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Unread postPosted: Sun Feb 05, 2012 3:39 pm
  

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Palladium Books® Freelance Writer

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


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Unread postPosted: Sun Feb 19, 2012 2:52 pm
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3139
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
Aaah back in the saddle so to speak. Well I went into the attic (actually the basement) and
dug out some old characters again from the 1st edition days and did some 2nd edition
conversion and some major tweeking to come up up a neat bunch of heroes. Hope your
enjoy this bunch. They make a great launch platform for any G.M.

FATE BATTALION


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

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

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

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

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


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Unread postPosted: Sun Feb 19, 2012 3:00 pm
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3139
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
JUDGE KNIGHT

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

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

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



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

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Unread postPosted: Sun Feb 19, 2012 3:05 pm
  

User avatar
Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3139
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
VELVET

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

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



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Unread postPosted: Sun Feb 19, 2012 3:10 pm
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3139
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
NEW WAVE

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

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


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Unread postPosted: Sun Feb 19, 2012 3:16 pm
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3139
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
GAMBOL
(Gambol means to leap about playfully, frolic)

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

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



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Unread postPosted: Sun Feb 19, 2012 3:21 pm
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3139
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
RETREAD

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

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



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Unread postPosted: Sun Feb 19, 2012 3:25 pm
  

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Posts: 3139
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
FURY

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

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


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Unread postPosted: Sun Feb 19, 2012 3:30 pm
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3139
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
NIGHTLIGHT

The girl known as Nightlight is not a “human girl” at all but a humanoid from the dimension
known as the Realm of Shadows (See Rifter #20). This shadow world is one of danger and
total darkness. Shademen are the favorite prey of the monsters known to inhabit the
dimension. This particular Shademan was drawn to a mysterious dimensional gateway that
open before it while it fled from a Greater Shadow Beast. It went through the dimensional
portal and arrived on the dark streets of Detroit. Before it a man dressed all in white,
surrounded by street punks, and a 18 year old girl tied up to a pole. The man in white was
siphoning energy from her body to power some kind of ritual spell. He suddenly became
angry and took his knife and stabbed the girl in the chest. He and his entourage then left
the girl to die. The Shademan prowled up to the girl, feeling some kind of strange
connection to her. He grabbed her by her throat and choked the last bits of life out of her.
He then tore open her skull and devoured her brain. This caused him to transform into a
human of flesh and blood, in fact he took on the girl’s physical form and acquired her
personality, alignment, memories, etc. It still remembered its life as a Shademan. It knew
this body would only exist for three days so it decided to make the best use of it. To its
astonishment, the body possessed a host of shadow abilities, including turning itself into a
living shadow. Using these powers, the Shademan went after the villainous wizard and his
henchmen. One by one it killed them all until only the wizard was left. Drawing all her energy
she summoned a bolt of darkness that blew a hole the wizard’s chest after she encased him
in a Wall of Shadow. Having avenged herself, the girl wandered the streets of Detroit
exploring and looking for a possible new victim for the body would revert to its Shademan
form after three days, but the third day came and went. Before long it was a week, then a
month, then three. It appeared for whatever reason the girl’s DNA and the Shademan
permanently bonded together so know they were one and the same. The Shademan became
Nightlight completely and the memories of its life in the Realm of Shadows have become
merely a dream as she is now completely immersed in Nightlight’s memories. Nearly a year
later, she was drawn into a battle in the darkness of Africa with Judge Knight. He
appreciated her help and asked her to join him again. She agreed curious to know more
about this mysterious man and if he held any connection to the wizard. He did not but she
soon grew fond of him and his ability to take her to any place on the planet. Having little
else to do but survive, Night Light is never inconvenienced when summoned because during
the day she is avoiding direct sunlight and at night she prowls the streets looking to inflict
harsh punishment onto anyone who dares bring bloodshed or misery to her city streets. If
Nightlight were once again made to remember what she really is, she would do whatever
she had to avoid going back to the Realm of Shadows, where she likely revert back to her
Shademan existence.

Real Name: Nicky Edwards (name of the girl the Shademan consumed)
Occupation: Survivor, Prowler of the Night.
Alignment: Anarchist, formerly Miscreant
Power Category: Supernatural/DimensionalBeing (Shademan)
Experience Level: 4th
Hit Points: 52 S.D.C.: 40/+30 in APS-Shadow form.
P.P.E.: 13
Appearance: She has paper white skin and waist length black hair as dark as night.
Her eyes are sky blue in color. She wears a purple and black spandex costume. She is lean
and spindly, has an undeveloped chests but a delightful smile. Her aura radiates that of an
evil supernatural being even though she herself is no longer evil.
Attributes: I.Q. 11, M.E. 13, M.A. 11, P.S. 12, P.P. 12, P.E. 17, Spd.46 (32 mph/51.8 km), P.B. 12.
Age: 20, Sex: Female, Height: 6 foot (1.82 m), Weight: 105 lbs (47.25 kg)
Originating Alien Environment: The Realm of Shadows
Vulnerability: Holy weapons and Demon Killer weapons inflict double damage against
her. Sunlight hinders her eyes and abilities (direct sunlight and bright artificial light reduces
her vision by half and she is -3 to initiative and all combat bonuses). She takes double
damage from laser and light based attacks in either form. She cannot assume her Shadow
form in bright light and it also forces her back into her physical form.
Major Super Abilities: Alter Physical Structure: Shadow and Shadow Manipulation.
Combat Training: Basic
Attacks per Melee: 5 (2 initial +3 from Hand to Hand)
Combat Bonuses: +2 to initiative, +2 to strike, +5 to parry, +6 to dodge, +5 to roll
with punch/fall, and +4 to pull punch.
Saving Throws: Impervious to all shadow powers/attacks, +5% to save vs.
coma/death, +1 to save vs. magic & poison, and +6 to save vs. horror factor.
Combat Skills: Punch 1D4, Power Blow 2D4 (counts as two attacks), Elbow/Forearm
1D6, Knee 1D6, and Karate Kick 2D4.
Educational Background:
Common Skills: Read-Write/Speak English 88%/92%, Mathematics: Basic 84%,
Pilot: Automobile 72%, and Speak Elf/Dragonese, Dwarf, and Gobblely 92%.
Street Skills: Streetwise 50%, Prowl 85%, W.P. Knife (+2 to strike, parry, and
throw), Tailing 65%, Find Contraband 42%, I.D. Undercover Agents 66%, Sewing 60%,
Singing 55%, Art (Graffiti) 55%, and Appraise Antiques 50%.
Secondary Skills: Hand to Hand: Basic, Athletic (General), Running, Climbing
60%/50%, Concealment 36%, Wilderness Survival 50%, Land Navigation 52%, Pick Locks
50%, Palming 30%, and Pick Pocket 40%. .
Money: She has $411 dollars hidden in an alley way. She only uses this money if she
has to pay for anything, but usually she steals it or gets others to do it for her.
Weapons: She relies on all her super powers.
Shadow Blast, Range: 280 feet (85.3 m), Damage: 6D6, Bonus: +2 to strike.
Super Shadow Bolt, Range: 380 feet (115 m), Damage: 1D6x10, Attacks per Melee:
Uses up all her attack in a single melee, Bonus: None.
Equipment & Vehicles: She steals whatever she requires or needs as the time.
Contacts: Her life on the street has made it difficult for her to develop any lasting
friendship. The people she can count on are fellow members of the Fate Battalion,
particularly Fury and Velvet.


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Unread postPosted: Sun Feb 19, 2012 3:36 pm
  

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Joined: Sun Feb 10, 2002 2:01 am
Posts: 3139
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
LEROY BLAZE

Whenever the Sector wanted a psychic or super being taken out, they call Leroy Blaze.
Leroy was a Marine Gunnery Sergeant and a Scout Sniper. He was a dead shot with a sniper
rifle, earning numerous medals and commendations overseas. He was eventually contacted
by a Sector agent who invited him to serve his country for a mission that requires the
greatest patriotic sacrifice. Leroy agrees to it. First the Sector arranged it for him to be
honorary discharged from the Marine core (he leaves with 19 awards and decorations). He is
taken to the Sector headquarters in Freedom, New Mexico where he undergoes a radical
experimental procedure. The finally result makes him a super being who is virtually
impervious to psionic attacks. Overjoyed with the results, the Sector further trains Leroy
into a hunter killer of super beings especially rogue psychics. Leroy takes to his task with
full gusto, racking up twenty kills in three years. The more Leroy worked the less
compassionate he felt toward other super beings. It wasn’t long before Leroy started taking
out various super beings that were not targeted by the Sector. A few where heroes, some
were villainous, but most where individuals non-involved with the world around them. Leroy
started to recognize that he was turning into a serial killer. He took a leave of absence to
readjust his thoughts. Then one day he found himself among several other super beings led
by Judge Knight. Reluctant to participate, Leroy found himself forced to obey a person
whose will was greater than his own mental resistance. Afterward the Judge sent Leroy
home. He returned to the Sector, only this time he hoped to have a chance encounter with
the Judge. Two months later that opportunity came. Leroy tried to resist the mental
commands, and succeeded. He shot Judge Knight in the head. Hours later the Judge
summoned Leroy and the Judge made him pay with humiliation. Afterward the Judge swore
to Leroy that from this day forward, Leroy was going to be his little puppet. Days later,
Leroy was summoned before the Judge who was calmer and more at ease. He offered Leroy
a chance to redeem himself for his crimes against his fellow man. Humbled Leroy agreed.
Despite his extreme use of lethal force and killer instinct, Leroy is among the most loyal and
outspoken members of the Fate Battalion. One could argue he is the 2nd in command and
definitely the tactics leader. There is no question it’s because of Leroy Blaze that Fate
Battalion is so successful in their endeavors.

Real Name: Leroy Blaze
Occupation: Former Marine Gunnery Sergeant and Scout Sniper. He is still a Sector Covert Operative.
Alignment: Aberrant
Power Category: Experiment
Experience Level: 9th
Hit Points: 140 S.D.C.: 176
P.P.E.: 15
Appearance: He is a handsome, superior, gifted athlete. He has shoulder length
reddish hair and blue eyes. He wears various forms of body armor and is always loaded full
of weapons.
Attributes: I.Q. 14, M.E. 23, M.A. 12, P.S. 13, P.P. 13, P.E. 36, Spd. 29, P.B. 12
Age: 36, Sex: Male, Height: 6 foot and 8 inch (2.03 m), Weight: 200 lbs (90 kg)
Side Effects: Chemical Resistant
Minor Super Abilities: Healing Factor, Impervious to Psionics, Extraordinary P.E., Iron
Will, and Psychic Disruption (special).
Psychic Disruption: This power is very similar to Mental Stun only its works
more effectively against those possessing psychic abilities. In this case, the more powerful
ones psychic abilities, the worst the affect as one’s own mental energies are disrupted and
play havoc with on one’s ability to concentrate, speak, and perform higher motor functions.
It effectively gives the subject a terrible migraine and causes blood to leak from various
orifices on the skull. The more mental energies one has, the harder it is to resist. Master
and natural psychics need a 16 or higher to save (M.E. bonus vs. psionics can be applied),
Minor and major psychics need a 13 or higher. Non-psychics need a 10 or better. Victims
lose 1 attack per melee round, -4 to initiative, and are -1 to strike, parry, and dodge.
Reduce Spd and all skill performance by 20%. The subject takes 1 points of hit point
damage per melee round. However for psychics if they succeed in making the saving throw,
they will find it difficult to use their abilities, for all psychic powers for the next 1D4+1
melees will required 50% additional I.S.P. to activate and their range, duration, damage,
penalty, and effect are reduce by 20%. If the psychic should fail his save, it’s like having
radio static blasted in both ears. All psychic abilities currently activated will cease/turn off
(Telekinetic Force Field, Summon Inner Strength, Psi-Sword, etc). All psychic abilities that
require less than 8 I.S.P. to activate will now require 16 I.S.P to activate and those that
require 10 or more will need DOUBLE their normal I.S.P to function. The duration, damage,
range, effect, and penalty are reduce by 50%. To activate any psychic ability requires two
attacks/actions and to maintain their duration requires half of one’s total actions for the
melee round. The duration of this terrible effect on psychics is 2D4 minutes.
Range: 60 feet (18.3 m) or by touch.
Damage: 1 point of hit point damage per melee round, see above for additional effects.
Duration: 1D4+1 melees if fail the save. For psychics if they fail the save 2D4 minutes.
Attacks per Melee: Counts as three attacks/actions. Each attack can be directed only at
one person at a time, not an entire crowd at once.
Saving Throw: See above.
Combat Training: Commando
Attacks per Melee: 6 (2 initial +4 from Hand to Hand)
Combat Bonuses: +6 to initiative, +4 to strike/+6 with kicks, +7 to parry, +7 to
dodge, +3 to automatic dodge, +2 to damage, +8 to roll with punch/fall, +7 to pull punch,
and +2 to disarm.
Saving Throws: Impervious to psionic attacks, impervious to disease, fire/cold does
half damage, even if fail poison, toxin, drug roll suffer only 1/3 the normal damage, duration,
effect, and penalty, ½ half the effect for being confused or dazed, +76% to save vs.
coma/death, +12 to save vs. horror factor, +11 to save vs. magic, +16 to save vs. poison,
+12 to save vs. mind control (half duration), +11 to save vs. illusion (half duration and
penalties), +7 to save vs. possession, +9 to save vs. insanity, and +3 to perception.
Combat Skills: Karate Punch 2D4, Power Punch 4D4 (count as two attacks),
Elbow/Forearm 1D6, Knee 1D6, Karate Kick 2D6, Snap Kick 1D6, Crescent Kick 2D4+2,
Roundhouse Kick 3D6, Axe Kick 2D8, Wheel Kick 2D6, Leap Kick 3D8 (counts as two
attacks), Tripping/Leg Hook (cannot be paired, must dodge or knockdown), Backward Sweep
(cannot be paired, must dodge or knockdown, -2 to dodge), +3 to strike with Body
Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and 1 attack/action), Body
Block/Tackle 1D4 + P.S. damage bonus (must parry/dodge or knockdown), Jump Kick 6D6,
Flying Jump Kick 4D6, All Holds, Paired Weapons, and Death Blow on an unmodified roll of
18-20.
Educational Background: Military Specialist Training
Common Skills: Read-Write/Speak English 98%/98%, Mathematics: Basic 98%,
Pilot: Automobile.
Military Program (Basic): Running, Climbing 98%/95%, Forced March, Military
Etiquette 98%, Radio: Basic 98%, W.P. Rifle (+5 to aim/+2 to burst), and W.P. Grenade (+3
to strike).
Military Program Advanced: Special Forces: Hand to Hand: Commando,
Camouflage 90%, Demolitions 98%, Demolitions Disposal 98%, Demolitions: Underwater 98%,
Parachuting 98%, Prowl 90%, S.C.U.B.A. 98%, Swimming 98%, Trap/Mine Detection 85%,
W.P. Knife (+3 to strike, +4 to parry/throw), and W.P. Sub-Machinegun (+4 to aim/+2 to
burst).
Espionage Program: Detect Ambush 90%, Intelligence 83%,Wilderness Survival
90%, Sniper (+2 aim/called shots-counts as two attacks), Interrogation 90%, and Tracking
(people) 85%.
Modern Weapon Proficiency Program: W.P. Handgun (+4 to aim/+2 to burst),
W.P. Shotgun (+3 to aim/+1 to burst), and W. P. Heavy Military Weapons (+3 to aim/+1 to
burst).
Law Enforcement Program: Crime Scene Investigation 90%, Law (General)
90%, and Streetwise 66%.
Secondary Skills: Athletic (General), Computer Operation 87%, Pilot: Truck 98%,
Basic Mechanics 85%, Basic Electronics 75%, Pilot Motorcycle 88%60%, Jury-Rig, Land
Navigation 52%, Recognize Weapon Quality 45%, Pilot: Boat: Motor, Race, and Hydrofoil
60%, and Pilot: Tracked Vehicles 59%. .
Money: Leroy Blaze has over $82,000 in a hidden bank account in the Bahamas. He
has an additional $3D6x10,000 in a bank in Ultropolis. In his three safe houses scattered
across the country he has an additional $3D6x8000 in weapons, ammunitions, body armor,
and various gear.
Weapons: Leroy has limited access to Sector weapons and technology. For the most
part he has to really on conventional weaponry that he has accumulated over the years. He
stores virtually every known weapon in the U.S. Marine Corp Armory, land, sea, and air: His
favorites.
M16A4, Range: 1804 feet (550 m), Damage: 5D6, Feed: Single shot, Three round
Burst, Fully Auto, Payload: 20 round box magazine, Bonus: +1 to aim/three round burst,
M203 Grenade Launcher, Range: 1312 feet (400m), Damage: 2D4x10, Blast Radius: 20 feet
(6.1 m), Feed: 5-7 round per minute, Payload: Single shot. He uses a variety of round and
grenades.
Colt 9mm SMG, Range: 320 feet (100 m), Damage; 3D6, Feed: Single shot or
Semi-Automatic, Feed: 32 round detachable box magazine.
Beretta M9, Range: 164 feet (50 m), Damage: 3D6, Feed: Single shot or
Semi-Automatic, Feed; 15 round detachable box magazine. He uses a variety of ammo for
the gun. He often uses a silencer on it as well. This weapon s always on his person with at
least 3 ammo clips.
M240B machinegun, Range: 12,222 feet (3725 m), Damage: 5D6, Feed: Single shot,
Semi-Auto, or Full, Feed: 100 round disintergrating M13 linked belt.
M110 Semi-Automatic Sniper System, Range: 2625 feet (800 m), Damage: 4D6, Rate
of Fire: Single shot or Semi-Automatic, Feed: 10 or 20-round detachable box magazine,
Bonus: +2 to aim/called shot. Comes with flash hider and suppresser. He uses a variety of
ammo with the rifle, most often HVAP (High Velocity Armor Piercing). The moment these
rounds are fired from the gun, tiny fins come out to help stabilize them thus allowing travel
at a higher speed, and thus providing them even greater penetration then normal AP rounds.
Add 1D6+2 to the damage capacity of the average round, +3 to P.V., and lowers a target’s
A.R. by three (or get a +3 against armored targets). The range of this bullet when it’s fired
from a weapon is increased by 50%.
M72 LAW, Range: 656 feet (200 m), Damage: 1D6x100, Blast Radius: 50 feet (15 m),
Rate of Fire: Single shot and discard.
He uses a variety of grenades, explosives, detonators, and various traps/snares to capture
and/or kill super beings, especially psionics who he has mastered using their sixth sense and
other psychic abilities against them.
Armor: He is always sporting some kind of half or full suit of body armor.
Equipment & Vehicles: Leroy drives around in a 2009 gray Chevrolet Tahoe LT. He’s
had some modification done to the vehicle. Light Ground Vehicle Armor (A.R. 14, with 350
S.D.C.), Passenger Light Armor/Plexiglas Windows (A.R. 12 with 250 S.D.C.), Theft Alarm
System, Thief Proof Locks, Armored Tires/Self-Seal, Satellite Radio/CD Player, Engine
Readout Package, Radar Display, Trailer Hitch, and Fuel Efficiency Modification. He is always
fully armed and equipped with whatever gear he needs to complete his mission.
Contacts: Leroy has the greatest contact of the all, the Sector and all the benefits
that come with being a covert operator for the ultra secret spy agency.


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Unread postPosted: Sun Feb 19, 2012 3:39 pm
  

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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
WILD HEART

John Redeye grew up on the Crow Reservation in Montana. He spent most of his life
listening to the tales of his grandfather Robert Redeye. Robert always told stories of the
past and what it was like during the old days. Robert Redeye operated a convince store
that was regular visited by tourists. John after school helped out as much as he could. Days
after graduating from school, John was supposed to work at the store but he said instead
he wanted to be with his friends. On that day a vicious motorcycle gang road into area and
went into the store. They harassed the old man and made him give out free gas to them.
Then with pure hatred they assaulted him. They sprayed gasoline all over the store and set
fire to it. At that moment, John Redeye was called and told that his grandfather’s store was
on fire. John rushed over to see the store in flames. John rushed in flaming building. He
emerged unharmed, but his elderly grandfather was covered in three degree burns. His final
words were, “Do our people proud, I will be watching.” and he died. John got in his truck and
drove around trying to hunt down the motorcycle gang. He found them and went after them
with a near murderous rage. He found himself imbued with great strength, the power of
flight, and resistance to injury. He defeated the motorcycle gang but was gravely injured
(from bullets and knife wounds). In time he did recover but vowed to do what his
grandfather said. A week later, John Redeye was in costume as Wild Heart protecting not
only the Crow Nation, but all people in the region. Then he was summoned to Seattle to
help defeat a band of escaped mutant animals attacking a zoo. John agreed to be a part of
the Fate Battalion in fact he considered it an honor. Today Wild Heart remains a champion
for not only all Native Americans but all people of the United States. He is becoming a major
enemy of the super villain known as Iron Eagle.

Real Name: John Redeye
Occupation: Hero among the Crow (Absaroka)
Alignment: Scrupulous
Power Category: Mutant
Experience Level: 5th level
Hit Points: 67 S.D.C.: 285
P.P.E.: 21
Appearance: He is a superior athlete, a good looking male, and full blooded Native
American. He has red eyes and should length black hair. He wears a purple and blue
costume.
Attributes: I.Q. 9, M.E.20, M.A. 8, P.S. 31, P.P. 15, P.E. 19, Spd. 25 running/320 mph
(515 km) flying, P.B. 13
Age: 23, Sex: Male, Height: 6 foot (1.82 m), Weight: 210 lbs
(94.5 kg).
Unusual Characteristics: Red eyes and Heighten Instincts (+1 to combat rolls or a
+5% to skills when entering combat or performing a critical task)
Major Super Ability: Energy Absorb
Minor Super Abilities: Flight: Wingless, Increased Durability, and Extraordinary P.S.
Attacks per Melee: 5/6 (2 Initial +3 from Hand to Hand) +1 from flying
Combat Training: Expert
Combat Bonuses: +2 to initiative, +2 to strike/+4 in flight, +4 to parry/+6 in flight, +4
to dodge/+8 when flying under 80 mph (120 km), +10 when flying over 90 mph (144 km),
+16 to damage/+4 to damage for every 20 mph (32 km) of speed, +3 to roll with punch/fall,
and +2 to pull punch.
Saving Throws: Impervious to all energy attacks, +18% to save vs. coma/death, +2
to magic/poison, and +2 to save vs. psionics/insanity.
Combat Skills: Punch 1D4, Power Punch 2D4 (2), Elbow/Forearm 1D6, Knee 1D6, Kick
2D4, Crescent Kick 2D4+2, and Tripping/Leg Hook (cannot be paired, must dodge or
knockdown) and all Holds.
Educational Background: High School
Common Skills: Read-Write/Speak English/Crow 90%93%, Mathematics: Basic 87%,
and Pilot: Automobile 75%.
Physical Program: Hand to Hand: Expert, Athletic (General), and Physical Labor.
Wilderness Program: Wilderness Survival 65%, Land Navigation 61%, Hunting,
Track & Trap Animals 50%/60%, and Skin & Prepare Animals Hides 60%.
Secondary: Prowl 50%, Climbing 65%/55%, Swimming 75%, Running,
Outdoormanship, W.P. Rifle (+3 to aim/+1 to burst), W.P. Knife (+2 to strike, parry, throw),
Dance 55%, Identify Plants & Fruits 55%, Holistic Medicine 55%/45%, Law (General) 50%,
and Public Speaking 45%.
Money: He has $3000 in his savings account at the bank. The money is what his
grandfather left to him. John only uses the money if he needs too.
Weapons: He relies on his super abilities. Although he is skilled in a rifle and knife, he
doesn’t use them in combat only for hunting.
Equipment & Vehicles: He relies on his super abilities. He borrows various vehicles on
the reservation, particularly his grandfather’s old pick up track.
Contacts: John’s contacts are limited to those on the reservation, which are only his
friends and family.


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Unread postPosted: Sun Feb 19, 2012 3:43 pm
  

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Joined: Sun Feb 10, 2002 2:01 am
Posts: 3139
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
NIGHT STICK

Florence is a 71 year old grandmother who enjoyed spending time with her five children, 13
grand children, and two great grandchildren. Her husband Arthur died 15 years ago and she
still misses him to this very day. Arthur like her was a guard at Mountain View Unit, a
woman’s prison in Texas. Florence went by the name Nightstick because she could twirl hers
like it was a baton. Florence was a good person, but get on her bad side and she wouldn’t
think twice about putting you down and her fist down your throat. Many female prisoners
learned this first hand. Four years after Arthur died Florence retired and lived a quiet, joyful
life at her home in the country. In her later years she tried to remain active and do what
she loved best, but her health started to deteriorate. Then three days after her 70th
birthday she went into the hospital with pneumonia. While in the hospital her health was so
frail they decided to give her a blood transfusion. Unbeknown to anyone, weeks earlier, a 19
year old female decided to give blood for the first time at her local college. This girl was a
minor mutant with extraordinary strength and physical perfection. Five minutes after her
blood was put into Florence’s body she started to change, becoming healthy, beautiful, and
youthful. She also became tremendously strong, endurable, and highly resistance to injury.
She checked herself out of the hospital in the middle of the night. When she got home her
eldest son Ulysses and his daughter Maxine were there. They couldn’t believe it was her.
She made them swear to keep it a secret. The hospital called but Ulysses lied for her. She
went for a walk to try and clear her head, when three guys jumped her to try and take her
purse. She beat them to a bloody pulp. Afterward, she knew exactly what was going to do.
She made herself a costume and started out caring vigilante justice. She was having a
great time doing it. One day she was summoned by Judge Knight to deal with terrorist
threatening to destroy a large damn. Though inexperienced, she proved very capable. After
sending her home, she hoped to be called again by the Judge. She was in fact. Today she is
an outspoken member and the tough no-nonsense speaker of the group. She will get into
Leroy’s face and put him down. She also can talk to Robin and put her mind at ease when
she talks about the concerns she has for her family. Florence biggest worry is that one day
the power of the blood might wear off and she goes back to being an old, frail woman again.
Nonetheless, if it ever did happen, she could at least say she had a hell of a time kicking
butt and put some right in the world.

Real Name: Florence Genther
Occupation: Retired Prison Guard
Alignment: Scrupulous
Power Category: Mutant
Experience Level: 3rd
Hit Points: 41 S.D.C.: 175 Armor Rating; A.R. 12
P.P.E.: 26
Appearance: Nightstick is a 71 year old woman who looks like she is in her early 20s.
She is an attractive, African American woman with an iron-muscled feminine figure. She has
long dark brown hair that she keeps in braids and light brown eyes. She wears a skin tight
blue costume (similar to a police uniform) that shows off all her womanly features.
Attributes: I.Q. 9, M.E. 14, M.A. 13, P.S. 50, P.P. 8, P.E. 18, Spd. 17, P.B. 19.
Age: 71, Sex: Female, Height: 5 feet and 11 inches (1.80 m),
Weight: 220 lbs (99 kg)
Major Super Ability: Supernatural P.S.
Minor Super Abilities: Physical Perfection, Hardened Skin, and Indestructible Bones.
Combat Training: Basic
Attacks per Melee: 4 (2 initial +2 from Hand to Hand)
Combat Bonuses: +2 to parry, +2 to dodge, +35 to damage, +4 to roll with
punch/fall, and +5 to pull punch. .
Combat Skills: Restrained Punch 6D6, Full Strength Punch 1D6x10+6, Power Punch
2D6x10+6 (counts as two attacks), Elbow/Forearm 2D4x10+6, Knee 1D6x10+6, Snap Kick
1D6x10, and Power Kick 2D6x10+6 (counts as two attacks).
Saving Throws: She takes half damage from falling and heavy impacts, +2 to save
vs. horror factor, +11% to save vs. coma/death, and +2 to save vs. magic & poison.
Educational Background: On the Job Training
Common Skills: Read-Write/Speak English 90%/93% and Pilot: Automobile 85%.
Law Enforcement: Hand to Hand: Basic, W.P. Handgun (+1 to aim/burst), Radio:
Basic 80%, Crime Scene Investigation 65%, Law (General) 65%, and Streetwise 47%.
Domestic Program: Mathematics: Basic 98%, Housekeeping 65%, Cook 65%,
and Sewing 70%.
Learned Skill: Disguise 45%.
Secondary Skills: Gardening 58%, First Aid 60%, Recognize Weapon Quality 40%,
Pilot: Truck 71%, Cardsharp/Cardshark 38%, Gambling (Standard) 45%, Preserve Food 45%,
W.P. Blunt (+2 to strike/parry), Dance 45%
Money: She’s not telling anyone that she is still collecting her pension and social
security checks.
Weapons: When she is not using her fists, she relies on a modified might stick that’s
capable of enduring her supernatural strength, Damage: 2D4+2, Bonus: +1 to strike/parry.
Equipment & Vehicles: She drives around in a still working yellow 1972 Mustang
Fastback.
Contacts: Florence has lots of old guards and inmates at the prison, but she doesn’t
want anyone to know what’s happen to her. Only her eldest son Ulysses and her
granddaughter Maxine know the truth.


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Unread postPosted: Sun Feb 19, 2012 3:47 pm
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3139
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
PSIMAN
(Simon)

Douglas Albert is a wealthy business tycoon and his wife Rose comes from old money. Their
son Vincent was expected to follow in his father’s footsteps. But at the age of 13, Vincent
started revealing psychic abilities, most notable the ability to effect the biological functions
or conditions of living things. He could also create devastating psionic energy bolts. All of
these powers Vincent concealed from his family, but he utilized them whenever he could to
get ahead in his private school. Despite his gifted intelligence, he amused himself by
tormenting his teachers and classmates. It all came to ahead when during his senior prom
when he used his powers to turn a girl he wanted to date against her boyfriend. She
decided to dance with Vincent just as he planned (and somewhat foresaw with
precognition), but he didn’t see the same boy sock him in the jaw. The boy tried to leave
with his girlfriend when Vincent struck him with an intense feeling of pain. The anguish was
so bad the boy eventually died after screaming for 25 minutes. Vincent was devastating
when he learned he’d done this. He swore never to do it again. Vincent head off to Yale
supposedly to become a doctor, yet although he excelled in science, he was still unsatisfied
with his life. Then a girl he knew was murdered. The police were not sure who done it. Using
his psychic powers, Vincent learned who did, but he couldn’t tell anyone. So he came up
with a brilliant plan to get the murder to confess. He dressed in a costume and forced the
killer to confess. Afterward Vincent found he liked wearing the costume. So he went around
becoming a vigilante around the campus calling himself Psiman Months later Judge Knight
came to the campus to do battle with another mutant student. Vincent offered his services.
He is only member of the Fate Battalion that was not initially summoned. After defeating the
mutant, Vincent agreed to help Judge Knight whenever possible. Vincent is still having hard
time concealing his powers from his roommate Nathan Lamb, his teachers, classmates, and
of course his parents. He wants to tell them the truth but he is so afraid too. So he keeps
running into close calls. He and Velvet have started to “date” one another and her bad
behavior is only encouraging his bad side which is easily swayed. He and Leroy do not get
along at all. But there is nothing he can do against Leroy and that scares him.

Real Name: Vincent Albert
Occupation: College student
Alignment: Formerly Anarchist now Scrupulous.
Power Category: Psionic (Natural)
Experience Level: 4th level
Hit Points: 38 S.D.C.: 30
P.P.E.: 14
I.S.P.: 160
Appearance: He dresses in a dark blue custom with a long cape. Little of his face can
be seen. from behind his mask. Vincent is a good looking male who has engages in little
exercise. He has short brown hair and hazel eyes.
Attributes: I.Q. 18, M.E.20, M.A. 17, P.S. 11, P.P. 10, P.E. 13, Spd. 11, P.B. 12
Age: 20, Sex: Male, Height: 6 foot and 1 inches (1.80 m),
Weight: 210 lbs (94.5 kg).
Healing Psionics: Bio-Regeneration, Detect Psionics, and Induce Sleep.
Physical Psionics: Alter Aura, Death Trance, Float, Mind Block, Nightvision, and Summon Inner Strength
Sensitive Psionics: Astral Projection, Clairvoyance, Empathy, Mimic Skills, Object
Read, Precognition, Presence Sense, See Aura, Sensory Link, Sixth Sense, Speed Reading,
Telepathy, and Total Recall.
Super Psionics: Bio-Alteration, Bio-Manipulation, Group Mind Block, Mind Bolt, and
Psychosomatic Disease.
Attacks per Melee: 5 (2 Initial +3 from Hand to Hand)
Combat Training: Basic
Combat Bonuses: +1 to initiative, +1 to strike, +2 to parry, +2 to dodge, +2 to roll
with punch/fall, and +2 to pull punch.
Saving Throws: He needs a 10 or better to save vs. psionics, +3 to save vs. psionics
& insanity, +5 to save vs. possession, and +3 to save vs. horror factor.
Combat Skills: Punch 1D4, Power Punch 2D4 (2), Elbow/Forearm 1D6, Knee 1D6, Snap
Kick 1D6, and all Holds.
Other Bonuses: +4% to all skills and 45% trust/intimidate.
Educational Background: Two years in College
Common Skills: Read-Write/Speak English 96%98%, Mathematics: Basic 94%, and
Pilot: Automobile 82%.
Science Program: Computer Operation 97%, Mathematics: Advance 95%,
Chemistry 98%, Biology 89%, Chemistry: Analytical 84%, and Astrophysics 84%.
Investigation Program: Research 89%, Photography 84%, and Writing 74%.
Secondary Skills: Hand to Hand: Basic, T.V. Video 69%, Basic Electronics 64%,
Automotive Mechanics 82%, Radio: Basic 84%, Prowl 59%, Pick Locks 64%, Pilot: Airplane
78%, Public Speaking 84%, Performance 59%,Computer Programming 66%, Law (general)
59%, Business & Finance 44%, and History 69%/49%.
Money: Vincent’s has the ability to ask his parents for money and they will provide it
for him, as long as it is within reason.
Weapons: He relies on his psionic abilities.
Equipment & Vehicles: He drives around in a 1978 Blue De Tomaso Pantera. It has
been kept in mint condition.
Contacts: None, because no one but members of Fate Battalion are allowed to know
the truth about him. So he can only count on fellow members, however he uses his psychic
powers to find those who might know additional information.


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Unread postPosted: Sun Feb 19, 2012 3:51 pm
  

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Joined: Sun Feb 10, 2002 2:01 am
Posts: 3139
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
MANTIS

The woman known as Mantis has the most difficult life among all the Fate Battalion. She
started off as Robin Telly. She was girl who knew what she wanted and was determined to
get it. She used her looks and charms to play with men. She was a cheerleader for most of
her life as well as a star gymnast. During her senior year she started dating football
quarterback Brad Heart. They became close and intimate. Brad went off to college at Gulf
Coast University. Robin attended the same school majoring in nothing in particular. Three
weeks before the end of her freshman year, Robin learned she was pregnant. Becoming
pregnant started to have a mysterious effect on her. She didn’t really need food or
sustenance per say, but fed on the life force energy of living people. She dropped out of
school while Brad stayed in. While Brad slept she ventured out into the night to feed on
others. A couple of times she was assaulted by thugs and they quickly learned the price of
doing such a thing to her. Then one day a man in a suit Doug Shades offered her a real job,
working for Fabricators Inc. She was six months pregnant and needed money so she took it
despite the risks. Calling herself Vampira, she served as a Drop Team Operative for the
company. Some didn’t like the idea of working with a pregnant girl then she revealed what
she could do. Fabricators Inc gave her a special costume to wear to protect her. She
continued working until the day she went into labor. After her son David was born, she
thought her powers were fading instead she developed a new ability to accurate sense
living things. This only added to her hunger. Between taking care of David, dating Brad, and
being a super villain, Robin barely had time for herself. The jobs were also becoming riskier.
Then Brad took a hard hit on the field and suffered a near fatal brain injury. Her incredible
powers allowed her to heal herself but not others. Brad survived but it was the end of his
football career, but the coach agreed to have him work on the field as an assistant and still
attend the school. Robin also learned she was pregnant again. She continued her dual role
until Nancy was born. Following her birth, Robin developed the ability to control the super
powers of other beings. Using this long range power she became more of an asset to Drop
and Elimination Teams. As a result more money started to come into their lives. Robin hid it
all. Soon she started to hate Brad and her children because they were holding her back.
The power was corrupting her. When three year old David recognized it, Robin decided to
quit before she hurt the ones she loved the most. Heartbroken Doug (whom she been
having an affair with) allowed her to return to a civilian life. Secretly Robin started using the
money she made to support her family and pay for Brad’s schooling so he could finish
college. Robin resented it a little that he would finish and she would not. Three years later,
Brad graduated and the family moved to Ultropolis where Brad got a job as a teacher at
Aaron Cade High School. Yet Robin continued to feel the need to be her super villainous
self, but she held it in. For several years life was good, then Robin became pregnant again,
and as before she knew her powers would possibly grow again. After Reg was born, Robin’s
likeability and personal charisma became intensified. She could seemingly convince Brad of
anything she said, making him believe in any lie she told him. When Reg was six months old,
Robin was with him at the grocery store when she was suddenly summoned by Judge Knight
to arrive in Mexico to foil the assassination of the President. Robin was an emotional mess
demanding to be sent back to take care of her son. Judge Knight agreed but she gave out
her name to him. Days later in the middle of the night, the Judge summoned her again. This
time she did agree to help him. Robin delighted in the opportunity to be her true self again.
She agreed to find a way to commit to both lives. Today Robin tries to juggle it all. David is
12, Nancy is 10, and Reg is 2 years old. She continues to serve as a member of the Fate
Battalion whenever she can, using her amazing M.A. to convince/deceive Brad that she
really does nothing but stay at home and take care of the house. David and Nancy know
the truth what their mother does and think its way cool. Nancy hopes she develops super
powers real soon. She still sees Doug Shades who wants her to return to Fabricators Inc
(and to his bed again), but Robin wants to keep her marriage. She loves Brad but she loves
being what she is as well. She doesn’t know what she do if he or her family (and in-laws)
ever learned the truth.

Real Name: Robin Heart
Occupation: Housewife, former super villainess.
Alignment: Formerly Aberrant, now Unprincipled.
Power Category: Continuous Mutation
Experience Level: 6th level
Hit Points: 49 S.D.C.: 50
P.P.E.: 30
Appearance: Robin is a very attractive woman, even though she has had three kids.
She is buxom and has a curvaceous figure. She has shoulder length blond hair and blue
eyes. She wears a black hooded cloak with her black and purple costume that’s really a
protective suit of battle armor. She doesn’t wear gloves she can gave physical contact with
her opponents.
Attributes: I.Q. 15, M.E. 27, M.A. 27, P.S. 16, P.P. 11, P.E. 16, Spd. 21, P.B. 14.
Age: 31, Sex: Female, Height: 5 feet and 6 inches (1.67 m),
Weight: 127 lbs (57.1 kg)
Unusual Characteristics: Perfect eyes, Delicate, sensitive fingers, and Predatory Instincts.
Major Super Abilities: Life Leech and Possession: Super Abilities (+6/+7 with touch).
Minor Super Abilities: Extraordinary M.A. and Life Sense. Note: She will develop
additional minor super abilities at levels 8,12, and 14. They will all help her become more of
a predator and track down her prey (super beings). Robin’s powers are not tied into her
getting pregnant as she believes they are. The two events have always occurred
simultaneously and are not connected.
Combat Training: Basic
Attacks per Melee: 5 (2 initial +3 from Hand to Hand)
Combat Bonuses: +2 to initiative, +2 to strike, +2 to parry, +2 to dodge, +1 to
damage, +4 to roll with punch/fall, +3 to pull punch, +1 to disarm, and +2 to perception.
Combat Skills: Punch 1D4, Power Punch 2D4 (2), Elbow/Forearm 1D6, Knee 1D6, Kick
Attack 2D4+2, Snap Kick 1D6+2, All Holds, and Critical strike on an unmodified roll of 19-20.
Saving Throws: +4% to save vs. coma/death, +6 to save vs. psionics, +10 to save
vs. insanity, +4 to save vs. possession, and +1 to save vs. magic & poison.
Other Bonuses: 92% trust/intimidate.
Educational Background: One year in College.
Common Skills: Read-Write/Speak English 92%/94% and Pilot: Automobile 78%.
Domestic Program: Mathematics: Basic 98%, Housekeeping 75%, Cook 75%,
and Sewing 80%.
Physical Program: Hand to Hand: Basic, Acrobatics (Sense of Balance 98%, Walk
Rope 88%, Climb Rope 98%), Gymnastics (Backflip 92%), Aerobic Athletics, and Prowl 85%.
Secondary Skills: Computer Operation 78%, Research 70%, Running, Law (General)
60%, Wardrobe & Grooming 94%, Dance 60%, First Aid 75%, Pick Locks 55%, Streetwise
36%, Climbing 65%, and Swimming 55%.
Money: Brad is a High School Football Coach/Teacher who makes about $38,000 a
year. Robin does whatever she can to make extra money, selling Avon, selling things online,
etc. Robin still has $3D4x10,000 in a special Fabricators Inc controlled bank account. She
only access it on special occasions as not to draw Brad’s suspicions.
Weapons: She relies on her super abilities.
Armor: Her battle suit is a modified/stylist version of a Frag. Cape/Vest. A.R. 13 and
132 S.D.C. The suit weight 13.6 lbs (6.12 kg). She has an extra suit she has hidden away in
their basement.
Equipment & Vehicles: She drives around in the family 2002 red GMC Safari SL. It
comes with Adaptive Variable Suspension, Am/Fm Stereo Cd, Anti Theft Protection,
Anti-Lock Brakes, Auto Headlight On/Off, Built In Cooler, Custom Wheels, Daytime Running
Lights, Front Air Conditioning, Intermittent Wipers, Passenger Side Air Bag, Power Brakes,
Power Steering, and Roll Bar, and she secretly had Fabricators Inc improve it with Super
Fuel Efficiency, Engine Read Out Package, and Refreshment Dispenser.
Contacts: Robin still has a few minor contacts in the criminal underworld, including
Fabricator Liaison Doug Shades (not his real name of course). He is more than willing to help
her out if need be. Robin has developed a close friendship with Nightstick and Wild Heart.



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Unread postPosted: Sun Feb 19, 2012 3:54 pm
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3139
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
STRAFE

Kyle comes from a large family. He has three older sisters. He is the baby of the family and
receives the most attention. His parents (Mitchel and June) believe he can do no wrong. His
sisters Alice, Kate, and Nichole (26, 24, 22) can’t stand he gets whatever he wants. When
Kyle was twelve years old his parents went camping. Kyle wandered off in the woods and
came across a pond full of unlabeled toxic waste barrels. He puts his hand in the orange
glowing water and it burned. When his family asked him how he got 2nd degree burns on his
hand, he said he stuck it in the fire. Three days later Kyle started become faster. Before
long he was breaking the sound barrier. He possesses astounding agility; heighten reflexes,
and an amazing sense of balance. To hide his powers he found himself doing anything to
burn off his need for speed. He joined gymnastics like his sister and outshined them all
winning numerous championships. In fact Kyle purposely did stuff so he would come only in
2nd or 3rd place. Kyle also decided with these amazing powers he was required to do
something to benefit mankind. So he made himself a cheap costume and started patrolling
the city (he didn’t sleep much during the night anyway). He started calling himself Kid
Quick. It wasn’t long before he was making a pest of himself with the Victory City Sentinels.
He struck up a close friendship with Firestrike who was 16 at the time. He fell head over
heels in love with her but she was older than him and saw him only as a young kid. Chester
Zane wanted him to stop hanging around. Paladin, Psyche, and Gale considered him their
junior member. This last for quite a while until the day the Slaughterhouse Seven attacked
the city. The VCS tried their best to stop the villains but they were no match. Kyle watched
helplessly as Double Speak killed Firestrike. Kyle’s legs where broken by Headstrong. If it
were not for the All-Crusader Squad and the Peace Keeper league, Kyle and the rest of VCS
would have died that day. While Kyle recovered, he was visited by Paladin and Gale. He
decided he no longer wanted to be a super hero any more. Four months later Kyle was just
getting out of physical therapy when he was summoned by Judge Knight to help him take on
a giant mutant (Growth, Extra PE, Hardened Skin, and Power stomp) from crushing a small
town in Iowa. Kyle was reluctant but soon joined in the fray. His confidence restored Kyle
told the Judge he would be happy to help at any time. Kyle was also glad to see the VCS
return to action as the Watchguard, but after Paladin and Brute were transported along
with Kyle to help with a mission in Iraq, the group became ever hostile toward Judge Knight
and his controlling behavior. Kyle is sadden by it but now considered himself an official
member of the Battalion, and changed his name to Stafe. He’s not sure what to do if he
graduates. Part of him wants to be a full time member with the Judge, part of him wants to
join the Watchguard, and part of him wants to do something else with his life. He is still
haunted by Firestrike’s death and he avoids forming a close female relationship with anyone.
He also finds it ironic that both groups have a person named Retread in them, although the
one with Watchguard was killed in action and he is nothing like Eric.

Real Name: Kyle Garwood
Occupation: Student at Ballard High School in Victory City.
Alignment: Principled
Power Category: Mutant with Hyper-Powers.
Experience Level: 5th level
Hit Points: 55 S.D.C.: 190
P.P.E.: 21
Appearance: He is a hyper athletic adolescent male who is lean yet muscular. He
keeps his black hair cut short. He has hazel eyes. He wears a blue and green costume with
a blue mask over his face.
Attributes: I.Q. 13, M.E.12, M.A. 14 P.S. 13, P.P. 24, P.E. 27, Spd. 871 mph (Mach
1.3/1,402 km), P.B. 13
Age: 17, Sex: Male, Height: 6 foot (1.82 m), Weight: 157 lbs
(70.65 mkg).
Unusual Characteristics: Ambidextrous, Double Jointed, and Extraordinary Reflexes.
Note: Kyle’s power are Hyper Powered, he cannot moderate his speed (i.e. he cannot try to
run only 200 mph, it’s always his max speed, however he might not have the room to
achieve max speed, but he cannot willing choose to run a slower pace). Kyle is fidgety and
only gets 2-3 hours a sleep a night (which is normal for him).
Major Super Ability: Sonic Speed. Note: Leap 78 feet (23 m) with running start up
and 130 feet 939.6 m) lengthwise with running start. Swim at 390 mph (627 km/338 knots).
Dive 300 feet (91 m) and survive a max depth tolerance of 350 feet (107 m). Superior Vision
(6.5x better). Nightvision: 650 feet (198 m).
Minor Super Abilities: Extraordinary P.P., Lightning Reflexes, and Heighten Sense of
Balance (he suffers no penalty while doing anything moving or running, he cannot get dizzy,
suffer from virago, or effects of G-Force).
Attacks per Melee: 11 (3 Initial +3 from Hand to Hand +4 from powers +1 from
ambidextrous).
Combat Training: Martial Arts
Combat Bonuses: +13 to initiative, +8 to strike, +13 to parry, +16 to dodge, +15 to
auto dodge, +18 to roll with punch/fall, +10 to pull punch, +1 to disarm, and +5 to maintain
balance.
Saving Throws: +24% to save vs. coma/death and +6 to magic & poison.
Combat Skills: Karate Punch 2D6+2, Fast Karate Punch 4D6+2, Fast Kick 2D6, Super
Fast Karate Punch 1D4x10, Super Fast Kick 5D6, Super Fast “Power Punch” 1D6x10 (counts
as two attacks), Super Fast Power Kick 2D4x10, Body Block Ram 2D4x10 plus under 400 lbs
(180 kg) is knocked off its feet for 2D6 yards/meters (lose initiative and two attacks,
causes him 5D6 damage and counts as three attacks), Elbow/Forearm 2D6, Knee 2D6, Snap
Kick 3D6, Crescent Kick 3D6, Wheel Kick 4D6, and Tripping/Leg Hook (cannot be paired,
must dodge or knockdown), Jump Kick 1D4x10, Flying Jump Kick 1D6x10, all Holds, and
Paired Weapons.
Educational Background: Partial High School (Junior)
Common Skills: Read-Write/Speak English 90%93%, Mathematics: Basic 84%, and
Pilot: Automobile 75%.
Physical Program: Hand to Hand: Martial Arts and Gymnastics (Sense of Balance
85%, Bars & Rings 98%, Backflip 98%). .
Secondary Program: Athletic (General), Running, Swimming 90%, Prowl 65%,
Climbing 98%/98%, Computer Operation 75%, Computer Programming 64%, Palming 60%,
Land Navigation 56%, Research 65%, Juggling 70%, and Pilot: Water Skiing & Surfing 56%.
Money: He has $450 in his savings account. He has tried to work part time jobs but
his “schedule” has continued to get him fired.
Weapons: He relies on his super abilities.
Equipment & Vehicles: He wants a car really bad but his parents aren’t about to give
Mr. Irresponsible a vehicle just yet. So he has to run or catch public transportation.
Contacts: Kyle is a class clown and popular with lots of kids at his school but he can
trust none of them with his secret. He, New Wave, and Psiman are close in age so they try
to hand out together only Kyle is still underage, and won’t do anything that could risk
getting himself into too much trouble. He is very much a good guy. He still maintains a
friendship with the Watchguard and is sadden they don’t get along with the rest of the Fate
Battalion.


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Unread postPosted: Sun Feb 19, 2012 4:00 pm
  

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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
SHADOW WATCHER

The unofficial 14th member of the Fate Battalion has never been seen by anyone by Judge
Knight, although he spoken to them all at one time or another. The reason is he speaks to
them in their dreams. The story of Shadow Watcher’s punishment began 2000 years ago
when the young godling wanted to impress his father Shamash by retrieving a necklace from
the bedchamber of the goddess Ishtar. Zeusio completed the task and showed what he did
to his father. Instead of being proud of his son’s accomplishment he became angry with him
and decided to punish his son. He banished him from the reality of the material world,
forever denying him contact with anyone. He was worst then a ghost, he was nothing. The
centuries pasted and Zeusio was still pleading for forgiveness. He begged his father to
release him. Shamash claimed that until his son proved himself an advocate for law and
justice he would spend the rest of eternity D-phased from reality. Instead of trying to make
amends Zeusio flew into a rage and made no attempts to do anything. This last for over
1000 years until his bitterness and loneliness reached a breaking pointed. He begged and
pleaded for his father to release him, but the gods did not answer. Zeusio soon realized that
the influence of the Babylon/Assyrian gods was no more. They departed from the realm of
men. He was alone in the world. For several centuries Zeusio wandered the world looking for
anyone to communicate with. Soon he realized he could communicate with people in their
dreams. For while he enjoyed the conversations, but old habits die hard and before long he
was being his usual cruel self causing people to suffer terrible nightmares and sleepless
nights. Then one day he was drifting when he was met by Gary Jaxon. Gary explained his
mission and Zeusio realized this was his chance at proving himself. Zeusio serves as Judge
Knight’s ultimate spy going place that no one else can. He invades the dreams of member of
the Fate Battalion to observe their behavior without them knowing. He does whatever is
asked of him hoping that some day it will release him from his curse, however he continue to
fall back on his bad habits of amusing his own interests more than helping others, especially
when it comes interacting with people in the dreams.

Real Name: Zeusio
Occupation: Son of Shamash, Watcher of the Fate Battalion.
Alignment: Anarchist trying to be Scrupulous
Power Category: Immortal (Godling)
Experience Level: 12th
Hit Points: 346 S.D.C.: 450 Armor Rating: A.R.: 14
P.P.E.: 840
Appearance: SW appears as a pale-skinned, bearded man. He is clad in a green and
golden robe. He has black hair and brown eyes. He is athletic looking but does not engage in
a physical activity.
Attributes: I.Q. 27, M.E. 16, M.A. 18, P.S. 21 (supernatural), P.P. 15, P.E. 18, Spd.
23, P.B. 20
Age: Immortal, Sex: Male, Height: 7 foot (2.13 m), Weight: 275
lbs (123.75 kg).
Vulnerabilities: D-Phased from Reality (special). As part of his punishment, Shadow
Watcher has been D-phased from reality. This means he kind of exists as an ethereal being
(similar to an astral traveler), however he essentially does not coexist on the material plane
or in the astral plane. He doesn’t exist in actuality at all. He’s a true phantom, trapped
between dimensions existing as an unseen observer of the material world incapable of
interacting with it and none can interact with him. He cannot be seen by those who see the
invisible, psychics, children, supernatural beings, etc. He cannot be detected by any
supernatural or natural means. Nor can he be harmed in any manner by any power (natural,
magic, psychic, etc) that exists. Not even a greatest rune weapon can touch him because
he does not exist in this reality. All he does is simple observe. His magic does not work
either. The only person who can see and hear him is Judge Knight and the only reason he
can is because Shadow Watcher is the son of Shamash and Judge Knight receives his power
from Shamash.
Natural Abilities: Fire/Cold does half damage, Bio-regenerate 2D6 Hit Points/3D6
S.D.C. every 10 minutes, Astral Projection, Familiar Link, Sense Enchantment, Sense
Supernatural Evil, and Sense Magic. Note: All ranges are increased by 50%. D-Phased
Traveler (provides the same stats as coexistence Astral Being). He cannot be detect or
interact with anyone in the known universe accept Judge Knight.
Dream Travel (aka the Dreamstream). The only place Shadow Watcher can
actually interact with people is in their dreams. When living beings (including the
supernatural are asleep, Shadow Watcher can enter their dreams and communicate with
them in this non reality. Here he reigns supreme. He can manipulate the very reality of a
dream and utilize his powerful magic as well. He is fully capable of making a person’s worst
night seem real. In truth he usually speaks with the dreamer in an attempt to persuade
them to change their thinking. Note: For those wanting to play the full potential of Shadow
Watcher, read Nightbane™ World Book Two: Between the Shadow. Shadow Watcher enters
the Dreamstream as per the power Dreamdance: Superior (but it cost him nothing). While in
the Dreamstream, he has the same S.D.C and form as he would normally possess if his body
was existing on earth. He can Dream Manipulate with a +8 combat/manipulation bonus,
Dream Attack, Create Dream Objects, and utilize his spell magic and have it function just
as it world normally. Instead of spending I.S.P. he spends an equal amount in P.P.E. His
summon and banishing rituals will not work.
Mega Powers: All normal Mega-Abilities plus Immortality. Note: The range of all his
spell magic is increase by 50%.
Magic Spells: Age, Amulet, Anti-magic Cloud, Banishment, Carpet of Adhesion,
Charismatic Aura, Call Lightning, Chameleon, Create Bread & Milk, Create Magic Scroll, Cure
Illness, Darkness, Decipher Magic, Dispel Magic Barrier, Energy Bolt, Escape, Exorcism, Eyes
of Thoth, Extinguish Fire, Fireball, Fly as the Eagle. Globe of Silence, Havoc, Heal Wounds,
Heal Self, Horrific Illusion. Impenetrable Wall of Force, Increase Weight, Invisibility: Simple,
Locate, Metamorphosis: Mist, Metamorphosis: Superior, Multiple Image, Mute, Mystic Shield,
Negate Magic, Negate Poison/Toxin, Protection Circle: Superior, Remove Curse, Restoration,
Resurrection, Sanctum, See Aura, See the Invisible, Sense Dimensional Anomaly, Sense Evil,
Swim as the Fish, Sword to Snail, Talisman, Telekineis, Teleport, Teleport: Superior, Tongues,
Turn Dead, and Wind Rush.
Combat Training: Basic
Attacks per Melee: 8 (4 initial +4 from Hand to Hand)
Combat Bonuses: +4 to initiative, +2 to strike, +3 to parry, +3 to dodge, +8 to
damage, +4 to roll with punch/fall, +9 to pull punch, +1 to disarm, and +4 to spell strength (
or higher to save).
Saving Throws: +11 to save vs. magic, +1 to save vs. psionics & insanity, +12 to
save vs. possession, +2 to save vs. poison & disease, +14 to save vs. Horror Factor, and
+4% to save vs. coma/death
Combat Skills: Restrained Punch 21D4, Full Strength Punch 3D6, Power Blow 6D6
(counts as two attacks), Elbow/Forearm 4D6, Knee 3D6, Snap Kick 3D6, Body Flip/Throw
4D6 plus P.S. damage bonus (lose initiative and 1 attack/action), All Holds, Critical
strike/knockout from behind, and Critical strike on an unmodified roll of 19-20.
Other Bonuses: +13% to all skills, 50% trust/intimidate, and 50% charm/impress.
Educational Background: Human Studies and has studied Earth extensively.
Common Skills: Read-Write/Speak Sumerian and Akkadian 98%/98%, Lore:
Demon & Monster 98%, Lore: Geomancy 98%, Lore: Religion 98%, Archeology 98%,
Chemistry 98%, Holistic Medicine 98%, Mathematics: Basic 98%, Read/Write/Speak English,
Spanish, French, Latin, Chinese, Hindi, Russian, and Arabic 98%.
Special Skills: Anthropology 98%, Law (General) 98%, History (general)
98%/98%, Art (Painting 98%), and Research 98%.
Domestic Program: Wardrobe & Grooming 98%, Animal Husbandry 98%, and Fishing 98%.
Law Enforcement Program: Hand to Hand: Basic, W.P. Staff (+5 to strike/+4 to
parry), Bartering 95%, Crime Scene Investigation 98%, Law (General) 98%, and Intelligence
97%.
2nd Law Enforcement Program: Detect Ambush 98%, Detect Concealment
98%, Find Contraband 91%, and Roadwise 91%.
Secondary Skills: Dance 98%, First Aid 98%, Recognize Weapon Quality 98%,
Streetwise 85%, Astronomy & Navigation 98%, Appraise Antiques 98%, Gemology 98%,
Philosophy 98%, and Identify Plant & Fruits 98%.
Money: None.
Weapons: None,
Equipment & Vehicles: None.


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Unread postPosted: Tue Feb 28, 2012 2:14 pm
  

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Joined: Sun Feb 10, 2002 2:01 am
Posts: 3139
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
Time for a new villain group. Again these are some old characters I've dusted off, did some
tweeking too and updated them to 2nd edition. Use them if you like.

VENGEANCE FOR HIRE

Whenever you feel like getting even with someone these are the people you call. Vengeance for
Hire is a group of super beings/mercenaries who sell their services to anyone who can pay the
price. Originally they worked as a subsidiary for Fabricators Inc before striking out on their own.
They have achieved great success, enough so every member is wanted by G.I.G.M.A/U.S.
S.C.R.E.T., as well as the S.C.R.E.T.s for Canada, Great Britain, Israel, Australia, France, and
Russia. They are wanted by MTF, Interpol, SIS, MOSSAD, FBI, CIA, and dozens of other
agencies spanning the globe. Unfortunately their member changes so frequently that even if a
member is captured someone is quick to replace him or her. No single individual knows enough
about the organization to bring it down much less reveal the identity of its leader.

Regardless of the type of vengeance requested by a client, the price is fixed at $10,000 in cold
cash for non-lethal punishment/harm and $100,000 for lethal punishment/assassination/or killing
of significant other/family members. They only work with American currency with unmarked bills,
no jewelry, precious stones, gold, etc. Anyone who gives them counterfeit money will be found
and killed as will immediate family members. Do not cheat them ever. The VfH guarantee their
work. If they fail, there are no second chances. The client will not only be completely refunded
but receive an additional $50,000 compensation from each individual involved in the botch
mission and/or from Marvin Lord himself if those involved where captured or killed.

VfH retain a close relation to Fabricators Inc. In fact both organizations refer to one another if
the mission calls for their particular talent more so than the other. All Fabricator liaisons receive
a commission fee whenever they refer a client. Marvin Lord and Damon Lazaris share a close
business relationship, not just because they are both psychic, but Marvin has agreed to throw
his support to Lazaris if he successful takes over Fabricators Inc. That being said, Marvin also
shares a close relationship with Voltaic, who has participated in a number of VfH missions as
have several freelance operatives who serve on Fabricator Drop and Elimination Teams who have
not signed an exclusive contract with Fabricators. Marvin does a careful balancing act throw
support behind both so regardless if Lazarsis is successful or not, VfH will maintain its good
standings with either side. Fabricator himself has only met Marvin Lord three times since the
conception of the organization. As long as VfH proves a successful covert partner, they will
maintain a friendly/open relationship, but should VfH falter in any way or if Marvin Lord’s identity
or his secret life become compromised, he will order an Elimination Team (led by Voltaic) to take
out Lord, every VfH members and reduce their headquarters to unidentifiable ruble. Lord knows
this thus the reason he is more comfortable in dealing with Lazaris who “claims” he is more than
willing to provide whatever aid is necessary to ensure Lord’s protection should such a need
come about (none for the rest of the VfH members).

VfH besides the aid from Fabricators Liaisons have numerous liaisons and hirelings working just
for them as well. None of these operatives know the location of the headquarters or of Marvin
Lord identity or even have direct contact with him. The entire vengeance operation may take an
entire month to complete with most of the time spent on ensuring the legitimacy of the client
and his/her true intent. So far no spy or infiltrator has learned a single piece of evidence that
names Marvin Lord or the location of their base of operations and Lord intends on keeping in
that way. Employees and freelance operatives who are captured will be found and executed or
they take their own lives, thus ensuring their family and/or love ones do not come to immediate
harm. As a result, those who join VfH rarely do anything to attract attention to their selves and
do not engage in criminal activity outside of VfH. Few people in the criminal underworld know
even the code names of VfH most prominent members, and their turnover rate is so high most
never make it longer than six months. Lord insist on a 110% loyalty towards the company and
the price is too much for most individuals, thus the reason the most successful and long last
members are aberrant, with very few miscreant/anarchist and almost never or diabolic.

The only good thing about being a target by VfH is they are more than willing to turn against
those who hire them if the victim/target is able to pay them a counter fee (doubled of course)
but they have to have the money on their person right then and there. No going to the bank, or
back to their house to write a check, or giving them their million dollar gold ring, Cold,
untraceable cash is all they will take, however if the person has an account with Fabricators Inc
then an exception can be made. In fact Lord always does a throughout background check
(usually with Fabricator Inc assistance) to give its clients and/or employees a chance to
discover if they are the target for vengeance, hence the reason neither the Fabricator nor
Lazaris could ever use VfH against each other. In Marvin Lord’s wisdom, bribe money is just as
good as any other kind of money.

Vengeance for Hire Organization Statistics
A. Outfits: None (0 points)
B. Equipment: Electronic Supplies (10 Points)
C. Weapons: Armed Agents (5 Points)
D. Bionics & Robotics: None, however, will help pay 30% of medical cost (0 Points)
E. Vehicles: Fleet Vehicles (10 Points)
F. Communications: Computerized (15 Points)
G. Offices: National but only in six major cities (Lord’s home in Ultropolis, Main HQ in
Century Station, Office in Century Station, Victory City, Gulf Coast City, Chicago, Seattle, and
Boston. One safe house in every major U.S. city with a population over 500,000 (10 Points)
H. Military Power: Security Guards at Offices and Undercover at Safe Houses (7 Points).
I. Super Powered Operatives: Super Regulars, freelance and/full time (30 Points)
J. Sponsorship: Use to be Private Industry (6), now Self Sponsored (50 Points)
K. Special Budget: Large Loans (25 Points)
L. Administrative Control: Rigid Laws with the organization (0 Points).
M Internal Security: Paranoid (30 Points)
N External Infiltration: Information Source (10 Points)
O Research and Information: Excellent Connection (20 Points)
P Agency Credentials: Hunted (0 points)
Q. Employees Salary: Employees/Full-Time Good (20 points), Part Time/Irregular
Freelance (25 Points).
Total Agency Points: 267 Points

VENGENCE FOR HIRE CENTURY STATION HQ

Located in Avalon (home to the “old money” residents) the VfH operatives work unnoticed to
the eyes and ears of everyone around them. The former home of Marvin Lord and his wife
Elizabeth Ada Holloway, the Miles-Joan Mansion is a three story wooden mansion built in the
Federal style is the oldest mansion in Century Station and among the most iconic historical
homes of the Avalon district. Days after Marvin Lord bought the house, he had Fabricators Inc
expand the mansion on all sides, but more importantly built the super secret sub-basement that
serves as HQ for VfH. After Marvin Lord moved to Ultropolis to ensure his direct separation from
the organization, he had Virgil Hebert (EEL) take over the mansion and run the above ground
daily operations. The yard, doors, and windows have numerous surveillance systems to
determine the identities of anyone visiting or snooping around the grounds. The garden and
patio in the backyard have sufficient foliage to afford the VfH a high degree of outdoor privacy.
The main floor contains nothing that would indicate the truth about the residence of the
mansion. The first floor is open to the public for social functions. Private quarters comprise the
entire second floor. No member is allowed to keep anything that would reveal their criminal
lifestyle in their room. The third floor has a full equipped gymnasium, sauna, and steam bath.
There is also a recreational room full of video games and a cinematic 3D theater with surround
sound. The sub-basement is where all operational meetings are held and the emergency medical
facility (with a full time, professionally trained medical staff). It is also where the VfH house their
computer system which contains all their operational records and security data. The mansion’s
nuclear power supply, weapons, underground garage, and gear are held in this location.
Fabricators Inc also installed a total independent support system, a superior, automated security
system, a sophisticated identification system, and conventional defense and weapon system.
Ninety-percent of the full time staff working at the mansion has no idea that Virgil Hebert (the
mansion caretaker) and his friends are super criminals. VfH members live a normal life above the
surface. It is only when they descend below ground to the mansions sub-basement does the
truth become all too apparent. Under no circumstance will a VfH member (freelance or full time)
walk on the grounds in full costume. No one is allowed to be costume or gear within 100 yards of
the mansion. The underground garage has two tunnels that lead to two garages at two different
mansions just down the street (more full time staff live at these locations to keep up the
charade). On three separate incidents members of the Centurions, higher ups of Sector 10,
CSPD, Mayor Zardona, most of the City Council and the Council of Industry have attended social
functions at the mansion without knowing the truth about who lives and works at the mansion.



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Unread postPosted: Tue Feb 28, 2012 2:26 pm
  

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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
MARVIN LORD

Marvin Lord is the son of Nigel and Abigail Lord. Nigel Lord was the Chairman, President & CEO of
Stevens Business Holdings, the largest publicly-traded holding company; it owns numerous
insurance companies, manufacturing businesses, retailers, and other companies. Young Marvin
at the age of seven demonstrated psychic abilities, far superior than those of his mother (a
minor psychic). The psychic secrets of the family were kept very private. Two days after Abigail
Lord’s 41st birthday, she and her sister were killed in a botched kidnapping attempt by unmanned
terrorist group. Heartbroken Nigel Lord retreated from public life, allowing Lynn Gordon Hines (the
Vice Chairman) to run the company. At the time, Marvin was 16 years old, and becoming quite
the amateur tennis player. A few days after the funereal, while playing Gordon Hines at the
family’s private owned tennis court, Marvin shook Gordon’s hand in doing soon acquired the
memory of Gordon contacting the terrorist group to try and kidnap his mother. Hines was hoping
to random Abigail for tens of millions of dollars. Enraged Marvin swore revenge. When he turned
eighteen and his father still refused to return to public life, Marvin used his newly acquired trust
fund to contact people in the underworld who eventually put him contact with Fabricators Inc.
He asked for Gordon’s entire family to be murdered in public. He was told Fabricators wasn’t in
the “assassination” business, but a liaison put him in contact with people who were. It took
nearly half of his trust fund but Lord was able to pay professional killers to brutally gun down
Hines family while on vacation in Hawaii. Lord went off to Harvard Law School, where he was a
member of the Harvard Legal Aid Bureau, without an undergraduate degree. He eventually
graduated with a Juris Doctor magna cum laude, he founded and worked as a real estate
attorney at a law firm that had offices at Century Station. It was there that he watch the
destruction of the city. With all the suffering and tragedy, he couldn’t help but feel the same
way he did when his mother was brutally murdered. He remembers his thirst for revenge and
thought others might want to partake in the same endeavor as he did. Contacting the same
Fabricator Liaison, he had constructed a secret chamber beneath his house and he arranged a
meeting with numerous professional killers. He announced the creation of Vengeance for Hire, a
secret underworld organization who sell their services to anyone who can pay their minimum
$10,000 service fee. At the beginning they worked with the assistance of Fabricators Inc until
they were able to branch out on their own. Members came and left, yet Marvin Lord continued
to run the operation. Eventually he left Century Station and moved to Ultropolis to work as the
CIO for his father’s company since his father decided to return to public life and was more than
happy to have his son by his side. No one not even Marvin’s life Elizabeth and their young son
Aabel know what their dad does as a second job.

Real Name: Marvin Jason Lord
Alias: Jason Dalton, Aaron Sellers, Russel Kim, Nerveo, Idea Man, High Thought, and Royal Mind.
Occupation: Chief Information Officer for Stevens Business Holdings, Founder and Leader
of Vengeance for Hire.
Alignment: Aberrant
Power Category: Psionic (Natural)
Experience Level: 8th level
Hit Points: 48 S.D.C.: 35
P.P.E.: 14
I.S.P.: 200
Appearance: He dresses in an expensive business suits. He always wears yellow ties. No
other color. His shoes are equally expensive. Marvin engages in as little exercise as possible. He
has brown hair and brown eyes.
Attributes: I.Q. 19, M.E.21, M.A. 18, P.S. 11, P.P. 10, P.E. 13, Spd. 11, P.B. 13
Age: 36, Sex: Male, Height: 5 foot and 10 inches (1.77 m), Weight: 150 lbs (67.5 kg).
Healing Psionics: Bio-Regeneration, Detect Psionics, Mask I.S.P. & Psionics, and Induce Sleep.
Physical Psionics: Alter Aura, Deaden Senses, Mind Block, Nightvision, and Teleport Object.
Sensitive Psionics: Astral Projection, Clairvoyance, Empathy, Mimic Skills, Object Read,
Precognition, Presence Sense, See Aura, See the Invisible, Sense Evil, Sensory Link, Sixth
Sense, Speed Reading, Telepathy, and Total Recall.
Super Psionics: Empathic Transmission, Hypnotic Suggestion, Insert Memory, Psionic
Invisibility, Remote Viewing, and Steal Memories.
Attacks per Melee: 2 attacks per melee round/5 non-combat actions.
Combat Training: Non-combatant.
Combat Bonuses: +1 to dodge and +1 roll with punch/fall.
Saving Throws: He needs a 10 or better to save vs. psionics, +3 to save vs. psionics, +4
to save vs. insanity, +5 to save vs. possession, and +3 to save vs. horror factor.
Combat Skills: Punch 1D4.
Other Bonuses: +5% to all skills and 40% trust/intimidate.
Educational Background: Master’s Degree.
Common Skills: Read-Write/Speak English 99%98% and Pilot: Automobile 89%.
Business Program: Mathematics: Basic 98%, Business & Finance 98%, Computer
Operation 98%, Law (General) 98%, Public Speaking 98%, and Research 98%.
Technical Program: Barter 92%, History 98%/98%, Photography 98%, and Writing
95%.
Information Specialist Program (by Sinestus): Intelligence 94%, Cryptography 95%,
and Streetwise 82%.
2nd Information Specialist Program: Find Contraband 88%, Undercover Ops 98%,
I.D. Undercover Agents 98%, and Sensory Equipment 98%.
Secondary Skills: T.V./Video 80%, Radio: Basic 95%, Wardrobe & Grooming 97%,
Concealment 57%, Play Tennis 75% , Seduction 57%, Computer Programming 79%,
Mathematics: Advance 85%, Performance 70%, Appraise Antiques 75%, Dance 75%, Radio:
Basic 70%, and Recognize Weapon Quality 45%.
Money: He has about $55 million in various offshore accounts. He has nearly $15 million in
four separate accounts for personal funds. He makes about $185,000 a year plus bonuses from
his legitimate job. He has around $27 million at his disposal for the management of the business
(two-thirds in cash, the rest in equipment/gear) for VfH.
Weapons: He relies on his psionic abilities.
Equipment & Vehicles: He owns several cars but he enjoys being driven around in a 2000
Rolls-Royce Silver Seraph. His former home in Century Station serves as base of operations for
VfH but his home in Ultropolis is the command center that he alone operates from. In his
sub-basement, he owns hundreds of thousands of dollars in computers, communications,
security, etc. Fabricators Inc installed a concealed subbasement at his home in Ultropolis with a
superior, automated security system, advance life support, sophisticated identification system
(the secret door only opens when its registers someone who is psychic), and a conventional
defense and weapon system. This home pales in comparison to VfH base in Century Station.


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Unread postPosted: Tue Feb 28, 2012 2:32 pm
  

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Joined: Sun Feb 10, 2002 2:01 am
Posts: 3139
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
THE EEL

Virgil Hebert is a brilliant inventor but his eccentricity kept him from ever receiving recognition he
so badly wanted from his peer. No matter what he developed, no one could ever see the
practical application. One day while visiting an aquarium he stood several minutes watching in
fascination at the electric eel. He began to do research on the animal and became convinced
that artificial cells could be built that not only replicate the electrical behavior of electric eel
cells but in fact improve on them. Artificial versions of the eel's electricity generating cells could
be developed as a power source for medical implants and other tiny devices. As a means to
make it possible for paralyzed person to walk, he built a suit that used artificial electricity
generation cells to power it. Unfortunately the artificial cells made the suit take on a bright
green tint that could not be altered. So when he went before panel of five wealthy
entrepreneurs. The panel was known to evaluate and negotiate investment proposals from
entrepreneurs. When Virgil appeared before him in his power suit, he was immediately laughed at
and heckled. He tried to explain what the suit did, but he couldn’t get a word in from all the
laughter. Humiliated he walk out of the room and made his way to the roof. He was just about to
jump when he was struck by lightning causing an unexpected phenomenon to trigger in the
artificial electric cells that enabled him to become intangible yet be fully electrical. That night he
followed one of the entrepreneurs to him wealthy home. While he was in bed with his Virgil
“phased” into his room and walk into the middle of his bed. Seeing the successful businessman
smiling with his beautiful wife made something in Virgil snap so he turned on the electric field and
killed them both. He then stole all their jewelry and robbed their safe. He used the stolen money
and goods to make better improvements to his suit. Now he was calling him the villainous Eel.
His targets became the wealthy and pompous elite. He enjoyed making them suffer and using
technology (electricity) as a means to bring about their violent death. On several occasions he
did battle with various inexperienced Legionnaires, and caused the death of at least three. It
was long before he made the wanted list for G.I.G.M.A./S.C.R.E.T. Looking for some extra
backing, he learned about Marvin Lord’s group from a contact with Fabricators Inc and decided
to join up with the VfH organization. Right away he established a positive working relationship
with Marvin and proved to be a loyal and valuable member. When the team was nearly captured
by the Sentinels of Liberty and Justice for a botch assassination job against the CEO of the
Cyberworks Network, it was Virgil who managed to save half the team at the price of nearly
losing his own life. After his recovery, Micheal Lord announced he was leaving Century Station
and was putting Virgil in charge of the daily operation of the Miles-Joan Mansion as it caretaker,
a position that required him to meet with tourists, wealthy business people, and the upper
echelons of Century Station. The quirky inventor taking the sophisticated alias Colin Hardin not
only managed to convince these people of his aristocratic flair, but that he wasn’t a killer who
enjoyed killing wealthy people. He was hobnobbing with socialites as if he been one all his life. In
his mind it’s a necessary evil, but nothing thrills him more when he get an assignment to take
one of them out. Net to VJ he is the most loyal and consistent member of the VfH thus the
reason he enjoys so many perks from Mr. Lord. Virgil is hoping one day to get the go ahead to
take out Mason Blodgett. He simply can’t stand the man who seems to have parties at the
mansion at least once a month.

Real Name: Virgil Hebert
Aliases: Colin Micheal Hardin
Occupation: Inventor and Criminal Genius. Caretaker of the Miles-Joan Mansion.
Alignment: Aberrant
Power Category: Super Invention (Hardware: Electrical Genius).
Experience Level: 8th
Hit Points: 49 S.D.C.: 30/+30 while wearing the suit.
P.P.E.: 9
Appearance: Virgil dresses in professional attire (expensive white shirt, tie, dress slacks,
and/or suit). His eel costume looks the same green color as a moray eel.
Attributes: I.Q. 20, M.E. 13, M.A. 10, P.S. 15, P.P. 9, P.E. 15, Spd. 16, P.B. 9
Age: 30, Sex: Male, Height: 6 foot (1.82 m), Weight: 175 (78.75 kg)
Super Invention: Battlesuit. A.R. 13 and 440 S.D.C. 6th Level. Repairable by the elite.
Major Super Ability: Intangibility
Minor Super Ability: Electric Field, Conduct Electricity, and Energy Expulsion:
Electricity.
Combat Training: Basic
Attacks per Melee: 5 (2 initial + 3 from Hand to Hand)
Combat Bonuses: +1 to initiative, +1 to strike, +3 to parry, +3 to dodge, +2 to damage,
+3 to roll with punch/fall, +2 to pull punch, and +1 disarm.
Combat Skills: Punch 1D4, Power Punch 2D4 (counts as two attacks), Elbow/Forearm
1D6, Knee 1D6, Karate Kick 2D4, Body Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and
1 attack/action), All Holds, and Critical strike on an unmodified roll of 19-20.
Other Bonuses: +6% to all skills.
Special Hardware Skills: Hot Wiring 104%, Computer Hacking 96%, Electronic Construction
102%, and Evaluate & Diagnose Electrical Systems 96%.
Educational Background: On the Job Training and Hardware Skills
Common Skills: Read-Write/Speak English 98%/98%, Mathematics: Basic 98%, and
Pilot: Automobile 90%.
Criminal Program: Streetwise 73%, Pick Locks 91%, Safe Cracking 73%, Find
Contraband 79%, and Prowl 86%/98% with the suit.
Hardware Program: Electrical Engineer 98%, Electricity Generation 98%, Sensory
Equipment 96%, Surveillance 96%, Optic Systems 96%, Computer Operation 98%, Computer
Programming 98%, Radio: Basic 98%, Basic Mechanics 98%, and Mathematics: Advance 98%
Secondary Skills: Hand to Hand: Basic, W.P. Handgun (+4 to aim/+2 to burst),
Swimming 96%, Climbing 86%/76%, Research 86%, Wardrobe & Grooming 88%, Business &
Finance 81%, Athlete, Pilot: Airplane 80%, Pilot: Avtran 85%, Public Speaking 66%, Astronomy &
Navigation 51%, and Concealment 38%.
Money: He’s taken partial control of Miles-Jones Mansion and Marvin Lord has given him
$40 million budget to maintain and operate the mansion. The Eel himself has invested the money
he has earned in a Fabricator Inc controlled bank. The total is around $3D4 million. Hidden away
in an apartment in Norwood is his personal stash of 2D4x$10,000.
Weapons: He not only has his battle suit but the entire arsenal of the VfH.
Equipment & Vehicles: Like the members of the VfH, he has full access to the arsenal of weapons and equipment.
FATALITY: His favorite tactic to kill his opponents is to be intangible then activate his
electric field. He has been known to walk through the bed of his opponents while they are
sleeping and fry them with his electric field or when they are driving their car and activate it as
they pass through his ghost form.


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Unread postPosted: Tue Feb 28, 2012 2:35 pm
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3139
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
LEAD FOOT

He has only been with the VfH for six months and he’s proven himself a worthy addition. Despite
the low intelligence and the inability to remain focus on the task at hand, Lead Foot has already
taken out half a dozen police officers and one ARV when the VfH needed a quick get a way. He
doesn’t talk much about his past. Apparently he was born a very big boy, so big he killed his
mother during the delivery. His father always took it out on him. He was raised by various baby
sitters and his alcoholic aunt. He avoided a life on the streets because he took up in a Boy’s
Club where he learned to fight (boxing and wrestling). In high school he tried to go out for
football but grades where always an issue. Eventually he did make the team and during the
senior year, he ran over anyone that got in his way. He led his team to a state championship. He
was recruited to go to college at Nebraska. However, two months into the school year, he
overheard they learned that he was a mutant and by school policy he was ineligible to
participate in any college or professional sports. G.I.G.M.A was coming to talk to him. So Burl
ran away. Need money to survive he became a bouncer at a tough, no-nonsense bar in Motor
City. One day while in the bar a huge fight broke out with rival biker gangs. Burl put his foot
down and caused half the ceiling to collapse. He fled the city and made his way to Chicago.
There he was discovered by former VfH member Laser Ray. He was brought back to Century
Station and given a through look over by Eel. They decided to give a trial run and when he took
out the police and the ARV he was elected to full status. Last month Laser Ray was killed by
Hardhand of the Gridrunners. Now Leadfoot wants revenge, but VfH only performs contract
killings. Leadfoot is strongly ready to do what he has too in order to get even after all they are
all about revenge.

Real Name: Burl Wallace
Occupation: Criminal. He is a general laborer around the mansion.
Alignment: Miscreant
Power Category: Mutant
Experience Level: 3rd
Hit Points: 55 S.D.C. 271
P.P.E.: 25
Appearance: He is a walking wall of muscle with large feet. He is athletic African
American male with dark brown hair and brown eyes.
Attributes: I.Q. 8, M.E. 9, M.A. 7, P.S. 30 (extraordinary), P.P. 9, P.E. 13, P.B. 14, Spd 8
Age: 20, Sex: Male, Height: 6 foot, 8 inches (2.07 m), Weight: 270 lbs (121.5 kg)
Unusual Characteristics: Stocky and Extra-Large Feet (Size 26).
Major Super Ability: Weight Manipulation
Minor Super Abilities: Power Stomp, Extraordinary P.S., and Increased Durability.
Combat Training: Expert
Attacks per Melee: 5 (2 initial +2 from hand to hand + 1 from boxing)
Combat Bonuses: +2 to initiative, +2 to strike, +6 to parry, +6 to dodge, +15 to damage,
+6 to roll with punch/fall/impact, and+2 to pull punch,
Saving Throws: +10% to save vs. coma/death.
Combat Skills: Punch 1D4, Power Blow 2D4 (counts as 2 attacks), Elbow/Forearm 1D6,
Knee 1D6, Body Block/Tackle 1D4 + P.S. damage bonus (must parry/dodge or knockdown), Pin
18-20, Crush 1D4, All Holds, and Knockout on an unmodified dice roll of 20.
Educational Background: One year in college (because of his low I.Q. he only has one skill
program).
Common Skills: Read-Write/Speak English 86%/91%, Mathematics: Basic 81%, and Pilot:
Automobile 69%.
Physical Program: Hand to Hand: Expert, Boxing, and Wrestling.
Secondary Skills: Body Building and Weightlifting, Swimming 65%, Athlete, Physical Labor,
Automotive Mechanics 40%, Basic Mechanics 40%, Dance 45%, Cook 50%, Pilot: Truck 52%,
Pilot: Race Car 64%, General Repair/Maintenance 50%, Pick Locks 30%, and Streetwise 24%.
Money: He spends most of his earns as fast as he gets them. Presently he has $55,000
stored away in his apartment. .
Weapons: None, he relies on his super abilities.
Shockwave Stomp, Range: 60 feet 18.2 m), Damage: 4D6, +2 to strike.
Energy Kick, Damage: 3D6 or 6D6 Power Kick (counts as two attacks)
Equipment and Vehicles: He drives around in an old beat up Ford pick-up truck. He always
says he’s going to buy a new one but he never gets around to it.
FATALITY: His favorite tactics to kill people is to put something small on the throat and
increase its weight until it cuts off the flow of air to the lunch or crushed the trachea. He also
loves stomping his foot on their chest until he hears the sound of ribs breaking.


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Unread postPosted: Tue Feb 28, 2012 2:40 pm
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3139
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
KILL GLOBE

Kelvin Hobbs was glad to get a job build in the West Texas Project. The Electric Generating
Station was going to be the newest and largest nuclear power facility in the nation, capable of
providing clean energy to two million Texas homes. Construction occurred without problem or
delay. On the day however the nuclear rods were supposed to be brought, agents of the Dark
Tribunal struck trying to steal the rods. Fortunately S.C.R.E.T. and Sector operatives were on
hand to stop them. But despite all the heroics, Kelvin found himself exposed to the deadly
nuclear rods. Instead of being killed instantly the radiation turned him orange. All his hair fell off
and his eyes glowed. Before long he was radioactive. Kelvin was taken to a medium secure
S.C.R.E.T Hold Facility where they started conducting numerous test on him to figure out why
he turned out the way he did. This did nothing but anger him. He wasn’t a lab rat he was a
American citizen who been cursed with a terrible infliction. After several weeks of incarceration
the Dark Tribunal attacked the holding facility allowed Kelvin to escape. However he had no
intention of joining up with alien beings and fled the area until he was found by a radial arm of
the Mutant Underground. Members with money and influence managed to contact Fabricators
Inc who designed him a special suit so he could walk among normal people without poisoning
them and being detect by radiation detectors/Geiger Counters. The first thing he did was taken
revenge on those who hired him. He attacked the West Texas Project and made sure the project
would forever be closed and never started up again. Marvin Lord was very impressive with his
outing and with assistance from Fabricators manage to have a conversation with Kelvin and
talked him into joining the VfH group. Kelvin spends most of his time locked way in the
sub-basement where he answers calls, relays messages to Marvin or Eel, and keeps an eye on
the affairs of the mansion beneath the surface. He like to be on the surface more often, but he
enjoys the chances he gets participating in a VfH operation. Nothing pleases him more than
taking advantage of someone who’s got it all. Whenever it’s poisoning them with enough
radiation to cause cancer or incinerating them to ash, Kelvin enjoys it all the same.

Real Name: Kelvin Hobbs
Occupation: Former worker at the West Texas Project
Alignment: Aberrant
Power Category: Mutant
Experience Level: 4th
Hit Points: 34 S.D.C.: 84
P.P.E.: 21
Appearance: His body is hairless and bright orange in color. His eyes glow a sickly yellow.
He smells like ozone. Because of the dangers of his body he spends most of his time in his
radioactive exo-suit. He once had an athletic build now he’s gotten rather pudgy looking.
Attributes: I.Q. 14, M.E. 9, M.A. 12, P.S. 20, P.P. 13, P.E. 16, Spd. 10, P.B. 5
Age: 30, Sex: Male, Height: 6 foot and 3 inches (1.90 m), Weight:
240 lbs (243 kg)
Unnatural Characteristics: Hairless body, orange skin, glowing yellow eyes, black teeth.
Major Super Abilities: Control Radiation
Minor Super Abilities: Detonation, Impact Resistance, and Frequency Absorption.
Combat Training: Expert
Attacks per Melee: 6 (2 initial + 3 from Hand to Hand +1 from boxing)
Combat Bonuses: +2 to initiative, +3 to strike, +6 to parry, +6 to dodge, +5 to damage,
+7 to roll with punch/fall, and +2 to pull punch.
Saving Throws: Impervious to radiation, heat, fire, and plasma. He takes ¼ damage from
explosives and heavy impacts (car collisions or heavy weights dropped from above). Immune to
the first 20 points of physical/kinetic damage, the rest is half damage for one melee round, +4%
to coma/death and +1 to magic & poison.
Combat Skills: Punch 1D4, Elbow/Forearm 1D6, Knee 1D6, Power Blow 2D4 (counts as two
attacks), Body Block/Tackle 1D4 (must parry/dodge or knockdown), Pin 18-20, Crush 1D4, All
Holds, and Knockout on an unmodified dice roll of 20 for 1D6 melees.
Educational Background: Trade School
Common Skills: Read-Write/Speak English 92%/88%, Mathematics: Basic 65%, and
Pilot: Automobile 72%.
Physical Program: Boxing, Body Build & Weightlifting, Wrestling, and Hand to Hand:
Basic.
Factory/Construction Worker: Basic Mechanics 75%, Carpentry 60%, Masonry 75%,
General Repair/Maintenance 80%, Physical Labor, Pilot: Tracked Vehicles 88%, and Pilot: Truck
90%.
Learned Skills: Physics 40%, Demolitions 68%, and CBRN Warfare 45%.
Secondary Skills: Athlete, Basic Electronics 50%, Jury-Rig 45%, Salvage 55%, Recycling
50%, Astronomy & Navigation 50%, Fishing 70%, T.V./Video 50%, and Radio: Basic 65%.
Money: He has $150,000 in savings.
Weapons: He relies on his super abilities.
Armor: Fabricators Inc designed him a special full body radiation suit, gloves and boots
that not only protect him against particle ionizing (the suit takes half damage from ion and
particle beam weapons, no by-pass NAR), but completely shields others from his nuclear
radiation (including all Beta and Alpha rays but X-ray and low-energy Gamma emissions). The
suit is completely lead-free. The suit has special finger digits that allow him to release his
nuclear powers, explosive, or his heat powers outside the suit (heat parry). The fingers are also
designed to allow him to function without difficulty (such as write, type, even text on a cell
phone). The suit also protects him from all chemical and biological attacks. The suit can be
considered a self contained armored environmental outfit. The suit includes environmental air
purification system, biological purification (he does have to take the suit off to use the
bathroom; he can remove liquid and solid wastes in special decontamination bags) and a built-in
radio/satellite phone. A.R.13 and 150 S.D.C. All the S.D.C. must be destroyed in order for
radiation to start leaking out of the suit. He has an extra suit encase one is damaged and needs
repair.
Weapons: Nuclear Fire, Range: 140 feet (42.6 m), Damage: 1D4x10+6. +3 to
strike.
Explosion: Blast Radius: 4 feet (1.2) to 40 feet (9.1 m), Damage: 6D6.
Equipment & Vehicles: He is always in the VfH underground base so has full access to
their equipment and gear. He has everything he could ever want exception freedom to walk
around without wearing the suit.
FATALITY: He removes his gloves and released a deadly blast of hard nuclear radiation
while they are pressed up against/holding his opponents. This point blank attack almost
guarantees radiation poisoning or death to his opponents.



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Unread postPosted: Tue Feb 28, 2012 4:35 pm
  

Knight

Joined: Fri Jan 03, 2003 2:01 am
Posts: 4308
Location: Québec
Great hope to see more Vforh,s members.
Maybe some are more focus on Humiliation in the name of Vengence instead killing,they leted Eel,Kill Globe and Lead foot do it.


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Unread postPosted: Wed Feb 29, 2012 1:50 am
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3139
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
RED SCORPION

Jerry Harper loves technology ever since he was a little kid. He simply had a knack for it. He was
always building things when he was young, but not with wooden blocks but with things that
requires nuts, bolts, screws, and wires. This passion followed him all his life. In college, he joined
up with a Professor Max Mercer who wanted to device a telemental helmet that would allow
disabled people to have a full automated home with everything functioning for them with but a
single thought. Jerry and Professor Max proved quite a team together, enough so they won the
Gulf Coast University Science Fair. The U.S. Air Force was very interest in the helmet and it’s
amazing application. They were willing to fund the project but it had to have military application.
Mercer wasn’t too sure on the idea he wanted the civilian aspect to take priority. Jerry who just
recently graduated with his degree was looking at the big fat contract and the money more than
aid he be doing for others. Within a couple of months they modified the helmet and got it to
function universally for any aircraft in the U.S. Air Force fleet. One helmet enabled anyone to
pilot the aircraft. As a demonstration Jerry who was a certified pilot would take up an F-16 (the
aircraft at the time). Jerry took off with the upper echelons and generals of the U.S. Air Force
watching. For the first five minutes of the test everything went perfect then an act of sabotage
occurred within the plane’s avionics. Jerry also found himself experienced a high level of stress
trying to control the plane, despite his best efforts the plane was a flat spin and he could not
recover it. At that last possible second, Jerry tried to eject. He ejects directly into the
jettisoned aircraft canopy and knocks himself unconscious and shorts out the helmet. The plane
crashed and explodes. Jerry awakens days later in the hospital. The entire project is scraped by
the Air Force who wants nothing more from either one of them Jerry become determined to
prove it was sabotage, but Mercer want him to leave it alone. In the days that follow, Jerry
soon learns he has developed a strange affinity toward machines and that he can actual merge
with them or cause them fall apart. Using these powers he is able to get back on the Air Force
base and observe the logs of the flight. Sure enough he learns it was indeed sabotage, but to
his horror he watches a video tape of Professor Mercer being the only one capable of pulling it
off. Enraged he later confronts his mentor about what he did. Mercer doesn’t want to hear it
and tries to drive away. Jerry causes the cast to malfunction and slides right into oncoming
traffic. Mercer is killed. Days later a E-3 Sentry starts to take off when a man sneaks on the
base and just as the plane lifts off over head. He does something to the plane that causes it to
crash half a mile down the runway killing everyone on board. Jerry manages to escape. So start
his Techno Terrorist careers as the villainous Red Scorpion. He uses his powers in an instance
that allows him to kill with technology. His worst act was to causes a chemical truck to jack
knife on Interstate 5 in California causing a massive explosion and a 37 car pileup that kills
dozens of people. Days afterward he was contacted by Marvin Lord who wanted to hire him from
VfH. Jerry agreed without question. Red Scorpion has over the years proven to be one of the
most dangerous members. Content to follow the rules as long as it suits him, Red Scorpion looks
for an opportunity to increase his position within the group. Perhaps there is a way to trick Eel
into giving up information on Marvin Lord which could create a domino effect, however he knows
the full effect of the Fabricators warning and he not about to risk his own life just to raise his
own status.

Real Name: Jerry Harper
Alias: Martin Mckee
Occupation: Electrical Engineer and Super Villain/Techno Terrorist Electrician for the Miles-Joan Mansion.
Alignment: Miscreant
Power Category: Experiment
Experience Level: 6th level
Hit Points: 41 S.D.C.: 58
P.P.E.: 21
Appearance: He is a good looking, clean-shaven male with short, stylish brown hair and
brown eyes. His costume is all red and makes him look bigger than he really is.
Attributes: I.Q. 12, M.E.14, M.A. 15, P.S. 17, P.P. 15, P.E. 11, Spd. 15, P.B. 17
Age: 30, Sex: Male, Height: 6 foot and 2 inches (1.87 m), Weight:
170 lbs (76.5 kg).
Major Super Abilities: Machine Merge and Catastrophic System Failure
Minor Super Ability: Mechanical Awareness
Attacks per Melee: 5 (2 Initial +3 from Hand to Hand).
Combat Training: Expert
Combat Bonuses: +2 to initiative/+5 against machines/modern guns, +2 to strike, +4 to
parry, +4 to dodge/+4 auto dodge against machines/guns, +2 to damage, +3 to roll with
punch/fall, and +2 to pull punch.
Combat Skills: Punch 1D4, Power Punch 2D4 (2), Elbow/Forearm 1D6, Knee 1D6, Karate
Kick 2D4, Snap Kick 1D6, Tripping/Leghook (cannot be paired, must dodge or knockdown), all
Holds, and Critical strike on an unmodified 18-20.
Other Bonuses: 35% to charm/impress.
Educational Background: Bachelor’s Degree
Common Skills: Read-Write/Speak English 92%94%, Mathematics: Basic 90%, Pilot:
Automobile 78%, and Basic Electronics 80%.
Electrical Program: Electrical Engineer 85%, Basic Mechanics 90%, Computer
Operation 98%, and Electricity Generation 98%.
Communication Program: Radio: Basic 98%, Electronic Countermeasures 85%,
T.V./Video 85%, and Surveillance 85%.
Mechanical Program: Mechanical Engineer 80% and Locksmith 90%.
Physical Program: Hand to Hand: Expert, Athletics (General), and Body Building &
Weightlifting.
Secondary: Mathematics: Advance 76%, Art (Drawing) 65%, Running, Swimming
80%, Prowl 55%, Fishing 70%, Cook 65%, Pilot: Motorcycle 84%, Pilot: Truck 86%, Pilot:
Airplane 66%, First Aid 65%, History 65%/45%, and Philosophy 40%.
Money: He has a secret stash of about $45,000 hidden away in his room in the mansion.
He also has a bank account with Fabricators Inc that as about 3D6x$100,000 in at this very
moment. Weapons: He relies on his super abilities. He can for the most part utilize any modern
weapon of his choosing. He loves getting his hands on energy rifles.
Armor: His costume has a half vest for the chest and abdomen. A.R. 10, 50 S.D.C.
Equipment & Vehicles: He has access to most of the equipment utilized by the VfH but
whenever he needs a vehicle he simply steals it and either dumps it later or crashes it. He takes
whatever he wants until he no longer needs it. He also owns a pair of FS-34 Stealth Boots and
The WS-12 High Velocity Mini-Jet Pack. Both of which he can merged with at anytime.
FATALITY: There is just so many to choose from, but anything to do with a vehicle on a
highway going 70 mph (112.7 km) and involved a big explosions are his favorite.


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Unread postPosted: Wed Feb 29, 2012 1:54 am
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3139
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
SLASH

Since she arrived in this country seven years ago, Slash has cut her way through the
underworld. Her reputation as an assassin crisscrosses the Pacific and Atlantic Ocean. Well
known in Japan as the Killer Geisha. Anyone who confuses her with being a “lady of the evening”
quickly finds out that she is anything but “a streetwalker.” She has her own honor code. She will
not kill unless in her “assassin attire” and nothing short of death will make her break that roll.
Marvin Lord considered it a pried honor when she came to Century Station three years ago to
ask to join up with the VfH. Her initial reason for coming was because of her mysterious
relationship with Hitomi Masamune (Head of the Century Station Kagemusha Ryuujin). What kind
of relationship neither will say. She now spends her off time walking around Society Hill blending
in with normal every day people. When it’s time for a mission, she spends the hours dressing and
preparing to do what she does best, to kill with knife and/or sword. She descent English but has
little to say to anyone. However, she can be a non-stop talker to anyone who speak perfect
Japanese.

Real Name: Unknown
Occupation: Assassin, professional criminal, and mercenary.
Alignment: Aberrant
Power Category: Mutant
Experience Level: 8th
Hit Points: 51 S.D.C.: 64
P.P.E.: 22
Appearance: When not in her assassin mentality, Slash dressed in normal attire worn by
an athletic young woman. When she is in her assassin mode, she wears a black kimono and
imitates the look of a traditional geisha. The white makeup on her face is severe contrast to the
rest of her appearance. In fact it almost looks like mask over her face. Her wardrobe is adorned
with throwing knives. She is never far without her katana. She wears a flat-soled sandal (zori)
outdoors, and wears only tabi (white split-toed socks) indoors. In inclement weather geisha she
wears raised wooden clogs, called geta.
Attributes: I.Q. 11, M.E. 15, M.A. 9, P.S. 17, P.P. 31, P.E. 16, Spd. 48, P.B. 15
Age: 21, Sex: Female, Height: 5 foot (1.52 m), Weight: 95 lbs (42.75 kg)
Vulnerability: Slash insists on dressing up as Geisha (specifically the girlish, heavily
made-up maiko). She doesn’t follow or practice any of the traditions nor does she have anything
to do with serving tea, playing shamisen, dancing, casual conversation, etc. She will not give an
explanation to her behavior or practice, but she will not kill nor combat anyone unless she is in
Geisha garb.
Unusual Characteristics: She is ambidextrous, double-jointed, and has delicate, sensitive
hands with long slender fingers.
Minor Super Abilities: Power Weapon, Manipulate Kinetic Energy, Heighten Sense of
Touch, Targeting, and Weapon Master (special). Note: She can normally throw objects at +50%
greater range, but she can opt to use her powers to hurl objects at triple their normal range (-1
to throw).
Weapon Master: This unique ability allows the owner to pick up and master any
hand held weapon. This includes guns, knives, swords, rocket launchers, and other melee or
range weapon, ancient or modern. When held by the person with this power, he or she gains the
W.P. of the item at 15th level of experience with the owner receiving all the bonuses that come
with it. It takes one melee round to master a weapon. The only limit this power has is the
number of hand to hand attacks the character might have. However once the weapon is set
down, after 15 seconds (a full melee round) all knowledge of that weapons disappears. Of
course pickup the weapons against restores the bonuses, but again it will take 15 seconds. With
this power there is no real need to learn a W.P., however it takes 15 seconds (one full melee
round) to become a true master of the weapon. Paired Weapons can be taken, but it requires
the same (or similar) item to be held in both hands, for example two sais can be held or a katana
and a wakizashi, but not a gun and a nunchaku. Only one weapon at a time (unless paired) can
be mastered at any given time. Note: The power only works if the weapon is held in the hands.
It cannot be carried on their person or held in some kind of packaging (backpack, purse, etc).
Combat Training: Assassin
Attacks per Melee: 8/9 (2 initial + 5 from Hand to Hand +1 from ambidextrous) +1 if use
throwing weapon.
Combat Bonuses: +4 to initiative, +10 to strike, +13 to parry, +13 to dodge, +11 to auto
dodge, +6 to damage, +10 to roll with punch/fall, +6 to pull punch, and +4 to disarm.
Saving Throws: +4% to save vs. coma/death and +1 to save vs. poison/magic.
Combat Skills: Punch 1D4, Elbow/Forearm 1D6, Knee 1D6, Power Blow 2D4, Kick 2D4+2,
Body Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and 1 attack or action), All Holds,
and Death Blow (Double damage to hit points, if he desires).
Educational Background: On the Job Training
Common Skills: Read-Write/Speak Japanese 96%/96%, Mathematics: Basic 96%,
Pilot Automobile 84%, and Escape Artist 94%/69%.
Physical Program: Acrobatics (Sense of Balance 98%, Walk Rope 98%, and Backflip
98%), Gymnastics (Bars and Rings 98%), Aerobic Athletics, and Prowl 85%
Criminal Program: Streetwise 67%, Pick Locks 98%, Tailing 85%, Pick Pocket 95%,
and Find Contraband 73%.
Secondary Skills: Hand to Hand: Assassin, Athlete, Climbing 98%/98%, Swimming
98, Running, W.P. Knife (+3 to strike, +3 to parry, +10 to throw), W.P. Targeting (+6 to throw,
Critical strike on an unmodified 19-20), Land Navigation 56%, Language: English 74%, Literacy:
English 70%. Note: Though she process W.P. knife and targeting, should she hold the item in her
hand longer than one melee round, her W.P. for both goes to 15th level because of her power.
Money: When Slash is walking out and about the general public. She enjoy shopping and
buying the latest electronic toy and wearing the latest American fashion. She loves blue jeans.
She typically carries $6D6x10 on her person when she walking about the city. How much money
she has stashed away or kept in her Fabricator Inc controlled back account is unknown. She
does have at least 28,084,210 Japanese Yen (350,000 U.S Dollars) in a bank in Tokyo.
Weapons: In her assassin garb, she keeps on her person at least 3D6+2 throwing knives
in various concealed pockets, 2D6 throwing stars/shurikens, and of course her superior crafted
katana, Damage: 3D6+4, Bonuses: +2 to strike/parry, +4 to damage. Note: At 15th level, she
has a +5 to strike/parry and +13 to throw with knives and +7 to throw targeting weapons.
Equipment & Vehicles: She drives around in a white 2008 Infiniti G37 Sport. She keeps
the car in pristine condition. Anyone so much as nicks the car will likely have their head taken
off.


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Unread postPosted: Wed Feb 29, 2012 1:57 am
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3139
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
NIGHT CAT

A TMC prisoner transport craft was bombed right as the craft was entering a gateway. The TMC
released all their prisoners in escape pods along with themselves. Night Cat’s pod traveled
through the gateway and ended up in coming out of the gateway outside of Jupiter orbit. The
craft eventually crashed landed on Mars. Night Cat used her emergency life support suit to
sneak on board an Earth capsule returning to Earth with soil samples. When the craft came into
Earth atmosphere she utilized her anti-gravity ring to land safely at Earth. She prowled the
streets of Motor City until the dangers became too great for her. She fled and made her way
during night and hiding it the day until she reached Chicago. There she found aid with the
Mutant Underground. She stayed with them for several months with them before deciding to
make a living for herself as she was back home on her home world, an assassin. One mutant put
her in touch with a Fabricator Inc Liaison. She did a number of freelance jobs before he
recommended her to VfH. She and Eel hit it off right away. In fact he took a liking to her.
Eventually she met with Marvin Lord. She also liked her as well. Unfortunately she lacks some of
the discipline that they both like, nonetheless she proved to be a valuable member. She takes
risks, particularly by flaunting her unusual looks in public, especially at dinner parties at the
mansion. However, these same risky flirtations have allowed VfH to acquire several contracts
and easy access to wealthy individuals with sub-par surveillance of their home, particularly after
Night Cat has disabled their alarms systems after having a night cap with the owner. She has no
problem sinking her teeth in the neck of a victim and tearing out their throat. She plays her
flirtatious attitude with Lord when she gets the chance, thinking it might earn her some special
favors. Virgil Hebert is not amused when she does.

Real Name: Unpronouncable
Alias: Sandy King
Occupation: Killer of the night
Alignment: Miscreant
Power Category: Alien (Mutant Feline)
Experience Level: 4th level
Hit Points: 40 S.D.C.: 72/+50 at night.
P.P.E.: 17
Appearance: She is a tall, exceptionally built athlete with bright oval cat-looking eyes,
waist length black hair, pointed ears, small fangs, and dark tan skin. In her panther form, she is
a large black panther with white eyes.
Attributes: I.Q. 14, M.E.14, M.A. 20, P.S. 24, P.P. 22, P.E. 22, Spd. 46, P.B. 19
Age: 30, Sex: Female, Height: 6 foot and 2 inches (1.87 m), Weight: 180 lbs (90 kg).
Originating Alien Environment: Twilight/Vegetation World
Vulnerability: Normal daylight and 100 watts of light is blinding for her (-8 to strike, parry,
and dodge). Even 60 watts is bright for her. She wears special sunglasses (designed by
Fabricators Inc) during the day that reduce the damage/glare of bright light for her. Anyone else
uses them can’t see at all out of them.
Natural Abilities: Nightvision 1000 feet (305 m), Sensitive hearing.
Major Super Abilities: Animal Metamorphosis (Black Panther). +6 to P.S., +6 to P.P., +30
S.D.C., Leap 20 feet (20 m) up and 40 feet (12.2 m) across, double when running. Claws 2D4+4.
Bite 1D6+2. Track by Sight 50%.
Minor Super Abilities: Shadow Stepping, Nightstalking (Hide in Shadows 85%), and Energy
Claws.
Attacks per Melee: 5 (2 Initial +3 from Hand to Hand)
Combat Training: Martial Arts
Combat Bonuses: +3 to initiative/+4 in darkness, +7 to strike, +9 to parry, +9 to dodge,
+9 to damage, +10 to roll with punch/fall, +3 to pull punch, disarm, and + to maintain balance.
Combat Skills: Bite 1D6, Claws 1D6, Karate Punch 2D4, Power Punch 4D4 (2), Backhand
1D6, Elbow & Forearm 1D6, Knee 1D6, Karate Kick 2D4, Roundhouse Kick 3D6, Crescent Kick
2D4+2 Wheel Kick 2D6, Tripping/Leghook (cannot be paired, must dodge or knockdown), all
Holds, and Knockout on an unmodified roll of 20. All her attacks do 1D6 extra points of damage
at night.
Saving Throws: +16% to save vs. coma/death, and +4 to save vs. poison & magic.
Other Bonuses: 60% to trust/intimidate and 45% charm/impress.
Educational Background: Rogue/Assassin with Some Familiarity with Earth.
Common Skills: Read-Write/Speak Native Language 90%93%, Mathematics: Basic 84%,
Pilot: Personal Anti-Gravity Transportation, 60%, Acrobatics (Walk Rope 80%), Climbing
98%/98%, Prowl 82%/92% at night, Sense of Balance 80%, Read/Write-Speak: Thimerian Code
75%, Read/Write-Speak English, Spanish, and Portuguese 90%.
Special Program: Streetwise 51%, Find Contraband, I.D. Undercover Agent 81%,
Imitate Voice & Sounds 78%/72%, Pick Locks 65%, Seduction 50%, Tailing 65%, Tracking
(people) 60%/70% at night, Wilderness Survival 70%, Detect Ambush 65%, Detect Concealment
60%, Optic Systems 65%, Radio: Basic 85%, W.P. Knife (+2 to strike, parry, and throw), W.P.
Paired Weapons, Hover Vehicle Mechanics 60%, Locksmith 70%, Outdoormanship, Gymnastics
(Bars & Rings 87%, Backflip 95%), and Computer Operation 87%.
Secondary: Hand to Hand: Martial Arts, Athletics (General), Basic Electronics 50%,
Wardrobe & Grooming 66%, Performance 47%, Running, and Land Navigation 44%/554% at
night.
Money: She has a secret stash of about $30,000 in precious metals/stones in her room at
the mansion. In a safe house in Norwood she has another $90,000 in stolen cash. She also has
255,442 Mexican Peso (20,000 US dollars). She has a special credit card given to her by
Fabricators Inc that has a credit limit of $250,000. Whenever she completes a successful
mission, the money is transferred to the card to pay on any purchases. This is normally how she
pays her expensive, if she is not stealing them.
Weapons: Beside her super abilities, she has a pair of vibro knives (2D6+1).
Energy Claws, Damage: 2D6, +1 to parry, +2 to disarm, +1 to pull punch. Cannot
parry physical attacks but can parry hand held energy weapons, magic weapons, and
supernatural beings.
Equipment & Vehicles: He relies on his super abilities. She wears an Ant-gravity Ring.
Spd: 100 mph (160 km). Maximum Weight: 500 lbs (225 kg).


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Unread postPosted: Wed Feb 29, 2012 2:03 am
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3139
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
YELLOW DEATH

Joshua went to school to study nursing because he wanted to help people. Years later he found
himself caught in a hospital system that founded upon male nurses, dealing with hundreds of
yards of red tape, and exhausted from doing all the leg work for doctors. The only thing that
made things better was when he took time to do his other hobby which is archeology. Instead to
some dry desert, he did most of his archeology in England. He joined with an old college who
learned about an unusual grave found at a construction site near the original location of the
North Gate in London. In the grave they found the skeleton of a man with a strange crack in his
skull. What was truly remarkable was a pristine golden Gladius (a Roman short sword carried by
the legionaries). It didn’t take the two archeologist long to figure out that this corpse of Nennius
of Canterbury, a prince of Britain at the time of Julius Caesar's invasions of Britain. The sword of
course was none other than Crocea Mors, the sword of Julius Caesar himself. According to
legend, the sword was forged by Vulcan (Mars) and bestowed upon the Trojan prince Aeneas by
his mother, Venus (Aphrodite). The sword was lost during the years of the Roman Republic but
was found again by Caesar in his youth. When he came to conquer Britain, he brought with him.
Nennius of Canterbury happened upon the legion Caesar himself was commanding. Nennius and
Caesar came to blows. Hoping to kill his opponent with a single blow, Caesar raised his deadly
blade down with all his might but Nennius' shield met the blade, which deflected onto his helmet.
The force of Caesar's blow planted the blade into the helmet with such force that Caesar could
not retrieve the blade, and he was forced to abandon it as his forces were routed. Nennius
managed to pry the blade from his helmet (not to mention his head) and employed it against the
Romans, killing many. But his victory was in vain. Fifteen days after the battle, Nennius died from
the wound inflicted upon him by Crocea Mors. The sword was laid with him in his tomb, and now
the tomb was discovered. Joshu was fascinated by the weapon. According to legend, whoever
wielded the weapon would rule his world. The temptation became too great. He snuck into the
museum in which he and his partner were working at and took the sword from its scabbard. The
moment he did he was transformed into a Roman Legionnaire. Using the powers of the sword, he
escaped the museum and depart to parts unknown. Months later he resurfaced in the U.S.
calling himself Yellow Death, a super villain not looking to make himself king, but a professional
thief using the power of the sword to steal whatever he wanted. Eventually he heard about
Durandal. He was determined to possess the most powerful sword in the world, so he challenge
the Centurion to a dual. They battled over the city, with Durandal proving the victor. Joshua
escaped and went into hiding. Months later he reappeared at Koan Memorial working as a nurse.
He was merely bidding his time waiting to attack Durandal again when he ended up saving the
life of an injured Virgil Hebert. The two of them got to talking and he agreed to work the
mansion, not only as their paramedic, but as Yellow Death as a member of the VfH. However,
despite all the good deeds and close association he has developed with his companions of the
years, the main thing on his mind is taking another crack at Durandal. He wants both weapons
or to at least destroy Durandal so his blade of legend will be the only one in existence. Note: If
someone showed claiming to have Excalibur, he go absolutely ballistic.

Real Name: Joshua Stephen Wagner
Alias: Edwin Beach
Occupation: Former male nurse at Koan Memorial, amateur archeologist, a professional
thief and super villain. He is the paramedic on call at the Miles-Joan Mansion.
Alignment: Aberrant
Power Category: Enchanted Weapon
Experience Level: 9h level
Hit Points: 49 S.D.C.: 12/72 with Crocea Mors
P.P.E.: 7
Appearance: He is a friendly, tall, attractive adult male with curly black hair and brown
eyes. At work he dresses as a paramedic. As Yellow Death he is clad in the armor of a Roman
Legionnaire.
Attributes: I.Q. 14, M.E. 11, M.A.14, P.S. 14, P.P.11, P.E. 12, Spd.12, P.B. 14
Age: 38, Sex: Male, Height: 6 foot (1.82 m), Weight: 170 lbs (76.5 kg).
Vulnerability: Obsession with Durandal. He wants to defeat the Centurion so badly that
sometimes nothing else matters. If Durandal should show up, he will focus all his attention into
defeating him, almost to the cost of his own life and definitely at the peril of his companions.
Should he learn about anyone else possessing a famous “legendary” weapon, he will try to
kill/disarm them in battle too.
Weapon of Chaos: Crocea Mors, all standard properties of magic weapon, 5D6+6 damage,
+1 to strike/parry, +60 S.D.C., +4 to save vs. horror factor & possession, +2 to save vs. magic,
see the invisible, and create battle armor, and 144 P.P.E.
Spell magic: Sense Evil, Fear, Invisibility; Simple, Multiple Image, Horrific Illusion, Mystic
Shield, Invulnerability: Limited, Animate Objects, and Hallucination.
Powers of Chaos: Power Bolt (Range: 1000 feet/305 m, Damage: 5D6+6), Damage
Bonus, Portal of Fear, Nightvision, Create Unnatural Darkness, and Circle of Flame.
Attacks per Melee: 6 (2 initial +4 Hand to Hand Combat)
Combat Training: Basic
Combat Bonuses: +1 to initiative, +1 to strike, +2 to parry, +2 to dodge, +2 to damage,
+2 to roll with punch/fall, +2 to pull punch, and +1 to disarm.
Combat Skills: Punch 1D4, Power Blow 2D4 (2), Elbow/Forearm 1D6, Knee 1D6, Karate
Kick 2D4, Body Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and 1 attack/action), All
Holds, and Critical strike on an unmodified roll of 19-20. He gets to add +6 point of damage if he
punches anyone with the sword.
Educational Background: Masters Degree
Common Skills: Read-Write/Speak English 98%/98% and Pilot: Automobile 87%.
Science Program: Computer Operation 98%, Mathematics: Advance 98%,
Chemistry 98%, Biology 98%, Archeology 98%/90%%, and Psychology 98%.
Medical Assistant Program: Mathematics: Basic 98%, Business & Finance 98%, and
Paramedic (Nursing) 98%.
Technical Program: Art (Pottery) 98%, Research 98%, History 98%/98%, and Barter 91%.
Investigation Program: Photography 98% and Writing 95%
Secondary Program: Hand to Hand: Basic, Athletic (General) Streetwise 56%, W.P. Sword
(+4 to strike/+3 to parry), Wardrobe & Grooming 86%, Fishing 85%, Pilot: Motorcycle 96%, Pilot:
Truck 98%, Pilot: Boat: Sail Type 98%, Pilot: Boat: Motor, Race, and Hydrofoil Type 98%,
Language: Spanish & Greek 71%, Literacy: Latin 60%, First Aid 65%, Fencing (+1 to
strike/parry for sword and +1D6 to damage) and Appraise Antiques 35%.
Money: He has about $75,000 U.S. dollars hidden away in a Swiss Bank account. He
keeps $4D6x1000 hidden in his home in Javarta in case of emergencies. He also has about
$20,000 set up in an account created by Fabricators Inc.
Weapons: He has only weapon but he believes he doesn’t need another.
Armor: This suit is created every time the sword is drawn from its scabbard. A.R. 13, S.D.C. 138.
Equipment & Vehicles: He has limited access to the technology of Koan Memorial but full
access to the arsenal of VfH at the mansion.


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Unread postPosted: Wed Feb 29, 2012 2:12 am
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3139
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
VJ

She is mean, she is sexy and she loves to kill. Her name is Veronica Jones or as she is unknown
by her trademark VJ. A former Lieutenant in the U.S. Marine Corp, she fought valiantly to prove
herself worthy of receiving training in the infantry, artillery, armor and pilot/air crew. Despite all
her attempts change did not occur. To prove herself, she intensely trained in the use of modern
weapons, becoming a superior designated marksman, a demolitions experts, and self taught
special ops soldier. Instead of proving herself among her peers, she was frown upon. One day
while working her rifle, someone did something to the gun causing it to explode in her face,
destroying her right eye. Because of the injury she was “forced” into an honorable discharged.
Her case did not go unnoticed, she was picked up immediately by G.I.G.M.A. who like the idea
she was self-taught. Given a cyber eye, she was trained as a field agent and sent to work.
However, instead of going out to collect a warrant to arrest super beings or contacting
S.C.R.E.T., VJ bought herself a sniper rifle and various other weapons and killed the target
herself. Clean and effectively with minimal or zero casualties. This immediately put her into hot
water with her associates who didn’t like the idea of a field agent going above federal law. VJ
didn’t see anything wrong with it at all. When told to cease with her actions or face criminal
charges, VJ agreed. Three days later her home agent boss was killed from 900 yards away with
a shot through his head. From that day forward, VJ became an independent operative working
for anyone, yet within a week she was hired by Fabricators Inc. On her first mission, she worked
with Voltaic himself. When the mission was over they became romantically involved. The
relationship last for two years, when VJ decided to call it off since he was unwilling to share the
details of its involvement with the Fabricator. Still good friends, VJ hooked up with Marvin Lord
and Virgil Hebert. VJ was the first VfH to make an official kill for group. She consider herself to
be the original and longest serving member. She above all follows the group to its core values
and belief system. Anyone who disobeys she will kill herself. She is responsible for killing more
VfH members than any hero, law enforcer, or villain. Most supers do not given her the pause she
deserves. She maybe not be strong enough to take on a super physically or mentally, but that
doesn’t mean she can’t use her cunning to kill an opponent in an unconventional means. Some
speculate she has killed more supers than any single individual in the United States.

Real Name: Veronica Jones
Occupation: Professional assassins, weapon specialist. Head of security for Miles-Jones
Mansion. Former Lieutenant in the U.S. Marine Corps. Former G.I.G.M.A. Agent.
Alignment: Aberrant
Power Category: Hardware: Weapons Genius
Experience Level: 10th
Hit Points: 59 S.D.C.: 85
P.P.E.: 8
Appearance: A masculine female who is always calm and collective. She wears men’s
clothes, sometimes dress suits and slacks. When on a mission, she dresses in full combat armor
and is loaded with weapons. She has one green eye and one blue eye, Her shoulder length black
hair is dyed platinum blond.
Attributes: I.Q. 21, M.E. 14, M.A. 15, P.S. 22, P.P. 22, P.E. 19, Spd. 28, P.B. 15,
Age: 29. Sex: Female. Height: 6 foot, 1 inch (1.85 m). Weight: 131 lbs (58.95 kg)
Vulnerability: Chewing gum addiction; although a seemingly harmless addiction, VJ on an
average chews 1-2 packs of gum a day. She is constantly chewing, blowing bubbles, and leaving
the gum everywhere. In fact it’s become her trademark and DNA fingerprint of her involvement.
She also pays good money to make sure her teeth stay healthy. Too make matters worse, the
evil Doctor Dynamite has encouraged her by giving her explosive chewing gum (see below).
Cybernetic Right Eye: Looks realistic but has Telescopic Vision/Targeting Sight (+1 to
aim/called shots), Range: 2000 feet (609 m).
Combat Training: Martial Arts
Attacks per Melee: 7/8 or 9 (2 initial +4 from Hand to Hand Combat +1 from boxing) +1 if
use guns and +1 if sharpshooting.
Combat Bonuses: +4 to initiative/+6 with guns, +8 to strike, +13 to parry, +13 to dodge,
+7 to damage, +12 to roll with punch/fall, +6 to pull punch, +2 to disarm, and +7 to perception.
Saving Throws: +8% to save vs. coma/death, +2 to save vs. magic and poison, and +9
to save vs. horror factor.
Combat Skills: Karate Punch 2D4, Power Punch 4D4+2 (counts as two attacks), Backhand
1D6, Forearm/Elbow 1D6, Knee 1D6, Karate Kick 2D4, Snap Kick 1D6, Roundhouse Kick 3D6, Axe
Kick 2D6, Tripping/Leghook (cannot be paired, must dodge or knockdown), Jump Kick 6D6, Flying
Jump Kick 4D6, Paired Weapons, Leap Attack, All Holds, Critical strike on the roll of an
unmodified roll of 18-20, Knockout on the roll of a natural 20 for 1D6 melees, and Critical strike
from behind.
Other Bonuses: +7% on all skills
G.I.G.M.A. Agent Bonuses: +2 to initiative, +2 to strike, +3 to parry and dodge, +3 to roll
with punch/fall, +3 to pull punch, +4 to save vs. horror factor, and +3 to perception (these
bonuses are already included).
Special Hardware Skills: Reputation HF 13/14. Make and Modify Weapons Skill/Field
Armorer 111%, Recognize Weapon Quality 82%//98%, Gunfighter Paired Weapons-Handguns,
and Quick Draw with Handguns & Rifles, W.P. Sharpshooting, and +3 to disarm on a Called Shot
Educational Background: Military and Hardware Skills
Common Skills: Read-Write/Speak English 98%/98%, Mathematics: Basic 98%, and Pilot:
Automobile 97%.
Basic Military Program: Hand to Hand: Basic (disused), Climbing 98%/98%, Running,
Forced March, Military Etiquette 98%, Radio: Basic 98%, W.P. Rifle (+6 to aim/+3 to burst), and
W.P. Grenade (+5 to aim).
Communication Program: Electronic Countermeasures 98%, T.V./Video 98%, and Optics
System 97%.
Hardware Program: Munitions Expert 98%, Sniper (+1 to aim/called shots, counts as two
attacks), W.P. Handgun (+6 to aim/+3 to burst), W.P. Energy Rifle (+6 to aim/+3 to burst), W.P.
Heavy Military Rifle (+5 to aim/+2 to burst), W.P. Shotgun (+5 to aim/+2 to burst), W.P. Sword
(+4 to strike/parry), W.P. Knife (+4 to strike/parry & +5 to throw), Demolitions 98%, Demolitions
Disposal 98%, Find Contraband 93%, Basic Electronics 97%, and Basic Mechanics 98%.
Learned Espionage Program: Hand to Hand Martial Arts (9th level), Detect Ambush
92%, Intelligence 85%, Wilderness Survival 92%, Tracking (people) 87%, and Undercover Ops
94%.
Learned Physical Program: Boxing, Gymnastics (Backflip 98%. Bars & Rings 98%),
Acrobatics (Sense of Balance 98%. Walk Rope 98%), and Athletic (General).
Secondary Skills: Prowl 92%, Wardrobe & Grooming 97%, Pick Locks 82%, Jury Rig 87%,
Swimming 98%, Pilot: Motorcycle 98%, Computer Operation 97%, Research 87%, Pilot: Airplane
89%, Pilot Avtran 93%, Streetwise 47%, Law (General) 65%, Land Navigation 51%, and
Concealment 35%.
Money: VJ has about $635,000 in ready cash, another $300,000 hidden away in a Victory
City bank under a different alias, and $284, 022 British Pounds (450,000 US dollars) in an
account in London, England.
Weapons: She has access to dozens of weapons in safe houses found throughout the
U.S. and Europe. The following are personal favorite:
VJ 600 Mark 2, This gun is a her own designed (a modification derivative of the Colt
M1911) fitted for a .62 caliber round (her own design). The gun is perfectly balancing and has a
recoil diminisher), Range: 170 feet (51.8 m), Damage: 1D4x10+10, Rate of Fire: Single shot or
semi-automatic. PV 9, Feed: 5 round detachable box mag, Bonuses: +3 to aim/+2 to burst. -2
to the A.R. of artificial body armor/bionic body armor. The gun has a special biometric hand grip
so VJ is the only one who can fire the gun.
Dragunov sniper rifle with Teflon rounds (7.62) with flash suppressor, Range: 4265
feet (1300 m), Damage: 5D6, Rate of Fire: Single shot or semi-automatic (short burst only), PV
8, Feed: 10-round detachable box magazine, Bonus: The gun is perfectly balanced and she
designed her own optical sight that provides an additional +2 to aim/called shots on the rifle. -2
to a target’s A.R. (or get a +2 to armored targets).
Two Beretta 93 (9×19mm Parabellum), Range: 164 feet (50 m), Damage: 3D6. Rate
of Fire: Single shot, 3 round short burst, or full automatic, Payload: 15 or 30 round detachable
magazine and a 20 round magazine. She usually keeps 1D6+1 ammo clips for both guns if she
has them on her person.
Own Designed Assault Shotgun (12 Gauge with HE rounds), Range: 393 feet (120
m), Damage: 1D4x10, Blast Radius: 10 feet (3 m), Rate of Fire: Semi-Automatic or Full
Automatic, Payload: 20 round in drum shell magazine, Bonuses: The weapon requires zero
cleaning or lubrication. Its iron sights allow the weapon to be used for long range shots (aimed
shots).
Carl Gustav M3 Recoilless Rifle, Range: 1476 feet (450 m), Damage: 2D4x100 HEAT
(High Explosive Anti-Tank) rounds or 4D6x10 flechette rounds, Blast Radius: 50 feet (15 m),
Rate of Fire: 4 rounds per minute alone (6 with help), Feed: Single shot. Bonuses: With its iron
sights (3x), laser rangefinder (allows the weapon to track and determine the distance of a
target, even while it’s moving, meaning no penalty when firing at a moving target or one at
maximum distance), and image intensification system (nightvision, infrared, and telescopic
instruments (600 feet/182 m) with protective and water-resistant housing, on a mounting
system, she gains a +1 on aimed/called shots.
FW-255 Plume Cannon, Range: 2000 feet (610 m), Damage: Varies, Blast Radius:
Varies, Rate of Fire: One every 30 seconds (2 melees); it takes a full melee to reload and
recalibrate, Feed: Single shot but each contains 5 mini-missiles, Bonuses: +3 to strike (heat
seeking and self-propelled,programmable). For more information, read Villains Unlimited 2nd
edition (page 81-82). She has designed her own fragmentation missiles that have a 15 foot (4.5
m) blast radius each.
Fabricators Vibro Sabre and Knives,
VJ Det-Gum, Every year since her 24th birthday the infamous Doctor Dynamite (7th
level Mad Scientist and Tinker Gizmoteer) has been sending her a 20 lbs (9 kg) block of an
explosive tropical fruit gum. The gum is completely harmless to VJ. When she sticks a piece of
gum in her mouth, her salvia activates the chemical reaction that causes it to explode. As long
as VJ continues to chew the gum, blow bubbles, etc, the gum will not explode. If she takes the
gum out of her mouth and waits 45 seconds (3 melees) it will explode equal to 2 ounces (56 g)
of plastic (1D4x10 damage to a localized or 1 foot/30.48 cm blast radius). The gum of course
can be utilized just like ordinary bubble gum the only difference is it’s an explosive, detonating
shortly after it’s adhered to nearly anything. VJ has developed a 101 different uses for the gum
and they’re cunning and/or lethal. Anyone else who puts the gum in their mouth can expect the
gum to explode in 30-45 seconds, doing quadruple damage direct to their hit points and even if
you head doesn’t explode, you’re missing teeth and your tongue is in shambles.
Armor: She wears a variety of full suits of modern armor, typically hard or class 4 armor.
She also owns two suits of Fabricators Inc FA-70 Standard Ultra-Lite Flexi-Steel Body Armor
(A.R. 16 and 200 S.D.C.0. it is a full environmental body armor with helmet with air
filtratrion/exchanger system, targeting sights, and optic system (target, passive nightvision,
infrared vision, and telescopic vision 1600 feet/488 m).
Vehicles and Equipment: VJ has full access to all the equipment and gear used by the
VfH. As a freelance operative for Fabricators Inc she has limited access to their equipment. She
also has the following with her that she utilizes a lot.
FS-34 Stealth Boots
WS-12 High Velocity Mini Jet Pack
VJ owns a black 2007 Ferrari F430 Spider. The car has been modified into a Souped-Up Car by
Fabricators Inc (see Secret Operative).
FATALITY: Sniper shots to the head or using her chewing gum in devilish means. She will
use any explosives or any kind of fiendish trap that kills her opponent.[/b][/b]


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Unread postPosted: Wed Feb 29, 2012 2:16 am
  

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Palladium Books® Freelance Writer

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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
gaby wrote:
Great hope to see more Vforh,s members.
Maybe some are more focus on Humiliation in the name of Vengence instead killing,they leted Eel,Kill Globe and Lead foot do it.


You pay VfH $10,000 for a non-lethal vengeance and they will come up with something very creative for you. They only do lethal vengeance for $100,000. This is listed in the info section about the group. Glad you like them. Hope they find some use in yours games. They specialize in
revenge and it can take whatever form their evil minds come up with or it may depend upon the
will of the client


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Unread postPosted: Wed Feb 29, 2012 2:18 am
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3139
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
gaby wrote:
You known Reagren Wright I starting to think you did all you can with H Unlimited,maybe you can move on to Palladium fantasy if you have any of them.


Yeah its definitely time for a break again. Don't know when I'll be back. I'll keep an eye on things
and if anyone has a request I'll probably be back sooner.


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Unread postPosted: Wed Feb 29, 2012 2:34 am
  

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Rifter® Contributer

Joined: Wed May 06, 2009 10:53 pm
Posts: 749
Very nice job!!! On all of these!
:)
G

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Unread postPosted: Tue Mar 06, 2012 2:39 pm
  

Knight

Joined: Fri Jan 03, 2003 2:01 am
Posts: 4308
Location: Québec
Maybe you can make your own City.


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Unread postPosted: Wed Mar 07, 2012 12:58 pm
  

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Palladium Books® Freelance Writer

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Posts: 3139
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
Don't need too. We have cities like Victory City, Gulf Coast City, Ultropolis, and Motor City to keep
me occupied, and of course Century Station.


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Unread postPosted: Wed Mar 14, 2012 11:59 am
  

Knight

Joined: Fri Jan 03, 2003 2:01 am
Posts: 4308
Location: Québec
Well some one can put a names not in used in the H.U,s Books and you can pic the Power category,tell if ther a Hero or a villain,set up the stats and backstory.

I will start Penny Dreadfull,Adonis,Tom foolery,Crunch,Hangman.


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Unread postPosted: Wed Mar 14, 2012 12:45 pm
  

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Palladium Books® Freelance Writer

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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 a challenge :D . I'll be going back to my second job soon, but I'll try and get at least once
of them done.


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Unread postPosted: Wed Mar 14, 2012 12:54 pm
  

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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
Wouldn't you know it. I completely forgot in Villain Unlimited 2nd edition (hate calling it that)
that an alien race called the Krit are mentioned in the section of the Toogarth Aliens. They are
mentioned but not given any detailed information. So here they are.

KRIT

On the planet Kritana (slightly bigger than Venus) in the Titrana Quadrant the insectoid aliens
call the Krit can be found. These black ant humanoids spent centuries a primitive race (Agrarian
Age) perfecting the use of archery in their immense forests. Eighty percent of Kritana is covered
in giant red wood forests. The wood possesses twice the strength and durability that it does
here on Earth. The Krit lived in peace and harmony with their fellow kin. Then the one hundred
and fifty years ago, the Toogarth invaded their home world. It took them only a week to
completely conqueror their planet. The first thing the Toogarth decided to do was cut down the
trees and start building large military bases while in their skies overheard they built refueling
stations for their fleets of air and space craft. Before long one-third of Kritana was deforested
and heavily minded for its mineral wealth. The Krit were made into a slave labor force. Despite
their high resilience to injury, the chemical weapons the Toogarth used against them they had no
defense against. The chemicals also made seventy percent of all females sterile. The Krit
realized they were know a dying race, and with most of their people being used as front line
soldiers for the Toogarth to utilize in their continue expansion. On three separation occasions,
Krit have tried to rebel against their oppressors, but all they have ever done is succeed in
getting the brightest and most able body leaders killed because of such actions. As a result
most Krit have resigned to their fate and won’t lift a finger to do anything for their people but
willing follow the orders of their oppressors no matter how cruel and intolerable they are against
their own people. However, there is an ancient legend written four centuries ago that foretold
the Krit would one day become an enslaved race but a band of heroes would one day arrive from
another world and lead them to freedom so they once more might know peace and prosperity.
There are some who hope there is some truth to the legend, others are already to broken
hearted to care and merely await the day when the last Krit takes its breath of air, and then
and only then will their suffering end.

R.C.C.: Insectoid Aliens
Alignments: Generally principled or aberrant.
The Eight Attributes: I.Q. 2D6+4, M.E. 3D6+4, M.A. 3D6+4, P.S. 3D6+12, P.P. 2D6+11,
P.E. 3D6+12, P.B. 1D6, Spd 3D6+12.
Hit Points: P.E. + 1D6 per level of experience.
S.D.C.: 300+3D6x10
Natural Armor Rating: 18
Horror Factor/Awe: 12
P.P.E.: 1D6
Appearance: Krit are humanoid black carpenter ants. They have four arms. Two front
limbs end in hand-like appendages which can be used to grasps weapons and tools (two fingers
and a thumb). The other two limbs look more insect-like, ending with long hook claws. Females
have insects looking wings.
Age: 100 years on average, Height: 6 to 8 feet (1.8 to 2.4 m) tall, Weight:
600 to 1000 lbs (270 to 450 kg).
Originating Alien Environment: Vegetation World
O.C.C.: Males can be Combat Specialists, Engineers, or Pilots. Females can be Military or
Science Specialist.
Natural Abilities: Never-ending endurance (fatigue only 1/10 normal rate), need little
sleep (3 hours a day), digging & tunneling, and excavating 95%, climbing 98%, swimming 40%,
carpentry 98%, whittling & sculpting 80%, land navigation 80%, wilderness survival 85%, paired
weapons, Compound Eyes (180 degree of vision), polarized sight, and ultraviolet vision (50 SDC
each), Antennae: (track by sound 60%; range 1000 feet/305 m, detect movement and track by
motion detection alone; 70%; range 500 feet/152 km, feel the vibrations of approaching ground
vehicle(s), giant size individuals/animals, and herds of animals/armies of marching/running
humanoids up to 6 miles/9.6 km away, running or walking humans 2000 feet/610 m, flying animals
or individual 4000 feet/1219 m, hear ultrasonic sounds; range 2000 feet/610 m-double when
silent, communicate with ultrasonic sound; range 2000 feet/610 m, identify common, known
objects or substance by touch 90%/60%, identify temperature 75%, identify wind direction and
speed 70%, identify and remember specific/unusual odors 94%; range 1200 feet/365 m, track by
smell alone 85%; range 1000 feet/305 m, double the range for any other Krit, four miles for a
Krit chemical alarm, smell human blood 3 miles/4.8 km away, suffers only half penalties in
darkness or true blindness, remember & identify unusual scent 50%; range 1200 feet (365 m),
smell large fire or coming of rain 70%; range 2 miles/3.2 km, and automatically recognize the
scent of other Krit. Chemical Abilities: Chemical Alarm (automatic released and lets the other Krit
detect him within 4 miles (6.4 km), Identification Scent (automatically detected by other Krit),
Death Scent (automatic released and lets other Krit detect the individual’s death within 4 miles
(6.4 km).
Minor Super Abilities: Males-Multiple Limbs (Four arms), Spit Spikes, Adhesion, and
Impervious to Sound & Vibrations. Females-Multiple Limbs (Four arms), Flight: Winged, Adhesion,
and Impervious to Sound & Vibrations. These are their natural abilities.
Attacks per Melee: Depends on Hand to Hand and level of experience +1 additional
attack/action per melee round
Combat Bonuses: +3 on initiative, +1 to strike, +3 to parry, +3 to dodge, +6 to damage,
and +6 to perception. These are additional to bonuses provides by attributes, skills, hand to
hand combat training, and flight: winged bonuses given to females.
Saving Throws: +8 to save vs. horror factor.
Combat Skills: Claws inflict 1D6 damage, Bite from large mandibles 4D6, Punch 2D4, Power
Punch 4D6 (counts as two attacks), Body Slam 3D6, Kick 2D6, or by weapon type.
Language: Unique; send at an ultrasonic frequency that humans and most humanoids
can’t hear. Their antenna, keen hearing, insect frequency, and insect chemicals allow them to
communicate at a range of half a mile (0.8 km), almost like having built in radios.
Weapons: Krit use ancient melee weapons. They are expects at making special arrows
using the special functions of special ammunition (see Aliens Unlimited Revised, page 180-181).
Their weapons are standard size but their long bows are giant size (3D6 for standard damage).
Those who leave Kritana have access to advance and alien modern weapons.
Armor: They have no need to wear armor. Their exo-skeletons are more than strong enough.
Vehicles and Equipment: Krit live in an Atomic Age society (late 20th century Earth tech),
although 35% of their technology is still wood based. They do not have special vehicles, walking
and flying is their standard method of travel.


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Unread postPosted: Fri Mar 16, 2012 4:32 am
  

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Knight

Joined: Sat Sep 30, 2000 1:01 am
Posts: 3497
Location: Throne Room, Mephisto's Palace, 1 Mephisto Way, Dyval 736282. Now visiting Prince Albert, SK.
was VU 2nd Edition really needed, or could that extra material have been added to another book, like say Heroes Unlimited: Villains Abound (if you wanted a book about villains, their motives, what they do, how they deal with heroes, SCRET and government forces) while trying to make a living in a world full of superbeings. The JP Gang after all needs to find some way to keep Mr Hero and Mrs Florence Nightingale off their butts so they can make money.

_________________
Thank you for that swank idea Mephisto! You rock AND roll! -mrloucifer
You Mephisto are a gentleman and a genius. -tetsubo
meph you are a true creative.... fill in blank. seriously good stuff. -BARQ


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Unread postPosted: Fri Mar 16, 2012 12:10 pm
  

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Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
Posts: 6799
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Comment: "Your inferiority complex might be justified."
Mephisto wrote:
was VU 2nd Edition really needed, or could that extra material have been added to another book, like say Heroes Unlimited: Villains Abound (if you wanted a book about villains, their motives, what they do, how they deal with heroes, SCRET and government forces) while trying to make a living in a world full of superbeings. The JP Gang after all needs to find some way to keep Mr Hero and Mrs Florence Nightingale off their butts so they can make money.

It's really appalling how lazy they were in doing Villains Unlimited to just add that little bit of material and not update anything else. I'm just saying...

_________________
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Unread postPosted: Sat Mar 17, 2012 1:58 pm
  

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Palladium Books® Freelance Writer

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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 know Cardiac the creator of this thread did Evil Eye and the two Toogarth however he didn't
provide stats for their actual alien races. So in the true spirit of this threat which is to update
things to 2nd edition, I'll give the races and update as well. Oh and I haven't forgotten Gaby's
challenge either. May take a bit but I'm up for the challenge.


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Unread postPosted: Sat Mar 17, 2012 5:23 pm
  

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Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
Posts: 6799
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Comment: "Your inferiority complex might be justified."
Reagren Wright wrote:
I know Cardiac the creator of this thread did Evil Eye and the two Toogarth however he didn't
provide stats for their actual alien races. So in the true spirit of this threat which is to update
things to 2nd edition, I'll give the races and update as well. Oh and I haven't forgotten Gaby's
challenge either. May take a bit but I'm up for the challenge.

Alien races are always welcome.

_________________
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http://wiki.thedeificnmi.com/index.php?title=Main_Page


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Unread postPosted: Wed Mar 21, 2012 2:45 am
  

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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
THE TOOGARTH

The Toogarth come from a vegetation world the size of Mars called Toogar. They are Star Age
empire (although in truth they are a space age one, only they’ve managed to conquer enough
worlds to utilize their technology to enable them to be a star age one).

R.C.C.: Alien (Reptilian-Dinosaur)
Alignment: Any, but tend toward anarchist and miscreant.
Attributes: (Females), I.Q. 3D6+8, M.E. 2D6+12, M.A. 2D6+10, P.S. 4D6+18
(extraordinary), P.P. 3D6+18, P.E. 3D6+12, P.B. 2D4+2, Spd. 2D6+6. (Males), I.Q. 2D4+6, M.E.
2D4+8, M.A. 2D6, P.S. 3D6+18 (extraordinary), P.P. 3D6+12, P.E. 5D6, P.B. 2D4+2, Spd. 3D6.
Experience Level: Females: (2D4+3 average), Males: (2D4+2 average).
Hit Points: P.E. attribute + 1D6 per level of experience.
S.D.C.: Females: 2D6x10+40, Males: 3D4x10+20. Additional S.D.C. can be gained by
selection of physical skills.
P.P.E.: Females: 6D6, Males: 4D6.
Appearance: A huge reptilian humanoid with a mouthful of teeth and yellow eyes.
Females are always larger than the males.
Age: Females: 75 years, Males: 55 years, Height: Females: 9+1D4 feet (3-3.9 m),
Males: 7+1D4 feet (2.4-3.3 m), Weight: Females: 400+4D6x10 lbs (198-288 kg), Males:
300+3D6x10 lbs (148-216 kg).
Originating Alien Environment: Low Gravity
O.C.C.: Females typically take Military, Pilot, Engineer, or Science Specialists. Males
typically take Military, Combat, and General Study. Note: For an optional O.C.C. one can choose
to take Intergalactic Bounty Hunter or Special Space Infantry Soldier Program from Galaxy
Guide. All female Toogarth receive an additional +5% to all military and espionage skills.
Natural Abilities: Both males and females have a poisonous bite (females 2D4, males 1D6),
after being bitten the victim must make a saving throw vs. non-lethal poison (16), if fail the
victim begins to suffer the poisonous effects in 10 minutes, causing nausea and terrible
headaches. Victims suffer -2 to strike, parry, and dodge for 24 hours. The poisonous effects
from several bites are NOT accumulative, but the bite damage is. Note: Their super abilities are
natural abilities common to all Toogarth.
Major Super Ability: Force Field
Minor Super Ability: Extraordinary P.S.
Attacks per Melee: Most females learn Commando and/or Assassin while males learn
Expert or Assassin.
Combat Bonuses: Females receive +1 to initiative, strike, parry, disarm, and +2 to roll
with punch/impact. These are in addition to possible bonuses from other attribute, skills, natural
super abilities, and Hand to Hand bonuses.
Saving Throws: Females have these additional bonuses in addition to attributes bonuses,
skill proficiency, hand to hand combat, and super abilities, +4 to save vs. insanity, horror factor,
and possession.
Combat Skills: Clawed hands of females in inflict 2D4 damage plus P.S. bonus, males inflict
1D6 damage plus P.S. bonus. These are in addition to hand to hand combat skills.
Language: Read-Write/Speak Toogarth and one of the Titrana Trade Languages (Dar’
Etsch or Roo-tahm).
Weapons: All weapons utilized by the Toogarth are giant size. This means all melee
weapons inflict an extra 1D6 points of damage and weight 50% more then average, energy
weapons have +25% increased range and payload, and +1D6 extra damage for pistols and 2D6
extra damage for rifles and cannons. This of course is based on the standard found in Aliens
Unlimited Revised (page 175-188).
Armor: In most combat situations, Toogarth wear a lightweight, molecular body armor
(giant size of their own design (one of the few things their race has developed for themselves).
A.R. 15, S.D.C. 200. The armor is highly laser reflective and has the ability to deflect a beam
strength of 4D6 damage or lower (inflicts no damage). Beams of 5D6 or 6D6 do only half
damage. Higher energy beams inflict full damage.
Equipment & Vehicles: Giant size Anti-gravity disk: Two (2) one for each foot (see Aliens
Unlimited Revised page 199), only the Toogarth are big enough for a standard size humanoid to
use as a hover platform.

Toogarth Medium Interceptor

Tonnage: 85 tons.
Dimensions: 125 feet (38.1 m) long, 85 tons.
Crew: Two (pilot and co-pilot). Two additional giant size individuals can seat in the
vehicle or 8 human size passengers (with two human size pilots).
Drive Type: Nuclear Fusion (Factor 35) or Mach 8 in an atmosphere.
Total S.D.C.: 1000
Weapons: Medium Laser Beams (2; fire-linked), Medium Range Missiles Racks (20).
Armor: Heavy Armor (17, S.D.C. 400).
Other Systems: Basic Sensor Package, Military Sensory Array, Atmosphere Recycling
Systems, Trans-Atmosphere Capabilities, Anti-Missile Chaff (20), Reflective Coating, Targeting
Radar & Combat Computer, and Stasis Pods (2). Note: The Toogarth are capable of utilizing their
own force field capabilities and have it encompass the ship, however the Toogarth doing this
cannot be the one piloting the ship (must be the co-pilot, cost one action to maintain per
melee).
Cargo: None
Cost: 6-8 million credits.


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Unread postPosted: Wed Mar 21, 2012 11:58 pm
  

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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
ZYLIK

The Zylik came from a low gravity planet the size of Venus called Vodos. They were a Metropolis
Age race without space travel. After being incorporated into the Toogarth Empire, they started
to acquire more advance technology namely from their masters. The Toogarth eradicated every
living Zylik on Vados. Now the remaining two thousands Zylik are on the run, hiding throughout
the galaxy (accept in Les Iban/Atorian Empire). They have trouble finding allies for most races
especially the FAR, TMC, TGE, even the Dark Tribunal on Earth want nothing to do with them.
They are so mistrusted most races are inclined to turn them for the reward credits (75,000 alive
or dead) issued by the Toogarth, although the Toogarth themselves are more than eager to seek
out the Zylik themselves then pay reward money to others.

R.C.C.: Alien
Alignment: Any, but tend toward evil.
Attributes: I.Q. 3D6+6, M.E. 3D6+12, M.A. 3D6+12, P.S. 3D6, P.P. 3D6+4, P.E. 3D6, P.B. 2D4, Spd. 3D6.
Experience Level: 1D4+3 on average
Hit Points: P.E. attribute + 1D6 per level of experience.
S.D.C.: 1D4x10+20. Additional S.D.C. can be gained by selection of physical skills.
P.P.E.: 6D6 + P.E. attribute score.
I.S.P.: M.E. attribute x3, plus 2D6x10. At each new level of experience, add 12 I.S.P. per
each level of experience, starting at level one.
Appearance: A tall, lanky humanoid with blue skin broken by patchy pale orange
splotches and blue hair. One huge eye (size of an orange) takes up most of the head. On each
hand (three fingers and opposable thumb) there is an eye in the palm.
Age: 120 years on average, Height: Females: 5+1D6 feet (1.82-3.35 m),
Weight: Varies on different planets, 230 lbs (103.5) is average weight on Earth.
Originating Alien Environment: Low Gravity
O.C.C.: Any, however most of the remaining Zylik are either Military Specialist or
Rogue/Smugglers. All Zylix receive a +5% bonus to the following skills if they possess them:
Barter, Performance, Public Speaking, Wardrobe & Grooming, Interrogation, Anthropology (any),
Business & Finance, Law (General), Research, I.D. Undercover Agents, Language, Literacy, and
Seduction.
Natural Abilities: Supervision: Angular Vision (See Powers Unlimited 3, page 21), although
Zylix have a single eye on their head, they can still see normally, with full depth perception. The
eyes on the palms can function like their main eye. However, whenever a Zylik wants to hold
anything with its hand, the eyelids on the palm close. The eyelids themselves unlike regular
eyelids are a bit thicker and harder/denser than normal (NAR 11). This enables the Zylix to utilize
their hands without damaging the sensitive eyes in the palms of their hands. By closing the lid
(reflex action, just like those of a normal person), the Zylix can punch, slap their hands on a
table, shoot a gun, clap their hands together, juggle, palm a basketball, etc without difficulty or
injury to the eyeballs. If all three eyes are open (open palms), Zylix have the equivalent of
Supervision: Circular Vision (See Powers Unlimited 1, page 45). Because they have three eyes,
Zylix are difficult to blind and almost impossible to sneak up on.
Natural Psionics: At first level, Zylix possesses ten powers selected from any of the three
combined lesser psionic categories of Healing, Physical, and Sensitive. In addition, Hypnotic
Suggestion, Psychic Omni-Sight, and Remote Viewing, plus one additional Super Psionic powers
is possessed in each hand/eye (total 5 super psionic powers). Psionic powers progress as
indicated in Heroes Unlimited 2nd edition (page 190).
Attacks per Melee: Depends upon what hand to hand combat is learned.
Combat Bonuses: +1 to initiative and dodge. If all three eyes are open (palms open),
receive the usual bonuses and penalties for Supervision: Circular Vision. These are in addition to
possible bonuses from other attribute, skills, natural super abilities, and Hand to Hand bonuses.
Saving Throws: Need a 10 or better to save vs. psionics, +5 to save vs. possession and
+3 to save vs. horror factor and mind control. These are additional bonuses in addition to
attributes bonuses, skill proficiency, and hand to hand combat.
Combat Skills: Depends upon hand to hand combat skills.
Language: Read-Write/Speak Zylix and one of the Titrana Trade Languages (Dar’ Etsch or
Roo-tahm). 85% of all Zylix know the Toogarth language.
Weapons: Starting player characters select special alien weapons as indicated in HU 2nd
edition (page 97-99) or Aliens Unlimited Revised 16-17). NPCS can have just about any alien or
earth based weapon depending upon availability.
Money: Being psychic has its advantages so many Toogarth were able to “precog” the
future slaughter of their race, so many were able to prepare for the assault on Vodos. Psychic
news also travels fast and those not on Vodos were also given an advantage warning. Because
of these factors Zylix were able to prepare their finances well in advance. Being master con
artists and persuaders, player characters starting off enjoy 4D6x$3000 credits as starting money
or trade value in precious metals and/or stones.
Armor: Any, however many of the remaining Zylix (40%) were able to acquire the special
lightweight, molecular body armor designed by the Toogarth. Those who do possess a suit
(usually only one) are not likely ever to get another one. A.R. 15, S.D.C. 200. The armor is
highly laser reflective and has the ability to deflect a beam strength of 4D6 damage or lower
(inflicts no damage). Beams of 5D6 or 6D6 do only half damage. Higher energy beams inflict full
damage.
Equipment & Vehicles: Starting player characters select special alien vehicles as indicated
in HU 2nd edition (page 99) or Aliens Unlimited Revised (page 17-18). NPCS can have just about
any alien or earth based vehicle depending upon availability.


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Unread postPosted: Mon Mar 26, 2012 8:34 pm
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3139
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
As part of Gaby's challenge I give you the following female criminal (sort of)

PENNY DREADFUL

Penny was a plain ordinary girl who lived in Ultropolis. Penny always felt very plain looking and
insignificant. Her parents came from lower-class families who had to work for everything they
ever want. Penny’s true passion was playing the piano which she started at the age of four. She
wrote her first piano ballad at thirteen, and started to perform at open mike nights by the age of
fourteen. By the time she entered high school, she tried out for anything that would allow her to
be center stage. Although she commanded a stage performance, her appearance always caused
her to be looked the other way. Then one day she came down with a terrible respiratory
infection that required her to be hospitalized. While in the hospital, as a means to pay for her
treatment, her parents agreed to allow her to subject to a new kind of drug therapy. Although
the powerful drugs did cure her, they turned her skin and hair start white and turned her pupils
green. Horrified at what had been done to her, Penny seemingly disappeared for several days.
Later she turned up wearing the ugliest make-up and wigs in an attempt to hide her
appearance. Yet she was filled with a new determination to have her looks not be overshadowed
by her appearance. Penny soon discovered her voice now possessed amazing qualities to it,
including the ability to command others to do her bidding. Penny also found herself very popular,
in fact everyone loved her and liked being around her. She was nominated and elected Prom
Queen by nearly everyone in her school. Penny also enjoyed the affection and attention dozens
of boys (and a few girls) where giving her as well. After graduating, Penny went to Ultropolis
University School of the Arts where she became something of an instant celebrity when she
started singing at nightclubs (even though she was underage at the time). It was about this
time she met with songwriter and producer Renaldo Sexton. It was long before he was working
on her record deal. Penny soon developed a Gothic look to herself in an effort to quite hiding
behind so much make-up. She dropped out of college during her sophomore year to focus
entirely on her musical career. Her living expenses became difficult so Penny started using her
powers to “fund” for herself while Renaold worked on getting her a gig in a recording studio.
Before long Penny was earning a living a professional criminal stealing from people by just asking
them to give her their wallets (purse) etc. It was by this time she started going by the name
Penny Dreadful. It wasn’t long before she recorded her first album. The album became number
one on various record charts. Penny Dreadful was an instant celebrity but at the same time a
criminal as well. It has also been documented that 10% of anyone who listens to her songs will
act out according to whatever she says. This sent up red flags to G.I.G.M.A./S.C.R.E.T. who are
constantly watching and monitoring everything she says and does. Penny is well aware that she
is being watched and monitored so she doesn’t use her abilities on a large scale or even at a
concert. However she still does numerous criminal operations which include burglary, art theft,
and the selling of pirated music, movies, and television shows. All of this, she does while being a
major celebrity who walks the red carpet and sings on MTV and various music award shows.
There are many in G.I.G.M.A. and criminal organization waiting and eager to expose her as a
mutant. Note: Her manager Renaldo (8th level Ordinary Person) has no idea she is a mutant or has a criminal.

Real Name
: Penny Kelly
Occupation: Singer and songwriter, Professional Criminal
Alignment: Anarchist
Power Category: Mutant
Experience Level: 5th level
Hit Points: 40 S.D.C.: 70
P.P.E.: 20
Appearance: Penny Kelly is an unattractive, thin, young woman who typically dresses in
all sorts of Gothic looking clothes and doesn’t engage in any type of exercise. Her Goth clothes
are an attempt to conceal her mutant characteristics
Attributes: I.Q. 14, M.E. 18, M.A. 30, P.S. 15, P.P. 11, P.E. 15, Spd. 17, P.B. 8
Age: 26, Sex: Female, Height: 5 foot and 7 inches (1.70 m), Weight: 116 lbs (52.2 kg).
Unusual Characteristics: Stark white hair, green eyes, ghostly white skin.
Major Super Ability: Divine Aura. Note: She has 5 body guard/thugs who do anything she
wants them to do.
Minor Super Abilities: Vocalization, Extraordinary M.A., and Linguists.
Attacks per Melee: 2 attacks per melee round and 3 non-combat actions.
Combat Training: Non-combatant
Combat Bonuses: +1 to dodge.
Saving Throws: +2 to save vs. horror factor, +4 to save vs. mind control, and +2 to save
vs. psionics and insanity.
Combat Skills: Punch 1D4
Other Bonuses: 97% trust/intimidate.
Educational Background: Two Years in College
Common Skills: Read-Write/Speak English 90%/98%, Pilot: Automobile 75%, and
Language: Spanish, German, French, and Italian 90%.
Domestic Program: Mathematics: Basic 98%, Dance 70%, Singing 85%, and Play
Piano 85%.
Entertainer Program (based in part on John C. Philpott Rifter #25): Disguise 67%,
Impersonation 82%/68%, Performance 82%, Public Speaking 80%, Seduction 77%, T.V./Video
75%, and Wardrobe & Grooming 95%.
Secondary: Business & Finance 60%, Computer Operation 75%, Streetwise 40%, Prowl
45%, Palming 45%, Pick Pocket 60%, Pick Lock 55%, Housekeeping 60%, Sewing 75%, Radio:
Basic 65%, and Writing 40%.
Money: She has earned about $30 million dollars from her two record albums and two
concert tours. However, this pales in comparison to her $75 million dollar career as a professional
criminal.
Weapons: She relies mainly on his super abilities.
Equipment & Vehicles: She drives around in a number of different cars, most of which she
doesn’t keep longer than a month or so. Many of her cars have been bought at an automobile
chop shop.


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Unread postPosted: Wed Mar 28, 2012 10:11 pm
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3139
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
ADONIS

Wayne Bentley was a small kid all his life and when he got to college he was tired of being
inferior to everyone else. So he dedicated his education to solving this problem. After three
years of research along with dozens of trial and errors projects he finally developed a pill that
would change him physically. Calling them the “Perfect Pills” Wayne tried them out and managed
to change himself into a handsome, hunk of a man, a perfect specimen. However, the effects
wore off after 70 seconds. Luckily he made a huge batch of pills. He started using his pills to
appear in body building contest, which most of them he won. His strength was not that
spectacular but it was his look that gave him such appeal. He started using his prize money to
pay off his expensive loans in going to Victory City University. Then one day some ticked off
jocks who bullied their way although high school started using their intimidating presence on
students to extort them for grades and money. Wayne decided to test his powers on them. Not
only was he successful in defeating this gang, he got his picture in the paper. This began his
part time job as a super hero. Mind you he doesn’t have a car (uses public transportation) or
any money to fund his career; nonetheless Adonis has made a name for his himself in the super
hero community. Enough so the Victory City Sentinels (now known as the Watchguard) are
thinking about recruiting him. OF course once they realize he is not what he appears to be, they
are likely to reject him unless of course he can truly prove himself as a true hero and not a
bumbling, just win by the skin of his teeth kind of champion.

Real Name: Wayne Basil Bentley
Occupation: College student and super hero
Alignment: Scrupulous
Power Category: Imbued
Experience Level: 6th level
Hit Points: 41/As Adonis 81 S.D.C.: 30/as Adonis 77
P.P.E.:12
Appearance: Wayne face is full of zits and he wear glasses as thick as coke bottles. He
looks like a typical college nerd with clothes bought at the Good Will Store that are at least 20
years or older. As Adonis he is a good looking, clean-shaven male with short, stylish brown hair
and brown eyes. His physique is athletic and statuesque.
Attributes: I.Q. 19, M.E.14, M.A. 15/19, P.S. 7/11, P.P. 5/9, P.E. 7/15, Spd. 9/14, P.B. 9/19
Age: 21, Sex: Male, Height: 5 foot and 2 inches (1.57 m)/6 foot and 2
inches (1.87 m), Weight: 110 lbs (49.5 kg)/220 lbs (99 kg).
Imbuing Agent: Perfect Pills, Addition: None, Effective: Works on him or
anyone in his bloodline, Creation: Wayne only, Duration: 70 minutes.
Minor Super Abilities: Physical Perfection, Iron Will, Defense Will, and Healing Factor.
Attacks per Melee: 2 attacks per melee round and 5 non-combat actions.
Combat Training: Non-combatant
Combat Bonuses: As Wayne -1 to initiative, -2 to strike, -2 to parry, -1 to dodge, -2 to
roll with punch/fall, and -2 to pull punch. As Adonis +1 to dodge, he can utilize his defensive will
to increase his combat abilities.
Combat Skills: Punch 1D4
Saving Throws: As Wayne -2 to disease, -3 to drugs & poison, -3 to save vs. magic, -5%
to save vs coma/death, and fatigues 25% faster than normal. As Adonis needs a 12 or better to
save vs. psionics, +3 to save vs. psionics, +45% to save vs. coma/death, +7 to save vs.
possession, +6 to save vs. mind control, +5 to save vs. illusions, +5 to save vs. horror factor,
+6 to save vs. magic, +6 to save vs. disease, +3 to save vs. insanity, fire and cold does half
damage, poison, toxins, and chemicals inflict 1/3 the damage, effect, penalty, and duration if fail
to make the save.
Other Bonuses: +5% to all skills. As Adonis +45% charm/impress.
Educational Background: Three year college student
Common Skills: Read-Write/Speak English 97%98%, Mathematics: Basic 95%, and Pilot:
Automobile 83%.
Science Program: Computer Operation 98%, Mathematics: Advance 96%, Chemistry
98%, Chemistry: Analytical 85%, and Chemistry: Pharmaceutical 90%.
Investigation Program: Research 90%, Photography 85%, and Writing 75%.
Technical Program: Computer Programming 88%, Law (General) 85%, History
98%/90%, and Art (Sculpture) 85%.
Secondary: First Aid 80%, Pilot: Bicycling 83%, Pilot: Rollerblades & Skateboards
73%, Prowl 60%, Streetwise 43%, Astronomy & Navigation 65%, Identify Plants & Fruits 60%,
Land Navigation 65%, Performance 55%, Public Speaking 55%, Radio: Basic 55%, and T.V./Video
45%.
Money: He still owes $9725 in student loan debt. He does whatever he can to make extra
money.
Weapons: He relies on his super abilities.
Vehicles & Equipment: None, although he always keeps at pill bottle on his fanny pack
that stores 2D6+4 pills in it. He can always go back to the science lap at VCU to make more.


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Unread postPosted: Thu Mar 29, 2012 12:31 am
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3139
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
TOM FOOLERY

Linwood Porter was raised around the circus. His partners where George and June Porter, the
Fabulous Fliers, a trapeze act known for its incredible stunts and acrobatics. At the age of
eight, Linwood joined the act. Four years later, he was becoming as big of a star as his parents.
Unbeknownst to him and his mother, his father acquired some gambling debts and the lone shark
was getting frustrated that his father hadn’t paid yet. So he decided to send a message. A few
days later, Linwood came down with a terrible head cold so his parents wouldn’t let him perform.
Linwood watched from the grand stand as his parents performed. Then all of a sudden someone
shot his father just as he caught his mother. This caused them both to fall from the trapeze
without a net killing them both. The shock of witnessing his partners die snapped the psyche of
young Linwood. Weeks later the circus owner asked Linwood if he felt like performing. Linwood
said yes, he wanted to carry on the legacy of his parents. But when Linwood tried to practice
he kept reseeding the image of his parents falling and couldn’t perform. Irate that his top stars
where gone and he was left with their useless brat, the circus owner made Linwood a clown.
Putting the makeup on just added to the emotional trauma Linwood suffered. The other clowns
performers were not kind at all to him. Two years later, Linwood completely snapped after being
hit in the face with a cream pie in the face was also full of elephant dung. Two days later
accidents started happening around the circus, the human cannonball cannon explode with him
inside. Tiny weights were added to the knife thrower knives causing them to wobble off balance
and killed his assistant. A pill was put into the water and made the big cats go crazy and turn
on the lion tamer. This and many more accident eventually caused the circus to close down.
Linwood still wearing his clown makeup disappeared into the night. Weeks later he sabotaged a
Ferris wheel killing two-thirds of the people on board. Days after that he put an explosive device
on a test of strength device and a guess your weight game. Since then the evil Tom Foolery
continues to play havoc with the circus world and amusement parks all across the country. He
enjoys killing people and taking away their happiness at the moments they should be the most
greatful. S.C.R.E.T. and G.I.G.M.A. are not after him because he is not considered a super being,
but he is wanted by the FBI and the Sector.

Real Name: Linwood Porter
Occupation: Circus Performer and Lunatic
Alignment: Diabolic
Power Category: Stage Magician
Experience Level: 8th
Hit Points: 49 S.D.C.: 50
P.P.E.: 7
Appearance: He dresses in the attire of a circus clown. His appearance is constantly
changing as he never wears the same costume or make-up twice. No one has ever seen what
he looks like without any make-up on..
Attributes: I.Q. 14, M.E. 11, M.A.20, P.S. 19, P.P. 20, P.E. 20, Spd. 26, P.B. 10
Age: 25, Sex: Male, Height: 5 foot and 8 inches (1.72 m), Weight:
165 lbs (74.25kg)
Vulnerability: Linwood suffers from explosive disorder (prone to violent outburst) and
hebephrenia (a form of schizophrenia characterized by regressive behavior and a perpetual silly
grin). He is a sociopath. He has no problem killing anyone, but his prime targets are those who
take their children to the circus. He usually torture and kills his victim with a twisted version of a
circus act (human cannonball, lion tamer, high wire balancing act, trapeze artists, etc).
Attacks per Melee: 5 (2 initial +3 from Hand to Hand)
Combat Training: Martial Arts
Combat Bonuses: +2 to initiative, +5 to strike, +7 to parry, +7 to dodge, +4 to damage,
+8 to roll with punch/fall, +4 to pull punch, and +3 disarm.
Saving Throws: +10% to save vs. coma/death and +3 to save vs. poison & magic,
Combat Skills: Karate Punch 2D4, Power Punch 4D4 (2), Backhand 1D6, Elbow/Forearm
1D6, Knee 1D6, Karate Kick 2D4+2, Snap Kick 1D6+2, Roundhouse Kick 3D6+2, Crescent Kick
2D4+4, Tripping/Leghook (cannot be paired, must dodge or knockdown), Jump Kick 6D6, Flying
Jump Kick 4D6, Leap Attack, All Holds, Paired Weapons, and Critical strike on an unmodified roll
of 18-20.
Other Bonuses: 50% trust/intimidate
Special Skills: Sleight of Hand, Contortionist, and Juggling (+1 to strike, parry, throw/13
objects) 90%.
Educational Background: Special Education
Common Skills: Read-Write/Speak English 98%/98%, Language: Spanish 80%,
Mathematics: Basic 98%, Pilot: Automobile 94%, and Pilot: Motorcycle 98%.
Sleight of Hand Program: Card Sharp 92%, Concealment 82%, Palming 90%, Pick
Locks 95%, Pick Pocket 90%, Find Contraband 68%, and Streetwise 62%.
Illusion & Magic Program: Performance 92%, Public Speaking 98%, Dance 80%,
Disguise 87%, Escape Artist 98%, Imitate Voice & Sounds 90%/83%, T.V./Video 90%,
Surveillance 80%, Basic Electronics 80%, and Chemistry 98%.
Physical Program: Acrobatics (Sense of Balance 98%, Walk Rope 94%, Climb Rope
98% Back Flip 98%), Athletics (General), Climbing 90%, and Prowl 80%.
Learned Skill: Demolitons 86% and Demolitions Disposal 86%.
Secondary Skills: Hand to Hand: Martial Arts, Running, Carpentry 65%, Pilot: Truck 96%,
Pilot: Bicycling 84%, Prowl 65%, Basic Mechanics 80%, Jury Rig 65%, Wardrobe & Grooming
74%, Aerobic Athletics, Radio: Basic 55%, and Ventriloquism 28%.
Money: He has $45,000 dollars hidden away. Most of the things he makes are stolen or
his home design with stolen money.
Weapons: He relies on his physical capabilities and his evil mind that loves to design
deadly circus performing killer traps
Equipment & Vehicles: When he prepares for a “killer performance”, he has all the
equipment he needs to help him ahead of time. In combat, he must utilize his devilish quick
thinking and ingenuity.


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Unread postPosted: Sat Mar 31, 2012 7:08 am
  

Knight

Joined: Fri Jan 03, 2003 2:01 am
Posts: 4308
Location: Québec
Ther Great Reagren Wright.


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Unread postPosted: Mon Apr 02, 2012 4:29 pm
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3139
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
CRUNCH

When coach Burns wanted someone to break down the offensive line and sack the
quarterback, he turned to his defensive lineman Cedric “Crunch” Sherman. Sherman was
always a big kid with a big appetite. It was nothing for him to eat three lunches in the school
cafeteria. He packed on the pounds then run them off on the grid iron. He was also smart
and well liked, as big hearted as he was big in the belly. Then one day he learned his father
died of a heart attack. After the funereal, he vowed to lose weight. But nothing he tried
seem to help him any. Then one night feeling depressed he eating a tub of ice cream when
he saw an infomercial about a new fancy diet supplement. The salesman on T.V. made an
impression on Cedric so he made a phone call, used his mom’s credit card and bought the
product. A week later it came and Cedric began taking the pills. To his surprise instead of not
wanting to eat, he wanted to eat more, but he wasn’t gaining any weight. If anything he
was getting more energized. He wasn’t losing the weight but he seemed full of vigor. Soon he
was eating everything, literally everything in sight. Realizing this new found appetite and big
mouth had to be a result of something phenomenal Cedric decided to put this new found
power to good use, just as his dad would have wanted him to do. So Cedric put together a
collection of football uniforms and shirts together along with his nickname on the back. Now
he was a super hero to take bite out of crime. Only the bullets hurt after getting shot. Yet
overtime, he figured out the good and the bad with being a super hero, plus it also helped
out when he got tips from his idol Constitution from the Sentinels of Liberty and Justice.
Cedric is a minor hero but his heart and courage is just about as large as his appetite.

Real Name: Cedric Sherman
Occupation: Burger Haven employee, Wanna Be Super Hero
Alignment: Scrupulous
Power Category: Minor Hero (Mutant)
Experience Level: 4th
Hit Points: 34 S.D.C.: 65
P.P.E.: 21
Appearance: Cedric has always been a big, pudgy guy. However, he is a surprising
good athlete, especially in a football uniform. His teeth are full of fillings Whenever he goes
out in public he wears a hodgepodge football uniform and one of the old fashion helmets (no
face guard) with the number 00 on the front and the name Crunch in the back. Cedric is a
young African American male with brown eyes and dark black hair.
Attributes: I.Q. 14, M.E. 9, M.A. 12, P.S. 17, P.P. 13, P.E. 16, Spd. 10, P.B. 9
Age: 20, Sex: Male, Height: 6 foot (1.82 m), Weight: 340 lbs (153 kg)
Major Super Ability: Super-Consumption
Combat Training: Expert
Attacks per Melee: 5 (2 initial + 3 from Hand to Hand)
Combat Bonuses: +2 to initiative, +3 to strike/+4 wet, +3 to parry, +3 to dodge, +2 to
damage, +4 to roll with punch/fall, and +2 to pull punch.
Saving Throws: Impervious to ingested poison, +1 to save vs. poison and magic, +4%
to save vs. coma/death, and +3 to save vs. drugs.
Combat Skills: Punch 1D4, Elbow/Forearm 1D6, Knee 1D6, Power Blow 2D4 (counts as
two attacks), Supernatural Bite 3D6, Body Block/Tackle 1D4 (must parry/dodge or
knockdown), Pin 18-20, Crush 2D4+2, and All Holds.
Educational Background: On the Job Training
Common Skills: Read-Write/Speak English 92%/88% and Pilot: Automobile 72%.
Physical Program: Hand to Hand: Expert, Body Build & Weightlifting and
Wrestling.
Domestic Program: Mathematics: Basic 80%, Cook 70%, Sports (Football) 65%,
and Sewing inging 75%.
Secondary Skills: Athlete, Pilot: Truck 76%, Streetwise 40%, Land Navigation
52%, Astronomy & Navigation 50%, Computer Operation 72%, Computer Programming 62%,
Research 60%, Language: Spanish 71%, and Literacy: Spanish 50%.
Money: He has $900 in savings. He is working hard at Burger Haven to make enough
money to pay for his college education.
Weapons: His mouth is his own weapon.
Equipment & Vehicles: None. He walks to his crime scenes or takes public
transportation.


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Unread postPosted: Mon Apr 02, 2012 6:26 pm
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3139
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
Okay this guy is my latest favorite.

HANGMAN

Napoleon Ennead was counting up to one hundred by age three. He was also reading the
dictionary and writing down words that he liked, but they were always big words like
claustrophobia. At age five, he use to play his favorite game with his parents hangman. He
give the word and they had to solve it. He loved it when he got to hang a person, which he
almost always seem to do because he picked the biggest words he could think of. He was
too advanced for kindergarten so he went immediately to middle school. In three short years,
he was doing college level education. He was also making a circuit of appearing in every
spelling bee that his parents could get him into and winning them. He was also fascinated by
games of chance like chess and checkers. But what always drove him was playing hangman.
One day he built a contraption after watching a violent movie on T.V. that just fascinated
him about a deadly game show that killed in contestants. He based his on the concept of
hangman. He tried the device on his friend. The friend failed to spell the word
“arithmomania” and he was hung. Napoleon having watched enough T.V. knew how to hide
the body and make it look like a suicide.

At age fifteen, Napoleon appeared on a popular TV game show that allowed him to spell. He
mastered not only how to “spin the wheel” without losing money and getting the highest
total always. He made a ton of money as a junior champion. Later he appeared on other
game shows trying his luck. He was becoming and enjoying the reality T.V. phenomena he
was becoming. Before long people started accusing him of cheating. This made him angry and
he vowed revenge. He searched out those people and using his “hangman” contraption (it
grew more elaborate as the years passed by) and made them play. He always vowed to let
them go if they won. But he continues to choose words nobody “normal” could guess so he
hang them. By age twenty-five he was a self made millionaire. Unable to play any more game
shows, he went to Vegas and clean-up there. Then he was off to Atlantic City and Motor
City where he made even more money. Soon he was enemy #1 with all casinos. However he
was not a mutant or psychic so they had difficult ground barring him since they couldn’t
prove he was a super being cheating. Private eyes and detectives started looking into his
life. He always found them and made them play his hangman game (no more elaborate than
ever). Soon he devoted part of his life to battling the wits of people trying to solve him,
especially so called super heroes like Troubleshooter or anyone else he could match wits
against. More and more elaborate traps involved with spelling and mathematical numbers
became involved. Would be challengers died by the dozens. Today no one knows the truth
about the evil villain known as Hangman. They all see Napoleon Ennead as a self made
millionaire who made his money on game shows. His next target is the American Lottery. He
plans on paying off enough people (or killing enough good people so he can put his own
pawns into place) that allows him to rig the system so the jackpot reaches 1 billion dollars.
Then he will be the one to win the largest jackpot ever. Anyone who gets in his way, he will
hang by the rafters unless they can figure out how to spell
Hippopotomonstrosesquippedaliophobia – the fear of long words.

Real Name: Napoleon Ennead
Occupation: Criminal Mastermind and Game Show Contestant
Alignment: Miscreant
Power Category: Natural Genius
Experience Level: 9th
Hit Points: 67 S.D.C.: 20
P.P.E.: 28
Appearance: Ennead looks like a balding college professor who wears suits from the
1970s (the ugly ones). He wears huge glasses. He is terribly nearsighted. He has spare brown
hair and light blue eyes.
Attributes: I.Q. 32, M.E. 18, M.A. 16, P.S. 14, P.P. 16, P.E. 19, Spd. 11, P.B. 10
Age: 41, Sex: Male, Height: 5 foot and 10 inches (1.55 m), Weight: 170 lbs (76.5 kg)
Insanity: The eccentric Ennead suffers from Arithmomania, a mental disorder that may
be seen as an expression of obsessive-compulsive disorder. Ennead has a compulsive need to
count his actions or objects in his surroundings. For example, he is compelled to count the
steps while ascending or descending a flight of stairs or to count the number of letters in
words. He often felt it is necessary to perform an action a certain number of times to
prevent alleged calamities (must always be an even number). He also suffers from
verbomania, an excessive use of or attraction to words. The moment he hears a long words
he immediately start spelling it.
Mental Disciplines: Analytical Mind, Clinical Outlook, Enhanced Memory, Mental
Toughness, Odds Assessment, Speed Reader, Unnatural Perception, and Find Weakness.
Combat Training: Non-combatant
Attacks per Melee: 6 non-combat melee actions per melee and 3 attacks per melee.
He has no automatic parry.
Combat Bonuses: +4 to initiative, +2 to strike, +2 to parry, +5 to dodge, to damage,
+2 to roll with punch/fall, +2 to pull punch, and +2 to disarm.
Saving Throws: +6 to save vs. insanity, +8 to save vs. Horror Factor, +4 to save vs.,
psionics, +11 to save vs. mind control, permanent mind block (impervious to some psionic
communications, probes and attacks), +2 to save vs. magic & poison, +2 to save vs.
disease, and +8% to save vs. coma/death.
Combat Skills: Punch 1D4
Other Bonuses: +16% to all skills and 40% trust/intimidate.
Educational Background: Special
Common Skills: Read-Write/Speak English 114%/113%, Mathematics: Basic
115% and Pilot Automobile 103%.
Computer Program: Basic Electronics 121%, Computer Operation 138%,
Computer Program 128%, and Computer Repair 126%
Language Program: Read-Write/Speak German, Japanese, Russian, and Chinese
131%/123%.
Mechanical Program: Mechanical Engineer 121% and Locksmith 131%
Science Program: Mathematics: Advance 128%, Chemistry 141%, Artificial
Intelligence 103%, Astrophysics 126%, and Biology 131%
Technical Program: Business & Finance 126%, Research 131%, Photography
126%, and Writing 116%
Information Specialist Program: by Sinestus: Intelligence 114%, Cryptography
121%, Streetwise 72%, and Law (General) 126%.
Electrical Program: Electrical Engineer 126%, Basic Mechanics 131%, and
Electricity Generation 141%.
2nd Technical Skills by John C. Phlipott Rifter #19: Memorization/Study Skills,
Reading/Literary Studies, Riddles & Logic Puzzles, and Strategy Games.
Medical Investigation Program: Crime Scene Investigation 126%, Forensics
126%, Pathology 131%, and Toxicology 131%,
Communication Program: Radio: Basic 141%, Electronic Countermeasures 126%,
T.V/Video 131%, and Sensory Equipment 121%.
Secondary Skills: Barter 82%, Computer Hacking 86%, Optic Systems 91%, Art
(Painting) 96%, Pilot Robot & Power Armor 99%, Cardship/Cardshark 83%, Armorer/Field
Armorer 101%, Pilot: Airplane 102%, Pilot: Avtran 102%, History 121%/101%, Radio: Satellite
86%, General Repair/Maintenance 106%, Language: French 93%, Astronomy & Navigation
96%, Chemistry: Analytical 91%, Cook 81%, Interrogation 76%, Medical Doctor 92%/82%,
Psychology 71%, Literacy: French 66%, and Pilot: Jet Pack 66%
Money: Over the years Ennead has won over $12,750,000 on game shows and
casinos. He is banned from every major casino in the country. Las Vegas cops have been told
to arrest him on sight. This of course does not include the tens of thousands of dollars he
has stolen over the years from various robberies. He has contacted Fabricators Inc who has
put most of his money into special accounts that only he has access too.
Weapons: Never uses any, but he build devices that kill people in a brutal and violent
way usually by hanging.
Equipment & Vehicles: He drives around in the latest vehicle built by Avtran. He loves
their flying vehicles and tries to always be the 2nd person to buy their latest product. Never
the 1st or the 3rd.


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Unread postPosted: Mon Apr 02, 2012 6:37 pm
  

User avatar
Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3139
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
Goal achieved. Time to take a break guys. I have a non-Palladium writing project to work on.
Be back later folks :D :ok: .


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Unread postPosted: Wed Apr 25, 2012 1:28 am
  

User avatar
Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3139
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
Still working on my non-Palladium project and an outline for a short story Rifter submission. But
my group and I where joking around and came up with some vicious combo powers. This one we
had the most fun with so I had to make the N.P.C. I hope G.M.s use him in a fun and cruel
manner and players learn to fear the mad bomber.

META BOMB

Meta Bomb was created by the villainous Grand Inquisitor of the Dark Tribunal. He is the product
of the alien doctor’s experiments in an attempt to create the perfect killing machine. Reginald
has little memory of his former life before he was put in the evil doctor’s hands. Upon gaining his
powers after months of experiments, he underwent personally training with Phantom Panther and
Gemstone. Now he is considered one of their most valued operatives. Reginald's molecular
structure is unstable allowing him to assume the form of other things but he able to cause his
body to explode. Reginald uses his powers to assume the identity of other objects, such as a
one hundred dollars bill, a piece of candy, an envelope (addressed to someone), an apple, a
package, fire hydrant, etc. He then waits for the victim or any unsuspecting person to come in
his presence before he detonates himself, usually killing that person instantly. Meta Bomb likes to
use his powers on the weak and helpless. Few people take the time to notice him, and his
disguises are hardly notices for being threatening, even though he sometimes doe the obvious (a
fire hydrant in the middle of the room). His ultimate goal is to kill the President and his/her family
or anyone else of extreme importance. Already on G.I.G.M.A. and S.C.R.E.T. Top Ten most
wanted list, he intends on doing whatever he has to become number one, even if it means killing
the competition. He is unaware of the DT full plans but he doesn’t entirely care, as long as he
gets to do what he likes doing best, blowing people up. He works alone because he has a
tendency to kill his partners.

Real Name: Reginald Combs
Occupation: Mad Bomber and Terrorist
Alignment: Diabolic
Power Category: Experiment
Experience Level: 8th
Hit Points: 43 S.D.C.: 96
P.P.E.: 22
Appearance: Reginald bears horrible wounds that never heal as a result the initial
explosion. There are cuts and gashes over 80% of his body. Any bandages or dressings he wears
eventually become blood soaked. Reginald has short salt and pepper hair and blue eyes.
Attributes: I.Q. 11, M.E. 15, M.A. 9, P.S. 20, P.P. 14, P.E. 14, Spd. 21, P.B. 15.
Age: 33 years old. Sex: Male. Height: 6 foot, 2 inches (1.88 m), Weight: 180 lbs (81 kg)
Side Effects: Continuous bleeding wounds (Chronic Pain). He can continue functioning
until he is at -32 hit points.
Insanity: He is a sadistic killer who has no problem using his powers without morals or
compassion. He enjoys causing as much death as possible. The more innocents that die the
happier he feels. Suffering is good. Death is good. Blowing up people is fun.
Major Super Abilities: Polymorph and Self Explosion
Minor Super Ability: Unnoteworthy
Note: All of Meta Bomb’s powers are hyper-powered. He cannot minimize or moderate
them. They are always unleashed at maximum power-full damage, full duration, and 30% greater
range.
Combat Training: Assassin
Attacks per Melee: 7 (2 initial +5 from hand to hand)
Combat Bonuses: +2 to initiative, +2 to strike, +4 to parry, +4 to dodge, +9 to damage,
+4 roll with impact/fall, +5 to pull punch, and +3 to disarm.
Saving Throws: Impervious to explosions and shrapnel, falls and high speed impacts do
half damage, and +15% to save vs. coma/death.
Combat Attacks: Karate Punch 2D4, Elbow 1D6, Knee 1D6, Power Blow 4D4 (counts as
two attacks), Body Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and 1 attack/action),
and Death Blow (if desire).
Education Level: On the Job Training
Common Skills: Read-Write/Speak English 94%/95%, Mathematics: Basic 93%, and
Pilot: Automobile 81%.
Espionage Program: Hand to Hand: Assassin, Detect Ambush 80%, Intelligence
75%, Wilderness Survival 80%, Detect Concealment 75%, and Pick Locks 85%.
2nd Espionage Program: Deep Cover: Cryptography 75%, Disguise 75%, Escape
Artist 80%, Forgery 70%, Imitate Voice & Sounds 85%79%, Impersonation 83%/69%,
Photography 90%, Radio: Basic 98%, W.P. Handgun (+4 to aim/+3 to burst), Athlete, and Prowl
60%.
Learned Skills: Demolitions 95% and Demolitions Disposal 95%.
Secondary Skills: Performance 60%, Basic Electronics 65%, Basic Mechanics 75%,
Recognize Weapon Quality 60%, Climbing 75%/65%, Streetwise 48%, Computer Operation 81%,
Land Navigation, Jury-Rig 50%, Salvage 70%, Body Building & Weightlifting, and Physical Labor.
Money: What he doesn’t steal or have paid for him by the Dark Tribunal, he earns doing
freelance jobs. He has little use for money other than providing his basic survival essentials.
Weapons: His ability to explode is all the weapons he needs.
Vehicles and Equipment: He steals whatever he wants. He utilizes whatever equipment he
can use to help him “blend in” to his surroundings to put himself in the best position to kill his
target or as many people as possible.


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Unread postPosted: Mon May 07, 2012 2:06 am
  

User avatar
Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3139
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
Carmen Bellaire created a character for his Open House adventure that was a serious Brute. In
fact that was his name, an alien mega experiment with a supernatural P.S. of 235!!! Now I tried
my best to replicate the character based on the stats on the character sheet and powers like
taking the mega power Tremendous P.S. twice ( :-? ) which is what Carmen did and still couldn't
come up with 235. Anyway because this guy was so unique and interesting I decided to
recreate him the best that I could so use him if you like in your games.

CRUSHO

Crusho belongs to a race of alien from the Ilta Quadrant called Autobrutes. Their planet is near
the border of Atorian controlled sector of the galaxy. According to Crusho, the Atorians have
sent “brain enslavers” to his planet to capture his people to take bake to do smart stuff to them
in a lab. This makes them stronger and tougher to hurt then they naturally are. Their race is
used for front liner fighters and gladiator games. His people wish others in space would keep the
lady aliens and their people away from their planet, but no one is close enough to do much of
anything in terms of aid. Crusho claims to be on board a space ship when something happen
that caused his cargo container to separate from the ship and drift in space. He doesn’t
remember how long he floated in space until he came crashing to Earth. He was found by
Project Secure and taken to secret facility to receive his alien acclimation training. He
graduated with honors and with the ability to speak English. However, he is not the sharpest
tool in the shed so he only released when they need him to take care of a problem that requires
superior brute strength. Otherwise they keep him under lock and key, well only as long as he
really wants to stay under lock and key.

Real Name: Kahas Beklg
Alien Race: Autobrute
Occupation: Project Secure Operative
Alignment: Scrupulous
Power Category: Mega Alien (Experiment)
Experience Level: 2nd level
Hit Points: 186 S.D.C.: 1698
Natural Armor Rating: 10
P.P.E.: 20
Appearance: He is a blue skinned humanoid with green hair. He is rippling with hulking
muscles and dark blue eyes.
Attributes: I.Q. 4, M.E. 5, M.A. 30, P.S. 136/272 supernatural, P.P. 18, P.E. 34, Spd. 13,
P.B. 4
Age: 43, Sex: Male, Height: 8 feet (2.43 m), Weight: 1000 lbs (450 kg).
Originating Alien Environment: High Gravity
Side Effect: Increased Weight
Achilles’ Heel: Slow and ponderous, however, given his high gravity background. This
weakness does not slow him down while on Earth. He takes double damage from magic spells
and magic weapons.
Natural Abilities: Berserker Fury: During combat, all Autobrutes may enter a stage of rage
that turn them into a walking killing machine. When berserk, the Autobrute “doubles” his P.S. and
gains +1 attack per melee round, +3 to strike, +6 to save vs. horror factor, +5 to save vs.
possession, and mind control, and becomes immune to the effects of fatigue and pain (suffers
no pain penalties). While berserk the Autobrute becomes -3 to parry and absolutely refuses to
dodge incoming attacks. Berserk Autobrutes favor simultaneous attacks with their opponents,
doling out blow for blow. The berserk fury last until no obvious threats remain in view. When
berserk, the Autobrute can distinguish between friend and foe. After this rage has subsided, the
Autobrute is emotionally and physically drained and functions at half speed and combat ability
for 20 minutes, during which time the Autobrute can not enter another berserker fury. In fact,
the fury is such that it can only be done three times in a single day (24 hours period).
Mega Powers: All normal Mega-Abilities plus Tremendous Physical Strength (twice).
Major Super Abilities: Massive Damage Capacity and Supernatural P.S. Note: Regenerate
1 hit points/S.D.C. every two minutes (30 an hour). Note: He can normally carry 40,800 lbs
(20.4 tons) and lift 68,000 lbs (34 tons). When enraged he can carry 81,600 lbs (40.8 tons) and
lift 136,000 (68 tons).
Minor Super Ability: Heavyweight
Attacks per Melee: 5 (2 Initial +2 from Hand to Hand +1 from boxing)
Combat Training: Expert
Combat Bonuses: +1 to initiative, +2 to strike, +8 to parry, +8 to dodge, +137 to
damage/+257 when berserk, +5 to roll with punch/fall, and +4 to pull punch.
Saving Throws: +44% to save vs. coma/death, +1 to save vs. possession, +8 to save
vs. horror factor, +9 to save vs. magic, +8 to save vs. poison, -2 to save vs. illusion, -1 to save
vs. psionics and mind control, and -1 to save vs. insanity.
Combat Skills: Restrained Punch 5D6, Full Strength Punch 2D4x10, Headbutt 1D4x10,
Power Punch 3D6x10 (counts as two attacks), Elbow/Forearm 2D6x10, Knee 2D4x10,
Roundhouse Kick 4D6x10, Axe Kick 3D6x10, Leap Kick 5D6x10 (counts as two attacks), Body
Block/Tackle 2D4x10 + P.S. damage bonus (parry or dodge to avoid knockdown), Pin 18-20,
Crush 2D4x10 + P.S. damage bonus, All Holds, Knockout on an unmodified roll of 20, and Death
Blow (if desired) on unmodified roll of 16-20.
Other Bonuses: 97% trust/intimidate
Educational Background: Combat Specialist who has studied Earth.
Special Skills: Speak Native Tongue 98%, Boxing, Wrestling, Kick Boxing, Athlete, Hand to
Hand: Expert, Wilderness Survival 45%, Land Navigation 44%, Language: English 90%.
Secondary: Cook 45% and W.P. Sword (+1 to strike/parry).
Money: He has little use for money. Project Secure supplies him everything he could ever
want.
Equipment & Vehicles: He has limited access to Project Secure technology. They
transport him wherever they need to take him.


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