in Old Elf, “These champions wore no armor for
they feared no arrow or blade, for in their possession was not just enchanted steel but an
unconquerable need for victor.” The party gathered up the weapons and made their way out.
Once they reached the entrance of the city, they were met by their employer the
wizard/summoner Zarll Modul. He was standing in a 9th level Power Matrix consisting of a
Circle of Power and Force. On either side of the circle were his minions two Demon
Locusts. “Thank you, now surrender the weapons and I will let you live. There is a Circle of
Teleport ready to take you home. You will find your reward waiting for you.” However, half of
the party was not willing to surrender the weapons and dared to challenge the powerful mage.
Zarll made a 9th level wall of fire appear on them. Those who survived the incineration were
picked off by the two greater demons. However, Amerra psychic powers had warned her of
the danger and she shrouded herself with a magic aura (invulnerability). She managed to get
out of the firewall just as its protective energy faded. Pretending to be dead, she lay absolute
still. The wizard used the spell animate the dead to get the charred remains of what was left
of the party to gather up the indestructible rune weapons. The moment the mage stepped out
of the circle, she threw her knife and cast her expel demon spell. The knife struck him dead
center in his throat (natural twenty/did triple damage to his hit points). Severely wounded,
the mage could do nothing as Amerra used a fire bolt spell to finish him. With her companions
dead, she gathered up the weapons and put them in a dimensional envelope. She then made
her way to the teleport circle. However when she stepped on the circle, it turned out to be a
circle of legend, and teleported her the native dimension of its creator, which turned out to be
the HU Earth. Zarll Modul was actually a HU wizard who’d come to the Palladium Fantasy
world. As a cruel joke, he planed on sending the adventure party to his home dimension,
trapping them there, for the circle was one way.

Having no idea where she was and lacking the knowledge to get herself back, she did the best
she could to survive in this strange world. A few weeks later, she came across five college
friends; Richard, Franklin, Larry, Jun, and Garrett on their way to a Medieval festival. Thinking
she was also dressed to go to the festival and needed a ride, the guys picked her up. They
had no idea she was a real elf and not a person in fantasy garb. They took her all over the
festival, trying to show off for her. Unbeknownst to them, she was judging them on their skills.
In her mind, the five of them were sent by the gods and this festival was a kind of test. One
proved how good he was at archery; another demonstrated his skill with a sword, one showed
off his strength, one his nimbleness, and the last proved a natural born leader. Afterward,
when the festival was over, and they where driving back, she asked to be dropped off near an
empty field. They had no idea this was actually the spot for a ley line. The five friends watch
in awe as she opened the dimensional envelope and retrieved five of the seven magic
weapons/items. “I present to you these gifts of power for each of you has proven to be a
worthy champion to carry the elf legacy.” The moment they took the weapons/items and
spoke their elf names, they were transformed into medieval crusaders. Amerra curtsey before
them and said, “I am here to serve and advise.” It was only then that the five friends realized
their fondest dreams had come true, they were magical knights. The five friends pledged their
allegiance to each other and to the code of chivalry. They were now the All-Crusade Squad.

For the next two years, the five friends tried to finish school while being super heroes. It was
a very difficult task. Only Richard and Franklin succeed. During this time, Amerra had learned
to call Earth her new home and master the English language and its customs. After college,
the six tried to find a balance between being heroes and having a normal life. Six months later,
it became too much for Richard and Franklin they decided to quit. The three remaining
members and Amerra carried on, but eventually they recruited Arthur Lock and Trevor Burns,
who received the last two magic weapons/items (Stormchain-Ball & Chain and Steel Fist-
Magic Gauntlet) from the closet, while Richard and Franklin put theirs back. About this time,
the team had achieved enough popularity that Chester Zane asked them to come to Victory
City and become its second group protectors. They would be working alongside the Victory
City Sentinels. They agreed. A few years passed and the ACS continued to become even more
popular with people (namely because they were popular with kids and 85% of the U.S. male
population liked the hot looking elf chick). Amerra and Arthur were starting to develop a
relationship, even though Amerra knew it would never last, she was an elf and he was a
human. She was 119 years old and he a mere 25. When he died around 70-80, she would still
be a youthful elf with only a third of life expectancy over. Then Amerra started to have
terrible dreams of something coming to destroy the city. She spoke about them in length to
Arthur and Chester Zane, but neither one of them took her seriously, until the Slaughterhouse
Seven arrived. The All-Crusader Squad joined their allies the Victory City Sentinels, but none
of them where a match for the Slaughterhouse. Trevor was killed by Colonel Chaos when he
hit him with an automobile. Arthur sacrificed himself by keeping Iron Warmonger’s shooting
spikes from piercing Amerra. With the help of the Peacekeeper League and Psyche
transforming into a mega-psychic (along with the Jim Black persona), the three groups
defeated the mega villains but at a terrible price.

Their two fallen companions were laid to rest at Arlington Cemetery. Having saved a U.S.
senator and his family a couple of months previously from a supernatural monster, he pulled
some strings. Richard and Franklin attended the funeral. Franklin missed his old life, but he was
married and had a little girl to think about, but Richard was ready to come back. Nevertheless,
Franklin vowed if his friends ever needed him, he would return. Amerra retrieved their magic
weapons from the closet. Trevor and Arthur were buried with theirs as tradition dictated. The
five knights then vowed to continue upholding the code of chivalry and serve as champions of
justice, “Knights Forevermore.”

Today the All Crusade Squad remains a recognized group of champions operating out of
Detroit, Michigan. Their headquarters is out of a warehouse that used to be owned by a role-
playing game company that Franklin bought for them. The group is funded by Zane
Enterprises, but the team has nothing to do with Zane or the Watch Guard. Both groups have
mixed feelings toward one another, even though Zane offered to maintain the group’s
headquarters since most of their stuff was destroyed by a fire. Since coming to Detroit, the
squad has been met with open arms and appreciation by the state and local authorities. The
squad not only serves and protects the people of Detroit, but they do a number of charity
operations and fundraisers to help the less unfortunate. They are considered one of the best
legionnaires in the nations and the one with the fewest encounters with G.I.G.M.A and
S.C.R.E.T., however they are unfortunately targeted by numerous supernatural and mystical
villains who believe their HQ has a vault full of magic weapons and mystical artifacts. They
have become archenemies with the Society of Mystic Font, the Seven Dreaded Micro Wizards
of Chaos, and most recently with Chiang Six.

Armageddon Unlimited: Update. They have become aware of
numerous deevil operations. They know nothing of the plot but are investigating the
numerous deevil encounters.

A. Outfits: None (0 points)
B. Equipment: Cheap Gear (5 points)
C. Weapons: Ammunition (2 Points)
D. Bionics & Robotics: None (0 Points)
E. Vehicles: Fleet Vehicles (10 Points)
F. Communications: Secured Service (10 Points)
G. Offices: Urban (5 Points)
H. Military Power: Security Guards (5 Points)
I. Super Powered Operatives: None (0 Points)
J. Sponsorship: Private Industry (6 Points)
K. Special Budget: Dimes and Quarters (up to $25,000)/10 Points.
L. Administrative Control: Loose Laws (5 Points)
M. Internal Security: Tight (10 Points)
N. External Infiltration: None (0 Points)
O. Research and Information: Good Connection (10 Points)
P. Agency Credentials: Recognized (30 points)
Q. Employees Salary: Special: Zane Enterprises pays them $600 a week in compensation pay.
None of this money is need to help run the warehouse. The company does that for them. This
is simply take home pay (10 points)

Total Agency Points: 118 Points

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

Posted: Sun Feb 20, 2011 5:53 pm
by Reagren Wright
Reagren Wright wrote:THE DEMONESS TRIO

Three female demons have come to Earth to use their powers and seductive nature to take
control over the city. They use their looks to distract, confuse, lure, and seduce
unsuspecting men. These use this ploy to learn secrets, manipulate a lust-struck fool, plant
incriminating evidence to frame him (or steal it to blackmail him), or to lure him to his doom.
They are harbingers of death who tantalize, charm, and then kill without mercy. Many
people (especially women) are so bedazzled by the charms, promises, and favors that they
become willing pawns and servants manipulated to provide aid, protection, information or
services for them, even willingly hurting, using, and destroying friends and family. Most of
these willing pawns are people of wealth and prominence, thus allowing the demons to
manipulate the political climate of the city to build themselves a regime behind the façade
of the women’s right movements.

The Wish Contract. These three demons have a special wish contract similar to that of the
Jinn (see Palladium Fantasy or Hades), but in their case it’s more of a powerful ritual magic
they use against a particular individual. The subject is granted three wishes, which the
Demoness Trio twist and pervert in any manner of their choosing. Unlike the Wish Curse of
the Jinn, the Demoness chose the person they want to perform this contract upon, nor are
they bound to the individual in any way. Each Demoness is required to fulfill the wish in
order for the magic to work properly and each wish must be granted within 24 hours or the
ritual will fail. All three must be present during the wish making. After successful completing
the three wishes, the truth to the contract comes into play. The person becomes
extremely vulnerable to their magic and super abilities, -4 to save vs. magic (super abilities)
and not other bonuses, even attribute bonuses apply; only the natural, unmodified roll of
the dice. Magic spells/super abilities inflict double damage as are the effects/penalties and
duration. All physical attacks inflicted by the Demoness Trio cause TRIPLE damage while
critical strikes inflict double damage directly against the targets hit points!!! There is no
save against this magic, only by not completing the ritual will the subject break free of the
magic. If any of the Demoness fails to comply with any of the 3 wishes, the magic is also
broken, so depending on how badly the Demoness wants the contract to go through, they
will comply with the desires of the subject. However because they are not bound to the
person and the wishes are an attempt to bind him or her to them, the wishes cannot be
used to kill/inflict harm on themselves or one another. Nor can they be used to grant an
absurd or uncalled-for wish (“swim down to the bottom of the ocean and stay there”
or “make me the ruler of the universe”). All 3 wishes must be reasonable and do able within
the limits of their abilities.

The ultimate goal for the Demoness Trio is build a strong enough power base of mortal
pawns then find a way to call forth more of their sisters to Heroes Unlimited Earth and
enslave the entire human population. They continually seek out new people of great
prominence (like the President of the United States) to subject him or her to their wish
contract. Surprisingly they’re very active in the women’s right movement (even though it’s
only a ploy) and many of their targets are its critics and offenders. Note: For fans of P.P.E.
Channeling, these creatures can spend 35 P.P.E. per action/attack.


Armageddon Unlimited: Update. The Demonness have been instructed by Modeus to find out
the plot of the Deevils involving the HU Earth. They are to use any means necessary to
achieve this.

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

Posted: Sun Feb 20, 2011 6:01 pm
by Reagren Wright
Reagren Wright wrote:This guy isn't mentioned by name but I figured I better flesh out the group mentioned on page 181

VICTOR DRAGON and the Order of the Three

As WW 2 came to an end LORD ARCANE decided he couldn’t chance humanity coming so
close to destroying itself. He needed help to monitor it from all points of origin. So he
decided to find others willing to assist him. The first person he sought after was the
Asgardian High Elf known as HIEROPHANT and the Alien Immortal THAUMATURGE. The trio
decided to call themselves the Order of the Three, in which they would police Earth and
ensure nothing alien, supernatural, or catastrophic would ever threaten the whole of
humanity ever again. For decades, the trio defended Earth from various threats to it,
sometimes doing battle with evil immortals, mega-villains, alien invasions, and supernatural
forces. Eventually Thaumaturge decided he wanted to return to his home dimension. A
chance encounter with an unnamed wizard told him how to return to his home dimension.
Lord Arcane and Hierophant tried to convince him otherwise but Thaumaturge wasn’t going
to be persuaded. This meant the two wizards needed to find a third person, so they set
about searching the planet for a replacement. During this time, the necromancer Obzelon
came to power. In an attempt to cast a spell that would summoned the dead from the sea,
he was confronted by Lord Arcane and Hierophant. As the two mighty wizard were held in
place by Obzelon’s undead forces, another mage appeared casting a spell of Legend that
incinerated the entire undead army. Lord Arcane and Hierophant defeated Obzelon. The
elderly wizard called himself Victor Dragon. Both mega-wizard decided Victor would indeed
be a welcomed addition for if anyone possessed the knowledge of the Crimson Wall of
Lictalon deserved to be a protector of Earth. Victor Dragon has been a member ever since,
but he has yet to tell his companions the truth about himself that he is an alien insectoid.
Vduguglaro came to Earth 57 years ago, he spent 20 years exploring and learning about
Earth. Afterward he returned to Fiktia and became an elder, in fact he became a close
confident to the Queen Mother. Yet as time went by, the yearning to return to Earth drew
upon him. Finally, he had a dream that one day he would be needed. He spoke to the
Queen Mother and she agreed he could return to Earth, however he would forever be
banished from Fiktia, but in return he was given a special magic ring to conceal his identity.
Although it been two years since he joined the Order of Three, Victor doesn’t feel
comfortable telling Arcane or Hierophant that he isn’t human. The only person who does is
Earth Angel. She wants him to tell the truth, but Victor is still reluctant worried that
deceiving Lord Arcane will get him expelled or banished from Earth.

Armageddon Unlimited: Update. Victor has come under attack by half
a dozen Deevils of the Tiger Beasts. He and his fellow members of the Order of Three are
now working to discover the plans of the numerous deevil running around on the HU Earth.

Real Name: Vduguglaro
R.C.C.: Exhiled Manteze Elder
Occupation: Protector of Earth’s Well Being, Member of the Order of Three.
Alignment: Scrupulous
Power Category: Alien (Wizard)
Experience Level: 12th
Hit Points: 78 S.D.C.: 436 Natural Armor Rating: A.R.: 18
P.P.E.: 201
Appearance: In his natural form, he is an alien insect humanoid with a smooth, glory
black exoskeleton and sparkling green eyes (HF10). In his humanoid form, he is an athletic
human male in his sixty with a shaved head and a salt and pepper beard. He has hazel
eyes. In the last four years, he’s been carrying a staff. He wears a number of medallions
(amulets) and talismans (jewelry) on his body all the time.
Attributes: I.Q. 21, M.E. 13, M.A. 18, P.S. 19, P.P. 11, P.E. 12, Spd. 21, P.B. 4/11 in human appearance.
Age: 71, Sex: Male, Height: 6 foot (1.82 m), Weight: 340 lbs (153 kg)
Natural Abilities: Adhesion (same as super ability) 90% climbing, Swimming 75%,
Compound Eye (all abilities), Antennae (all abilities), Insect Chemicals-Alarm, Chemical Trail,
and Chemical Attack (Acid) can effects supernatural beings and invulnerables as well,
Range: 20 feet (6 m), Damage: 4D6, Bonuses: +2 to strike, Counts as one additional attack
per melee. His strength is equal to the minor super ability of Extraordinary P.S.
Wizard Abilities: Astral Projection, Familiar Link (Erato), Sense Enchantment, Sense
Supernatural Evil, and Sense Magic.
Spell Magic: It takes a 16 or better to save against his magic. See Aura, Decipher
Magic, Globe of Daylight, Blinding Flash, Fear, Turn Dead, Darkness, Extinguish Fire,
Invisibility: Simple, Cold Wall, Breathe Without Air, Telekinesis, Personal Gravity Field,
Energy Field, Energy Field, Fire Bolt, Ice Blast, Impervious to Energy, Area Gravity Field,
Locate, Protection Circle: Simple, Teleport, Sense Dimensional Anomaly, Heal Wounds,
Carpet of Adhesion, Negate Magic, Eyes of the Wolf, Escape, Energy Disruption, Charismatic
Aura, Swim as the Fish, Eyes of Thoth, Calling, Breathable Air, Detect Concealment,
Befuddle, Increase Weight, See the Invisible, Cloud of Smoke, Amulet, Talisman, Exorcism,
Multiple Image, Trance, Dispel Magic Barriers, Fly as the Eagle, Heal Self, Remove Curse,
Sanctum, Close Rift, Mystic Field, Dimensional Pocket, Create Magic Scroll, Banishment, and
Crimson Wall of Lictalon.
Combat Training: Expert
Attacks per Melee: 6 (2 initial + 4 from Hand to Hand)
Combat Bonuses: +6 to initiative, +3 to strike, +5 to parry, +8 to dodge, +7 damage,
+3 to roll with punch/fall, +6 to pull punch, +2 to disarm, +10 to Perception.
Saving Throws: +4 to save vs. magic/+5 with charm, +3 to save vs. possession, and
+7 to save vs. Horror Factor/+9 with charm, +3 to save vs. disease and +7 from magical
illness with charm.
Combat Skills: Punch 2D4, Power Punch 4D6 (counts as two attacks), Elbow &
Forearm 2D6, Knee 2D6, Karate Kick 2D6, Snap Kick 2D4, Tripping/Leghook (cannot be
paired, must dodge or knockdown), Body Slam 3D6, Body Flip/Throw 1D6 plus P.S. damage
bonus (lose initiative and 1 attack/action), Paired Weapons, All Holds, Knockout on an
unmodified roll of 18-20, and Critical strikes on an unmodified roll of 18-20.
Other Bonuses: +7% to all skills and 50% to trust/intimidate.
Educational Background: Xeno-Biologist with Mystic Training (Has studied the Earth)
Common Skills: Read-Write/Speak Native Tongue 98%/98%, Read-
Write/Speak Thimerian Code 98%, and Read/Write/Speak English, Spanish, Chinese,
Russian, Hindi, and Arabic 98%.
Special Program: Xeno-Biology 98%, Xeno-Botany 98%, Anthropology:
Alien 98%, Biology (Manteze) 98%, Medical Doctor98%/98%, Pathology 98%, Computer
Operation 989%, Chemistry 98%, Chemistry: Analytical 98%, Mathematics: Basic 98%,
Mathematics: Advance 98%, Psychology 98%, Astronomy & Navigation 98%, Anthropology
(Earth) 98%, Lore: Alien 98%, History (Galactic) 98%, Research 98%, Wardrobe & Grooming
98%, Housekeeping 98%, Gardening 98%, and Hand to Hand: Expert
Magical Lore and Knowledge: Spell Translation 39%, Lore: Demons &
Monsters 97%, Lore: Geomancy 92%, Lore: Religion 98%, Archeology (Earth) 98%97%, and
Holistic Medicine 98%/97%.
Secondary Skills: Performance 92%, Public Speaking 98%, Prowl 92%, Appraise
Antiques 97%, Philosophy 98%, History (Earth) 98%/98%, Writing 92%, Wilderness Survival
97%, Cook (American Cuisine) 92%, Athlete, Animal Husbandry 82%, Horsemanship
75%/55%, Gemology 52%, Law (General) 62%, Streetwise 31%, and W.P. Staff (+1 to
strike).
Money: He has 360,000 is precious metals and stones. He wanders the countryside
offering his services as a teacher. He never stays in one place for long.
Weapons: He carries a magical staff that does 3D6 points of damage and 1D6x10 to
demons and evil gods. The staff is indestructible.
Equipment & Vehicles: He wears a number of hand made talismans and amulets (all),
the most powerful being the magical Ring of Orum. The ring gives him a false aura that
makes him appear to be human. His true aura is concealed and impossible to detect by any
magical or psionic means. Even see aura and other super abilities cannot pierce the veil of
this powerful magic. The ring also grants him the power to Metamorphosis: Humanoid for an
unlimited duration, however it only works based on the dominant humanoid form on any
given planet, mean on Earth he can only appear as an Earthling, but on the planet Ansim,
he would appear as a Thisseras.
Erato. Earto is a Weird Squirrel (equal to a large Gray Squirrel, Body 15 inches/.38 m
and 7 lbs/3.15 kg, and from his home world). He is a black squirrel with a tail ending in a
mace-like ball. Unlike a typical familiar, he has speech (can understand every language
known by Victor but can only speak English and has Enhanced Combat Abilities. Armor
Rating 12. Hit Points 18. S.D.C. 32. P.P.E. 15. 3 attacks per melee, +3 to initiative, +1 to
Perception, +3 to Horror Factor, +4 to strike, +5 to dodge and parry, and +3 to roll with
punch/fall. His tail does 2D6+2. He has 90 feet of Nightvision (27.4 m), Climbing 98%,
Acrobatics 65%, Swim 25%, Prowl 70%, Leap 6 feet (1.82 m) and up to 30 feet (9.1 m).

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

Posted: Sun Feb 20, 2011 6:10 pm
by Reagren Wright
Reagren Wright wrote: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.

Armageddon Unlimited: Update. The CoN have found themselves
battling a several super villain allies of the Doctor Vilde. Recently, they killed a devilkin
impersonating an employee of King Ptah's mansion. They have vowed to find the source of
this evil and put and end to it.

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: Tue Feb 22, 2011 11:20 am
by Reagren Wright
As those who read this post know, we had several names and/or references to super
heroes/villains listed in Gramercy Island and Century Station. I went ahead and provided stats for
those individuals for the option of using in anyones games. Well after my fantastic read of
Armageddon Unlimited (I bow down before Carl's brilliance again and the genius that is our leader
in Kevin and rejoice to his long awaited return to Heroes), I notice the Anarchy Teams each have
a number of Mega Villains working for them. Two for the Black Eagles, Eight for the Tiger
Beasts, and Seven for the Devil Dragons. Wow, that means these mega villains are crazy enough
to hang out with these deevils and the deevil regard these super villains as okay guys to hangout
with as well. DCs Joker getting along with Marvel's Mephisto :twisted: . I like it. Gives me all sorts
of ideas so I promise you this 17 big, bad, nasty mega villains will appear. Now I usually avoid
making mega characters for my opponents and can't think if I made any for this post, but
ARMU is a game with big nasties (undead super soldiers and turn to stone mega villain samuaris
and deevils of all sorts), so I'm taking the gloves off and going to have some fun :twisted:
:demon:

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

Posted: Sun Feb 27, 2011 5:59 pm
by gaby
Will you make characters using the New Power Categories from A.U?

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

Posted: Sun Feb 27, 2011 9:52 pm
by Reagren Wright
Yeah I'm going to try and do a mixture of all the HU books. It kind of a challenging concept to
come up some neat NPCS who are not just human versions of lesser and greater deevils. This time
I don't have any names to launch from, so its taking some time to come up some good ideas. And
not do anything that similar to whats already in ArmU.

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

Posted: Tue Mar 01, 2011 9:06 am
by NMI
Hey, I forget, but did you take care of the NPC's in HU GMG?

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

Posted: Wed Mar 02, 2011 1:19 am
by Reagren Wright
Which ones? Those guys were already 2nd edition, but I did do updates on the Demoness Trio
and some alien guys. There is no need update Shock, Ter-Val, or Doctor Fright (three of my
favorites from that book)

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

Posted: Thu Mar 03, 2011 2:28 pm
by Reagren Wright
The first of the 17 Mega Villains for Armageddon Unlimited

KILLORITE

214 ± 8 million years ago, the alien called Killorite crashed into the earth forming a deep
impact crater in Rochechouart, France. He easily survived the impact and soon found
himself waging war against numerous dinosaurs of the Triassic period. For the longest time,
he was unable to achieve escape velocity and leave this primitive planet full of nothing but
giant reptiles. Becoming a castaway, the mineraloid went mad and began a campaign of
slaughter, determined to kill everything on Earth. He is the reason behind the mass
extinction of the late Triassic era. His one man war did not go unnoticed. Lord Sahtalus, the
Supreme Lord of Dyval took notice of him. Seeing all the destruction he caused, he sent a
half dozen Deevil Beasts to speak with him. Killorite killed them all. The next time, Killorite
encountered a Pandemonium and his vulnerability to psionics proved to be his undoing.
Killorite found himself in the Tower of Grim, before the Deevil Lord himself. For the first time
ever the alien mineraloid was impressed by the power of another. Wanting anything to
obtain such power and command, he offered his eternal services to the Deevil Lord.
Sahtalus agreed and allowed Killorite a place in his army as a lowly soldier under the
command of Warlord Bloodfeast. After several centuries, Killorite proved himself a worthy
lackey, but not worth the gift of immortality. Killorite begged for a chance. Sahtalus agreed
that if he found a cause worthy enough for him he could prove himself. He would simply
have to wait. So Killorite went into a deep hibernation sleep in the mountains of Grim Mortis.
He slept for tens of thousands of years. Then one day he was awoken by Warlord
Bloodfeast, Lord Sahtalus had a mission for him to prove his worth to earn immortality. He
was sent to Heroes Unlimited Earth to work with Doctor Wilhelm Vilde. Killorite worked with
the immortal devil throughout WW 2, becoming an enemy of Euroforce and Team
American Eagle
.

When the good doctor was defeated, Killorite took some of the blame and returned to Grim
Mortis to go back into hibernation again. Decades later, he was summoned again by the
good doctor. This time he was put under the command of Commader Reich. Right away the
leader of Tiger Beasts wanted nothing to do with the rock man, especially since he recently
joined forces with the Deevil Lord Mephisto. Reich sent Killorite to watch over one of their
safe houses in France less than twenty miles from his impact site. Killortie likes the idea and
believes he can achieve glory this time and earn his immorality. He will get physical with any
Deevil, accept the Pandemonium and Fenry whom he fears because of
their psionics. He is quick to report anything to the good doctor or Dark Omega. He hates
humans and their heroes, especially Americans whom he blames as the reason for his
disgrace back in WW II. He will do anything to earn his immortality, anything. Unfortunately,
most Deevils hate the rock man and want nothing to do with him accept when under strict
orders to do so.

Real Name: Kulorgordulko
Occupation: Member of the Tiger Beasts
Alignment: Miscreant
Power Category: Mega Alien with Super Abilities (Mineraloid)
Experience Level: 6th
Hit Points: 41 S.D.C.: 741/+19 in space Armor Rating: A.R: 14
P.P.E.: 6
Appearance: Killorite looks like a hulking humanoid made of Fe,Ni-alloys kamacite and
taenite, or iron meteorite. His body is hard, bumpy, and dark brown with black specks. His
face is void of facial features accept for glowing orbs for eyes.
Attributes: I.Q. 13, M.E. 10, M.A. 8, P.S. 40 (Supernatural), P.P. 12, P.E. 14, Spd. 72
(50.4 mph/81.1 km) or 4500 mph/7245 km (Mach 6.80) or Mach 12 (7920 mph/12,751 km) in
space, P.B. 12
Age: Unknown, Sex: Male, Height: 5 foot and 1 inch (1.54 m), Weight: 1102 lbs (49.59 kg)
Originating Alien Environment: Abrasive Atmosphere/High Gravity World
Vulnerability: He is extremely vulnerable to psionics. –4 to save vs. psionics with no
bonuses. He takes double damage and duration from all psionic attacks.
Mega Powers: All normal Mega-Abilities plus Longevity.
Natural Abilities: Supernatural P.S., physical, melee attacks, and throw/projectile
attacks less than (120 mph/192 km) do half damage, electricity, ion beams, and lasers only
do half damage. Extreme heat, fire, and powerful microwaves only do 10% normal damage,
impervious to radiation, cold, and organic attacks (poison, chemicals, drugs, and toxins),
doesn’t breath, drink, or eat, needs only 4 hours of sleep, and heals 2D6 S.D.C./hit points
per 24 hours (doubles each day if go into healing trance). He can enter a deep meditation
and pilot himself through space on a semi-auto pilot.
Major Super Ability: Rocket Fists
Minor Super Abilities: Flight: Space, Immune to High Speed Kinetic Attacks, and
Energy Expulsion: Explosive Fire Balls. Note: Earth’s gravity allows him to glide but he
enjoys none of the bonuses.
Combat Training: Expert
Attacks per Melee: 5/6/7 (2 initial + 3 from Hand to Hand) +1 in rocket flight +1 in
space
Combat Bonuses: +3 to initiative/+4 in rocket flight/+1 more in space, +2 to
strike/+3 in space, +3 to parry/+4 in space, +3 to dodge/+7 in rocket flight/+6 more in
space, +25 to damage/+4 to damage for every 20 mph (32 km) of flying speed, +2 to roll
with punch/fall/+4 in rocket flight/+1 more in space, +2 to pull punch, and +1 to disarm in
space.
Saving Throws: +1 to save vs. magic, +2 to save vs. possession, and +8 to Horror Factor.
Combat Skills: Restrained Punch 3D6, Full Strength Punch 6D6, Power Punch 2D4x10
(counts two attacks), Elbow/Forearm 1D6x10, Knee 6D6, Kick 2D4x10, Snap Kick 6D6,
Tripping/Leghook (cannot be paired, must dodge or knockdown), all Holds, and Critical strike
on an unmodified roll of 18-20.
Educational Background: General Studies (No familiarity with Earth)
Common Skills: Read-Write/Speak Native Tongue 92%/94% and Read/Write/Speak Demongorgan 80%
Special Program: Astronomy & Navigation 65%, Mathematics: Basic 95%,
Astrophysics 70%, Personal Anti-Gravity Transportation 75%, Navigation: Space 75%,
Depressurization Training, Radio: Basic 85%, Laser Communications 65%, and Radio:
Satellite 60%.
Secondary Skills: Hand to Hand: Expert, Lore: Alien (humanoids) 70%, Lore:
Alien (mineraloid) 70%, Zero Gravity Combat: Basic, Gemology 55%, Wilderness Survival
70%, Land Navigation 65%, Outdoormanship, Physical Labor, Excavation 65%, Language:
English and French 73%, Whittling & Sculpting 65%, and Spelunking 50%.
Money: He has no need for human wealth or any form of personally gain.
Weapons: He relies solely on his natural super abilities.
Rocket Body Strike, 1D4x10 for short range attacks under 200 feet (61 m), or
1D6x10 for every 700 mph (11220 km) of speed in long range attack (more than 200 feet
(61 m) for faster speeds (max 6D6x10), Bonuses: +3 to strike.
Energy Expulsion: Explosive Fire Balls, Range: 450 feet (137.1 m), Damage:
1D6x10, Blast Radius: 18 feet (5.4 m), Saving Throw: Normal animals and humans must roll a
19 or better to avoid knockdown. Those in the blast radius must roll a 14 or higher to stay
on feet. P.P. attributes bonuses reduce by half can be applied to save against the
knockdown or maintain balance. Those who fail are knocked off their feet (sent backward
1D20 feet/.3 to 6.1 m), and lose 2 attacks , Bonuses: +1 to strike.
Equipment & Vehicles:
He has limited access to some of the equipment used by the Tiger Beasts at their
safe house in France.

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

Posted: Sun Mar 06, 2011 2:10 am
by Reagren Wright
ARMED FORCE

Death Dance is a being from the Palladium Fantasy Realm, a member of the Dying Race
called a Jeridu, a former slave race of warriors. Death Dance longed for glory and fame.
Unlike other warriors, he trained himself far beyond an ordinary mercenary, becoming
physically tougher, stronger, faster, and more agile warrior among his own people. To test
his fighting prowess, he took a journey to the Great Rift looking for an opportunity to do
battle with the deevils and or/demons. On the first day of his arrival, he slew a dozen
demons before he found himself knocked to into the Great Rift. Before long, Death Dance
found himself in Dyval. He spent many months wandering the realm searching for a way out.
Eventually he made it to Mines of Dyval, the Sixth Layer of Dyval. He was eventually
captured and taken prisoner. The Deevil Lord Nickodeamis took a liking to this prisoner, who
proved himself on the battle field of the Great Rift. Death Dancer vowed to prove himself to
the Deevil Lord if given an opportunity. Nickodeamis sent Death Dancer to Hero Unlimited
Earth to be his own personal spy to report of the on goings taking place with Doctor Wilhelm
Vilde and the Deevil Operations taking place there. Arriving in the HU, Death Dance took on
the named Armed Force. He spent several years trying to get in with the good grace of the
good doctor without having to resort to calling on his deevil lord sponsor. Eventually after
helping the Black Eagles fight off a Demon Event, he earned himself into the good graces of
the Doctor Vilde. Armed Force was put into the Tiger Beasts and sent to safehouse in
France. He occasion checks on the status of the Stonehenge. He is still reporting to
Nickodeamis. His true loyalty is toward the Deevil Lord, but until otherwise he will do
whatever is necessary to ensure the Armageddon plot is fulfilled, even though he is growing
to like this strange modern world he’s bent sent too. He hates demons and loves any
opportunity he gets to attack them.

Real Name: Vaboer Skyleap
Aliases: Death Dance
Occupation: Member of the Tiger Beasts
Alignment: Aberrant
Power Category: Mega Villain Physical Training (Focus on Endurance and Strength)
R.C.C.: Jeridu (See Land the Damned: Book 1-Chaos Lands)
Experience Level: 6th
Hit Points: 69 S.D.C.: 222
P.P.E.: 7
Appearance: He is tall, svelte humanoid that looks vaguely Elf like. He has almond
shape blue eyes, delicate nose and mouth, handsome features. He has jet-black hair that
run down his back. He has six arms. He wears a decorative ornate full body suit of leather
armor. He wears a heavy cloak to conceal his six arms. He carries six sheath and a special
belt for his throwing knives.
Attributes: I.Q. 10, M.E. 11, M.A. 15, P.S. 20 (supernatural), P.P. 22, P.E. 20,
Spd.18, P.B. 19
Age: 67, Sex: Male, Height: 6 foot and 10 inches (2.08 m), Weight: 225 lbs (101.25 kg)
Vulnerability: Love of the Opposite Sex. He is easily distracted by attractive human
or elf like females. He is not attractive to attractive females if he is aware they are
supernatural evil beings (deevils or demons).
Mega Powers: All normal Mega-Abilities plus Longevity.
Natural Abilities: Incredible Coordination, Paired Weapons, Acrobatics & Gymnastics
(Sense of Balance 95%, Walk Rope 85%, Climb Rope 98%, Back Flip 95%, Bars and Rings
95%), and Automatic Dodge.
Combat Training: Aggressive and Deadly Combat
Special Combat Abilities: Power Punch x2 any hand combat damage (counts as two
attacks), Power Kick x2 any foot attack damage (counts as two attacks), and Force of Will.
Attacks per Melee: 8 (5 initial +3 from Hand to Hand)
Combat Bonuses: +8 to initiative, +8 to strike, +12 to parry, +6 to dodge, +4 to
automatic dodge, +5 to damage, +10 to roll with punch/fall, +9 to pull punch, and +7
disarm.
Saving Throws: +30% to save vs. coma/death, +4 to save vs. magic, +6 to save vs.
disease, +5 to poison, +2 to save vs. possession, and +4 to save vs. Horror Factor.
Combat Skills: Restrained Punch 1D6, Full Strength Punch 2D6, Karate Punch 4D6,
Elbow/Forearm 3D6, Knee 2D6, Karate Kick 6D6+2, Roundhouse Kick 1D4x10+2, Crescent
Kick 5D6+2, Tripping/Leghook (cannot be paired, must dodge or knockdown), Backward
Sweep (cannot be paired, must dodge or knockdown, -2 to dodge), +2 to strike Body
Flip/Throw 4D6x2 plus P.S. damage bonus (lose initiative and 1 attack/action), Body
Block/Tackle 2D6 (parry or dodge to avoid knockdown), Arm Hold, Neck Hold, Critical strike
on an unmodified roll of 18-20, and Knockout on an unmodified roll of 20. Note: When he
attacks with magic weapons, don’t forget to add in his full strength or power punch damage
along with the magic weapon damage and P.S. attribute bonus damage.
Other Bonuses: 45% to charm/impress.
Educational Background: On the Job Training.
Common Skills: Read-Write/Speak Elf 90%/93%, W.P. Knife (+2 to strike, +3 to
parry, +5 to throw), Mathematics: Basic 87%, and Horsemanship: Exotic 54%/44%%.
Special Physical Program: Aerobic Athletics, Athletics (General), Body Building &
Weightlifting, Juggling 85%, Fencing (+1 to strike/parry and +1D6 damage), and Climbing
98%.
Espionage Program: Escape Artist 65%, Find Contraband 56%, Prowl 85%, and
Detect Ambush 65%.
Criminal Program: Streetwise 65%, Pick Locks 90%, Palming 80%, Tailing 80%,
and Concealment 65%.
Secondary Skills: Dance 65%, Land Navigation 56%, Pick Pocket 60%,
Wilderness Survival 60%, Language: Demongogian 68%, General Repair/Maintenance 75%,
W.P. Sword (+4 to strike/+3 to parry), W.P. Targeting (+2 to throw/Critical strike on an
unmodified roll of 19-20, throw 6), Language English & French 77%/62%, Literacy: English &
French 45%.
Money: He has 6D6x10,000 US dollars hidden in a secret stash in a London. He also
has 1D4x10,000 Eurodollars in a bank account in Paris. At the safehouse, he has 8D6x1000
Western Empire gold pieces.
Weapons: He utilizes a number of weapons. The following are the ones he uses most often:
Two Chrysteel Long Swords, Damage: 2D6+3, Bonuses: +1 to strike/parry, and +1D6 to damage.
Two Dwarf Made Falchions with Extra Damage and Double Damage to Demons
Magical Enhancements
, Damage: 3D6+2, Bonuses: +2 to strike/+4 to parry, and +1D6 to
damage.
Two Fang Swords (Bio-Wizard Weapons), Damage: 4D6, Bonuses: +1 to
strike/parry, and +1D6 to damage.
12 Superior Crafted Throwing Knives, Damage: 1D6+2, Bonuses: +2 to throw.
Four Chrysteel Daggers, Damage: 1D4+3.
Armor: Full Suit of Dragon Hide Armor, A.R.: 18. Weight: 130 lbs (58.5 kg).
S.D.C. by Location: Head/Helmet- 62, Arms-64, Legs-102, Main Body-336.
Mobility -10% to skills requiring dexterity and movement while wearing.
Special Abilities: Bio-regenerate 3D6 S.D.C. every 20 minutes (healing ability is
negated If reduce to zero), +1 to Strike, Parry, Pull Punch, and Roll with Impact, See the
Invisible Spell 3x every 24 hours.
Equipment & Vehicles: At one time, he owned a Dragondactyl. He wants to learn to
ride an Infernal Sprite, but he is also fascinated by motorcycles as well.

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

Posted: Mon Mar 07, 2011 8:25 am
by gaby
Great,Hope to see the others soon.

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

Posted: Mon Mar 07, 2011 10:16 am
by NMI
Are these Mega-Villains in ArmU only by name?

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

Posted: Mon Mar 07, 2011 8:27 pm
by Reagren Wright
Mr. Deific NMI wrote:Are these Mega-Villains in ArmU only by name?


Nope. The three Anarchy Teams (Black Eagles, Tiger Beasts, and Devil Dragons) all list their
total troop numbers. Like the Black Eagles have 10 Dire Harpies working for them. Under Mega
Villains they have 2. The Tiger Beasts have 8. The Devil Dragons have 7. So the question is
what kind of Mega Villain would associate with Deevils. My goal is to come up with some very
unique and original mega villains NPCs and use the Dyval source book too. Hope everyone
enjoys.

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

Posted: Mon Mar 07, 2011 9:09 pm
by NMI
Oh wow. Did not realize that not even names are given.
Well, you are doing a good job there.
I might just have to over the original manuscript again. ;)

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

Posted: Tue Mar 08, 2011 2:04 pm
by Reagren Wright
FIRE WRAITH

The deevil known as Fire Wraith stared out as an Ice Wraith Deevil, a loyal servant to the
Deevil Lady Rhada. When it was announced she was a traitor, he refused to believe it and
professed her unwavering loyalty to him. Unbeknownst to anyone, Emidiah was assisting her
in concealing the Demon Lord Abdul-Ra. For his punishment, he was handed over to Lord
Diabolus. For a while, the Devil Lord kept him as a simple prisoner then later decided to see
what would happen to him if he exposed him to his Bio-Vat. After soaking him for several
days, Emidiah changed from being a creature of the cold, to a creature of heat and flame,
now and forever a permanent outcast among his own kind. Unable to return to the services
of Lady Rhada, he was given over to Mephisto to use as a simple underling. Eventually he
grew tired of him and cast him aside. Emidiah soon found himself under the services of
Doctor Wilhelm Vilde, who welcomed his unique abilities and his viciousness against human
beings. Giving him the name Fire Wraith, his services are now under the services of Shogan
and the Devil Dragon. He and Roaring Dragon do not get along. He sees the position held by
the Sub-Regent as one that should belong to him. However, most deevils (Lesser and
Greater) are aware of his traitorous position and his loyalties to Lady Rhada so they won’t
put him anywhere near a command position. Instead he is nothing more than a lackey and
weapon of mass destruction. Fire Wraith hates it and takes out his frustration against
non-deevil minions. He doesn’t get along with Spoiled Yolk at all and vows to incinerate him
given the first chance to get away with it. He is not happy with his potion but does what is
expected of him. He can be found in any of the Prambana Temple Complex in Java Indonesia
or anywhere along the Orient and Pacific Rim countries. He despised being forced into the
Death Bringer. It makes him feel trapped and claustrophobic, not to mention he is unable to
utilize his powers inside.

Real Name: Emdiah Vahx
Occupation: Member of the Devil Dragons
Alignment: Miscreant (although he is loyal to Lady Rhada)
Power Category: Immortal/Mega Villain (Greater Deevil)
Experience Level: 7th
Hit Points: 111 S.D.C.: 151/+75 with aura Natural Armor Rating: A.R.: 14
P.P.E.: 162
Appearance: Fire Wraith appears a large, canine humanoid seemingly covered in
flames. A large mangy looking wolf with a gangly humanoid build. His upper body is very
broad, his humanoid arms and legs thin but muscular. His exposed skin is red, the fur shades
of brown. Hos body is caked in dried ash. His eyes glow orange, but turn yellow when angry
or casting magic.
Attributes: I.Q. 17, M.E. 14, M.A. 7, P.S. 32 (supernatural, P.P. 21, P.E. 21, Spd. 43, P.B. 6
Age: Immortal, Sex: Male, Height: 9 foot (2.74 m), Weight: 510 lbs (229.5 kg)
Vulnerabilities: Cold and ice attacks inflict double damage. In temperatures at or
below freezing, (after 30 seconds of exposure/2 melees), his super abilities (damage, range,
duration, , etc) by half, the speed attributes by half, combat bonuses by half, and his
supernatural P.S. turns to normal.
Mega Powers: All normal Mega-Abilities plus Enhanced Immortality. Note: If Fire
Wraith dies, his essence will return to Dyval where he spends1D4x10 days discorporated,
then spends 3D4+10 days rebirthing inside the Bio-Vat. It takes him 24 hours to completely
recover. He can only be permanently destroyed in Dyval.
Natural Abilities: Horror Factor 9, Nightvision 1500 feet (457.2 m), good day vision,
impervious to heat, fire, and plasma, can breathe without air (indefinitely), dimensional
teleport 50%, and bio-regenerate 2D6 hit points/S.D.C. per melee round.
Major Abilities: Control Elemental Force: Fire and Alter Physical Structure: Fire (Note:
he will never develop the ability to fly). His natural armor rating and fiery aura are one and
the same.
Minor Abilities: Energy Expulsion: Heat and Energy Expulsion: Plasma
Combat Training: Expert
Attacks per Melee: 6 (2 initial +3 from Hand to Hand +1 from boxing)
Combat Bonuses: +3 to initiative, +5 to strike, +9 to parry, +9 to dodge, +17 to
damage, +4 to roll with punch/fall, +2 to pull punch, +1 to perception.
Saving Throws: +12% to save vs. coma/death, +5 to save vs. magic, +5 to save vs.
possession, +5 to save vs. poison, and +5 to save vs. Horror Factor.
Combat Skills: Restrained Punch 2D6+2, Full Strength Punch 5D6, Power Blow 1D6x10
(counts as two attacks), Elbow/Forearm 6D6, Knee 5D6, Karate Kick 1D6x10, Axe Kick
1D6x10, Tripping/Leghook (cannot be paired, must dodge or knockdown), 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,
Educational Background: Primitive Warrior (no familiarity with Earth)
Common Skills: Read-Write/Speak Demongogian 98%/98%, Lore: Demon &
Monster 83%, Mathematics: Basic 96%, and Read-Write/Speak Chinese 90%,
Special Skills: Hand to Hand: Expert, W.P. Sword (+3 to strike/parry), W.P.
Blunt (+3 to strike/parry). W.P. Shield (+3 to parry), W.P. Paired Weapons, Boxing, Athletics
(General), Running, Outdoormanship, Military Etiquette 88%, Recognize Weapon Quality 78%,
Wilderness Survival 88%, and Land Navigation 82%.
Secondary Skills: Dowsing 63%, Track & Trap Animals 63%/73%, Language:
English 89%, Firefighting 78%, Hunting, Skin and Prepare Animals Hides 73%, Language:
Japanese 65%, Astronomy & Navigation 53%, Literacy: English 53%, and Lore: Magic 48%.
Money: He has no use of currency or any monetary form of exchange. He simply
takes whatever he wants or except what is given to him by his superiors.
Weapons: Besides his super abilities, he wields a giant size mace. The weapon is
totally indestructible and does 4D6 to mortal opponents but does 2D4x10 against demons
and evil gods. (Don’t forget to include his supernatural punch damage, the magic weapon
damage, and his P.S. attribute score bonus when adding up the total damage when using
this weapon).
Fire Blast, Range: 255 feet (77.72 m), Damage: 4D6+14, Bonus: +2 to strike.
Continuous Bolt of Flame, Range: 81 feet (24.6 m), Damage: 9D6 or 1D10x10+8,
Duration: 14 melee rounds, Attacks per Melee: 3 attacks, Rate of Fire: One or
Two Bolts of Flame, Bonus: +4 to strike.
Fireball, Range: 765 feet (233. 1 m), Damage: 1D6x10, Bonus: +3 to strike.
Breathe Fire, Range: 19.5 feet (5.9 m), Damage: 1D6+7, Bonus: +1 to strike.
Energy Expulsion: Heat, Range: 450 feet (137.1 m), Damage: 6D6, Bonus: +3 to
Aim/+1 Wild and -3 to parry and dodge.
Energy Expulsion: Plasma, Range: 315 feet (96 m), Damage: 1D6x10+6, Bonus: +3 to Aim/+1 Wild.
Fiery Touch, Damage: 4D6.
Super Nova, Range: 1050 feet (320 m). Whenever Fire Wraith utilizes this ability, he is
atomized, but his essence return to Dyval where he will reincarnate himself. Fire Wraith.
Equipment & Vehicles: Fire Wraith relies on his own two feet to get him wherever he
is going. Her can dimensional teleport to Dyval but he is not that successful at it.

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

Posted: Fri Mar 11, 2011 2:54 am
by Reagren Wright
HORRENDOUS

Back in the late 1960s, Teddy Ladwig joined the U.S. Marine Corp hoping to put his mutant
abilities to good use. Happy to have him, Ted trained with US Marine Force Reconnaissance
alongside other super beings. His first mission was to take out a drug lord in South America. The
mission was not only successful, but they managed to get in and out without anyone being the
wiser. After completing a dozen missions with the U.S. military, Teddy Ladwag decided to go
freelance. Teddy was allowed leave, but agreed to return if asked too. Teddy sold his services
to various military contractors. Calling himself Major Freedom, he participated in numerous
operations all across the world. In the late 1970s, Teddy was recruited by the Sector to
participate in an operation to investigate a mysterious island in the Pacific. The Sector
Operatives managed to get to the island safely, but soon ran into a host of Gorgons. Everyone
but Teddy turned to stone. Terrified he ran for his life but ran straight into Bone Crusher. When
Ted awoke he found himself under the surgical scalpel of Doctor Wilhelm Vilde. For over a year,
Ted was subjected to several painful experiments. First the doctor implanted three additional
eyes into his head. Then he removed his human heart and replaced it with a deevil one (made
from the heart of a Horror). His mutant healing factor help the surgery become a complete
success. Days later, Teddy mutated into a demonic looking being, hungry to eat human flesh,
specifically the flesh of super beings. In an effort to keep the Sector from further investigating
the island, Doctor Wilhelm Vilde had one of the turn to stone operatives restored to flesh, but
his memories were altered. When he returned to the Sector, he provided a false report that
fooled the ultra secret spy organization into thinking everyone but the returned operative was
killed in a plane accident, after they left the island. The plan worked. Meanwhile, Teddy Ladwig
no longer thinks of himself as the man he used to be, he is now and forever the demonic
monster the good doctor turned him into. Despite what was done to him, Horrendous show
surprising loyalty to the good doctor and is anxious to do whatever is required of him to bring
about Armageddon. He is obsessed with consuming the flesh of super beings, and being assigned
to permanent Tiger Beast base in Poland provides him little opportunity to kill super beings.
However, he has managed to get himself spotted on several occasions by authorities. Poland
has asked the Russian S.C.R.E.T. to help in the investigation. Teddy has learned of this and
hopes he gets a chance to taste the flesh of a member of the R.I.G. (Red Iron Guard).

Real Name: Teddy Ladwig
Alias: Major Freedom
Occupation: Member of the Tiger Beasts, Former Marine Corp Super Ops and Freelance
Sector Operative.
Alignment: Diabolic
Power Category: Mega Villain Unstable Mutant/Eugenic
Experience Level: 7th level
Hit Points: 96 S.D.C.: 361
P.P.E.: 20
Appearance: He is a hulking monstrosity with a short, thick neck, gapping, tooth-filled
maw. He is a towering, blue-skinned humanoid with bulging muscles. He is bald, misshapen head
has five eyes (two in front, one on either side, and one in the back of his head). He is usually
heavily armed with military grade weapons. He usually carries pieces of meat with him (arms,
legs, human organs).
Attributes: I.Q. 17, M.E. 20, M.A. 8, P.S. 25 (supernatural), P.P. 11, P.E. 38, Spd. 24/72
(50.4 mph/81.1 km for 5 minutes), P.B. 4
Age: 61, Sex: Male, Height: 9 foot (2.74 m), Weight: 875 lbs (393.75 kg).
Vulnerabilities: Silver functions as a deadly metal to him. It ignores his natural defenses
and does double damage direct to his hit points. He only takes damage when struck by silver
(70% or better). He is not harm by its exposure or near his presence. He also enjoys the thrill
of danger and combat. He is obsessed with eating the flesh of super beings.
Mega Powers: All normal Mega-Abilities plus Longevity.
Eugenic Features: Horror Factor 14, Deevil Heart, and 3 Extra Eyes (he cannot be
surprised, attacked from behind).
Major Super Abilities: Super Consumption and Negate Super Abilities
Minor Super Abilities: Transfixing Gaze (14 individuals-300 feet/91.4 km), Healing Factor,
and Indestructible Bones.
Attacks per Melee: 6 (2 Initial +3 from Hand to Hand +1 from boxing)
Combat Training: Commando
Combat Bonuses: +5 to initiative, +3 to strike, +7 to parry, +6 to dodge, +5 to auto
dodge, +18 damage, +5 to roll with punch/fall, +6 to pull punch, and +2 to disarm.
Saving Throws: Impervious to poison and disease, fire & cold ½ damage, drugs inflict 1/3
damage, duration, effect, and penalty if fail save, fall damage is half damage, +86% to save vs.
coma/death, +10 to save vs. drugs, +12 to save vs. magic, +6 to save vs. psionics, +2 to save
vs. possession, and +6 to save vs. Horror Factor.
Combat Skills: Inorganic Bite 4D6, Organic Bite 2D6, Restrained Punch 2D4, Karate Punch
8D6, Knee 5D6, Forearm/Elbow 6D6, Power Blow 2D4x10+16 (counts as two attacks), Karate
Kick 8D6, Crescent Kick 1D4x10+2, Roundhouse Kick 1D6x10, Axe Kick 8D6, Wheel Kick 8D6,
Backward Sweep (cannot be paired, must dodge or knockdown, -2 to dodge), Tripping/Leghook
(cannot be paired, must dodge or knockdown), Body Block 5D6+P.S. damage bonus (must
parry/dodge or knockdown), Pin 18-20, Crush 3D6, +1 Body Flip/Throw 6D6 plus P.S. damage
bonus (lose initiative and 1 attack/action), Paired Weapons, all Holds, and Knockout on the
unmodified roll of a 20.
Other Bonuses: +3% to all skills
Educational Background: Military Specialist
Common Skills: Read-Write/Speak English 98%/98%, Mathematics: Basic 96%, Pilot: and
Automobile 84%.
Basic Military Program: Running, Climbing 98%, Forced March, Military Etiquette
93%, Radio: Radio 98%, W.P. Rifle (+4 to aim/+2 to burst), and W.P. Grenade (+2 to strike).
Advance Military Program/Special Forces (based on Rifter #25 by John C. Philpot): Hand
to Hand: Commando, Swimming 98%, S.C.U.B.A. 98%, Prowl 85%, Parachuting 98%, Camouflage
78%, Trap/Mine Detection 78%, Demolitions 98%, Demolition Disposal 98%, Underwater
Demolitions 98%, W.P. Submachine-gun (+3 to aim/+1 to burst), W.P. Knife (+3 to strike, parry,
and throw).
Espionage Program: Detect Ambush 83%, Intelligence 68%, Wilderness Survival 92%,
Detect Concealment 78%, Interrogation 93%, and Tracking 78%.
W.P. Modern Skill Program: W.P. Handgun (+3 to aim/+ 1 to burst ), W.P. Heavy Military
Weapons (+3 to aim/+1 to burst), and W.P. Shotgun (+3 to aim/+1 to burst).
Physical Skill Program: Boxing, Wrestling, Body Build and Weightlifting, and Athlete.
Learned Skill Program: Read-Write/Speak Russian, Polish, and Ukrainan 80%/78%.
Secondary Skills: Cook 83%, Land Navigation 67%, Law (general) 73%, General
Repair/Maintenance 83%, Hunting, Basic Mechanics 68%, Automotive Mechanics 78%, Recognize
Weapon Quality 38%, and Outdoormanship.
Money: He has $2D6x10,000 U.S. dollars that he has stashed in a hidden bank account.
He has little use for money right now.
Weapons: He uses the following weapons:
9mm Wz 63 (PM-63) Machine Pistol with AP ammo, Range: 246 feet (74 m), Damage: 4D6,
Rate of Fire: Single shot or semi-automatic, Payload: 25 round box of mag. He
usually carries 1D4 extra clips of ammo.
Armalite AR-18 with Grenade Launcher, Range: 1509 feet 9460 m), Damage: 4D6, Rate of Fire:
Single shot, Semi-Automatic, or Full Automatic. Payload: 30 round box of mag.
GL, Range: 1312 feet (400 m), Damage: 2D4x10, Blast Radius: 20 feet (6 m), Rate of Fire: 6
rounds per minute, Payload: Single shot. He carries 1D4+1 extra clips of ammo and a bandoleer
holdings 18 rounds.
Glock 20 (10mm) with AP ammo, Range: 165 feet (50 m), Damage: 5D6+2, Rate of Fire: Single
Shot or Semi-Automatic, Payload: 15 round mag. He usually carries 1D6 extra ammo clips.
Explosive Grenades, Damage: 2D4x10, Blast Radius: 20 feet (6 m).
Equipment & Vehicles: He carries a large web belt with holster, 2 ammo pouches, 4
accessory attachments. He also wears a battle harness that allows him to carry his weapons.
He also wears wrist cartridge bandoleers. He doesn’t fit in most vehicles so he finds himself
hitting a ride in the back of most semi-truck or walking/running the distance.

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

Posted: Sun Mar 13, 2011 1:09 am
by Reagren Wright
SKULLETON

When Dieter Spengler went to serve his obligator six months in the Germany military, he had
no idea the decision would change his life forever. After completing his two months of basic
service, he went to serve his four months at his assigned post an army military base in
Sigmaringen, the HQ of the German S.C.R.E.T. Dieter was there only for a month when the
Brotherhood of Armageddon struck. Friends were killed and the woman he developed a
relationship turned out to be a traitor. She shot him in the leg, wounding him physically and
emotionally. After recovering, Dieter volunteered for a service extension, the devoted his
life as a soldier. All the while, he sought revenge against the BoA, wanting to do anything
he could to participate in their destruction. Eventually, he was given the chance by
enlisting in the slowly rebuilding German S.C.R.E.T. Two months after joining, he and his four
man team, were told to investigate the rumors of strange creatures roaming the Black
Forest. They eventually came to a large mansion. Once inside, they were savagely attacked
by four Cryxon. They were control by an evil witch named Zillah Falix. Because he was
handsome, Zillah agreed to spare him while his fours where killed and devoured by the
Cryxon. Zillah kept Dieter a prisoner for a week before he developed Stockholm Syndrome, a
paradoxical psychological phenomenon wherein hostages express reverence and positive
feelings towards their captors that appear irrational in light of the danger or risk endured by
the victim. Dieter went so far as to fall in love with her. Zillah returned this love as well.
Finally, she decided to show him the source of her power. She performed a ritual that
allowed him to talk the Queen of Dyval, Hel herself. Dieter offered his services to the Dark
Goddess. She asked him what he desired the most. He said revenge against those
responsible for his disgrace. Hel granted him the power to hunt down his enemies. In return,
he had to offer services whenever called upon.

Dieter searched most of Europe and did battle the BoA on numerous occasions, foiling many
of their mission objectives, but the victories he gained did little to stop their evolution. Soon
he was finding himself do more dirty work for individuals working in accord with the wishes
of Lady Hel. Soon Dieter was becoming a loyal soldier for Doctor Wilheim Vilde and Bone
Crusher. Skulleton serve on the Black Eagle team that was attacked by heroic band of super
heroes that was secret instigated by Hades Demons. Dieter was partially blamed for the
defeat. His punishment was losing the ability to revert back to him normal appearance. This
infuriated him, making him even more savage and destructive against his opponents. He was
reassigned back to Germany to work with the Tiger Beasts. When he is not onboard the
World Dominator, he is at the private held estate in the Black Forest. Zillah no longer
returns love for him now that he has becoming a fleshless skeleton. He still loves her and
will do anything for her. Dieter is a loyal minion for Lady Hel and will always obey her wishes.
He is irate at the good doctor and would love to get even with him and his new bodyguard
Dark Omega. If Dieter were to learn the plans for creating Armageddon, the fallen hero who
joined German S.C.R.E.T. would return to do anything he could to stop the master plan,
especially since it meaning getting even with Doctor Vilde. It would of course end his
romance with Zillah, but what good is love without an Earth to fall in love with. He is still
trying to hunt down the Brotherhood of Armageddon as well.

Real Name: Dieter Spengler
Occupation: Member of the Tiger Beasts. Former member of the Black Eagles.
Alignment: Miscreant (started out Scrupulous then Unprincipled then Anarchist)
Power Category: Mega Corrupted Good
Experience Level: 8th level
Hit Points: 77 S.D.C.: 709 Natural Armor Rating: A.R.: 14
P.P.E.: 30
Appearance: Skulleton looks like a human size boneling deevil (a skeletal humanoid
with red glowing eyes, clawed fingers, and a pair of small, curled ram’s horns). He is
enveloped in his cloak of darkness. Presently, Skulleton cannot revert back to his normal
human appearance.
Attributes: I.Q. 14, M.E. 12, M.A. 19, P.S. 33 (supernatural), P.P. 19, P.E. 19, Spd.
56, P.B. 4
Age: 39, Sex: Male, Height: 6 foot and 6 inches (1.98 m), Weight: 100 lbs (45 kg).
Vulnerabilities: Laser and similar light energy attacks inflicts double damage. His eyes
are sensitive to sunlight and bright artificial light (-2 to initiative, -1 attack, and -5% to skill
performance). His shadow cloak can negate light damage (half damage), but doesn’t work
during daylight hours and doesn’t help him see in bright light.
Mega Powers: All normal Mega-Abilities plus Longevity.
Bestowed Devil Abilities: See the Invisible. Horror Factor 12.
Major Super Ability: Alter Physical Structure: Bone and Matter Expulsion: Bone (both
SDCs are combined together).
Minor Super Abilities: Shadow Cloak (Nightvision 150 feet/45.72 m) and Iron Will
Attacks per Melee: 6 (2 Initial +3 from Hand to Hand +1 from boxing)
Combat Training: Basic
Combat Bonuses: +1 to initiative, +3 to strike, +7 to parry, +7 to dodge, +20 to
damage, +10 to roll with punch/fall, +2 to pull punch, +1 to disarm, and +2 to perception.
Saving Throws: He needs a 12 or better to save vs. psionics, cold attack inflicts half
damage, explosions, falls, and high impacts inflict half damage, impervious to disease,
impervious to injected drugs, impervious to shadow attacks with cloak, +28% to save vs.
coma/death, +8 to save vs. magic, +2 to save vs. poison, +3 to save vs. insanity, +12 to
save vs. possession, +6 to save vs. mind control, +5 to save vs. illusion, +13 to save vs.
Horror Factor, and +1 to save vs. psionics.
Combat Skills: Restrained Punch 2D6+2, Full Strength Punch 5D6, Power Blow 1D6x10
(counts as two attacks), Elbow/Forearm 6D6, Knee 5D6, Karate Kick 1D6x10, Body
Flip/Throw 6D6 plus P.S. damage bonus (lose initiative and 1 attack/action), All Holds,
Knockout on an unmodified roll of 20, and Critical strike on an unmodified roll of 19-20.
Educational Background: Military
Common Skills: Read-Write/Speak German 96%/96/%, Mathematics: Basic, 96%, Pilot: Automobile 84%.
Military Program (Basic): Hand to Hand: Basic, Running, Climbing 90%, Forced
March, Military Etiquette 85%, Radio: Basic 98%, W.P. Rifle (+4 to aim/+2 to burst), and
W.P. Grenade (+3 to throw).
2nd Military Program: Demolitions 86%, Pilot: APCs and Tank 94%, Trap/Mine
Detection 70%, Armorer/Field Armor 90%, and Basic Mechanics 90%.
Physical Program: Boxing, Body Building & Weightlifting, Gymnastics (Sense of
Balance 79%, Bars and Rings 89%, Back Flip 91%, Climb Rope 81%), and Swimming 95%.
Secondary: Language: English 89%, Literacy: English 95%, Computer Operation 84%,
Basic Electronics 70%, Streetwise 52%, W.P. Targeting (+3 to throw/Critical strike on an
unmodified 19-20), Pick Locks 70%, Prowl 70%/90%, Land Navigation 60%, Wilderness
Survival 60%, Law (General) 50%, and W.P. Handgun (+1 to aim).
Money: He has 3780 Euro dollars hidden away and 5000 US dollars in a bank in
Century Station. Presently, he has little use for money since he cannot use it in his skeleton
form.
Weapons: He knows how to use modern weapon, but he tends to rely on his super abilities.
Equipment & Vehicles: He has access to some of the equipment used on the World
Dominator Flying Fortress and some at the mansion in the Black Forest.

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

Posted: Sun Mar 13, 2011 7:15 pm
by gaby
Great,I hope to see more.

Maybe After you make the villains,you may make a few Heroes?

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

Posted: Sun Mar 13, 2011 10:21 pm
by Reagren Wright
Mephisto wrote:I wonder if the Freak Maker would align himself with the Brotherhood of Armageddon, if either side could trust the other. Certainly the combination of cybernetic knowledge and grotesque experiments could result in some horrible creations, but also a force of potentially loyal and powerful soldiers. Anyone have a thought on this?


Yeah I can see Freak Maker and Adolf Hoffmeijer hanging out together sort like Red Skull and
Baron Zemo (the original) did, but Hoffmeijer has plans that I see Freak Maker having a hard
time getting on board with.

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

Posted: Sun Mar 13, 2011 10:25 pm
by Reagren Wright
gaby wrote:Great,I hope to see more.

Maybe After you make the villains,you may make a few Heroes?


Yeah I'll probably make four new good guys to provide some additional balance. Don't forget
the updates I did on guys like the Order of Three and of course there's the All Crusader Squad
you can use as well.

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

Posted: Wed Mar 16, 2011 1:08 am
by Reagren Wright
ZHOTHOT

Zhothot is a race of creature that has not been seen for the last 6000 years in the dimension of
Three Galaxy’s. Star Hunters since then have aligned themselves the Deevils of Dyval. Zhothot
is a Star Hunter that purposely decided to work alongside the Deevils in order to kill as many of
the disgusting humans as possible. He hates humans with a zealous passion. The more he kills
the better he feels. He wants nothing to do with humanoids. Though he is a member of the Devil
Dragons, he has been assigned to work in the Australian and New Zealands areas. He does
sometimes get assigned to the Prambanan Temple Complex in Java, Indonesia. None of the other
Deevil Dragons but Roaring Dragon and Roaring Yolk will have anything to do with him. He is
already responsible for the killing of a dozen non-deevil minions (all with super powers) because
they tried ordering him around or correcting him. Shogan would like to get rid of him but the
good doctor likes having him around. Note-For more information on Star Hunters read
Dimensional Outbreak (Rifts Dimensional Book 12).

Real Name: Unpronounceable
Occupation: Member of the Devil Dragon
Alignment: Diabolic
R.C.C.: Star Hunter
Power Category: Alien (Dimensional Being)
Experience Level: 8th
Hit Points: 75 S.D.C.: 360 Armor Rating: A.R: 15
P.P.E.: 3
I.S.P.: 266
Appearance: He is a large arachnid with 10 legs, a vaguely humanoid upper body and four
arms (two large, gnarled ones and two smaller ones); each hand ends in long, vicious claws and
the head is shaped like a hammerhead shark, and along the front of the head were a series of
bright blue eyes shaped like little five pointed stars. He is a crystalline being that look as if he’s
made from smoky quartz that squeaks as he moves. He is not a carbon-based creature, but
some amalgamation of silicon and methane.
Attributes: I.Q. 22, M.E. 26, M.A. 2, P.S. 20 (Supernatural), P.P. 21, P.E. 20, Spd. 41, P.B. 2
Age: 290, Sex: Male, Height: 10 feet (3 m), Weight: 910 lbs (409.5 kg)
Originating Alien Environment: He is native to a planet that had a carbon dioxide
atmosphere, pressure that was a hundred times higher than most humanoids could survive, and
temperatures hot enough to melt lead. His home world is not unlike the planet Venus, which is
totally hostile to most carbon based life forms.
Insanity: He hates humans and humanoid beings. They are a disgusting and dangerous
blight upon the universe that needs to be purged and exterminated. Deevils have convinced him
they can “assume” a humanoid form, thus the reason he will associate with them. Furthermore,
he likes the fact that the Deevils hate humanoids as much as he does. He will only obey the
order of Deevils and not any other form of human or humanoid life.
Vulnerability: Certain sound frequencies bother him to the point that he cannot use his
mental abilities; surprisingly the range is around that of a human with a high-pitched voice
screaming. Most humanoid voice ranges sound like nails on a chalkboard. Sound-based attacks,
including magical and sonic weapons do double damage to him. His environmental armor protects
him from normal vocal sounds, but it does nothing against sonic attacks. He cannot survive in
most alien environments where humans or humanoid carbon-based life forms are found, thus he
must wear his environmental suit. However, he can function without any difficult in any of the
various dimensional levels of Dyval or anywhere in Hades.
Natural Abilities: Supernatural P.S., he can see in multiple spectrums of light including
infrared, ultraviolet, and even x-ray. However it takes them time to concentrate to see in the
x-ray spectrum and typically takes 1 melee per 10 feet of S.D.C. material/rock/earth and similar
material. He communicates via a combination of ultrasonic frequencies and telepathy. Also after
scanning a being's surface thoughts for 2D4 minutes, his telepathy can act as a universal
translator. He can survive limited exposure to space (15 minutes).
Special Psionic: Telepathy (cost no I.S.P.), Range: 120 feet (36.5 m), and two-way
telepathic communication 280 feet (85.3 m).
Healing Psionics: Bio-Regeneration, Detect Psionics, Exorcism, and Increase Healing.
Physical Psionics: Alter Aura, Float, Mind Block, Nightvision, Summon Inner Strength,
Telekinetic Leap, Telekinetic Push, and Teleport Object.
Sensitive Psionics: Astral Projection, Clairvoyance, Empathy, Machine Ghost, Mimic Skills,
Object Read, Precognition, Presence Sense, Read Dimensional Portal, See Aura, See the
Invisible, Sense Evil, Sixth Sense, Telekinesis, and Total Recall.
Super Psionics: Bio-Manipulation, Empathic Transmission, Hypnotic Suggestion, Mental
Illusion, Mind Bolt, Mind Wipe, Psi-Sword, Psionic Invisibility, Remote Viewing, Telekinesis
(Super), and Telekinetic Force Field.
Combat Training: Expert
Attacks per Melee: 7 (3 initial +3 from Hand to Hand +1 from boxing)
Combat Bonuses: +6 to initiative, +6 to strike, +11 to parry, +11 to dodge, +5 to
damage, +4 to roll with punch/fall, +4 to pull punch, +2 to disarm, and +6 to perception.
Saving Throws: He needs a 10 or better to save vs. psionics, +10% to save vs.
coma/death, +6 to save vs. psionics, +9 to save vs. insanity, +1 to save vs. magic illusion, +7
to save vs. mind control, +4 to save vs. possession, +6 to Horror Factor, +3 to save vs. poison,
and +2 to save vs. magic.
Combat Skills: Restrained Punch 1D6, Full Strength Punch 2D6, Claws 2D6+2, Power
Punch 4D6 (counts two attacks), Elbow/Forearm 3D6, Knee 2D6, Karate Kick 4D6 (can do two
as paired weapons), Roundhouse 6D6, Axe Kick 4D6 (can do as paired weapons), Leap Kick
1D4x10, Snap Kick 2D6 (can do two as paired weapons), Tripping/Leghook (cannot be paired,
must dodge or knockdown), Body Flip/Throw 3D6 plus P.S. damage bonus (lose initiative and 1
attack/action), all Holds, Paired Weapons, Knockout on an unmodified roll of 20, and Critical
strike on an unmodified roll of 18-20.
Other Bonuses: +8% to all skills
Educational Background: Special Military Program (No familiarity with Earth)
Common Skills: Speak Native Tongue 98%, Language: English & Demongorgan 97%,
Radio: Basic 98%, Pilot Tank & APC 97%, Pilot: Personal Anti-Gravity Transportation 98%, Pilot:
Robot and Power Armor 88%, Sensory Equipment 88%, Weapon Systems 98%, Climbing 88%,
Running, Forced March, W.P. Energy Pistol (+4 to aim/+2 to burst), W.P. Energy Rifle (+4 to
aim/+2 to burst), and Hand to Hand: Expert.
Occ. Related Skills: Military Etiquette 93%, Wilderness Survival 88%,
Outdoormanship, Tracking 73%, Recognize Weapon Quality 83%, Land Navigation 81%, General
Repair/Maintenance 98%, Boxing, Kick Boxing, Trap/Mine Detection 78%, Hover Vehicle
Mechanics 63%, Alien Technology Mechanics (crystal energy mechanics) 58%, Demolitions 87%,
and NBC Warfare 68%.
Secondary Skills: Athlete (General), Mathematics: Basic 98%, W.P. Sword (+4 to
strike/parry), Fencing (+1 to strike/parry/+1D6 to damage), Gemology 73%, and Physical Labor.
Money: He has no need for Earth currency or a personal fortune. He steals whatever he needs.
Weapons: He utilizes the following:
Plasma Rifle, Range: 2000 feet (609.6 m), Damage: 1D4x10+20, Rate of Fire: Single shot,
Payload: 20 shot E-clip. He usually carries 1D4+1 clips.
Laser Pistol, Range: Range: 800 feet (244 m), Damage: 4D6, Rate of Fire: Single shot or
Semi-Automatic, Payload: 30 shot E-clip. He usually carries 1D4+1 clips.
Vibro Sword, Damage: 3D6+3 (+1D6).
Armor: He wears an organic environmental armor that sticks to his crystalline hides like a
second skin. The suits resembled a thick, bumpy hide like that of alligators and crocodiles, with
a single, transparent, yellow membrane covering the arachnid's eyes. The suit provides enough
protection to reduce damage from fire and cold attacks by half damage. The suit provides air
purification system and radiation shielding. The S.D.C. of the armor can regrow and recover lost
S.D.C. at a rate of 2D6 points per hour until all the S.D.C. is restored to full. A.R. 15 and 190
S.D.C. The head has 100 S.D.C. The legs have 100 S.D.C. The arms have 60 S.D.C. He has two
spare suits.
Equipment & Vehicles: He keeps a tool kit around to do quick repairs.

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

Posted: Fri Mar 18, 2011 1:44 am
by Reagren Wright
NIGHT HAG AND THE IMP

Zillah Falix grew up in the city of Rostov-on-Don, Russia. During this time, the Communist
Party ruled with an iron fist. Zillah and her family were very poor. Her younger brother Fedor
was very sickly. Despite the free health care, nothing seemed to be making Zillah any
better. When Zillah was 10 year old, her mother Nastia decided in secret to turn to
witchcraft in hopes of curing her son. She eventually reached the pinnacle of her
capabilities and made contact with Hel, Lady Dyval. She begged the dark goddess to cure
her son. She in returned Nastia what would she be willing to do if she did. So the goddess
asked for her first born Zillah. So Zilah found herself a slave in Dyval Prime. She was taken
to the Orchard outside of Hel Citadel and made to work long 12 hours shifts. It was grueling
work. Watching over her was Tarot Devistrife, an Imp. He was vicious and cruel, but also
honorable and forgiving. For some odd reason he took a liking to Zillah. She in the meanwhile
became an obedient slave willing to do anything for her Deevil master. At age fourteen,
Tarot convinced Lady Hel to choose her as a possible candidate for the roll of Night Hag, a
very powerful witch and loyal servant to the dark goddess while living on Earth. When taken
before Lady Dyval, Zillah swore a lifetime oath to the goddess. Hel sent her back. The first
thing Zillah did was return home and murder her entire family. She tortured her mother for
days until she succumb to death because of her injuries. After receiving her witchcraft
abilities, she found her black cat familiar to be Tarot. He was not happy at all being a black
cat at all. For next, eight years Zillah finished high school and went off to college to Nizhny
Novgorod State Medical Academy become a nurse. All the while during college she
continued to practice her witchcraft, occasionally secretly sacrificing her fellow student to
the dark goddess. One day she discover her professor of archeology possessed knowledge
of alleged “magical objects” hidden in the basement of a museum. Zillah and Tarot broke
into the museum and indeed a treasure trove of magical artifacts. One of the artifacts was
a court jester looking Saintly Hat of the Damned Fool. The moment she put it on Tarot’s
head, her reverted back to his normal appearance and regained all of his Imp abilities yet
retained his familiar link with Zillah. This changed the relationship between them. Tarot was
no longer simply subservient to her but was able to act independently even though he was
still her familiar. She regarded him as her friend and partner. Thus the criminal career began
for the Night Hag and the Imp. Zillah became a wanted villain and seductress throughout
Europe, seducing young men, killing them, and taking all their valuables. Eventually she left
Russia and went to Germany where she took up residence in a mansion in the Black Forest.
There she was speaking with Lady Hel on a regular bias. She wanted to know the full plans
of Doctor Wilheim Vilde. After a while, she received the assistance of additional minions.
Soon she met Dieter Spengler (See Skulleton).

Zillah and Imp were told by Hel to join with the Tiger Beast so she could maintain inside
knowledge of the ongoing of the good doctor and his plot to bring Armageddon on HU Earth.
She has no true feeling for Skulleton. He was amusing at first then became a means to an
end. Her true love in life is the power she possesses as witch and the feeling she has for
her eternal partner in crime. Imp is very loyal to her, even if there wasn’t a familiar link
between them. He will stop at nothing to make sure his mistress is protected. She will do
the same thing for him as well.

Real Name: Zillah Falix
Occupation: Member of the Tiger Beast
Alignment: Miscreant
Power Category: Mega Witch
Experience Level: 9th
Hit Points: 78 S.D.C.: 112
P.P.E.: 705
Appearance: She has beady chestnut eyes. Her thick, straight, night-black hair is
shoulder-length and is worn in a utilitarian style. She is medium height and has an elegant
build. Her skin is cream-colored. Her outfits are always risqué and reveal way too much.
Attributes: I.Q. 15, M.E. 14, M.A. 12, P.S. 12 (supernatural) P.P. 19, P.E. 13, Spd.
11, P.B. 20
Age: 38, Sex: Female, Height: 5 foot and 7 inches (1.70 m), Weight: 127 lbs (57.15 kg)
Witch Abilities: Major Pact (Lifelong servitude), Invulnerable to Fire (all types), The
Gift of Magic, Devil’s Mark, and Deevil Familiar.
Vulnerability: Pure iron weapons do double damage to her, weapons made of silver or
bone inflict normal damage as well. She is also vulnerable to magic specifically targeting
witches. If Imp was slain, she would lose permanently 30 hit points.
Mega Powers: All normal Mega-Abilities plus Tremendous P.P.E. (See Rifter #37).
The Gift of Magic: Blinding Flash, Cloud of Smoke, Globe of Daylight, Increase Weight,
See the Invisible, Sense Evil, Befuddle, Climb, Fear, Weightlessness, Armor of Ithan, Energy
Bolt, Carpet of Adhesion, Charm, Mystic Shield, Life Drain, Metamorphosis: Human, Age,
Love Charm, Banishment, and Teleport. Note: The range of all spells is increased by 50%.
Combat Training: Basic
Attacks per Melee: 6 (2 initial +4 from Hand to Hand)
Combat Bonuses: +1 to initiative, +3 to strike, +6 to parry, +4 to dodge, +2 damage,
+2 to roll with punch/fall, +3 to pull punch, +2 to disarm, +2 to spell strength (14 or
better).
Saving Throws: +2 to save vs. magic, +2 to save vs. possession, +3 to save vs.
Horror Factor.
Combat Skills: Restrained Punch 1D4, Full Strength Punch 2D4, Power Punch 3D6
(counts as two attacks), Elbow/Forearm 2D6, Knee 2D4, Snap Kick 2D4+2, Body Flip/Throw
2D6 plus P.S. damage bonus (lose initiative and 1 attack/action), All Holds, and Critical
strikes on an unmodified roll of 19-20.
Other Bonuses: 50% charm/impress.
Educational Background: B.A. Degree
Common Skills: Read-Write/Speak Russian 98%/97%and Pilot: Automobile 87%.
Domestic Program: Mathematics: Basic 98%, Cook 98%, Gardening 92%, and
Wardrobe & Grooming 98%.
Medical Assistant Program: Business & Finance 98%, Computer Operation 98%,
Biology 98%, and Paramedic 98%.
Technical Program: Appraise Antiques 95%, Research 98%, History 98%/98%, and
Law (General) 98%.
Cultist Program: (Education Table and Skill Programs, Redux by Kuseru). Lore:
Demons & Monsters 95%, Lore: Magic 90%/80%/75%, Lore: Geomancy & Ley Lines 95%,
Lore: Cults & Sects 85%, and W.P. Knife (+3 to strike and +4 to parry/throw).
Secondary Skills: Hand to Hand: Basic, Brewing: Basic 80%/85%, Holistic Medicine
80%/70%, Prowl 70%, Seduction 48%, Streetwise 56%, Language: English and German
92%/77%, Literacy: English and German 98%/85%, Identify Plant & Fruits 60%, Streetwise:
Weird 65%, Aerobic Athletics (Sense of Balance 65%), Dance 50%, Pick Locks 35%, and
Pick Pockets 30%.
Money: She 360,000 Eurodollars in a Swiss Bank account. She has $52,000 US dollars
in a safe house in Boston, Massachusetts.
Weapons: She carries a magic large dagger that does 3D6 points of damage and
1D6x10 to demons and evil gods. The dagger shots lightning bolts that do 4D6 damage,
range: 600 feet (183 m).
Equipment & Vehicles: She wears three magical items on her left hand. A magic ring
that provides her a Natural Armor Rating of 12. A magic ring that can turn her invisible
(simple) 3x a day for 10 minutes. A ring that provides her a +2 to parry.

Fruit From Dyval. Night Hag has selected a number of Dyval Fruit that Imp collects
for her and using her knowledge of brewing and holistic medicine to produce a number of
magic exiles and toxins. Dragon Fruit elixir will double her S.D.C. for 1D4 hours and
increase the Imp’s SDC by 5% for 4D6+6 minutes. Sour Fruit wine will heal 4D6+2
SDC or hit points. Imp would heal 1D6 hit points/SDC.

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

Posted: Fri Mar 18, 2011 1:50 am
by Reagren Wright
THE IMP

Real Name: Alpareeb
Alias: Tarot Devilstrife
Occupation: Greater Familiar of Night Witch
Alignment: Aberrant
Power Category: Lesser Deevil
Experience Level: 9th
Hit Points: 33 S.D.C.: 60 Natural Armor Rating: A.R.: 10
P.P.E.: 84
I.S.P.: 140
Appearance: He is a little, pot-bellied Dyvalian with tiny bat wing, devil’s tail, horns,
empty sockets, and cloven feet. He wears a flamboyant court jester hat and a large ring on
his left middle finger.
Attributes: I.Q. 13, M.E. 15, M.A. 23, P.S. 17 (supernatural), P.P. 13, P.E. 19, Spd.
16 running/28 flying, P.B. 9
Age: Immortal, Sex: Male, Height: 3 foot (.91 m), Weight: 135 lbs (60.75 kg)
Vulnerabilities: Pure iron weapon inflict double damage against him.
Spell Magic: All level one spell magic and all the spells possessed by Night Witch.
Super Psionics: Bio-Alteration, Electrokinesis, Empathic Transmission, Psi-Sword,
Telekinetic Force Field, and Telemechanics.
Natural Abilities: Horror Factor 10, Fly at will, nightvison 90 feet (27.4 m), see the
invisible, restraint to fire and cold (half damage), magically knows all languages 96%,
bio-regenerate 1D6 hit points/SDC every melee, and dimensional teleport 19%/69% with
Ring of Dyval.
Attacks per Melee: 5
Combat Bonuses:, +1 to strike, +1 to parry, +3 to dodge, +2 to damage, +4 to roll
with punch/fall, +2 to pull punch, and +1 to perception.
Saving Throws: +5% to save vs. coma/death, +6 to save vs. magic, +2 to save vs.
poison, and +4 to save vs. Horror Factor.
Combat Skills: Restrained Punch 1D6, Full Strength Punch 2D6, Power Blow 4D6
(counts as two attacks), Elbow/Forearm 6D6, Knee 5D6, Karate Kick 1D6x10, Axe Kick
1D6x10, Tripping/Leghook (cannot be paired, must dodge or knockdown), All Holds, and
Critical strike on an unmodified roll of 18-20.
Other Bonuses: 70% trust/intimidate.
R.C.C Skills: Appraise Goods 60%, Barter 88%, Brewing 66%, Climbing 70%/70%,
Computer Operation 80%, Demolitions 86%, Demolition Disposal 50%, Escape Artist 60%,
Concealment 50%, Find Contraband 60%, Gambling 70%, Gambling (Dirty Tricks) 60%,
Gemology 70%, Lore: Demon & Monster 70%, Intelligence 64%, Land Navigation 66%,
Mathematics: Basic 86%, Palming 60%, Pick Locks 56%, Pick Lock 56%, Prowl 55%/65% in
flight, Streetwise 60%, W.P. Knife (+3 to strike/+4 to parry & throw), and W.P. Handgun
(+4 to aim/+2 to burst).
Weapons: Crysteel Dagger, 1D6+3 (eternally sharp). Note: Don’t forget to add
in Supernatural Punch damage and P.S. damage bonus.
Desert Eagle, Range: 165 feet (50 m), Damage: 6D6, Rate of Fire: Single shot and
Semi-Automatic, Payload: 7 round mag. He carries 1D4 extra clips. He occasionally uses a
clip full of silver tips bullets.
Equipment & Vehicles: Saintly Hat of the Damned Fool (Enchanted Object)
P.P.E. 170. +2 to save vs. magic, +40 S.D.C., Invisibility (Simple) 30 minutes. All powers at
6th level. Energy Expulsion: Demonic Fury, Range: 700 feet (213
m), Damage: 1D6x10+12 to supernatural beings of good alignment, 1D4x10+8 to
supernatural and mortal beings of evil alignment, Bonuses: +3 to strike/+1 to shot wild,
P.P.E.: 15.
Energy Expulsion: Divine Energy, Range: 700 feet (213 m), Damage:
Damage: 1D6x10+12 to supernatural beings of evil and selfish alignment, increase by 50%
when used against dark gods, Alien Intelligence, and Demon/Deevil Lords, 1D4x10+8 to
mortal beings of evil and selfish alignment, 4D6 to supernatural and mortal beings, Bonuses:
+3 to strike/+1 to shot wild, P.P.E.: 15.
Unnoteworthy: 15 P.P.E. He activates this power every 24 hours.

The Ring of Dyval, this unique ring was made by Hel, Lady Dyval herself and allows
the Imp to increase his Dimensional Teleport by 50% when he attempt to teleport within
Dyval. The ring can only be worn by a minion of the dark goddess.

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

Posted: Sun Mar 20, 2011 1:15 pm
by Reagren Wright
DELILAH BLACK

Lindsay Farman was a college bookworm. She wasn’t interested in having fun or socializing
while in school. She was a quiet, shy introvert. During her junior year, she decided to take
an elective course on Medieval Literature. Her professor, Hugo Scar, was a handsome British
gentleman. Two weeks into the course, Professor Scar assigned books for the students to
read. Lindsay was given the “Codex of Virulence”, a grimoire that describes how to conjure
up 36 lesser and greater deevils including several regents. Lindsay read the disturbing book
and soon found favor in it. Before long she was reading noting else. It consumed her life.
She dropped out of her other classes and devoted her life to the book. When she reached
the end of the book, she translated and performed the ritual spell at the back of the book.
The spell allowed her to summon the Devil Lady Leviathan. Instead of being afraid, some
dark part of Lindsay’s mind opened to the enticements offered by the Devil Lady. She
agreed to grant Lindsay powers that would allow her to become the person she always
wanted to be, but she also had to perform several favors in return. Thus Lindsay Farman
was transformed into the dark temptress Delilah Black. She used her Dyval inspired powers
to satisfy her loneliness, but in truth all she really awakened was a hidden craving for
sadism, nymphomania, and murder. All the while she used her seductions to tempt the heart
of numerous champions, namely a number of inexperienced crusaders of light and famed
super heroic protectors, all for the enjoyment of Leviathan. Before, Lindsay was spending
less and less time as herself and more time as Delilah. She left in her path dozens of
murdered heroes, many appearing to be done in by suicide or frightened to death.

After Delilah successful destroyed the career of a prominent U.S. Senator who was looking
to make a possible Presidential run, she was contacted by Doctor Wilhelm Vilde to join the
ranks of his newly rebuilt Black Eagles team. She agreed. Since arriving in Century Station,
Delilah has gone after Apex and Haven, hoping to seduce them both and tear out their
hearts. She will do just about anything to achieve her goal without letting anyone learn the
truth about her. She has already faced a fierce battle with the mystic heroine Earth Angel.
Recently she has been told to go after the former founding member of the Centurions Joan
of Arc who has returned to possibly warn her ex-teamates about the Deevil Armageddon
plan. Presently Lindsay has taken a job at the Century Station Public Library. She hopes to
use the job as a stepping stone to get her hired at City Hall or the District Attorney’s
Office. From there she is aspires to obtain access to the inner secrets of CHIMERA and the
Centurions, thus eliminate the threat of those who could stop the Armageddon plant from
within.

Real Name: Lindsay Farman
Occupation: Member of the Black Eagle. Employee at CS Public Library.
Alignment: Miscreant
Power Category: Mega Mystically Bestowed by a Deevil Lord
Experience Level: 10th level
Hit Points: 54 S.D.C.: 60
Mystical Bestowed: Hit Points: 77 S.D.C.: 90
P.P.E.: 40
Appearance: Lindsay is a bookworm. She is petite, having a china-doll look with her
clear skin and delicate features. She is amply curved and padded in all the right places. She
wears large eyeglasses and crisp-business attire. As Delilah Black, she wears a Leather &
Fishnet Lace-Up Teddy with an adjustable Velcro neck, and Fishnet Thong Back. She wears
thigh-hi leather boots. She also has a hooded black leather cloak. She has a pair of small
goat like horns on her head, cloven feet, and reddish brown skin.
Attributes: I.Q. 13, M.E. 15, M.A. 14, P.S. 14, P.P. 20, P.E. 10, Spd. 14, P.B. 13
Mystical Bestowed Attribute: M.A. 19, P.S. 21 (supernatural), P.P. 24, Spd 28.
Age: 29, Sex: Female, Height: 5 foot and 4 inches (1.62 m),
b]Weight[/b]: 108 lbs (48.6 kg).
Vulnerabilities: Night Powered, during daylight hours or trapped in darkness for more
then 15 minutes, her Mystical Form is half P.S., S.D.C., and reduce range, duration and
damage of super abilities by one-half. If she is not exposed to darkness 4 hours out of 24,
her powers diminish an additional 10% per 8 hours. They cannot be reduced to zero but can
be reduced to a mere 30% effectiveness. Pure iron does double damage, weapons made of
silver and bone do normal damage, weapons designed to target deevils do damage to her.
Mega Powers: All normal Mega-Abilities plus Awe Factor 14. Mega Abilities are only
obtained during Bestowed Form.
Bestowed Devil Abilities: Deevil Subordinates (two 5th level Deevils) and Seduction.
Major Super Abilities: Shape Change and Illusion
Minor Super Abilities: Vocalization and Limb Possession.
Attacks per Melee: 4 attacks and 6 non-combat actions
Mystical Bestowed: 6 (2 Initial +4 from Hand to Hand)
Combat Training: Non-combative in normal form, Basic in Mystical Bestowed Form
Combat Bonuses: +3 to strike, +3 to parry, and +4 to dodge
Mystical Bestowed Bonuses: +2 to initiative, +7 to strike, +8 to parry, +8 to dodge,
+8 to damage, +4 to roll with punch/fall, +4 to pull punch, +1 to disarm, and +2 to
Perception.
Saving Throws: Available only as Mystical Bestowed: +3 to save vs. magic/+7 to vs.
fear magic, +6 to save vs. possession, +6 to save vs. illusion, +9 to save vs. Horror Factor,
and +1 to save vs. psionics/+5 to save vs. fear psionics.
Combat Skills: Punch 1D4.
Mystical Bestowed: Restrained Punch 2D4, Full Strength Punch 3D6, Power Blow 6D6
(counts as two attacks), Elbow/Forearm 4D6, Knee 3D6, Karate Kick 6D, Body Flip/Throw
4D6 plus P.S. damage bonus (lose initiative and 1 attack/action), All Holds, and Critical
strike on an unmodified roll of 19-20.
Other Bonuses: 55% to trust/intimidate while mystic.
Educational Background: Three Years of College
Common Skills: Read-Write/Speak English 98%/98%, Lore: Demon & Monster 90%,
and Pilot: Automobile 98%.
Business Program: Mathematics: Basic 98%, Business & Finance 98%,
Computer Operation 98%, Law (general) 98%, and Research 98%.
Computer Program: Basic Electronics 95%, Computer Programming 95%, and
Barter 85%.
Technical Program: History 98%/98%, Leather Working 98%, Technical Writing
95%, and Appraise Antiques 95%.
Secondary Skills: Dance 80%, Seduction 52%/77% mystic, Wardrobe &
Grooming 90%, Performance 92%, Sewing 90%, Prowl 75%, Streetwise 65%, Art (Painting)
80%, Language: Spanish 80%/90% mystic, Literacy: Spanish 80%, Lore: Demon & Monster
55%, Lore: Magic Arcane 45%/65%, Language: French 56%/66% mystic, Literacy: French
50%.
Money: He has 17,780 Euro dollars hidden in a Swiss Bank account and 85,000 US
dollars in a bank in Century Station. Whenever possible she makes men pay for anything she
wants or she simply steals it.
Weapons: She relies on his mystically bestowed abilities.
Equipment & Vehicles: She has access to whatever technology the Black Eagle
utilizes on their missions. Her “summoned” costume has a Bio-Aura on it. To get to work,
she uses public transportation.

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

Posted: Sun Mar 20, 2011 1:20 pm
by Reagren Wright
DEEVILS

These two Deevils are warriors. They delight in inflicting harm upon mortals, demons, and
human champions. Their favorite thing to attack is CS police officers and fire department.
Already they are responsible for the death of ten officers and a dozen fire fighters. They
have also killed four inexperienced super heroes and injured Amazing Grace. Their job to
protect Delilah, but she often sends them out on missions as well. She has no choice
because if they stay around her too long without getting into some kind of trouble, they will
make some. She will not risk exposure so she lets them have some fun, as long as they
return to do their duty for her.

Real Name: Sadrizarael and Ihaton
Alias: Ben Shelton and Walter Shaw
Occupation: Body Guard and Mercenaries for Delilah Black
Alignment: Aberrant
Power Category: Lesser Deevils
Experience Level: 5th
Hit Points: 80 S.D.C.: 61 Natural Armor Rating: A.R.: 12
P.P.E.: 120
Appearance: Their natural appearance is ugly fanged humanoids. They have large,
muzzle-like mouth, wide pig-like nose, small-serpent like eyes, bushy eyebrows, a large pair
of ram’s horns crown the forehead, a shaggy black mane of hair. Their upper body is of a
muscular male, but the arms, shoulder, chest, and back are covered in short black hair and
the fingertips bear long, claw like fingernails. The lower body is that of a goat, with cloven
hooves and a devil’s tail.
Attributes (same for both): I.Q. 10, M.E. 18, M.A. 14, P.S. 25 (supernatural), P.P.
20, P.E. 24, Spd. 52, P.B. 6/varies.
Age: Immortal, Sex: Male, Height: 8 foot (2.4 m), Weight: 500
lbs (225 kg)
Vulnerabilities: Silver and wood weapons inflict double damage.
Spell Magic: Blinding Flash, Cloud of Smoke, Compulsion, Curse: Phobia, Fire Bolt,
Globe of Daylight, Heal Wounds, Impervious to Fire, Luck Curse, Nightvision, Remove Curse,
and Turn Dead. All spells are equal to a 5th level wizard. Note: Some of the 1st level fire
warlock spells are not listed (Create Coal, Fiery Touch, Stench of Hades). They can be
found in PFRPG or Rifts: Book of Magic.
Natural Abilities: Horror Factor 14, nightvison 60 feet (18.3 m), see the invisible, turn
invisible at will (Invisibility: simple), track by smell 55% (+10% to follow the scent of blood),
dimensional teleport 73%, bio-regenerate 2D6 hit/S.D.C. per melee, magical knows all
languages, can leap 30 feet (9.1 m), and metamorphosis: human (at will, can add 1D6+12
to P.B.).
Attacks per Melee: 7
Combat Bonuses: +2 to initiative, +6 to strike, +9 to parry, +8 to dodge, +10 to
damage, +5 to roll with punch/fall, +3 to pull punch, and +2 to disarm.
Saving Throws: +18% to save vs. coma/death, +7 to save vs. magic, +5 to save vs.
poison, +2 to save vs. psionics, and +6 to save vs. Horror Factor.
Combat Skills: Restrained Punch 2D4, Full Strength Punch 3D6, Power Blow 6D6
(counts as two attacks), Claws 4D6, Power Claws 1D4x10 (counts as two attacks), Kick
3D6, Power Kick 6D6 (counts as two attacks), Headbutt 4D6, and Running Ram with horns
does 6D6 (counts as two attacks) with a 01-60% of knocking down opponent weight less
than 1000 lbs (450 kg), Knockdown victims lose initiative and two attacks, and Knockout
on an unmodified roll of 20.
R.C.C Skills: Forced March, Land Navigation 61%, Boxing, Pilot; Automobile 85%,
W.P. Blunt (+2 to strike/parry), W.P. Sub-machinegun (+2 to aim/+1 to burst), Climbing
75%/65%, Computer Operation 85%, Athlete, Mathematics: Basic 82%, Military Etiquette
70%, Radio: Basic 85%, Running, Sign Language 55%, W.P. Knife (+2 to strike, parry,
throw), W.P. Energy Pistol (+3 to aim/+1 to burst), W.P. Energy Rifle (+2 to aim/+1 to
burst), Streetwise 40%, Performance 45%, Find Contraband 46%, I.D. Undercover Agents
50%, Tailing 55%, and Horsemanship: Exotic 70%/60%.
Weapons: When in their demon form they use the following weapons.
Giant Size Demon Bone Mace, Damage: 4D6. 3x a day the weapons can utilize any of
the following spells (Carpet of Adhesion, Blind, Energy Bolt, and Fear). Note: Don’t forget to
include full strength punch damage + P.S. attribute score damage when adding up the
damage from these weapons.
Giant size augmented version of a MP-5 (.50 caliber rounds), Range: 780 feet (237.4
m), Damage: 1D4x10, Rate of Fire: Single shot, Semi-Automatic, or Full Automatic, Payload:
15 round mag. They carry 1D4 extra clips. They occasionally carry silver tips bullets.
Giant Size Vibro Knives, Damage: 4D6+3.
Note: In human form they use the very same conventional weapons used by Century
Station Police Department.
Equipment & Vehicles: They use whatever they need to do to complete their mission.
When in human appearance, they wear human clothes and body armor (Vest-A.R. 10 with
70 S.D.C.).

Note: If you want to give the Deevils a few more points of S.D.C., you can use my
special S.D.C. chart I use for all deevils and demons. Deevils receive +5 S.D.C. per level of
experience giving both Deevil +25 additional SDC for a grand total of 86.

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

Posted: Sun Mar 20, 2011 5:37 pm
by Reagren Wright
First of all I came up with this guy before the disaster in Japan and making him has no
bearing on the horrible tragedy going on there. As a American Red Cross employee and
volunteer certified in Disaster Response, my heart goes out to everyone suffering there.
However, this mega villain is way cool!!!

TSUNAMI

Noel Oakes was once the Men’s Champion in the Association of Surfing Professionals. He
was considered one of the greatest surfers of all time. He’d take any risk no matter, and he
set the bar far beyond those normal people seemed capable of. Then one day he was
S.C.U.B.A. diving off the coast of some islands in the Pacific when he and some friends
came across a sunken boat. Searching the boat they found it held several oil drums. The
label on the oil drums it read “Hypertane.” Unbeknownst to anyone of them, the drums were
leaking. Suddenly, a mutant shark attacked Noel. Its razor sharp teeth bit deep into his leg.
A friend shot the sharp with an explosive tipped spear gun killing the creature. Noel was
taken aboard the ship with severe trauma done to his leg. Hours later when he got to the
hospital, the doctors discovered his leg was liquefying. Soon his entire body turned into
water and Noel Oaks seemingly disappeared. Hour later Noel reconstituted himself outside
the hospital. When he did he was a blue skinned being with green eyes and webbed limbs.
People fled in fear. Soon Noel grew into a massive giant. Police started shooting at him. Noel
fled into the water and seemingly disappeared. Several days later, Noel emerged out the
water as a giant tidal wave. He struck the beach and most of the city destroying
everything in his path. After destroying the city, Noel made his way toward Gold Cost,
Australia with the intent of destroying it. He was stopped by the Peacekeeper League in
particular Samurai Sun who fire powers repelled him. Noel vowed revenge. For more than
decade Noel Oakes or Tsunami as he likes to be called prowls the Pacific Ocean striking
ships at sea or attacking coastal cities. Several months ago he approached Doctor Vilde’s
Island Fortress. He decided to destroy it when he was attacked by the island’s protectors,
until Bone Crusher struck him with a deadly fire ball. When he awoke he found himself
speaking to the good doctor himself. He made a deal with the mega mutant, destroy all the
coastal cities he wants and help bring about his plan for Armageddon and he would allow
him to leave. Noel agreed seeing all he had to do was do what he been doing. The catch
was Noel had to agree to work with the Deevil Dragons. Now Noel can no longer act with
wanton destruction but under the command of Shogun. Noel doesn’t like it, but too many
Deevil have the power to strike him with magic fire so he does what he is told. The idea of
killing people pleases his still, he just rather doing on his terms and not by the orders of
anyone else. If all humanities dies, then so be it because as far as he is concerned he is no
longer human any more.

Real Name: Noel Oakes
Occupation: Member of the Devil Dragons. Former World Champion Surfer.
Alignment: Diabolic (formerly Unprincipled)
Power Category: Mega Mutant
Experience Level: 10th
Hit Points: 69/+6 in giant form S.D.C.: 945/+45 in water form.
P.P.E.: 25
Appearance: Noel is a muscular, slimy, blue-skinned humanoid with a hairless body.
He has dark green eyes beneath his beetled brows. His hands and feet are webbed. He
never wears clothes.
Attributes: I.Q. 15, M.E. 13, M.A. 13, P.S. 25 (supernatural), P.P. 11, P.E. 24/30 in
giant form, Spd. 24 running, 72 (50.4 mph/81.1 km) swimming/24 while merge in water, P.B.
7.
Age: 30, Sex: Male, Height: 6 foot and 2 inch (1.87 m), Weight:
170 lbs (76.5 kg)/1190 lbs (535.4 kg) in water form.
Vulnerability: Vulnerable to Fire, normal fire does double damage. Magic fire does
double damage direct to his hit points. He has a natural fear of fire but it’s not a phobia.
Unusual Characteristics: Blue skin color, Bright green eyes, Slimy Skin, Webbed Feet
& Hands.
Mega Powers: All normal Mega-Abilities plus Tremendous S.D.C.
Major Super Abilities: Alter Physical Structure: Liquid and Growth (+48 feet/14.6 m,
+8400 lbs/3780 kg, +1440 S.D.C., and +48 to Supernatural P.S.)
Giant Water Form: x7 to giant weight. Note: When he merges with water, he
adds height and mass to his body. So he can be 20 feet (6 m) by growth then water
behemoth doubles his height (40 feet/12.1 m).
Water Behemoth: Double his size, x4 his weight, +2D6 to punch/kick, power punch
x2, and +105 SDC.
Water Behemoth: Triple his size, x9 his weight, +3D6 to punch/kick, power punch x2,
and +225 SDC.
Water Behemoth: Quadruple his size, x16 his weight, +4D6+6 to punch, +5D6+10 to
kick, power punch x3, and +450 SDC.
Water Behemoth/Tsunami Size: Quintuple his size, x25 his weight, +5D6+12 to
punch, 6D6+20 to kick, power punch x4, and +750 SDC.
Note: Don’t forget to add in all the bonus of his growth size if combing the two
powers together.
Combat Training: Basic
Attacks per Melee: 6 (2 initial +4 from Hand to Hand)
Combat Bonuses: +1 to initiative, +1 to strike, +3 to parry, +3 to dodge, +12 to
damage, +5 to roll with punch/fall, +4 to pull punch, and +1 to disarm.
Saving Throws: +18% to save vs. coma/death, +6 to save vs. poison & magic, +2 to
save vs. possession, and +6 to save vs. Horror Factor. At giant size, +30% to save vs.
coma/death, and +9 to save vs. poison & magic.
Combat Skills: Restrained Punch 2D4, Full Strength Punch 3D6, Power Punch 6D6
(count as two attacks), Elbow & Forearm 4D6, Snap Kick 3D6, Knee 3D6, Body Flip/Throw
4D6 plus P.S. damage bonus (lose initiative and 1 attack/action), All Holds, Critical strike on
an unmodified roll of 19-20.
Giant Size (20 feet/6 m): Restrained Punch 4D6, Full Strength Punch 7D6, Elbow &
Forearm 1D6x10+6, Knee 7D6, Power Blow 2D4x10+6 (counts as two attacks), Stomp
1D6x10 (counts as two attacks), Snap Kick 7D6, Body Flip/Throw 1D6x10+6 plus P.S.
damage bonus (lose initiative and 1 attack/action), All Holds, Critical strike on an unmodified
roll of 19-20.
Other Giant Abilities: HF 8 at eight feet (2.4 m) tall, HF 10 at 20 feet (6 m), HF 16 at
max. When 20 feet (6 m) or more he is +2 to strike/parry and his Spd is doubled. -4 to
dodge if he doubles his height or more.
Educational Background: On the Job Training
Common Skills: Read-Write/Speak Australian English 98%/98%, Mathematics:
Basic 92%, and Pilot: Automobile 90%.
Professional Athlete (by Shotgunlo): Athletics (General), Dieting, Running, Swimming
98%, S.C.U.B.A. 98%, and Body Building & Weightlifting.
Boating/Maritime Skill Program (Rifter #25 by John C. Philpott): Oceanography
98%, Ocean Survival 77%, First Aid 98%, Fishing 98%, Pilot: Water Scooters 98%, Pilot:
Water Skiing & Surfing 94%, Pilot: Motor, Race, and Hydrofoil 98%.
Secondary Skills: Hand to Hand: Basic, Wilderness Survival 85%, Pilot: Sail
Type 98%, Pilot: Kayaing & Canoes 90%, Radio: Basic 98%, Outdoormanship, Navigation
90%, Computer Operation 90%, Performance 70%, Public Speaking 90%, Prowl 50%,
Physical Labor, Underwater Navigation 38%, and Undersea & Sea Survival 35%.
Money: He has no use for money. He steals or destroys whatever he wants to get
what he needs. All his money and assets have been frozen and/or seized by numerous
federal law enforcement agencies.
Weapons: He relies on his super abilities.
Water Bolt, Range: 195 feet (59.4 m), Damage: 2D4+10, Bonus: +2 to strike.
Water Slam, In his growth form, he simply turns him into water and crashes
into an object (car, building, tree, etc). This is the equivalent of being struck by a massive
tidal wave and does 4D6x10 to whatever he hits/lands on. When combined with water
merge use the multiple to increase the damage. His height becomes the area of effect
taking equal amount of damage.
Equipment & Vehicles: He relies on his super abilities. He has no trouble being on
board the Death Bringer.

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

Posted: Sun Mar 20, 2011 5:57 pm
by gaby
Well 10 down,7 to Go.

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

Posted: Sun Mar 20, 2011 6:54 pm
by NMI
Tastefully done.
Reagren Wright wrote:First of all I came up with this guy before the disaster in Japan and making him has no bearing on the horrible tragedy going on there. As a American Red Cross employee and volunteer certified in Disaster Response, my heart goes out to everyone suffering there. However, this mega villain is way cool!!!

TSUNAMI

Noel Oakes was once the Men’s Champion in the Association of Surfing Professionals. He was considered one of the greatest surfers of all time. He’d take any risk no matter, and he set the bar far beyond those normal people seemed capable of. Then one day he was S.C.U.B.A. diving off the coast of some islands in the Pacific when he and some friends came across a sunken boat. Searching the boat they found it held several oil drums. The label on the oil drums it read “Hypertane.” Unbeknownst to anyone of them, the drums were leaking. Suddenly, a mutant shark attacked Noel. Its razor sharp teeth bit deep into his leg. A friend shot the sharp with an explosive tipped spear gun killing the creature. Noel was taken aboard the ship with severe trauma done to his leg. Hours later when he got to the hospital, the doctors discovered his leg was liquefying. Soon his entire body turned into water and Noel Oaks seemingly disappeared. Hour later Noel reconstituted himself outside the hospital. When he did he was a blue skinned being with green eyes and webbed limbs. People fled in fear. Soon Noel grew into a massive giant. Police started shooting at him. Noel fled into the water and seemingly disappeared. Several days later, Noel emerged out the water as a giant tidal wave. He struck the beach and most of the city destroying everything in his path. After destroying the city, Noel made his way toward Gold Cost, Australia with the intent of destroying it. He was stopped by the Peacekeeper League in particular Samurai Sun who fire powers repelled him. Noel vowed revenge. For more than decade Noel Oakes or Tsunami as he likes to be called prowls the Pacific Ocean striking ships at sea or attacking coastal cities.

Several months ago he approached Doctor Vilde’s Island Fortress. He decided to destroy it when he was attacked by the island’s protectors, until Bone Crusher struck him with a deadly fire ball. When he awoke he found himself speaking to the good doctor himself. He made a deal with the mega mutant, destroy all the coastal cities he wants and help bring about his plan for Armageddon and he would allow him to leave. Noel agreed seeing all he had to do was do what he been doing. The catch was Noel had to agree to work with the Deevil Dragons. Now Noel can no longer act with wanton destruction but under the command of Shogun. Noel doesn’t like it, but too many Deevil have the power to strike him with magic fire so he does what he is told. The idea of killing people pleases his still, he just rather doing on his terms and not by the orders of anyone else. If all humanities dies, then so be it because as far as he is concerned he is no longer human any more.



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

Posted: Sun Mar 20, 2011 8:32 pm
by Reagren Wright
HEADTAKER

He is one of the most dangerous assassins in the world. Even Jijll (the Old Man) and leader
of the entire Kagemusha Ryuujin clan pays him great respect. No one knows anything about
him or his origin. He has been a hired assassin for at least two decades. He has taken the
heads of dozens of people, including world leaders, famed champions, super villains,
respected scientists, and people he saw walking down the street. He is a professional killer,
the opponent is never given mercy, no chance to defend himself, and he strikes with the
intent to kill all the time. At some point, Shogun was introduced to him and invited him to
join the Devil Dragons. Shogun never introduced him to Doctor Vilde. Shogun brought him
into the group on his own, as an extra insurance policy to protect him. Though he is a
human, many lesser deevil has learned to not poke fun at the deadly assassin. He has killed
many of them with a single blow. He is frustrated that he cannot keep a deevil or demon
head. Upon learning that he could if he went to Dyval or Hades has got him thinking about
going to both and collecting a demon and deevil skull to complete his collection. He has
been told of the Armageddon Plan by Shogan and doesn’t particularly care, just as long as
he can keep his head collection safe.

Real Name: Hiroki Endo
Occupation: Member of the Devil Dragons, International Assassin
Alignment: Aberrant
Power Category: Mega Unstable Mutant Samuari/Assassin
Experience Level: 11th
Hit Points: 68 S.D.C.: 189
P.P.E.: 22
Chi: 60
Appearance: Headtaker looks like a normal Japanese male who engages in intensive
regular exercise. His hair is long and style-like a Japanese Anima Character. He usually
wears a leather jacket, black jeans, leather boots, and some kind of T-shirt or tank top.
Where he goes, he usually carries weapons on him.
Attributes: I.Q. 10, M.E. 16, M.A. 11, P.S. 21, P.P. 28, P.E. 20, Spd. 420 mph (676.2
km), P.B. 10
Age: 38, Sex: Male, Height: 5 foot and 4 inches (1.37 m),
Weight: 103 lbs (46.35 kg)
Insanity: Headtaker is obsessed with collecting the heads of his victims. Once he
goes on a kill he will continue going after that individual until he collects his or her head. He
takes great pride in keeping the heads preserved and taken care of. He takes great pride in
the heads he takes and if anyone steal or takes it away from him, he will go out of his way
to retrieve it.
Unusual Characteristics: He is ambidextrous, double-jointed, extraordinary
perception, and has delicate, sensitive hands with long slender fingers.
Mega Powers: All normal Mega-Abilities plus Doesn’t Need to Eat or Drink for
Nourishment.
Major Super Ability: Super Regeneration
Minor Super Abilities: Extraordinary Physical Prowess, Extraordinary Hearing, Power
Weapon, Radar (2250 feet/685.8 m), and Living Anatomy (he can inflict an additional 1D6+4
to damage from melee attacks, must announce). He will get one additional minor super
ability at level 15.
Special Combat Training: Zanji Shinjinken-Ryu (Samurai swordmanship)
Martial Arts Powers: Zanshin (42 feet/12.8 m) combined with radar, when fighting
someone invisible or super speed he is -2 to parry, -4 to dodge, and -6 to initiative),
Iai-Jutsu, Control Revulsion, Dam Sum Sing, and One Life, One Shot, One Kill (can only be
used with weapons).
Attacks per Melee: 11 (2 initial +5 from Hand to Hand +3 from powers +1 from
mutation).
Combat Bonuses: +30 to initiative, +14 to strike, +21 to parry, +24 to dodge, +12 to
auto dodge, +14 to damage/+4 to damage for every 20 mph (32 km), +13 to roll with
punch/fall, +4 to maintain balance, +2 to breakfall, +6 to pull punch, +1 to disarm, and +3
to perception.
Saving Throws: Impervious to disease, poison and drugs inflict 1/3 damage, effect,
penalty and 1/10 duration, +10% to save vs. coma/death, +3 to save vs. poison, +4 to
save vs. magic, +1 to save vs. psionics & insanity, +2 to save vs. possession, and +11 to
Horror Factor.
Combat Skills: Restrained Punch 2D4, Full Strength Punch 4D6, Knife Hand 6D6,
Elbow/Forearm 4D6, Kick Attack 4D6, Backward Sweep (cannot be paired, must dodge or
knockdown, -2 to dodge), Jump Kick 2D4x10, Leap Attack (x2), Critical strike from behind,
Critical strike on an unmodified roll of 17-20, and Death blow on an unmodified roll of 20.
Special Combat Skills: Power Block/Parry (parry/attack 1D6 damage), Multiple Dodge,
Circular Parry, Combination Parry/Attack, and Combination Grab/Slash (does double
damage).
Weapon Katas: W.P. Katana, W.P. Wakizashi, W.P. Daisho (paired weapons), and
W.P. Bokken.
Educational Background: On the Job Training
Common Skills: Read-Write/Speak Japanese 98%/98%, Mathematics: Basic
98%, Pilot Automobile 93%, Floral Arrangement 63%, Bonsai 98%, Calligraphy 90%, W.P.
Archery (+10 to strike, +3 to disarm, rate of fire 7), Prowl 98%, and First Aid 98%.
Physical Program: Acrobatics (Sense of Balance 98%, Walk Rope 98%, Climb
Rope 98%, Back Flip 98%), Gymnastics (Bars and Rings 98%), Fencing (+1 to
strike/parry/+1D6 to damage), and Athlete.
Criminal Program: Streetwise 79%, Pick Locks 98%, Tailing 98%, Pick Pocket
98%, and Find Contraband 85%.
Secondary Skills: W.P. Sword (+5 to strike/parry), W.P. Targeting (+4 to
throw/Critical strike on an unmodified 19-20), W.P. Knife (+3 to strike/parry,+8 to throw),
Aerobic Athletics, Climbing 90%, Concealment 44%, Recognize Weapon Quality 40%, and
Land Navigation 48%.
Money: He has 40,580,350 Japanese Yen (500,000 US dollars) hidden in a safe house
in Tokyo, Japan.
Weapons: +5D6 to two handheld weapons. Energy Bolt, Range: 1650 feet (502.9 m),
Damage: Weapon’s max damage +30. 44 minute.
The following are the weapons he most often utilizes.
Superior Crafted Katana, Damage: 4D6+4, Bonuses: +2 to strike/parry+4 to damage.
Superior Crafted Wakizashi, Damage: 3D6+4, Bonuses: +2 to strike/parry+4 to
damage.
6 Curved Japanese Daggers, Damage: 1D6+2. Bonus: +1 to throw.
2 Superior Crafted Daggers, Damage: 1D6+2, Bonuses: +1 to strike/parry +3 to
throw.
2 Bokken Swords, Damage: Damage: 2D6+2, Bonuses: +1 to strike/parry.
1 Demon Slayer Long Sword, Damage: 3D6+3, eternal sharp and does double damage
to demons, Bonuses: +1 to strike/parry.
Japanese Long Bow, Damage: 2D6, Range: 594 feet (181 m). He carries a dozen
arrows which will be modified depending upon the target.
Note: Don’t forget to include supernatural punch damage and P.S. attribute score
damage when totaling the weapon’s total damage.
Equipment & Vehicles: He utilizes whatever he needs to complete his mission. He
access to all sorts of ninja/assassin equipment.

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

Posted: Thu Mar 24, 2011 11:51 am
by gaby
Another great character.

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

Posted: Thu Mar 24, 2011 12:09 pm
by PapaMambo
Reagren Wright wrote:HEADTAKER


Combat Bonuses: +30 to initiative, +14 to strike, +21 to parry, +24 to dodge, +12 to
auto dodge, +14 to damage/+4 to damage for every 20 mph (32 km), +13 to roll with
punch/fall, +4 to maintain balance, +2 to breakfall, +6 to pull punch, +1 to disarm, and +3
to perception.


Good God! +30 to initiative?!?! I DID read that right - didn't I? I can't think of anyone - canon or otherwise who could pull of that sort of initiative bonus.. Combine that with the One life, one shot, one kill kata on his first attack... Ouch is all I gotta say.

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

Posted: Thu Mar 24, 2011 1:30 pm
by Reagren Wright
:demon: :demon: Yes Headtaker does have a +30 Initiative. Its all cannon and all rule legal.
Ninja and Super Spies says mutants can take most Marital Arts (cost 6 secondary skills). Add in
radar (+4), extra hearing (+6), extra speed (at 11th level +7), zanshin (+6), 11th level Zanji
shinjinken-ryu (+4 found in Rifts: Game Master Guide since no bonus are in N&SS), and Iai-jutsu
(at 11th level +3) and you get +30 Initiative.

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

Posted: Thu Mar 24, 2011 1:39 pm
by Stone Gargoyle
Reagren Wright wrote::demon: :demon: Yes Headtaker does have a +30 Initiative. Its all cannon and all rule legal.
Ninja and Super Spies says mutants can take most Marital Arts (cost 6 secondary skills). Add in
radar (+4), extra hearing (+6), extra speed (at 11th level +7), zanshin (+6), 11th level Zanji
shinjinken-ryu (+4 found in Rifts: Game Master Guide since no bonus are in N&SS), and Iai-jutsu
(at 11th level +3) and you get +30 Initiative.

Wow. :ok:

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

Posted: Thu Mar 24, 2011 1:42 pm
by Reagren Wright
NICK HARRY

Nick Harry was born a slave in Hades in the City of Shek’Ra. His mother raised him the best she
could before selling him at age 10 to Cernun Merchant named Drake, a merchant who traveled
between worlds selling weapons and related gear, in order to buy her own freedom. Nick did
his best to avoid becoming as ruthless and sadistic as the demons around him. When he was
13 years old, he and another slave boy were bringing some supplies to Drake’s when a Demon
Locusts suddenly pounced on the other boy and eat him right in front of Nick. The greater
demon then taunted Nick threatening to eat him as well, but choose instead to let him. The
incident forever traumatized Nick, giving him a permanent fear of grasshoppers/locusts. Six
years later, Nick had only earned enough money to pay for 1/3 of his freedom. He use to spend
what little free time he had watching individuals leave Hades by the Shek’Ra Ziggurat. He
dreamed of a day that he would one day leave this hell. The next day, a mysterious robed
wizard entered the shop (looking like the Dark Wonderer). He asked Drake if he could buy Nick
from him. Never wanting to refuse a business opportunity, Drake agreed. Just before Nick left,
Drake handed him a ring that he was given several decades ago. He told Nick about its secret
abilities and wished him well in life. Nick and the wizard then went to the Ziggurat and left
Hades forever.

They arrived at the East Gate in Dyval. Nick had gone from one hell to another. The wizard and
Nick escaped a garrison of Devils and Shock Dragons made their way into the forests and
eventually to the Citadel of Nickodeamis. They manage to avoid detection using Invisibility:
Superior spell that had to be constantly maintained by the wizard. The wizard and Nick soon
made to the fake citadel and found the secret door to Nickodeamis real citadel. Soon they
made their way to his mystic vault. The wizard opened the vault door and before them lay the
deevil lord massive treasure horde. But the wizard was only interested in one thing, a
mysterious trunk. He told Nick to use his skills to open it. And so Nick using his personal
knowledge and the knowledge from the ring managed to open the trunk, just as he did the
wizard rush him. Then the trunk exploded with 20th level alchemy/ward magic, targeting
specifically anything supernatural in natural with magic similar to the Energy Expulsion: Divine
Energy only far more powerful and tied into two dozen wards. As it turned out, the wizard was
Nickodeamis himself. The powerful alchemy wards nearly killed the Deevil lord. As for Nick, by
sheer luck manage to save against most of the magic, but 80% of his body was covered with
3rd degree burns. Nick managed to look inside the trunk and grabbed the sword inside. The
moment he did, the sword and him bonded together, and Nick dimensional teleported to Heroes
Unlimited Earth.

Nick eventually recovered from his wounds, everything that happened to him, since the day of
his birth plus the curse of the blade, destroyed his sanity, turning him into a homicidal lunatic.
He doesn’t know why the sword brought him to this world, but there has to be an underling
cause. He spent ten years trying to find it out and along the way he’s killed probably six or
seven hundred people. He is a simply crazy mass murder. If he’s even captured, he escapes his
confines. If he’s killed, the sword simply restores him to life in the most gruesome manner ever,
which only adds to his lunacy. He battles with numerous heroes and champions, becoming an
arch enemy to Lord Arcane, the Centurions, and the Patriot. He is also become a hunter and
killer of Demons, accept for the Demon Locust which he is terrified of.

Recently, Doctor Vilde came across Nick and offered him a position to help bring about
Armageddon. Nick has come to believe this is why the sword brought him to this world. He has
agreed to help and joined the Tiger Beasts, but Reich can’t stand him. He is already killed a
dozen non-deevil minions (five mortals, four with minor super powers, two with major, and one
mega villain) and three deevils, including a 7th level Arch Fiend. Fire Cat is terrified of him and
will not let herself be alone with the lunatic. General Death killed him twice already. Presently
he is stationed in a safe house in Spain which no operations are taking place as a mean to
keep him as far away as possible. However, Nick has become restless and now is seeking for
something to do, anything that his crazy brain might think of to entertain himself and help
bring about Armageddon. If Reich can think of a suicidal mission, he will send Nick to do it in
the hope that he will get killed or captured. Mist and Salus think he should be sent to the front
line of the Minion War at the Great Rift. There he would be his happiest. Killing and laughing all
the way.

Real Name: Nick Harry
Occupation: Member of the Tiger Beast. Former Slave of Hades.
Alignment: Diabolic
Power Category: Slave/Devil Weapons of Chaos.
Experience Level: 3rd level Rifts Earth Vagabond/11th level Enchanted Weapon (Alien/D-Bee)
Hit Points: 80/100 with sword S.D.C.: 77/137 with sword.
P.P.E.: 10/varies with sword use.
Appearance: Eighty percent of his body, especially his face is covered with three
degree burns. The hair on his head is wild and yellow. There is always a sadistic grin stretched
across his face. Everything he wears and owns has to be red, especially the flamboyant red
suit. In the middle of his neck is the symbol of slave in Demongogian. He bears numerous lash
marks on his back, legs, and buttocks. He also has scars on his wrists, ankles, and neck.
These scars are visible even with the burn skin.
Attributes: I.Q. 28, M.E. 11, M.A. 8, P.S. 15, P.P. 11, P.E. 22, Spd. 25, P.B. 4
Age: 38, Sex: Male, Height: 6 foot and 5 inches (1.95 m), Weight: 192 lbs (86.4 kg)
Insanity: Crazyman. He is 200% insane. He is sadistic, blood thirty, psychopath and
cartoon lunatic. He is so unpredictable, there is no telling what he may or might not do. The
more people die, the happier he is. Life has no meaning for him. He suffer from entomophobia
(fear of insects) specifically grasshoppers and ecclesiophobia (fear of church). He is obsessed
(love) of the color red. Everything he owns must be red in color. Things must be red before he
touches them, so he squirts things with blood (usually with squirt guns, sprayers, etc). To
shake his hand, your hand must be bleeding. If he wants to kiss a girl, her face must bleed. He
is obsessed (hates) demons and wants them all die. He will fight a demon before he fights a
champion of good. He is terrified of the Demon Loctus (phobia)
Natural Abilities: Resistant to heat, exhaustion, and dehydration and suffers no
penalties. Take one-quarter damage from fire and heat, survive twice as long without food and
water, can eat pretty much any meat to survive, see in dim light and interpret shadows and
sounds, resistant to sulfur and foul odors (half penalties and duration).
Deevil Weapon of Chaos: The Burning Rapier (see below).
Special Skill: Eyeball a Fella 79%.
Combat Training: Started with Basic then switched to Assassin.
Attacks per Melee: 6 (2 initial +6 from Hand to Hand)
Combat Bonuses: +3 to initiative, +2 to strike, +6 to parry, +6 to dodge, +4 damage, +6
to roll with punch/fall, +5 to pull punch, +3 to disarm, and +10 to perception.
Saving Throws: +14% to save vs. coma/death/35% with sword, +1 to save vs.
psionics/+8 with sword, +1 to save vs. possession/impervious with sword, +2 to save vs.
Horror Factor /impervious with sword, +4 to save vs. poison & magic/+11 with sword, +6 to
save vs. mind control with sword. He takes one-quarter damage from fire and half damage fom
heat. The sword makes him take ½ damage from cold, 1/4 damage from fire and heat, and
take 1/3 damage, duration, effect, and penalty from poison, toxins, and drugs even if he fails
his save.
Combat Skills: Punch 1D4, Power Punch 2D4 (counts as two attacks), Elbow/Forearm
1D6, Knee 1D6, Karate Kick 2D4, Snap Kick 1D6, Tripping & Leghook (cannot be paired, must
dodge or knockdown), Backward Sweep (cannot be paired, must dodge or knockdown, -2 to
dodge), Body Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and 1 attack/action), All
Holds, Deathblow (if desire, must announce intension), Critical strikes on an unmodified roll of
18-20, and Knockout/stun on an unmodified 17-20.
Other Bonuses: +14% to all skills.
Educational Background: Rifts Vagabond/Hades Slave:
O.C.C. Skills: Language: American 98%, Language: Demongogian and Spanish 88%,
Barter 84%, Begging 63%, Cook 74%, Recycling 74%, Sewing 84%, I.D. Undercover Agent
96%, Pilot: Motorcycle 98%, General Repair/Maintenance 84%, Radio: Basic 84%, Streetwise
56%, W.P. Knife (+2 to strike, +3 to parry, and +6 to throw), W.P. Energy Pistol (+2 to aim/+1
to burst), Hand to Hand: Basic (no longer uses), Prowl 60%, Climbing 69%, Gambling
(Standard) 79%, Palming 57%, Pick Locks 63%/98% with ring, and Salvage 58%,
Heroes Unlimited Alien (D-bee) Rogue: Cardship 94%, Pick Pocket 98%, Tailing 98%,
Concealment 88%, Imitate Voice/Sounds 98%/98%, Detect Ambush 98%, Interrogation 98%,
Tracking (people) 98%, Intelligence 98%, Literacy: English 98%, Performance 96%, W.P. Sword
(+5 to strike/parry), W.P. Targeting (+4 to throw/critical on an unmodified roll of 19-20), Basic
Mechanics 98%, Locksmith 98%, Hand to Hand: Assassin, and Computer Operation 98%.
Secondary Skills: Athlete (general), Running, Outdoormanship, Wilderness Survival 69%,
Land Navigation 62%, Roadwise 52%, Appraise Goods 59%, Pilot: Hovercycle 93%,
Mathematics: Basic 94%, Basic Electronics 98%, Whittling & Sculpting 98%, Jury Rig 94%,
Hunting, Skin & Prepare Animal Hides 98%, Preserve Food 98%, Literacy: Demongogian &
Spanish 98%, Wardrobe & Grooming 88%, Fencing (+1 to strike/parry and +1D6 damage), Law
(General) 64%, and HU History 89%/69%.
Money: He has little use for money accept to pay underlings initially, then he usually
kills them or gets them to kill each other. He has $90,000 in ready hidden in 9,000 dollar
increments in ten European cities.
Weapons: He carries several silver, bone, and pure iron throwing knives (1D6 each) on
his person all the time. The Burning Rapier is his prime and only weapon. He doesn’t need
anything else.
Equipment & Vehicles: The magic ring he wears (permanently on his skin) provides him
the knowledge of an escape artist and pick locks skill at 112%!!! If he is physically unable to
use his knowledge to escape or pick a lock, the ring can 3x a day cast the Escape spell. The
ring does not register as a magical item. He utilized equipment as needed. Nick loves his
custom built Harley Davidson Nightsteer ($22,000). He painted blood red using the blood of the
guy who built the bike (“Talk about putting your heart and soul into your work,
hahahahahaha!!!”)

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

Posted: Thu Mar 24, 2011 1:46 pm
by Reagren Wright
The Burning Rapier
Deevil Weapon of Chaos
A Short Sword


The Burning Rapier was the infamous weapon wielded by Dee’vag, the former ruler of
Dyval before he was overthrown by Sahtalus. After his defeat, Sahtalus kept this powerful
weapon in a magical indestructible trunk of his own design (he is a 20th level alchemist after
all). Then one day he learned of a legendary rune weapon that fallen into the hands of
Nickodeamis. He wanted the weapon and demanded the Deevil Lord hand it over to him.
Nickodeamis said he would if and only if Sahtalus traded for the Burning Rapier. To his surprise,
Sahtalus agree. He gave Nickodeamis the truck and he took the weapon. To his complete
astonishment, Nichodeamis discovered he couldn’t open the trunk. In fact no supernatural
being or creature of magic (including demi-gods, elementals, angels, deevil, demons, even
gods) could open the trunk only mortal beings could and even they had to figure out the
mysterious lock that was impervious to magic (no escape spell or anti-magic cloud). So
Nickodeamis had the weapon but he couldn’t get his hands on it. It wasn’t until he went to
Hades and pick out a slave named Nick Harry that Nickodeamis believed he found a means to
open the chest (see above). The surprise was on him though for Sahtalus booby trapped the
trunk with alchemy wards that went off as soon as soon anything supernatural came within 10
feet of the opened trunk. It nearly killed him, and Nick Harry gained possession of the ultra
powerful chaos weapons.

No one knows how Dee’vag obtained possession of the weapon or even if he forged it himself. ]
No one but Dee’vag and Nick Harry have ever wielded it. Some speculate the curse of the
blade is make life miserable for Dyval since it was Sahtalus who overthrew Dee’vag, and Nick
Harry has done nothing but make life miserable for those around him trying to bring Doctor
Vilde Armageddon plans. This weapon is unique and thankfully no one but Nick Harry possesses
it. Whoever kills the lunatic may himself become the sword’s next victim.

Alignment: Diabolic

Powers Bestowed to the Wielder by the Weapon of Chaos: The wielder of the weapon
gets the following.

*Add 2D4x10 S.D.C. and 6D6 hit points.
*The character becomes impervious to Horror Factor and Possession. The person gets a +6 to
save vs. mind control and +4 to all other saving throws.
*Instead of a Battle Dress, the blade bestows a Bio-Aura enabling its owner to adjust to its
size. The owner also receives a supernatural evil aura.
*Curse of Insanity: The owner receives no bonus to save vs. insanity, in fact if the owner
undergoes any traumatic situation, receiving a insanity is almost guaranteed (-4 to save
penalty).
*Curse of Dyval Immortality: If the owner of the weapon is slain, instead of drying he or she
experiences the same rebirth that deevils go through, only it happens in the current dimension
of the occupant. The owner’s essence will take possession of an unborn infant in the womb of
its mother (can be anyone within 200 miles of the owner’s death, as long as they are selfish or
evil in alignment). He or she must go through the birthing process, but 4D4 days after delivery,
the baby transforms into the full grown owner of the weapon. The owner retains all of their
memories, natural abilities, etc. Regardless of the location of the weapon, it reappears in his or
her hand, even if taken to another dimension (maybe the mystic trunk of Sahtalus prevented it
from happening before???). The only way to stop the rebirth is to kill the owner of the weapon
in Dyval. Each time the owner goes through the rebirth, it requires a save vs. insanity (-4 with
no additional bonuses to save). The process will eventually make the owner crazy (see
Crazyman in HU, 2nd edition, page 38). Needless to say, the baby’s parents and family are
usually killed right afterward by the insane owner of the weapon.
*Dimensional Teleport. Should a new owner claim the weapon in Dyval, he or she is randomly
Dimensional Teleported (can be anywhere in the Megaverse) to a safe and different location.
*Healing Factor. Same as the minor super ability, but do not receive additional S.D.C. or hit
points.

Special Powers of the Burning Rapier: The following abilities can be called upon by the
character linked to the weapon.

Weapon Damage: 1D6x10 points of damage, but inflicts double damage to Demons and
Champions of Light/Goodness.

Weapon Bonuses: +2 to strike and parry. In knife form it has a +2 to throw.

Indestructible: The weapon itself is indestructible.

Transformation: The weapon can adjust its size, shape and appearance, becoming as
small a pocket knife to a giant size version of itself for those who are giant size in nature. This
works in tandem with the Bio-Aura it bestows its owner. Nick Harry, for example, likes to keep
the weapon the size and shape of a bowie knife. If turned into the a throwing weapon, the
weapon returns when thrown.

Possession: Super Abilities: As per the super power described in Armageddon Unlimited
(page 20), and the weapon gives it owner/attacker an additional +3 bonus regardless of the
person’s M.A. attribute score.

P.P.E. Draining: If the blade cuts or inflicts damage on a psychic, practitioner of magic,
creature of magic, or a supernatural monster, the victim must make a saving throw of 16 or
better (M.E. bonus applicable) or all their available P.P.E. is drained out of them and absorbed
by the owner of the weapon (similar to a Psi-Stalker). The owner can store as much as 300
P.P.E. in a single sitting. Against creatures of great magic (hundreds and thousands of P.P.E.),
300 P.P.E. can be drained while causing an additional 1D4x100 to be dispel into the surrounding
area, unacceptable to anyone (unless they are a Psi-Stalker). Psychics temporarily lose half
their I.S.P. from the energy drain and all their P.P.E. The drain is instantaneous and P.P.E. and
I.S.P. will recover naturally. If the blade is used on super beings or anyone who possesses
super abilities for reasons unknown, they will have all their super powers negated (same as
Negate Super Powers) for 4D4 melee rounds. The weapon must inflict damage on the super
being for this to take effect.

The knife can only drain P.P.E. from living targets. It cannot absorb mystic ley line energy or
from any other natural source. There owner is retain his or her P.E. attribute x 50 in P.P.E. for
12 hours before all P.P.E. instantly all fades away, which simply means the owner has to get
more P.P.E. If a normal person is killed, the P.P.E. of course is doubled at the moment of death,
but considering normal average human have only 2D6 P.P.E., it won’t be much for the sword to
work with. Average teenagers have more 6D6 P.P.E. plus P.E. attribute number. Children have
5D6 P.P.E. Non-spell casting super beings have 6D6 P.P.E. Against psychics, 1 P.P.E converts to
4 I.S.P.

Grant Powers: For every 15 P.P.E. the owner obtains, the sword can utilize this P.P.E. to
grant the owner one random Minor Super Ability at first level strength/potency (same as Major
Super Ability found in Powers Unlimited One, page 65), the only difference the powers are
granted to the owner, and not to others. On the other hand, if the owner prefers, the sword
can bestow any incantation spell or psionic ability in the Palladium Megaverse that cost up to
15 P.P.E. or I.S.P., at 1st level strength/potency. These powers last 21 minutes then fade. No
spell or psionic ability over 15 P.P.E. or I.S.P. can be utilized nor can the stolen P.P.E. be used
in any form of ritual magic or transferred to anyone else. The stolen energy stays in the owner.
The knowledge of spell magic is not possessed by the sword or owner, just the ability to cast
the spell or utilize the psionic or super ability. If the owner want to utilize another super ability,
spell, or psionic power he first must stop using the current one, then spend another 15 P.P.E.
to activate another. Only one ability can be activated at any given time. If the owner is flying
by spell magic, he will need to land to cast a fire ball or use bio-manipulation.

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

Posted: Thu Mar 24, 2011 7:58 pm
by Reagren Wright
MAXIMILIAN DEVILKIN

Max Devlin was taking a group of college students from Boston College to Hockomock Swamp, or
as the Native American use to call it, the Devil’s Swamp. The idea was for the kids to interview
resident of local towns who had a long history of seeing and reporting evil paranormal or satanic
activity. While there, several engineering students brought a device that they claimed would
harness “psychic energy” and make it possible to see creatures of the supernatural. Max was
curious to see if the device worked. They set up the device on the spring solstice. The swamp
was in the middle of a super nexus that was surrounded by a ley line triangle called the
Bridgewater Triangle. When the students turned on the device, for whatever reason, it created
a dimensional portal. Max stepped through right as the machine shut down. Max found himself in
Dyval. Right away, two deevils went to attack him when he demanded that they stay away from
him. They obeyed. The deevils were curious as to how could this mortal possess power over
them. A Beast deevil approach him and was about to kill him when Max told it to stop. It
obeyed. Now he held control over a greater deevil and two lesser deevils. He was eventually
taken before Lady Hel who was amazed at this strange ability of his. She decided to find out the
source of his power, decided if it was possible to replicate. Turns out being exposed to the
harness P.P.E. energy at the nexus during the spring solstice had the same effect as being
exposed to radiation and gave Max the weird ability to summon and command the minions of
Dyval. Realizing this mortal was no use to her, Lady Hel was preparing to destroy him when
Sahtalus learned of his existence (thanks to his spies). Max was brought before the Supreme
Deevil Lord. If he agreed to be a loyal servant to Dyval, Sahtalus offered him a position as a
Sovereign Master. Max agreed, enticed by the thought of wealth, power, and the temptations
given to him by a Pandemonium named Merry Legs. However, proof of his loyalty was needed.
Upon returning to Earth, Max handed over all of his students to the Deevils as slaves, including
the one who was eight months pregnant. To ensure he was being a loyal follower, Merry Legs
was assigned to keep watch over him. Max left Boston after a long inquire went into
investigating what happen to his missing students. Eventually he left the area and moved to
Century Station with his “wife”. While in Century Station he found it difficult to get back into
teaching, so he had Merry use her Hypnotic Suggestion on a number of people who decided to
hire him. This lasted only for three years, during those years he sent a number of students to
Dyval to be sold as slaves. Eventually he decided to move himself up in the ranks. He had for
city council. He uses his deevil minions to eliminate and/or discredit his opponents and won in a
landslide election. In the last ten years, he has continued to send out his deevil minions to do
his dirty work. No one suspects him. He is responsible for numerous murders and corruptions
taking place throughout the city. He has sent his minions to kill off numerous super heroes. The
last thing he wants is to see the city getting any better. As of yet, no one suspects him of
anything. Recently he was contacted by Doctor Vilde and told of the Armageddon plan. Max has
no problems obeying the plan, although a destroyed Earth mean he have to leave in Dyval where
he would be nothing more than a mortal working for the Deevil even though he wields power
over them. Presently he is searching for numerous magical tomes and items, anything that
increase his advantage over deevils. His main goal is to learn true names of any deevil that he
can. He has already learned his wife true name, making her his eternal, obedient slave. He has
no intent of betraying Dyval he’s just trying to sure himself a descent position. He would love to
learn the name of a Deevil Lord. He speaks regularly with Savage Cane passing him information
about CHIMERA, specifically the Centurions, Sector 10, and new upstart heroes who might need
to be taken care of. Max has no problem using deevil to do anything he wants them to, including
killing his younger brother who found out what he could do.

Real Name: Max Devlin
Occupation: Former Anthropology Professor at Boston College and Copernicus University,
now Century Station City Council Member (Battenberg Heights), Member of the Black Eagles
Alignment: Miscreant
Power Category: Experiment
Experience Level: 12th level
Hit Points: 65 S.D.C.: 60
P.P.E.: 20
Appearance: Max is an attractive middle age man who does not regularly participates in
exercise. He has bright red hair and red eyes. He wears expensive suits, red ties, and nice
shoes.
Attributes: I.Q. 14, M.E. 31, M.A. 28, P.S. 13, P.P. 12, P.E. 14, Spd. 11, P.B. 15
Age: 44, Sex: Male, Height: 6 foot (1.82 m), Weight: 186 lbs (83.7 kg).
Side Effects: Requires Energy for Nourishment
Vulnerability: Extremely nearsighted. He wears eye-glasses or contact lenses.
Mega Powers: All normal Mega-Abilities plus Longevity and Power Amplification (See Rifter
#37-double the range, duration, and effect of a major super ability).
Major Super Abilities: Command the Lieutenants of Hell (amplified- 86 hours, 8 major deevils.
Minor Super Abilities: Summon Lesser Deevils (55 hours, 6 lesser deevils), Sense the
Supernatural (2550 feet/777.2 m, double the range when using magic, psionics, or a special
super ability), and Iron Will.
Attacks per Melee: 6 (2 Initial +4 from Hand to Hand)
Combat Training: Basic
Combat Bonuses: +2 to initiative, +2 to strike, +3 to parry, +4 to dodge, +2 to damage,
+4 to roll with punch/fall, +4 to pull punch, +1 to disarm, and +2 to perception.
Saving Throws: He needs a 12 or better to save vs. psionics, he takes half damage from
energy weapons, electricity, heat, and lasers, +20% to save vs. coma/death, +5 to save vs.
illusion/+13 psionic illusions, +8 to save vs. psionics, +16 to save vs. insanity, +4 to save vs.
magic, +1 to save vs. disease, +16 to save vs. mind control, +14 to save vs. possession, and
+12 to save vs. Horror Factor. He suffers only half penalties for being daze, confused, or
drugged.
Combat Skills: Restrained Punch 1D4, Full Strength Punch 2D4, Power Punch 3D6 (counts
as two attacks), Elbow/Forearm 2D6, Knee 2D4, Karate Kick 3D6, Body Flip/Throw 2D6 plus P.S.
damage bonus (lose initiative and 1 attack/action), and all Holds, and Critical strike on an
unmodified roll of 19-20.
Other Bonuses: 94% to trust/impress.
Educational Background: Ph.D in College
Common Skills: Read-Write/Speak English 98%/98% and Pilot: Automobile 96%.
Science Program: Mathematics: Advance 98%, Chemistry 98%, Archeology 98%,
Anthropology 98%, and Psychology 98%.
Technical Program: History 98%, Philosophy 98%, Meditation 98%, and Gemology 98%.
Business Program: Mathematics: Basic 98%, Barter 98%, Business & Finance 98%,
Computer Operation 98%, Law (general) 98%, and Research 98%.
Cultist Program (by Kuseru): Lore: Demons & Monsters 98%, Lore: Religion 98%,
Lore: Geomancy & Ley Lines 98%, Lore: Cults & Sects 98%, and W.P. Knife (+4 to strike/+5 to
pary and throw).
Secondary: Hand to Hand: Basic, Public Speaking 98%, Performance 92%,
Wardrobe & Grooming 98%, Prowl 85%, Astronomy & Navigation 90%, Dance 90% Lore: Magic
98%/90%/85%, Streetwise: Weird 90%, W.P. Staff (+4 to strike/parry), Play Violin 85%, W.P.
Handgun (+5 to aim/+2 to burst), Streetwise 48%, Lore: Magic Arcane 65%/85%, Lore:
Mythology 65%, Gambling (Standard) 50%, Seduction 25%, and Art (Drawing) 40%.
Money: A high roller who likes to gamble, he spends money as quickly as he acquires it.
He has 5D6x10,000 in a Century Station bank account, $50,000 in credit, and $30,000 in stolen
cash. He own 2.5 million in stock, bonds, and property values. He lets his minions get him
whatever he wants.
Weapons: He carries a black staff that does 5D6 points of damage and shoots ice blasts.
Range: 200 feet (61 m). Damage: 4D6. He carries various types of handguns.
Armor: He wears special bulletproof clothing (A.R. 12 with 40 S.D.C.).
Equipment & Vehicles: He has access to information available to all Century Station City
Council members and most of the technology and equipment available to the Black Eagles.
He wears a necklace around his neck given to him by Sahtalus that makes him impervious to the
gaze of gorgons and pandemoniums. He lives in a gothic looking mansion in Battenberg Heights
Century Station with his Pandemonium wife. He and his wife are driven around in a beautiful
white 2008 Rolls-Royce Phantom. He is always surrounded by at least two lesser Deevils and one
greater deevil who assumed humanoid shape. He and all of his deevil minions wear special rings
made by a Analytical Genius that provide a false aura (human) and make it impossible to detect
the real aura by any magical or psionic means. It also negates all magic and psionic probes that
would otherwise reveal information about their character. So sense evil does not work on him or
any of his deevil minions. Even psi-sensitive wouldn’t know they are supernatural evil beings,
just ordinary humans. It doesn’t protect their minds from psionic attack, just probes.