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Unread postPosted: Mon Apr 12, 2004 1:07 pm
  

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Hero

Joined: Sun Nov 17, 2002 2:01 am
Posts: 1363
Location: Out of sight, Out of Mind
Comment: Greatest Rune Gardenweasel
Brutal. :ok: You da gawd.


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Unread postPosted: Mon Apr 12, 2004 1:35 pm
  

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Champion

Joined: Thu Apr 18, 2002 1:01 am
Posts: 2411
Location: The Servodome, in downtown Servotopia
The Deific NMI wrote:
Ladies and Gents, Freaks and Geeks, I The Deific NMI, present to you Cardiac's "Recreations", on the web.


Villains Unlimited - Revised


Nicely done, o Deific one. :ok:

I made this offer to Cardiac and I'll make it to you too... I've scanned and colored some of the VU characters (both for use in my own personal campaign as I try to have color photos of everyone, as well as to just keep in practice), and if you want to include them in your website you're more than welcome to them.

_________________
My Artwork Samples Set on Deviant Art
Hi! I'm Danger, but today I'll be Uncle Servo's Sock Puppet. -- Danger
US <Uncle> saves the day again. -- RockJock
And Servo has engineered another good idea. -- Sentinel


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Unread postPosted: Tue Apr 13, 2004 2:41 pm
  

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Adventurer

Joined: Fri Dec 27, 2002 2:01 am
Posts: 436
Location: Newfie-land
The Mighty Static Man

Real Name: Steven Thornstrong
Aliases: Steven Watts, Elia Bolt, the Hollywood Bandit, and the Mighty Static Man.
Group Affiliation: None.
Occupation: Bank Robber, Petty Criminal, Gigolo, Pimp-Daddy.

Alignment: Anarchist
Power Category: Mutant
Experience Level: 4th
Hit Points: 36 S.D.C.: 48
P.P.E.: 21
Attributes: IQ 12, ME 13, MA 28, PS 19, PP 18, PE 13, PB 28, Spd 15
Age: 20 Sex: Male Height: 6ft Weight: 175 lbs.

Unusual Physical Characteristics/Side Effects: Angelic, Beautiful Face.
Major Super Abilities: Control Static Electricity.
Minor Super Abilities: Extraordinary MA, Energy Resistance, Sidestep.

Natural Abilities: Can generate and manipulate comparitively large amounts of static electricity, using it to manipulate clothing, disrupt electronic devices, and obscuring vision. Ignores the first 20 points of energy damage, and takes half damage from the rest.

Combat Training: Hand to Hand: Basic
Attacks: 5
Combat Bonuses: +0 Initiative, +2 Strike, +5 Automatic Parry, +5 Dodge, +10 Automatic Dodge, +3 Roll with Punch/Fall/Impact, +2 Pull Punch, +4 Damage, +0 Disarm.

Combat Note: Can only use his Automatic Dodge if he is able to literally Sidstep out of the way of an incoming attack.

Saving Throws: 94% Trust/Intimidate, 85% Charm/Impress.

Other Combat Info: Called knockout/stun - 20. Critical Strike - 20. Entangle.

Hand to Hand Damage:
Punch - 1D4+4. Power Punch (2A) - 2D4+4. Body Block/Tackle - 1D4+4 + knockdown. Karate Kick - 2D4+4.

Education Level and Skills: 1 Year of College
Journalaist Program: Computer Operation, Research, Writing, Photography.
Physical Program: Athletics, Hand to Hand Basic, Body Building, Climbing.

Secondary Skills:
WP Sword, WP Revolver, Pilot Motorcycle, Cooking, Sing, Play Musical Instrument, Escape Artist, First Aid, Seduction, Language - French.

Money: He likes to live in luxury and loves to spend money on himself (and the ladies). Generally has less than $100,000 at any one time (half of which is usually in men's jewlery).

Weapons, Vehicles and Other Equipment:
Besides his costume, he generally uses no equipment (aside from the occasional grappling hook launcher and line - for dramatic entrances and exits).

He loves using swords and fancies himself a swashbuckler. As such he has a collection of swords and especially loves using an antique Rapier he seduced from one of his "lady-friends". (excellent craftsmanship - twice as durable, +2 to damage, strike, parry and disarm). 1D6+6 damage in his hands, but generally only uses it to disable and show off rather than kill (cutting power cords, disarming opponents, dodging behind oponents and giving them a few pokes in the rear with it, etc, all while shouting "ha HA!" or "have at you!").

Also, while he generally dislikes using firearms (he's a lover - not a killer), he does occasionally use a Revolver (mainly for show or to keep people's heads down).

As for vehicles, he either uses a motorcycle or his souped-up black 1970 Corvette (+25% to top speed, +50% to max range, Refreshment Dispenser - sparkling water and various coolers, Fuzzy Dice, Leopard-Skin Upholstery, 6 CD changer stereo system, usually loaded with a mix of Disco, early 80's pop like Duran Duran or Flock of Seagulls, and modern hip-hop/dance/club music).

Body Armor: Costume incorporates concealed armor (AR 10, 50 SDC, 12 lbs - molded to make him look more muscular), but he has been known to wear other styles of light body armor if he thinks he may need it (prefers to have maximum mobility).

_________________
"In every country and in every age, the priest has been hostile to liberty. He is always in alliance with the despot, abetting his abuses in return for protection to his own" - Thomas Jefferson

"I do not feel obliged to believe that the same god who has endowed us with senses, reason and intellect has intended us to forgo their use." - Galileo


Last edited by Cardiac on Tue Apr 13, 2004 9:25 pm, edited 1 time in total.

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Unread postPosted: Tue Apr 13, 2004 9:09 pm
  

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Adventurer

Joined: Fri Dec 27, 2002 2:01 am
Posts: 436
Location: Newfie-land
Mr. Plague

Real Name: Matt Boubon
Aliases: Too many to count - whenever anyone asks for his name he makes something new up. Has trouble remembering his true name.
Group Affiliation: None.
Occupation: Nomadic serial killer.

Alignment: Diabolic
Power Category: Experiment
Experience Level: 9th
Hit Points: 147 S.D.C.: 322
P.P.E.: 15
Attributes: IQ 13, ME 15, MA 12, PS 20, PP 22, PE 30, PB 7, Spd 26
Age: 40 Sex: Male Height: 5ft 7in Weight: 155 lbs.

Insanity: Psychopath. Loves to inflict suffering and death.

Unusual Physical Characteristics/Side Effects: Sharp teeth/fangs and syringe-like claws on fingers. Plus, he gets the Mega-Immortality power, even though he is not a Mega-Being.
Major Super Abilities: Plague/Sickness (Special)
Minor Super Abilities: Supervision - Nightvision, Extrordinary PE, Extraordinary PP, Healing Factor, Impervious to Disease/Illness, Impervious to Cold/Freezing, Impervious to Poison/Toxins, Increased Durability.

Natural Abilities: Can generate 4 different types of poison or sickness and deliver it to the victim through a claw attack. Can see normally in natural darkness. Accelerated Healing; 3D6 SDC/min or 2D6 HP/min. Superhealing; instantly regain 4D6 HP twice per day. Resistant to Fire (half damage). Resistant to Non-Lethal Poison (1/4 effects). Immune to Fatigue, Disease, Cold, and Lethal Poisons (magic cold does 1/2 damage, immune even to psionic Bio-Manipulation). The character is effectively immortal. It is not known if Plague's rate of aging is affected, but there are only 2 ways of destroying him permanently; Incinerating/Vaporizing/Disintigrating him (basically completely destroying his body) and Decapitation (as on P182 HU 2nd ed).

Combat Training: Hand to Hand: Basic
Attacks: 8
Combat Bonuses: +1 Initiative, +5 Strike, +8 Automatic Parry, +8 Dodge, +7 Automatic Dodge, +4 Roll with Punch/Fall/Impact, +2 Pull Punch, +7 Damage, +1 Disarm.

Saving Throws: +3 vs Psionics, +60% vs Coma/Death, +11 vs Magic and Pain, +13 vs non-lethal poisons.

Other Combat Info: Called knockout/stun - 20. Critical Strike - 19 or 20. Entangle. Holds (All).

Hand to Hand Damage:
Punch - 1D4+7. Power Punch (2A) - 2D4+7. Claw Strike - 2D4+7+ sickness/venom (see below). Body Block/Tackle - 1D4+7 + knockdown. Snap Kick - 1D6+7. Body Throw/Flip - 1D6+7 + knockdown.

Plague Power Secretions: Can be injected from a claw slash or secreted into an open wound. He can use the venom at will and indefinately (can even stop it's release or choose which type to release). The four different types of secretions are; 1) Poison, 2) Fever, 3) Sickness, 4) Plague. See p170/171 in VU for details (are unchanged).

Education Level and Skills: High School
Survival/Wilderness Program: Wilderness Survival, Hunting, Track Animals, Skin & Prepare Hides, Land Navigation.
Physical Program: Hand to Hand Basic, Boxing, Prowl, Climbing.

Secondary Skills: Fishing, Sewing, WP Blunt, WP Knife, Pick Locks, Basic Mechanics, General Repair/Maintenance, Camoulfage, Detect Ambush, Detect Concealment, Tracking, Swimming, Pilot Motorcycle, Pilot Truck, Carpentry, WP Chain..

Money: Generally, none. This guy is a poor as the dirt he sleeps on.

Weapons, Vehicles and Other Equipment:
Besides his tattered and filthy clothing, he generally has no use for any kind of equipment.

He has been known to use various types of knives (1D6+7), a hatchet (which he loves to throw - 2D4+7) and a crowbar or length of lead pipe (2D4+7).

If he needs a vehicle he just steals one.

_________________
"In every country and in every age, the priest has been hostile to liberty. He is always in alliance with the despot, abetting his abuses in return for protection to his own" - Thomas Jefferson

"I do not feel obliged to believe that the same god who has endowed us with senses, reason and intellect has intended us to forgo their use." - Galileo


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Unread postPosted: Wed Apr 14, 2004 9:12 am
  

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Champion

Joined: Thu Apr 18, 2002 1:01 am
Posts: 2411
Location: The Servodome, in downtown Servotopia
You know, I was contemplating yesterday evening whether or not to scan in the Mighty Static Man for coloring. Now I guess I'll have to do it after all. :lol:

Nicely done on both, even though Mr. Plague never was one of my favorite characters from VU.

_________________
My Artwork Samples Set on Deviant Art
Hi! I'm Danger, but today I'll be Uncle Servo's Sock Puppet. -- Danger
US <Uncle> saves the day again. -- RockJock
And Servo has engineered another good idea. -- Sentinel


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Unread postPosted: Thu Apr 15, 2004 1:26 am
  

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Adventurer

Joined: Fri Dec 27, 2002 2:01 am
Posts: 436
Location: Newfie-land
The Negator

Real Name: Allen Flobine
Aliases: Adam Simms, Len Binder, the Negator, and others.
Group Affiliation: None, but has worked freelance for the US, Canadian and German SCRET agencies, as well as the Israeli Government, Interpol, the Dark Tribunal, and Fabricators Inc.
Occupation: Professional Bounty Hunter and Mercenary.

Alignment: Anarchist
Power Category: Mutant
Experience Level: 7th
Hit Points: 67 S.D.C.: 91
P.P.E.: 12
I.S.P.: 100
Attributes: IQ 12, ME 14, MA 10, PS 20, PP 20, PE 19, PB 10, Spd 22
Age: 27 Sex: Male Height: 6ft, 5in Weight: 234 lbs.

Unusual Physical Characteristics/Side Effects: Continuous Mutation.
Major Super Abilities: Negate Super Abilities
Super Psionic Powers: Bio-Manipulation
Minor Super Abilities: Life Sense, Healing Factor

Natural Abilities: Considered to be a Major Psion - needs only 12 or higher to save. Accelerated Healing; 3 SDC/10 min and 1 HP/15 min. Super-Healing; can instantly regenerate 4D6 HP twice daily. Immune to Fatigue. Immune to Disease. Resistant to Fire and Cold (half damage). Resistant to Drugs/Poison/Toxins (1/3 effects). Can sense the presence of life forms (and differentiate between normal humans and superhumans/aliens) and sense injured/dying life forms - 1,400 ft radius. Track to source of sensations - 85%. Can also sense his own life force and can tell when he is severely injured or poisoned. Can psionically manipulate others' nervous systems to induce blindness, paralysis, etc. Can mentally "turn off" other superbeings' active powers; 190ft if concentrating on an individual, or can affect an area 70ft in radius.

Combat Training: Hand to Hand: Assassin
Attacks: 7
Combat Bonuses: +3 Initiative, +5 Strike, +8 Automatic Parry, +8 Dodge, +5 Roll with Punch/Fall/Impact, +5 Pull Punch, +9 Damage, +3 Disarm.

Saving Throws: +3 vs Psionics, +28% vs Coma/Death, +5 vs Magic/Toxins, +2 vs Pain.

Other Combat Info: Auto knockout/stun - 20. Critical Strike - 20. Entangle. Death Blow. Pin/Incapacitate 18 to 20. Holds (All).

Hand to Hand Damage:
Karate Punch - 2D4+9. Power Punch (2A) - 4D4+9. Body Block/Tackle - 1D4+9 + knockdown. Karate Kick - 2D4+9. Body Flip/Throw - 1D6+9 + knockdown. Crush/Squeeze - 1D4+9.

Education Level and Skills: Military
Military Program: Running, Climbing, Military Ettiquette, Radio-Basic, WP Bolt-Action Rifle
Espionage Program: HtoH Assassin, Detect Ambush, Intelligence, Wilderness Survival, Sniper, Tracking.
Modern WP Program: Auto/Semi-Auto Rifle, Heavy Weapons, Energy Rifle.

Secondary Skills: WP Auto-Pistol, WP Sub-Machinegun, WP Blunt, First Aid, Optic Systems, Basic Electronics, Basic Mechanics, Armorer (Field), Recognize Weapon Quality, Boxing, Wrestling, Pilot Motorcycle, Pilot Helicopter.

Money: Makes a good living specializing in Superhuman Bounty-Huniting. Has over half a million in personal savings thus far (tends to spend quite a bit on equipment and business). His business employs a dozen people as support personnel, including a Hardware-Weapons Expert, a Super Sleuth, and a Hunter/Vigilante (all low level).

Weapons, Vehicles and Other Equipment:
His costume/uniform consists of combat fatigues with ammo belts and battle harness, sometimes covered by a long trenchcoat.

He also often uses various types of conventional light and heavy body armor (whichever is most appropriate for the situation).

His standard equipment includes a Multi-Optics Helmet, Headset Radio Transceiver, Gas Mask & Air Filter, Grapnel Launcher and rope for climbing, First Aid Kit, small tool kit, small canister of Pepper Spray (within easy reach), and several sets of reinforced restraints.

He owns a virtual arsenal of weapons, including several examples of illegal military-grade hardware, but he has several favorite items;

Shock Mace: Reinforced mace - 2D6+9 damage. Can be activated to surround it in an electrical Field - effectively identical to the Super Soldier Bionic Weapon System - Electrical Discharge (including the ranged attack option) but the strike/blast also Stuns the target as a Stun Gun would.

H&K G11 Caseless Assault Rifle - 1300ft Range. 3D6 damage per round, 3D6x2 per short burst. 50 round magazine. The weapon can fire a short (3-round) burst with no recoil (+3 to strike just as an aimed shot). Longer Bursts exhibit the normal penalties. Ammo is caseless - leaving no spent casings - and is normally either armor peircing or hollow point rounds (depending on the nature of the target - but usually carries a few clips of each). The weapon is also silenced and flash-supressed, and is equipped with a telescopic passive nightvision scope with laser rangefinder and targeting system (+1 to strike). He generally only uses this weapon when the contractor wants the target dead rather than alive, or if he expects to be going into heavy combat.

Modified M-16 Assault Rifle & 40mm grenade launcher - this rifle has been modified to fire small but potent tranquilizer darts. The dart-tips are made of teflon-coated titanium and are effectively armor-peircing (-4 to target's AR). The grenade launcher is used to fire non-lethal ammo (tear gas, knockout gas, smoke, or other gasses) to subdue targets. It can also fire a canister that can be filled with a liquid (generally splashes the target only). The weapon is virtually silent and produces no flash, and is equipped with a telescopic passive nightvision scope with laser rangefinder and targeting system (+1 to strike).

The character often uses a black Humvee, Heavy Motorcycle or Helicopter. Each vehicle is lightly armored (AR 12, increase SDC by 50%), Souped up engine (+25% to speed), Fuel Efficient (+25% range), Puncture-Proof Tires, and a long-range radio transceiver. The vehicles also have storage for additional ammo, weapons and/or equipment.

_________________
"In every country and in every age, the priest has been hostile to liberty. He is always in alliance with the despot, abetting his abuses in return for protection to his own" - Thomas Jefferson

"I do not feel obliged to believe that the same god who has endowed us with senses, reason and intellect has intended us to forgo their use." - Galileo


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Unread postPosted: Thu Apr 15, 2004 5:37 pm
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3064
Location: LaPorte, In USA
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
Cardiac what your doing just rocks! Free upgrades without having to
buy a new book. I am curious to see how far are you going to take this?
Are you going to upgrade the typical S.C.R.E.T agents too, after all
they were Revised 1st edition physical training guys. There's a big
different between 1st and 2nd edition physical training guys now.
Are you planning on doing the Masters of Speed (one of the most
lethal super villains of all time) and the Sentinels (one of the lamest
super heroes of all time). I can see it now Hellion 15th level Mega
Super Villain :shock: Here's one for yeah, how about revising The Crime
Masters, Brain storm. and Gold Falcon from 1st edition. 8) If you
are going to continue keep it up, the folder is just gong to keep on
growing. :D


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Unread postPosted: Thu Apr 15, 2004 5:43 pm
  

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Adventurer

Joined: Fri Dec 27, 2002 2:01 am
Posts: 436
Location: Newfie-land
Reagren Wright wrote:
Cardiac what your doing just rocks! Free upgrades without having to
buy a new book. I am curious to see how far are you going to take this?
Are you going to upgrade the typical S.C.R.E.T agents too, after all
they were Revised 1st edition physical training guys. There's a big
different between 1st and 2nd edition physical training guys now.
Are you planning on doing the Masters of Speed (one of the most
lethal super villains of all time) and the Sentinels (one of the lamest
super heroes of all time). I can see it now Hellion 15th level Mega
Super Villain :shock: Here's one for yeah, how about revising The Crime
Masters, Brain storm. and Gold Falcon from 1st edition. 8) If you
are going to continue keep it up, the folder is just gong to keep on
growing. :D


Yes to all of the above. :D Actually, I'm toying around with the Idea of REALLY fleshing out SCRET as a Rifter Article (with different divisions, more equipment, etc....)

_________________
"In every country and in every age, the priest has been hostile to liberty. He is always in alliance with the despot, abetting his abuses in return for protection to his own" - Thomas Jefferson

"I do not feel obliged to believe that the same god who has endowed us with senses, reason and intellect has intended us to forgo their use." - Galileo


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Unread postPosted: Thu Apr 15, 2004 5:52 pm
  

User avatar
Champion

Joined: Thu Apr 18, 2002 1:01 am
Posts: 2411
Location: The Servodome, in downtown Servotopia
Reagren Wright wrote:
Are you planning on doing the Masters of Speed (one of the most lethal super villains of all time) and the Sentinels (one of the lamest super heroes of all time).


Oh, I don't know that I'd call the Sentinels LAME (now that the super-soldier in PU2 is out I gotta wonder how Minuteman will evolve?)... their costumes, on the other hand... :ugh:

Reagren Wright wrote:
Here's one for yeah, how about revising The Crime Masters, Brain storm. and Gold Falcon from 1st edition.


Now I wouldn't mind seeing the Crime Masters either... even though I could swear, Cardiac, you've done them already. It wouldn't be bad to put here though, simply out of convenience. However, if you haven't then I'll cheerfully wait until you've finished with VU. :ok:

Reagren Wright wrote:
If you are going to continue keep it up, the folder is just gong to keep on growing. :D


Click on the link to the VU site in NMI's signature. I think he and Cardiac have a great little online sourcebook going. :ok:

Now, all NMI needs are some color pictures to go with these killer entries... *snicker* :lol:

_________________
My Artwork Samples Set on Deviant Art
Hi! I'm Danger, but today I'll be Uncle Servo's Sock Puppet. -- Danger
US <Uncle> saves the day again. -- RockJock
And Servo has engineered another good idea. -- Sentinel


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Unread postPosted: Thu Apr 15, 2004 10:59 pm
  

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Adventurer

Joined: Fri Dec 27, 2002 2:01 am
Posts: 436
Location: Newfie-land
Lady Dracula

Real Name: Sara Martin
Aliases: Sandra Dark, Lady Dracula
Group Affiliation: Leader of the Minions of the Dark, Owner/Operator of the "Coffin Banger" Nightclub.
Occupation: Nightclub Owner, Madam, Gang Leader.

Alignment: Diabolic
Power Category: Mega Experiment
Experience Level: 5th
Hit Points: 178 S.D.C.: 271 (+75 at night).
P.P.E.: 26
Attributes: IQ 15, ME 18, MA 25, PS 20, PP 25, PE 20, PB 28, Spd 25
Horror Factor (optional): 13
Age: 24 Sex: Female Height: 6ft. Weight: 135 lbs.

Insanities: She believes she is a vampire, and as a result must drink blood for nourishment (actually feeds on the PPE energy of victims). She also has phobias of the sun, religious symbols, and garlic. She also fears, and psychosomatically feels pain from "holy water", sunlight, wooden weapons and silver weapons, even though they cause no actual damage to her.

Unusual Physical Characteristic: Cold Blue Eyes (Iris), Large Canine Teeth, Requires Energy for Nourishment - PPE Vampire (see P182 HU 2nd ed).
Mega Super Abilities: All normal Mega-Abilities, plus Impervious to Disease .
Major Super Abilities: APS - Vapor/Fog, Invulnerability.
Minor Super Abilities: Nightstalking, Physical Perfection.

Natural Abilities: Supernatural Strength. Immune to most forms of attack (Radiation has half effect, Poisins/Toxins have 1/4 effect, and cannot kill the character. Supernatural Strength does half damage. Magic and Psionics have full effect). Nightvision 1000ft. Senses are 50% more acute than normal. Can sense the exact moment of the rising and setting of the sun. Can see those cloaked in unnatural or magical darkness, or magically hidden in shadow. Recognizes vampires and sees Shadow Beasts even when they are in shadow. Heals at an accelerated rate - 4D6 SDC per 10 minutes (Invulnerability). Fatigues at 1/10 normal rate. Recovers from physically debilitating spells, psionics, etc., twice as quickly (half duration). Hide in Shadows/Darkness 88%. Cannot be turned into an undead. Considered a Supernatural Being.

Natural Abilities In Vapor/Fog Form: In addition to the above abilities (except for her Invulnerability), the character is Partially Intangible (cannot be harmed by solid objects, electricity/radiation/energy attacks do half damage, cold does normal damage. While steam and moderate levels of heat (up to 150c) do no damage, fire and very high levels of heat do double damage. Explosions or very strong winds may temporarily disperse the being. Impervious to gasses. Most magic and psionics have normal effect). She can move through small cracks, under doors, through keyholes, or wherever air can travel, but she cannot pass through solid non-pourous matter, airtight seals or force fields, nor can she touch or pick anything up in this form. The vapouous body moves silently and is semi-transparent - 66% prowl (is completely invisible if inside fog/mist/steam/smoke). Has limited flight capability; max speed is 8mph (can "ride on a breeze" to go faster). Can summon/generate a fog - 50ft radius. Can manipulate her shape at will (possibly adding up to +2 to her horror factor). Radiates no heat. Cannot speak in a voice above a loud whisper.

Achilles' Heel: Allergy - Vulnerable to Light

Combat Training: Hand to Hand: Martial Arts
Attacks: 5
Combat Bonuses: +3 Initiative, +7 Strike, +9 Automatic Parry, +9 Dodge, +4 Roll with Punch/Fall/Impact, +3 Pull Punch, +5 damage (with an additional +1D6 at night), +2 Disarm.

Saving Throws: +2 vs Psionics/Insanity, +4 vs Possession/Horror Factor, 84% Charm/Impress, +35% vs Coma/Death, +4 vs Magic, +3 vs Toxins/Pain, 86% charm/impress.

Other Combat Info: Called knockout/stun - 20. Holds (all). Critical Strike - 20. Entangle.

Hand to Hand Damage (does +1D6 at night): Restrained Punch - 1D6+5, Karate Punch - 4D6+5. Power Punch (2A) - 1D4x10+15. Body Block/Tackle - 2D6+5. Karate Kick - 4D6+5, Tripping/Leg Hook - knockdown, Snap Kick - 3D6+5, Crecent Cick 4D6+7, Axe Kick 6D6+5. Jump Kick 4D4x5+35. Flying Jump Kick 2D4x10.

APS-Mist: Expel Vapor - 30ft, 2D4 damage.

Education Level and Skills: 1 year of College
Domestic Program: Sing (Pro), Dance (Pro), Cook (Pro).
Communications Program: Basic Electronics, Radio-Basic, Radio-Scrambler, TV/Video, Read Sensory Equipment.

Secondary Skills: Surveillance Systems, Forgery, Pick Pockets, Athletics, Hand to Hand - Martial Arts (3), Seduction, Business & Finance, WP Sub-Machinegun.

Money: Her nightclub, the Coffin Banger, generates an average of $10,000 a week in profit, with her various criminal operations (extortion, blackmail, prostitution, drugs, murder, etc) generating five times that amount. This amount is slowly increasing as her criminal empire continues to grow. Her personal wealth is rising steadily towards the million mark.

Weapons, Vehicles and Other Equipment:

The Coffin-Banger Nightclub; A macabre nightclub/strip joint/burlesque house above ground. The basement hides an arsenal of illegal weapons and various types contraband and stores of illicit substances, as well as a vat of acid used to dispose of victim's bodies. The lair is a well-concealed sub-basement just below the normal basement. In addition to being lavishly decorated and boasting a sitting room, library, curio room, torture chamber, dining room, kitchen etc., the three secret passages leading to it, as well as much of the lair itself, have extensive alarm and surveillance systems. Lady Dracula's personal chambers also have multiple alarms and intrusion detectors, as well as a Fabricator's FWI 1000 Internal Laser Defense System. Her coffin is a solid piece of intricately carved marble that can only be accessed by a small 1cm-wide hole near the base (enters in her mist form). She can exit through that same hole, or through a vent system that leads throughout the building (and even outside).

In addition to her nightclub "headquarters", she has several secret lairs scattered around the city where she can hide from the light of day or pursuers.

Crossbow - the quarrels have either silver, explosive (6D6 damage), flare or gas-releasing (tear gas/sleeping gas) tips.

9mm Uzi Sub-Machinegun - 3D6+1 damage. Loaded with wither standard or silver-tipped rounds.

Silver-Plated Scimitar - 2D6 damage + PS.

Silver-Plated throwing knives (one in each garter) - 1D6 damage + PS.

*******************************

The Minions of the Dark

Lady Dracula commands six other "vampires"/experiment subjects (as well as dozens of other criminals). These six worship her as their lord and would die serving her. Use the following guidelines to create them;


*******************************

Experiment-Created Vampires

Including Nightwalker and Lady Dracula, there were 48 test subjects gathered by the government. Of these 48, 33 became "vampires" (4 are missing and 11 have yet to show any side effects). Use the following guidelines to create stats for them (and perhaps any others - maybe there were more experiments or maybe someone might try to duplicate the work);

Roll up a Random Supervillain Thug as in the HU Gm's Guide, with the following specifics;

Level of Experience: 1D4+1

Supervillain Category: Mega-Experiment.

Age: 21 to 40.

Sex: 60% of the test subjects were male.

Insanities: They believe they are vampires, and as a result they think they must drink blood for nourishment (may actually feed on something else). They also have phobias of the sun, religious symbols, and garlic. They also fear, and psychosomatically feel pain from "holy water", sunlight, wooden weapons and silver weapons, even though they cause no actual damage to them.

Unusual Physical Characteristic: Select 3 of the following;
Unusual Eyes (glowing or odd color), Large Canine Teeth, Clawed Hands (+1D6 damage to punches), Pointed Ears, Pale Complexion, Unusual Feeding Requirements (select one of the vampiric food sources on page 182 HU 2nd ed).

Mega Super Abilities: All normal Mega-Abilities, plus Impervious to Disease.

Major Super Abilities: Invulnerability, plus select one of the following;
Animal Metamorphosis - Bat or Wolf, APS - Vapor/Fog or Smoke/Mist, Animal Abilities - Canine or Big Cat, Cloaking, Control Others, Generate Fog/Smoke, Super-Regeneration, Regeneration Ultima, Supernatural Bite/Jaws.
Alternately, the character can forego selecting an additional Major Power and instead select 2 additional minor powers (so instead of 2 major and 2 minor, the vampire has 1 major and 4 minor).

Minor Super Abilities: Nightstalking, plus select one additional minor power from the following list (or select 3 powers if the character does not select a second Major power, giving him a total of 1 major and 4 minor);
Abnormal Energy Sense, Adhesion, Claws, any Extraordinary Attribute except Speed, Enhanced Leaping, Feral, Flight-Glide, Healing Factor, any "Heightened Sense of" power, Horror Factor, Life Sense, Lightning Reflexes, Mental Stun, Physical Perfection, any Supervision power.

Quote:
Basically, the vamps have either;

A) 2 major powers (Invulnerability and 1 selection) AND 2 minor powers (Nightstalking and 1 selection).

OR

B) they have 1 major (Invulnerability) AND 4 minor (Nightstalking and 3 selections).


Achilles' Heel: Allergy - Vulnerable to Light

Occupation: Varies, though most "vampires" have turned to a life of crime.

Hunted by the Creating Organization: The government agency that created them is charged with their capture and/or termination. They are coordinating with the FBI's Paranormal Investigations Division and the Department of Defense in this effort. Agent Dirk Nightwalker is in charge of finding and capturing or eliminating the renegade experiment subjects. The "vampires" are considered armed and dangerous super-criminals; extreme prejudice and deadly force is advised.

_________________
"In every country and in every age, the priest has been hostile to liberty. He is always in alliance with the despot, abetting his abuses in return for protection to his own" - Thomas Jefferson

"I do not feel obliged to believe that the same god who has endowed us with senses, reason and intellect has intended us to forgo their use." - Galileo


Last edited by Cardiac on Fri Apr 16, 2004 12:37 pm, edited 4 times in total.

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Unread postPosted: Fri Apr 16, 2004 4:36 am
  

Adventurer

Joined: Mon Jun 30, 2003 11:49 am
Posts: 534
Cardiac wrote:
Major Super Abilities: Alternately, the character can forego selecting an additional Major Power and instead select 2 additional minor powers.

[i]Minor Super Abilities:
Nightstalking, plus select one of the following (if the character gives up the major power selection he can instead select 3 minor powers);


You need to clean that up; is it 2 or 3?

_________________
Evil do-ers, prepare to become evil-don't-ers.
--Stripperella

The courageous enter dark caves alone, the clever send in the courageous first, the cleverest wait behind the clever.
-- THE BOOK OF CATACLYSM


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Unread postPosted: Fri Apr 16, 2004 11:49 am
  

Dungeon Crawler

Joined: Sun Dec 22, 2002 2:01 am
Posts: 336
Location: Maine
Jaegermeister wrote:
Cardiac wrote:
Major Super Abilities: Alternately, the character can forego selecting an additional Major Power and instead select 2 additional minor powers.

[i]Minor Super Abilities:
Nightstalking, plus select one of the following (if the character gives up the major power selection he can instead select 3 minor powers);


You need to clean that up; is it 2 or 3?

i think its actually 4.. :?

_________________
Tyciol wrote:
In fact, many of these powers seem pretty useless except for neat ways of thinking of killing civilians.


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Unread postPosted: Fri Apr 16, 2004 12:08 pm
  

User avatar
Champion

Joined: Thu Apr 18, 2002 1:01 am
Posts: 2411
Location: The Servodome, in downtown Servotopia
Yukon wrote:
Jaegermeister wrote:
Cardiac wrote:
Major Super Abilities: Alternately, the character can forego selecting an additional Major Power and instead select 2 additional minor powers.

[i]Minor Super Abilities:
Nightstalking, plus select one of the following (if the character gives up the major power selection he can instead select 3 minor powers);


You need to clean that up; is it 2 or 3?

i think its actually 4.. :?


*bangs gavel* Do I hear 5? Going once, going twice... :lol:

_________________
My Artwork Samples Set on Deviant Art
Hi! I'm Danger, but today I'll be Uncle Servo's Sock Puppet. -- Danger
US <Uncle> saves the day again. -- RockJock
And Servo has engineered another good idea. -- Sentinel


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Unread postPosted: Fri Apr 16, 2004 12:34 pm
  

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Adventurer

Joined: Fri Dec 27, 2002 2:01 am
Posts: 436
Location: Newfie-land
Uncle Servo wrote:
Yukon wrote:
Jaegermeister wrote:
Cardiac wrote:
Major Super Abilities: Alternately, the character can forego selecting an additional Major Power and instead select 2 additional minor powers.

[i]Minor Super Abilities:
Nightstalking, plus select one of the following (if the character gives up the major power selection he can instead select 3 minor powers);


You need to clean that up; is it 2 or 3?

i think its actually 4.. :?


*bangs gavel* Do I hear 5? Going once, going twice... :lol:


*sigh* Me no good wit da english dis week.

Basically, the vamps have either;

A) 2 major powers (Invulnerability and 1 selection) AND 2 minor powers (Nightstalking and 1 selection).

OR

B) they have 1 major (Invulnerability) AND 4 minor (Nightstalking and 3 selections).

_________________
"In every country and in every age, the priest has been hostile to liberty. He is always in alliance with the despot, abetting his abuses in return for protection to his own" - Thomas Jefferson

"I do not feel obliged to believe that the same god who has endowed us with senses, reason and intellect has intended us to forgo their use." - Galileo


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Unread postPosted: Fri Apr 16, 2004 3:02 pm
  

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Adventurer

Joined: Fri Dec 27, 2002 2:01 am
Posts: 436
Location: Newfie-land
Pestilence

Real Name: Timothy Pountney
Aliases: Pestilence
Group Affiliation: Thinks he is one of the four horsemen of the Apocalypse.
Occupation: Terrorist, self-styled Harbinger of Doom.

Alignment: Diabolic
Power Category: Experiment
Experience Level: 12th
Hit Points: 118 S.D.C.: 213 (plus AR 12, 1D4x10+30 from insect armor).
P.P.E.: 18
Attributes: IQ 23, ME 28, MA 8, PS 18, PP 10, PE 33, PB 13, Spd 20
Age: 35 Sex: Male Height: 5ft, 11in Weight: 174 lbs.

Insanities: Entomological Supremacist, Megalomania, Paranoia, Delusions – believes he is one of the four horsemen sent to earth to destroy mankind. The only people he would likely trust and work with would be the “other three horsemen.”

Unusual Physical Characteristics/Side Effects: Chemical Resistance.
Major Super Abilities: Control Insects & Arachnids
Minor Super Abilities: Extraordinary Mental Endurance, Extraordinary Physical Endurance, Healing Factor.

Natural Abilities: Considered to be a Major Psion - needs only 12 or higher to save. Accelerated Healing; 3 SDC/10 min and 1 HP/15 min. Super-Healing; can instantly regenerate 4D6 HP twice daily. Immune to Fatigue. Immune to Disease. Immune to Insect/Arachnid Poisons/Toxins. Resistant to Fire and Cold (half damage). Resistant to Drugs/Poison/Toxins (1/4 effects). Can communicate with and understand insects (520ft), as well as mentally control them. Can summon up to 1200 common insects or arachnids within a 1-mile radius. Can make the insects he controls more resistant to damage, can direct them to cover his body to form a type of armor, and can make one individual insect grow to a giant size (can be ridden as a mount). Can recognize and identify Insect species 98%. Is never bothered or attacked by insects, even by ones not under his control.

Combat Training: Hand to Hand: Basic
Attacks: 6
Combat Bonuses: +1 Initiative, +2 Strike, +4 Automatic Parry, +4 Dodge, +6 Roll with Punch/Fall/Impact, +4 Pull Punch, +5 Damage, +1 Disarm.

Saving Throws: +10 vs Psionics, +13 vs Horror Factor/Possession, +11 vs Insanity, +53% vs Coma/Death, +11 vs Magic, +16 vs Poisons/Toxins, +12 vs Magic Illusions, +13 vs Magic Potions, +8 vs Pain, +17 vs Mind-Altering Drugs.

Other Combat Info: Called knockout/stun - 20. Critical Strike – 19 or 20. Entangle. Pin/Incapacitate 18 to 20. Holds (All).

Hand to Hand Damage:
Punch - 1D4+5. Power Punch (2A) - 2D4+5. Body Block/Tackle - 1D4+5 + knockdown. Karate Kick - 2D4+5. Body Flip/Throw - 1D6+5 + knockdown. Crush/Squeeze - 1D4+5.

Education Level and Skills: Doctorate
Science Program: Advanced Math, Chemistry, Chemistry-Analytical, Biology, Botany.
Medical Assistant Program: Business & Finance, Paramedic, Research, Pathology.
Computer Program: Computer Operation, Computer Programming, Basic Electronics, Read Sensory Equipment.
Physical Program: HtoH Basic, Prowl, Body Building, Wrestling.

Secondary Skills: WP Automatic Pistol, WP Staff, Cook, Sewing, Wilderness Survival, Basic Mechanics, Camouflage, Climbing, Swimming, Athletics, Running, Horsemanship/Riding, Pilot Truck, Navigation, Anthropology, Carpentry.

Money: A bringer of doom needs no money – he just takes what he needs.

Weapons, Vehicles and Other Equipment:
Besides his costume, he regularly uses the following pieces of equipment;

Visor – polarized/light sensitive. Used to protect his eyes from bright lights and also from debris while he is flying on a giant insect.

Quarterstaff – 2D6+5 damage. Ornately carved decorated with Insect motifs.

Colt Double-Eagle 10mm Auto-Pistol: 4D6+2 damage

If he needs a particular piece of equipment – he steals it.

_________________
"In every country and in every age, the priest has been hostile to liberty. He is always in alliance with the despot, abetting his abuses in return for protection to his own" - Thomas Jefferson

"I do not feel obliged to believe that the same god who has endowed us with senses, reason and intellect has intended us to forgo their use." - Galileo


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Unread postPosted: Fri Apr 16, 2004 6:24 pm
  

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Adventurer

Joined: Fri Dec 27, 2002 2:01 am
Posts: 436
Location: Newfie-land
Pinpoint

Real Name: Jonathan Lewis
Aliases: The Kid, Johnny Target, Pinpoint.
Group Affiliation: Has worked freelance for the US, Canadian and German SCRET agencies, as well as Interpol. He is considered a strong candidate for a second USA government sponsored super team.
Occupation: Professional Mercenary and Bounty Hunter.

Alignment: Unprincipled
Power Category: Mutant
Experience Level: 5th
Hit Points: 42 S.D.C.: 52
P.P.E.: 23
Attributes: IQ 15, ME 14, MA 15, PS 19, PP 26, PE 17, PB 13, Spd 48
Age: 24 Sex: Male Height: 5ft, 10in Weight: 168 lbs.

Unusual Physical Characteristics/Side Effects: Ambidexterity.
Major Super Abilities: None
Minor Super Abilities: Manipulate Kinetic Energy, Supervision-Advanced Sight, Heightened Sense of Balance, Extraordinary PP, Lightning Reflexes.

Natural Abilities: Can generate a protective kinetic energy field (physical attacks do half damage). Can charge an object with kinetic energy to double the damage and/or range when thrown, and can be mentally redirected once en route to the target (using another attack). Can mentally deflect incoming projectiles (+4). Advanced Sight – can recognize a face from 5 miles away. Perfect sense of balance – can throw/fire an aimed shot, called shot or burst without penalty while moving, running, standing on his head, etc.

Combat Training: Hand to Hand: Martial Arts
Attacks: 8
Combat Bonuses: +5 Initiative, +8 Strike, +11 Automatic Parry, +10 Dodge, +12 Automatic Dodge, +8 Roll with Punch/Fall/Impact, +6 Pull Punch, +4 Damage, +3 Disarm.

Saving Throws: +5% vs Coma/Death, +1 vs Magic/Toxins/Pain/Disease.

Other Combat Info: Called knockout/stun - 20. Critical Strike – 20. Entangle. Holds (All). Paired Weapons.

Hand to Hand Damage:
Karate Punch - 1D4+4. Power Punch (2A) - 2D4+4. Body Block/Tackle - 1D4+4 + knockdown. Karate Kick - 2D4+4. Snap Kick – 1D6+4. Roundhouse Kick – 3D6+4. Axe Kick – 2D6+4. Tripping Leg Hook – knockdown. Jump Kick – 6D6+4. Flying Jump Kick – 4D6+4

Education Level and Skills: Military
Basic Military Program: Running, Climbing, Military Etiquette, Radio-Basic, WP Rifle
WP Ancient Program: Targeting, Archery, Knife
Espionage Program: HtoH Martial Arts, Detect Ambush, Intelligence, Wilderness Survival, Escape Artist, Sniper.

Secondary Skills: WP Automatic Pistol, WP Sword, Optic Systems, Athletics, Body Building, Swimming, Prowl, First Aid, Pilot Motorcycle, Computer Operation.

Money: Makes a good living as a freelance agent and bounty hunter. Yearly income is usually half-a-million dollars.

Weapons, Vehicles and Other Equipment:
Custom-Made ¾ Armor – designed for maximum mobility; AR 13, 120 SDC, 14 lbs, no movement or prowl penalties.
Utility Belts and Harness – many places to store throwing weapons/ammunition.
Nightvision Goggles
Climbing Gear
Small First Aid Kit
Radio Transceiver Headset
Radio Locator
Tracer Bugs (6 – transmit for 4 days – adhesive surface)

A pair of small throwing blades concealed in each glove (4 total – 1D4 damage).
A pair of throwing knives concealed in each boot (4 total – 1D6 damage).
16 shuriken/throwing stars (1D4 damage).
8 explosive shuriken (3D6 damage).
8 Tazer Shuriken (1D4 damage plus act like stun gun)
2 Boomerangs
2 Bolas (with reinforced line to entangle super-strong opponents).
Two S&W 9mm Auto Pistols (3D6 damage, 11 rounds, laser sight - +1 to strike)
Composite Longbow with Gimmick Arrows: Standard arrows (2D6 damage), Armor-piercing arrows (3D6 damage, -4 to target’s AR), Tracer-Bug Arrow (1D6 damage, emits signal for 4 days), Gas Arrow (1D6 damage, Smoke, Sleep gas, Tear gas), Explosive Arrow (4D6 damage), Tazer Arrow (1D6 from impact, acts like a stun gun)

Usually rides a black motorcycle, but will use any vehicle appropriate for the job.

_________________
"In every country and in every age, the priest has been hostile to liberty. He is always in alliance with the despot, abetting his abuses in return for protection to his own" - Thomas Jefferson

"I do not feel obliged to believe that the same god who has endowed us with senses, reason and intellect has intended us to forgo their use." - Galileo


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Unread postPosted: Sat Apr 17, 2004 12:23 pm
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3064
Location: LaPorte, In USA
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
Wait a second, did I see something about you redoing SCRET
for the Rifter? Gee, now I don't know what I want you to get done
with first.


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Unread postPosted: Mon Apr 19, 2004 8:43 pm
  

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Megaversal® Ambassador Coordinator

Joined: Mon Feb 19, 2001 2:01 am
Posts: 1189
Location: Utah
Cardiac, I'm impressed by the work that you have done. You are amazing.

_________________
Everything you can imagine is real. - Pablo Picasso
Imagination is more important than knowledge." but knowledge does help. - Albert Einstein
The gift of fantasy has meant more to me than my talent for absorbing positive knowledge. - Albert Einstein
My Blog and My Other Blog


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Unread postPosted: Mon Apr 26, 2004 11:45 am
  

User avatar
Adventurer

Joined: Fri Dec 27, 2002 2:01 am
Posts: 436
Location: Newfie-land
The Poseur

Real Name: Ivan Krinkleworth
Aliases: Too many to list, but his most common are Kenneth Ivanhoe, Randolph Worthington, Claude Ouelette, and the Poseur.
Group Affiliation: None, but has worked freelance for many organizations and governments.
Occupation: Professional industrial/military spy, saboteur, extortionist, and assassin.

Alignment: Miscreant
Power Category: Mutant
Experience Level: 11th
Hit Points: 65 S.D.C.: 54
P.P.E.: 19
Attributes: IQ 20, ME 28, MA 25, PS 17, PP 17, PE 11, PB 7, Spd 29
Age: 31 Sex: Male Height: 6ft Weight: 190 lbs.

Unusual Physical Characteristics/Side Effects: Ambidexterity, and reduced facial features.
Major Super Abilities: Alter Facial Features and Physical Stature
Minor Super Abilities: Extraordinary ME, Supervision – IR/UV, Un-Trackable.

Natural Abilities: Can alter his facial features, body shape/stature and size to a limited degree. Possesses a photographic memory when it comes to remembering physical features of people. Can also alter his voice (impersonating a specific voice; 95%) and fingerprints (duplicate another’s prints; 90%). Automatic Impersonation Skill: 98%. Considered a Major Psion – needs a 12 or higher to save vs psionic attack. Can see into the IR and UV spectrums (nightvision 300ft). The character does not produce body odor or body oils, does not produce a detectable amount of body heat and only minimally disturbs the air as he walks. Any genetically traceable materials are inconclusive and he has type-o blood. Any attempts to physically track the character are done at –70%.

Combat Training: Hand to Hand: Assassin
Attacks: 8
Combat Bonuses: +3 Initiative, +3 Strike, +6 Automatic Parry, +5 Dodge, +4 Roll with Punch/Fall/Impact, +5 Pull Punch, +6 Damage, +3 Disarm.

Saving Throws: +7 vs Psionics, +13 vs Horror Factor/Possession, +11 vs Insanity, 84% trust/intimidate, +6 vs Mind-Altering Drugs, +1 vs Magical Illusions.

Other Combat Info: Called knockout/stun – 17-20. Critical Strike – 18-20. Entangle. Holds (All). Death Blow.

Hand to Hand Damage:
Punch - 1D4+6. Power Punch (2A) - 2D4+6. Body Block/Tackle - 1D4+6 + knockdown. Karate Kick - 2D4+6. Axe Kick – 2D6+6. Tripping Leg Hook – knockdown. Body Flip/Throw – 1D6+6 + knockdown.

Education Level and Skills: Military Specialist
Basic Military Program: Running, Climbing, Military Etiquette, Radio-Basic, WP Rifle
WP Modern Program: Auto-Pistol, Sub-Machinegun, Auto/Semi-Auto Rifle.
Espionage Program: HtoH Assassin, Detect Ambush, Intelligence, Wilderness Survival, Escape Artist, Sniper.
Military Demolitions Program: Basic Electronics, Basic Mechanics, Demolitions, Demolitions-Disposal, Underwater Demolitions.
Language Program: French, German, Chinese, Russian

Special Language Skills (from his major power): Spanish, Japanese.

Secondary Skills: Surveillance Systems, Read Sensory Equipment, Interrogation, Detect Concealment, Locksmith, Swimming, Body Building, Athletics, Computer Operation, Forgery, WP Knife.

Money: Makes a good living as a freelance agent and bounty hunter. Has over three-quarters of a million in savings with another million tied up in investments.

Weapons, Vehicles and Other Equipment:
Sometimes wears armor when on a mission; any of the light types or heavy riot armor.

Has some of the best lock-picking and forgery tools available.
Usually carries a small electrical/mechanical toolkit and several small concealable surveillance devices (microphones, cameras, radio tracer bugs).

Has a small state-of-the-art micro-computer/PDA (can download files into it from another computer and store building floorplans and other info etc.)

P-88 Wather 9mm Auto-Pistol (3D6+3 damage)
Ingram Model-10 Sub-Machinegun (4D6 damage)
M82A1 .50 Sniper Rifle (1D4x10 damage, telescopic passive nightvision scope)
4 Throwing knives (1D6 damage)
Survival Knife (1D6 damage)
Container of Tetsubishi/Caltrops
2 Smoke Bombs
2 Eggshell Bombs

Has also been known to use many other weapons – from Gas Grenades and Stun Guns all the way up to Rocket Launchers and High Explosives (depending on the job and expected resistance).

Uses a variety of vehicles (whatever is most appropriate for the current job), but his favorite is a slightly modified Bently Luxury Sedan (+50% to max speed, +100 SDC, Smokescreen and oil Slick projectors).

_________________
"In every country and in every age, the priest has been hostile to liberty. He is always in alliance with the despot, abetting his abuses in return for protection to his own" - Thomas Jefferson

"I do not feel obliged to believe that the same god who has endowed us with senses, reason and intellect has intended us to forgo their use." - Galileo


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Unread postPosted: Mon Apr 26, 2004 3:28 pm
  

Adventurer

Joined: Mon Jun 30, 2003 11:49 am
Posts: 534
Poseur really needs Instant Wardrobe don't you think? At 11th level he could hold 11 different outfits and 75lbs of equipment in each 11 limbos.

Outfits:
An old ladies outfit with trick umbrella and hat pins of death!
A beat cop uniform complete with load out.
Seductress outfit with poison lipstick.
ACME repairman with toolbox of tricks.
Sk8er Boi with skateboard and walkman (police banner).
Blackout suit with sniper rifle & everything.
An Everyman suit.
Diving suit.
yadda-yadda-yadda

_________________
Evil do-ers, prepare to become evil-don't-ers.
--Stripperella

The courageous enter dark caves alone, the clever send in the courageous first, the cleverest wait behind the clever.
-- THE BOOK OF CATACLYSM


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Unread postPosted: Tue Apr 27, 2004 3:14 pm
  

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Adventurer

Joined: Fri Dec 27, 2002 2:01 am
Posts: 436
Location: Newfie-land
Primal Force

Real Name: Thomas Black
Aliases: Tom Black, Tommy Whack, T.B., Prime, and Primal Force
Group Affiliation: Partnered with Magno and Magna
Occupation: Professional Criminal/Mob Enforcer, former street boxer.

Alignment: Diabolic
Power Category: Experiment
Experience Level: 7th
Hit Points: 85 S.D.C.: 248 (+40 SDC while Battle Raging)
P.P.E.: 13
Attributes: IQ 8, ME 8, MA 6, PS 47, PP 21, PE 24, PB 10, Spd 24
Age: 29 Sex: Male Height: 6ft. 8 in. Weight: 300 lbs.

Unusual Physical Characteristics/Side Effects: Increased Mass.
Major Super Abilities: None
Minor Super Abilities: Superhuman PS, Lightning Reflexes, Extraordinary PE, Battle Rage, Heightened Sense of Hearing.

Natural Abilities: Strength is considered Superhuman. Fatigues at 1/2 the normal rate (see weakness). Advanced Hearing allows him to hear a normal conversation at 360ft, or a whisper at 150ft (Estimate distance 95%, Estimate speed and direction of approach 85%, Recognize voice or sound 75%, Imitate Voice 65%). Possesses lightning-fast reflexes and an accelerated metabolism. Can throw himself into a violent battle rage which lasts 28 melees max, during which he is immune to horror factor or fear of any kind (as well as gaining other benefits; see below). While in the rage, he can fight up until –72 HP below zero, after which he collapses (recovers as if only 20 HP below zero).

Weakness: Chronic Respiratory Condition: Normally, his superhuman PS and enhanced PE would have left him almost immune to fatigue. However, the same experiments that gave him his powers also damaged his respiratory system, and this damage greatly cuts down the amount of time he can exert himself (down to only 1/2 the normal rate). So, while he still has more endurance than a normal human, too much exertion will cause him to collapse gasping for air. Penalties are; loss of initiative, and speed/attacks/combat bonuses are reduced by half. This lasts for 2D6 melees. If he does not rest during this time and continues to push himself, he may lapse into a stroke/coma (45% chance).

Combat Training: Hand to Hand: Expert
Attacks: 7
Combat Bonuses: +11 Initiative, +5 Strike, +10 Automatic Parry, +11 Dodge, +6 Automatic Dodge, +7 Roll with Punch/Fall/Impact, +5 Pull Punch, +38 Damage, +1 Disarm.

Bonuses and Penalties while Battle Raging: Add 40 temporary SDC, Impervious to Fear and Horror Factor, and can fight until he reaches -72 HP. He also gets +2 attacks, +3 Initiative, +2 strike, +3 to roll with punch/impact, +2 on all saving throws, and inflicts +2D6 damage with all physical attacks. However, the character is –3 to dodge and automatic dodge, cannot pull punch, and is likely to ignore parrying and instead strike simultaneously. While he feels no fear, he lacks common sense and will attack a superior foe, and may attack anyone who gets in his way – friends, foes or bystanders (01-60%). Even when his immediate enemies are defeated there is a 20% chance he will turn on allies and bystanders.

Saving Throws: +18% vs Coma/Death, +5 vs Magic/Poison/Disease/Pain.

Other Combat Info: Auto knockout/stun – 20. Critical Strike – 18-20. Entangle. Holds (All). Pin/Incapacitate – 18 to 20. Paired Weapons.

Hand to Hand Damage:
Restrained Punch – 2D4+38. Full-Strength Punch - 3D6+38. Power Punch (2A) - 6D6+38. Body Block/Tackle - 3D6+38 + knockdown. Karate Kick - 6D6+38. Wheel Kick – 9D6+38. Axe Kick – 9D6+38. Crush/Squeeze – 3D6+38. Body Flip/Throw – 4D6+38 + knockdown.

Education Level and Skills: High School
Physical Program: Hand to Hand Expert, Boxing, Wrestling
Criminal Program: Streetwise, Pick Locks, Find Contraband, Card Sharp, Prowl.

Secondary Skills: Body Building, Running, Athletics, Climbing, Swimming, First Aid, Language – Spanish, Radio-Basic, Interrogation, Detect Ambush, WP Auto-Pistol, WP Sub-Machinegun, WP Knife, WP Blunt.

Money: Makes a good living as a mob enforcer – Over $200,000 a year, not including “perks”. After gambling, buying jewelry and expensive Itallian suits, and living the good life, he barely has enough left over to save.

Weapons, Vehicles and Other Equipment:
Costume is padded and armored; AR 12, SDC 100, 12 lbs.

He been known to use sidearms (auto-pistols & SMGs) and knives, but prefers to use his own strength.

Has 3 sports cars and a limo.

_________________
"In every country and in every age, the priest has been hostile to liberty. He is always in alliance with the despot, abetting his abuses in return for protection to his own" - Thomas Jefferson

"I do not feel obliged to believe that the same god who has endowed us with senses, reason and intellect has intended us to forgo their use." - Galileo


Last edited by Cardiac on Tue Apr 27, 2004 5:54 pm, edited 3 times in total.

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Unread postPosted: Tue Apr 27, 2004 4:17 pm
  

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Champion

Joined: Thu Apr 18, 2002 1:01 am
Posts: 2411
Location: The Servodome, in downtown Servotopia
Cardiac wrote:
Primal Force

Real Name: Thomas Black


Is it just me, or has anyone else found it odd that the the only white member of this trio (Magno, Magna, and Primal Force) is named Black?

It's not an attempt to stir up a racial hornet's nest or anything, just something I always found odd. I put it in the same category as the fact that the only member of ZZ Top who actually shaves is Frank Beard...

_________________
My Artwork Samples Set on Deviant Art
Hi! I'm Danger, but today I'll be Uncle Servo's Sock Puppet. -- Danger
US <Uncle> saves the day again. -- RockJock
And Servo has engineered another good idea. -- Sentinel


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Unread postPosted: Tue Apr 27, 2004 5:50 pm
  

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Adventurer

Joined: Fri Dec 27, 2002 2:01 am
Posts: 436
Location: Newfie-land
Magno

Real Name: Lewis Jordan
Aliases: Big Lew and Magno
Group Affiliation: Partnered with Magna and Primal Force
Occupation: Professional Criminal/Mob Enforcer, former Boxing Champ in the illegal gambling ring.

Alignment: Miscreant
Power Category: Experiment
Experience Level: 7th
Hit Points: 78 S.D.C.: 180
P.P.E.: 20
Attributes: IQ 7, ME 10, MA 9, PS 29, PP 18, PE 20, PB 10, Spd 22
Age: 26 Sex: Male Height: 6ft. 4 in. Weight: 280 lbs.

Unusual Physical Characteristics/Side Effects: Chronic Pain (the mob gives him something to help with it).
Major Super Abilities: Magnetism
Minor Super Abilities: Extraordinary PS, Increased Durability.

Natural Abilities: Strength is considered Extraordinary. Has a great tolerance to pain; can fight up until –32 HP below Zero before collapsing. Can manipulate magnetic forces and move metallic objects (up to 3140 lbs). Can also generate a magnetic field around himself for protection (small metallic projectiles like bullets are stopped, damage from speeding vehicles/missiles/characters w/ metal on them are halved and the character is +2 to dodge the attacks, electrical/plasma/particle beam attacks are halved) and will erase magnetic tapes and disrupt electrical frequencies. He can fly using the magnetic field (20mph) and he can use it to cling to magnetic substances. He can accurately sense magnetic north, can sense the presence and location of magnetic fields up to 1000ft away, and can sense Iron and other ferrous metals within 30ft (or up to 7ft below the ground). Is Impervious to Magnetic Forces himself.

Combat Training: Hand to Hand: Expert
Attacks: 6
Combat Bonuses: +2 Initiative, +4 Strike, +8 Automatic Parry, +8 Dodge, +4 Roll with Punch/Fall/Impact, +2 Pull Punch, +14 Damage, +0 Disarm.

Saving Throws: +25% vs Coma/Death, +3 vs Magic/Poison/Disease, +13 vs Pain.

Other Combat Info: Auto knockout/stun – 20. Critical Strike – 18-20. Entangle. Holds (All). Paired Weapons.

Hand to Hand Damage:
Full-Strength Punch – 2D4+14. Power Punch (2A) – 4D4+14. Body Block/Tackle – 2D4+14 + knockdown. Karate Kick – 4D4+14. Wheel Kick – 4D6+14. Roundhouse Kick – 6D6+14.

Magnetic Manipulation: Damage can be anywhere from 1D6 to 1D6x100.
Magnetic Bolt: Can fire a bolt of pure magnetic force. Ferrous metals take 7D6 damage, ignoring any AR.

Education Level and Skills: High School
Physical Program: Hand to Hand Expert, Boxing, Body Building
Criminal Program: Streetwise, Pick Locks, Pick Pockets, Safecracking, Prowl.

Secondary Skills: Running, Athletics, Language – Spanish, Radio-Basic, Basic Electronics, Basic Mechanics, General Repair/Maintenance, Cook, Pilot Motorcycle, Concealment, WP Blunt, WP Chain, WP Knife, WP Revolver.

Money: Makes a good living as a mob enforcer – Over $200,000 a year, not including “perks”. Lets his sister, Magna, handle his money. Tends to enjoy the simple things in life, especially sports (all sports) and has season tickets for several leagues (NBA, NHL, NFL, etc).

Weapons, Vehicles and Other Equipment:
Costume has metallic arm bands – he can use these to parry melee weapons without damage to himself. It also has light concealed armor (padding and strategically placed molded plates); AR 10, SDC 80, Weight 12 lbs.

He been known to use auto-pistols, but prefers to use his powers (especially to manipulate metallic objects like knives, chains, crowbars, or cars).

Has a sports car and a limo.

_________________
"In every country and in every age, the priest has been hostile to liberty. He is always in alliance with the despot, abetting his abuses in return for protection to his own" - Thomas Jefferson

"I do not feel obliged to believe that the same god who has endowed us with senses, reason and intellect has intended us to forgo their use." - Galileo


Last edited by Cardiac on Tue Apr 27, 2004 11:55 pm, edited 3 times in total.

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Unread postPosted: Tue Apr 27, 2004 6:31 pm
  

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Joined: Fri Dec 27, 2002 2:01 am
Posts: 436
Location: Newfie-land
Magna

Real Name: Tranicia Jordan
Aliases: Little T and Magna
Group Affiliation: Partnered with Magno and Primal Force, and is the recognized team leader.
Occupation: Professional Criminal/Mob Enforcer.

Alignment: Miscreant
Power Category: Experiment
Experience Level: 7th
Hit Points: 42 S.D.C.: 62
P.P.E.: 24
Attributes: IQ 17, ME 14, MA 13, PS 25, PP 21, PE 15, PB 11, Spd 24
Age: 26 Sex: Female Height: 5ft. 5in. Weight: 120 lbs.

Unusual Physical Characteristics/Side Effects: Chemical Resistance.
Major Super Abilities: Magnetism
Minor Super Abilities: Extraordinary PS, Energy Expulsion - Plasma.

Natural Abilities: Strength is considered Extraordinary. Has a great tolerance to chemicals and toxins; she only suffers half effects. Can manipulate magnetic forces and move metallic objects (up to 3140 lbs). Can also generate a magnetic field around herself for protection (small metallic projectiles like bullets are stopped, damage from speeding vehicles/missiles/characters w/ metal on them are halved and the character is +2 to dodge the attacks, electrical/plasma/particle beam attacks are halved) and will erase magnetic tapes and disrupt electrical frequencies. She can fly using the magnetic field (20mph) and can use it to cling to magnetic substances. She can accurately sense magnetic north, can sense the presence and location of magnetic fields up to 1000ft away, and can sense Iron and other ferrous metals within 30ft (or up to 7ft below the ground). Is Impervious to Magnetic Forces herself.

Combat Training: Hand to Hand: Basic
Attacks: 5
Combat Bonuses: +1 Initiative, +4 Strike, +6 Automatic Parry, +6 Dodge, +5 Roll with Punch/Fall/Impact, +2 Pull Punch, +12 Damage, +0 Disarm.

Saving Throws: +5 vs Poison, +2 vs Magic potions.

Other Combat Info: Called knockout/stun – 20. Critical Strike – 19-20. Entangle. Holds (All).

Hand to Hand Damage:
Full-Strength Punch – 2D4+12. Power Punch (2A) – 4D4+12. Body Block/Tackle – 2D4+12 + knockdown. Karate Kick – 4D4+12.

Magnetic Manipulation: Damage can be anywhere from 1D6 to 1D6x100.
Magnetic Bolt: Can fire a bolt of pure magnetic force. Ferrous metals take 7D6 damage, ignoring any AR.

Plasma Bolts: 210ft, 11D8 (or 2D4x10+10). Each blast counts as 2 attacks.

Education Level and Skills: High School
Physical Program: Hand to Hand Basic, Athletics, Body Building, Running.
Criminal Program: Streetwise, Pick Locks, Prowl, Pick Pockets, Concealment.

Secondary Skills: Languages (Spanish, Italian, French), Radio-Basic, Intelligence, Pilot Motorcycle, First Aid, Escape Artist, Gymnastics, Photography, Advanced Math, Business & Finance, WP Auto Pistol, WP Knife.

Money: Makes a good living as a mob enforcer – Over $250,000 a year, not including “perks”. Handles both her and her brother Magno’s money. Although she enjoys the good life, she has managed to save over half-a-million dollars between her and her brother’s accounts. She loves to visit luxurious foreign places like the French Riviera and the Caribbean.

Weapons, Vehicles and Other Equipment:
Costume has metallic arm bands – she can use these to parry melee weapons without damage to herself. It also has light concealed armor (padding and strategically placed molded plates); AR 10, SDC 60, Weight 10 lbs.

Has been known to use auto-pistols, but prefers to use her powers.

Has a Mercedes sports car and a limo.

_________________
"In every country and in every age, the priest has been hostile to liberty. He is always in alliance with the despot, abetting his abuses in return for protection to his own" - Thomas Jefferson

"I do not feel obliged to believe that the same god who has endowed us with senses, reason and intellect has intended us to forgo their use." - Galileo


Last edited by Cardiac on Tue Apr 27, 2004 11:55 pm, edited 1 time in total.

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Unread postPosted: Tue Apr 27, 2004 9:58 pm
  

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Joined: Fri Dec 27, 2002 2:01 am
Posts: 436
Location: Newfie-land
Rhinok

Real Name: Brock Wayneright
Aliases: The Rhinok
Group Affiliation: None. Was considered for membership with the Dark Tribunal, but was marked for death when they realized that Rhinok was not the monster he is reputed to be.
Occupation: Vigilante Crime-Fighter, mortal enemy of the Dark Tribunal.

Alignment: Scrupulous
Power Category: Mystically Bestowed
Experience Level: 6th
Hit Points: 42 S.D.C.: 71 (plus Natural AR 16 & 832 SDC in Rhinok form)
P.P.E.: 40
Attributes: IQ 15, ME 19, MA 15/17, PS 24/55, PP 19/21, PE 18, PB 11, Spd 21/150
Age: 44 (but looks 34) Sex: Male Height: 6ft. 3in. (9ft as Rhinok) Weight: 180 lbs. (1440 lbs as Rhinok)
Horror Factor (Optional): 14

Major Super Abilities: APS-Stone
Minor Super Abilities: Extraordinary Speed, Heavyweight.

Power Note: Power by Association: Brock mistakenly believes that his ability to transform into the Rhinok is induced by the Talisman his old mentor gave to him. This is not the case; it is only a symbol of the power that has been bestowed upon him. Should it ever be destroyed or lost, he will at first be depressed and despondent, at least until he gets that familiar feeling that he or another person nearby is in trouble and finds he can still transform.

Natural Abilities in Rhinok Form: Strength is considered Supernatural. Can run at a max speed of 102 mph (-70% due to APS-Stone & Heavyweight). Fatigues at 1/10 the normal rate. Is extremely resistant to many forms of attack (Normal PS/Melee Weapons/Projectile Weapons - no damage. Extraordinary PS/Superhuman PS under AR - 1/4 damage. Supernatural PS/Armor Peircing Projectiles/Explosives/Energy Attacks under AR - half damage. Impervious to Cold). SDC regenerates at a rate of 4D6 per 10 minutes. Can endure underwater pressure of up to 800ft. Immune to the effects of a vacuum. Can hold his breath for twice as long. Radiates no heat (unless actively heated).

Weakness: Power Negation: A Negate Magic/Anti-Magic Cloud spell, if he fails his save, will temporarily strip the character of his abilities, momentarily transforming Rhinok back into his vulnerable human form. A Negate Magic spell inhibits his powers for 1D6 melee rounds, while an Anti-Magic Cloud negates his powers as long as it lasts or until he leaves the affected area.

Combat Training: Hand to Hand: Expert
Normal Human Form:
Attacks: 5
Combat Bonuses: +2 Initiative, +4 Strike, +6 Automatic Parry, +6 Dodge, +4 Roll with Punch/Fall/Impact, +2 Pull Punch, +9 Damage, +0 Disarm.

Saving Throws: +2 vs Psionics/Horror Factor/Possession, +2 vs Insanity, +6% vs Coma/Death, +2 vs Poison/Disease/Pain/Magic.

Other Combat Info: Called knockout/stun – 20. Critical Strike – 18-20. Entangle. Holds (All). Pin/Incapacitate 18-20.

Hand to Hand Damage:
Punch – 1D4+9. Power Punch (2A) – 2D4+9. Body Block/Tackle – 1D4+9 + knockdown. Karate Kick – 2D4+9. Snap Kick – 1D6+9. Tripping Leg Hook – Knockdown. Crush/Squeeze – 1D4+9.

Rhinok Form:
Attacks: 6
Combat Bonuses: +6 Initiative, +6 Strike, +9 Automatic Parry, +10 Dodge, +4 Automatic Dodge, +7 Roll with Punch/Fall/Impact, +6 Pull Punch, +50 Damage, +0 Disarm.

Combat Note: +4 to damage per every 20mph of running speed. The best a standing-still punch or kick can do is +8 (40 mph).

Saving Throws: +2 vs Psionics, +2 vs Insanity, +5 vs Possession, +8 vs Horror Factor, 45% Trust/Intimidate (mostly intimidate), +6% vs Coma/Death, +2 vs Poison/Disease/Pain, +3 vs Magic, +7 vs Magic Negation.

Other Combat Info: Called knockout/stun – 20. Critical Strike – 18-20. Entangle. Holds (All). Pin/Incapacitate 18-20.

Hand to Hand Damage:
Restrained Punch – 5D6+50. Full-Strength Punch – 2D4x10+50. Power Punch (2A) – 3D6x10+50. Body Block/Tackle – 2D4x10+50 + knockdown. Karate Kick – 4D4x10+50. Snap Kick – 2D6x10+50. Tripping Leg Hook – Knockdown. Crush/Squeeze – 2D4x10+50.

Education Level and Skills: Trade School
Physical Program: Athletics, Body Building, Running, Swimming.
Survival/Wilderness Program: Wilderness Survival, Hunting, Land Navigation, Track Animals, Identify Plants.

Secondary Skills: Hand to Hand Expert (2), Radio-Basic, Cook, Fishing, Detect Ambush, Automotive Mechanics, First Aid, Climbing, Prowl, Wrestling, WP Rifle.

Money: Has a quarter-million in his personal savings – tends to loot the criminals he stops for money and other amenities.

Weapons, Vehicles and Other Equipment:
Really needs no weapons or equipment (or even a vehicle) in his Rhinok form.

However, he has been known to use a hunting rifle, basic body armor (Riot Jacket or Riot Armor) and a Jeep (or other vehicle) while in human form, along with other basic equipment.

And, of course, the Talisman his old friend gave him, and the source of his powers (or so he thinks).

_________________
"In every country and in every age, the priest has been hostile to liberty. He is always in alliance with the despot, abetting his abuses in return for protection to his own" - Thomas Jefferson

"I do not feel obliged to believe that the same god who has endowed us with senses, reason and intellect has intended us to forgo their use." - Galileo


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Unread postPosted: Wed Apr 28, 2004 3:10 pm
  

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Joined: Fri Dec 27, 2002 2:01 am
Posts: 436
Location: Newfie-land
Commander Gryybkk

Real Name: Gryybkk
Aliases: None known.
Race: The Toogarth
Group Affiliation: Commander in the Toogarth military/police force.
Occupation: Professional Soldier and Bounty Hunter (currently hunting the intergalactic fugitive Evil Eye).

Alignment: Anarchist
Power Category: Alien (Racial Powers)
Species: Humanoid Reptilian
Experience Level: 11th
Hit Points: 81 S.D.C.: 165
P.P.E.: 29
Attributes: IQ 19, ME 20, MA 15, PS 37, PP 25, PE 27, PB 6, Spd 18
Age: 33 (46 earth years) Sex: Female Height: 11ft 3in. Weight: 874 lbs.
Horror Factor (Optional): 12

Native Environment: Low Gravity
Major Super Abilities: Create Force Field (2,700 SDC)
Minor Super Abilities: Extraordinary PS, Supervision – Thermal Vision, Venomous Attack (Toxin).

Natural Abilities: Extraordinary Strength. Can see heat emanations (210 ft max under perfect conditions, and can even determine how long ago a motor or device has been used; 92%). Bite is Poisonous (see Venomous Attack – Toxin in PU 1). Can create force fields for protection and capture of targets.

Combat Training: Hand to Hand: Assassin
Attacks: 7
Combat Bonuses: +3 Initiative, +7 Strike, +9 Automatic Parry, +9 Dodge, +5 Roll with Punch/Fall/Impact, +5 Pull Punch, +26 Damage, +3 Disarm.

Saving Throws: +3 vs Psionics/Insanity/Possession/Horror Factor, +24% vs coma/death, +6 vs Magic/disease/poison/pain.

Other Combat Info: Called knockout/stun – 17-20. Holds (all). Critical Strike - 18 to 20. Entangle. Pin/Incapacitate 18-20. Death Blow.

Hand to Hand Damage:
Punch - 2D4+26. Claw – 2D6+26. Power Punch (2A) - 4D4+26. Body Block/Tackle - 2D4+26 + knockdown. Karate Kick – 4D4+26. Crescent Kick – 4D4+30. Wheel Kick – 4D6+26. Body Throw/Flip - 2D6+26 + knockdown. Bite – 1D6+26 + poison, Crush/Squeeze – 2D4+26.

Force Bolts: 150ft, 2D6 damage for one bolt, 4D6 for two simultaneous bolts at the same target.

Education Level and Skills: Intergalactic Bounty Hunter Program (Professional)
Program Skills: Computer Operation, Streetwise, Find Contraband, Prowl, Tracking, Surveillance Systems, Pilot Civilian Spacecraft – Medium, WP Energy Rifle, Hand to Hand Assassin (-1 secondary skill), Zero-G Combat - Basic.
Professional Skills: Detect Ambush, Intelligence, Military Etiquette, Radio-Basic, Radio-Laser, Read Sensory Equipment, Weapon Systems, Navigation-Space, Navigation – FTL, Wilderness Survival, Hunting, WP Energy Pistol, WP Sword.

Secondary Skills: Camouflage, Pilot Civilian Spacecraft – Small, Personal A-G Transportation – Medium, WP Knife, Wrestling, Athletics, Body Building, Running, General Repair/Maintenance, Interrogation.

Money: Wouldn’t be worth anything on this planet, and has no interest in earth money.

Weapons, Vehicles and Other Equipment: (Note – all equipment is Giant-Sized)

Molecular-Reinforced Light Body Armor. AR 15, SDC 200, 50 lbs. Energy Resistant (half damage). Comm link.

Particle Beam Rifle: 4,000ft, 2D4x10 damage, 20 shot clip.
Ion Pistol: 2,000ft, 1D4x10 damage, 12 shot clip.
Vibro-Long Sword: 5D6+29 damage.
Vibro-Knife: 3D6+29 damage.

Antigrav Disks (2 – one for each foot): 90mph, max altitude is 1200ft. AR 10, SDC 80.

Spacecraft: Effectively equal to an Atlantis-Class Shuttle in the GG p 183/4 (keeping in mind the owners/operators are twice the size of a human), except for the following modifications; Giant Crew Quarters (6 – equal to 12 normal-sized ones), 2 holding cells (equal to crew quarters), Self Destruct System, Advanced Sensor Package, Reflective Coating, Medium Particle Beam (5D6x10 damage, 12 miles).

_________________
"In every country and in every age, the priest has been hostile to liberty. He is always in alliance with the despot, abetting his abuses in return for protection to his own" - Thomas Jefferson

"I do not feel obliged to believe that the same god who has endowed us with senses, reason and intellect has intended us to forgo their use." - Galileo


Last edited by Cardiac on Wed Apr 28, 2004 11:20 pm, edited 2 times in total.

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Unread postPosted: Wed Apr 28, 2004 10:56 pm
  

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Joined: Fri Dec 27, 2002 2:01 am
Posts: 436
Location: Newfie-land
Sergeant Tucarth

Real Name: Tucarth
Aliases: None known.
Race: The Toogarth
Group Affiliation: Sergeant in the Toogarth military/police force.
Occupation: Professional Soldier and Bounty Hunter (currently hunting the intergalactic fugitive Evil Eye).

Alignment: Miscreant
Power Category: Alien (Racial Powers)
Species: Humanoid Reptilian
Experience Level: 8th
Hit Points: 57 S.D.C.: 150
P.P.E.: 23
Attributes: IQ 10, ME 9, MA 8, PS 31, PP 22, PE 21, PB 5, Spd 14
Age: 25 (38 earth years) Sex: Male Height: 9ft 7in. Weight: 694 lbs.
Horror Factor (Optional): 12

Native Environment: Low Gravity
Major Super Abilities: Create Force Field (2,100 SDC)
Minor Super Abilities: Extraordinary PS, Supervision – Thermal Vision, Venomous Attack (Toxin).

Natural Abilities: Extraordinary Strength. Can see heat emanations (180 ft max under perfect conditions, and can even determine how long ago a motor or device has been used; 86%). Bite is Poisonous (see Venomous Attack – Toxin in PU 1). Can create force fields for protection and capture of targets.

Combat Training: Hand to Hand: Assassin
Attacks: 7
Combat Bonuses: +3 Initiative, +6 Strike, +8 Automatic Parry, +8 Dodge, +5 Roll with Punch/Fall/Impact, +5 Pull Punch, +20 Damage, +3 Disarm.

Saving Throws: +12% vs coma/death, +3 vs Magic/disease/poison/pain.

Other Combat Info: Called knockout/stun – 20. Holds (all). Critical Strike - 20. Entangle. Pin/Incapacitate 18-20. Death Blow.

Hand to Hand Damage:
Punch - 2D4+20. Claw – 2D6+20. Power Punch (2A) - 4D4+20. Body Block/Tackle - 2D4+20 + knockdown. Kick – 2D4+20. Body Throw/Flip - 2D6+20 + knockdown. Bite – 1D6+20 + poison, Crush/Squeeze – 2D4+20.

Force Bolts: 120ft, 2D6 damage for one bolt, 4D6 for two simultaneous bolts at the same target.

Education Level and Skills: Intergalactic Bounty Hunter Program (Professional)
Program Skills: Computer Operation, Streetwise, Find Contraband, Prowl, Tracking, Surveillance Systems, Pilot Civilian Spacecraft – Medium, WP Energy Rifle, Hand to Hand Assassin (-1 secondary skill), Zero-G Combat - Basic.
Professional Skills: Detect Ambush, Intelligence, Military Etiquette, Radio-Basic, Radio-Laser, Read Sensory Equipment, Weapon Systems, Navigation-Space, Navigation-FTL, Wilderness Survival, Hunting, WP Energy Pistol, WP Sword.

Secondary Skills: Camouflage, Pilot Civilian Spacecraft – Small, Personal A-G Transportation – Medium, WP Knife, Wrestling, Athletics, Body Building, Running.

Money: Wouldn’t be worth anything on this planet, and has no interest in earth money.

Weapons, Vehicles and Other Equipment: (Note – all equipment is Giant-Sized)

Molecular-Reinforced Light Body Armor. AR 15, SDC 200, 50 lbs. Energy Resistant (half damage). Comm link.

Particle Beam Rifle: 4,000ft, 2D4x10 damage, 20 shot clip.
Ion Pistol: 2,000ft, 1D4x10 damage, 12 shot clip.
Vibro-Long Sword: 5D6+23 damage.
Vibro-Knife: 3D6+23 damage.

Antigrav Disks (2 – one for each foot): 90mph, max altitude is 1200ft. AR 10, SDC 80.

_________________
"In every country and in every age, the priest has been hostile to liberty. He is always in alliance with the despot, abetting his abuses in return for protection to his own" - Thomas Jefferson

"I do not feel obliged to believe that the same god who has endowed us with senses, reason and intellect has intended us to forgo their use." - Galileo


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 Post subject:
Unread postPosted: Fri May 07, 2004 10:43 pm
  

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Adventurer

Joined: Fri Dec 27, 2002 2:01 am
Posts: 436
Location: Newfie-land
Tyrano-Rex

Real Name: Rex Flint
Aliases: Rex, The Dino-Man, Dino-Might.
Group Affiliation: None.
Occupation: Vigilante Crime-Fighter, Archaologist/college professor. Nemesis of Vukubbu the Dark Shaman.

Alignment: Prinipled
Power Category: Mystically Bestowed
Experience Level: 5th
Hit Points: 41 S.D.C.: 47 (plus AR 14 ,+510 SDC in Dino Form)
P.P.E.: 50
Attributes: IQ 14, ME 23, MA 17/22, PS 20/47, PP 15/17, PE 20, PB 11/5, Spd 12/68
Age: 25 Sex: Male Height: 6ft. 6in. (17ft tall and 28 ft long as Tyranno-Rex) Weight: 200 lbs. (3,240 lbs as Tyranno Rex)
Horror Factor (Optional - in Dinosaur Form): 15

Major Super Abilities: None
Minor Super Abilities: Giant, Hardened Skin, Heightened Sense of Smell, Energy Expulsion - Electricity (fired from the mouth).

Power Note: When the character transforms, he looks very similar to a large predatory dinosaur, like the famous T-Rex, except his arms are more proportional to his body size and not tiny vestgal limbs.

Natural Abilities in Tyranno-Rex Form: Strength is considered Supernatural. Fatigues at 1/10 the normal rate. SDC in Dino-form regenerates at a rate of 4D6 per 10 minutes. Exceptional sense of Smell (can recognize/identify specific odors, recognize chemicals by scent, recognize individuals by scent alone, and track by scent. Difficult to completely surprise him, especially if he is downwind).

Weakness: Power Negation: A Negate Magic/Anti-Magic Cloud spell, if he fails his save, will temporarily strip the character of his abilities, momentarily transforming Tyrano-Rex back into his vulnerable human form. A Negate Magic spell inhibits his powers for 1D6 melee rounds, while an Anti-Magic Cloud negates his powers as long as it lasts or until he leaves the affected area.

Combat Training: Hand to Hand: Expert
Normal Human Form:
Attacks: 5
Combat Bonuses: +2 Initiative, +2 Strike, +4 Automatic Parry, +4 Dodge, +2 Roll with Punch/Fall/Impact, +2 Pull Punch, +5 Damage, +0 Disarm.

Saving Throws: +4 vs Psionics/Horror Factor/Possession, +6 vs Insanity, 45% Trust/Intimidate, +10% vs Coma/Death, +3 vs Poison/Disease/Pain/Magic.

Other Combat Info: Called knockout/stun – 20. Critical Strike – 20. Entangle. Holds (All).

Hand to Hand Damage:
Punch – 1D4+5. Power Punch (2A) – 2D4+5. Body Block/Tackle – 1D4+5 + knockdown. Karate Kick – 2D4+5. Snap Kick – 1D6+5. Wheel Kick - 2D6+5.

Tyranno-Rex Form:
Attacks: 5
Combat Bonuses: +5 Initiative, +3 Strike, +5 Automatic Parry, +3 Dodge, +2 Roll with Punch/Fall/Impact, +6 Pull Punch, +32 Damage, +0 Disarm.

Saving Throws: +4 vs Psionics, +10 vs Horror Factor, +6 vs Possession, +6 vs Insanity, 70% Intimidate, +10% vs Coma/Death, +3 vs Poison/Disease/Pain, +4 vs Magic, +7 vs Magic Negation.

Other Combat Info: Called knockout/stun – 20. Critical Strike – 20. Entangle. Holds (All).

Hand to Hand Damage:
Restrained Punch/Claw – 4D6+32. Full-Strength Punch/Claw - 1D6x10+32, Power Punch/Claw (2A) – 2D6x10+32. Body Block/Tackle – 1D6x10+32 + knockdown. Kick/Stomp – 2D4x10+32. Tail Slap - 1D6x10+32. Bite - 2D4x10+32.

EE-Electricity: 400ft, 8D6 damage (or 2D4x5+5).

Education Level and Skills: PhD
Science Program: Computer Operation, Advanced Math, Chemistry, Archaology, Biology, Botany.
Investigative Program: Research, Photography, Writing, Language-Spanish.
Survival/Wilderness Program: Wilderness Survival, Hunting, Land Navigation, Track Animals, Identify Plants.
Physical Program: Swimming, Body Building, Athletics, Climbing.

Secondary Skills: Radio-Basic, Cook, Play Musical Instrument (Guitar), Sewing, Tracking, Automotive Mechanics, First Aid, Pilot Motor Boat, Pilot Truck, Pilot Airplane, General Repair/Maintenance, WP Revolver.

Money: Only what he has saved away on his college professor income and various other legit sources

Weapons, Vehicles and Other Equipment:
Needs no weapons or equipment in his Dino form (nor can he use many items, not unless they are giant-sized).

However, in his human form, he has been known to use the following equipment;

A revolver for a sidearm if he feels it's necessary.
Basic light body armor if he fells he needs it.
Jeep or Cargo Van (something to stow his equipment in)
Camouflage Suit
Portable Labratory
Digging Tools
First-Aid kit
Portable Computer/Lap-top w/ remote modem and scanner/printer
Binoculars
Nightvision Goggles
High-Quality Digital Camera
Radio Transceiver in vehicle (CB Radio and Police Band Scanner).

_________________
"In every country and in every age, the priest has been hostile to liberty. He is always in alliance with the despot, abetting his abuses in return for protection to his own" - Thomas Jefferson

"I do not feel obliged to believe that the same god who has endowed us with senses, reason and intellect has intended us to forgo their use." - Galileo


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 Post subject:
Unread postPosted: Sat May 08, 2004 12:04 am
  

User avatar
Adventurer

Joined: Fri Dec 27, 2002 2:01 am
Posts: 436
Location: Newfie-land
Vukubbu, The Dark Shaman

Real Name: Raa Kichevuu
Aliases: The Dark Shaman and The Feared One.
Group Affiliation: None.
Occupation: Spirit of Evil, ex-wilderness guide. Nemesis of Tyranno-Rex.

Alignment: Diabolic
Power Category: Enchanted Weapon
Experience Level: 6th
Hit Points: 52 S.D.C.: 48 (plus +80 SDC in Vukubbu Form)
P.P.E.: 34
Attributes: IQ 12, ME 20, MA 18, PS 22, PP 24, PE 20, PB 12, Spd 32
Age: 20 Sex: Male Height: 5ft. 6in. Weight: 160

Natural Abilities in Vukubbu Form: Can See the Invisible, has perfect Nightvision (300ft), can Fly at speeds of up to 50 mph, can turn invisible at will (identical to the Invisibility - Superior spell).

Weakness: Power Negation: An Anti-Magic Cloud spell, if he fails his save, will temporarily strip the character of his abilities, momentarily transforming Vukubbu back into his vulnerable human form and rendering the weapon powerless. An Anti-Magic Cloud negates his powers as long as it lasts or until he leaves the affected area. Also, if he is seperated from the weapon for more than 72 hours, he will lose his powers until he can be rejoined with it.

Combat Training: Hand to Hand: Assassin
Normal Human Form:
Attacks: 6
Combat Bonuses: +3 Initiative, +7 Strike, +8 Automatic Parry, +8 Dodge, +5 Roll with Punch/Fall/Impact, +5 Pull Punch, +11 Damage, +3 Disarm.

Saving Throws: +3 vs Psionics/Horror Factor/Possession/Insanity, 50% Trust/Intimidate, +10% vs Coma/Death, +3 vs Poison/Disease/Pain/Magic.

Other Combat Info: Called knockout/stun – 20. Critical Strike – 20. Entangle. Holds (All).

Hand to Hand Damage:
Punch – 1D4+11. Power Punch (2A) – 2D4+11. Body Block/Tackle – 1D4+11 + knockdown. Kick – 1D6+11. Body Flip/Throw – 1D6+11.

Vukubbu Form:
Attacks: 6
Combat Bonuses: +3 Initiative, +7 Strike, +8 Automatic Parry, +8 Dodge, +5 Roll with Punch/Fall/Impact, +5 Pull Punch, +17 Damage, +3 Disarm.

Bonuses in Flight: +1 to Parry, +2 to Dodge, +2 damage per 10mph of speed.

Saving Throws: +3 vs Psionics/Insanity, +7 vs Horror Factor/Possession, 50% Trust/Intimidate, +10% vs Coma/Death, +3 vs Poison/Disease/Pain, +5 vs Magic.

Other Combat Info: Called knockout/stun – 20. Critical Strike – 20. Entangle. Holds (All).

Hand to Hand Damage:
Punch – 1D4+17. Power Punch (2A) – 2D4+17. Body Block/Tackle – 1D4+17 + knockdown. Kick – 1D6+17. Body Flip/Throw – 1D6+17.

Magic Mace: 6D6+17 damage.

Power Bolt: 1000ft, 6D6+6 damage.

Education Level and Skills: Trade School
Survival/Wilderness Program: Wilderness Survival, Hunting, Land Navigation, Track Animals, Identify Plants.
Physical Program: HtoH Assassin (3), Gymnastics.

Secondary Skills: WP Blunt, WP Knife, WP Rifle, Languages (Mayan, English - Native Language is Spanish), Climbing, Swimming, Fishing, Prowl, Carpentry, Hollistic Medicine, Tracking, Escape Artist, Running.

Money: Has no real need for it - steals what he needs. May keep some in order to hire henchmen.

Weapons, Vehicles and Other Equipment:
Has been known to use knives, hunting rifles, and various kinds of wilderness equipment. Is an accomplished trap-maker.

Vukubbu - Enchanted Weapon
Type/Appearance: Wooden Club/Mace
Special Abilities:
- Is Indestructible
- Well-Balanced & Lightweight; +1 to strike and parry with the weapon.
- Damage: Inflicts 6D6 damage (or 6D6+17 in Vukubbu's hands)
- Owner can See the Invisible.
- Powers: Damage Bonus, Power Bolt (6D6+6 Damage), Turn Self and Weilder Invisible, Fly (50 mph), Nightvision, Animate & Control Dead.
- Spellcasting: Sense Magic (4), Darkness (6), Armor of Ithan (10), Magic Net (7), Shadow Meld (10), Horrific Illusion (10), Call Lightning (15), Heal Self (20), Negate Magic (30). Max PPE Available for Spellcasting; 132.

_________________
"In every country and in every age, the priest has been hostile to liberty. He is always in alliance with the despot, abetting his abuses in return for protection to his own" - Thomas Jefferson

"I do not feel obliged to believe that the same god who has endowed us with senses, reason and intellect has intended us to forgo their use." - Galileo


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 Post subject:
Unread postPosted: Sat May 08, 2004 3:26 pm
  

Explorer

Joined: Sat Sep 30, 2000 1:01 am
Posts: 154
Wow, we're almost thru all of them. Great stuff. Good thinking of a lot of the abilities. (One thing I hated about the original VU was that so many characters had Extra PS, PP or PE)

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 Post subject:
Unread postPosted: Sat May 08, 2004 10:58 pm
  

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Troy Xavier wrote:
Wow, we're almost thru all of them. Great stuff. Good thinking of a lot of the abilities. (One thing I hated about the original VU was that so many characters had Extra PS, PP or PE)


Well, for what it's worth... back then we didn't have other powers that had similar effects, so we were pretty much stuck with those. I've noticed that I rarely get characters similar to one another now when folks roll up characters. The ever-broadening selection is something HU needed.

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US <Uncle> saves the day again. -- RockJock
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 Post subject:
Unread postPosted: Wed May 12, 2004 1:33 pm
  

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Location: Newfie-land
U235

Real Name: Johnny Taggert
Aliases: Johnathan Tagg, J.T. Treggat, and U235.
Group Affiliation: None (but the Dark Tribunal is looking to recruit him as a freelance agent).
Occupation: Professional Criminal - mostly Armed Robberies.

Alignment: Diabolic
Power Category: Mutant
Experience Level: 7th
Hit Points: 91 S.D.C.: 199
P.P.E.: 13
Attributes: IQ 13, ME 26, MA 15, PS 19, PP 15, PE 26, PB 8, Spd 27
Age: 23 Sex: Male Height: 6ft. 2in. Weight: 195 lbs.

Unusual Physical Characteristics/Side Effects: Glowing Green Eyes.
Major Super Abilities: Control Radiation
Minor Super Abilities: Extraordinary ME, Extraordinary PE, Ultra-Hearing.

Natural Abilities: Considered a Major Psionic - needs only a 12 or higher to save vs Psionic attack. Fatigues at 1/10 the normal rate. Can hear into the sub-sonic and ultra-sonic frequencies (estimate source and location of sub/ultrasonic sound 95%). Can sense radiation and radioactive elements (340 ft). Can see into the X-Ray part of the spectrum, giving him X-Ray vision. Can generate extreme levels of radiation (50ft radius), absorb ambient radiation into his own body (170ft radius), can generate an intens light/glow from his body (to light an area or to blind attackers), discharge nucleear fire, generate extreme levels of heat (which can melt matter and provide protection) and hurl heat bolts. Impervious to all types of Radiation and Heat (including visible light/lasers and even magic fire).

Power Notes: Disadvantages: The character constantly radiates small but potentially dangerous amounts of radiation, unless he concentrates to contain it (uses half his attacks). In addition, lead will block the effects of radiation (but could still be melted by his heat powers).

Combat Training: Hand to Hand: Basic
Attacks: 6
Combat Bonuses: +2 Initiative, +1 Strike, +5 Automatic Parry, +6 Dodge, +5 Roll with Punch/Fall/Impact, +2 Pull Punch, +6 Damage, +0 Disarm.

Saving Throws: +6 vs Psionics, +12 vs Possession/Horror Factor, +9 vs Insanity, +22 vs Coma/Death, +6 vs Poison/Magic/Pain/Disease, +12 vs mind-altering drugs, +7 vs magical illusions.

Other Combat Info: Auto-knockout/stun – 20. Critical Strike – 19-20. Entangle. Holds (All). Pin/Incapacitate 18-20.

Hand to Hand Damage:
Punch – 1D4+6. Power Punch (2A) – 2D4+6. Body Block/Tackle – 1D4+6 + knockdown. Karate Kick – 2D4+6. Crush/Squeeze - 1D4+6

Generate Radiation: 50ft radius, 3D6/melee plus 30% chance of radiation sickness.

Nuclear Fire: 170ft, 10D6 damage (or 1D6x10).

Heat Bolts: 135ft, 7D6 damage (or 1D4x10) plus 30% chance of radiation sickness.

Heat Aura: 20ft radius. see p269 for effects of extreme heat, plus 30% chance of radiation sickness. Most matter entering the field will melt, vaporizing before they can hit the character (even bursts of bullets).

Education Level and Skills: Trade School
Physical Program: Hand to Hand Basic, Boxing, Wrestling, Prowl.
Vehicle Mechanics Program: Automotive Mechanics, Aircraft Mechanics, Basic Electronics, Locksmith.

Secondary Skills: Radio-Basic, Running, Athletics, Body Building, Streetwise, Pilot Truck, Find Contraband, Concealment, Computer Operation, WP Auto-Pistol, WP Sub-Machinegun, WP Blunt.

Money: Has little - lives on the run and generally steals what he needs.

Weapons, Vehicles and Other Equipment:
Uses little - relys almost exclusively on his powers.

If he needs a vehicle - he steals it.

_________________
"In every country and in every age, the priest has been hostile to liberty. He is always in alliance with the despot, abetting his abuses in return for protection to his own" - Thomas Jefferson

"I do not feel obliged to believe that the same god who has endowed us with senses, reason and intellect has intended us to forgo their use." - Galileo


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 Post subject:
Unread postPosted: Wed May 12, 2004 6:04 pm
  

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Comment: Time Magazine's person of the year, 2006.
Well I'm a little late to the party, but I must say I think the Mega-Onslaught is the truer conversion. Onslaught was, in my never humble opinion, the original Mega-villian for Heroes. The guy was supposed to slap PCs around like it was going out of style. So I say good work.

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Nearly all men can stand adversity, but if you want to test a man's character, give him power. -Abraham Lincoln
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 Post subject:
Unread postPosted: Wed May 12, 2004 9:53 pm
  

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Location: Newfie-land
Note: I switched her powers around somewhat to get out of the all-too-common APS-Water + CEF-Water combo.

*********************

UNDERTOW

Real Name: Pamela Neimic
Aliases: Mermaid, Athena the Super-Mermaid, and Undertow (US Navy code-name).
Group Affiliation: None, but the Dark Tribunal is looking to recruit her (it's not clear she would join them).
Occupation: Ex-Navy Comm Specialist. Currently on the run from the navy and frequently sabotages or damages Navy property. She is also suspected of helping people in distress at sea.

Alignment: Anarchist (but could slide towards good or evil depending on her experiences)
Power Category: Experiment.
Experience Level: 4th
Hit Points: 38 S.D.C.: 116 (+100 SDC while in water)
P.P.E.: 27
Attributes: IQ 15, ME 11, MA 13, PS 17/24, PP 19, PE 14, PB 24, Spd 22 (110 swimming).
Age: 19 Sex: Female Height: 5ft. 10in. Weight: 130 lbs.

Unusual Physical Characteristics/Side Effects: Light Green Skin.
Major Super Abilities: Control Elemental Force - Water
Minor Super Abilities: Underwater Abilities, Sonar, Physical Perfection.

Natural Abilities: While in water, her strength and durability is increased (and PS is considered Extraordinary). Can breathe underwater. Can instinctively swim 5 times faster than her max running speed (up to 75 mph). Resistant to depths of up to 1.7 miles. Resistant to Cold (1/2 damage). Accurately sense depth and direction underwater. Like a Dolphin, she can "see" her surroundings through the use of sonar (800ft in water, 90ft on dry land), and suffers no penalty for being blinded. Can manipulate water - creating gysers, whirlpools, waves and water walls, or she can calm water. Can create air bubbles under water. Can walk on water.

Power Notes: Disadvantages: Sonar is not as precice on dry land - percentages for estimating distance, shape, etc, are at -30%, and is -2 to strike/parry/dodge when blinded.

Combat Training: Hand to Hand: Basic
Attacks: 5 (6 in water)
Combat Bonuses: +1 Initiative, +3 Strike, +5 Automatic Parry, +6 Dodge, +5 Roll with Punch/Fall/Impact, +2 Pull Punch, +2 Damage, +0 Disarm.

Bonuses in water (in addition to the bonuses above): +1 attack, +1 Initiative, +3 Strike, +2 Parry, +5 Dodge, +7 to damage.

Saving Throws: +5% vs Coma/Death.

Other Combat Info: Called knockout/stun – 20. Critical Strike – 20. Entangle.

Hand to Hand Damage - Dry:
Punch – 1D4+2. Power Punch (2A) – 2D4+2. Body Block/Tackle – 1D4+2 + knockdown. Karate Kick – 2D4+2.

Hand to Hand Damage - In Water:
Punch – 2D4+9. Power Punch (2A) – 4D4+9. Body Block/Tackle – 2D4+9 + knockdown. Karate Kick – 4D4+9.

Create Waves: 1D6 to 10D6 damage.

Water Slam: 2D6+4 damage.

Whirlpool: 4D6 per melee.

Education Level and Skills: 2 years of college
Physical Program: Hand to Hand Basic, Prowl, Gymnastics, Athletics.
Communications Program: Basic Electronics, Radio-Basic, Radio-Scrambler, TV/Video, Read Sensory Equipment.

Secondary Skills: Computer Operation, Cook, Swimming, Scuba, Detect Ambush, Wilderness Survival, Military Etiquette, Pilot Motor Boat, Pilot Water Scooter, Navigation, Body Building, WP Auto-Pistol.

Money: None - has no need for money at the moment. Catches and prepares her food or steals what she needs.

Weapons, Vehicles and Other Equipment:
Generally none - relys almost exclusively on her powers.

_________________
"In every country and in every age, the priest has been hostile to liberty. He is always in alliance with the despot, abetting his abuses in return for protection to his own" - Thomas Jefferson

"I do not feel obliged to believe that the same god who has endowed us with senses, reason and intellect has intended us to forgo their use." - Galileo


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 Post subject:
Unread postPosted: Wed May 12, 2004 10:40 pm
  

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Location: The Servodome, in downtown Servotopia
Cardiac wrote:
Note: I switched her powers around somewhat to get out of the all-too-common APS-Water + CEF-Water combo.


Excellent job. I like this power combination a whole lot better. It just makes more sense. :ok:

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Hi! I'm Danger, but today I'll be Uncle Servo's Sock Puppet. -- Danger
US <Uncle> saves the day again. -- RockJock
And Servo has engineered another good idea. -- Sentinel


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 Post subject:
Unread postPosted: Fri May 14, 2004 11:13 am
  

I know these were co-posted on another website. Will that be updated as well?


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 Post subject:
Unread postPosted: Fri May 14, 2004 1:50 pm
  

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OLD ONE

Joined: Fri Nov 03, 2000 2:01 am
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Comment: PROUDLY Not a member of the "Cabal of 24"
Yes that website you speak of is mine...

Villains Unlimited - Revised
Yes it will be updated soon. More then likely tonite.

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Megaversal Ambassador Coordinator
Palladium Books 2015 Robotech RPG Tactics Tournament Rules


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 Post subject:
Unread postPosted: Fri May 14, 2004 2:53 pm
  

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Joined: Mon Jun 30, 2003 11:49 am
Posts: 534
Are the colorized pics going to be added (somebody said something about that)?

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Evil do-ers, prepare to become evil-don't-ers.
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The courageous enter dark caves alone, the clever send in the courageous first, the cleverest wait behind the clever.
-- THE BOOK OF CATACLYSM


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Unread postPosted: Fri May 14, 2004 3:04 pm
  

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OLD ONE

Joined: Fri Nov 03, 2000 2:01 am
Posts: 7695
Location: Indianapolis
Comment: PROUDLY Not a member of the "Cabal of 24"
Yes, I was sent 3 color pics (or was it 2). Dr. Vossen and Iron Golem. I will have to double check to see if I was sent a 3rd pic. The pics are going to be place to the right of the character Bio's.

PS: Does anyone know how to disable rightclicking on a site/ image on a site? I have been to several sites in the past where this was implemented in order to prevent image leeching/ stealing. I would like to do the same here.

_________________
"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."
Megaversal Ambassador Coordinator
Palladium Books 2015 Robotech RPG Tactics Tournament Rules


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 Post subject:
Unread postPosted: Fri May 14, 2004 3:26 pm
  

Adventurer

Joined: Mon Jun 30, 2003 11:49 am
Posts: 534
PARTY POOPER!

:x


:D

_________________
Evil do-ers, prepare to become evil-don't-ers.
--Stripperella

The courageous enter dark caves alone, the clever send in the courageous first, the cleverest wait behind the clever.
-- THE BOOK OF CATACLYSM


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 Post subject:
Unread postPosted: Fri May 14, 2004 10:37 pm
  

Dungeon Crawler

Joined: Sun Dec 22, 2002 2:01 am
Posts: 336
Location: Maine
The Deific NMI wrote:
Yes, I was sent 3 color pics (or was it 2). Dr. Vossen and Iron Golem. I will have to double check to see if I was sent a 3rd pic. The pics are going to be place to the right of the character Bio's.

PS: Does anyone know how to disable rightclicking on a site/ image on a site? I have been to several sites in the past where this was implemented in order to prevent image leeching/ stealing. I would like to do the same here.


im guessing it would be done in javascript.. havent seen it in my schoolbook yet, but i've wondered about that myself.

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Tyciol wrote:
In fact, many of these powers seem pretty useless except for neat ways of thinking of killing civilians.


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 Post subject:
Unread postPosted: Tue May 18, 2004 9:42 pm
  

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Champion

Joined: Thu Apr 18, 2002 1:01 am
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Location: The Servodome, in downtown Servotopia
The Deific NMI wrote:
Yes, I was sent 3 color pics (or was it 2). Dr. Vossen and Iron Golem. I will have to double check to see if I was sent a 3rd pic. The pics are going to be place to the right of the character Bio's.


If memory serves, I sent you three -- those two and Voltaic. I'm also working on an AWESOME version of Soundwave (basically doing a completely realistic airbrush rendering using the b/w line art as a basis), but thanks to some horrific deadlines production has been slowed considerably. :nh:

_________________
My Artwork Samples Set on Deviant Art
Hi! I'm Danger, but today I'll be Uncle Servo's Sock Puppet. -- Danger
US <Uncle> saves the day again. -- RockJock
And Servo has engineered another good idea. -- Sentinel


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 Post subject:
Unread postPosted: Tue May 18, 2004 10:09 pm
  

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OLD ONE

Joined: Fri Nov 03, 2000 2:01 am
Posts: 7695
Location: Indianapolis
Comment: PROUDLY Not a member of the "Cabal of 24"
The Deific NMI wrote:
PS: Does anyone know how to disable rightclicking on a site/ image on a site? I have been to several sites in the past where this was implemented in order to prevent image leeching/ stealing. I would like to do the same here.
I have the code in an html book I bought. It includes some javascript codes as well, but I cant seem to get it work. Yet.

_________________
"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."
Megaversal Ambassador Coordinator
Palladium Books 2015 Robotech RPG Tactics Tournament Rules


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 Post subject:
Unread postPosted: Wed May 19, 2004 2:52 am
  

Hero

Joined: Wed Jan 31, 2001 2:01 am
Posts: 1386
Location: NY NY USA
.... Doesn't really matter, IE6 and Mozilla can disable that popup stuff. You need to try an activeX applet to block that, and even then proxies like proxomitron can still let you leech
... and there's always the SCREEN GRAB or Save As ...You're better off puting proper copyright information in your Images.

_________________
Three billion credits and change.
A neat toy from a dimension book that came out after rifts undersea.
A game master that allows a sea inquisitors powers to work on vehicle mounted weapons.
A player, bribed with pizza, willing to sacrifice his character.
All these must be, and the Lord shall fall.


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 Post subject:
Unread postPosted: Fri May 28, 2004 3:38 pm
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3064
Location: LaPorte, In USA
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
I'm anxious to see the Masters of Speed and Sentinels modified.
The Micro Wizards, don't need to be tinckered with, nor
should the J.P. Gang, however if your improvements
are like those done to some of the other Villians Unlimited
folks, let's see them. :ok:


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 Post subject:
Unread postPosted: Fri May 28, 2004 6:54 pm
  

Dungeon Crawler

Joined: Sun Dec 22, 2002 2:01 am
Posts: 336
Location: Maine
i was reading the new catalog i got in the mail, and i saw they are planning on releasing a Villains Unlimited Second Edition this year. so if it really does ever get made, we can probably start getting tired of waiting in 2005, then maybe see it in 2006.

im just wondering, if they do update all the characters, how close might Cardiac have gotten to what ends up in print.

anyone else read about that? i'd type a quote form the catalog, but its out in my car and i've walked on my healing (previously broken) ankle enough today.

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Tyciol wrote:
In fact, many of these powers seem pretty useless except for neat ways of thinking of killing civilians.


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 Post subject:
Unread postPosted: Sat May 29, 2004 11:50 am
  

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Adventurer

Joined: Fri Dec 27, 2002 2:01 am
Posts: 436
Location: Newfie-land
Reagren Wright wrote:
I'm anxious to see the Masters of Speed and Sentinels modified.
The Micro Wizards, don't need to be tinckered with, nor
should the J.P. Gang, however if your improvements
are like those done to some of the other Villians Unlimited
folks, let's see them. :ok:


I WILL get to the rest very soon. It's just that most of my free time is being consumed by the electronic crack known as City of Heroes. Hopefully I'll have a few more stats up soon. Honest!

_________________
"In every country and in every age, the priest has been hostile to liberty. He is always in alliance with the despot, abetting his abuses in return for protection to his own" - Thomas Jefferson

"I do not feel obliged to believe that the same god who has endowed us with senses, reason and intellect has intended us to forgo their use." - Galileo


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 Post subject: Wonder Full
Unread postPosted: Sat May 29, 2004 1:32 pm
  

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Explorer

Joined: Wed May 19, 2004 1:10 pm
Posts: 128
Thank you. Mwaaa more power, Yess Those heroes will beg for mercy.
:D Great work dude, very impressive.





HELL KNIGHT

Power is not corruption, Corruption is power


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 Post subject:
Unread postPosted: Sat May 29, 2004 9:28 pm
  

Explorer

Joined: Sat Sep 30, 2000 1:01 am
Posts: 154
Yeah, I'd like to see them finished before the book is out, so I can see which I prefer(I have a feeling I know which:P)

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Slash and burn, pillage and plunder. And my hobbies are.....


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 Post subject:
Unread postPosted: Tue Jun 01, 2004 6:58 pm
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3064
Location: LaPorte, In USA
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
Hmm, possible new book for HU called City of Heroes or updated
Villians Unlimited Characters? :-? Which would I rather see done
first. I'll have to get back to you on that. Good luck :ok:


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