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

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

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THE TANTEERS


In the Titrana Quadrant, between the Toogarth Empire and the TGE Properties lies the giant
planet Tantis. It’s about the size of Uranus in the Earth solar system and has three moons
(about the same size as Earth). It takes 1830 days (or 5 Earth years) to completely orbit its
green sun. The planet is one huge giant rainforest, yet the atmosphere is highly acidic/corrosive
(combination of Vegetation and Abrasive Atmosphere) so life learned to adjust according to deal
with the powerful acid rain storm and toxic water supply. The planet is teaming with animal life,
none more impressive then the Tanteers. They are sort of a demonic looking reptile humanoid,
having evolved from dinosaur like creature 220 million years ago. One thousand years ago the
Tanteers were an Megalopolis society, now they are a Star Age powerhouse of the Milky Way
Galaxy, possessing interstellar travel, advance cities, a good understanding of warp and gateway
systems, and organic technology. The Tanteers are the only intelligent life form on their planet, '
having eradicated all other humanoid life forms eleven hundred years ago.

The Tanteers have been ruled by a single individual, the High Queen, for nearly 870 years. She is
the only female and the sole progenitor for the entire race. Nine hundred years ago, Tanteers
having mastered genetic engineering and molecular biology, decided to ensure themselves as the
supreme race of their solar system, so they created the perfect female. She alone would give
birth to the ultimate Tanteers, and they in return would eventually conquer the galaxy. A goal
that is not likely to ever come about. The Tanteers have indeed eradicated all intelligent life in
their immediate vicinity (four planets total) but it’s taken them nearly a thousand years to
achieve this objective. The main reason has been the 200 year old stalemate war with their
hated enemies the Ogarians. Tens of thousands have died on both sides. Presently both sides
are looking for anything that will give them an advantage that will allow for the total eradication
of the other.

Tanteers society is based on a simplistic principle. They “must” become the dominate life form of
the galaxy because that is what they are bred to do. Every 30 days, the High Queen and her
dozen Breeding Clones lay eggs. These eggs are then sent out into space where they are
eventually snagged by the gravitational pull of other planets (and of course by other celestial
bodies as well). The eggs come down like meteors, full capable of surviving on impact. Minutes
later, they hatch to release the gamin. These young Tanteers have a voracious appetite, and
are capable of eating nearly anything. Entire world have had their entire ecosystem decimated
because of these youngsters. Three years later, the gamin will bury itself into the dirt and go
into a state of hibernation. Depending upon the amount of food consumed will determine the
outcome of the Tanteer’s adult life. The more animal flesh it consumes, the greater chance it will
become a Warrior. The more vegetation it consumes, the greater chance it will become a
Worker. If the gamin lands on a barren world without animals or vegetation, it can survive on
inorganic material like stone, metal, etc, but it will never evolve into an adult Tanteer.

Adult male Tanteers have two functions Warrior or Worker. The warriors have an extremely
militaristic culture; every aspect of their society is geared toward warfare, and every experience
is viewed in terms of its martial relevance. They never engage in any activity that would be
considered recreation or relaxation. Their purpose is to expand the Tanteer existence to the
farthest reaches of the galaxy and to destroy anything that prevents that goal from happening.
Everything else is immaterial and irrelevant.

Workers build and construct everything in Tanteer society. Sixty percent of Tanteer technology
is made out of wood/plant materials, and the rest is the resin produced by workers and/or by
the High Queen. On its own, the resin is very tough, but limited in supply, so it’s mixed with
mud/clay/earth. Everything including their fleet of spaceships is made of this resin. The power
source for everything comes from bio-energy/chemical devices (more organic technology).
Bio-energy devices can be small enough to power an energy pistol; a hand held communicator,
an electric tooth brush, or they can big enough to power the equivalent of Leviathan-Class
Battleship (Note: Tanteer technology is similar to Bio-Wizardry, but it doesn’t involve living
animals, but plants, cellular material, microorganisms, proteins, acids, etc).

The war between the Tanteers and Ogarians is known throughout the Milky Way. Other races
are ignoring it for the most part as the two are hell bent on destroying one another. Thirty years
ago a delegate of the FAR tried to negotiate peace between them. A Tanteer ship attacked the
delegate transport ship and took the diplomats hostage, demanding a ransom for their immediate
release. The Ogarians then attacked and destroyed the Tanteer ship. Since then, the FAR, TMC,
and TGE will have nothing to do with either side. The Toogarth Empire has sought an alliance
with both side, but to do so means going to war with the opposing side which at this time the
Toogarth don’t want any part in. As far as the rest of the galaxy is concern, let them destroy
one another. However, there are those wondering what will happen if one side does prevail. The
Tanteer fleet is beginning to expanding its seeding of planet with their offspring into parts of the
Lita and Lioqua Quadrants. The Tanteer seemed determined to build up their numbers to such an
extent they will overwhelm the Ogarians and conquer them once and for all. In doing so, they
may destroy inhabited worlds by the dozens. The question is does the FAR want to make a new
enemy now when they have the Atorians nearly at the brink of war.

TANTIS

The atmosphere of Tantis is highly corrosive. Even before the High Queen tampered with it,
ninety percent of non Tantis organic life died from a brief exposed to it. All Tantis organic life is
unaffected by its toxicity (accept for the Tanteers who lived prior to the High Queen rise to
power). Anything trying to breathe the Tantis air suffers from the same effect as Acid
Chemical/Acidic Vapor (see Chemical Secretion-Powers Unlimited One). This acid environment
affects non Tantis organic material, all metals, rubber, and plastic. Anything trying to land on
Tantis finds itself attacked the moment it enters the atmosphere only the duration of the effect
never ends. All natural water on Tantis is Acid Chemical. The acid has no effect on force fields
or anything with a magnetic particle coating.
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Reagren Wright
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Re: On the topic of Revised to 2nd ed conversions.....

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TANTEER EGGS

Every 30 days the High Queen lays between 200-300 macrolecithal eggs. These eggs measure
about the size of a basketball and weight as much as a heavy bowling ball. Unlike typical
reptilian eggs, Tanteer eggs have evolved for survival against the harsh climate of Tanis. Instead
of a leathery or hard eggs shell, it’s made of the same resin utilize throughout Tanteer society
only 50% stronger (AR. 19 and 4D6x10+30 S.D.C.). The embryo inside will take about 70 days to
hatch. During the first twenty days, there is no exchange of gases (oxygen) or the removal of
any liquid waste. Everything lies in a state of suspend animation. So much so, the eggs can be
taken to any sort of environment without fear of harming the embryo inside, even enduring the
harsh environment of space itself. It is this reason why the Tanteer’s have chosen to take their
offspring to other worlds, so they don’t have to worry about the gamin consuming their own
planet’s natural resources.

Minutes after the eggs are laid, workers take them to a light destroyer/transport ship. These
ships then seeks out a planet or will launch them into a solar system with the hope that the
gravitational pull of a planet/moon will capture the eggs and drawn them down to the surface
like meteors. The eggs are more than capable of surviving reentry and the impact without
harming to the embryo inside. If anything, re-entry and the impact speed up the generation of
the embryo inside, causing them to hatch in 50 days instead of 70. Sometimes the Tanteer’s
deliberately use the eggs as WMDs, hurtling them from space at enemy strongholds, which has
the same effect as being caught in a meteor storm.

A.R.: 19
S.D.C.: 4D6x10+30. Destroying the egg shell causes the eggs to break apart.
Natural Abilities: Adapt to Environment, Impervious to High Speed Kinetic Attacks, and
Without Sustenance. The eggs always maintain immunity to acid and toxic chemicals/gases. The
other abilities gradually fade with each passing twenty days (in order). After sixty days, the only
protection the egg has is its natural armor rating and high resiliency. Note: Super abilities are
natural abilities so they are not affected by the Negate Super Powers ability.
Saving Throw: Impervious to mind control, possession, charm, horror factor, and is +5 to
save vs. psionics. During the first twenty days, the embryo is also +3 to save vs. poison.
Size: 30 inches (76.2 cm) in diameter. Weight: 20 lbs (9 kg).
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Reagren Wright
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Re: On the topic of Revised to 2nd ed conversions.....

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GAMIN

The moment young Tanteers hatch from their nearly indestructible eggs, they are ready to eat
and devour anything! Along with its horde of brothers, the gamin will actively seek organic life,
attacking anything from invertebrates to the largest land animals. If the gamin is on a planet
void of animals, they will eat the plants. If the planet is void of organic life, it will eat rocks, dirt,
and whatever else it can find. Gamin must eat twice its weight in food every day, for without
food it will starve to death in 2D6+36 hours. Gamins are not very resilient creatures at birth,
which is why they rely on their ability to teleport to keep them away from danger. However, they
do possess a formidable lightning blast. Half a dozen or more gamin will unleash a massive
barrage in an attempt to bring down large game. As they grow older, the gamin grow bolder and
vicious, sometimes teleporting on the backs of their enemies and biting them in the neck, or
blasting their opponent at point blank range in the back of the head. This continues for three
years. The type of food the Gamin consumes (at least 70% or more) determines what sort of life
the Tanteer will have, more animal flesh means becoming a Tanteer Warrior, vegetable matter a
Worker, and eating only inorganic matter means spending the rest of its existence (never
advancing beyond 3rd level) as a juvenile. However, this is fine in Tanteer’s society. The young
turn into machines that eat up anything on the planet the Tanteer’s don’t want, say for instance
a mountain range. Or sometimes the Tanteer’s use their young as WMDs, sending them out as
foot soldiers to take down defensive positions. The only things Gamins won’t eat are each other.
Tanteer flesh and blood apparently taste bad, regardless of age. Though the Gamin is incapable
of understanding or taking orders, the only things Warriors and/or Workers have to do is point
them in the direction of food, and the Gamin swarm will do the rest all on its own.

R.C.C.: Young Tanteers
Alignment: Diabolic
Attributes: I.Q. 1D4+3, M.E. 2D6, M.A. 1D6, P.S. 1D6+6 (extraordinary), P.P. 4D6+2, P.E.
3D6+4, P.B. 1D6, Spd. 4D6.
Experience Level: They never go beyond 3rd level.
Hit Points: Half P.E. attribute at birth, after one month the P.E. attribute + 1D6 per level
of experience.
S.D.C.: 5 at birth, 60+1D4x10 at full size.
Natural Armor Rating: 12
P.P.E.: 1D6x10+12.
Appearance: They are four legged demonic looking lizards with several horns on tops of
the head. They have long talons on their feet (three digits including an opposable thumb on
their front two legs) and super sharp teeth. Their scaly skin is bright blue in color and they have
bright yellow eyes. Their tail makes up 1/3 of their total length.
Age: up to 3 years in age, Sex: Male, Length: 1 foot (.30 m) at birth, 8
feet (2.43 m) at full size, Weight: 2.5 oz (70 grams) at birth, 110 lbs (49.5 kg) at full
size.
Natural Abilities: Natural climbers 80% +2% per level of experience, leap up to 4 feet (1.2
m) straight up and 10 feet (3 m) lengthwise, exceptional balance (maintain grip and hold, 70% +
2% per level of experience), acrobatics (with a +10% bonus), impervious to poison and stomach
ailments, never gets sick from anything ingested, impervious to acid and toxic
chemicals/gases, and swim 80%. Note: Super abilities are natural abilities so they are not
affected by the Negate Super Powers ability.
Major Super Abilities: Super Consumption and Teleport (twice per melee round).
Minor Super Ability: Energy Expulsion: Electricity
Attacks per Melee: 4
Combat Bonuses: +1 to initiative, +1 to strike, +1 to parry, +2 to automatic dodge, +6
damage, and +2 to roll with punch/fall. Attributes bonuses are not included.
Saving Throws: +2 to save vs. drugs and +6 to save vs. horror factor (+2 each level of experience).
Combat Skills: Supernatural Bite/Jaws (see Super Consumption, Powers Unlimited One,
page 84-85), claws inflict 1D6 damage, tail slap does 1D4 damage, and critical strike from
behind.
Language: Gamin don’t speak, but by age two (or 2nd level whatever comes first), they
have a great understanding of the Tanteer language (80%).
Weapons: Energy Expulsion: Electricity, Range: 400 feet (122 m), Damage: 3D6+1D6 for
each level of experience, Bonus: +3 to strike if an aimed shot, +1 to shot if wild. Does not
include P.P. attribute bonus.
Last edited by Reagren Wright on Wed Jun 06, 2012 3:54 pm, edited 1 time in total.
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Reagren Wright
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Location: LaPorte, In USA

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

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WORKER

Without the hundreds of thousands of Tanteer Workers, there would be no Tanteer society or
any chance of a growing empire. They are the labor force, the crew of the ships, and the
builders/architects of the Tanteer’s organic technology. Work not combat is second nature to
them. They tend to be absorbed with their assign task at hand, but they are not mindless
drones. They simply understand and follow their lot in life. They do not offer suggestions when it
comes to military or tactical advice nor do they contribute to any sort of defense unless it
absolutely necessary, and even then it’s with great reluctance. Workers are extremely loyal and
obedient to all warriors and the High Queen. Even among their own, no Worker regardless of his
position (engineer of a heavy destroyer, the High Queen’s messenger, or a maintenance worker
at Mother Nest) wields authority greater than any other Worker. They are all equal. The goal of
every Worker is to accomplish the task assigned to them and to perpetuate the glory of their
future empire.

Workers life begins the moment a destroyer/transport ship arrives at the planet in which they
found themselves as a Gamin. After being found, they are taken before the High Queen who
assigns their lot (education). The Worker spends 5 years learning his position and specialty.
From that moment on, the Worker will do nothing else. If for whatever reason, the Worker fails
to learn his position (less than 3%), his life is terminated by the High Queen.

Workers are the scientist and engineers who build and design everything utilized by the Warriors.
Yet Workers usually don’t take up arms or learn to utilize the weapons. Again that is not their lot
in life. They work and never fight. Workers also create and pilot the entire fleet of spacecraft
utilized by the military to colonize other worlds and engage in their campaign of galactic
conquest. The only thing that will anger a Worker is when their achievements fails to provide
the satisfactory response, meaning Workers take it personally when their equipment fails to
provide what’s expected of them, regardless if it’s not up to the task wanted by the High Queen
and the Warriors. To put it bluntly, Workers handle failure even worst then Warriors. Tanteer
society must succeed by any means and Workers will do all that they can to make that goal a
reality.

R.C.C.: Adult Tanters
Alignment: Aberrant
Attributes: I.Q. 3D6+4, M.E. 3D6+6, M.A. 3D6+6, P.S. 4D6+2 (extraordinary), P.P. 3D6+2,
P.E. 4D6+6, P.B. 2D6, Spd. 2D6.
Experience Level: 4th level is average.
Hit Points: P.E. attribute + 1D6 per level of experience.
S.D.C.: 3D6x10+80
Natural Armor Rating: 12
P.P.E.: 6D6
Appearance: A humanoid, demonic looking reptile. They lack tails. Their skin is dark grey
in color. They have long talons on their five digit fingers and four toed feet. They have bright
orange eyes. Unlike warriors they are wingless, smaller, and a little stout in size.
Age: 90 years on average, Sex: Male, Height: 7 foot (2.13 m), Weight: 390 lbs (175.5 kg).
R.C.C.: Engineer or Science. All Tanteer Workers possess the following secondary skills:
Carpentry, Physical Labor, General Repair & Maintenance, Basic Mechanics, Masonry, and
Wilderness Survival (+25%). Note: There are additional skills acquired by natural super abilities.
Natural Abilities: Natural climbers 80% +2% per level of experience, leap up to 8 feet (2.4
m) straight up and 15 feet (4.6 m) lengthwise, exceptional balance (maintain grip and hold, 70%
+ 2% per level of experience), acrobatics (with a +10% bonus), and impervious to acid and
toxic chemicals/gases. Note: Super abilities are natural abilities so they are not affected by the
Negate Super Powers ability.
Major Super Ability: Adapt to Environment.
Minor Super Abilities: Resin, Super Borrowing, and Without Sustenance.
Attacks per Melee: Non-combatants (usually two attacks per melee and 3 non combat
actions).
Combat Bonuses: +1 to dodge and +2 to roll with punch/impact.
Saving Throws: +3 to save vs. poison and +4 to save vs. horror factor.
Combat Skills: Claws inflict 1D6 damage.
Language: Read/Write/Speak Tanter Language at 98%.
Weapons: They can use their Resin in an offensive manner and will engage in physical
combat if they have too. They can also utilize W.P.s if they have any. However, they are not
fighters and prefer to avoid confrontation.
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Reagren Wright
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Re: On the topic of Revised to 2nd ed conversions.....

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WARRIORS

They are the face of Tanteer society. Many in the Titrana Quadrant are well familiar with the
configuration of their space ships. The Tanteers seek to conquer the galaxy and their Warriors
are the machine to bring it about. Armed with organic technology and the ability to manipulate
elemental forces, Warriors mercilessly engage in the systematic elimination of all other races the
come across. They do not take prisoner nor do they engage in hostage negotiations, its kill, kill,
and more killing. Unfortunately, they’ve encounters foes able to match they ruthless aggression
in the Ogarians. Now their galactic campaign has reached a stalemate that has lasted 200
years. The Warriors are frustrated, so much so there is talk about thinking outside the box and
seeking possible alliances with non-Tanteers to help bring about the end of the war. Only
problem is treaties require word of honor and that is something no Tanteer Warrior believes in.
There is only the absolute loyal toward the High Queen and the ultimate goal in Tanteer society.
There have been rumors of Warriors going rogue and abandoning Tanteer society and choosing
to possess individual freedom, but Tanteers refuse to believe in such a myth. All Warriors wish
only to live and die for the glory of their future galactic empire and for the honor of their
beloved Queen.

R.C.C.: Adult Tanteers
Alignment: Miscreant (yet show complete loyalty and obedience toward the High Queen
and the whole of the Tanteer society).
Attributes: I.Q. 3D6, M.E. 3D6, M.A. 2D6, P.S. 4D6+1 (extraordinary), P.P. 3D6+2, P.E.
4D6+1, P.B. 2D6, Spd. 2D6 (running), 6D6+10 (flying). .
Experience Level: 5th level is average.
Hit Points: P.E. attribute + 1D6 per level of experience.
S.D.C.: 3D6x10+100. Additional S.D.C. can be gained by selection of physical skills.
Natural Armor Rating: 12
P.P.E.: 6D6
Appearance: A humanoid, demonic looking reptile. They have long tails, massive leathery
wings on their back, and wicked looking teeth. Their skin is light grey in color. They have long
talons on their five digit fingers and four toed feet. They have bright red eyes. They are
physical imposing monsters.
Age: 120 years on average, Sex: Male, Height: 8 foot (2.43 m), Weight: 300 lbs (135 kg).
R.C.C.: All Tanteer Warriors possess the following: Military Etiquette (+25%), NBC Warfare
(+10%), Land Navigation (+15%), Wilderness Survival (+20%), Depressurization Training, Zero
Gravity Combat: Elite, Hand to Hand: Martial Arts, W.P. Heavy Military Weapons, W.P. Rifle, Two
Ancient Weapons, and Athlete (General). In addition, select four Military Skills (+15%), four
Espionage or Rogue skills, three Pilot: Basic or two Advanced, all at +10%, plus three Physical or
Communication skills, and four Secondary Skills. Warriors cannot select Domestic, Mechanical, or
Technical skills. Those are Worker skills and only Workers skills.
Natural Abilities: Natural climbers 80% +2% per level of experience, leap up to 8 feet (2.4
m) straight up and 15 feet (4.6 m) lengthwise, exceptional balance (maintain grip and hold, 70%
+ 2% per level of experience), acrobatics (with a +10% bonus), and impervious to acid and
toxic chemicals/gases. Note: Super abilities are natural abilities so they are not affected by the
Negate Super Powers ability.
Major Super Abilities: Control Elemental Force (select two) Fire, Air, or Earth.
Minor Super Ability: Without Sustenance.
Attacks per Melee: 5 or 6 (2 initial + Hand to Hand Combat, sometimes more if possess
Boxing.
Combat Bonuses: +2 to initiative, +1 to strike, +1 to parry, +1 to dodge/+3 to dodge in
flight, and +2 to roll with punch/impact. These are in addition to possible bonuses from other
attribute, skills, natural super abilities, and Hand to Hand bonuses.
Saving Throws: +6 to save vs. horror factor, +2 at level five, seven, nine, and twelve.
Combat Skills: Clawed hands inflict 2D4 damage plus P.S. bonus, punch 1D4+2, damage,
bite inflict 1D6, or by weapon type.
Language: Read/Write/Speak Tanteer Language at 98%.
Weapons: In addition to their super abilities, Tanteer warriors utilize Resin Weapons.
Equipment & Vehicles: Warriors have access and receive special training to pilot and/ or
crew any of the various spacecraft and fleet vehicles utilized by the whole of Tanteer society.
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Reagren Wright
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Re: On the topic of Revised to 2nd ed conversions.....

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THE HIGH QUEEN

Nine hundred years ago, the Tanteers possessed Megalopolis Technology. They were masters of
genetic engineering and molecular biology. Having eliminated all other form “humanoid” life on the
planet, their ambitions settled on becoming the dominate life form throughout the galaxy. They
decided the only way such a goal could be reached would be to become genetically superior to
all other life forms. For the next twenty years, Tanteer scientists experimented with cloning and
genetic engineering. Though they could virtually grow a Tanteer gamin in a lab and accelerate
its growth into full adulthood in 5 years instead of the usual fifteen, it did nothing to make them
superior beings. It was therefore decided to engineer a single super being with the power to
create superior offspring. She would be the single mother to every Tanteer to ever exist but in
order to create enough offspring to dominate the world, she need to be immortal. For the next
ten years, hundreds of experiments were performed, resulting in hundreds of failures, until finally
a superior female was create with an endless lifespan, superior abilities, and the ability to lay
countless eggs. She was given the name the High Queen. Within a month, she laid her first
batch of 280 eggs. After the gamin hatched, she ordered them to consume the weaker
Tanteers. This resulted in a full scale war. Yet the old Tanteers couldn’t have foreseen how
powerful the High Queen had become. She destroyed entire wooden cities and unleashed
powerful storms that toppled wooden skyscrapers. Not to mention her children were eating
everything. To make matters worse, the High Queen had learned to clone herself. These 12
Breeding Clones were equal to her in every way but they were essentially mindless, needing
full time care to provide their every want and need, yet they possessed the ability to lay twice
as many eggs as her (400-600 eggs every 30 days). She also released a deadly gas into the
atmosphere that she and her offspring where immune too, but its corrosive effect completely
changed the environment of Tantis. In less than fifty years, she annihilated the old Tanteers
while her offspring slowly re-populated the planet. Within five hundred years, they became a
true space society and began conquering their own solar system (three other planets with
civilized humanoids on them). All humanoid and organic life on these three planets was devoured
by young Tanteers, turning them into barren worlds of rock. As the Tanteers began to explore
the fringes of neighboring solar systems, they came into contact with the Ogaireans. For two
hundred years, they traded peacefully with them while all along planning on attacking them
when they possessed enough ships and could drop a significant number of offspring on their
various planets, but instead the Ogaireans sent a massive fleet to invade and destroy Tantis.
The Tanteers fought and defeated this fleet, but the surprise attack cost them 1/3 of their
entire fleet while only destroying 1/6 of the Ogaireans. War was declared between the two
races, a war that has been going on for 200 years. The High Queen has out lived every Ogairean
Emperor but has gotten no closer in defeating her hated foes. She has grown impatient and now
demands her offspring seek any means to destroy these accursed space bears. Five times they
gotten close enough to cause her harm, yet they’ve not tried in fifty years, and that has gotten
her paranoid that they will try again. For this reason, the High Queen has told her Warriors to do
one thing she hates the most, to seek out assistance from other beings. Tanteer must become
the dominant intelligent life in the galaxy, but in order to accomplish that task they will need
help. Her children are not happy about this decision but they are genetically programmed to
obey her, and will comply. Even she is not sure what to do if the Ogaireans are defeated, and
they have a host of allies with them.

Real Name: Unknown
Occupation: Ruler of Tanteer Society, Wants to be Galactic Conqueror.
Alignment: Aberrant
Power Category: Immortal (Alien Experiment)
Experience Level: 12th
Hit Points: 113 S.D.C.: 287
Armor Rating: A.R.: 16 or 12 when not in contact with the Earth.
P.P.E.: 178
Appearance: She is a gigantic demonic looking reptile with a crown of horn on her head \
and a double row of small plates and spikes running down her back and along her tail. She has a
huge swollen abdomen where he body is constantly making eggs.
Attributes: I.Q. 17, M.E. 19, M.A. 17, P.S. 15 (superhuman), P.P. 23, P.E. 27, P.B. 6, Spd. 26.
Age: 870 years old, Sex: Female, Height: 16 feet (4.87 m), Weight: 3 tons
Natural Abilities: Immortal (will live until slain), immune to all disease, sickness, and
radiation, heal twice as fast, without scarring, limbs and appendages that are amputated do not
regenerate, natural climber 98%, leap up to 80 feet (24.3 m) straight up and 150 feet (45.7 m)
lengthwise, exceptional balance (maintain grip and hold, 98%), acrobatics 98%, impervious to
acid and toxic chemicals/gases, impervious to heat, smoke, lava, steam, and sulfur, resistant to
fire, cold, and lightning/electricity (half damage), egg laying (she can lay 200-300 eggs every 30
days). Note: Super abilities are natural abilities so they are not affected by the Negate Super
Powers ability.
Dual-Gender: The High Queen possesses both male and female reproductive organs
with separate and distinct DNA/sex cells in them both. She has the amazing ability to “mate”
with herself and self impregnate. Every 30 days, she will lay 200-300 eggs. She cannot produce
any females, only males.
Breeding Clones: There are 12 identical clones of the High Queen living in different
locations on Tantis. Each of these clones is the High Queen exact replica, possessing all her
abilities and attributes. However, each clone is effectively mindless, incapable of sustaining itself
in any manner (must be hand fed, wastes removed, etc). Nor can they even defend themselves,
they can however lay eggs just like her (twice as many i.e. 400-600) every 30 days.
Major Abilities: Geo-Thermal Energy and Control Elemental Force: Air
Minor Abilities: Resin, Without Sustenance, and Energy Expulsion: Electricity.
Combat Training: Basic
Attacks per Melee: 6 (2 initial +4 from Hand to Hand)
Combat Bonuses: +3 to initiative, +6 to strike, +7 to parry, +7 to dodge, +2 to damage,
+8 to roll with punch/fall, +5 to pull punch, and +1 to disarm.
Saving Throws: +24% to save vs. coma/death, +6 to save vs. magic, +4 to save vs.
psionics, +2 to save vs. insanity, +5 to save vs. possession, +8 to save vs. poison, and +10 to
save vs. horror factor.
Combat Skills: Clawed hands inflict 3D6 points of damage, Punch 4D4, Bite inflicts 2D6+4
damage, Snap Kick 3D6, Light tail swipe 5D6, with a 01-45% of knocking down an opponent
down up to 12 feet (3.6 m) tall, Full strength tail swipe 1D6x10 with a 01-90% of knocking down
an opponent, Body Flip/Throw 2D6 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: +3% to all skills and 45% trust/intimidate.
Educational Background: True Scientist
Common Skills: Read-Write/Speak Tanteer 98%/98%, Speak Dar’Etsch & Roo-Tahm
98%, Language: Ogairean 89%, Literacy: Ogairean 88%, and Mathematics: Basic 98%.
Special Program: Biology 98%, Botany 98%, Chemistry 98%, Anthropology 98%,
Chemistry: Analytical 98%, Genetics 94%, Meteorology (from Rifter #25 by John C. Philpott
98%, Geophysics (physics of the Earth and its environment in space) 98%, Masonry 98%,
Excavation 93%, Mining 98%, and Gemology 88%.
Military Program (Basic): Hand to Hand: Basic, Running, Military Etiquette 98%,
Radio: Basic 98%, and Forced March.
Espionage Program: Detect Ambush 93%, Intelligence 83%, Wilderness Survival
98%, Tracking (people) 88%, and Interrogation 93%.
Secondary Skills: Holistic Medicine 93%/83%, Outdoormanship, Astronomy &
Navigation 93%, Law (TMC) 98%, Research 98%, Land Navigation 87%, Track & Trap Animal
83%/93%, Skin & Prepare Animal Hide 93%, Sculpting & Whittling 98%, Public Speaking 93%,
Hunting, Lore: Alien 93%, Art (Resin Shaping) 98%, and W.P. Sword +5 to strike/+4 to parry).
Money: She has the resources of her entire Tanteer society and its slowing growing
empire.
Weapons: None, she relies on her super abilities and the entire Tanteer society that will
do anything to protect her. However, if she needs to she will use a Tanteer sword to defend
herself.
Energy Expulsion: Electricity, Range: 400 feet (122 m), Damage: 2D4x10+10,
Bonuses: +7 to strike/+4 to strike if wild.
Lava Bolts, Range: 240 feet (73.1 m), Damage: 1D6x10+12.
Call Lightning, Range: 440 feet (134 m), Damage: 6D6, Bonuses: +2 to strike with a
-3 to dodge.
Equipment & Vehicles: She has the resources of an entire planet with Star Age
technology.
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TANTEER TECHNOLOGY

For the last twelve hundred years, the Tanteers have been experts of organic technology. By
the time the High Queen came to power, they were supreme masters of the science.
Bio-chemistry, bio-medicine, and bio-science are just part of this technology. In some aspects it
similar to Bio-wizardry, but organic technology doesn’t involved mystic knowledge, but it does
involved utilized the energy of organic things, but it doesn’t involve the enslavement of the
living organism. Organic technology uses invertebrates, bio-chemicals, acids, bio-luminescence,
and Tanteer resin. Some of the galaxy’s most powerful batteries (all types) are available to the
Tanteers. These batteries are capable of producing the same amount of energies as photon/ion
/fission drives. Metallurgy is known to Tanteer but it’s a resource they lack (remember their
planet is a massive jungle and vegetable and garden). The corrosive atmosphere makes metal
virtually useless, so nearly everything on Tantis is made out of wood (Two-thirds of planet is
covered with jungle trees the size of redwoods). Though the wood is incredibly strong (5x the
strength of oak), the Tanteers coat it with their resin. By itself the resin is very strong and
difficult to break even for the extraordinary strong Tanteers, but bonded to wood it almost has a
kisentite quality to it. This means essential the entire space fleet of the Tanteer’s looks like it’s
made out of rock, but in truth their giant wooden boats covered with hard resin and powered by
super giant batteries.

Electricity is made by bio-chemistry, namely using an advance form of bio-luminescence and lab
grown electric organs (the organs common to all electric fish). Wiring as used on Earth doesn’t
exist in Tanteer technology. The Tanteers are masters of mechanical and civil engineering;
however they simply lack the resources of electrical engineering and computer science.
Nonetheless they have utilized their available resources and achieved interstellar travel. There
are those who claim their spacecraft seem more alive than artificial. This may hold some truth
for their organic technology is beyond the understanding of the most advance races in the
galaxy, even the Struthios (can’t mechano-link with a device that’s a piece of wood, surrounded
by resin, powered by glowing bacteria with nerve fibers leading to something that resembles a
humanoid brain). Even their guns are nothing more than biological or chemical sprayers, resin
coated or harden resin melee weapons, or an advanced form of siege technology without the
use of metal. Note: To understand or utilize anything Tanteer’s built/designed would require the
skill Alien Technology Mechanics (organic technology). Anyone trying to understand the use of
their technology can try with a -40% penalty if they have the skills Biology and Chemistry (need
one, but both is really helpfully), without either skill the penalty would be -60%.

TANTEER CHEMICAL/BIOLOGICAL WEAPONS

Besides using their natural super abilities, Tanteer Warriors are experts at using NBC Warfare
(leave out the nuclear part). Biological weapons are living organisms or replicating entities
(viruses) that reproduce or replicate within their host victims. Using insects is also a type of BW.
These weapons also include poisoning a civilization’s food, water, atmosphere or attacks aimed
specifically against agriculture (destroying of vegetation, livestock, and fisheries). The Tanteer
egg drops and having their Gamin literally consume all organic life on a planet is an example of
this type of warfare. Tanteer chemical warfare involves using the toxic properties of non-living
chemical products and substances as weapons (Tanteer chemical sprayers or poisoned tipped
projectiles).

RESIN MELEE WEAPONS

The melee weapons utilized by the Tanteers come in two forms of wooden weapons. Those
coated with resin or “pure” resin weapons which are even stronger and more difficult to break.
The pure resin weapons are nearly the equivalent of kisentite. Those marked with a * are pure
resin weapons. Resin weapons have an A.R. of 13 and 3D6x10 S.D.C. They can be used to stop
projectiles and a single energy beam just as kisentite weaponry.

Hand Held Knives, Weight 3-4 lbs (1.3 to 1.8 kg), Damage: 2D6
Short Swords, Weight 8-10 lbs (6.3 to 8 kg), Damage: 2D6+3
*Long Swords, Weight 12-15 lbs (5.4 to 6.75 kg), Damage: 4D6+3
Mace or Morning Star, Weight 14-18 lbs (6.3 to 8 kg), Damage: 3D6
Spear, Weight 10-12 lbs (4.5 to 5.4 kg), Damage: 2D6
*Battle Axe, Weight 15-20 lbs (6.75 to 9 kg), Damage: 3D6+3

RESIN PROJECTILE WEAPONS

These are essentially wooden weapons (looks like a combination rifle/crossbow) coated with
resin that launch pure resin shafts (similar to a Earth designed arbalest (a siege weapon, not a
true crossbow). These weapons however usually have more than a single shot. There is some
sort of organic technology taking place as well, involving bio-energy that is used to launch the
projectiles. The pure resin bolts achieve a high rate velocity and have a hardness that grants
them the equivalency of armor piercing rounds (+3 to penetrate A.R., and half the bolts damage
is expanded on the armor and half strikes the person inside the A.R., if the bolt fails to by-pass
the A.R. rating).

Single Shot Launcher, Weight: 20 lbs (9 kg), Range: 1200 feet (365 m), Damage: 4D6, Rate of
Fire: Single shot, Feed: 6 shot bolts in a single clip.

Multi-Launcher, Weight: 20 lbs (9 kg), Range: 1500 feet (457 m), Damage: 5D6 (x2 for a short
burst), Rate of Fire: Single shot or three bolt burst (both count as a single attack), Feed: 24
bolts in a single clip, Bonuses: Defenders can attempt to dodge but do so with a -6 penalty.

Heavy Launcher, Weight: 70 lbs (31.5 kg), Range: 1200 feet (365 m), Damage: 1D4x10. Rate of
Fire: Single shot, Feed: One bolt. Reloading: Take one minute to reload.

Missile Launcher (worn like a back pack), Weight: 20-24 lbs (9-10.8 kg), Range: 740 feet (225
m), Damage: 3D6 per projectile, Rate of Fire: One at a time or in a volley of 2, 4, or 6. A single
shot or a volley counts as a single attack, Bonuses: Defenders can attempt to dodge but do so
with a -3 penalty. Reloading: Takes 3 minutes to reload all 12 projectiles, and that is if one is an
expert with the weapon.

TANTEER CHEMICAL SPRAYERS

Weight: 30 lbs (31.5 kg) with a backpack, Range: 30 feet (9.1 m) but effects everyone in a 10
foot (3 m) radius around the target, Damage: Varies, see Chemical Secretion in Powers Unlimited
One (page 64-66), Rate of Fire: Single shot or long spray, Feed: 20 short sprays or 5 long
sprays. Note: A long spray can double the radius around the initial target.
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TANTEER POWER ARMOR

Approximately 40% of all warriors wear this full environmental suit. It’s made entirely out of
wood and plant fiber and coated with harden resin. Organic technology not only powers the suit
but also provides all its sensory information. The suit is primarily worn in space, thus allowing
Tanteers the freedom to engage the enemy which they so like to do. The gauntlets in the suit
allow Warriors limited access to their Control Elemental powers. The wings of the Warriors are
fully restrained and pressed up against the body in the suit. This begins to feel really
uncomfortable after 4D6 hours of being in the suit. The Warrior starts to physically suffer until
he get out of the suit, -1 on initiative, strike, parry, dodge, lose 1 attack per melee round, and
reduce Spd by 10%. These penalties double ever 1D4 hours after the initial 4D6 hour time
frame.

Class: Strategic Armor Military Assault Suit
Crew: One
Armor: Resin coating, A.R.: 13: chemically ion resistant (ion/particle beam attacks inflict
half damage) and impervious to acid and toxic chemicals/gases.
S.D.C. by location:
Shoulder/Upper Arms (2) 100 each
Foreams (2)-60 each
Gauntlets (2)-30 each
Legs (2)-90 each
Ion Blasters (2; forearm)-20 each.
Resin Bolt Launcher (1)-30
Chemical Sprayer (1)-A.R.: 15 with 360 S.D.C.
Synthetic Wings (2)-60 each
*Reinforced Helmet/Head-100
Main Body: 250
*Destroy the head/helmet of the power will eliminates all optics and sensory systems as
well as negate all power armor combat bonuses. The pilot will have to rely on his own human
vision and senses. The head is relatively small and difficult to hit, especially when the robot is
moving. Thus, they can only be hit when a character makes a “called shot,” and even than the
attacker is –3 to strike.
Power Supply: Chemical Battery
Height & Body Frame: 10 feet (3 m) and Reinforced Human Frame
Width: 8-12 feet (2.4 to 3.6 m)
Weight: 1.4 tons
Length: 6 feet (1.8 m)

Speed: Running: 100 mph (160 km/h). This does not fatigue the operator, fatigue rate is
reduce to 10% normal.
Leaping: 50 feet (15.2 m) up or lengthwise.
Basic Zero-Gravity Maneuvering System: 15 mph (24 km) in a zero-G environment. It
provides not additional effect while on an environment with gravity.

Weapons:

Ion Blasters (2), Located on each forearm, these ion blasters are heavily favored by the
warriors, although they still enjoy using their Elemental Powers if they can. Range: 1200 feet
(365 m), Damage: 6D6, Rate of Fire: Single shot, Payload: 18 shot before needing 1 hour to
recharge (2 shots per hour).

Resin Launcher (1), A small bolt like launcher is on the back holding 8 bolts is built into the back
of the armor. Range: 3960 feet/1207 m (double in space), Damage: 1D6x10, -2 to A.R., the bolt
does not explode like a missile), Rate of Fire: Single shot or volley of 2 or 4.

Chemical Sprayer: (See Robotic Weaponry in HU 2nd edition, page 207-208).

Resin Melee or Projectile Weapons: Optional.

Bonuses: None, however the pilot can utilize all his natural bonuses from skills, attributes,
and super abilities.

Attribute Enhancement
: Increase PS to 30 (robotic), P.P. to 24, Speed (running to 100
mph/160 km).

Sensors: Chemical and Atmosphere Analysis System.
Optics: Basic optical system with infrared, ultraviolet, and polarization.
Audio: Basic listening system (equal to normal hearing with the ability to receive laser communications.

Special Equipment:

Radiation Shielding
Environmental Systems
Flotation Device
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TANTEER SPACECRAFT

The Tanteers have no need for land vehicles (their planet is nothing but jungle). Gamin can
teleport, Warriors can fly, and the Workers have little need to travel. The Tanteers do however
have their own space fleet. They have more than enough ships to defend their planet and their
off world colonies. However, the war between the Tanteers and the Ogaireans prevents the fleet
from ever becoming large enough to make the Tanteers a true galactic power. Every ship in the
Tanteer fleet is made out of wood and coated with the resin making them highly resistant to
damage. Organic technology powers every aspect of the ship. Anyone coming on board their
ships will find bio-luminescence dials, buttons, and switches. There are sensory nodes (nerve
clusters) similar to those found in living organism that respond to stimulate (i.e. open doors for
example), large eyeballs serving as video cameras, devices that look like the parts of an inner
ear for audio. There is fluid running through cables that look like blood vessels, but this fluid is
not blood, more often than not its concentrated acid. There are also electric organ as well. The
inside of a Tanteer vessel is far more alien than anything else alien in the galaxy. Yet as
impressive as the Tanteer organic technology appears to be, there are many things lacking with
it, but in the minds of the Tanteers these are not weakness, yet unnecessary functions. Below
is the list of four types of Tanteer spacecraft.

LIGHT INTERCEPTOR

A one man fighter. It is designed for short range operations and requires a large spacecraft as
its base of operations or for long hauls. These ships are the main fighters of the Tanteer fleet.
Compared to other interceptors in the galaxy, they are not heavily armored and possess a
“weak” firepower.

Tonnage: 14 tons.
Dimensions: 32 feet (9.7 m) long, 14 tons.
Crew: One
Drive Type: Chemical Battery (Factor 1 or Mach 8 in an atmosphere)\
Total S.D.C.: 500
Weapons: Ion Beams (2; fire-linked), Resin Bolts (40 bolts, range: 3960 feet/1207 m
(double in space), damage: 1D6x10, -2 to A.R., the bolt does not explode like a missile),
Chemical Sprays-release Biological or Chemical Weapons into the air.
Armor: Resin Coating (A.R.: 13, S.D.C. 360). There is an unknown factor also occurring
within the resin that makes it take half damage from ion and particle beam weapons.
Other Systems: Basic Sensor Package, Atmosphere Recycling Systems, Trans-Atmosphere
Capabilities, and Maneuver Enhancement Package.
Cargo: None
Cost: 5-8 million credits.

LIGHT DESTROYER

LD for the Tanteer is part destroyer, part transport. Its main function is to ferry Tanteer eggs
around the Titrana Quadrant and launch them like bombs onto other worlds. LD possesses fully
trans-atmospheric capabilities and can be used as a mobile bunker. They are also used to launch
troops (Warriors) in mass against the enemy. LDs are indispensible for the Tanteers. They are
the most heavily manufacture ships in the Tanteer fleet.

Tonnage: 560 tons.
Dimensions: 150 feet (45 m) long, 560 tons.
Crew: Four warriors (pilot, co-pilot, gunner, and communicator, 16 workers.
Drive Type: Chemical Battery (Factor 5 or Mach 5 in an atmosphere)
Total S.D.C.: 35,000 including armor.
Weapons: Medium Ion Beams (8). Resin Bolt Racks (4; 12 bolts each, range: 7920
feet/2414 m (double in space), damage: 2D4x10, -3 to A.R., the bolt does not explode like a
missile), Chemical Sprays-release Biological or Chemical Weapons into the air.
Armor: Resin Coating (A.R.: 13, S.D.C. 28,000). There is an unknown factor also
occurring within the resin that makes it take half damage from ion and particle beam weapons.
Other Systems: Basic Sensor Package, Geological Sensory Array, Atmosphere Recycling
Systems, Automatic Hull Breach Sealing System, Trans-Atmosphere Capabilities, Standard Crew
Quarters (20), Gateway Activation Equipment, and Maneuver Enhancement Package.
Cargo: 30 modules
Cost: 44-50 million credits.

HEAVY DESTROYER

Heavy Destroyers (HD) are built for war. They are designed to go up against other warships and
destroy them with ease. Although they lack the sophistication and defensive capabilities
common throughout the galaxy, Tanteer use HD massive size and impressive ramming capabilities
to inflict far more damage than their offensive weaponry. The front one hundred feet of the ship
is made out of nothing but “pure” resin, and it acts like a massive ram-prow. The ship is also
equipped to launch and service 40 Light Interceptors. A typical attack from an HF involves an
assault with its offensive weapons, a full speed ram, than an attack of Interceptors to finish the
spacecraft off. The resin armor can be easily replaced, the metallic hull of an enemy ship
cannot. The HD have caused the most casualties for the Ogaireans, who’ve yet to demonstrate
a defense against this ships devastating attack.

Tonnage: 1300 tons.
Dimensions: 1600 feet (487 m) long, 1300 tons.
Crew: 200 Warriors, plus 200 additional combat troops.
Drive Type: Chemical Battery (Factor 8; not designed to fly in an atmosphere).
Total S.D.C.: 200,000 including armor.
Weapons: Ion Cannons (4). Resin Bolt Racks (8; 16 bolts each, range: 4.5 miles (7.2 km),
damage: 3D6x10, -3 to A.R., the bolt does not explode like a missile), and Ion Battery (8).
Armor: Resin Coating (A.R.: 15, S.D.C. 180,000). There is an unknown factor also
occurring within the resin that makes it take half damage from ion and particle beam weapons.
Other Systems: Basic Sensor Package, Geological Sensory Array, Motion Perimeter and
Collision Warning System, Atmosphere Recycling Systems, Automatic Hull Breach Sealing
System, External Cargo Docks (10), Standard Crew Quarters (400), Launch Bays (8), Gateway
Activation Equipment, and Maneuver Enhancement Package.
Cargo: 70 modules
Cost: 90-100 million credits.

THE TANTEER PLANET ANNIHILATOR (PA)

There is only one in existence. It is the largest and among the most feared spacecraft in galaxy
not built by the Atorians. Built seventy years ago, the PA has destroyed everything its
encountered, including eight planets, twenty colonial moons, dozens of space stations, and
hundreds of destroyers, cruisers, and battleships. The ship is the pride and joy Tanteer
civilization, held in almost equal regard as the High Queen. This also makes it the central target
by those seeking to defeat the Tanteer civilization. For this reason, the ship at all times is
escorted by four HD and ten LD. Despite its impressive size, weaponry, and hundreds of
interceptors, the PA is not invincible and has sustained heavy damage over the years. The
Ogaireans on several occasions have sworn testimony (by eyewitness who survived an
encounter) that the ship looked crippled, only to suddenly appear completely restored. No life
form other than the Tanteers has ever been on board the ship. There are some who believe the
ship is not constructed off wood, but may actually be some sort of living creature. The maters
of organic technology are keeping such secrets to themselves. The Ogaireans would pay millions
of credits to undercover the truth, for they truly believe the destruction of the PA would turn
the tide of the war. The problem is how one destroys the most powerful weapon in Tanteer
civilization when it’s as heavily defended as the entire Tanteer planet.

Tonnage: 90 million tons.
Dimensions: 2.8 miles (4.48 km) long, 90 million tons.
Crew: 1200 Warriors and 2000 Workers (crew), 1500 Interceptor pilots, and 10,000
combat troops.
Drive Type: Unknown (Factor 12; not designed to fly in an atmosphere).
Total S.D.C.: 500,000 including armor.
Weapons: Ion Cannons (8), Ion Battery (8). Resin Bolt Racks (8; 64 bolts each, range: 10
miles (7.2 km), damage: 3D6x10+20, -3 to A.R., the bolt does not explode like a missile),
Anti-Ship Ion Beams (16), Resin Bolt Racks (16; 120 bolts each, range: 3 miles (4.8 km),
damage: 2D4x10, -3 to A.R., the bolt does not explode like a missile), Heavy Space Craft Ion
Beams (64), and 1200 Light Interceptors.
Armor: Resin Coating (A.R.: 15, S.D.C. 480,000). Note: Every two minutes, the resin
armor is restored, effecting healing 3D6x100 points of damage. There is an unknown factor also
occurring within the resin that makes it take half damage from ion and particle beam weapons.
Other Systems: Basic Sensor Package, Geological Sensory Array, Motion Perimeter and
Collision Warning System, Atmosphere Recycling Systems, Automatic Hull Breach Sealing
System, External Cargo Docks (100), Standard Crew Quarters (15,000), Launch Bays (250),
Gateway Activation Equipment, and Maneuver Enhancement Package.
Cargo: 1900 modules
Cost: 150-160 billion credits.
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Re: On the topic of Revised to 2nd ed conversions.....

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The Ogaireans are next. No there are not ogres :D .
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Re: On the topic of Revised to 2nd ed conversions.....

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Awesome work, Reagren!
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
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Re: On the topic of Revised to 2nd ed conversions.....

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THE OGAIREANS

In the Titrana Quadrant, between the Toogarth Empire and the TGE Properties lies the planet
Ogar. It’s about the size of Earth and has two moons (both 20% smaller than Earth’s). Ogar
takes about the same time frame as Earth to orbit its orange sun. The planet resembles the
Canadian/Alaskan wilderness (a frozen world). One-third of the planet is dominated by
mountains. Life has learned to adapt to these cold regions. Even more impressive the entire
planet is rich with magical energies (all aspects multiplied by 1.75). The main cause for this is a
gigantic ley line just beyond the planet’s atmosphere (called a nova line) that spans 140 miles in
height, 14 miles wide, and a light year in length (6 trillion miles or 10 trillion km). Because of this
massive ley line (equal to a nexus point) dimensional rifts open constantly, attracting a host of
dimensional beings, magic practitioners, creatures of magic, and supernatural beings. Four
hundred years ago the planet was ruled by a species of powerful dragons (HU 2nd edition
Immortal versions) and among their minions was a race of bear men. They resembled those
found on the world of Palladium Fantasy, the only difference being these bears were all white like
polar bears. For tens of thousands of years Ogar bear men served as a slave labor force for the
dragons, mining for precious gems and metals, fighting in gladiatorial arenas for the amusement
of their dragon masters, and serving as soldiers when dragon lords fought one another in
territorial disputes. Then one day one of the rarest events in the universe occurred, a planetary
alignment (syzygy) in the Ogar solar system. This caused the entire planet of Ogar to be bathed
in magical energies 3 ½ times greater than Rifts Earth. Unlike a solar eclipse, this event lasted
for 24 hours. Not only did this magical empowerment give the Dragon masters heighten powers,
it emboldened many into engaging their brethren in an all out attack. Twenty four hours later
when the energies returned to their normal levels, two thirds of the Dragons were dead and a
third of the bear men were dead, more by their own hands than their dragon masters. One
particular garrison of bear men, ruled by the most powerful and cruelest dragon, recognized the
folly of their actions. If they continued on the path enslaved upon them, their race would be
dead and their dragon master wouldn’t even care, to them they were nothing more than slaves
and foot soldiers. A week later this same garrison came across the debris of a large spacecraft
that crash landed during the height of the syzygy event. Nothing survived the crashed. Written
on its side where the symbols UWW. The bear men salvaged what they could find, including
several fighting ships. After several weeks of studying the technology, the bear men learned how
to make some of it work, particularly the hand held energy weapons. When their Dragon master
ordered the platoon to appear before him, they went armed with this new found technology. As
the dragon ranted on, a dozen bear men open fired on him. The dragon was caught off guard
and didn’t have time to erect any defenses. He was easily slain. Word broke out of this
rebellious act, the dragon masters decided to enact at once. They initiated ritual magic to
affect and punish every bear man on the planet. The ceremonial spell petrified every bear man
but it did not place their minds in stasis. Instead it gave them the power to turn into living
stone. Armed with this new found strength and resilience, the bear men openly rebelled against
their dragon masters. They took up arms using the technology of the space craft and within a
year defeated their dragons masters, those they didn’t kill where driven away never to return.
After the victory the bear men chose to give themselves a name, the Ogaireans. Word spread of
their rebellion across the Milky Way. TGE came to do business with them. The Ogaireans
welcomed them at first, using their vast resources of dragon treasures to purchase everything
TGE had to offer, particularly in the areas that allowed the Ogaireans access to space travel.
However, the one thing the Ogaireans would not negotiate with or allow access too was any
technology found or derived from the crashed spaceship. The TGE were irritated at this,
especially when their spies learned the ship was not from any known civilization within the Milky
Way. It was indeed alien technology and in the hands of primitives, or so the TGE though, for
after several decades the Ogaireans were becoming quite adept in using the technology and
before long replicated and improve on many designed. By the year 1025 I.R. (one-hundred and
fifty years after the rebellion), the Ogaireans went from an Agrarian Society to a Metropolis Age,
with just the beginnings of a space travel. At that point the Ogaireans abruptly announced they
would cease doing business with TGE. The announcement stunned the galactic corporation who
immediately did all that it could to renegotiate with the bear men, but they began to display an
open hostility to anyone not Ogairean. Five years later, the Ogaireans launched a dozen nuclear
missiles at the neighboring planet of K’zacka, destroying its capital city of 8 million people (an
Industrial Age society). Days later the first Ogairean space transports landed on the ruined city,
impervious to the effects of the deadly radiation. The Ogaireans went on a five year campaign
hunting down and eradicating every K’zackaean. Seven year later, the Ogaireans showed signs
of developing true space travel capabilities. Two years later, the planet Cesnax was attacked
despite their diplomatic efforts to negotiate peace with the Ogaireans. They too like the
K’zackaeans were extinguished from their home world. Now the Ogaireans became the supreme
power in their solar system.

Decades passed, the Ogaireans began to build up their space fleet, hiding it in a huge asteroid
belt. Then came the faithful day when a heavy destroyer accompanied by two light destroyers
came into their solar system. The ships were emissary vessels from the Tanteers, a race of
demonic reptilian humanoids, whose solar system was the closest to theirs. The Tanteers
“claimed” to be explorers, just beginning to travel to fringes of neighboring systems. At first the
Ogaireans welcomed them and began talking trade agreements. Nonetheless they feared the
Tanteers who already possessed technological capabilities beyond them. The Ogaireans Emperor
felt for sure it was only a matter of time before the “dragon men” launched an attacked. So in
secret he ordered the bulk of the Ogairean space fleet to find Tantis and destroy it. By sure
luck, several Tanteer LD (light destroyers) just happened to be “seeding” a Earth like planet
when they saw the slow and lumbering Ogaireans space craft. Before they could even attempt
to established communications, the Ogaireans attacked them. The Tanteer fleet was quick to
respond. War was declared by the Tanteer High Queen who vowed to eat Ogairean Emperor’s
brain out of his skull. He in returned wanted to hang her “dragon skin” from his ceiling. Within a
year, the Ogaireans managed to successful destroy 1/3 of the Tanteer space fleet while only
losing 1/6 of their own. The emperor wanted to continue his campaign all the way to Tantis, but
Ogaireans military command declared their slowing moving ships would take three to four years
to reach the home world, while Tanteers possessed the technology to reach them in a matter of
weeks. So the emperor ordered the fleet back enough to set up a defensive perimeter. That was
200 years ago. Today the Ogaireans are a Star Age society able to reach Tantis in days, but
unable to break the stalemate between them and their hated foes. Tens of thousands have died
on both sides. Presently both sides are looking for anything that will give them an advantage
that will allow for the total eradication of the other.

Ogairean society is based on a simplistic principle. They must become strong enough to
intimidate everyone in the galaxy into a “hands off” position. Unlike the Tanteer’s who seek
galactic conquest, the Ogaireans want to establish a defensive perimeter 50 light years in
circumference that nobody will be allowed to enter without their acknowledgement. Nor do they
wish any civilization in their region of controlled space to possess technology any greater than
what they endured for nearly a thousand years (Agrarian). Anyone who refuses to heed to this
creed will be destroyed.

Ogaireans are bullies, with a natural tendency to use their size, strength, and impressive
technology to dominate anyone weaker then themselves. They only things that impress them
are brute strength, power, and ruthlessness. The strong must crush the weak, and the weak
can either die or adapt. In their minds, those who are weak have the choice of rising up as they
did or accepting their lot in life and allowed themselves to be eradicated.

The Ogaireans are lead by the Emperor, one who rises to power through a yearly tournament
that he must participate in and defeat all who believe they have the strength to challenge him.
Some years there is only one contender, other years there can be twenty or more. The games
are held in a massive arena, gladiatorial style. The battle is always to the death. There can be
only one victor. Emperor wields total control over the people, yet he is guided by his war council
of 10 battle masters, each who commands 10% of the overall military. This prevents internal
squabbling and keeps a single individual from possessing too much power. Since the start of the
war with the Tanteers there have been eleven Emperors. The current ruler has only held the
position for one year (6th level Combat Master).

Two hundred years of war has been a heavy burden on the Ogaireans. Every male cub is raised
by his mother until the age of ten then he is taken in by the military to be raised as soldier.
Because every male is required for the war effort, it’s up to the Ogairean females to own and
operate everything not involved in the war effort. For examples, a clothing business not involved
in the war effort is employed by and own by females. Because female Ogaireans are relatively
distant from the war effort, it has some concluding they are not a part of the war effort. This is
anything but true. Thought they may not have anything doing with the actual fighting, every
female is proud to raise her male cubs and send him off to join in the war effort. She also hopes
and aspires her son(s) will reach a position of authority and dominance. Female Ogaireans have
been known to start a full out brawl in the streets with one another just by insinuating her son
is better than someone else. Female Ogaireans are very protective of their children. In fact it’s
said the anger of a female Ogaireans is three times the ferocity of a males when it comes to
protecting her children. Though females are not a part of the war effort, males still hold them in
high regard. Nonetheless, females on Ogar outnumber males 4 to 1 and the longer the war goes
this number will continue to increase. Because a good male is hard to find, Ogaireans have a
polygynous (males have more than two wives) lifestyle. Females almost always give birth to two
cubs, and both can be fathered from two different males.

Ogaireans are weary of the war but they will not surrender or negotiate for peace. They will
either defeat the Tanteers or die trying. Perhaps if their hated foes did not remind them so much
of their dragon masters they’d might be willing to a negotiate a cease fire, but in their minds
they are the people who overthrow the rule of dragons, so they can accomplish anything. If
perhaps they could claim a major victory it might boost their morale and given them a renewed
sense of hope that they can win the war. Furthermore if the rumors are true and the Tanteers
are seeking alliances with neighboring worlds, the Ogaireans might have to do so as well. In fact
one war master even suggested reestablishing a dialogue with a former dragon master. He was
immediately killed for saying such a thing, but the thought has crossed the Emperor’s mind as
well.

OGAR

The atmosphere of Ogar is very much like Earth. Forty-seven percent of the planet is ice caped,
while a third is mountainous and rocky (with few trees), and the remaining twenty percent is
tundra and grassland. The planet is rich with magical energy and yields vast pockets of precious
metals and stones. There are some who believe Ogar ranks second only to Giris in the sheer
volume of gemstones and crystals contained in its crust. The entire planet is a geologist’s
paradise and envied throughout the galaxy. Ogar is rich with animal life (similar to the northern
hemisphere on planet Earth). The Ogaireans are giants living in a huge, stone-castle like
buildings and castle like fortifications. The homes of their former dragon masters are still very
much in use.
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OGAIREANS

Alignment: Any, but tend toward Aberrant or Miscreant
Attributes: I.Q. 3D6, M.E. 2D6+4, M.A. 2D6, P.S. 18+3D6 (does not include APS-Stone
form), P.P. 3D6, P.E. 6D6, P.B. 2D6+4, Spd. 3D6.
Experience Level: 4th level is the average male. 2nd level for female.
Hit Points: P.E. attribute + 1D6 per level of experience.
S.D.C.: 3D4x10+20. Does not include additional bonuses from skills.
Natural Armor Rating: 11
P.P.E.: 1D6x10 + P.E. attribute number. The bodies of Ogaireans are so attuned to magic
energy they can also absorb and store 15 P.P.E. points per level of experience from natural ley
line and nexus energy for 1 day per P.E. attribute point. They cannot draw P.P.E. from other
sources, like magic items, energy release from ceremonies, blood sacrifices, or at the moment of
death. Being super charge with P.P.E. causes no side effects or health concerns. Ogaireans
recover 5 P.P.E. points for every hour of rest. They do not meditate.
Appearance: Huge, hulking bear-like creatures. They have white fur.
Age: 60 years on average, Height: 8-10 feet (2.43-3 m), Weight: 800-1500 lbs (360-675 kg).
O.C.C.: Ninety percent of all Males become Military, Pilot, or Combat Specialist. Females
can only engage in General Studies or Science Specialist.
Natural Abilities: Nightvision 10 feet (3 m), poor day vision (120 feet/36.6 m), superior
sense of smell and hearing, prowl 28%, track by smell 68%, swim 70%, climb 60%/50%, and
wilderness survival (+30%). Impervious to all types of cold (half damage from magic),
depressurization, and radiation. Breathe without air, speak in a vacuum, and impervious to small
chunks of space debris. Note: Super abilities are natural abilities so they are not affected by the
Negate Super Powers ability.
Major Super Ability: Alter Physical Structure: Stone. Note: Tanteers who have Control
Elemental Force: Earth are able to inflict 1D6x10 points of damage to the stone form of all
Ogaireans per Rend Earth attack.
Minor Super Ability: Space Native (see additional bonuses when in space).
Attacks per Melee: +1 attack per melee round, in addition to hand to hand combat
training. In space receive another additional attack per melee.
Combat Bonuses: +1 to initiative, +1 to dodge, and +2 to roll with punch/impact. Does
not include attribute, skills, or hand to hand skill bonuses.
Saving Throws:+2 to save vs. magic, and +4 to save vs. horror factor, +1 additionally at
levels 2, 4, 6, 8, 10, 12, and 14.
Combat Skills: Claws do 2D6 plus P.S. bonus, power punch 4D6 plus P.S. bonus (but
counts as two attacks), bite does 2D4 damage, head butt 1D6 damage, or by weapon.
Language: Read-Write/Speak Ogairean Language at 98%.
Weapons: The Ogaireans love giant size melee weapons. They favor two-handed swords,
battle axes, and clubs. They even enjoy relying on rocks and trees. They seem born and bred to
engage in melee combat, but there is nothing an Ogairean loves more than wielding the biggest
and nastiest looking rifle. The bigger explosion it can make, the happier it will make the Ogaireans
Last edited by Reagren Wright on Wed Nov 16, 2011 11:24 am, edited 1 time in total.
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OGAIREAN TECHNOLOGY

For little over 400 years, the Ogaireans have mastered a form of science that very similar to
Techno-Wizardry, accept the Ogaireans are not spell casters nor do they possess any sort
magical knowledge. They have, however, have learned the science to enable any existing
mechanical or electrical device that requires some form of energy to operate on P.P.E. Unlike
true techno-wizardry device, those built by the Ogaireans do not require spell casters or psychic
to operate them. The devices work on two different levels. One is they draw on ambient P.P.E.
from natural occurring sources just as a solar cell uses light for a solar powered calculator. This
means such device as long as they are in the presence of high levels of P.P.E. (ley line or
nexus), they can run/operate indefinitely. The second function level is to have P.P.E.
pumped/channeled into a device to “load” or have “energy cells” that can be charged with P.P.E.
Again the big difference between these device and techno-wizardry is the Ogairean technology
does not require magic. That being said they do require the use of crystals, especially quartz
and crystal-type gem stones such as rubies, sapphires, emeralds, diamonds, etc. Artificially
made crystals do not work. The stones must be natural earth stones. There doesn’t appear to
be a limit to what kind of power source device the Ogaireans can create, from one small enough
to power a wristwatch to a city the size of New York. However, there are some draw backs, the
biggest device can only operate while on or near a ley line/nexus. They cannot function outside
these areas. Those that can draw/channel on P.P.E. from living source are able to operate
outside of ley line enriched regions, but their function is limited and quite specific, for example
this level of technology works greater for weapons, but not so good on vehicles. Most devices
possess both capabilities at the same time. Devices that receive P.P.E. have no problem drawing
the P.P.E. from living sources (occurs without a saving throw), but normal beings like humans
have a limited supply of P.P.E. which means the device will not work very long. Super beings
(have 6D6 average) have more than normal level so they can get such device to work longer.
Psychic (convert 4 I.S.P. to 1 P.P.E.) can of course get such device to work a very long time.
Draining P.P.E. to power an Ogairean from a living source device causes no ill effect or notice to
the person.

OGAIREAN MELEE WEAPONS

Ancient melee weapons utilized by the Ogaireans are giant sized (+1 extra dice type of
damage). Ogaireans also have access to special melee weapons utilized by most alien races
found in Alien section of Heroes Unlimited 2nd edition (page 97-99) or Alien Unlimited Revises
(page 17 and 175-176). Of course Ogaireans like weapons that inflict the most amount of
damage.

OGAIREAN ENERGY EXPULSION WEAPONS

Between the P.P.E. technology, use of gem stones, and breakthrough in super science, the
Ogaireans have managed to create virtually every type of ray gun imaginable. In sort every
minor Energy Expulsion power can be made into energy pistol, rifle, or cannon. All these energy
weapons run on P.P.E. Pistols take 5 P.P.E. point to power while rifles take 15 P.P.E. Pistols have
half the range of the Energy Expulsion Power, while rifle have the full range of the super ability.
Each gun fires a single shot. The weapons utilize only Modern Energy W.P. bonuses (not those
from P.P.). The energy cannons are the equivalent of Super Energy Expulsions power (page 293
in HU 2nd) and can fire the normal beam (15 P.P.E). or the super blast (25 P.P.E). The Ogaireans
can also make the following minor super powers into energy weapons as well.

Disintegration
Exploding Spheres
Tractor Beam
Harmonic Resonance

All weapons function equal to the level of experience of the individual channeling P.P.E. into
them. Furthermore, at the cost of half the normal range and two experience point of damage, a
P.P.E. storage device can be installed on the weapon that gives every 15 P.P.E. put into the
weapon a 6 shot rechargeable E-clip. Surprisingly the Ogaireans do not prefer to use these
energy weapons in this fashion for it doesn’t provide the full impact available to the weapons.

ENERGY WEAPONS

The Ogaireans do have capability of building standard type energy weapons found on page
97-98 in Heroes Unlimited 2nd edition or Alien Unlimited Revises 185-186. These weapons of
course are built using P.P.E. storage devices. However, they do not take as much P.P.E. to power
(5 P.P.E. for pistol, 10 for rifle), but reduce the payload by 25%, and the range and damage
capacity by 20%. However, in a ley line rich region, these weapons have an unlimited payload
capacity.

RAIL GUNS

Virtually the same as found in Galaxy Guide `48-149). However, having a P.P.E. power reduces
their weight by one-third and their range and damage capacity by 20%.

MISSILES

Same as detailed on page 149 of Galaxy Guide (and HU page 80-82), however the Ogaireans
using P.P.E. power sources does change a few things. First and foremost, when the missiles
travel on a ley line, their normal range is multiplied by 10 and they travel 50% faster than
normal. They do not have the typical exhaust from a launch, enabling them to be launch in close
range (and in stone form the Ogaireans suffer little damage from such launches anyway). Worst
of all, the missiles are difficult to detect on or near a ley line (-30% on sensory equipment or
electronic countermeasures, and/or negate a bonuses for anti-missile countermeasures).

OGAIREAN MILITARY VEHICLES

The Ogaireans have at their disposal a variety of military vehicles, particularly Energy Weapon
Tanks (EWT) and Military Hover APCs (see Aliens Unlimited HU 2nd edition page 200-201). The
range of these vehicles is unlimited in a ley line region or the same using their P.P.E. batteries.
However, it take only 50 P.P.E. to recharge them, so considering the number of Ogaireans on
board, they have a very long range. Note: Their weapon systems draw on the P.P.E battery, so
reduce the range by 20% for every 5 minutes of use of the main gun.
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Re: On the topic of Revised to 2nd ed conversions.....

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OGAIREAN SPACE CRAFT

Their space craft technology is their pride and joy. Like everything else is powered by huge
P.P.E. storage device and energy convertors. These ships are capable of traveling indefinitely on
a ley line and can jump from one point to the other in the blink on an eye. When not traveling on
a ley line, the ships have to rely on their P.P.E. batteries. Traveling through their own solar
system (STL) is not a heavy strain on their systems, but FTL drains the batteries rapidly,
requiring constant recharging. It is this reason why the Ogaireans are having such a difficult
time warring with the Tanteers. There is no ley line to Tantis. There is only one Gateway and it
opens into the Toogarth Empire. Both forces are just beginning to utilize Hypergravitics/Gravity
Wells and other forms of Point to Point Travel. Should either side gain a standard understanding
of the technology, it may lead to the sound defeat of their opponent.

HEAVY INTERCEPTOR (HI)

There is nothing the Ogaireans hate more than being cramped into a tight space. These giants
despise being confined and made to fight in battle. They are warriors so they want to feel “the
experience” of battle. For this reason, the fighters of the Ogaireans are big and spacious, to
which other fighter pilots consider too much unnecessary space. The extra space gives the
Ogaireans the freedom to walk about his ship (in auto pilot mode). Their size makes them less
nimble than the Tanteer’s LI, which the Ogaireans to this day do not consider a tactical
disadvantage and will not argue the point any further. In their mind, their HIs are suited to take
down the Tanteer’s LD and HD which make up the bulk of their fleet.

Tonnage: 100 tons.
Dimensions: 100 feet (30.5), 100 tons.
Crew: One
Drive Type: P.P.E. Battery (Factor 5 or Mach 4.5 in an atmosphere)
Total S.D.C.: 4000
Weapons: Laser Beams (2; fire-linked), Short Range Missile Launchers (2; 10).
Armor: Medium Armor (14, S.D.C. 2000), medium turret armor (5).
Other Systems: Basic Sensor Package, Autopilot Computer, Atmosphere Recycling
Systems, Military Sensory Array, Trans-Atmosphere Capabilities, Super Navigation Computer,
Targeting/Radar and Combat Computer, External Cargo Dock (1), Automatic Missile Reloader
System, Crew-Automation (1), and Crew Quarters (1),
Cargo: 15 modules
Cost: 13.8-17.25 million credits.

TRANSPORT SHUTTLE

Although the Ogaireans possess an impressive space fleet, to have a true victory requires
ground beneath their feet. The Ogaireans have hundreds of impressive transport shuttles used
carry troops or cargo between ships or from planet to planet. These ships have FTL capabilities
and can be used as combat ships, however their primary function to transport troops, not to
engage the enemy.

Tonnage: 1200 tons fully loaded.
Dimensions: 240 feet (73 m) long, 500 tons.
Crew: Three (pilot, co-pilot, and communicator) and 45 Ogaireans with full weaponry, 5
EWT, and 5 Hover APC. The second option is 150 Ogaireans with full weaponry (no vehicles).
Drive Type: P.P.E. Battery (Mach 6 in space or 400 mph (644 km) in an atmosphere)\
Total S.D.C.: 3000 including armor.
Weapons: Laser Beams (2 fire-linked), Short Range Missile Rack (2; 10).
Armor: Medium Armor (A.R.: 14, S.D.C. 2500).
Other Systems: Basic Sensor Package, Satellite Uplink Computer, Atmosphere Recycling
Systems, Targeting Radar & Combat Computer, Trans-Atmosphere Capabilities, Automatic Missile
Reloading System, and Standard Crew Quarters (50),
Cargo: 50 modules
Cost: 100 million credits.

LIGHT DESTROYER LD

The Light Destroyer is radically different from the Tanteer, but it does share a few things in
common. First and foremost, they are the most dominate crafts in the Ogaireans space fleet.
They have atmosphere capabilities, enabling them to land on planets. They are also
accompanied by HIs to add to their fire power. What makes them truly different is their ability to
engage in long range communication. Tanteers have only ship to ship communications (radio or
laser based). The Ogaireans are able to create a detailed picture of the battle in space.
However, these tactical and electronic advantages only gave them the edge in the initial battles
with the Tanteers. Since then, the Tanteers use of resin projectiles, NBC warfare, and resistance
to ion/particle beams weaponry has forced the Ogaireans to change their tactics, but in a way
that has yet given them an advantage. It could so be the fact that the Ogairean battle
strategy is very one dimension (strength is always better). Unlike the Tanteer’s the LD do not
serve as troop transports, although they would if the crew didn’t insist on having luxury
accommodations. They do carry troops, but not as much as they should be able too. Again this
battle strategy will not change in Ogaireans thinking.

Tonnage: 1500 tons.
Dimensions: 500 feet (152 m) long, 1500 tons.
Crew: 50, plus 50 additional troops. In theory could have room for an additional 300 but
conditions would be cramped and confined, however 225 would have no problem.
Drive Type: P.P.E. Battery (Factor 5 or Mach 2 in an atmosphere).
Total S.D.C.: 500,000 including armor.
Weapons: Medium Laser Beams (2), Medium Rail Guns (2), Laser Beams (4), Short Range
Missile Rack (8, 16).
Armor: Battleship armor (A.R.: 17, S.D.C. 300,000). Battleship Turret Armor (A.R. 16,
S.D.C. 1000).
Other Systems: Basic Sensor Package, Military Sensory Array, Satellite Uplink Computer,
Targeting Radar and Combat Computer, Atmosphere Recycling Systems, Artificial Gravity, External
Cargo Docks (4), Luxury Crew Quarters (50), Recreation Facilities (10), Automatic Missile
Reloading System, Advance Sensor Package, Launch Bays (2), and Gateway Activation
Equipment
Cargo: 30 modules
Cost: 73-80 million credits.

MEDIUM DESTROYER (MD)

The big difference between and LD and MD is the atmosphere capabilities and the increase in
fire power. The same “luxury accommodations” reasoning exists in these ships as well. If
anything those promoted enjoy these rooms more than they enjoy the greater chance than
striking harder at the enemy. The ship has room for 24 HIs.

Tonnage: 4000 tons.
Dimensions: 800 feet (244 m) long, 4000 tons.
Crew: 120, plus 30 additional troops. In theory could have room for an additional 45 but
would be cramped and confined, however 25 would have no problem
Drive Type: P.P.E. Battery (Factor Eight)
Total S.D.C.: 700,000 including armor.
Weapons: Laser Cannon (1), Anti-Ship Rail Gun (2), Heavy Laser Beams (4), Long Range
Missile Racks (4; 32), and Heavy Rails Guns (8).
Armor: Battleship armor (A.R.: 17, S.D.C. 500,000). Battleship Turret Armor (A.R. 16,
S.D.C. 1000).
Other Systems: Basic Sensor Package, Military Sensory Array, Satellite Uplink Computer,
Targeting Radar and Combat Computer, Atmosphere Recycling Systems, Artificial Gravity, External
Cargo Docks (4), Luxury Crew Quarters (120), Recreation Facilities (10), Automatic Missile
Reloading System, Advance Sensor Package, Launch Bays (4), and Gateway Activation
Equipment
Cargo: 30 modules
Cost: 103-115 million credits.

OGAIREAN BATTLESHIPS (OB)

Presently there are only seven left in the fleet. At one time, the Ogaireans had 12 but the
Tanteers systematically destroyed them one by one. Nevertheless, they still are impressive
ships. One would even suggest that three would be more than a match for the single Tanteer
Planet Annihilator. However on the previous three attempts, the Ogaireans forgot to take into
account, the extra ships protecting it, and the ship seemingly heals itself. The massive resin
bolts don’t explode so they become huge obstacles that must be removed from the hull/interior
of a ship (sealing the breach is impossible). The other problem is these ships have huge P.P.E.
batteries that are serious gluttons. The battery can hold up to 6000 P.P.E. and storage units can
keep an additional 15,000 in reserve. However, flying at full speed and engaging in a full assault
for more than 5 minutes, will drain the battery by 65%!!! These ships have to be kept in reserve
or until the Ogaireans can improve on the battery design. They also waste the most amount of
space with ridiculous luxury accommodations for the crew.

Tonnage: 50 million tons.
Dimensions: 5000 feet long (1524 km), 50 million tons.
Crew: 750, plus 1500 pilots, 2000 additional troops, 100 EWT, and 150 Hover APC.
Drive Type: P.P.E. Battery (Factor Eight).
Total S.D.C.: 800,000 including armor.
Weapons: Laser Cannons (2), Anti-Ship Laser Batteries (4), Long Range Nuclear Missile
Racks (2; 24), Heavy Rail Guns (8), Heavy Laser Beam (12), Medium Range Missile Racks (12,
128). 200 Heavy Interceptors and 50 Transport Shuttles.
Armor: Battleship Armor (A.R.: 17, S.D.C. 500,000). Battleship Turret Armor (A.R. 16, S.D.C. 1000).
Other Systems: Basic Sensor Package, Autopilot Computer (95%), Geological Sensory
Array, Military Sensory Array, Satellite Uplink Computer, Super Navigation Computer, (95%
sub-light, 80% FTL), Targeting Radar and Combat Computer, Atmosphere Recycling Systems,
Automatic Missile Reloading Systems, External Cargo Docks (25), Luxury Crew Quarters (800),
Recreational Facilities (100), Launch Bays (25), and Shuttle Launch Bay 500 tons; 10 Flitters),
and Gateway Activation Equipment.
Cargo: 500 modules
Cost: 1.8-2.1 billion credits.
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Re: On the topic of Revised to 2nd ed conversions.....

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I'm saving the best for last, Zirlions are next.
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Re: On the topic of Revised to 2nd ed conversions.....

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You gift us with awesomeness, R.W.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

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THE ZIRLIONS

In the Titrana Quadrant, between the TGE Properties and the Ilta Quadrants lies a huge
Metropolis-Class Space Station orbiting a large red star. The space station orbits high over the
planet Zyaqy (30% bigger than Earth). For ten thousand years the dominate species on the
planet where the Zirlions, a humanoid race of elf like beings possessing superior mental abilities
(all master psionics). A thousand years ago the Zirlions stopped communicating with spoken
words and used only telepath/empathy. They also utilize their psychic abilities to fully integrate
their technology (telemechanic and all similar psi-powers). The Zirlions built and designed some
of the best robots (type one & type 2) in the galaxy, making them a rival to the TGE in the
market. In all life was good for the Zirlions, they were located far removed from any warring
parties (the Tanteers and Ogaireans for example) and though they possessed only limited space
travel (Megalopolis Age) they still played an important role in the political affairs of the galaxy
thanks in part to their superior robotics technology. In the galactic year 1098, 99% of the
population began to experience a weird psychic premonition. Something terrible was going to
happen to their planet. A brilliant flash of light from space would somehow destroy their world.
World leaders along with the top scientists and psychic investigators began studying the
phenomena. Some individuals (20% of the planet population) had dreams about the event every
single day while others (70%) had at least one dream a week or one dream a month (10%). It
was eventually determined that the planet was going to be hit by a massive 40 second
Gamma-ray burst originating from a WR star in the Titrana Quadrant 8000 light years away.
Zyagy was in the direct path of this deadly death ray from the star once it went supernova. It
was determined the burst would destroy the planet’s ozone layer, cause mass extinction, and
85% of the Zirlion population would be hit with a lethal radiation exposure. No one was certain
when the star would go super nova so something had to be done. For weeks the debate went
on, eventually it was decided to construct a massive space station on the opposite side of the
planet away from the burst and move as many people as possible. They would stay on the
space station until the planet’s atmosphere could be restored or replenished by artificial means.
So the plans to build the station were made and slowly the lottery to determine who of the
750,000 Zirlions would go to the station out of 10 billion inhabitants.

Five years later the station was complete, the dreams continued to come more frequent, driving
some people into a state of sleepless frenzy. Ships began to move the selected chosen to the
station. Mass protests and huge riots broke out. The entire planet seemed to be involved in one
big civil war. In the year 1104, one day after the last inhabit of the station arrived, the star
went super nova and the Zyagy was hit by the massive gamma ray burst. The psychic scream
was felt by everyone on the space station. A short while later, the sky over Zyagy darkened as
a photochemical smog cut off light to the surface. With no ozone layer to protect it, the planet
was struck by the cosmic rays from space and the solar radiation emitted by the planet’s red
sun. Throughout this ordeal the psychic wails and screams of tens of millions of people dying
was felt in the minds of the space station inhabitants.

Three months later strange psychic phenomena began occurring all over the space station.
People began seeing “ghosts” and some found themselves being haunted. These ghosts were
first thought to be a mass hallucination, but it wasn’t long before the ghosts start to appear
more frequently. Soon they started taking possession over all the mechanical, electrical, and
computer technology on the space station. People were being killed by machines becoming
self-automated, electrical outlets sending electrical discharges, elevators dropping them to their
deaths, etc. Then on the one year anniversary, as plans were beginning to be made to slowly
return to Zyagy in an attempt to restore the planet, every type one and type two robot on the
space station attacked every living person on the station. Those who tried to get away using
escape pods found the space station defense system turned on them. Before long a handful of
world leaders, their families, and aids (19 people in all) were the only Zirlions survivors. A robot
appeared on a monitor it declared itself as Ath T`uyug, a rebel politician who never left the
planet surface. He announced that those who seemingly died from the gamma burst where not
dead but beings composed of psychic energy. They were not “ghosts” but the Zirlions left on
Zyagy to die so others might live. Now the “ghosts” have decided they would be the one to live
while the survivors on the space station would be the ones to die. At that moment, the power
to the space station was turned off, plunging the station into pitch darkness void of breathable
air, gravity, and heat. It didn’t take long for the last Zirlions of flesh and blood to die.

News of the catastrophe of Zyagy spread throughout the galaxy. Soon curious explorers began
to come one by one. The planet was a high radiation/toxic atmosphere world. There was
nothing to be found alive. Any mechanical or electrical technology that could be found was
useless, devastated by the harmful effects of cosmic radiation and the polluted atmosphere.

However, some went to the Zyagy space station. They found it empty but completely
automated and ready to meet the needs of ¾ of a million people. Those who came to the
station explored for awhile, but eventually the “ghosts” dealt with them in a merciless fashion,
killing everyone. Those who escaped were struck down by the station’s defense systems.
Nothing escapes the station alive. There is no way to knowing how many Zirlions are living on
the station since they are made of psychic energy and invisible to normal detection. There may
be tens of thousands onboard the station, and each one is a xenophobic sociopath. Everything
not Zirlion will die. Today the planet and the space station are considered dead zones and no
one ventures there, despite all the wealth and technology available. The space station is
considered a gothic haunted mansion that even the bravest Atorian will venture too.

ZYAGY

The once tranquil and Earth like planet of Zyagy has been turned into a high radiation and toxic
atmosphere (extreme photochemical smog and pollution) world. Anyone trying to come to Zyagy
will be immediately struck by the intense radiation (see Control Radiation, 01-30% chance each
minute) and save vs. lethal poison (14) each minute or suffer 4D6 points of damage. Even if
make the save victim feels sick and suffers -1 on initiative, -2 to strike, parry, and dodge. The
air and radiation is so deadly that it negates most form of natural regeneration (psionic, magical,
and super abilities work however). Nothing electronic works on the surface, all computer chips
are fried because of the intense radiation and smog like atmosphere. Despite this, the Art
Nouveau cities are relatively undamaged. The interior of most buildings looks clean and unused.
There are no Zirlions on Zyagy. There is nothing alive on the planet’s surface.
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ZIRLIONS

Seven-hundred and fifty thousand Zirlions left the surface to live in the great space station
orbiting overhead. The remaining 9.99 billion people were left to survive by any means possible.
The Gamma-ray burst changed everything. The survivors were somehow changed into beings of
pure psychic energy (similar to the astral body of most psychics). This energy form is invisible,
but only semi-intangible. Psychics, children younger than 13, animals, and most supernatural
beings/creatures of magic can see them. Physical attacks (melee, projectile, and/or force)
simply pass harmlessly through them. Nor can the Zirlions physically touch or carry anything,
unless they utilize their I.S.P. when in contact with a mechanical/electrical/computer. The body
of a Zirlion is weightless, impervious to organic/biological attacks (gasses, poison, toxins,
disease, etc), radiation, and doesn’t need to breathe air, eat, drink, etc. Cold, heat, fire, and all
other energy attacks (including light, sound, and shadow) inflict only half damage. Magic and
psionic attacks inflict full damage. Zirlions can hover and fly at speeds of 210 mph (338 km).
Being semi-intangible they can fly through small openings, between bars, and under doors where
there is at least a quarter of an inch (6 mm) space between the floor and the door.

Because they are composed of psychic energy, the amount of I.S.P. the Zirlions possesses
equals his or her hit points (no S.D.C.). The more I.S.P. the Zirlion expends the less existence
the being has. However, even before the catastrophe, all Zirlions were natural psionics
possessing and impressive amount of psychic abilities. Furthermore, the use of psychic abilities
was common everyday life. So much so, telepathy became the standard form of communication
instead of spoken words. So as long as a Zirlion doesn’t spend all its I.S.P. to zero, they are
effectively immortal. Once its I.S.P. reaches zero, the Zirlion ceases to exist.

Most of the psychic abilities possessed by a Zirlion allow them to communicate, understand, and
control machines/technology. Manipulating and possessing machines is the ONLY way for Zirlions
to interact with the physical world. Zirlions cannot speak with words only transmit their
thoughts with a mental voice. However, even without their psychic abilities, the Zirlions wield
complete control over the space station in literally every aspect. The Zirlions don’t simply
control the technology they CONTROL the WHOLE station. Anyone who enters the station
(which the Zirlion usually allow) will be at their mercy which the Zirlions have none.

It will never be known exactly how many Zirlions are on the station. The likelihood that all 9.99
billion are on the station is unlikely, but one thing is for certain, there are no Zirlions on Zyagy so
even if there are a few thousand on the station, where are the rest of the Zirlions? Since they
are psychic energy beings, the easy answer would be the astral plane. Yet no one has ever
ventured into the astral plane from the space station to see. Perhaps they are dwelling in a
different dimension and the door is on the station or Zyagy. Again all of this remains to be seen.
Yet one thing is for certain, the Zirlion are genocidal xenophobes and will destroy any living thing
that comes on board their space station. They don’t seem to care if anything lands on Zyagy,
possibly because they recognize the planet as a worthless rock in space and no longer has any
meaning for them. Yet they clearly own the space station. More often than not, they allow
visitors onto the station, then within 24 hours every single being is slain and if by chance they
escape, they are killed by the station’s defenses. This is the way it has been for two centuries.

R.C.C.: Alien Immortals
Alignment: Diabolic
Attributes: I.Q. 4D6, M.E. 18+3D6, M.A. 1D6, P.S. n/a, P.P. 3D6+6, P.E. 5D6, P.B. 1D6,
Spd. 230 mph (370 km) flying.
Experience Level: All Zirlions are 3rd level in experience.
Hit Points/S.D.C.: Same as I.S.P.
P.P.E.: 2D4x10 + P.E. attribute number.
I.S.P.: 2D4x10+30 + M.E. attribute number.
Appearance: Invisible humanoid shape made of psychic energy.
Age: Unknown, Sex: Unknown, Height: Varies, Weight: Weightless.
O.C.C.: All Zirlions “apparently” possess the following skills. Skill bonuses do not increase
but can be modified by I.Q. bonuses.
Read-Write/Speak Zirlion 98%, Mathematics: Basic 81%, Pilot: Robot & Power Armor 85%,
Electrical Engineer 70%, Basic Mechanics 75%, Computer Operation 89%, Computer Repair 65%,
Hover Vehicle Mechanics 60%, Personal Propulsion Mechanics 60%, Basic Electronics 65%,
Robot/Bioware Mechanics 65%, Computer Programming 79%, General Repair/Maintenance 80%,
Jury-Rig 60%, Research 75%, Radio: Basic 85%, Electronic Countermeasures 65%, T.V./Video
70%, Surveillance 65%, Laser Communications 65%, Sensory Equipment 65%, Optic Systems
65%, and Radio: Satellite 60%.
Vulnerabilities: Magic and psionic attacks inflict full damage. Cold, heat, fire, and all other
energy attacks (including light, sound, and shadow) inflict half damage. As long as the Zirlion
doesn’t use up all its I.S.P. it will remain alive indefinitely (unless slain). Reduce its I.S.P. to zero
and the Zirlion permanently fades from existence.
Natural Abilities: Naturally invisible, fly and hover, semi-intangibility, impervious to
organic/biological attacks, doesn’t need to eat, breathe, or drink. Note: Their super abilities are
natural abilities and cannot be turned of by Negate Super Powers.
Mental Speak: Telepathic Transmission (range: 300 feet/91.5 m). This replaces their
ability to speak. It can be transmitted so only one individual hears it or to a group of people
within a 150 foot (45.7 m) radius. This ability doesn’t allow scanning the mind or reading surface
thoughts. It’s simply a means to communicate. Doesn’t require I.S.P. to use nor is there a saving
throw to resist. Non-psychics will believe the Zirlion is speaking to him or her while a psychic will
recognize it as mental speech.
Major Super Abilities: Alter Physical Structure: Psychic Energy and Inhabitation. Note:
APS: Psychic Energy is similar to the APS: Energy found in Powers Unlimited 3 (page 33-34)
except they cannot use abilities 3-5, but have all the abilities associated with Astral Projection
(accept true intangibility and traveling mach one). However, in the Astral Plane, Zirlion can
utilize APS-Energy abilities 3-5 against other Astral Beings and/or Entities. Traveling to the Astral
Plane doesn’t cost them any I.S.P. nor do they have an astral cord (there already astral beings).
Second Note: The Inhabitation power of the Zirlions works on a space station, it doesn’t work
on a mobile spacecraft nor does it work even if the space craft parks itself in a stationary orbit.
It only works on buildings or which essentially the space station is one gigantic space building.
Physical Psionics: Ectoplasm, Telekinesis, and Telekinetic Punch.
Sensitive Psionics: Clairvoyance, Empathy, Machine Ghost, Presence Sense, See Aura,
See the Invisible, Sixth Sense, Telepathy, and Total Recall.
Super Psionics: Electrokinesis, Telemechanics, Telemechanic Mental Operation, and
Telemechanic Possession.
Attacks per Melee: Two melee attacks per melee round or 3 non-combat actions. They
cannot use an automatic parry.
Combat Bonuses: +2 to automatic dodge. Does not include attribute, skills, or hand to hand skill bonuses.
Saving Throws: +2 to initiative, +2 to save vs. psionics, and +12 to save vs. horror
factor. They need a 10 or better to save vs. psionics. Does not include attribute bonuses.
Combat Skills: Cannot engage in physical combat unless it possesses a machine.
Language: Read-Write/Speak Zirlion Language at 98%.
Weapons: The entire SPACE STATION and every machine, robot, and mechanic/electrical
device is a weapon that they can utilize against their opponents. There are also tens of
thousands of Zirlions and they are everywhere, not just in the space station but flying around it.
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Re: On the topic of Revised to 2nd ed conversions.....

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ZIRLION TECHNOLOGY

Even before the Zirlions were turned into “ghosts” they were among the galactic powerhouses in
robots (specifically type one and type two), but they could build virtually any type of robot.
They were also supreme masters of mechanical and electrical engineering and able to compete
with TGE on a equal playing field. This means any sort of weapon, electrical, or mechanical
device found in Alien Unlimited Revised or Galaxy Guide could be found on the space station.
Even more so, it could be found on Zyagy but its delicate and sensitive electronics/computer
parts are impossible to repair. This means the space station is a potential treasure chest of
almost any electrical or mechanical device imaginable. Good luck trying to retrieve it.

ZIRLION ROBOTS

MAINTENANCE BOTS

Over 800 of these small flying robots can be found throughout the space station. They are
completely self reliant. Their job is to maintain and repair anything structurally damage that is
essential to the station or its inhabitants. In their robotic brain is a digital catalogue of what is
essential to the station daily functioning. The robots themselves are harmless to intruders and
ignored them for the most part. Knocking over a glass cup does not attract their attention.
Breaking the glass of a store window or damaging a door will attract their attention and they will
start trying to repair the item. Attacking the robots only brings more bots to the immediate
vicinity for they are programmed to repair each other. However, the Zirlions have no problem
taking control of these robotic workmen and using them for malicious purpose. All though they
are programming to ignore intruders (and organic life in general), the Zirlion have reprogrammed
these bots enabling them to seize control over them at whim (no saving throw) and uses them
as they so desire. What once might seem like five innocent robots fixing a broken terminal could
be turned into five killer assassins.

Occupation: Maintenance and Repairs
Alignment: Principled, Diabolic when possessed by Zirlions.
Power Category: Robotics (Type 2)
Hit Points: n/a S.D.C.: 80 A.R.: 9
Attributes: I.Q. 12, M.E. 6, M.A. 6, P.S. 16, P.P. 16, P.E. n/a, Spd.60 mph/96.6 km), P.B. 8
Size: 2 foot (.60 m) in diameter, spherical. Weight: 42 lbs (18.9 kg).
Number of Attacks: 3 actions per melee
Saving Throws: Impervious to organic attacks (disease, poison, toxins, gases, heat, cold)
and Impervious to non-physical psionics and similar magic.
Intelligence: Standard Artificial
Common Skills: Read/Speak English and Spanish 96%/88%, Mathematics: Basic and
Advance 98%, Biology 50%, and common sense laws of physics and societal behavior.
Specialized Labor Program: Mechanics: Robotic/Bioware Mechanics 70%, Spacecraft
Mechanics 80%, Computer Repair 85%, Basic Electronics 85%, Basic Mechanics 90%, Computer
Operation 90%, General Repair/Maintenance 90%, and Salvage 75%. Note: Basic programming to
understand and perform all types of basic labor such as cleaning, digging ditches, loading boxes,
operating machines, using coming tools and so on. The robot can also recognize and use (on a
basic level) thousand of common everyday tools and machines (scissors, hammer, bolt cutters,
flashlight, welding iron, blowtorch, ladder, etc), appliances, and related items like nails, screws,
bolts, washers, etc.

ROBOTIC BODY
A.R.: 9
S.D.C. by location:
Hands (2)-6
Arms (2)-10
Retractable Arm (1)-10
* Optical Sensor Eye-15
**Main Sensor Cluster-20
***Main Hover Jet-10
**** Main Body-80
* A difficult target to strike. An attacker must make a called shot to hit and even then its –2 to
strike. Destroying the eye of the robot will eliminate all optics. The robot will have to rely on its
sensor cluster, thus it will not suffer any blindness penalty.
** A difficult target to strike. An attacker must make a called shot to hit and even then its –4
to strike. Destroying the sensors array will eliminate all sensors and audio capabilities. The robot
will have to rely on its optics nonetheless it will not be blinded by the lost of its sensors and will
not suffer any penalty.
*** Destroy the hover jet and the robot cannot move and falls to the ground. However, the jet
is directly beneath the robot, so it cannot be targeted while facing the robot. It can only be
damage from below, firing at low angle at a distance, or using explosives,
****Depleting the S.D.C. of the main body will effectively destroy the robot, shutting it down
completely and making it useless.
Speed
Flying: Hover jet system. 60 mph (96.6 km), Range: Unlimited, Altitude: 500 feet ((152
m). Booster jets can provide a short burst of speed (120 mph/193.2 km) for a maximum duration
of 5 minutes.

Statistical Data
Size: 2 foot (.60 m) in diameter.
Weight: 42 lbs (18.9 kg).
Power System: Micro-Fusion.

Combat Bonuses: +1 to initiative, +2 to strike, +2 to parry, +4 to dodge (flight), +1 to
damage, and +1 to and roll with impact/fall.

Weapons: Does not have any true weapons:
Mini-Laser, Range: 100 feet (30 m), Damage: Three settings: 1 point, 1D4, and 1D6, Rate
of Fire: Single shot, Payload: Effectively unlimited, Bonus: +2 to strike.
Chemical Spray (Adhesive), Range: 10 feet (3 m), Rate of Fire: Single use, Payload: 6
Applications. Capable of binding almost anything together, including metal, stone, ceramics,
plastic, glass, wood, and other organic materials (including hands, feet, and shoes to hard solid
surfaces). Adhesive will not bind to dirt or other loose materials.
Spike and Towline, Functions equal to a grappling hook. Line has 2000 lbs (900 kg) test
strength and 300 foot (91.4 m) length. Rewind device has 1000 lbs (450 kg) weight limit. As a
weapon, the spike has PV of 7, Damage: 1D6, Bonus: +1 to strike.
Mini-Buzz Saw, Damage: 2D6.

1. Sensor Systems of Note
Optics: Full optic system, including visible light spectrum, infrared (1600 feet/487
m), polarization, passive night vision (light amplification-1600 feet/487 m), ultraviolet sight
(1600 feet/487 m), thermo-vision (1600 feet/488 m) telescopic (1600 feet/487 m), Macro-Eye:
Range: within 3 feet/0.9 m), Microscopic magnification ranges from 2x to 50x. Camera Eye:
External Video and Audio Surveillance System (Range 40 miles/64 km).
Audio: Basic Hearing System, Human Voice Synthesizer, and Wide Band Radio Receiver and Transmitter.
Sensors: Motion Detector and Warning System, Sensory Antenna, Biometric
Scanner, Molecular Analyzer, Explosive Detector (12 feet/3.6 m but small amounts less than an
ounce must be done within 3 feet/.9 m to pin point the location of the explosives),
Gyro-Compass, Security Clearance Access and Tracer/Locators, Radar Detector, and Radiation
Detector.
2. Special Features
SIGINT (Signal Intelligence) GEAR: Enables to robot to receive radio or microwave
frequencies. It can monitor specific frequencies, or scan though a range of frequencies for a
specific signal. Once the signal has been found, a radio directional finder will attempt to track
the signal to its source (88%).
Secure Radio: Encrypted radio/laser transmissions. Must use Electronic Countermeasures
in order to intercept robot’s transmissions, and even then it’s a –25% penalty.
Rotating Body Parts: Hands and Arms. P.S. 16, P.P. 16
Retractable Limb (one), P.S. 10, P.P.16, can be built within a hand or with various
replaceable tools.
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Re: On the topic of Revised to 2nd ed conversions.....

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SERVANTS

Found throughout the space station are over 900 Servant Robots. These robots do the same
activities as a house keeper, butler, maid, etc. They can be found vacuuming the rug, cleaning
the stairwell, or any other chore that a human servant might be doing. These robots are friendly
and openly communicate with any humanoid on the space. They are happy to provide directions,
answer basic questions, and assist any humanoid whose is in need of non-violent assistance.
These robots do not engage in combat nor do they have any self-defense capabilities. They can
be “tricked” into punching someone given the right phrasing of orders. However, like all the other
robots of the space station, the Zirlions have spent decades reprogramming them. This enables
the Zirlion to assume possession of their bodies (no saving throw) and without warning attack
any individual of their choosing. The favorite tactics of the Zirlions is to lure them into a false
security with one particular robot. They allow the robot to perform its natural functioning, and
just when the intruders’ defenses are unguarded, the robot is possessed and strikes with deadly
intent. The Zirlions then of course leave the robot which then makes pitiful attempt of
performing first aid on the unfortunate victim.

Occupation: Service Robot
Alignment: Principled, Diabolic when possessed by a Zirlion
Power Category: Robotics (Type 2)
Hit Points: n/a S.D.C.: 300 A.R.: 10
Attributes: I.Q. 12, M.E. 8, M.A.13, P.S. 20 (superhuman), P.P. 16, P.E. n/a, Spd.16, P.B.
10
Size: 7 foot (2.1 m). Weight: 500 lbs (225 kg).
Number of Attacks: 3 actions per melee
Saving Throws: Impervious to organic attacks (disease, poison, toxins, gases, heat, cold)
and Impervious to non-physical psionics and similar magic.
Intelligence: Standard Artificial
Common Skills: Read/Speak Zirlion and all Trade Languages of the Milky Way 96%/88%,
Mathematics: Basic and Advance 98%, Biology 50%, and common sense laws of physics and
societal behavior.
Domestic Program: Computer Operation 92%, Cook 86%, First Aid 86%, Pilot: Hover Car
92%, Sewing 80%, Housekeeping 70%, Wardrobe & Grooming 70%, Research 40%, General
Repair/Maintenance 45%, Law (General) 35%, and Streetwise 20%,

ROBOTIC BODY
A.R.: 10
S.D.C. by location:
Hands (2)-20 each
Arms (2)-30 each
Legs (2)-60 each
*Head-30
** Main Body-300
* A difficult target to strike. An attacker must make a called shot to hit and even then its –2 to
strike. Destroying the head of the robot will eliminate all optics and sensory system. The robot
will shut down as s safety feature. The eyes are even a smaller target requiring a called shot to
hit with a –4 to strike.
** Depleting the S.D.C. of the main body will effectively destroy the robot, shutting it down
completely and making it useless. No further modification can be done to the robots nor can
they wear additional body armor or power armor.
Speed: 16

Statistical Data
Height: 7 feet (2.1 m)
Width: 3 feet (0.9 m)
Length: 2 feet, 9 inches (0.8 m)
Weight: 500 lbs (225 kg)
Physical Strength: Upper body strength is equal to a P.S. of 20, Lower body strength is
equal to P.S. of 16. Strength is equal to Superhuman.
Power System: Micro Fusion

Combat Bonuses: +1 to initiative, +1 to strike, +1 to parry, +1 to dodge, +5 to damage,
+1 to roll with impact/fall, and +1 to pull punch.

Weapons: Punch 2D4+2, Power Punch 3D6+2 (2).

1. Sensor Systems of Note
Optics: Full optic system, including visible light spectrum, infrared (1600 feet/487
m), polarization, and passive night vision (light amplification-1600 feet/487 m).
Audio: Basic Hearing System, Human Voice Synthesizer, and Wide Band Radio Receiver
and Transmitter.
Sensors: Gyro-Compass, Security Clearance Access & Tracer/Locators, and
Radiation Detector.
2. Special Features
SIGINT (Signal Intelligence) GEAR: Enables to robot to receive radio or microwave
frequencies. It can monitor specific frequencies, or scan though a range of frequencies for a
specific signal. Once the signal has been found, a radio directional finder will attempt to track
the signal to its source (88%).
Secure Radio: Encrypted radio/laser transmissions. Must use Electronic Countermeasures
in order to intercept robot’s transmissions, and even then it’s a –25% penalty.
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Re: On the topic of Revised to 2nd ed conversions.....

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COMBAT DROIDS

Found throughout the space station are 360 Humanoid Combat Robots. Their function was to
serve as security guards and the emergency police force. When the Zirlions arrived at the space
station, they were unprepared for the “ghosts” who quickly assume control over their so-called
protectors. Originally there were over 400 robots, but the Zirlions did manage to destroy a few,
but eventually the combined assault of all the robots and the station became too much for the
survivors to withstand. Presently the Combat Droids can be found in what looks to be circular
phone booths. Here they remain until called upon, however the Zirlions are easily able to
possess the robot (no saving throw required) and use them for their bidding.

Occupation: Combat Robot
Alignment: Aberrant. Diabolic when a Zirlion takes possession of it.
Power Category: Robotics (Type 2)
Hit Points: n/a S.D.C.: 400 A.R.: 15
Attributes: I.Q. 10, M.E. 10, M.A. 10, P.S. 25 (superhuman), P.P. 20, P.E. n/a, Spd.44,
P.B. 10
Size: 6 foot and 6 inches (1.98 m). Weight: 800 lbs (540 kg).
Number of Attacks: 4 per melee
Saving Throws: Impervious to organic attacks (disease, poison, toxins, gases, heat, cold)
and Impervious to non-physical psionics and similar magic.
Intelligence: Standard Artificial
Common Skills: Read/Speak Zirlion 96%/88%, Mathematics: Basic and Advance 98%,
Biology 50%, and common sense laws of physics and societal behavior.
Basic Combat Program: Military Etiquette 90%, Climbing 85%/95%, Radio: Basic 90%, W.P.
Rifle (+2 to aim/+1 to burst), W.P. Energy Pistol (+2 to aim/+1 to burst), W.P. Energy Rifle (+2 to
aim/+1 to burst), W.P. Blunt (+2 to strike/parry).

ROBOTIC BODY

A.R.: 15
S.D.C. by location:
Hands (2)-20 each
Arms (2)-40 each
Legs (2)-100 each
Missile Pod-150
* Head-50
** Main Body-400
* A difficult target to strike. An attacker must make a called shot to hit and even then its –2 to
strike. Destroying the head of the robot will eliminate all optics and sensory system. The robot
will shut down as s safety feature. The eyes are even a smaller target requiring a called shot to
hit with a –4 to strike.
** Depleting the S.D.C. of the main body will effectively destroy the robot, shutting it down
completely and making it useless. No further modification can be done to the robots nor can
they wear additional body armor or power armor.
Speed: 44 (30.8 mph/49.5 km)
Flying: Concealed hover jet system (feet). 80 mph (128.8 km), Range: 100 miles (160 km), Altitude: 1000 feet (304.8 m).

Statistical Data
Height: 6 feet, 6 inches (1.98 m)
Width: 3 feet (0.9 m)
Length: 3 feet (0.9 m)
Weight: 800 lbs (540 kg)
Physical Strength: Equal to a P.S. of 25 (considered superhuman).
Power System: Micro Fusion

Combat Bonuses: +8 to initiative, +3 to strike, +6 to parry, +6 to dodge, +10 to damage,
+3 to roll with impact/fall, and +6 to pull punch.

Weapons: Punch 2D4+2, Power Punch 3D6+2 plus P.S. damage bonus (counts as two attacks).

Forearm Ion Blaster, Range: 660 feet (201 m), Damage: 4D6, Rate of Fire: Single shot or
Semi-Automatic, Payload: Effectively unlimited, Bonus: +3 to strike.

Small Mini-Missile Pod (built in the center of the chest), Range: Varies, Damage: Varies,
Rate of Fire: 1 or volley of 2, Payload: 8 missiles, Bonus: +2 to strike. A variety of mini-missiles
can be installed in the robots. Most utilize concussion missiles to avoid damaging the station.

Concussion Missiles: Range: 1 mile (1.6 km), Speed 500 mph (804 km), Designed to knock down
and stun victims. When detonated, the missile erupts in a 30-foot (9.1 m) blast radius causing
1D4 points of damage to everyone within. Individuals caught in the blast must roll above a 15 on
a D20 (P.E. bonus apply) or they will be knocked off their feet and stunned (01-65%). If only
knocked down, the victim will experience ringing ears and a headache, but only lose one melee
action/attack and initiative. If stunned, the victim is dazed, -10 to strike, parry, and dodge, roll
with impact or pull punch, is the last to attack (no initiative) and reduce Spd and attack/actions
per melee round by one-half for 1D4 melee rounds!

Energy or Galactic Assault Rifle, (See Aliens Unlimited Revised for further
information), Bonuses: +1 to aim/burst (doesn’t include W.P.)

1. Sensor Systems of Note
Optics: Full optic system, including visible light spectrum, infrared (1600 feet/487 m),
polarization, passive night vision (light amplification-1600 feet/487 m), thermo-imaging (1600
feet/487 m), targeting sight (+1 to aim/called shots, 1600 feet/487 m, and ultraviolet sight
(1600 feet/487 m). Camera Eye: External Video and Audio Surveillance System (Range 40
miles/64 km).
Audio: Basic Hearing System, Human Voice Synthesizer, and Wide Band Radio Receiver
and Transmitter, and Laser Communicator.
Sensors: Motion Detector and Warning System, Combat Computer, Micro-Radar
(range: 1 mile/1.6 km), and Radiation Detector.
2. Special Features.
SIGINT (Signal Intelligence) GEAR: Enables to robot to receive radio or microwave
communication frequencies. It can monitor specific frequencies, or scan though a range of
frequencies for a specific signal. Once the signal has been found, a radio directional finder will
attempt to track the signal to its source (88%).
Secure Radio: Encrypted radio/laser transmissions. Must use Electronic Countermeasures
in order to intercept robot’s transmissions, and even then it’s a –25% penalty.
360 Degree Rotating Body Segment (upper torso)
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Re: On the topic of Revised to 2nd ed conversions.....

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WAR BOTS

The primary defense of the station is left to the hands of the War Bots. These large menacing
robots are activated the moment any enemy ships come within 250,000 miles of the space
station. War Bots are capable of functioning outside the space station. Their offensive
capabilities are more suited for defending the station for inside their weapons can cause
significant amount of damage. However, the Zirlions having little need for comfort or the
immediate need to seal an air breach. So they will on occasion take possession of a War Bot
inside the space station. There are over 600 War Bots ready to launch themselves into battle at
any enemy space craft. War Bots have an Advance A.I. enabling them to think on their own, but
over the last 200 years the Zirlions have “reprogrammed” the Zirlions to allow them to possess
the robot without the A.I fighting against them.

Occupation: Space Station Defense
Alignment: Aberrant, Diabolic if possessed by a Zirlion.
Power Category: Robotics (Type 2)
Hit Points: n/a S.D.C.: 600 A.R.: 16
Attributes: I.Q. 10, M.E. 10, M.A. 10, P.S. 30 (superhuman), P.P. 24, P.E. n/a, Spd.44
(30.8 mph/49.5 km), P.B. 8
Size: 7 foot (2.13 m), Weight: 900 lbs (405 kg).
Number of Attacks: 6 per melee
Saving Throws: Impervious to organic attacks (disease, poison, toxins, gases, heat, cold)
and Impervious to non-physical psionics and similar magic.
Intelligence: Advance Artificial Intelligence
Common Skills: Read/Speak Zirlion 98%/96%, Mathematics: Basic and Advance 98%,
Biology 58%, and common sense laws of physics and societal behavior.
Espionage Program: Computer Operation 98%, Intelligence 94%, Prowl 83%, W.P. Knife
(+2 to strike, parry, throw), W.P. Rifle (+2 to aim/=1 to burst), W.P. Handgun (+2 to strike/+1 to
burst), W.P. Heavy Military Weapons (+2 to aim/+1 to burst), W.P. Heavy Energy Weapons (+2
to aim/+1 to burst), Tracking 88%, Sniper (+2 to aimed or called shots), Detect Concealment
88%, Recognize Weapon Quality 94%, and Trap/Mine Detection 94%.
Basic Combat Program: Military Etiquette 98%, Climbing 93/98%, W.P. Energy Pistol (+2 to
aim/+1 to burst), W.P. Energy Rifle (+2 to aim/+1 to burst), W.P. Sword (+2 to strike/parry).
Additional Skills: Basic Electronics 48%, Surveillance 46%, Pick Locks 39%,
Pilot: Jet Pack 44%.

ROBOTIC BODY

A.R.: 16
S.D.C. by location:
Hands (2)-30 each
Arms (2)-60 each
Legs (2)-120 each
Missile Pod-150
* Head-50
** Main Body-600
* A difficult target to strike. An attacker must make a called shot to hit and even then its –2 to
strike. Destroying the head of the robot will eliminate all optics and sensory system. The robot
will shut down as s safety feature. The eyes are even a smaller target requiring a called shot to
hit with a –4 to strike.
** Depleting the S.D.C. of the main body will effectively destroy the robot, shutting it down
completely and making it useless. No further modification can be done to the robots nor can
they wear additional body armor or power armor.
Speed: 44 (30.8 mph/49.5 km).
Flying: Concealed hover jet system (feet). 800 mph (1288 km) or a little over Mach 1, in
Space, in space the War Bot can reach a speed of Mach 3, Range: 1000 miles (1600 km),
Altitude: Can launch itself into space from the planet’s surface.

Statistical Data
Height: 7 feet (2.13 m)
Width: 3 feet (0.9 m)
Length: 3 feet (0.9 m)
Weight: 900 lbs (405 kg)
Physical Strength: Equal to a P.S. of 30 (considered superhuman).
Power System: Micro Fusion

Combat Bonuses: +8 to initiative, +8 to strike, +11 to parry, +11 to dodge, +9 to
damage, +3 to roll with impact/fall, and +6 to pull punch.

Weapons: Punch 2D4+2, Power Punch 3D6+2 plus P.S. damage bonus (counts as two
attacks). The following are the standard weapons:

Retractable Claws, (Both hands) Damage: 3D6 + P.S. damage bonus.

Finger Blasters (all five fingers) and in both hands, Range: 200 feet (60 m) but double in
space, Damage: 3D6 per finger blast, 2D4x10+10 for all five fingers, Rate of Fire: Single shot or
volley rules, Payload: Effectively Unlimited, Bonus: +3 to strike.
Electrical Discharge, Range: Touch or 12 feet (3.6 m), Damage: 4D6 (can be
added to punch damage, with P.S damage included) or can be used to stun, disrupting the
victim’s nervous system, temporarily stunning its victim unless make a save vs. non-lethal poison
(16). A stunned victim loses initiative and suffers a -10 to strike, parry, dodge, and reduce
attacks per melee round by half for 2D4 melees. Can only use P.E. attribute bonus to save
against. Even if make the save, the victim loses initiative and 1 melee action. Rate of Fire: Once
per melee, Payload: Effectively unlimited, Bonus: +3 to strike.
Small Mini-Missile Pod (built in the center of the chest), Range: Varies, Damage:
Varies, Rate of Fire: 1 or volley of 2, 4, or 8. Payload: 8 missiles, Bonus: +2 to strike. A variety
of mini-missiles can be installed in the robots. Most utilize plasma missiles.
Energy or Galactic Military Weapons, (See Aliens Unlimited Revised for further
information), Bonuses: +1 to aim/burst (doesn’t include W.P.)

1. Sensor Systems of Note
Optics: Full optic system, including visible light spectrum, infrared (1600 feet/487 m),
polarization, passive night vision (light amplification-1600 feet/487 m), thermo-imaging (1600
feet/487 m), targeting sight (+1 to aim/called shots, 1600 feet/487 m), ultraviolet sight (1600
feet/487 m). Camera Eye: External Video and Audio Surveillance System (Range 40 miles/64 km).
Audio: Basic Hearing System, Human Voice Synthesizer, and Wide Band Radio Receiver
and Transmitter.
Sensors: Motion Detector and Warning System, Combat Computer, Micro-Radar
(range: 5 miles/8 km), and Radiation Detector.
2. Special Features.
SIGINT (Signal Intelligence) GEAR: Enables to robot to receive radio or microwaves
frequencies. It can monitor specific frequencies, or scan though a range of frequencies for a
specific signal. Once the signal has been found, a radio directional finder will attempt to track
the signal to its source (88%).
Secure Radio: Encrypted radio/laser transmissions. Must use Electronic Countermeasures
in order to intercept robot’s transmissions, and even then it’s a –25% penalty.
Satellite Radio: Receive and transmit radio broadcasts with any military and/or civilian
satellites: Range: 20,000 miles (32,000 km).
Radiation Shielding.
Space Capabilities. Similar to underwater capabilities, complete protects the robots
delicate electronics and internal mechanisms from the hazards of space travel.
Remote Hover Probe.
Basic Zero Gravity Maneuvering System
Magnetic Hand/Feet Locks. Allow the robot to walk on the space station turning on/off
special magnetic locks on its hands and feet. It can attach itself to spacecraft this way as well.
Reflective Coating. Laser weapons inflict half damage.
Missile Warning Systems and Anti-Missile Chaff. Enough to decoy 3 heat seeking and
radar guided missiles. The system provides a +5 bonus to Initiative whenever any missiles or
rockets are propelled at the robot. There is a 75% chance to confuse the missile, resulting in an
automatic miss.
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Re: On the topic of Revised to 2nd ed conversions.....

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TITAN BOTS

There are four of these giant robots and their function is attack large spacecraft (destroyers,
cruisers, battleships, etc). They are so big they can only function outside the space station
(don’t fit inside except in their own personal launch bays). They possess the fire power of a
Light Interceptor but the fighting prowess to destroy pretty much anything they want. The
Zirlions never got a chance to build more of these robots, and the ghosts have no desire to use
resources that they don’t even use to make any more. The Zirlion do enjoy possessing these
robots for the final kill if they allow the enemy to escape the station.

Occupation: Space Station Defense
Alignment: Aberrant, Diabolic if possessed by a Zirlion.
Power Category: Robotics (Type 2 Giant)
Hit Points: n/a S.D.C.: 1000 A.R.: 17
Attributes: I.Q. 8, M.E. 6, M.A. 6, P.S. 28/21 (supernatural), P.P. 9, P.E. n/a, Spd.44 (30.8
mph/49.5 km), P.B. 10
Size: 22 feet (6.70 m), Weight: 5800 lbs (2,610 kg).
Number of Attacks: 3 per melee
Saving Throws: Impervious to organic attacks (disease, poison, toxins, gases, heat, cold)
and Impervious to non-physical psionics and similar magic.
Intelligence: Standard Artificial Intelligence
Common Skills: Read/Speak Zirlion 96%/88%, Mathematics: Basic and Advance 98%,
Biology 50%, and common sense laws of physics and societal behavior.
Basic Combat Program: Military Etiquette 90%, Climbing 85%/95%, W.P. Heavy Energy
Weapon (+2 to aim/+1 to burst), W.P. Heavy Military Weapon (+2 to aim/+1 to burst), W.P. Blunt
(+2 to strike/parry).

ROBOTIC BODY

A.R.: 17
S.D.C. by location:
Hands (2)-50 each
Arms (2)-100 each
Legs (2)-200 each
Large Missile Pod-275 .
Small Missile Pod-150
Heavy Rail Gun-60
* Head-75
** Main Body-1000
* A difficult target to strike. An attacker must make a called shot to hit and even then its –2 to
strike. Destroying the head of the robot will eliminate all optics and sensory system. The robot
will shut down as s safety feature. The eyes are even a smaller target requiring a called shot to
hit with a –4 to strike.
** Depleting the S.D.C. of the main body will effectively destroy the robot, shutting it down
completely and making it useless. No further modification can be done to the robots nor can
they wear additional body armor or power armor.
Speed: 44 (30.8 mph/49.5 km).
Flying: Concealed hover jet system (feet). Mach 2 in space or 600 mph (966 km) in an
atmosphere. Range: 3500 miles (1600 km), Altitude: Can launch itself into space from the
planet’s surface.

Statistical Data
Height: 22 feet (6.70 m)
Width: 10 feet (3.0 m)
Length: 10 feet (3.0 m)
Weight: 5800 lbs (2610 kg) or 2.9 tons.
Physical Strength: Upper body is Equal to a P.S. of 28 (considered supernatural), while
the lower body has a P.S. of 21 (considered supernatural).
Power System: Fusion Power System

Combat Bonuses: +7 to initiative, +1 to strike, +3 to parry, +3 to dodge, +13 to damage,
+3 to roll with impact/fall, and +6 to pull punch.

Weapons: Restrained Punch 2D6, Full Strength Punch 4D6, Power Punch 1D4x10 plus P.S.
damage bonus (counts as two attacks), and Stomp 6D6 (counts as two attacks).

Finger Blasters (all five fingers) and in both hands, Range: 400 feet (121 m) but double in
space, Damage: 4D6 per finger blast, 2D6x10 for all five fingers, Rate of Fire: Single shot or
volley rules, Payload: Effectively Unlimited, Bonus: +4 to strike.

Two Large Mini-Missile Pods (built over each shoulder), Range: Varies, Damage: Varies,
Rate of Fire: 1 or volley of 2, 4, or 8. Payload: 18 missiles in each pod (36 total), Bonus: +2 to
strike. A variety of mini-missiles can be installed in the robots. Most utilize plasma missiles.

Two Small Short Range Pods (built on each leg), Range: Varies, Damage: Varies, Rate of
Fire: 1 or 2. Payload: 2 missiles on each leg, Bonus: +2 to strike. A variety of mini-missiles can
be installed in the robots. Most of the time they are armed with HE medium missiles.

One Small Mini-Missile Pods (built into the chest), Range: Varies, Damage: Varies, Rate of
Fire: 1 or volley of 2, 4, or 8. Payload: 8 missiles, Bonus: +2 to strike. A variety of mini-missiles
can be installed in the robots. Most utilize plasma missiles.

Heavy Rail Gun with Exploding Rounds. Range: 10,000 feet (3048 m), triple in space,
Damage: 1D4x100+40, Blat Radius: 8 foot (2.4 m) per round, Feed: Single shot, Payload: 200
round drum, Bonuses: -3 to A.R. because of the speed and explosive impact of the round.

Sensor Systems of Note
SIGINT (Signal Intelligence) GEAR: Enables the robot to receive radio or microwaves
frequencies. It can monitor specific frequencies, or scan though a range of frequencies for a
specific signal. Once the signal has been found, a radio directional finder will attempt to track
the signal to its source (88%).
Secure Radio: Encrypted radio/laser transmissions. Must use Electronic Countermeasures
in order to intercept robot’s transmissions, and even then it’s a –25% penalty.
Satellite Radio: Receive and transmit radio broadcasts with any military and/or civilian
satellites: Range: 20,000 miles (32,000 km).
Laser Rangefinder: This allows the robot to track and determine the distance of a target,
even while it’s moving. This results in no penalty when firing at a moving target or one at
maximum distance.
Laser Designator: (same as Laser Targeting) Range: 7 miles (11.2 km)
ECM (Electronic Counter Measures): Powerful enough to distort the return signal delivered
to enemy radar, or fill the enemy’s radar’s screen with imaginary targets. In game terms,
provides a –35% to vehicles, robots, and humans using radar to detect the robots signature and
provide +4 any incoming attack, but against guided missiles it provides a +6.
Reflective Coating. Laser weapons inflict half damage.
Radiation Shielding.
Space Capabilities. Similar to underwater capabilities, complete protects the robots
delicate electronics and internal mechanisms from the hazards of space travel.
Remote Hover Probe.
Basic Zero Gravity Maneuvering System
Magnetic Hand/Feet Locks. Allow the robot to walk on the space station turning on/off
special magnetic locks on its hands and feet. It can attach itself to spacecraft this way as well.
Alumina Cloud Dispenser (5)
Missile Warning Systems and Anti-Missile Chaff. Enough to decoy 10 heat seeking and
radar guided missiles. The system provides a +5 bonus to Initiative whenever any missiles or
rockets are propelled at the robot. There is a 75% chance to confuse the missile, resulting in an
automatic miss.
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Re: On the topic of Revised to 2nd ed conversions.....

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THE ZIRLION METROPOLIS SPACE STATION

There are many of these space station found throughout the galaxy but none have the grandeur
of the Zirlion Space Station. It was suppose to bet the home for the survivors of the Gamma
Ray Burst for at least five years until they were ready to start making attempts of restoring
their planet. It had the biggest and best robotic systems, defensive capabilities, and army of
robotic protectors, and all the amenities for a Megaloplis Age society. It should have been their
sanctuary. Instead it became their tomb when the ghosts arrived. Now the station is empty of
organic life. The life support systems are on a bare minimum (many airtight rooms have no
oxygen in them), the artificial gravity has been turned off, and 90% of all the lights have been
turned off. That being said there is food available via an interesting freeze dried process (similar
to the food used by today’s real life U.S. astronauts only these have a shelf life of 300 years)
and powdered foods that only require the addition of water. There is plenty of water for it’s
been super recycled and is as fresh and clean as normal bottled water. It’s stored in a giant
reservoir and in the pumps (which have been turned off). Turning these pumps on restores the
flow of water throughout the station. The food processing complex includes storage, producing,
and distribution of the food previously mentioned. The superior hydroponic garden (the size of
New York Central Park) has fallen to ruin. The Commissary and Business District still have all the
various shops and business designed to cater to the people needs. There are movie houses,
restaurants, theaters, concert halls, sporting facilities, parks, the great library, and several
schools. The Medical/Science region has an impressive hospital where research in genetic
engineering, cloning, and bio-replacement parts where just beginning to take place. The
Manufacturing region has the robotic factory to replace and repair all the robots in the station.
There are also other small factories as well, including those that build and design most of the
weapons utilized by the robots. There is a detainment center, ecumenical region, and housing
facilities for the entire population. Pneumatic tubes are the primary access and exit to all parts
of station. There are of course corridors wide enough to drive a car through which can be
walked or traveled using the many Personal Propulsion Devices found throughout the station
(anti-gravity and hover devices). The power supply for the station is a huge nuclear fusion
chamber that would be the envy of many FAR worlds. A secondary/backup power system using
solar energy from the Zyagy sun is also available. But all this technology pales in comparison to
the reality of the space station current situation. Any space craft can land using any of the 7
launch bays (big enough for a Samson Class Heavy Cargo Transporter). They can even explore
around on the station for a certain length of time, even go as far as restore full power, life
support, gravity, etc. They can even begin to make themselves at home. However, the one thing
that will not work is communications. The long range gravity communications, laser
communications, and the stations radios will not work. Before long things begin to happen that
will unnerve visitors, objects will move, doors open/close on their own, elevators/pneumatic
tubes constantly stop, electrical shorts starts happening. Then the many accidental deaths
begin to happen. Air tight doors lock and the air is pumped out of the room. Electrical discharges
powerful enough to melt a hole in the wall blast individuals. Machines start to operating on their
own power, and finally the robots turn against the people. The visitors will fight valiantly to
escape the space station, perhaps trying to activate the self destruct system. They seemingly
get back to ship their ship and are amazing able to take off and just escape. They might look at
the clock wandering why the station hasn’t exploded and then the station defensive turn on
them or the “ghosts” have invaded their spaceship and begin to wreck havoc on the ship,
sometime steering the craft right into the sun itself. And the self-destruct system turns off at
the last second, even though it could have been turned off at any given moment. This is the
gothic like horror the Zirlions perform all the time. They delight in tormenting victims this way
time and time again. For this reason the Zirlion space station is almost always avoided in fact
few dare to even venture into its solar system. All who have ever gone to the station have
never returned. The station is simply a unbeatable death trap and the Zirlions want to keep it
that way.

Tonnage: 300,000 tons.
Dimensions: 22 miles (35.2 km) in diameter.
Crew: 800, plus 1700 maintenance/servant robots, 360 combat droids, 600 war bots, and
4 titan bots. The ship has crew quarters (typical college dorm room) space for 700,000 people
and 50,000 luxury accommodations (a pricey hotel suite).
Power Source: Giant Nuclear Chamber/Reactor, Solar Collector/Stacks for secondary.
Total S.D.C.: 56 million including armor.
Weapons: Great Cannon (1), Anti-Ship Laser Batteries (8), and Heavy Laser Beams (32),
and Medium Range Missile Racks (4; 16 missiles).
Armor: Battleship Armor (A.R.: 17, S.D.C. 4 million)
Other Systems: Force Field Generators (30 pin point shields), Reflective Coating, Basic
Sensor Package, Advance Sensory Array (Military and Scientific combined), Satellite Uplink
Computer, Targeting Radar and Combat Computer, Atmosphere Recycling System, Artificial
Gravity, External Cargo Docks (1200), Standard Crew Quarters (700,000). Luxury Crew Quarters
(50,000), Recreation Facilities (15,000), Automatic Hull Breach Sealing System, Long Range
Gravity Communications, Magnetic Towing Drives (4; 10,000 tons each), Escape Pods (187 left
from 752,000), Self-Destruct System, Launch Bays (7 bays of 10,000 tons each), and Extra
Modular Capacity: (85 modules).
Cargo: 50,000 modules
Cost: 63-76 billion credits.
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Re: On the topic of Revised to 2nd ed conversions.....

Unread post by Reagren Wright »

:D :-D :) Well folks its been fun. Time to take a break again. I'll be sure to be back with more
conversions or new NPCs for yeah to enjoy. As usual hope you enjoy using them in your games as
much as I have over the years. :mrgreen:
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Re: On the topic of Revised to 2nd ed conversions.....

Unread post by taalismn »

Reagren Wright wrote::D :-D :) Well folks its been fun. Time to take a break again. I'll be sure to be back with more
conversions or new NPCs for yeah to enjoy. As usual hope you enjoy using them in your games as
much as I have over the years. :mrgreen:



Have a good holiday, RW. :-D
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Reagren Wright
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Location: LaPorte, In USA

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

Unread post by Reagren Wright »

Well okay I thought I was done with aliens, but a friend ask me to post these other aliens I
made who everyone hated because they where way to powerful (even for 1st edition
revised). So I brought them back and updated them for his pleasure. Yes they are even
nastier than ever thanks to PU 1 and 3 :D. So folks I give to you the Uloxians. Whatever you
do stay out of the sector of space, it could cost you your home world :demon: .

ULOXIANS

The planet Ulox can be found in the Liloqua quadrant between FAR space and TGE
Properties. The planet is about the size of Venus and has two moons (Essv and Inurea).
Because of its close proximity to its blue sun, Ulox is a radiation world, but not quite as toxic
to regular humanoids (radiation poisoning is possible if remain unprotected for at least 4-5
hours instead of every minute of exposure). Uloxians are Megalopolis Age society, however
they have what one could call a primitive space travel capabilities, but since Uloxian can
function in space without the need for space suits, they have no need for true space ships.
Furthermore, they are aggressive isolationist. They care nothing for the universe outside their
own solar system (consisting of their sun and five planets (including Uloix). Any race that
enters their solar system for any reason will be attacked unless they have a good reason for
being in their territory. Uloxian do not trade with anyone nor do they worry about the affairs
taking place in the galaxy. Even if the Atorians defeated the FAR they would not concern
themselves. For the Uloxian believe no one would dare threaten them because of their
impressive natural abilities. All Uloxians are energy manipulators able to generate force fields,
convert energy from one form to another, and release devastating energy blasts. Because of
this other races are incapable of inflicting harm against them unless they use missile attacks.
Uloxian can function several days, sometimes weeks upon end without ill effect. But it’s their
impress force field ships that are truly frightening to behold. These ships are able to amplify
Uloxian powers on such an impressive scale that even the Atorians give pause too when
considering whether or not to cross into Uloxian territory. But why would anyone wish to
cross into Uloxian space, because the neighboring planet of Weivlr is loaded with Arcanecite,
a stable radioactive element used to power medium to larger space ships (fusion or fission
drives), space stations, entire cities, even an whole country the size of China. It glows a
light green and is found naturally in solid form. Xeno-geologists and geophysicists have
determine that Weivlr has the largest concentration of Arcanecite in the galaxy, enough to
supply radioactive material for FTL travel to countless worlds for at least a thousand years,
and with war with the Atorians looming, every available resource is being carefully examined.
The Uloxian have no need of the element, but they are very much aware of its value to the
FAR, TMC, and TGE. All three have offered them all sorts of trade incentives but the Uloixians
will not budge. They want the rest of the galaxy to stay out of their affairs or else. These is
to the delight of the Atorians because they want the Uloxians to stay out of the affairs of
the galaxy and if possible find a means to gain the Arcanecite themselves if they are
successful in defeating the FAR.

Uloxians give birth to non-identical twins, a male and female. The children are raised together,
living almost inseparable lives, until their eighteenth birthday. Afterward the sister will find her
brother his perfect mate, and the brother will do so likewise for his sister. Uloxians look for
patterns in ones aura (all can see aura naturally) that will match the aura of their sibling.
Love and other factors play no part in establishing a relationship, just the matching of ones
aura. Uloxian marry for life, males and females do everything together and spend almost no
time apart. There are no organizations or activities that genders do apart. They do
everything together.

Uloxians are ruled by a king and queen (brother and sister or husband and wife). They are
known as the Uloxian Royal Family. The family has been in power for seven hundred years.
Presently King Janivex is in the state of grieving must his beloved wife Reeva died of a
mysterious illness. By law King Janivex must advocate the throne to his son and daughter, but
that isn’t presently possible. His daughter Princess Cantia is missing, presuming to have run
off with or been kidnapped by her villainous brother Prince Tanix who dare to break the most
sacred vow of all Uloxian to have contact with outsiders, to make matters worse he killed
Uloxian in the process. The punishment of his crime was to be exiled from Uloxian, but he had
to suffer the worse crime of all, the lost of his hands. They were cut off at the wrist. Months
later Tanix returned even more twisted and evil, displaying his cybernetic clawed hands,
which had a drastic effect on his Uloxian powers, mutating them into kinetic abilities (Directed
Force, Control Kinetic Energy, Force Manipulation, plus Impervious to Electricity & Energy, and
Impact Resistance), the one energy his fellow Uloxian cannot manipulate. Furthermore, for
reason unexplainable, Tanix can negate Force Fields with nothing but a simple gesture (one
attack), regardless of its S.D.C. and duration (no save). It is Tanix mission in life to destroy
his fellow Uloxians and do whatever is necessary to ruin the Royal Family. It is not known
whether his sister is with him or not, that information has yet to be revealed.

Alignment: Any, but they tend toward Scrupulous and Aberrant.
Attributes: I.Q. 3D6, M.E. 3D6, M.A. 2D6, P.S. 3D6, P.P. 3D6, P.E. 3D6+4, P.B. 3D6, Spd. 3D6.
Experience Level: 4th level is average.
Hit Points: P.E. attribute + 1D6 per level of experience.
S.D.C.: 1D4x10+20, does not include additional bonuses from physical skills or super abilities.
P.P.E.: P.E attribute + 6D6.
Appearance: Uloxians look like regular humanoid but have bright yellow hair, orange
glowing eyes, and light green skin.
Age: 90 years on average, Height: 6 foot (1.82 m), Weight: 190 lbs (85.5 kg).
O.C.C.: Any.
Natural Abilities: Impervious to radiation, ultraviolet vision, and see aura (same as
psionic power but cost no I.S.P.). Body radiates radiation, but not enough to be deadly to
regular humans (unless spend a long time with them in close quarters/contact for 1D4+1
days). Impervious to cold, depressurization, breathe without air, speak in a vacuum, and
invulnerable to small bits of space matter. All super abilities are natural abilities common for
their race.
Major Super Ability: (Males) Create Force Field, Copy Energy Pattern, and Super
Energy Expulsion. (Females) Create Force Construct, Re-Channel and Expel Energy, and
Energy Conversion.
Minor Super Abilities: Both genders have Space Native and Flight: Space. On their
home world, they all possess the ability of Flight: Glide without the benefit of extra bonuses.
Attacks per Melee: 2 initial and depending upon hand to hand type.
Combat Bonuses: Depending upon hand to hand, attribute bonuses, and skills.
Saving Throws: Depending upon hand to hand, attribute bonuses, and skills. For the
most part they are impervious to any energy attacks and have a +3 to save vs. horror factor.
Combat Skills: Depending upon hand to hand attacks and other skills.
Language: Read-Write/Speak Ulooxian language at 98%.
Weapons: They rely on their natural energy manipulation powers. They have no need
for technological energy weapons on their planet. Projectile weapons (hand guns for
example), vibro and kisentite weapons are outlawed. Anyone caught with one will have both
of his/her hands removed at the wrist.
Armor: None, that’s what force fields are used for.
Vehicles and Equipment: Everyone have access to advance technology and see below
for their special space vehicles that rely on their unique super abilities. Because everyone can
fly, they have little need for vehicles accept for mass/commercial transport.
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Re: On the topic of Revised to 2nd ed conversions.....

Unread post by Reagren Wright »

Just to let you know, some of these ideas are from Phase World but I made them cooler :lol:

ULOXIAN INTERCEPTORS/TRANSPORTERS

Uloxian are able to survive and function in space, so they developed technology that
amplifies their existing energy manipulative/space powers and provide a protective
cage/skeleton frame that allows their force field to form their own space ship. These “force
ships” are highly sophisticated for being nothing more than a pilot-sized metal cage. So far no
one, not even the Struthios have managed to figure out how they are doing it (the later
would pay a fortune to have an unharmed vessel to study). The Atorians have tried their
best to capture one (sending secretive missions into Liloqua quadrant, but none have ever
returned). Even if one was to capture a ship, they have bio-metric scanners that linked to
the pilot’s life signs. If the pilot is killed or incorrectly removes himself or herself out of the
ship, a self-destruct device goes off.

Uloxian use these ships as interceptors (always in pairs, allowing the male and female
partners to be together) or as a quick transport to get to any of the planets in the solar
system.

Tonnage: 1 ton.
Dimensions: 10 feet (3 m) long, 1 ton.
Crew: Pilot
Drive Type: Power Amplifier doubles the pilot’s Flight: Space speed, also allows them to
fly in an atmosphere up to a speed of Mach Two (1520 mph/2432 km) regardless of the
planet’s gravity. While inside the cage, the pilot retains all his abilities as if he or she was in
space, regardless if he or she is actually in space.
Total S.D.C.: 100, does include the Force Field.
Weapons: Power Amplifier, doubles the range and/or damage of any energy manipulate
power of the pilot. The settings can be set to double both range and damage, but it is
painful, with each enhanced blast doing 1D4 damage direct to the pilot’s hit points each time
it is used this way. Otherwise the weapon systems function on an unlimited capacity. For
example, males have Super Energy Expulsion, so they can double their super energy blast
attack, or a female can re-channel and expel an energy attack (already doubled) back at her
attacker at doubled strength again. Females can also use their energy conversion power to
turn enemy energy weapons into harmless light beams. Both males and female can use the
ship to fire bolts of force (one or two) at the enemies. Females of course can use their
Create Force Constructs ability but doing so dimishes the Force armor of the craft. The same
thing happens if males do the same thing.
Armor: The Force Field of the pilot becomes the main body of the ship. This energy is
also AMPLIFIED so the S.D.C. is doubled!!! The recovery rate of force S.D.C. is 10 per minute
or 600 in an hour. Regardless of how much force S.D.C. is lost (the armor is always the
maximum amount possible), the pilot still retains 200 force S.D.C., no more, no less, after
leaving the ship. If the force armor doesn’t sustain any damage, the pilot retains his maximum
force S.D.C. once he or she exits the ship.
Other Systems: Basic Sensor Package, Satellite Uplink Computers, Targeting Radar &
Combat Computer, Trans-Atmosphere Capabilities, and Maneuver Enhancement Package (1)
Self Destruct Device: If the pilot is killed or does not properly exit the ship, it will
explode within 10 minutes doing 3D6x100 points of damage to a 80 foot (24.4 m) area. So far,
no way to find and disable this system can be found (requires hot wiring/disabling a
sophisticated alien bio-metric security system (-40%, takes 4D6+4 minutes) before you can
even attempt to defuse the self-destruct device (-45%, takes 2D4 minutes).
Stealth System: Force field hull is undetectable by standard radar and other sensor
system. Given the small profile of the lone pilot in the small metal cage (-55% penalty to
sensory equipment). The ship can be detected by standard visual sensors, however against
the dark background of space (the force field is invisible or semi-transparent), it is still quite
difficult to see until they are right on top of the camera.
Cargo: .1 modules.
Cost: 2 million credits

ULOXIAN BATTLE STAR

Similar to the Uloxian Interceptor only this one is a latticework of metal and electronic
components in the configuration of a hexagon. Inside are six Uloxians (three pairs of males
and females). One could also describe it as a huge metal jungle gym with flashing lights and
buttons. Like the interceptor, the Battle Star draws upon the existing energy
manipulative/space powers of its crew, which means ALL of their force field S.D.C. combined
together than doubled!!!. With both males and females on board, the crew has access to
both abilities, only this time the range and/or damage is quintupled (x5). The reason it is only
quintupled and not sextupled is because the pilot (male or female) must have his full
attention focus on the task at hand. The other five Uloxians are used as the ships Energy
Drive and Engine. They are in sleep/stasis chamber so they are unaware of ongoing
happening while the pilot is operating the ship. Unfortunately because it takes five people to
power the Battle Star this mean the brother or sister or spouse of the pilot is one of the
people in suspension. This only adds to the pilot need to ensure his love one or sibling is
taken care of. Each Uloxian takes his or her turn as pilot and as a power source. The sheer
devastating potential of these ships is just one of the reason the Uloxians are able to keep
intruders out of their solar system and makes themselves a frightening power to behold.

Tonnage: 12 tons.
Dimensions: 75 feet (22.86 m) in diameter, 12 tons.
Crew: Six (pilot and five power sources.
Drive Type: Power Amplifiers combines the Flight: Space speed of the five individuals,
then doubles it! So five individuals at 5th level in experience could power the ship to fly up to
a speed of Mach One Hundred (66,000 mph/106,260 km). The ship can also fly Mach 2
regardless of a planet’s gravity within its atmosphere. While inside the ship, the crew retains
all their abilities as if they were in space, regardless if they are actually in space.
Total S.D.C.: 600, does not include the force armor.
Number of Attacks: The pilot can perform equal to his current number of attacks plus
two. One attack can be directed at single target or up to three and still count as a single
attack. Weapons: Power Amplifier, the power of all five Uloxians are combined together.
Because there are both males and females on-board, the pilot can utilize any or all of their
powers with a range range and/or damage multiplied by five. For example, one male on board
has Super Energy Expulsion: Light, his super energy blast at 5th level does 1D6x10+5D6.
Because there are males on board, the pilot has the option of firing a volley of three energy
expulsion blasts (can all be different energy types) at the same time, but doing a volley of
two or three cannot be amplified (same range and damage), but utilizing different energy
blasts can have an alarming effect on the opponent. The range of the energy conversion
effect is multiple by five (1000 feet (304 m) and it can have a multiple effect on up to three
separate targets. With a huge surplus of force armor, the ship can afford to launch
devastating force bolts, with either a single attack (x5 the damage the standard damage, or
multiple the range of the highest experience level by five, but the damage is only doubled) or
a volley of up to five bolts (double the standard range and/or damage of the highest
experience level), without depleting its protective force field. Multiple force field attacks can
also be done, because of the huge surplus of force field S.D.C. without depleting the overall
structure of the ship. Most common tactic is to have enemy ships crash into force field
barriers. Attacking these ships with any sort of energy attacks is simply futile and foolish, the
energy can be re-channel and release at five times its normal strength and/or changed into a
different energy attack entirely, i.e. a laser cannon beam can be returned as a particle beam
(pilot’s choice). The settings can be set to quintuple both range and damage, but it is
painful, with each enhanced blast doing 1D4 points of damage direct to the hit points of the
five Uloxians. Most pilots will not resort to doing this because it hurts their love one in stasis.
The Death Ray: A Battle Star will strike another Battle Star with its most
powerful energy attack (say 1800 points), this attack is then amplified (x5) and fired onto
another Battle Star (9000). This attack is likewise rechanneled and amplified (x5) toward
another Battle Star (45,000) until finally it is fired at the enemy ship. There is no limit to how
many times this energy blast can be rechanneled, but it cannot be fired at the same Battle
Star twice in a single attack. The beam can grow powerful enough to destroy almost
anything in the galaxy.
Armor: The Force Fields of the five Uloxians becomes the main body of the ship. The
Force Field S.D.C. of the five is added together then doubled!!! The recovery rate of force
S.D.C. is 50 per minute or 3000 in an hour. Regardless of how much force S.D.C. is lost (the
armor is always the maximum amount possible), each Uloxian still retains 200 force S.D.C., no
more, no less, after leaving the ship. If the force armor doesn’t sustain any damage, the
Uloxian retains his or her maximum force S.D.C. once he or she exits the ship.
Other Systems: Basic Sensor Package, Satellite Uplink Computers, Targeting Radar &
Combat Computer, Trans-Atmosphere Capabilities, Sleep/Stasis System, and Maneuver
Enhancement Package (2).
Self Destruct Device: If the pilot is killed or does not properly exit the ship, it will
explode within 10 minutes doing 1D4x1000 points of damage to a 200 foot (61 m) area. This
of course kills the five other Uloxians. So far, no way to find and disable this system can be
found (requires hot wiring/disabling a sophisticated alien bio-metric security system (-40%,
takes 4D6+4 minutes) before you can even attempt to defuse the self-destruct device
(-45%, takes 2D4 minutes).
Stealth System: Force field hull is undetectable by standard radar and other sensor
system. The ship can be detected by standard visual sensors, however against the dark
background of space (the force field is invisible or semi-transparent), it is still quite difficult
to see until they are right on top of the camera.
Cargo: 5 modules
Cost: 10 million credits.

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

Unread post by Reagren Wright »

The best for last :demon:

THE WAR STAR

Six are known to exists, but again these ships are nothing more than a latticework of metal
and electronic components in the configuration of a twenty side dice. Inside are twenty-six
Uloxians, six crew members with the other twenty serving as the ship’s power source.
Everything is the same as a Battle Star only now the power is amplified by TWENTY. Once, a
single War Star destroyed five Marauder Class Destroyers without taking any significant
damage. War Stars are always accompanied by three to five Battle Stars and there a frightful
reasoning behind this, too give them even more fire power. These ships represent the
awesome power that keeps the entire galaxy out of their solar system. The six crew members
(three males and three females) sit in the center of orbital sphere that provides a 360 degree
view around the entire ship. These ships can attack multiple opponents or one big one. The
Uloxians believe in one simple philosophy, use as much fire power to destroy your opponent.
So far it has worked for them. Centuries ago light class destroyer from a nearby solar system
entered Uloxian space and was engaged. They destroyed three Interceptors and managed to
escape fleeing to their home world. Two days later, a War Star and five Battle Stars located
their home world and DESTROYED IT and every living soul on the planet!!! Uloxians want to
be left alone and will do kill anyone and anything to prove it.

Tonnage: 30 tons.
Dimensions: 20 feet (60.96 m) in diameter, 30 tons.
Crew: Twenty-Six (Six pilots/gunners and twenty power sources.
Drive Type: Power Amplifiers combines the Flight: Space speed of twenty individuals,
then doubles it! This impressive ability allows these ships to reach a FTL factor of ten of
course reaching FTL speed causes each Uloxian to suffer 1D4 points of damage direct to hit
points each minute of FTL travel. However, the pilots if they don’t have family members or
siblings as a power source are likely to do whatever is necessary to chase down the enemy,
but keep their fellow Uloxians from dying, since they will be needed healthy in order to return
home. These ships can fly Mach 5 regardless of a planet’s gravity within its atmosphere.
While inside the ship, the crew retains all their abilities as if they were in space, regardless if
they are actually in space.
Total S.D.C.: 3000, does not include the force armor.
Number of Attacks: Each pilot/gunner is capable of functioning independently of the
others. This means each pilot has his or her own attacks, and the total number of attacks for
the six pilots/gunners is the total number of attacks possible for a War Star. So if each
person has four, it means the War Star has 24 attacks.
Weapons: Power Amplifier, the range and/or damage of the powers of the twenty
Uloxians who serve as its power source are combined together and magnified. Because there
are both males and females on-board any and all of their powers can be used by any of the
pilot/gunners. A single pilot/gunner for example has the option of utilize any of the ten males’
super energy blast (say a 5th level male super energy expulsion: light blast does 1D6x10+5D6
x 20 or 3D6x1000!!!) at the range of the highest level of experience multiplied by five, or to
fire a volley of three energy beams (each doing 1D6x10+5D6 x5 or 3D6x10+90 at the range
equal the highest level of experience multiplied by twenty). The range of the energy
conversion effect is multiple by twenty (4000 feet (1219 m). So powerful is this energy
conversion it will affect an entire ship (not just its weapons), completely shutting down its
engines and all internal power. With six pilots/gunners, six separate targets can be affected.
With the massive surplus of force armor, a single pilot/gunner is able to launch a force bolt
attack (one or a volley up to six) with each doing 1D6x10 points of damage at the cost of 2
S.D.C. each. The range of each force bolt is equal to the highest level of experience among
the twenty Uloxians with a range multiplied by five. There is also the option of firing a single
force bolt at the range of x20 (again based off the highest level of experience). Multiple force
field attacks can also be done, because of the huge surplus of force field S.D.C. without
depleting the overall structure of the ship. Most common tactic is to have enemy ships crash
into force field barriers. Attacking these ships with any sort of energy attacks is simply futile,
for the energy can be re-channel and release at five times its normal strength and/or
changed into a different energy attack entirely, i.e. a laser cannon beam can be returned as
a particle beam (pilot’s choice). One pilot out of the six can change the settings to inflict
magnified range and damage, but it is painful, with each enhanced blast doing 1D4 points of
damage direct to the hit points toward each of the twenty Uloxians. However, if there are no
loved ones among the twenty, the six pilots will resort to doing this just to ensure the enemy
is destroyed.
The Death Ray: This is the most deadly ability of the entire Uloxian Fleet. A
Battle Star will strike another Battle Star with its most powerful energy attack (say 1800
points), this attack is then amplified (x5) and fired onto another Battle Star (9000). This
attack is likewise rechanneled and amplified (x5) toward another Battle Star (45,000) until
finally it is fired at the War Star. The six pilots simultaneous re-channel and expel this energy
beam (again x5 in damage) of deadly force at a single target (225,000) or divided to hit up to
twenty targets (each takes 11,250 points) the energy of course can be change from its
original form to almost any imaginable and strike with enough fire power to carve a Grand
Canyon out of the Earth itself!!!
Armor: The Force Fields of the twenty Uloxians becomes the main body of the ship.
The Force Field S.D.C. of the twenty are added together then doubled!!! The recovery rate
of force S.D.C. is 200 per minute or 12,000 in an hour. Regardless of how much force S.D.C. is
lost (the armor is always the maximum amount possible), each Uloxian still retains 200 force
S.D.C., no more, no less, after leaving the ship. If the force armor doesn’t sustain any
damage, the Uloxian retains his or her maximum force S.D.C. once he or she exits the ship.
Other Systems: Basic Sensor Package, Advance Sensor Package, Satellite Uplink
Computers, Motion Perimeter and Collision Warning System, Super Navigation Computer,
Targeting Radar & Combat Computer, Trans-Atmosphere Capabilities, 25 Sleep/Stasis System,
and Maneuver Enhancement Package (2).
Self Destruct Device: If the pilot is killed or does not properly exit the ship, it will
explode within 10 minutes doing 1D4 x 10,000 points of damage to a 3000 foot (914 m) area.
This of course kills the five other Uloxians. So far, no way to find and disable this system can
be found (requires hot wiring/disabling a sophisticated alien bio-metric security system
(-40%, takes 4D6+4 minutes) before you can even attempt to defuse the self-destruct
device (-45%, takes 2D4 minutes).
Stealth System: Force field hull is undetectable by standard radar and other sensor
system. The ship can be detected by standard visual sensors, however against the dark
background of space (the force field is invisible or semi-transparent), it is still quite difficult
to see until they are right on top of the camera.
Cargo: 10 modules
Cost: 50 million credits.
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Re: On the topic of Revised to 2nd ed conversions.....

Unread post by Reagren Wright »

That's it for aliens folks. Next time it will be something new and different. :wink:
gaby
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Re: On the topic of Revised to 2nd ed conversions.....

Unread post by gaby »

That was Great,the alines were super.

I love to see New Heroes and Villains next time.
Maybe a Spy or Crime Oraganization.
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Reagren Wright
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Re: On the topic of Revised to 2nd ed conversions.....

Unread post by Reagren Wright »

New spy or crime organization? Hmm have to decide who do I feel like sharing that won't end
using in any possible manuscripts. I'll see what I can come with. Might be a few weeks though.
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Re: On the topic of Revised to 2nd ed conversions.....

Unread post by Stone Gargoyle »

I like the Uloxians, Reagren. They remind me of Dioscouri (divine twins) in classical mythology.
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
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Re: On the topic of Revised to 2nd ed conversions.....

Unread post by Reagren Wright »

Thanks, not familiar with the twins thought. Have to look them up.
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Re: On the topic of Revised to 2nd ed conversions.....

Unread post by Reagren Wright »

Okay normal I only post conversions to 2nd edition, or creations based on names without info
found throughout the books, and I also do request as well. But for the last two days I've been
sick with the stomach flu and not able to do much of anything accept one thing :puke:
So with that in mind I give you this creation. Use her if you like.

CONTAGION JANE

Jane Szybala was a U.S. Army Colonel and served with U.S. Army Medical Research Institute of
Infectious Diseases, the main institution and facility for defensive research into countermeasures
against biological warfare, as a virologist (one who studies of viruses and virus-like agents (a
subfield of microbiology). An expert in her field, she was asked to develop a virus that would
affect super beings for S.C.R.E.T/G.I.G.M.A. All though it was against her principles, Jane and
several people under her started working on various viral infections. Two years later they were
no closer to finding an universal pathogen when she was contacted by scientists who found an
unusual protozoa off the coast of an South American island. When the protozoa were brought to
her lab, Jane came to the sudden relation that these protozoa where not from Earth. Then an
accident occurs in her lab, the protozoa infect her body, immediately changing her into a gaunt,
zombie looking being. At first the U.S. army sought to find a cure for her, but it wasn’t long
before she realized they were still trying to replicate the protozoa, an impossible task since they
were an alien organism. This only enraged Jane and caused a snap in her sanity. She broke out
of her confines and began infecting everyone with various diseases the moment she came in
contact with them. For the next couple of months, she remained in hiding. Then she appeared in
Victory City as Contagion Jane. This has exposed her to several encounters with the Watch
Guard (formerly the Victory City Sentinels). Psyche has tried to help her out each time, but Jane
is a lost cause. She knows she is dying yet undying, a dilemma that has torn her mind apart.

Real Name: Jane Szybala
Occupation: Former research scientist/virologist holding the rank of colonel at the
USAMRIID (U.S. Army Medical Research Institute of Infectious Diseases). Now a wanted fugitive
and super villainess.
Alignment: Diabolic
Power Category: Symbiote
Experience Level: 5th level
Hit Points: 110 S.D.C.: 120
P.P.E.: 20
Appearance: She is a sickly female with tight drawn skin and withered muscles. Her flesh
is white with hints of pink-grey around her eyes, mouth, and ribs. Her hair is blond but it is
slowly falling out. The protozoa living in her body are undetectable. Despite her physical looks,
she always dresses as if she was attending a fancy dress party or formal evening ware.
Attributes: I.Q. 18, M.E. 23, M.A. 7, P.S. 21 (superhuman), P.P. 9, P.E. 13, Spd. 15, P.B. 6
Age: 34, Sex: Female, Height: 5 foot and 7 inches (1.70 m), Weight: 96 lbs (43.2 kg).
Vulnerability: The Bleeding Misery protozoa is Jane’s body are feeding on her muscle
mass. Aa a result all her physical attributes are reduce by two points every three years. She
has already carried the disease for four. Eventually the protozoa will killer her when her P.E.
reaches zero.
Symbiote’s Intelligence: Low Intelligence. Food Source: Muscle Mass
Symbiote Powers: Impervious to possession, impervious to mind control, and impervious
to all disease.
Major Super Abilities: Pestilence and Zombie Flesh
Minor Super Ability: Celluar Rot & Decay
Attacks per Melee: Non-Combative
Combat Training: Two attacks/3 non-combat actions
Combat Bonuses: +2 to dodge and +1 to strike with infliction powers.
Saving Throws: Impervious to possession, mind control, and disease, +6 to save vs.
psionics, +6 to save vs. insanity, +8 to save vs. illusions, +50% to save vs. coma/death, +2 to
save vs. poison & toxins (cause her only half damage, duration, effect and penalty).
Combat Skills: Punch 1D4
Other Bonuses: +4% to all skills.
Educational Background: Ph.D. with some military training.
Common Skills: Read-Write/Speak English 94%/98%and Pilot: Automobile 79%.
Medical Doctor Program: Biology 98%, Chemistry 98%, Pathology 94%, and Medical
Doctor 98%/98%.
Science Program: Computer Operation 98%, Mathematics: Advance 98%,
Chemistry: Pharmaceutical 98%, Genetics 79%, and Anthropology 98%. .
Medical Assistant Program: Mathematics: Basic 98%, Business & Finance 94%, and
Paramedic 98%.
Military Program (Special Bio-Warfare Division): NBC Warfare 94% and Military
Etiquette 94%.
Secondary: Cook 64%, Wardrobe & Grooming 74%, Public Speaking 64%, Language:
Spanish 69%, Literacy: Spanish 69%, Law (General) 64%, History 94%/74%, Research 69%,
Writing 54%, Wilderness Survival 59%, Land Navigation 60%, Streetwise 32%, and Prowl. 44%.
Money: She takes wherever she can steal or take from her victims.
Weapons: She relies mainly on her super abilities.
Wither Flesh: Range: Touch. Damage: 2D6+5. Cannot reduce hit points below 6.
Disease powers: Range: Touch. Damage: See pestilence super ability.
Equipment & Vehicles: She steals whatever she needs.
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Re: On the topic of Revised to 2nd ed conversions.....

Unread post by NMI »

Nice, but now you will have to fill us in on
This has exposed her to several encounters with the Watch Guard (formerly the Victory City Sentinels). Psyche has tried to help her out each time, but Jane is a lost cause
"Freedom is the recognition that no single person, no single authority or government has a monopoly on the truth, but that every individual life is infinitely precious, that every one of us put on this world has been put there for a reason and has something to offer."
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Re: On the topic of Revised to 2nd ed conversions.....

Unread post by Reagren Wright »

Are you asking for stories/events that happened with these super teams? If your unfamiliar with
the Victory City Sentinels (Watchguard) you have to go back a few pages. They are among the
characters named only in Gramercy Island that I completely stated out and provided some history
for. They were one of the super teams that tried (and nearly died) trying to fight the
Slaughterhouse Seven.
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Re: On the topic of Revised to 2nd ed conversions.....

Unread post by gaby »

Are ther any names in Mutants underground you think are usefull?
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Re: On the topic of Revised to 2nd ed conversions.....

Unread post by Reagren Wright »

I've gone through Mutant Underground and the only names they mention without fully flushed
out NPCS are the Bioforms Genetic Laboratory villainous leader William Monet. I
stated him out on one of the previous pages (which one not sure, but I know he's there). But
he's the only one.
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Re: On the topic of Revised to 2nd ed conversions.....

Unread post by Reagren Wright »

I'm in the process of creating a super hero group and some villains. Trying to do something a
little different here. Don't have much time to work on it, with the double jobs right now. But
give me a few weeks and something should be up. Once again these heroes and villains are
some old ones (20-30 years) guys way back from 1st editions I made that I'm turning into 2.5
edition guys and putting a twist on some thing. Hope you enjoy them.
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Re: On the topic of Revised to 2nd ed conversions.....

Unread post by gaby »

You known Reagren Wright I starting to think you did all you can with H Unlimited,maybe you can move on to Palladium fantasy if you have any of them.
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Re: On the topic of Revised to 2nd ed conversions.....

Unread post by Reagren Wright »

Check out the post Monstrous Creations. Its full of original monsters and some converted from 1st
edition to 2nd edition. I've been hard at work on the fantasy post for a while now.
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Re: On the topic of Revised to 2nd ed conversions.....

Unread post by Reagren Wright »

Aaah back in the saddle so to speak. Well I went into the attic (actually the basement) and
dug out some old characters again from the 1st edition days and did some 2nd edition
conversion and some major tweeking to come up up a neat bunch of heroes. Hope your
enjoy this bunch. They make a great launch platform for any G.M.

FATE BATTALION


Fate Battalion is a group of super beings who share little in common. In fact most don’t get
along and want as little as possible to do with each other. They come from all across the
country, a mismatch ragtag collection of heroes, anti-heroes, and want to be villains. They
have no headquarters, base of operation, or even a hideout. They never know when they
are needed, when they will be called upon, or even where their next mission will take them.
It’s as their leader Judge Knight says, “It’s all in Fate’s hands.”

Fate Battalion is led by the mysterious mega hero Judge Knight who possesses the power to
subconsciously learn about a crisis in the world that will affect the lives of a single person
or a whole bunch of people. He will be “required” to transport himself to that location and
summon several super beings to help resolve the issue. If he fails to do so, not only will the
victim die but he suffers terrible pains that his immortal body does not heal from as quickly
as conventional injury, in fact it can almost kill him. He has no conscious control over his
powers the moment the crisis occurs, he does have some control over who he summons. In
order to prevent his power form simply picking up anyone he gathered several supers
together and band them together to form the Fate Battalion. Some are glad to help along,
others find it a terrible inconvenience, and others downright hate it and him. But there is
nothing any of them can really do. Their will is broken and they cannot directly or indirectly
allow Judge Knight to come to any harm or disobey his direct orders. He could make the
entire Fate Battalion dance naked down the streets of Century Station while singing “I'm
Henry the Eighth, I Am” They are without a doubt the most unlikely group of champions
ever assembled.

S.C.R.E.T./G.I.G.M.A. are well aware of Judge Knight and the Fate Battalion. But so far they
have yet to learn his real identity and there is no way of knowing where the group will
appear next. Both agencies are curious enough as to why some members are part time
mercenaries, villains, and anti-heroes who do numerous things uncharacteristic of their
normal behavior. Fate Battalion has worked with Euroforce and Interpol in the past. They’ve
worked alongside MOSSAD, Secret Intelligence Service (Great Britain), Russian S.C.R.E.T.,
French Foreign Legion, and dozen other nations.

Furthermore, the Usurper, Adolf Hoffmeijer (Brotherhood of Armageddon), Doctor Fright, and
the Mutant Messiah all want to get their hands on Judge Knight for using his power against
them, and if they have to destroy every member of Fate Battalion to get to Judge Knight
they will do so in a heartbeat.

Despite the animosity within the group, Fate Battalion still get the job done and have saved
hundreds if not thousands of lives. They are regard by many as heroes despite how they go
about getting the task done. The member do recognize that they have done good in the
world and despite the annoyance of being summoned away at a moment’s notice, few would
trade being a member for anything in the world.
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Re: On the topic of Revised to 2nd ed conversions.....

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JUDGE KNIGHT

It was 1975 a 39 year old Gary Jaxon was working as a janitor at the Otis Rutledge Museum
of World History in Ultropolis. He’d been working there for two years by then. While working
at the museum he always took time to talk to the strange statue of Shamash, the native
Mesopotamian deity and the sun/justice god in the Akkadian, Assyrian and Babylonian
pantheons. The statue had been brought to the museum after being found in a cave in
Afghanistan. Gary didn’t know why he always talk to the statue during his late night shifts,
but it provide him company while all alone in the museum accept for the few anti-social
security guards. One day while going up to talk to the statue, Gary heard a noise and
turned to fine four men wearing black attire and masks. They were preparing to rob the
museum, but before Gary could utter a word, one of the men shot him with his gun. Gary fell
against the statue and apparently died right then and there. Yet in truth, his spirit appeared
in a mysterious quasi-dimensional plane. There before him was the justice god. He declared
the random act against Gary was uncalled for and unjustly. In return for restoring his life,
Gary would have to work for him to protect others from uncalled for and unjust “death” and
“destruction” throughout the world. Gary agreed without hearing about the catch. He was
returned to life back in the museum. He know possess the physical attributes to beat the
thieves, but his true power was to summon a costumed super hero who went out of his way
to defeat the bad guys. Soon Gary learned his calling: to become aware of catastrophes
affecting random people throughout the world and to respond to them by summoning super
beings to the rescue. As the years went on Gary became more of a principle person involved
in the effort to stop the crisis instead of the person who summoned the troops. He also got
tired of selecting weak individuals and cash wanting mercenaries, super villains, and other
non willing supers he had to force/command into doing good. When he started getting
repeated individuals he tried learning more about them. Eventually he learned the true
identities of twelve individuals. He started summoning these people exclusively, thus started
the Fate Battalion.

Gary is the cheerleader and faithful leader. His dynamic personality has made him a celebrity
but it prevents him from ever having a normal life. At any given moment of the day he could
be called to a crisis, and it’s a situation he cannot refuse. He is always helping strangers
but he is never able to really help those he cares for, like his poor mother who died ten
years ago in a nursing home while he was saving some ruthless dictator of a third world
nation. He didn’t want to save the man but he had too. He can never enjoy a healthy
relationship. He looks like he is in his late 30s, but he knows he is now immortal. He is likely
to spend the rest of his life doing this deed that he enjoys but hates at the same time. He’s
done so much for others he just like a turn when someone does something for him. Gary is
also aware of the strain he puts on the Fate Battalion, but he has no idea what each
person is doing the moment he summons them. He tries to target those who would be useful
and helpful for the particular mission or crisis, but that doesn’t always work out. He can
make normal Gateways to send people back and summon others to replace them, but the
same thing can happen. There is no pleasing everybody, but the alternative is to summon up
a stranger or someone who really might take issue with him (like Patriot, the Usurper, Apex,
or Doctor Fright) whom he has summoned “accidentally” or intentionally in the past. There
are many in the world that know of Gary Jaxon and hate him with a passion because what
he can do and they have no power to stop him. Gary would love to return to his old job and
live out his life as it was supposed to be. Yet he also enjoys being a hero and doing good
things for those who might never know he was responsible.

Real Name: Gary Jaxon
Occupation: Leader of Fate Battalion. Former janitor at the Otis Rutledge Museum of World History.
Alignment: Scrupulous
Power Category: Special-Mega Mystically Bestowed by a God of Light (Shamash).
Experience Level: 10th level
Hit Points: 60 S.D.C.: 27
Mystical Bestowed: Hit Points: 100 S.D.C.: 145
P.P.E.: 50
Appearance: He is a normal looking man who dresses very stylish, preferring three
piece suits and the latest out of GQ magazine. But when he is out in public he always wears
street clothes, a large fedora and trench coat. He has blue eyes and salt & pepper hair. In
his Mystically Bestowed Form, his overall appearance doesn’t change. However, his fedora
and trench coat turn gold in color and a gold mask covers his eyes.
Attributes: I.Q. 11, M.E. 24, M.A. 25, P.S. 13, P.P. 11, P.E. 15, Spd. 18, P.B. 10
Mystical Bestowed: M.E. 25, M.A. 28, P.S. 24 (supernatural), P.P. 17, Spd 24.
Age: 76, Sex: Male, Height: 6 foot (1.82 m), Weight: 200 lbs (90 kg).
Vulnerabilities: Special: Judge Knight’s super abilities are sometimes not under his
direct control. The winds of fate dictate how they will operate. The following is the order in
which they will occur during a crisis. His power of Crisis Awareness will register a
“phenomena” or alert him to the immediate danger of a “person of significance” whose life is
endangered. His Supervision: Clairvoyance will instantly allow him to “see” this phenomena
or person for 2D4 melees. Afterward, a Gateway will open that will take him to the location
of the phenomena or the immediate vicinity of the person. He cannot move beyond 20 feet
(6 m) from this open portal and nobody but him can enter it. It simply doesn’t exist for
anyone else. The moment he steps through the portal, his Summon Super Being power will
activate. However, this is the moment he wields “some control” for he can choose whom he
wants to summon to accompany him or he can allow the power to bring the wind of chance
to him. Once this order has occurred, Judge Knight regains full control of his powers,
however he “cannot” leave the “crisis area” by Gateway until the death and destruction
event/phenomena has been resolved. Should he fail to “save” the person or prevent the
disaster from occurring, he suffers 1D4x100 points of damage direct to his hit points that
cannot be restored or healed by any magical, psionic, or super ability means accept
naturally. There is no rhyme or reason as to where his power will take him. It’s entirely up to
fate’s hands.
Mega Powers: All normal Mega-Abilities plus Immortal
Bestowed Divine Abilities: Magically Knows all Languages (but cannot read all
languages) and See the Invisible (including Shadow Watcher).
Major Super Abilities: Gateway and Summon Super Beings (Special)
Crisis Gateway: Whenever Judge Knight senses a crisis, his clairvoyance power
activates allowing him to view the subject. Once the 2D4 melees expire, a Gateway
automatically opens that will take him to the immediate vicinity of the crisis or close enough
to it to determine or intercept the danger (especially if it’s a moving object). This Gateway
occurs without his conscious control. He is the only one able to walk into this Gateway. It
does not exist for anyone else however it is subject to manipulation/awareness by
dimensional magic/psionics. Judge Knight cannot venture more than 20 feet (6 m) from this
Gateway. He is physically unable to move any further (only a Supernatural P.S. that is twice
greater than his P.E. +2 per level of experience can move him beyond the 20 feet/6 m
influence). Once he steps through the Crisis Gateway, this major super ability function on a
conscious level with all the abilities as indicated in Power Unlimited One.
Summon Super Beings: Judge Knight can summon any individual who possess super
abilities, mental energies (psionics), three or more physical and/or mental attributes above
20, and/or a P.P.E. above 24. Through his sheer force of will, this super being is summoned
to his location through a dimensional rift. The moment the super being is brought before him
a battle of wills is fought, with the super being trying to roll higher than Judge Knight’s M.A.
attribute score. The super being can use any M.E. attribute bonus or bonuses to save vs.
mind control to resist (a natural 20 always succeeds). If the super being fails to save,
he/she is compelled to obey Judge Knight, doing almost anything the Judge asks/wants of
him/her. The only thing the super cannot be compelled to do is reveal his/her real
name/secret identity (although he can be tricked) commit suicide, or kill/harm a love one or
close friend (however there are ways around it as well). If the super should win, he or she
can do anything they please to Judge Knight. Super beings can be summoned from any
location on the planet. Those not residing on the planet (in outer space, space station,
space ship, or in another dimension) cannot be summoned. One super being can be
summoned for every 5 M.E. attribute points possessed by Judge Knight. One Mega Hero
(including Immortal and Supernatural Beings) can be summoned for every 7 M.E. attribute
points possessed by Judge Knight. Any combination of summoning can be done as long as
the total number summoned does not exceed his M.E. attribute score The summoned super
remains under his complete control equal to Judge Knight’s M.E. attribute score in number of
hours + 2 per level of experience. During the duration of the control, the super can make
additional rolls with additional bonuses if the following occur: Note: These bonuses are in
addition to the one listed below.
1. The Judge humiliates or makes the super extremely angry (+2 bonus).
2. The Judge uses deadly force against the super or the super believes the Judge
is going to kill him or her (+8 bonus).
3. The Judge gives a command that is repulsive (“Eat your feces”), offensive (“I want
you to destroy your house”), illogical/contradictive (“I want you to find me a seven sided
stop sign”), or strictly contrary to the super’s alignment, morals, or code of honor (+6
bonus).
Judge Knight does not know who will be summoned when he activates this power, HOWEVER
if he has met and spoken with a specific person, he can choose to summon that particular
person, however they automatically get a +3 bonus to save vs. mind control (be sure to
include any additional bonuses). HOWEVER if the Judge should learn their real name/secret
identity (i.e. the name on their birth certificate signed by his or her real parents and/or
marriage license (for a woman only) then the super has no bonuses to save vs. mind
control, and even if they have bonuses they are negated, and they have a -2 penalty. For
example, the super villain Hellbent sometimes goes by Arthur Pennington. Judge Knight can
summon Hellbent under normal circumstances but he would have a +3 bonus to save against
the Judge. If he tried to summon him as Arthur Pennington he would still have a +3 bonus.
However, if Judge Knight learned his real name is Drake Zaric, he would have no bonus to
save against the Judge and would endure a -2 penalty. The more times the Judge
successful wins the battle of wills (half the super being’s M.E. attribute score) then the
super’s will becomes broken and he won’t even consider trying to break free except under
the most extreme circumstances. If Judge Knight has all the members of the Fate Battalion
present, the only members he can truly “control” are the individuals he actually summoned
to be present. That being said, any previous commands or orders he has given must still be
adhered to without question. So just because all 12 members are present half the team
can’t just decide to attack him or ignore him. Yet only those summoned have no choice but
to comply too his commands.
Note: Summon people do not follow his every word. He has to “order” or “command” them
to do what he wants. Most members of the Fate Battalion don’t have to be ordered to do
anything. They do most things on their own. However, that being said, the Judge can if he
so wishes make any member of the Fate Battalion do whatever he wants them to do (within
the power’s limits) because their wills are broken. Although he can summon people, he can
send them back (via Gateway) and replace them with someone else as long as he doesn’t
exceed his powers limit. Additional Note: This super ability gives the Judge +1 to M.E. and
M.A. attributes. He is also +1 to save vs. mind control, possession, and Horror Factor (all
ready included with bonuses).
Minor Super Abilities: Crisis Awareness (special), Criminal Intuition, and Supervision:
Clairvoyance (Special, based in part on the minor super power from Rifter #11 by Nick
Luna). Note: See Vulnerabilities on how these three powers are sub-consciously linked
together with his Major Super Abilities.
Supervision: Clairvoyance: This ability is partially similar to the sensitive psionic
ability. The power allows the owner to see without directly observing the subject, in other
words the person doesn’t have to be physically present in the area. This vision is not
hindered by factors that normally effect vision such as distance, obstructions, movement,
and time lag. While the vision is occurring, the subject becomes unaware of his current
surroundings, and cannot receive any outside sensory information, so he or she must stop
whatever it is they are doing in order to use clairvoyance (no driving while power is in
operation). However, the power allows the user the time to find a suitable/comfortable
setting before it becomes fully activated. If the person tries ignoring the power, the
clairvoyant vision overlaps present visual images (no initiative, reduce all combat bonuses,
Spd, and skill bonuses by one-half until the power can be activated fully without
hindrance). The duration of the clairvoyant vision lasts for 2D4 melee rounds. The range of
this power is infinite. The subject can see things any place and at anytime, even if they are
things impossible to be seen (for example, witness a sailor eating his dinner on a nuclear
submarine at the bottom of the Pacific Ocean). The power functions on a conscious and
unconscious level. The unconscious level is automatically triggered by sudden, dramatic
events occurring that play some importance to the subject or occur to someone who the
hero shares an emotional attachment to (spouse, parent, sibling, best friend, etc). In Judge
Knight’s case, every time he becomes aware of a crisis. This power does not allow the
subject to see “future” possible events. The events/subject witnessed take place in real
time. For example, the Judge could witness an old lady walking down the street. He sees
the street sign (52nd Street), see several license plates on several vehicles that tell him he
is looking at New York City, New York, and he sees a digital clock on a bank building (3:04
p.m.), however he doesn’t see the actual crisis (otherwise it would be too late). All he
knows he must find that old lady as soon as possible. Another example is he might see a
person being followed by four thugs. He doesn’t see them attacking the man, but he can
assume in the near future they will. The Judge cannot use his vision to spy on a particular
place or person (no looking in the windows of the neighbor lady). This power only works in
tandem with his Crisis Awareness.
Crisis Awareness: Judge Knight has the impressive ability to sense whenever a human
(Earthling) is about to die 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. The range of this awareness
encompasses the entire planet!!! However, only one specific event can be detected at any
given moment. There is no rhyme or reason to explain why one event is sensed and another
is not. It has nothing to do with an empathic rapport (meaning he might not even sense if
his own relatives were in danger, but he might sense the death of a stranger on the other
side of the planet). The awareness is not true precognition. He doesn’t know what is going
to happen just that it will happen. This power is directly tied into to his Supervision:
Clairvoyance. Once he senses a particular event, this power will not be triggered again until
the crisis is adverted. Then the power reset itself usually not activating again for at least
12 hours or more. Judge Knight will continue to sense the immediate crisis until its cause is
prevented and/or its victim is no longer in danger. Again Crisis Awareness sense danger to
human(s) on a planet wide scale. This power is not under his direct control. It functions
even while he is unconscious, awakening him from a dead sleep. Only one crisis at a time
will be sensed and until it is resolved will the power function again. There is no logic as to
why this power functions the way that it does. As far as Judge Knight believes, fate is
guiding him. Yet one thing is clear. The people he does save “have” or “will be” of some
importance, but what sort of importance remains to be seen or its never known. Note: Crisis
Awareness does function like Danger Sense (Powers Unlimited One) in regard to his own well
being, meaning even if he aware of an immediate crisis and is attempting to resolve it, the
power will function like Danger Sense for his continuous welfare. Additional Note: This ability
gives him all the bonuses of Danger Sense (already included). Furthermore, his Crisis
Awareness works even when he is not in his Mystically Bestowed Form. In fact it will trigger
him to enter his Bestowed form.
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, Expert in Mystical Bestowed Form
Combat Bonuses: +2 to dodge, +1 to roll with punch/fall.
Mystical Bestowed: +4 to initiative, +4 to strike, +7 to parry, +8 to dodge, +3 to
damage, +3 to roll with punch/fall, +4 to pull punch, +2 to disarm, and +2 to perception.
Saving Throws: +5 to save vs. psionics/+7 to insanity.
Mystical Bestowed: +2 to save vs. magic, +5 to save vs. psionics, +8 to save vs.
insanity, +6 to save vs. mind control, +4 to save vs. possession, and +13 to save vs. horror
factor.
Combat Skills: Punch 1D4.
Mystical Bestowed: Restrained Punch 2D4, Full Strength Punch 3D6, Power Punch
6D4 (counts as two attacks), Elbow/Forearm 4D6, Knee 3D6, Karate Kick 6D6, Roundhouse
Kick 1D4x10, Tripping/Leghook (cannot be paired, must dodge or knockdown), Body
Flip/Throw 4D6 plus P.S. damage bonus (lose initiative and 1 attack/action), all Holds, Paired
Weapons, and Critical strike on an unmodified 18-20.
Other Bonuses: 84% to trust/intimidate while mystic.
Mystical Bestowed: 94% to trust/intimidate while mystic.
Educational Background: On the Job Training
Common Skills: Read-Write/Speak English 98%/98%, Mathematics: Basic 98%, and
Pilot: Automobile 98%.
General Handyman Program:by Kuseru (from Education Table and Skill Programs,
Redux: Basic Electronics 95%, Basic Mechanics 98%, General Repair/Maintenance 98%, Jury
Rig 90%, and Radio: Basic 98%.
Technical Program: History 98%/98%, Law (General) 98%, Research 98%, and
Computer Operation 98%.
Secondary Skills: Physical Labor, Wardrobe & Grooming 90%, Athletics (General),
Pilot: Truck 98%, Pilot: Tracked Vehicles 98%, Prowl 75%, Streetwise 70%, Carpentry 75%,
Dance 80%, Housekeeping 85%, Public Speaking 70%, Performance 72%, W.P. Staff (+2 to
strike/parry), W.P. Handgun (+2 to aim/+1 to burst), Astronomy & Navigation 40%, and
Climbing 50%/40%.
Money: He has $75,000 in a checking account in an Ultropolis bank. He has $57,000
he keeps in the basement of his house. He always keeps 3D4x100 U.S. dollars on his person
since he never knows when he will need money.
Weapons: He carries a Bo-staff and a Colt .45 pistol (with 1D4 clips of extra ammo clips).
Armor: His gold trench coat is slightly armored. A.R. 10. 50 S.D.C.
Equipment & Vehicles: He has learned to make do whatever is available. He might
have to equip on the go and learn to make do with what he can scarp together. Whomever
he summons will also be able to contribute whatever they had on their person as well. And if
necessary, he can create a portal to some place for others to acquire what is needed or
required.

Last edited by Reagren Wright on Tue Feb 28, 2012 2:01 pm, edited 1 time in total.
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Reagren Wright
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Location: LaPorte, In USA

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

Unread post by Reagren Wright »

VELVET

Velvet’s life began when she as a two day year old infant was adopted by a Canadian
scientist Solomon Israel Shaw. She along with 9 other adopted infants (acquired by various
means) was subject to numerous experiments by Shaw and his people. The point of the
experiment was to bind animal DNA with a human being to see if it was possible to improve
on the human subject. The tests were successful Velvet and other children all acquired
Animal Abilities, improved physical attributes, and enhanced healing. Right away the good
doctor began training these children to help him by stealing and robbing in order to continue
funding his research. This result in his assistants leaving him, but several he silenced in
order to keep them from talking to the authorities. When Velvet was 13 years old, the
doctor’s lab was raided by the MTF. The doctor, his assistance, and three of the mutants
where killed in the assault. Velvet and the others escaped and fled to the Mutant
Underground in Ultropolis. There they stayed for six months. Velvet didn’t like the idea of
hiding and wanted to be out and about. So she left the sanctuary and went out into the
world on her own. She went right back to work doing what the good doctor and the streets
taught her, to be a thief. In fact she got so good she found herself working for Fabricators
Inc. They set her up living a very nice life style ($15,000 per job) working for various
Fabricator Liaisons to spy and steal secrets from whomever they sent her after. Velvet
moved to Toronto where she living a lavish criminal lifestyle. Everything was going great
until the day while she was hand delivering some important documents she just stolen from
the CEO of Moonstone Construction to give to a Fabricator liaison when she was teleported
to Sydney, Australia where she and four other super beings had to help Judge Knight stop
twenty terrorist from destroying the Sydney Opera House. Velvet hated every second she
spent with the Judge and couldn’t wait to finish helping him and go about her task.
Unfortunately, the liaison was not happy about her arriving two days late with the
documents, nor did he believe her story until her saw her on television with Judge Knight
and the other super beings. As result, her freelance association with Fabricators was
terminated. Velvet now had to strike out on her own. Without a steady income as before,
Velvet moved back to Ultropolis where she was once again summoned by the Judge. This
time she helped him in Florida defeat an evil game hunter trying to kill one of the few
remaining Florida panthers. Velvet demanded the Judge leave her alone. The Judge said as
long as he knew her real name, he wouldn’t have to summon her anymore. Velvet told him
the only name she ever had was the one the doctor gave him. With that knowledge, the
Judge summoned Velvet again this time telling her she was a part of his super team called
Fate Battalion. Velvet didn’t like it one bit. She resisted the last four times she was
summoned but the Judge’s could not be beaten. In the end Velvet gave in. About this time,
Velvet developed a weird psionic ability to heal others by transferring the damage into her
own body. Possessing this ability Velvet was called upon to make small or sometimes large
sacrifices for the good of others (particular team mates). At first the idea appalled her, but
Velvet has started to develop a close friendship with Leroy and Psiman. In fact she and
Psiman are starting to take the “just friend” part of their relationship a step further.
Nonetheless she is still trying her best to be the reluctant pawn among the Fate Battalion
but her stubbornness is melting away as she becomes more of a team player. Velvet would
also like to know her real name, if her real parents are alive, and check on the Mutant
Underground in Ultropolis who are still family to her. Her Bengal cat Lynx (7 years old) is
truly her best friend and usually accompanies her unless the mission is dangerous.

Real Name: Unknown. She doesn’t know what her birth name is).
Occupation: Con Artist and Burglar. Former freelance operative for Fabricators Inc.
Alignment: Anarchist. There is a good chance Velvet will become Unprincipled within a year.
Power Category: Unstable Powers (Minor Psychic).
Experience Level: 6th level
Hit Points: 72 S.D.C.: 76
P.P.E.: 20
I.S.P.: 100
Appearance: She is an attractive young woman who participates in moderate
exercise. She has red hair and hazel eyes. She wears a costume that has the same colors
as a tiger.
Attributes: I.Q. 10, M.E. 14, M.A. 18, P.S. 16, P.P. 30, P.E. 27, Spd. 30, P.B. 14
Age: 22, Sex: Female, Height: 5 foot and 5 inches (1.67 m), Weight: 112 lbs (50.4 kg).
Unusual Characteristics: Ambidextrous, Double Jointed, and Fingernails/Toenails Grow
at Triple the Normal Rate.
Super Psionic Ability: Superior Wound Transfer (special): This ability work similar to
the psychic healing power (see Powers Unlimited One), except Velvet can actually heal
others simply by touching them. She can transfer as many of her own hit points/S.D.C. over
to the victim that she wants. She can also transfer any of her P.E. attribute bonuses,
including all bonuses to save vs. magic, toxin, disease, and coma/death. The most
remarkable, see can transfer any aspect of her Healing Factor over to the injured party (yes
they get to enjoy the super healing). But whatever damage the victim sustained is
immediately transferred to her body. The actual wounds disappear off the victim and appear
on her (she takes the same amount of damage the victim sustained). If she heals someone
with a broken arm, her arm will break. If Velvet gives over her Healing Factor to someone
else, she doesn’t possess it. Her P.E. becomes the same as her victim (doesn’t increase if
it’s greater than her own). Her hit points and S.D.C. do not change. But she loses all her
P.E. bonuses regardless if the victim’s P.E. attribute is greater or smaller than hers. The
duration the victim holds on to her Healing Factor is equal to one hour per level of her
experience. Until that duration end does Velvet reclaim her healing factor and start to heal
like normal and enjoys all its benefits, including the super healing even if the victim used it
already and/or if she already used it herself that day (but not a second time in a 24 hour
period). Range: Touch only, Duration: 1 hour equal to her level of experience, I.S.P. 30.
Saving Throw: Standard if the victim refuses to be healed.
Major Super Abilities: Animal Abilities: Domestic Cat (Nightvision 60 feet/18.3 m and
superior vision, leap 6 feet/1.8 m up & 12 feet/3.6 m across, double when run, control
2D6+6 domestic cats), and Chameleon (Adhesion).
Minor Super Abilities: Healing Factor and Extraordinary Physical Prowess. Note Velvet
will develop additional minor super abilities at levels 10 and 15). They will not be psionic in
nature.
Attacks per Melee: 7 (2 Initial +3 from Hand to Hand +1 from powers +1 from
ambidextrous)
Combat Training: Basic
Combat Bonuses: +1 to initiative, +9 to strike, +12 to parry, +11 to dodge, +11 to
auto dodge, +1 to damage, +13 to roll with punch/fall, and +2 to pull punch.
Saving Throws: She needs a 12 or better to save vs. psionics, fire and cold does ½
damage, poison, drugs, and toxins if fail save are 1/3 normal damage, duration, effect, and
penalty,+54% to save vs. coma/death, +9 to save vs. magic, +9 to save vs. poison &
disease, and +3 to save vs. psionics.
Combat Skills: Punch 1D4+2, Power Punch 2D6 (counts as two attacks 2),
Elbow/Forearm 1D6, Knee 1D6, Kick 2D4, Snap Kick 1D6, all Holds, and Critical strike on an
unmodified roll of 19-20.
Other Bonuses: 50% to charm/impress.
Educational Background: On the Job Training
Common Skills: Read-Write/Speak English 92%/94%, Mathematics: Basic 95%, Pilot:
Automobile 78%, Natural Climbing 98%, and Natural Prowl 98%
Criminal Program: Streetwise 59%, Pick Locks 90%, Find Contraband 65%, Safe
Cracking 54%, and I.D. Undercover Agents 89%.
Physical Program: Hand to Hand: Basic, Acrobatics (Sense of Balance 98%,
Walk Rope 88%, Climb Rope 98%), Gymnastics (Backflip 92%), and Athletics (General).
Learned Program: 2nd Criminal Program: Forgery 60%, Escape Artist 85%, Pick
Pocket 95%, and Tailing 75%.
Secondary: Dance 70%, Concealment 59%, Seduction 40%, Writing 55%,
Palming 75%, Law (General) 65%, Appraise Antiques 60%, Barter 54%, Performance 47%,
Wardrobe & Grooming 66%, Gambling (Standard) 35%, and Pilot: Race Car 58%.
Money: Velvet has $90,000 stashed away in a secret hideout in Ultropolis. She also
has $300,000 in stolen art, jewelry, watches, and other trinkets she’s taken from people
homes in that same hideout. She has a credit/bank account set up by Fabricators Inc that
she access all the time for her spending money (rarely keeps cash on her). Presently there
is $100,623 in the account.
Weapons: She relies on her super abilities.
Equipment & Vehicles: She owns an orange 2009 Lamborghini Murciélago LP 670-4
SuperVeloce. She had a Fabricator Inc work on the car thus its can know reach 0-60 mph
(96.6 km) in 1.8 seconds and a quarter mile time of 5.45 seconds at 129 mph (207 km). The
top speed of the car is 285 mph (458 mph). The car has also been modified with enhanced
steering and breaking to provide +15% to all control rows. She doesn’t let anyone but
herself driver this car. Lynx has a special protective travel case in the car that he travels in.
It is very impact resistant (the occupant inside is safe from harm, reduce all damage by
77%). The case is easily pulled in and out of the car, but remains locked in place while the
driver’s door is locked.
Contacts: Velvet still has a dozen or more criminal contacts she acquired during her
days as a Fabricator freelancer. She has never betrayed her loyalties to the organization
(she knows the penalty) and unless compelled to by the Judge Knight will not divulge any
secrets or information about Fabricators, which includes the Byrne Building. To ensure she
keeps these contacts and that her loyalty to Fabricators Inc has remained, Velvet still pulls
off a few con jobs and miscellaneous thefts. She doesn’t try to get caught but leaves
enough of a calling card that Fabricators Inc knows she was responsible.

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Reagren Wright
Palladium Books® Freelance Writer
Posts: 3240
Joined: Sun Feb 10, 2002 2:01 am
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
Location: LaPorte, In USA

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

Unread post by Reagren Wright »

NEW WAVE

Pete Mardon grew up living in Chicago. His parents wanted him to be good at some kind of
sport. Although he was good at basketball and baseball, he simply lacked the prowess to be
a great college player. Peter also enjoys swimming far more than he did any other exercise
or sporting activity. Fortunately, Pete didn’t have to rely on his physical attributes to help
him in school for he was an all star honor student. But his high I.Q. made Pete rather bored
in school so he became a class clown to get attention. This only irritated his parents for
they feared he wouldn’t be able to get in a prestigious university. Pete choose Gulf Coast
City University, just so he could be near the ocean and be where the action (partying) was.
A week into his freshman year, he found himself the star pupil for Professor Thurman Rush.
He was a former assistant of Professor Daedalus, the man behind the rise and fall of Century
Station. He was hoping to rediscover the cold fusion technique that was confiscated by the
aliens along with the good doctor’s notes and ideas as well as any other form of technology
derived from it. Pete was eager to help him with his research. Two months later they were
working on an experiment at the Professors home when an accident occurred and Pete fell
into the water chamber. The exposed changed his cellular structure. Later when Pete went
home he found himself dripping wet. Thinking himself over-heated he took a shower. When
he stepped out of the shower his physical form turned into liquid. Peter soon learned that
not only did he become liquid he could manipulate and control moisture/water as well. Peter
began spending his evenings using his new found powers to entertain himself and foil trouble
makers on the street. Eventually he caused enough of a stir for G.I.G.M.A./S.C.R.E.T to
come looking for him. He decided to lay low for a while. Then one day while in the middle of
his history class, he vanished only to end up in Panama helping Judge Knight and several
super beings take on some drug cartel. Pete had a great time and said he was fully
interested in helping out again. He told the Judge his real name and awaited the next time
to be summoned. It didn’t happen for a five months. Pete was a little sore about not being
utilized sooner. Nonetheless he still enjoyed himself. On the next occasion, the Judge
provided him a special uniform that would allow him to keep his clothes on. As New Wave,
Pete is still a brainy class clown who is always ready to throw down. He reminds most
people (and his teammates) of various comedic actors in the way his attitude is. New Wave
will laugh at danger and never take anything seriously. This of course might change for Pete
has no idea that Professor Rush has learned of his abilities and is planning on using him to
further his study into the power of cold fusion or maybe sometimes entirely different.

Real Name: Pete Mardon
Occupation: College Student
Alignment: Unprincipled
Power Category: Mutant
Experience Level: 3rd level
Hit Points: 32 S.D.C.: 73/+30 in water form.
Natural Armor Rating: Water Aura provides a NAR of 10 with 60 S.D.C.
P.P.E.: 21
Appearance: He is a good looking, African-American college going male with short
black hair and dark brown eyes. His blue costume he wears has Bio-Aura incorporated into
it.
Attributes: I.Q. 28, M.E.12, M.A. 12 P.S. 17 (extraordinary in water form), P.P. 8, P.E. 15, Spd. 14, P.B. 14
Age: 21, Sex: Male, Height: 6 foot and 2 inches (1.87 m),
Weight: 180 lbs (81 kg)/1260 lbs (567 (kg in water form).
Vulnerability: Necrophobia: New Wave is deathly afraid of seeing dead people. He will
not attend a funeral. If someone dies while in combat or during a disaster and he sees it
happen that doesn’t bother him as much as coming upon a dead person. He is deathly afraid
of zombies, ghouls, vampires and all undead things. He refuses to see such movies or
television programs. He really hates being in cemeteries and places where the dead are
buried/kept.
Major Super Abilities: Alter Physical Structure: Liquid and Matter Expulsion: Liquid
(Special) based in part from Rifter #19 by Ed Sauerland). Note: The two powers do not
work in tandem and cannot be combined together. Only one can be active or any aspect of
it be utilized at a time.
Matter Expulsion: Liquid. The hero is able to condense the moisture in the air,
ground, or from any organic material into water. The more moisture in the air (humidity), the
more abundant of water he can generate. Theoretically he has an almost unlimited supply of
moisture at all times since it is always present in the surrounding air or environment
however places like the desert or high elevations require more concentration (half his
actions per melee round) instead of one. He draws moisture from a 20 foot (6 m) area of
effect. If there is not enough moisture in the air, he can choose to draw in oxygen and
hydrogen atoms to make water. The process does not release any by-products or unused
atoms.
1. Dehydration Attack: New Wave can draw moisture out of a living being causing
them to become very hot very quickly, causing headache, disorientation, hot, dry skin, and
difficulty breathing. If the victim is not cooled off quickly (within 4D4 melees), the victim
has a 01-60% of lapsing into a coma like unconsciousness. Those who fall into this coma
like state are subject to the normal survivability coma/death rules without any side effects.
Those who fail to save coma/death will die. Range: Touch, Damage: Lose initiative, reduce
all skill and combat bonuses by one-half, lose two attacks per melee round, and reduce Spd
by 70%. Failure to cool the victim down can result in unconsciousness. Saving Throw: Roll a
14 or better using only P.E. attribute bonuses. A successful save results in immunity to the
attack.
2. Water Aura. The power can be used to surround New Wave with an aura of
water. The water envelops his entire body and is 6 inches (15.24 cm) thick however it
provides the same barrier as if the water was three feet (.9 m) deep. The water barrier
provides a Natural Armor Rating of 10, however any melee or physical blunt attack that
by-pass the armor rating will still have its damage reduce by 70%. All attacks from high
powered rifles (including a .50 caliber) are instantly negated and inflict no damage against
the water aura even if they by-pass the Natural Armor Rating. Projectiles from handguns
and shot guns will inflict zero damage unless they are fired at point blank range (less than
10 feet/3 m) and will still have their damage reduced by one-half. Bladed, throwing, and
projectile weapons have no problem penetrating the water aura and the Natural Armor
Rating and S.D.C. is ineffective. Energy attacks do full damage, however fire and heat
(plasma) attacks do half damage. Light/laser attacks inflict half damage. Explosions, high
speed car crashes, falls from great heights, and force bolts all have their damage reduced
by 70%. S.D.C. Protection: The aura provides 30 S.D.C., plus 10 per level of experience. If
there is ample supply of moisture (water), the aura regenerates at a rate of 10 S.D.C. per
melee and as long as the character is conscious (cost one action to maintain per melee
round). Once the S.D.C. of the aura is reduce to zero, the aura is gone and cannot be
replenish for one hour. The S.D.C. of the water aura must be destroyed first in order to
harm New Wave, however bladed, throwing, and projectile weapons can ignore the NAR and
S.D.C. of the water aura.
3. Hurl Water. New Wave can shoot a stream of water from his finger tips. This has
a variety of uses, from damaging electronics to blinding opponents. Range; 50 feet (15.2
m), Duration: Instant, Damage: Minimal to most people, just 1D6 S.D.C., plus may blind
temporarily (-4 to strike, parry, and dodge for 1D4 melees), Bonus: +1 to strike.
4. Water Stream: This is a much more powerful stream of water, like a fire hose.
It’s strong enough to knock most people over. Range: 80 feet (24.4 m), Duration: Instant,
Damage: 3D6. S.D.C., plus it’s very likely that they’ll be knocked down. Opponents must roll
a 14 or better to maintain their balance, Bonus: +1 to strike.
5. Water Walk. New Wave can walk or run on water as easily as if it was the
ground. He doesn’t sink unless he wants to or is rendered unconscious. Reduce Spd by 25%
6. Water Affinity: New Wave can draw in oxygen from water. This enables him to
remain submerged without air indefinitely. He retains his full vision underwater. He can slip in
and out of water without a sound or even making a splash. He can survive depths of up to
200 feet (61 m) without the aid of any special gear.
Attacks per Melee: 5 (2 Initial +2 from Hand to Hand +1 from boxing)
Combat Training: Basic
Combat Bonuses: +5 to parry, +5 to dodge, +2 to damage, +6 to roll with punch/fall,
and +2 to pull punch.
Combat Skills: Punch 1D4, Power Punch 2D4 (2), Elbow/Forearm 1D6, Knee 1D6, Kick
2D4, Body Block/Tackle 1D4 (parry or dodge to avoid knockdown), Pin 18-20, Crush 1D4,
and all Holds.
Other Bonuses: +14% to all skills.
Educational Background: Three years in College
Common Skills: Read-Write/Speak English 98%98%, Mathematics: Basic 95%, and
Pilot: Automobile 83%.
Science Program: Computer Operation 98%, Mathematics: Advance 98%, Chemistry
94%, Chemistry: Analytical 79%, and Biology 84%.
Technical Program: Research 84%, History 98%84%, Law (General) 79%, and
Firefighting 79%.
Physical Program: Hand to Hand: Basic, Athletics (General), Boxing, and
Wrestling.
Secondary: Swimming 79%, S.C.U.B.A. 79%, Play Basketball 59%, Play Baseball
59%, Singing 64%, Pilot: Water Scooter 79%, Pilot: Boat: Sail Type 79%, Pilot: Kayaking &
Canoes 76% , Navigation 45%, and Fishing 59%
Money: He has $4500 in his bank account to help pay for college. The money is part
of his student loan and money given to him from his parents. He is always looking for a
handout so he doesn’t have to dip into his savings otherwise his father will kill him.
Weapons: He relies on his super abilities.
Weapons: APS-Liquid-Water Bolt, Range: 60 feet (18.2 m), Damage: 2D4+3, Bonus:
+2 to strike.
Equipment & Vehicles: He is always bumming a ride off someone.
Contacts: Pete tries to keep his ‘New Wave” life separate from his family and his
schooling. He is majoring in Chemistry and plans on becoming a Chemical Engineer. But being
summoned at any given notice might prevent that from happening. Though he loves being
New Wave he doesn’t want to disappoint his father whose worked so hard to see his son
succeed. He wonders if he knew the truth that would make his dad proud, but he’s so afraid
to tell his parents. Unbeknownst to him, Professor Rush might do it for him.
User avatar
Reagren Wright
Palladium Books® Freelance Writer
Posts: 3240
Joined: Sun Feb 10, 2002 2:01 am
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
Location: LaPorte, In USA

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

Unread post by Reagren Wright »

GAMBOL
(Gambol means to leap about playfully, frolic)

Rick and Eric are identical twin brothers of Fletcher and Violette Felvic. Fletcher Felvic is
one of Great Britain’s top Secret Intelligence Service (12th level Gadgetter Agent), and
although he is presently semi-retired at age 79, he still a cool spy still able to kick butt and
has dozens of contacts all over the world. His wife, the beautiful Violette Leroy was a
famous French super model known all over the world for dazzling look (P.B. 23). She was
also the super villainess Zardella (5th level Mystically Bestowed by the Devil Lord-Zardella)
until she was set free by Britannia and Euroforce 27 years ago. At the time, she and
Fletcher were dating. He and the rest of the world had no idea Violette was actually
possessed by the Devil Lord until her identity was revealed during the battle with Euroforce.
No one also knew at the time she was pregnant with his children until afterward. After the
rescue, the two of them married and tried to live far and away from public view. They went
to Okinawa (where Fletcher learned to be a master of TE) to live. The boys were raised
there as if Okinawa was their true home. But by the time they were five, it was obvious the
possession of the Devil Lord had indeed affected them. Both boys could alter luck/fate in
their own unique way. Rick also possessed the ability to control the minds of others.
Fortunately, he also had his mother’s kindness and generosity. Rick became the ideals of the
principled alignment, always trying to do more for others than himself. Both boys wanted to
follow in their father’s footsteps, despite their mother’s protest. Their father also thought it
would be the only way for them to be disciplined on the use of their abilities. So he trained
them himself with the help of Husyu Yanagiya (13th level Ancient Master, and the man who
taught Fletcher). By the time the boys were 18 years old, SIS was indeed interested in
them as was Euroforce. Initially the boys worked together then SIS split them up. Right
away Rick proved a great operative agent, but his brother did not. He utilized his position to
make himself an assassin for hire. He made himself rich and anyone who got in his way he
killed. Eric became a wanted fugitive and it was Rick job to bring him in. Rick refused and
quit the SIS to become a freelance agent. In the end the brothers found themselves secret
working together on numerous jobs (for different reasons of course), and no matter how
much they tried to stay apart they always ended up working together. One day Rick became
involved in an investigation to catch the murder of an Italian diplomat. While in Rome
chasing down some leads, Rick ran into his brother and without missing a beat accused him
of the crime. Eric denied it but Rick knew the truth. This led to a fight between them. After
five minutes the brothers found themselves transported to Los Angles where they had to
help Judge Knight battle a giant robot on the loose. The brother helped save the day. Eric
wanted to be sent home but Rick agreed to help whenever possible, and to ensure his
brother stayed out of trouble, he gave the Judge his brother’s real name. This really ticked
Eric off. Nonetheless the two brothers enjoy being members of Fate Battalion and beside
the Judge are among its most known members, although none can understand the unusual
relationship Rick has with his brother.

Real Name: Rick Felvic
Occupation: Freelance agent for Secret Intelligence Service (Great Britain)
Alignment: Very Principled he is not a pacifist but he follows the ideals to the letter.
Power Category: Mutant with specialized Martial Arts Training
Experience Level: 6th
Hit Points: 36 S.D.C.: 112
P.P.E.: 27
Appearance: Rick is an athletic, handsome British male. He has black eyes and light
brown hair. White leather long overcoat with a flowing tail that blows behind him as he
walks. A gray suit. Sunglasses. White leather boots.
Attributes: I.Q. 11, M.E. 21, M.A. 25, P.S. 14, P.P. 30, P.E. 16, Spd. 50 (35
mph/56.35 km), P.B. 13
Age: 27, Sex: Male, Height: 5 foot and 10 inches (1.55 m), Weight: 175 lbs (78.75 kg)
Unusual Characteristics: Ambidextrous and Extraordinary Perception.
Sixth Sense: For reasons unknown Rick possess the equivalency of the psychic
power Sixth Sense but only in regard to his brother Eric. Whenever Eric is in danger, even if
he is thousands of miles away, Rick becomes aware of it (cost zero I.S.P.) one minute in
advance while Eric does not.
Major Super Abilities: Karmic Powers and Control Others. Note: None of his powers
work on his brother.
Special Karmic Ability (Optional): Equal to Gambol’s level of experience
(presently its six), the player character using Gambol has the option of re-rolling any of his
dice rolls per game session. He also has the option of switching the numbers around on any
% dice rolls (for example, 82 could become 28). This ability to alter fate can be used on any
situation requiring Gambol to roll dice, or the option is use it to assist another player
character within 150 feet (45.7 m) of Gambol’s position and in his line of sight. However,
whatever the re-roll is the new dice roll MUST stand and cannot be re-rolled again. If the
consequences are bad then fate has spoken. HOWEVER, using this ability comes with a
price, for each time Gambol uses this ability, the GAME MASTER gains the equivalent ability
to ask Gambol or any player character within Gambol’s presence (even not in his line of
sight) to re-roll any dice roll or the G.M. can alter any % dice roll he/she wishes. If the G.M.
demands the roll, NONE of Gambol’s karmic power or combat bonuses can be used to help
himself or anyone within his presence. Neither the G.M. nor Gambol can alter each other
dice rolls at the same time. The G.M. can have Gambol or any player character re-roll dice
whenever he or she feels fate may intervene and its can occur at anytime. The influence
will not affect N.P.Cs or any of the GMs dice rolls. This only happens if Gambol uses his
ability first. Gambol influence last throughout the game session (until the GM declares the
adventure over for the night/day), yet the G.Ms influence to ask for re-rolls lasts
throughout the entire adventure (which may take days, weeks, maybe months). The more
Gambol uses this ability to alter fate, the GM’s counter balance power grows. Note: Use
this if you like. It’s how I utilize Karmic Power when I’m the GM for Heroes.
Combat Training: TE (See Ninjas and Super Spies)
Martial Arts Powers: Martial Arts Awareness/Zashin (18 feet/5.4 m). No surprise or
critical from behind, no penalty (or Zashin bonus) when fighting foe invisible or super speed
opponents. Kick Practice/Chagi, Sung Chi/Resistsance to Fear,
Attacks per Melee: 6 (3 initial +2 from Hand to Hand +1 from ambidextrous)
Combat Bonuses: +6 to initiative, +9 to strike/+11 with kick, +13 to parry, +14 to
dodge, +1 to damage, +9 to roll with punch/fall, +1 to pull punch, +1 disarm, and +3 to
perception. None of his Karmic power have been included.
Saving Throws: +4% to save vs. coma/death, +1 to save vs. magic & poison, +5 to
save vs. fear/Horror Factor, +3 to save vs. psionics, +4 to save vs. insanity, +6 to save vs.
possession, and +9 to save vs. mind control. See Karmic Powers for additional saving throw
bonus toward when they apply. None of his karmic powers have been included.
Combat Skills: Karate Punch 2D4, Knife Hand, Fore-Knuckle Fist, Double-Knuckle Fist,
Elbow/Forearm 1D6, Knee 1D6, Karate Kick 2D4+6, Snap Kick 1D6+6, Combination Grab/Snap
Kick (does double damage), Body Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and
1 attack/action), Knockout/Stun on a Natural 20, Critical from behind, Critical strike on an
unmodified roll of 19-20.
Other Bonuses: 55% trust/intimidate.
Educational Background: On the Job Training
Common Skills: Read-Write/Speak British English 92%/94%, Mathematics: Basic
90%, Pilot: Automobile 78%, W.P. Staff (+3 to strike/parry), W.P. Nunchaku-Paired (+2 to
strike/+1 to parry), Language: Japanese 85%, Literacy: Japanese 83%, Bonsai 89%, and
Philosophy (Zen/Bushido) 70%.
Physical Program: Acrobatics (Sense of Balance 98%, Walk Rope 93%, Climb
Rope 98%), Gymnastics (Backflip 97%), Athletic (General), and Aerobic Athletics.
Espionage Program: Detect Ambush 80%, Intelligence 76%, Wilderness Survival
80%, Tracking (people) 75%, and Detect Concealment 75%.
Secondary Skills: Climbing 95%, Prowl 75%, Streetwise 36%, Law (General) 55%,
Swimming 55%, and Running.
Money: Gambol gets paid about 60,000 GBP (95,000 US dollars) annual working for
the Secret Intelligence Service. In the past he did freelance for Euroforce, but has stopped
ever since Britannia was sent to Gramercy Island. Gambol has never considered working for
Great Britain’s S.C.R.E.T. because they do not allow mutants within their ranks. One-third of
the money he receives he sends to various charities.
Weapons: Bo-Staff (2D6) and Nunchaku 2D4 each.
Equipment & Vehicles: Gambol owns a red 2006 Morgan Aero 8 Convertible. However,
he only drives it when he is on vacations, otherwise it’s being watched over and care for.
Contacts: Rick enjoys the biggest contact of them all, his father who is full of advice
and insider information. Rick has also been able to utilize some of his dad’s contacts as well.
Rick still enjoys positive assistance from SIS but his relationship with Euroforce has been
strained ever since Saxon took over the team. Rick has a close friendship with Kid Silver and
Omaha. He is among those campaigning to have Britannia released from prison.

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Reagren Wright
Palladium Books® Freelance Writer
Posts: 3240
Joined: Sun Feb 10, 2002 2:01 am
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
Location: LaPorte, In USA

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

Unread post by Reagren Wright »

RETREAD

After Eric and his brother Rick joined the SIS the training they received from their father
(and his mentor) made them a nearly unbeatable team. Then they were split up. Right away
Eric noticed an immediate effect on his combat ability. He was seriously lacking in many
combat situations. Although his amazing prowess, reflexes, bad luck, and possession powers
made him formidable, he found himself on the receiving end of near fatal gunshots and
outclassed by psychics. He also regretted how little his father’s combat training helped him
on his own. Unwilling to admit that his brother was better he contacted a villainous psychic
name Thought Taker and arranged a meeting. He promised the psychic a chance to help in
the greatest theft of all time if he agreed to help him. The man did. Eric then went out into
the remote hills of China until he found Tung Fu, an 11th level Dedicated Martial Artists who
mastered the Snake Style Kung-Fu. He begged the great master to train him and help him
learn all that he had. The master was reluctant and insisted that Eric spend 15-18 years of
his life with him to learn the secrets. Eric expected this thus the reason he brought the
Thought Taker along. Paralyzing the old man, then binding him in chains, the Thought Taker
Mind Bonded with him and then with Insert Memory, Total Recall, and Thought-Reading over
a period of several days stole the memories of Snake Style Kun-fun and implanted them in
Rick’s mind. Within a week Rick was equal to someone who completed all the basics and
then some. Know he was skilled enough to learn the rest on his own. The old man vowed
revenge on then both. The Thought Taker permanently wiped his mind clear. In the
meanwhile, Eric rigged the home to explode killing both the master and the Taker. Now with
his new found martial art power, Eric found himself now more than an equal for anyone. It
wasn’t long before he was taking assassins job from various criminal enterprises. Soon the
SIS sent his brother after him, but Rick refused to bring his brother in. The two brothers are
polar opposites yet the love is always there. There isn’t anything they wouldn’t do for each
other. They take the good and the bad. Retread does however resent him for trapping him
with the Fate Battalion; nonetheless, it has worked out the best. Retread is enjoying the
best of both worlds, as a hero and as a villain. So far he hasn’t found a conflict, but he is
aware that a dozen experts in Snake Style Kun-fu are looking for him to revenge the death
of Tung-Fu. As far as he is concerned, let them try and come for him. He’s looking forward
to the challenge.

Real Name: Eric Felvic
Occupation: Freelance assassin/thief.
Alignment: Aberrant. However he is Principled when it comes to his brother, parents, and sister.
Power Category: Mutant with specialized Martial Arts Training
Experience Level: 8th
Hit Points: 55 S.D.C.: 87
P.P.E.: 27
Chi: 128
Appearance: Eric is an athletic, handsome British male. He has black eyes and light
brown hair. Long hooded leather trench coat. Tight, plain long sleeve black shirt. Black dress
pants. Leather boots. Sunglasses.
Attributes: I.Q. 13, M.E. 29, M.A. 19, P.S. 14, P.P. 30, P.E. 16, Spd. 50 (35 mph/56.35 km), P.B. 13
Age: 27, Sex: Male, Height: 5 foot and 10 inches (1.55 m),
Weight: 175 lbs (78.75 kg)
Unusual Characteristics: Ambidextrous and Extraordinary Perception.
Sixth Sense: For reasons unknown Eric possess the equivalency of the psychic power
Sixth Sense but only in regard to his brother Rick. Whenever Rick is in danger, even if he is
thousands of miles away, Eric becomes aware of it (cost zero I.S.P.) one minute in advance
while Rick does not.
Major Super Abilities: Jinx Power and Transferal/Possession. Note: None of his powers
work on his brother. Additional Note: His Jinx power has a one-time option of doubling his Chi
(all ready factored in).
Special Jinx Ability (Optional): Equal to Retread’s level of experience (presently
its six), the player character using Retread has the option of telling the GM to re-rolling any
of his dice rolls per game session (and they have to out in the open for all to see). He also
has the option of switching the numbers around on any % dice rolls for the GM or for any
NPCs (for example, 82 could become 28). This ability to alter fate can be used on any
situation requiring the GM to roll dice, or the option is use it to affect any NPCs within 150
feet (45.7 m) of Retread’s position and in his line of sight. However, whatever the re-roll is
the new dice roll MUST stand and cannot be re-rolled again. If the consequences are bad
then fate has spoken. HOWEVER, using this ability comes with a price, for each time
Retread uses this ability, the GAME MASTER gains the equivalent ability to ask Retread to
re-roll any dice roll or alter any of Retread % dice rolls if he/she wishes. If the G.M.
demands the roll, NONE of Retread’s Jinx powers or combat bonuses can be used to help
him. Neither the G.M. nor Retread can alter each other dice rolls at the same time. The G.M.
can have Retread re-roll dice whenever he or she feels fate may intervene and its can
occur at anytime. Retread can affect N.P.Cs but the GM cannot affect other player
characters. This only happens if Retread uses his ability first. Retread’s can use his
influence throughout the game session (until the GM declares the adventure over for the
night/day), yet the G.Ms. influence to ask for re-rolls lasts throughout the entire adventure
(which may take days, weeks, maybe months). The more Retread uses this ability against
the GM, the more counter balance power GM’s gains throughout the course of the
adventure. Note: Use this if you like it’s how I utilize Jinx Power when I’m the GM for
Heroes.
Combat Training: Snake Style Kung Fu (See Ninjas and Super Spies) at 6th level.
Note: He possesses TE at 2nd level but will never utilize any aspect or discipline of the
martial art except for the snap kick which he found a means to incorporate into the combat.
Martial Arts Powers: Art of Mystic Invisibility/Chi Zoshiki), Mind Walk, Karumi-Jutsu,
and One Finger Chi. Note: Mind Walk and his Possession power can be utilized at the same
time.
Attacks per Melee: 5 (2 initial +2 from Hand to Hand +1 from ambidextrous)
Combat Bonuses: +9 to strike, +10 to parry, +10 to dodge, +1 to damage, +6 to roll
with punch/fall, +1 to pull punch, +1 disarm, and +3 to perception.
Saving Throws: +4% to save vs. coma/death, +1 to save vs. magic & poison, +4 to
save vs. horror factor, +7 to save vs. psionics, +12 to save vs. insanity, +6 to save vs.
possession, and +9 to save vs. mind control.
Combat Skills: One Finger Tip Attack (1 point), Palm Strike 1D6, Choke (1D6 direct to
hit points), Snap Kick 1D6+2, Critical from behind, Critical strike on an unmodified roll of
19-20, and Death blow on an unmodified roll of 20 (double damage direct to hit points).
Other Bonuses: 55% trust/intimidate.
Educational Background: On the Job Training
Common Skills: Read-Write/Speak British English 96%/96%, Mathematics: Basic
96%, Pilot: Automobile 84%, W.P. Staff (+1 to strike/parry), W.P. Sai-Paired (+1 to strike,
parry, entangle), Language: Japanese 85%, Literacy: Japanese 83%, Language: Chinese
84%, Literacy: Chinese 80%, Lore: Geomancy (Chi) 45%, Philosophy (Zen/Bushido) 45%,
Calligraphy 45%, and Philosophy (Taoism) 70%.
Physical Program: Acrobatics (Sense of Balance 98%, Walk Rope 93%, Climb
Rope 98%), Gymnastics (Backflip 98%), Athletic (General), and Aerobic Athletics.
Espionage Program: Detect Ambush 90%, Intelligence 84%, Wilderness Survival
90%, Tracking (people) 85%, and Detect Concealment 85%.
Learned Assassin Program: Escape Artist 75%, Optic Systems 70%, Sniper (+3 to
aim/called shots-counts as two attacks), Surveillance 60%, W.P. Knives (+2 to strike/+3 to
parry, +5 to throw), W.P. Targeting (+2 to throw/Critical strike on an unmodified roll of
19-20), and W.P. Rifle (+3 to aim/+1 to burst).
Learned Skills: Demolitions 80%, Demolitions Disposal 80%, Basic Electronic 65%, and
Computer Operation 80%.
Secondary Skills: Climbing 98%, Prowl 90%, Streetwise 52%, Law (General) 65%,
Swimming 70%, and Running.
Money: Retread is a freelance assassin so he gets paid when he completes a job
which can be anything between 10,000 to 10 million (Euro and U.S. dollars). He’s made
enough money to live a very comfortable life style (equal to a Fabricator operative).
Armor: His coat has concealed body armor within it. A.R. 12, 40 S.D.C.
Weapons: 12 Throwing knives, Damage: 1D6, Bonus: +1 to throw. He only
uses the best quality.
2 Superior quality sais, Damage: 1D6+2, Bonus: +1 to strike/parry/entangle.
Arctic Warfare Bolt Action Rifle: (Chambered for the 7.62 mm NATO Round, but can
also be fitted for 5.56 mm. It is mounted with a standard scope and muzzle brake to cut
down on recoil. Range: 2640 feet (804 m), Damage: 4D6 (or 5D6), Feed: Single shot,
Payload: 10 round detachable box mag, Bonuses: +1 to aim.
He designs his own home made grenades, mini-bombs, and explosive pellets. He can also
design large explosives with timers as well.
Equipment & Vehicles: Retread doesn’t own a vehicle he steal whatever he needs so
it’s never traced back to him, but whenever he can he “borrows his brother’s red 2006
Morgan Aero 8 Convertible.
Contacts: Eric enjoys the biggest contact of them all, his father who is full of advice
and insider information. Eric is wanted by the SIS and Interpol. He is also wanted by
Euroforce (Scattershot hated him). However, this does not stop him from secretly
campaigning to have Britannia released from prison. Eric has several contacts with
Fabricators Inc, the Usurper, Taylor Oil, and his biggest supporters of all the Brotherhood of
Armageddon (even though he is British, this doesn’t stop them from using him against high
prized targets throughout Europe). He has never been invited to come to their secret
headquarters or have direct contact with the upper echelons of command. .

User avatar
Reagren Wright
Palladium Books® Freelance Writer
Posts: 3240
Joined: Sun Feb 10, 2002 2:01 am
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
Location: LaPorte, In USA

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

Unread post by Reagren Wright »

FURY

Jenny Carson mother Beth knew her daughter was going to follow her father’s footsteps
when she was three year old. She came into the kitchen carrying his gun saying, “I shoot
big gun.” Eighteen years later, Jenny graduated at top of her class. She became a Century
Station Patrol Officer. Her hard work and dedication paid off as the years went by. Her
friends and colleges called her Fury whenever she went chasing down after a crook. She
was like an avenging angel going after the criminals. Eventually she made detective. Two
days later she and her new partner were called in to assist apprehending a crazed child killer
named Ghoulrot. They tracked him down to a deserted factory in Saratoba. A shoot out
with the cops begins. Jenny stormed in trying to find the sick freak. Standing near a large
container labeled hazardous waste, Jenny was suddenly fired upon with armor piercing
rounds from a shotgun. One of the rounds punctured the already weakened walls spilling its
contents all over. The chemicals burned like acid. The next round struck the container
creating a spark. The factory exploded. It killed nearly two dozen police officers, several
emergency personal, and Ghoulshot. Jenny awoke three miles away, naked on the roof of a
building. She not only survived but was somehow alter in way that she controlled all the
kinetic energy flowing in and out of her body. For the longest time she was plagued by
survivor’s guilt, but in time she learned to use her new found powers to assist the police
department. Now she truly was an avenging angel. She called herself Fury and went after
criminals as such. She became a rising star in the police force, but there were also those
who resented her and continued to blame her for the deaths of many officers. They called
her freak and other hurt full names. It got so bad she eventually broke off her engagement
to rising star in the D.A. office Kieth Rolf Gilmore so there wouldn’t be any blacklash against
him. She was invited to join the Centurions and Sector 10 but she turned them both down
claiming she only wanted to be good CS police officer. Then one day while chasing down
some thugs, she suddenly found herself in Gulf Coast City with several other super beings
alongside Judge Knight. She helped him defeat the criminal mastermind and was eager to be
on her way. Just before she sent him home, she told him her real name. Days later he
summoned her again to help him with another criminal case. Jenny didn’t argue in fact she
was eager to help. This continued for some time. Jenny became the 1st official member of
Fate Battalion as she told the Judge she didn’t like working with new people all the time.
Jenny continues her role as a CSPD officer and the closest full time member of the DB and
closest person to friend to the Judge. Jenny still has feelings for Gilmore but doesn’t want to
ruin his career with her cursed existence.

Real Name: Jenny Carson
Occupation: Century Station Police Officer Special Investigation’s Division.
Alignment: Scrupulous
Power Category: Mutant
Experience Level: 5th
Hit Points: 76 S.D.C.: 212
P.P.E.: 26
Appearance: Fury is an attractive athletic woman with short blond hair and light blue
eyes. She wears a yellow body suit and no mask for her face.
Attributes: I.Q. 9, M.E. 10, M.A. 8, P.S. 18, P.P. 9, P.E. 21, Spd. 54 (37.8 mph/60.8
km) /108 (75.6 mph/121.7 km) bouncing/162 (113 mph/182. 5 km) hyper ricochet bouncing,
P.B. 14.
Age: 32, Sex: Female, Height: 5 feet and 11 inches (1.80 m),
Weight: 160 lbs (72 kg)
Major Super Ability: Re-Channel Kinetic Energy
Minor Super Abilities: Super Bounce, Extraordinary P.E., and Knockback.
Combat Training: Expert
Attacks per Melee: 5 (2 initial +3 from Hand to Hand)
Combat Bonuses: +3 to initiative, +2 to strike/+2 when using kinetic charge, +4 to
parry, +4 to dodge, + to damage, +6 to roll with punch/fall, +8 to pull punch, and +1 to
disarm.
Combat Skills: Punch 1D4, Power Punch 2D4 (2), Elbow/Forearm 1D6, Knee 1D6,
Karate Kick 2D4, Roundhouse Kick 3D6, Tripping/Leghook (cannot be paired, must dodge or
knockdown). and all Holds.
Saving Throws: Impervious to all kinetic/physical attacks (accept those that cut or
stab), +2 to save vs. horror factor, +12% to save vs. coma/death, and +3 to save vs.
magic & poison.
Educational Background: Trade School with some extra training from CSPD
Common Skills: Read-Write/Speak English 90%/93%, Mathematics: Basic
87%%, and Pilot: Automobile 85%.
Law Enforcement: W.P. Handgun (+2 to aim/+1 to burst), Radio: Basic 90%,
Crime Scene Investigation 75%, Law (General) 75%, and Streetwise 55%.
2nd Police Program: Undercover Ops 70%, Roadwise 61%, W.P. Shotgun (+2 to
aim/+1 to burst), and W.P. Rifle (+3 to aim/+1 to burst). .
Secondary Skills: Hand to Hand: Expert, Athletics (General), Running, Body Building &
Weightlifting, Aerobic Athletics (Sense of Balance 55%), Play Basketball 55%, Dance 55%,
Recognize Weapon Quality 40%, and Research 55%.
Money: Jenny has $12,000 in a bank in Century Station. Two thirds of the money is
in her checking, the rest is in her savings. As a member of the Special Investigation Division
of the Detective Bureau, she makes about $37,000 a year.
Weapons: When she is not using her fists (and the rest of her body) she is using:
Beretta Model 92 (9mm Auto Pistol), Range: 180 feet (55 m), Damage: 3D6, Rate of
Fire: Single shot or burst, Payload: 15 round detachable clip. She usually carries 2-3 extra
clips.
Model 3000 Police S&W 12 Gauge Shotgun, Range: 150 feet (45.7 m), Damage: 4D6
(buckshot) 5D6 (solid slug), Rate of Fire: Single shot, Payload: 8 rounds. If she uses it she
carries a bandoleer with 56 rounds on it.
Equipment & Vehicles: Jenny has access to an Avtran Hovercar (her personal police
vehicle). She can also get a 2D4 year old squad car requested to her if need be. She has
limited access to additional equipment that CSPD might provide for her.
Contacts: Jenny has dozens of numerous cop friends and associates. She is liked by
many because she acts like one of the boys. She can always count on Assistant District
Attorney Kieth Rolf Gilmore (ex-lover) as someone who will always be there whenever she
needs him. She also has her family, her cat Badger, and of course the Centurions.
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