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Unread postPosted: Mon Jul 29, 2019 1:45 pm
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3106
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
PHANTOM GHOST

Real Name: Anthony Rentz
Occupation: Senior in High School, Super villain
Alignment: Aberrant
Power Category: Mutant
Experience Level: 4th
Hit Points: 35 S.D.C.: 82
P.P.E.: 22
Appearance: Anthony looks like a regular Hispanic American with an average build. He has
mid-length, wavy stark white hair and white eyes. He engages in minimal exercise.
Attributes: I.Q. 17, M.E. 12, M.A. 9, P.S. 13, P.P. 14, P.E. 14, Spd. 23, P.B. 13
Age: 17, Sex: Male, Height: 5 foot and 8 inch (1.72 m), Weight: 145 (65.25 kg)
Unusual Characteristics: Double Jointed, White hair, and White Eyes.
Major Super Abilities: Possession and Intangibility (Power Combo). These two super
abilities work simultaneously. HF 12.
Minor Super Ability: Mental Stun
Combat Training: Basic
Attacks per Melee: 5 (2 initial + 3 from Hand to Hand)
Combat Bonuses: +3 to parry, +3 to dodge, +5 to auto dodge (intangible) +5 to roll with
punch/fall, and +2 to pull punch.
Saving Throws: +6 to save vs possession and +2 to save vs mind control.
Combat Skills: Punch 1D4, Power Punch 2D4 (Counts as two attacks), Elbow/Forearm
1D6, Knee 1D6, and Karate Kick 2D4.
Other Bonuses; +3% to all skills.
Educational Background: High School with some special training.
Common Skills: Read-Write/Speak English and Spanish 91%/95%,Mathematics: Basic
91%, Pilot: Automobile 75%, and Escape Artist 82%/53%.
Professional Thief Program: Pilot: Motorcycle 84%, Barter 58%, Climbing 68%/58%,
Hand to Hand: Basic, Law (General) 58%, Pick Locks 58%, Palming 48%, Pick Pocket 58%, Prowl
53%, 73%, Streetwise 44%, Detect Concealment 53%, and Find Contraband 50%.
Secondary Skills: Concealment 39%, Athletics (General), Running. Swimming 73%, Land
Navigation 55%, Art (Graffiti) 58%, Dance 53%, Ventriloquism 35%, Photography 63%, W.P.
Handgun (+2 to aim/+1 to burst), Performance 38%, and Basic Electronics 38%.
Money: He steals whatever he needs.
Weapons: Automatic Pistol: Range: 170 feet (52 m), Damage: 3D6, Rate of Fire: Single
shot/semi-auto, Payload: 15 rounds magazine.
Mental Stun, Range: 60 feet (18.2 m) or touch, Damage: Special. Victims lose one attack
per melee round, have no initiative, and are -3 to strike, parry, and dodge. -6 to Perception Rolls
and roll with punch, fall, or impact. Reduce skill performance and speed by 40%. Duration:
Victims suffer penalties for two melee rounds. Attacks Per Melee: Counts as three hand-to-hand
attacks. Each attack can only be directed toward a single person (entity) at a time, not an entire
crowd at once. Saving Throw: 15 or higher is need to save (M.E. bonus vs psionic can be
applied).
Equipment & Vehicles: He uses whatever is available to him or whatever the mission
requires.


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Unread postPosted: Mon Jul 29, 2019 1:49 pm
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3106
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
POM POM

Real Name: Jane Manns
Occupation: Senior in High School, Super villain
Alignment: Aberrant
Power Category: Mutant
Experience Level: 3rd
Hit Points: 33 S.D.C.: 56
P.P.E.: 28
Appearance: Jane is a good looking young woman who engages in regular exercise
(cheerleading). She has short, wavy, bright flaming red hair. She has orange eyes. She is
typically wearing her cheerleading outfit.
Attributes: I.Q. 17, M.E. 15, M.A. 11, P.S. 17, P.P. 26, P.E. 18, Spd. 46 (32 mph/51 km), P.B. 15
Age: 17, Sex: Female, Height: 5 foot and 5 inch (1.67 m), Weight:
115 lbs (51.75 kg)
Unusual Characteristics: Ambidextrous, delicate, sensitive hands/fingers, orange eyes, and
bright red hair.
Minor Super Abilities: Exploding Spheres, Extraordinary P.P., Energy Resistance, and Heighten Sense of Balance.
Combat Training: Basic
Attacks per Melee: 6 (2 initial +2 from Hand to Hand +1 from ambidextrous) +1 from
powers
Combat Bonuses: +6 to strike, +10 to parry, +9 to dodge (+9 to auto dodge), +2 to
damage, +9 to roll with punch/fall, +5 to maintain balance, and +2 to pull punch.
Saving Throws: Immune to the first 20 points of energy damage in a melee round, rest is
half. Impervious to stun energy.
Combat Skills: Punch 1D4, Power Punch 2D4 (Counts as two attacks), Elbow/Forearm
1D6, Knee 1D6, Snap Kick 1D6, and Karate Kick 2D4.
Other Bonuses: +3% to all skills
Educational Background: High School with some special training.
Common Skills: Read-Write/Speak English 89%/94%, Mathematics: Basic 84%, and Pilot:
Automobile 72%.
Physical Program: Acrobatics (Sense of Balance 98%, Walk Rope 97%, Climbing 73%,
Climb Rope 98%, and Back Flip 98%), Gymnastics (Rings and Bars 98%), Athletics (General),
and Running.
Secondary Skills: Hand to Hand: Basic, Streetwise 35%, Pick Locks 70%, Pick Pocket
60%, Seduction 32%, Prowl 63%, Dance 58%, Swimming 78%, Sewing 63%, Cooking 53%,
Performance 33%, and W.P. Grenade (+2 to throw).
Money: She steals whatever he needs.
Weapons: Exploding Spheres, Range: 90 feet (27 m) thrown, mentally directed 30
feet (9.1 m) at a speed of 7 mph/11 km), or hover stationary 1-7 feet (.3 to 2.1 m) above
ground, Damage: 3D6 points of damage (3 foot/.9 m) blast radius, Duration: Impact/touched or
time-delayed for 3 minutes, Number of Spheres: Two, Bonus: +1 to throw.
Equipment & Vehicles: She uses whatever is available to her or whatever the mission
requires.


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Unread postPosted: Mon Jul 29, 2019 1:53 pm
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3106
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
DEAD WEIGHT

Real Name: Adam Schmidt
Occupation: Senior in High School, Super villain
Alignment: Miscreant
Power Category: Mutant
Experience Level: 3rd
Hit Points: 51 S.D.C.: 171
P.P.E.: 25
Appearance: Adam is an athletic African American male with short, curly black hair. He has
a stocky build despite his size and wears size 28 shoes. He has white eyes.
Attributes: I.Q. 17, M.E. 12, M.A. 13, P.S. 38, P.P. 13, P.E. 33, Spd. 20, P.B. 15
Age: 17, Sex: Male, Height: 6 foot and 3 inch (1.92 m), Weight: 350
lbs (157.5 kg).
Unusual Characteristics: Stocky, extra large feet, and white eyes. Note: He can carry and
lift at Superhuman P.S. levels. 7600 lbs (3420 kg) 11,400 lbs (5130 kg).
Major Super Ability: Rechannel Kinetic Energy
Minor Super Abilities: Energy Expulsion: Force, Power Channel, and Immovability
(Supernatural P.S. of 39 or greater).
Combat Training: Basic
Attacks per Melee: 5 (2 initial +2 from Hand to Hand +1 from boxing)
Combat Bonuses: +2 to strike (reabsorbed) , +5 to parry, +5 to dodge (+9 to auto
dodge), +18 to damage, +7 to roll with punch/fall, and +2 to pull punch.
Saving Throws: Impervious to physical attacks/kinetic energy (he can be cut and
stabbed).
Combat Skills: Punch 1D4, Power Punch 2D4 (Counts as two attacks), Elbow/Forearm
1D6, Knee 1D6, Snap Kick 1D6, Body Block/Tackle 1D4 + P.S. (parry or dodge to avoid
knockdown), Pin 18-20, Crush 1D4 + P.S., All Hold, and Knockout on an unmodified roll of 20 for
1D6 melees.
Other Bonuses: +3% to all skills.
Educational Background: High School with some special training.
Common Skills: Read-Write/Speak English 89%/94%, Mathematics: Basic 84%, and Pilot:
Automobile 72%.
Physical Program: Boxing, Wrestling, Athletics (General), and Body Building/Weightlifting.
Secondary Skills: Hand to Hand: Basic, Football 58%, Basic Mechanics 58%, Automotive
Mechanics 72%, General Repair/Maintenance 63%, Basic Electronics 48%, Land Navigation 51%,
Pilot: Truck 74%, Fishing 58%, Performance 33%, and Wilderness Survival 38%.
Money: He steals whatever he needs.
Weapons: Energy Expulsion: Force, Range: 200 feet (61 m) +300 feet (91 m) if
rechanneled, Damage: 3D6 (or the rechanneled attack), Penalty: -2 to parry and dodge, Bonus:
+5 to aim/+2 wild.
Power Channel, Body Block/Tackle 3D6, Headbutt 2D6, Punch 4D6, Power Punch
6D6x2 (Counts as four attacks), Kick 5D6, Jump Kick 5D6x2 (use all attacks for melee, first
attack in melee round).
Equipment & Vehicles: She uses whatever is available to her or whatever the mission
requires.


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Unread postPosted: Mon Jul 29, 2019 1:58 pm
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3106
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
OMICRON

Real Name: Dexter Stamp
Occupation: Senior in High School, Super villain
Alignment: Aberrant
Power Category: Mutant
Experience Level: 3rd
Hit Points: 57 S.D.C.: 170
P.P.E.: 25
Appearance: Dexter looks like very nerdish and has zero athletic ability. He has terrible
acme and wears glasses. Dexter has short, straight, purple hair and very large dusty, orange
eyes.
Attributes: I.Q. 21, M.E. 20, M.A. 20, P.S. 14, P.P. 12, P.E. 20, Spd. 12, P.B. 7
Age: 17, Sex: Male, Height: 5 foot and 7 inches (1.73 m), Weight:
140 lbs (63 kg)
Vulnerability: Dexter is extremely nearsighted. He has to wear his glasses in order to see.
Reduce combat bonuses by one-half, 1 attack per melee round, and -35% to perform skills.
Dexter also has loss off feeling in his skin throughout his body and fingers.
Unusual Characteristics: Purple Hair. Orange Eyes, Large Eyes, and Disfigured Face.
Major Super Ability: Energy Doppelganger
Minor Super Abilities: Immune to Melee Attacks, Impervious to Energy and Electricity, and
Increased Durability.
Combat Training: None.
Attacks per Melee: 2 attacks/3 non combat action. No automatic parry.
Combat Bonuses: +1 to dodge.
Saving Throws: Impervious to all melee attacks (Supernatural P.S. does half damage) and
those under 120 mph (192 km), +3 to save vs psionics & insanity, +20% to save vs coma/death,
and +3 to save vs magic & poison.
Combat Skills: Punch 1D4.
Other Bonuses: +7% to skills and 60% trust/intimidate.
Educational Background: High School with some special training.
Common Skills: Read-Write/Speak English 93%/98%, Mathematics: Basic 88%, and Pilot:
Automobile 76%.
Computer Program: Basic Electronics 58%, Computer Operation 81%, Computer
Programming 71%, Computer Hacking 47%, and Computer Repairs 57%.
Secondary Skills: Radio: Basic 72%, Mathematics: Advance 78%, Astronomy & Navigation
62%, Research 62%, Writing 47%, Photography 57%, T.V./Video 57%, Law (General) 62%,
Prowl 47%, Pilot: Skateboard 66%, Performance 37%, and Streetwise 31%.
Money: He steals whatever he needs.
Weapons: Energy Doppelganger, Range: 3 miles (4.8 km), Duration: 3D6x10
minutes (twice a day), Same attributes and skills of creator (half skills), 230 S.D.C, Half damage
from melee attacks and projectiles. Impervious to explosions, fire, cold, and radiation. Electricity
and other energy attacks do full damage. Impervious to most psionic and mind control. Energy
Travel 600 mph (960 km), Two attacks per melee round, Energy Bolt, Range: 90 feet (27 m),
Damage: 5D6+3, Bonus: +2 to strike. Nova Explosion.
Equipment & Vehicles: He uses whatever is available to her or whatever the mission
requires.


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Unread postPosted: Mon Jul 29, 2019 2:04 pm
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3106
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
BONE CHILL

Real Name: Leonard Froid
Occupation: Senior in High School, Super villain
Alignment: Aberrant
Power Category: Mutant
Experience Level: 5th
Hit Points: 46 S.D.C.: 40
P.P.E.: 29
Appearance: Despite his appearance, he has the physique of an adult male with an
average build who does not engage in regular exercise. The color of his skin/flesh, hair, blood,
and eyes is clear. Only his skeleton is visible. HF 12.
Attributes: I.Q. 20, M.E. 10, M.A. 12, P.S. 12, P.P. 14, P.E. 22, Spd. 15, P.B. 4
Age: 29, Sex: Male, Height: 6 foot and 1 inch (1.85 m), Weight: 175
lbs (78.75 kg)
Unusual Characteristics: Transparent Skin (his flesh/skin, hair, blood, etc are invisible,
allowing his skeleton to be seen). He takes half damage from laser/light attacks.
Major Super Ability: Regeneration Ultima
Minor Super Abilities: Impervious to Cold & Freezing, Energy Expulsion-Icy Mist, and
Energy Expulsion: Cold.
Combat Training: Basic
Attacks per Melee: 5 (2 initial +3 from Hand to Hand0)
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: Impervious to disease, +14% to save vs coma/death, +6 to save vs drugs
+4 to save vs magic, and +8 to save vs poison. Even if fail save vs drugs, toxins, and poison, the
duration, penalties, symptoms, and damage are one-quarter normal.
Combat Skills: Punch 1D4, Power Punch 2D4 (counts as two attacks), Elbow/Forearm 1D6,
Knee 1D6, Karate Kick 2D4, and all Holds.
Other Bonuses: +6% to skills.
Educational Background: B.A. degree and some special training.
Common Skills: Read-Write/Speak English 96%/98% and Pilot: Automobile 81%.
Science Program: Computer Operation 98%, Research 98%, Mathematics: Advance 98%,
Chemistry 98%, Chemistry: Analytical 86%, Chemistry: Pharmaceutical 91%, and Biology 91%.
Business Program: Mathematics: Basic 98%, Business & Finance 86%, Law (General)
98%, Public Speaking 81%, and Wardrobe & Grooming 96%.
Investigation Program: Photography 86% and Writing 76%.
2nd Investigation Program: Streetwise 66%, I.D. Undercover Agents 96%, Find
Contraband 72%, and Intelligence 78%.
Secondary Skills: Radio: Basic 81%, Prowl 56%, Swimming 81%, Art (Ice Sculpting) 76%,
Wilderness Survival 61%, W.P. Energy Expulsion (+1 bonus), Preserve Food 61%, General
Repair/Maintenance 76%, First Aid 66%, and Computer Programming 65%.
Money: He has $5000 in his checking account and $1200 in his savings. He has another
checking account set up by Fabricators Inc that has $26,000 in it.
Weapons: Energy Expulsion: Icy Mist, Range: Self or a 10 foot (3) radius, or a 12
foot (3.6 m) radius cloud of cold, Damage: 3D6 for every 5 seconds, Duration: One full melee,
Bonus: +3 to aim/+1 to wild.
Energy Expulsion: Cold, Range: 300 feet (91.5 m), Damage: 6D6, Bonus: +3 to aim/+1 to
wild.
Note: Each of his cold powers requires the victim to save vs non-lethal poison (16 or
better, P.E. bonus only). A failed save means one of his limbs temporarily goes number from the
cold. Reduce combat bonus and speed by 25%. A victim that loses all their S.D.C. from freezing
damage or has all limbs, including head and chest, frozen, lapses into a frozen state, even if he
has plenty of Hit Points left. Those who receive first aid/professional treatment within 3D4
minutes can be revived with little or no side effect. Those who lose S.D.C. and Hit Points are
+25% to save vs coma/death and gets 3D4 Hit Points back when revived.
Armor: His costume has a Bio-Aura on it. A.R. 9, S.D.C.
Equipment & Vehicles: He uses whatever is available to him or whatever the mission
requires.


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Unread postPosted: Sun Sep 22, 2019 8:12 am
  

Knight

Joined: Fri Jan 03, 2003 2:01 am
Posts: 4291
Location: Québec
Can,wait to see the heroes who face Gamma squad?

Any plans to make characters from Expanded Special training from Rifter?


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Unread postPosted: Sun Oct 06, 2019 8:38 pm
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3106
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
Wow can't believe I've been gone this long. Been working on lots of fantasy material. But will make
some time for some Hero stuff.


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Unread postPosted: Sun Oct 13, 2019 6:16 pm
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3106
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
Watching this documentary on PBS made me dig up some 1st edition villains who were originally inspired by the Palladium Robotech Book
Lancers Rockers. Later they band became an evil rock band with sonic alien tech. Then along came the Powers Unlimited Books and they
became the super villain rock band Sound Collection. I'll be posting them soon and their evil manager. Great villains and hope inspire G.M. to
use them for some great adventures.


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Unread postPosted: Mon Oct 21, 2019 11:59 am
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3106
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 SOUND COLLECTIVE

They are an American rock band and unbeknown to the public a group of super villains who
all have various powers that are sound (and vibration) related. The group consists of Lance Ross
(vocals), Electro (lead guitar), Mack Blake (bass), Davy Jones (keyboard), Percussion (drums),
and backing vocalist, the twins Hamony and Melody. Their style is rooted in hard rock, heavy
metal, and pop rock. They have several gold and platinum albums, and one multi-platinum
album. They’re often referred to as the “Loud Boys from Ultropolis.” If however anyone took a
good look at them, they’d realize wherever Sound Collective plays a live event, that city has a
good chance of being hit with a major super crime.
Sound Collective was created by businessman Michael Thorn who himself use to be a super
villain during his youth. Later he retired and decided he wanted to use his genius and his wealth
to punish the world with music. So using his various contacts with Fabricators Inc and the
criminal underworld of Century Station, he gathered five down on their luck super powered
beings with musical talent. He harnessed their abilities and molded them into a functioning rock
band. He secured them a record deal and a promotional tour. Between their live shows and
airplay on the radio, video, and streaming, their first album reached gold status and went on to
sell three million copies. Meanwhile, Michael Torn use their super abilities to assist him in making
technological breakthroughs, stealing high tech equipment from KLS Corporation, Cyberworks
Network, and Stardustechnologies. They also did some freelance work for Fabricators Inc, for the
Minotaur in Century Station, and the Syndicate Crime Family. Currently, Michael Thorn is busy
building a powerful “sonic hypnotic amplifier” that will use Lance, Melody, and Haromony’s “Power
of Command” on a massive scale (affecting the audience and everyone listening) that will be used
to blackmail a city like Ultropolis or perhaps any of the European capitals unless they pay a huge
ransom. He even dreams of using it against the whole world.
As for the band members, they relish their dual careers as rock stars and super villains
terrorizing the world with sound. On stage, they dress in their flamboyant costumes and their
mutant characteristics (hair, eyes, etc) are thought to be makeup. As super villains, they wear
black & white stripped robber costumes with black masks and dye their hair white or black.
Thus far, no one has caught one, and Michael keeps a close eye on the band, making sure despite
their weeks of touring and fast-paced life that drug, alcohol, and other vices do not affect their
performances on stage on in the field. Each member of the band has unknowingly swallowed a
nanotech device (Bio-Comp Self-Monitoring System) that sends a signal that only Michael can
hear (ultra sonic sound) to keep track of the band members. The band has also been injected
with nanotech devices designed to respond to his voice or electronic audio commands (even
those prerecorded). He merely says the word and the nanotech within their nervous system
sends out an electrical signal that immediately disrupts their nervous systems (similar to the
super psionic power of Bio-Manipulation) with no saving throw possible. The audio signal can also
be sent by military and/or civilian satellites, which means he can target them anywhere on the
planet. There is no place for Sound Collection to hide. The signal is impervious to counter
jamming. The nanotech needs to be replaced every 8D6 weeks (which Michael puts in their food
and drink). The band simply believes Michael has some kind of mental power over them, but they
very rarely give him reason to discipline them. He’s made them rich, famous, and given them a
purpose in life. They will come to his defense if anyone or anything threatens him, especially
David and the girls.
Sound Collective rarely does concerts in Century Station (too much competition and way too
many super heroes that might interfere). Right now, their goal is to finish the “sonic hypnotic
amplifier” and their next album before testing it out on their worldwide tour.

Sound Collective Organization Statistics

A. Outfits: Open Wardrobe (5 Points)
B. Equipment: Electronic Supplies (10 points)
C. Weapons: None (0 Points)
D. Bionics & Robotics: Cyber Agents (10 Points)
E. Vehicles: Fleet Vehicles (private planes, tours buses, chauffeur cars 10 Points)
F. Communications: Satellite Network (30 Points)
G. Offices: Urban (5 Points)
H. Military Power: Security Guards (5 Points)
I. Super Powered Operatives: None (0 Points)
J. Sponsorship: Private Industry/Fabricators Inc (6 Points)
K. Special Budget: Large Potatoes/$200,000 (20 Points)
L. Administrative Control: Loose Laws (5 Points)
M Internal Security: Tight (10 Points)
N External Infiltration: None (0 Points)
O Research and Information: Superior Connection (30 Points)
P Business Credentials: Faceless (5 Points).
Q. Employees Salary: Good/Each member gets a $2000 a week allowance, with a 2D6x1000
bonus for successful missions. (20 Points)
Agency Points: 171 Points


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Unread postPosted: Mon Oct 21, 2019 12:05 pm
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3106
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
LANCE ROSS

Lance David Ross was always the center of attention not only for his looks, but also for his voice.
He was a celebrate student in Concert Choir in high school. Girls would follow him everywhere
and swoon over him like a Hollywood celebrity. During high school graduation when he got to the
podium to take his diploma he shouted, “Everyone get naked!” in the microphone. Nine-five
percent of those in attendance did what he told them to do. Lance fled scene. It wasn’t long
before G.I.G.M.A. and U.S. S.C.R.E.T. were looking for him. Michael Thorn found Lance living on
the street, supported by homeless underlings. He cleaned Lance up and introduced him to his
band mates but it was Harmony and Melody who that really caught his attention. They taught
him how to use his voice and his other gifts. The moment Lance took to the microphone and
performed before an audience, he was hooked. Now Lance thinks he’s a gift to all women. He’s
self-centered, feels superior to others, and wants others doing his bidding. He believes someday
people will worship him like a deity and make statues of him. He sees other super beings as a
threat to his divine status if they don’t bow down and behold his glory. Michael is the only one
able to check his ego and he knows it.

Real Name: Lance David Ross
Occupation: Lead Vocalist of Sound Collective
Alignment: Anarchist (leaning toward Miscreant)
Power Category: Mutant
Experience Level: 5th
Hit Points: 33 S.D.C.: 120
P.P.E.: 30
Appearance: He is a tall, handsome white male, a natural athlete with a deep-set of brown
eyes. His fine, curly orange hair is worn in a style that reminds one of an elaborate sculpture. He
has a strong chin.
Attributes: I.Q. 14, M.E. 21, M.A. 27, P.S. 17, P.P. 14, P.E. 16, P.B. 24, Spd. 30.
Age: 22, Sex: Male, Height: 6 foot (1.82 m), Weight: 182 lbs (81.9
kg)
Unusual Characteristics: Orange hair (fans think it’s dyed).
Major Super Abilities: Sonic Power and Divine Aura (14/+2)
Combat Training: Basic
Attacks per Melee: 5 (2 initial +3 from Hand to Hand)
Combat Bonuses: +4 to initiative, +2 to strike, +4 to parry, +3 to dodge, +2 to damage,
+3 to roll with punch/fall, and +2 to pull punch
Saving Throws: Impervious to sonic blast/attacks, loud/damaging sound attacks do half
damage/effect/penalty, half the penalties for blindness, +3 to save vs psionics & insanity, +4% to
save vs coma/death, +1 to save vs magic/poison, and +2 to save vs Horror Factor.
Combat Skills: Punch 1D4, Power Punch 2D4 (count as two attacks), Elbow/Forearm 1D6,
Knee 1D6, Karate Kick 2D4, and All Holds.
Other Bonuses: 92% trust/intimidate and 70% charm/impress.
Educational Background: On the Job Training
Common Skills: Read-Write/Speak English 90%/93%, Pilot: Automobile 75%,
Domestic Program: Mathematics: Basic 98%, Singing 75%, Dance 70%, and Play
Guitar 75%.
Physical Program: Athletics (general), Body Building and Weightlifting, Swimming
90%, and Running.
Secondary Skills: Hand to Hand: Basic, Basic Electronics 55%, Computer Operations
75%, Writing 50%, Pilot Motorcycle 80%, Performance 67%, Public Speaking 55%, Wardrobe &
Grooming 62%, and Prowl 40%.
Money: He has $520,000 in his checking account and $48,000 in secret account set up by
Michael Thorn.
Weapons: He relies on his super abilities.
Sonic Blast, Range: 250 feet (76.2 m), Damage: 1D4x10 (+10 underwater), Attacks
Per Melee: Counts as one melee attack. Note: This sonic attack will partially pass through armor,
causing half damage to the target.
High-Pitch Scream, Range: 205 feet (62.4 m), Area of Effect: 30 foot (9 m) radius
around him, Damage: 1D6 per melee round, Victims are -6 on initiative, and -6 to strike, parry
and dodge. The only defense is to plug the ears. Plugging ears (both must be plugged) with
fingers reduces damage and minuses by half, but also prevents counterattacks that require the
use of the hands. Plugging ears with cotton, tissue or cloth reduces the damage by half and
penalties by one point. Earplugs will prevent any damage and reduce penalties to only -2.
Power Scream Combo, Range: 1600 feet (488 m), Damage: 2D4x10+10 (+20
underwater), Attacks Per Melee: Must be his first attack of a melee round and uses up all of his
attacks/actions per melee round, but one. Note: This sonic attack will partially pass through
armor, causing half damage to the target.
The Sonic Scream, Range: 400 feet (121 m), Area of Effect: 50 foot (15 m) radius
around him, Damage: 3D6. The sound is agonizingly painful. Any basic ear covering offers no
significant protection. Victims stagger in agony, -8 on initiative, -6 to strike, parry, and dodge,
lose two melee attacks for the duration of hearing loss and cannot hear for 2D4 minutes.
Performance of skills is reduced by 25% while hearing is gone. If fired at glass objects or
windows they will shatter completely, regardless of S.D.C., and Plexiglas will fracture and be
reduced to one S.D.C. point, Attacks Per Melee: Must be his first attack of a melee round and
uses up all of his attacks/actions per melee round, but one.
Power of Command, Once every three melee rounds (45 seconds). Counts as one
melee attack.
Equipment & Vehicles: David has access to some technology and equipment of Michael
Thorn.


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Unread postPosted: Mon Oct 21, 2019 12:10 pm
  

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Joined: Sun Feb 10, 2002 2:01 am
Posts: 3106
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
ELECTRO

Electro doesn’t talk about his past. He simply came to the meeting after being discovered by
Michael Thorn. The other band members were not comfortable with him at first, until he started
playing his electric guitar. The riff he could play on his guitar was extraordinary. He also revealed
why he went by the name Electro. It didn’t take long for Electro to warm up to band mates.
However, his anger was something to witness. He also proved to be excessively cruel, living a
fight, and enjoy hurting people, especially police and authority figures. His static powers are one
of the bands highlighted special effects. Electro is notorious for his hard partying and being a
lecher. Micheal Thorn on several occasion has warned Electro to stop with the rough stuff,
because not everything can be solved by Lance’s powers of persuasion or Mack’s magic.

Real Name: Unknown
Occupation: Lead Guitarist of Sound Collective
Alignment: Miscreant
Power Category: Mutant
Experience Level: 4th
Hit Points: 26 S.D.C.: 49/+40 in APS Armor Rating: A.R. 14 (electric aura)
P.P.E.: 15
Appearance: He dresses like a rock star. He is good looking, an elegant athletic build, with
droopy eyes the glow an eerie yellow. His thick, straight, yellow hair is worn in a style that
reminiscent of a shark dorsal fin. His skin is deeply tanned. He has full lips and long-fingered
hands.
Attributes: I.Q. 10, M.E. 14, M.A. 13, P.S. 13, P.P. 10, P.E. 16, P.B. 14, Spd. 28.
Age: 21, Sex: Male, Height: 5 foot, 5 inches (1.67 m), Weight: 152
lbs (68.4kg)
Unusual Characteristics: Extra long fingers and his eyes glow yellow. To hide his eye
mutation he wears specially designed sunglasses.
Major Super Abilities: Alter Physical Structure: Electricity and Control Static Electricity.
Note: APS: Electricity automatically includes Minor Super Ability: Line Transit.
Combat Training: Basic
Attacks per Melee: 5 (2 initial +3 from Hand to Hand)
Combat Bonuses: +3 to parry, +3 to dodge, +3 to roll with punch/fall, +2 to pull punch,
and disarm.
Saving Throws: Impervious to electricity and lightning. In APS-Form, fire and energy
attacks do half damage. Shadow powers/bolts, force bolts, and sound (sonic) attacks do full
damage. +4% to save vs coma/death and +1 to save vs magic/poison.
Combat Skills: Punch 1D4, Power Punch 2D4 (count as two attacks), Elbow/Forearm 1D6,
Knee 1D6, and Snap Kick 1D6.
Educational Background: On the Job Training
Common Skills: Read-Write/Speak English 88%/92% and Pilot: Automobile 72%
Domestic Program: Mathematics: Basic 98%, Singing 70%, Dance 65%, and Play
Guitar 70%.
Criminal Program: Streetwise 51%, Pick Locks 65%, Tailing 65%, Palming 55%, and
Cardship/Card Shark 57%.
Secondary Skills: Hand to Hand: Basic, Athletics (General), Body Building &
Weightlifting, Running, Prowl 45%, Computer Operation 72%, Basic Electronics 50%,
Performance 45%.
Money: He has $320,000 in his checking account and $45,000 in secret account set up by
Michael Thorn.
Weapons: He relies on his super abilities.
Electric Ray, Range: 180 feet (590 m), Damage: 1D6x10+8, Bonus: +2 to strike.
Lightning Bolt, Range: 420 feet (128 m), Damage: 5D6+8, Everything within 15 feet (4.5
m) of the intended target takes 3D6 points of damage. Bonus: +3 to strike.
Electric Flight, Range: One mile (1.6 km), Damage: 1D4x10, Bonus: +1 to strike. Counts
as Two Attacks.
Electric Aura: In APS, he is continually surrounded by a powerful electric field that makes
him semi-invulnerable. Attackers using conventional weapons such as clubs, knives, or guns must
roll a 15 or higher to strike and do damage. Any roll less than 15 bounces off the natural armor
rating harmlessly doing no damage. Physical attacks will do damage if the attacker rolls 15 or
higher, however anyone who physical hits or touches him also suffers 2D6 points of electrical
damage. All attacks above a roll of 15 strike and do their normal amount of damage. The only
exceptions are electrical & lightning attack (no damage), while all fire and most other energy
attacks do half damage.
Equipment & Vehicles: Electro has access to some technology and equipment of Michael
Thorn. His instrument of choice is a limited edition 6 string Solid Body Electric Guitar ($12,000).



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Unread postPosted: Mon Oct 21, 2019 12:16 pm
  

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Joined: Sun Feb 10, 2002 2:01 am
Posts: 3106
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
MACK BLAKE

At 51 years old, he’s the old man of the group. During his youth, he was a super villain who
fought many super hero and heroine using his magic to cause mischief and mayhem. Many made
the mistake of thinking his instruments were the source of his magic. In truth, all he need was to
sing or make music out of anything to cast his spells. After being retired for nearly 15 years,
Michael Thorn found him and convinced him to join his band. Abe liked their music and came up
with various ideas to conceal the band’s real identity. He also loved Lance’s vocals and Electro’s
guitar playing. While he’s not a young man anymore, he still loves to play and hang out with the
younger guys. He also loves to seduce young pretty woman. Every so often he breaks out the
fiddle and once again takes on his super villain persona which requires Michael Thorn to interfere
to prevent him from making the fans be forced to dance.

Real Name: Abe Randal
Alias: Professor Leo Amati, Giggle Fiddle.
Occupation: Electric bassists for Sound Collective
Alignment: Aberrant
Power Category: Mystic Study (Wizard)
Experience Level: 9th level
Hit Points: 52 S.D.C.: 30
P.P.E.: 300
Appearance: For a man in his early 50s, he is very tall and has a graceful build. He has
deep-set eyes the color of amethysts. His luxurious, straight, gray hair is very short and is worn
in an attractive, impractical style. His skin is ruddy. He has a weak chin. His wardrobe is odd, and
is mostly purple and green. He wears wire-rimmed glasses.
Attributes: I.Q. 20, M.E. 16, M.A. 22, P.S. 12, P.P. 15, P.E. 13, P.B. 17, Spd. 18.
Age: 51, Sex: Male, Height: 6 foot, 3 inches (1.9 m), Weight: 197 lbs
(88.6 kg).
Insanity: Power by Association. Mack can only cast spells while he’s playing music or
singing. It doesn’t matter what instrument he plays or song he sings. His spells are cast in the
form of music or song. He cannot simply utter an incantation.
Wizard Abilities: Astral Projection (6 P.P.E.), Familiar Link (Parrot/Maestro), Sense
Enchantment 90 feet (27. 4 m) 69%, Sense Supernatural Evil 90 feet (27.4 m), and Sense Magic
120 feet/36.6 m (4 P.P.E).
Spell Magic: Agony (20), Animate Object (15), Befuddle (6), Blinding Flash (1), Blind/Mute
(50), Charm (12), Cold Wall (15), Compulsion (20), Constrain Being (20), Crimison Wall of
Lictalon (5000!), Energy Disruption (15), Escape (8), Extinguish Fire (4), Faeries’ Dance (55),
Fear (5), Fuel Fire (5), Hallucination (30), Havoc (50), Id Barrier (600), Increase Weight (4),
Levitation (5), Life Drain (25), Love Charm (40), Mystic Shield (10), Paralysis: Lesser (5), Repel
Animals (70), Summon and Control Animals (125), Summon Fog (140), Summon and Control
Storm (240), Trance (7), Weightlessness (6), and Wisps of Confusion 40).
Draw P.P.E. Special: When he needs to, he will draw additional P.P.E. from his band mates
who willing donate it (up to 70% from an individual, or 50% from each band member while
everyone is performing). During a concert, he can draw from the audience and for a very short
period, hold and use 50% more P.P.E. than his normal maximum 13 melee rounds. He can also
use the audience to channel ever greater amount of P.P.E. (up 5400) by using himself as a
connecting conduit to re-channel the energy to power a spell (ritual) that requires immense
mystic energy, provided he does so quick-within one melee round (15 seconds). Such a
channeling of mystic might requires the band to do a complete song (at least two minutes or
more) during which time Mack is completely helpless and unaware of anything but the magic he
is trying to complete. In the case of this magical concert, the entire song is designed to gather,
build, draw upon and focus the P.P.E. for one specific purpose (magical result/effect). The energy
builds and builds until the crescendo (end) of the song, at which point the gathered energy MUST
be used for the intended purpose/result. If Mack uses the energy for any other purpose, even the
casting of a minor spell to protect himself, the magic is ruined and the energy dissipates
harmlessly in a flash. Likewise, if Mack is knocked out or slain, the “ceremony” is broken and the
energy fizzles away without the intended result.
Combat Training: Expert
Attacks per Melee: 6 (2 Initial +4 from Hand to Hand)
Combat Bonuses: +2 to initiative, +2 to strike, +3 to parry, +3 to dodge, +2 to roll with
punch/fall, +2 to pull punch, +2 to disarm, and spell strength +3.
Saving Throws: +1 to save vs psionics/insanity, +3 to save vs magic, +2 to save
vs possession, and +3 to save vs. Horror Factor.
Combat Skills: Punch 1D4, Power Punch 2D4 (Counts as two attacks), Elbow/Forearm
1D6, Karate Kick 2D4+2, Roundhouse 3D6+2, Tripping/Leg Hook (cannot be paired, must dodge
or knockdown), Knee 1D6, Body Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and 1
attack/action), Paired Weapons, All Holds, and Critical strike on an unmodified roll of 18-20.
Other Bonuses: +6% to all skills, 70% trust/intimidate, and 35% charm/impress.
Educational Background: B.A. Degree
Common Skills: Read-Write/Speak English 90%/94%, Pilot: Automobile 78%, Spell
Translation 32%, Lore: Demon & Monster 81%, Lore: Geomancy 76%, and Lore: Religion
86%.
Domestic Program: Mathematics: Basic 98%, Wardrobe & Grooming 98%, Play Guitar
98%,and Singing 98%.
2nd Domestic Program: Play Double Pass 98%, Play Violin 98%, Dance 98%, Sewing
98%.
Science Program: Computer Operation 98%, Mathematics: Advance 98%, Chemistry
98%, Anthropology 91%, and Archeology 98%.
Technical Program: Research 98%, History 98%/98%, Gemology 96%, and Writing 96%.
Secondary: Hand to Hand: Expert, Performance 76%, Gambling (standing) 81%,
Seduction 53%, Astronomy & Navigation 81%, Language: French & Spanish 83%, Literacy:
French & Spanish 91%, W.P. Staff (+3 to strike/+2 to parry), Pilot: Airplane 84%, Computer
Programming 68%, Sign Language 51%, W.P. Handgun (+1 to aim), and W.P. Sword (+1 to
strike/parry).
Money: He has $12 million in the bank and he has $144,000 in a secret account held by
Michael Thorn.
Weapons: None, his magic staff has the power to turn into a Double bass. As a staff, it
does 2D4+2 damage (+2 to strike/parry). As a Double bass, it can function as a P.P.E. battery
and hold an additional 50 P.P.E. for spell casting (held until needed). He has to recharge it.
Equipment & Vehicles: Mack has access to some technology and equipment of Michael
Thorn. His instrument of choice besides his Double Bass is a 5-String Electric Bass ($2800).


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Unread postPosted: Mon Oct 21, 2019 12:21 pm
  

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Joined: Sun Feb 10, 2002 2:01 am
Posts: 3106
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
DAVEY "DAZZLE" JONES

Dave Jones arrived on planet Earth to be free of his home world’s prejudice and persecution
of his type of music. As a musical entertainer, Davey only wanted to play music and bring joy to
people, to ease them from being fearful of an invasion by the Atorian Empire. Earlier in his life,
he’d join young resistance fighters looking to quell civil unrest and protect dignitaries.
Unfortunately, with little or no formal military training, this group was nearly killed on their first
mission. Davey switch his stance that the FAR should concentrate on being at peace and his
music career reflected this. His home world rejected this stance and his music. Arriving on Earth,
Davey thought he could bring his type of musical style to a planet who inhabitants might
appreciate his talents. He started his career by going to Century Station only to encounter the
alien bias and scorn, and that angered him. He met with Michael Thorn who convinced him to join
his criminal rock band. The others welcomed Davey with open arms but insisted he change his
name. In the beginning, he wasn’t sure about being a legitimate band but committing villainous
acts against the same people who came to hear him sing and play music. Yet the more time he
spent on Earth, the more he began to dislike its people and relished abusing them. Davey is the
lease approachable member of the band and the one who finds it difficult to “pretend” to care
about regular people. He still enjoys playing and making music but he’s especially likes the super
crime aspect even more so. Michael has to remind him constantly to keep up the charade. Note:
Davey has recently met with member of the Dark Tribunal. When the sonic hypnotic amplifier is
finished along with the latest tour, Davey plans on leaving the band and joining up with the alien
organization to inflict some serious harm upon the human race.

Real Name: Zevhor Vidova
Occupation: Keyboard–Synthesizer Player for Sound Collective
Alignment: Anarchist (leaning toward Miscreant)
Power Category: Alien
Experience Level: 4th
Hit Points: 24 S.D.C.: 65
P.P.E.: 21
Appearance: He looks humanoid but he has white eyes. He has a lithe build. His silk,
wavy, white hair is worn in a style that reminds one of a comet’s tails. His skin is pale with
prominent cheekbones and long-fingered hands. His wardrobe is strange and odd colors, his
trench coat is reminiscent of Joseph and his Amazing Technicolor Coat.
Attributes: I.Q. 21, M.E. 19, M.A. 13, P.S. 16, P.P. 13, P.E. 13, P.B. 11, Spd. 6
Age: 25, Sex: Male, Height: 7 foot, 5 inches (2.26 m), Weight: 252
lbs (113 kg).
Unusual Characteristics: Extra long fingers, ambidextrous, white eyes, and pale skin.
Major Super Ability: Holographic Memory Projection
Minor Super Abilities: Bend Light, Energy Resistant, and Energy Expulsion: Light
Explosion.
Combat Training: Basic
Attacks per Melee: 5 (2 initial +3 from Hand to Hand +1 from ambidextrous)
Combat Bonuses: +4 to parry, +3 to dodge, +1 to damage, +3 to roll with punch/fall, and
+2 to pull punch.
Saving Throws: Immune to the first 20 points of energy damage, then the rest of melee
round suffer half damage. Impervious to stun damage and suffer only one-quarter damage from
light/laser attacks. Cannot be blinded by light/lasers. +2 to save vs psionics and insanity.
Combat Skills: Punch 1D4, Power Punch 2D4 (count as two attacks), Elbow/Forearm 1D6,
Knee 1D6, and Snap Kick 1D6.
Other Bonuses: +7% to skills.
Educational Background: Alien Engineer with some Earth Familiarity
Common Skills: Read-Write/Speak Native Language 98%, Read-Write/Speak English,
Spanish, Chinese, and Russian 90%, Pilot: Small Civilian Spacecraft 78%, Pilot Hover Truck 60%,
Pilian Tongue 75%, and Mathematics: Basic 98%.
Special Skills: Electrical Engineer 92%, Electricity Generation 98%, Computer Repair
87%, Spacecraft Mechanics (Nuclear Fusion Drives) 92%, Mechanical Engineering 77%, Weapons
Engineer 82%, Nuclear Physics 72%, Astrophysics 87%, Radio: Basics 98%, Optic System 82%,
Computer Operation 98%, Sensory Equipment 82%, and Mathematics: Advance 98%.
Secondary Skills: Hand to Hand: Basic, Athletic (general), Astronomy & Navigation
67%, T.V. & Video 62%, Performance 52%, Play Electric Piano 62%, and Play Keyboard 62%.
Money: He has $351,000 in his checking account, $143,000 in precious metals and stones,
and $48,000 in secret account set up by Michael Thorn.
Weapons: He relies on his super abilities.
Energy Expulsion: Light Explosion, Range: 42 feet (12.8 m), Damage; 1D4 must
make a saving throw of 16 or better (P.P. bonus included), as the victim tries to shield his eyes.
Victim is temporarily blind within the blast radius for 4D4 melee rounds. Victims are -10 to strike,
parry, and dodge, and those who panic and try to run have a 01-75% chance of falling on their
face (1D6) per 10 feet (3 m) they try to travel.
Equipment & Vehicles: Davy has access to some technology and equipment of Michael
Thorn, but as the engineer and technical expert of the band his instrument of choice is his digital
piano created with parts of his spacecraft worth $8 million.
Digital Piano, Catastrophic System Failure, Vertigo Field, Frequency Absorption, and
Harmonic Resonance. 6th level. Expensive Repair.
Key Board, this device appears to be an ordinary portable keyboard; 3 feet (.9 m)
long, half that width and about eight inches (20 cm) deep. When activated, a hidden panel in the
front of the machine pops up, revealing the means to enhance his powers (+30% to range,
damage, and penalties). It can also make him Impervious to Sound & Vibration, and provides a
portable force field generator. It has 24 hours energy before needing to be recharged. The S.D.C.
of the force field is 100 but it regenerates 10 points per hour.


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Unread postPosted: Mon Oct 21, 2019 12:25 pm
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3106
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
PERCUSSION

Like Electro, Percussion likes to keep his past a secret. He especially hates the city of
Century Station, becoming increasingly violent the moment he steps foot in the city. Percussion
has a deep passion for music but also for hurting people and breaking bones. He is quite brutal
when it comes to police and law enforcement. It is also obvious that Percussion has been mute
since his childhood and has used sign language, writing notes, and hand held speaking devices to
communicate with people for nearly all his life. He is hot headed, quick-tempered, and emotional,
but a devoted friend to his band mates, and swift to come to their aid should they need him. His
one fault is the feelings he has toward Melody but she (and her sister) are attached to Lance.
When he needs too, he acts out his frustrations and desires on the various female groupies
hanging around the band. Nothing brings a smile to his face faster than a light skirt. Since joining
the band, he is quite protective of Michael Thorn and relishes the moments between super crimes
more so than playing on stage. That being said, he takes his drumming very seriously. Anyone
who makes fun of his feet doesn’t live very long.

Real Name: Unknown
Occupation: Drummer of Sound Collective
Alignment: Miscreant (Principled toward Band Members)
Power Category: Mutant (Unstable Powers)
Experience Level: 5th
Hit Points: 34 S.D.C.: 135
P.P.E.: 22
Appearance: He is a stocky male with a wide-chest build. His skin is tan. He has an
upturned nose and hollow cheeks. He has beady black eyes that are like two onyxes. His
luxurious, wavy, beige hair is medium-length and is worn in a precise, uncomplicated style. He is
always shirtless, wearing skin-tight leather pants. He is always barefoot because of the size of his
feet.
Attributes: I.Q. 12, M.E. 14, M.A. 11, P.S. 25, P.P. 15, P.E. 14, P.B. 15, Spd. 32.
Age: 22, Sex: Male, Height: 6 foot, 4 inches (1.95 m), Weight: 280
lbs (126 kg).
Unusual Characteristics: Stocky, Extra Large Feet (size 26 shoe), and he is mute. Note: He
can carry and lift the equivalent to Superhuman P.S. (5000 lbs/2250 kg) and 7500 lbs/3375 kg).
Major Super Abilities: Vibration and Sonic Absorption & Reflection. Note: He stamps his
foot or snaps a finger to generate sound.
Minor Super Abilities: Warp Sound and Impervious to Sound/Vibration. Note: At 6th, 10th,
and 15th level he will develop a new minor super ability. Power Combo Note: He can use his
powers to amplify the sonic powers of David and the Siren Sisters (+50% to range, damage,
effect and penalties).
Combat Training: Basic
Attacks per Melee: 6 (2 initial +3 from Hand to Hand +1 from boxing)
Combat Bonuses: +7 to initiative, +2 to strike, +8 to parry, +9 to dodge, + to damage,
+6 to roll with punch/fall, and +3 to pull punch
Saving Throws: Impervious to sonic blast/attacks, vibration, and loud/damaging sounds,
cannot be rendered deaf, -3 to strike, parry, and dodge of penalties for blindness (three times
normal hearing). Cannot be surprise or snuck up from behind.
Combat Skills: Punch 1D4, Power Punch 2D4 (count as two attacks), Elbow/Forearm 1D6,
Knee 1D6, Karate Kick 2D4, Snap Kick 1D6, Tripping/Leghook (cannot be paired, must dodge or
knockdown), All Holds, and Knockout on an unmodified roll of 20 for 1D6 melee rounds.
Educational Background: On the Job Training
Common Skills: Read-Write/Speak English 90%/93%, Sign Language 98%, Pilot:
Automobile 75%, and Feel Vibrations 76%.
Domestic Program: Mathematics: Basic 98%, Singing 75%, Dance 70%, and Play
Drums 75%.
Physical Program: Athletics (general), Body Building and Weightlifting, Boxing, and
Physical Labor.
Secondary Skills: Hand to Hand: Expert, Performance 65%, Basic Electronics 55%,
Radio: Basic 75%, Pilot: Motorcycle 80%, Computer Operation 75%, Basic Mechanics 55% and
General Repair & Maintenance 60%.
Money: He has $900,000 in his checking account and $40,000 in secret account set up by
Michael Thorn.
Weapons: He relies on his super abilities.
Shockwaves, Range: 170 feet (76.2 m), 6 feet (1.8 m), Damage: 10D6 or 1D6x10,
Attacks Per Melee: Counts as two melee attack, Bonus: +2 to strike.
Shock Blast, Range: 250 feet (76.2 m), Damage: 4D6 (6D6 underwater), Attacks Per
Melee: Counts as one melee attack, Bonus: +4 to strike.
Vibration Punch: +1D6 to punch
Equipment & Vehicles: David has access to some technology and equipment of Michael
Thorn. His nine-piece drum kit features both acoustic and electric drums, and cymbals valued at
$800,000


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Unread postPosted: Mon Oct 21, 2019 12:32 pm
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3106
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 SIREN SISTERS
Harmony & Melody

Michael Thorn encountered the Siren Sisters during his teens on a family Caribbean vacation.
They seduced him but decided to allow him to live. Years later after starting his super villain
career, he encountered them again, only this time he was impervious to their vocal charms. He
thought about taking his revenge and instead decided to introduce them to the world of mortal
men and women. The Siren Sister left their aquatic home to walk the streets of Century Station.
Both girls took a liking to the world of mortals, especially performing karaoke in the various bars,
restaurants, clubs or lounges. This is how they went about learning about the world by seducing
men and disposing of them afterward. CSPD regarded the duo as public enemies, but could never
bring them to justice. Years later, Michael returned to Century Station and introduced the girls to
his makeshift band. Right away, the girls took to Lance Ross becoming “his girls” but both girls
have left their marks on the backs of each band member, Percussion being the most enamored
with Melody. When Michael invited the girls to join the band, they were delighted as they found it
increasing difficult to avoid encounters with various independent super heroes and Sector 10
undercover agents. The girls changed their looks and now appear on stage with no one from
Century Station the wiser. Today the girls limit their siren ways to only a few men a year
choosing instead show their limitless affection toward Lance. Harmony is more inclined to seduce
her victims and leave them alive, while Melody likes to brutalize them in the midst of a flesh
session.

Real Names: Tomoli and Nutona Mol
Occupation: Backup singers for Sound Collective
Alignment: Harmony (Anarchist), Melody (Miscreant)
Power Category: Immortal (Mermaids)
Experience Level: 5th
Hit Points: 65 S.D.C.: 108
P.P.E.: 112
Appearance: The identical twins are gorgeous teens with voluptuous, athletic builds. They
have slanted green eyes and waist-length, wavy, fine blond hair worn in an exotic style. Their
matching outfits are always colorful dresses in ocean colors. They have webbed hands and feet.
The girls wear scarves around their necks to hide their gills. They take them off when they enter
the water.
Attributes: I.Q. 13, M.E. 10, M.A. 30, P.S. 23, P.P. 15, P.E. 19, P.B. 33, Spd. 30 running,
56 (39 mph/63 km) swimming.
Age: Immortal, Sex: Female, Height: 6 feet (1.8 m), Weight: 120 lbs
(54 kg).
Natural Abilities: Depth tolerance 3 miles 94.8 m), cold resistance (half damage), and
nightvision (400 feet/122 m).
Mega Power: Immortal (Bio-regenerate and heal twice as fast).
Minor Super Abilities: Extraordinary P.B., Extraordinary M.A., Physical Perfection,
Vocalization, Energy Expulsion: Direct Sound, and Energy Expulsion: Sonic Boom.
Attacks per Melee: 5 (2 initial and +3 from Hand to Hand)
Combat Training: Basic
Combat Bonuses: +3 to initiative, +1 to strike, +3 to parry, +3 to dodge, +8 to damage,
+2 to roll with punch/fall, +5 to pull punch, and +1 to disarm.
Saving Throw: Impervious to disease, sickness, and radiation. Natural poison, toxins, and
gases do 1/3 normal damage, effect, penalty. Human made chemicals and drugs do one-half
damage, duration, and effect, +4 to save vs water/cold magic, +2 to save vs magic, +1 to save
vs possession, +2 to save vs Horror Factor, +2 to save vs poison & toxins, and +13% to save vs
coma/death.
Combat Skills: Punch 1D4, Power Punch 2D4 (counts as two attacks), Snap Kick 1D6+2,
Elbow/Forearm 1D6, Knee 1D6, and All Holds.
Other Bonuses: +97% trust/intimidate, 92% charm/impress.
Educational Background: General Studies (some familiarity with Earth)
Common Skills: Read-Write/Speak English, French, and Spanish 92%/98%, Mathematics:
Basic 92%, and Swimming 98%.
Special Program: Singing 80%, Dance 60%, Performance 627, Public Speaking 75%,
Wardrobe & Grooming 67%, Oceanography 40%, Sewing 60%, Gemology 45%, Animal Training
60%, Brewing 40%/45%, and Zoology (Cetaceans) 70%.
Secondary: Hand to Hand: Basic, Seduction 92%, Astronomy & Navigation 50%, Athletics
(general), Outdoormanship, Wilderness Survival 55%, Prowl 35%, and Aerobic Athletics (Sense
of Balance 50%).
Money: Both girls have $480,000 in their checking accounts, $170,000 in precious
metals/stones, and $144,000 in a secret account created by Michael Thorn.
Weapons: None, they girls rely on their natural abilities and super powers. Note: If the
girls use their sonic powers in tandem, double the damage, effect, and penalty.
Energy Expulsion: Direct Sound, Range: 300 feet (91.5 m), Damage: 3D6. There is a
45% of temporarily deafening an opponent, unless the victim has some form of hearing
protection. Those with Advanced or Heightened Sense of Hearing are made temporarily deaf
(1D4+2 melee rounds) by this attack unless they use protection for their ears to block
or muffle the sound. A deafened individual is -2 on initiative, -4 to strike, parry and dodge, has
difficulty communicating and runs off balance and may trip and fall, Bonus: +1 to strike. Note:
This sonic attack will partially pass through armor, causing half damage to the target.
Energy Expulsion: Sonic Boom, Range: 800 feet (152 m), Damage; 3D6, plus there
is a 75% likelihood the victim is knocked off their feet and sent backward 2D6 feet (0.6 to 3.6
m). Those flying are knocked back twice that distance). Getting knocked off their feet causes the
victim to lose initiative and one melee attack/action. Those blasted in the head at close range (10
feet/3 m) have a 85% of made temporarily deaf (2D4 melee rounds) by this attack unless they
use protection for their ears to block or muffle the sound. A deafened individual is -2 on initiative,
-4 to strike, parry and dodge, has difficulty communicating and runs off balance and may trip and
fall, Attacks Per Melee: Counts as two attack/actions. Note: This sonic attack will partially pass
through armor, causing half damage to the target.
Equipment & Vehicles: Both girls have access to some technology and equipment of
Michael Thorn.


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Unread postPosted: Mon Oct 21, 2019 12:42 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
MICHAEL THORN

Michael Thorn loved to listen and play music as a boy. He dreamed of being a famous
musician like his idols. He loved to sing in choir as well. However, his father (who worked for the
Cyberworks Network as an engineer) wanted him to have tangible friends, namely computers and
electronics. Michael was a genius who had a special gift for building and designing high tech
communication devices, but his were mostly things to broadcast music. During a family trip in
high school, he was seduced by the Siren Sisters, who taught him that sound could be used in a
hypnotic manner to control the minds of others. This influenced him later one when he went to
Copernicus University in Century Station where he got his B.A. in electrical engineering. Later he
went on to MIT where he got his Masters. During his college days, he designed and built various
speakers, microphones, and amplifiers that he sold to musical performers. His father put a stop
to it and got him a job at Cyberwork Network.
One day he was going through various files when he stumbled across the lost notes of Zane
Carter (Soundwave) and his sonic cannon. Intrigued by it, Thorn decided to develop his own sonic
cannon to the delight of others at the company. But the villain Soundwave soon learned about
this ‘copy cat’ stealing his tech and took his revenge. He attacked Thorn at his home and used his
own sonic cannon on him. The weapon caused permanent damage to Michael Thorn’s hearing and
some brain damage. He was now totally deaf in both ears.
Losing his ability to hear music, much less his own voice or his guitar drove Michael mad.
He would go to concerts, clubs, and theaters and see the people having a good time but he
couldn’t hear a thing. He finally decided if he could not enjoy music than no one else should.
Michael turned his sonic weapon into a guitar and became the super villain Sonic Rock. He also
designed himself some high tech hearing aids. He became a public enemy in Century Station and
only through dumb luck, he avoid capture. He once again met the Siren Sisters and introduced
them to the world of mortal men. Michael left Century Station for Ultropolis where he took on the
villainous persona of Mister Noise, this time using his Sonic Vocalizer to commit a number of
super crimes. During this period, he brought about the deaths of independent super heroes
Granite and Skye. He decided to abandon his super villain persona and go legit, choosing to
become a mentor and manager for local talent in the Ultropolis area that played all of the local
colleges and nightclubs. In the end, he used them all as stepping stones, to build up his own
reputation for booking gigs for bands and handling their finances. Some of the money he keep for
himself and some he gave to Fabricators Inc to pay back various loans and arrangements he had
with them. He also continued to redesign cybernetic hearing aids and bionic ears that he would
pay them to implant in his head so he didn’t have to hear the music of the bands he was working
for.
Once he was able to start his own agency, his became the place to be for regional recording
artists to get gigs for college shows and large concert venues. Using his contacts within
Fabricators Inc he was able to go out and recruit various super powered individuals and put them
together to form a rock band. Thorn told them he would make them the biggest band in the world
in five years. As their reputation grew and their first record sold well, Michael Thorn revealed his
so-called secret purpose for creating the band in the first place, to turn them into super villains
whose goal was to punish normal society with their rock and roll. The villains like the idea
especially when he introduced them to the Siren Sisters. Michael continue to enlist the help
of top-notch music video directors, and was having the band make numerous appearances in
television, movies, video games, major festivals, and the like, helping to win over music fans, all
the while loathing every moment of it. It wasn’t long before the band had release four albums
that sold a combine 16 million in the United States alone, and got them nominated for Grammy
awards, and various Video Music Awards. All the while, they were also committing various super
crimes across the nation with no one the wiser stealing technology and slowly accumulating the
tech Michael Thorn needed to build his ultimate sound weapon.
Michael Thorn stands ready to unleash his sonic hypnotic amplifier which will magnify the
Power of Command of Lance, Harmony, and Melody into a powerful mind control that will not only
affect the audience in attendance but those listening on the radio or watching/listening on their
television, smart phones, portable devices, etc. Victims will do whatever the song tells them to do
without question, even if it means attacking their friends, allies, and family members. The
broadcast will not just affect the city but with any luck the entire world. Rock and Roll will be the
ultimate downfall of the human race if Michael Thorn has anything to say about it.

Real Name: Michael Thorn
Alias: Mister Noise and Sonic Rock
Occupation: Business man and personal manager of Sound Collective. Super Villain
Alignment: Aberrant
Power Category: Hardware (Electrical)
Experience Level: 7th level
Hit Points: 38 S.D.C.: 35
P.P.E.: 10
Appearance: He is a tall man with a thin build. His skin is ruddy. He has high cheekbones.
He has hooded brown eyes. His luxurious, straight, black hair is worn in a style that reminiscent
of a flower's petals. He’s got five o’clock shadow. His wardrobe consists of dozens of expensive
business suits.
Attributes: I.Q. 19, M.E. 11, M.A. 15, P.S. 14, P.P. 14, P.E. 15, P.B. 10, Spd. 12
Age: 32, Sex: Male, Height: 6 foot and 2 inches (1.87 m), Weight:
197 lbs (88.65 kg)
Insanity: He hates people who like music (regardless of style). He resents musicians and
anyone who can carry a tune. He of course doesn’t count himself. His goal is to see music (and
musicians) destroy the modern world.
Bionics: Bionic Ear, Amplified Hearing, Radio Ear (which can also tap police band,
emergency bands and most common military bands), Radio Signal Filter, Sound Filtration
System, Sound Identifier, Surveillance Ear, Ultra Ear, and Universal Headjack & Ear Implant.
Combat Training: Basic
Attacks per Melee: 5 (2 initial +3 from Hand to Hand)
Combat Bonuses: +7 to initiative, +1 to strike, +3 to parry, +4 to dodge, +2 to damage,
+2 to roll with punch/fall, and +2 to pull punch.
Combat Skills: Punch 1D4, Power Blow 2D4 (counts as two attacks), Elbow/Forearm 1D6,
Knee 1D6, Kick 2D4, All Holds, Paired Weapons, and Critical strikes on an unmodified roll of 19-
20.
Other Bonuses: +4% to all skills.
Special Hardware Skills: Hot Wiring 101%, Computer Hacking 93%, Electronic
Construction 99%, and Evaluate & Diagnose Electrical Systems 89%.
Educational Background: Master Degree and Hardware Skills
Common Skills: Read-Write/Speak English 98%/98%, Pilot: Automobile 85%, and Sign
Language 79%.
Electrical Program: Electrical Engineer 98%, Electricity Generation 98%, Sensory
Equipment 94%, Surveillance Systems 94%, Optic Systems 89%, Computer Operation 98%,
Computer Programming 95%, Computer Repair 98%, Radio: Basic 98%, Basic Mechanics 89%,
and Mathematics: Advance 98%.
Business Program: Mathematics: Basic 98%, Business & Finance 98%, Law (general)
98%, Research 98%, Public Speaking 94%, Wardrobe & Grooming 97%, and Barter 87%.
Communication Program: Electronic Countermeasures 94%, T.V./Video 98%, and Radio:
Satellite 89%.
Technical Program: Cybernetics: Basic 98%, Jury-Rig 98%, Recycle 94%, and Salvage
98%.
Learned Skills: Energy Pistol (+3 to strike/+1 to burst) and I.D. Undercover Agent 74%.
Secondary Skills: Hand to Hand: Basic, Play Guitar 84%, Singing 84%, Performance 71%,
Recognize Weapon Quality 64%, W.P. Handgun (+3 to aim/+1 to burst), Streetwise 52%,
Appraise Antiques 59%, Photography 64%, History, 79%/59% and General Repair/Maintenance
69%.
Money: As the manager of Sound Collective. He is full control of their finances. Michael has
$4 million in easily accessible cash, $4.4 million in his checking account, $560,000 in his savings,
and $4.5 million in an account monitored by Fabricators Inc.
Weapons: Colt Officer’s ACP, Range: 135 feet (41 m), Damage: 4D6, Rate of Fire: Single
shot or semi-auto, Payload: 8 shot.
Sonic Blaster: Range: 100 feet (30 m), Damage: 3D6 (+10 underwater), half will carry
through armor. Sonic Stunner: Range: 175 feet (53 m). Damage: 1 point plus save vs non-lethal
poison (16 or better, P.E. bonus only) or suffer -6 to strike, parry, and dodge for 1D6 melees.
Sonic Disrupter: Range: 150 feet (46 m). Damage: 1 point plus save vs non-lethal poison (16 or
better, P.E. bonus only) or be rendered unconscious for 1D4 melee attacks and -2 to strike,
parry, and dodge for 1D4 additional attacks while shaking the effects off (the -2 penalty here is
cumulative with the -6 above if it was not saved against, for a total penalty of -8). Rate of Fire:
For all settings: single shot, Length: 30 inches (.8 m). Weight: 13 pounds. Note: Multiple blasts
increase the duration that penalties last, but the penalties themselves are not cumulative.
The Sonic Guitar, this electric rhythm guitar can reproduce the sounds of any string
instrument including the harp and lyre. It’s powered by a micro-fusion device. The guitar is also
a sonic blast. Range: 1200 ft (366m), Damage: 6D6 S.D.C. or 2D4x10, half of which carries
through armor and may inflict unconsciousness and disorientation. Penalties: No initiative, reduce
number of attacks per melee by half, speed by half, skill proficiency by half, -7 to strike, parry,
and dodge for 2D4 melee rounds. Halve penalties on a successful save vs non-lethal poison (16
or better, P.E. bonus only). Rate of Fire: Aimed or wild. No automatic bursts are possible. Up to
5 blasts per melee are possible . Payload: Effectively unlimited, Notes: Includes a telescopic, light
amplifying night-sight. The weapon fires (the neck doubles as a barrel) one blast
each time a chord is pulled. Weight: 20lbs (9 kg).
The Sonic Vocalizer, It has a variety of functions as a combination short-range
communication device meant to provide basic intelligence gathering capabilities and be a sonic
weapon. It appears to be a somewhat modified multi-optic helmet and microphone.
Sensor Systems:
1 . Visor Optics: The glasses are miniaturized infrared goggles which enable the wearer to
see the infrared spectrum of light. This means he can see other infrared light beams and
detect heat emanations such as a warm body behind a clump of bushes or be able to look at a
vehicle and see the heat of its engine if had been running recently. It cannot see footprints or
people hiding behind a wall. The glasses are also polarized and tinted. Range: Line of vision,
about 1000 ft (305 m).
2. Headset Radiation Sensor: A beeper sounds automatically to warn of dangerous
radiation levels.
3. Radar Detector: This sensor alerts him when he is the presence of radar scanning
beams. Range: 4 miles (6.4 km).
4. Radar, A super-sophisticated, micro-radar system. Range: 4 miles.
5. Short Range Communicator: Receive and transmit cell, television, or radio broadcasts
including any military and/or civilian satellites: includes electronic scrambling technology. Radio
Range: 60 miles or unlimited with satellite communication. Note: Must use Electronic
Countermeasures in order to intercept radio transmissions, and even then it’s a –15% penalty.
Weapon System:
Mega-Scrambler (Sonic Scream): This sonic weapon has three power settings, ranging
from causing nausea and discomfort in opponents to devastating sonic shock wave. Range: 800
feet (244 m) long, with a cone-shape that is 50 feet (15.2 m) wide at its terminus.
Sonic Blast, Low Damage: 3D6 (+10 underwater), half will carry through armor, plus the
victim will be -4 to strike, dodge, and parry for the next 1D4 melee rounds (dizziness and
nausea).
Medium Damage: 6D6 (+10 underwater), half will carry through armor, plus the victim
must save vs non-lethal poison (16 or better, P.E. bonus only) will be severely stunned for 1D6
melees, no initiative, reduce melee attacks to one, reduce Spd attribute by 90%, and -10 to
strike, parry, and dodge (dizziness and nausea).
Max Damage: 2D4x10 (+20 underwater), half will carry through armor, plus the victim
must save vs non-lethal poison (16 or better, P.E. bonus only) or will be rendered unconscious for
1D6 minutes, afterward severely stunned for 1D6 melees, reduce melee attacks to one, reduce
Spd attribute by 90%, and -10 to strike, parry, and dodge (dizziness and nausea).
Payload: Effectively unlimited low damage blast, 40 medium, and 20 maximum.
Bonuses: +2 to strike regardless of type of beam used.
Armor: He owns over half a dozen business suits designed by Fabricators Inc with
concealed body armor. A.R. 12, 40 S.D.C. He also owns a specially designed vest/costume to
protect him while he was Mister Noise. The vest was well padded but made of highly resilient
material. A.R. 15, 200 S.D.C.
Equipment & Vehicles: At his secret workshop in Ultraopolis has around $1.1 million worth
of communication/electrical equipment and $100,000 in computer components at the compound.
He also has $1.8 million in stolen musical instruments. He always keeps on his person numerous
electrical work tools so he can perform quick electrical repairs. His $11,000 smart phone has
masterful computer and communication functions.


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Unread postPosted: Mon Oct 21, 2019 12:43 pm
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3106
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
Enjoy as always.


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Unread postPosted: Wed Oct 23, 2019 5:55 pm
  

Knight

Joined: Fri Jan 03, 2003 2:01 am
Posts: 4291
Location: Québec
Great!


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Unread postPosted: Mon Dec 09, 2019 6:11 pm
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3106
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
Been hard at work in the fantasy department so before the holiday I'll have some new folks up here.


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Unread postPosted: Sun Feb 16, 2020 2:47 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
Okay definitely have been away to long. Time to post something.


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Unread postPosted: Mon Feb 17, 2020 6:15 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
THE TINY TERRIBLE TERRORISTS

The Tiny Terrible Terrorists (TTT) is a ruthless band of super powered terrorists and assassins who all possess the
power to diminish their size. They sell their services to any criminal or political organization wanting demolition,
assassination, investigation, surveillance, or covert operations without the chance of being discovered. The TTT are
motivated by two things: money and intimidation. Because of their unique powers, they can enter almost any compound
undetected, this allows them to torment the subject who begins to wonder where the voices are coming from, or whose
leaving tiny notes on the bed telling him he’s about to die.
TTT reputation is international, yet few have ever seen them. Law enforcement agencies have to work diligently in an
effort to discovery any trace of their presence, because the TTT all use shrunken weapons and equipment. The damage of
their weapons is negligible and their range a mere fraction of the norm, however, when used in unison and in great number
can kill just as easily as they would at normal size.
No one is safe from the harassments of the TTT. After they broke into the office of the Fabricator and left him a note
saying he needed to hire better security, he proclaimed Fabricators Inc would never do business with them again, no
matter the circumstances. This of course doesn’t bother the TTT because they raid Fabricators main headquarters almost
daily!
The TTT base of operations is in the apartment of Sydney Vanderbilt, on the 40th floor of the Byrne Building in New
York City, which is Fabricators Inc Central Office and Home Base. Sydney is a Fabricator Liaison who is unaware that the
TTT have been living in his apartment for the last three years. Sydney operates primarily in Europe and only uses his
apartment three weeks out of the whole year. The TTT devised a special trap door (an air vent) that allows them access in
and out of the building from the outside. Furthermore, they roam throughout the building stealing various weapons and
pieces of equipment which all goes unnoticed (surveillance cameras cannot detect them because of their size). Engineers
are usually at their stations scratching their head wondering what they just did with their screwdriver they just laid down
on the table a second ago. No one not even Daimon Lazarus is aware the TTT operate in this manner, and the TTT intends
on making sure the secret never gets out.
The TTT are listed as the most wanted terrorist organization in the world, although the Unnatural Disasters took their
#1 spot away in America after their attack against U.S. S.C.R.E.T. The TTT pride their selves as being the most fear
terrorists of all time. It’s only a matter of time before they hatch a scheme to take their #1 spot back.

Note: Attempting to combat individuals capable of reducing their height to a mere 6 inches or less is extraordinary difficult. These penalties are accumulative:

-6 to hit with projectiles (firearms, energy weapons/blasts) or missiles/throwing weapons.
-3 to strike with a melee weapon or punch and -4 to hit with a kick
-3 to strike if running/moving or flying under 50 mph (80 km), -1 to strike for each additional 50 mph (80 km) of travel,
an additional -1 to strike if they taking evasive actions (zigzag, leaping behind for cover, etc).
-6 to strike if flying faster than 50 mph (80 km).
-3 to hit if they are 30 feet (9.1 m) away.
-6 to hit if they are 50 feet (15.24 m) away.

There are two ways to avoid these annoying penalties. One can attempt to make an aimed and called shot (with just a -5
penalty) or get them within point blank range, i.e. the barrel of the gun is touching them. Hardware: Weapons and Ancient
Weapon Masters can reduce the penalties by one-half.

The TTT Arsenal

All the shrunken weapons of the TTT inflict 1/10 their normal damage and their range is measured in inches, yet the total
will be indicated in feet/meters. This is a general list of their most often used weapons.

9 mm Pistol, Range: 12.5 feet (3.81 m), Damage: 1 point.
9 mm Sub-machine gun, Range: 55 feet (16.76 m), Damage: 1 point for single shot/1D4 points of damage from short burst, 2D4 from long burst.
Explosive Grenades, Throwing Range: 8.3 feet, Damage: 2D4, Blast Radius: 1.5 feet (.4 m).
Rocket Launcher, Range: 300 feet (91 m), Damage: 1D4x10, Blast Radius: 4 feet (1.21m).
Light Machine gun, Range: 300 feet (91 m), Damage: 1D4 for short burst/2D4+2 for long burst).
Bomb of 6 oz (168 g) of plastic explosives, Damage: 2D6, Blast Radius: 1.2 inches (4.26 cm).
Bomb of 3 oz (84 g) of stable chemical explosive, Damage: 1D6x10, Blast Radius: 2.5 feet (.7m).

Each member of the TTT carries at least one of these weapons on his person.

Equipment

With their headquarters inside Fabricators Inc, the TTT take full advantage of the easy accessible “free” high-tech gadgets
and equipment held in storage or lying around on a workbench. All of these items continue to function as normal in their
reduced state.

A dozen W-120 Electranet Pistols and FW-220 Electranet Rifle
14 FS-34 Stealth Boots
6 WS-12 High Velocity Mini Jet Packs
Three FA-70 Standard Ultra-Lite Flexi-Steel Body Armor
2D6 hard vests (A.R. 12, S.D.C. 120)
2D6 riot armor (A.R. 14, S.D.C. 180)
3D6 Vibro-Knives
1D4x10 automatic pistols
3D6 sub-machineguns
A dozen light machineguns
2D6 rocket launchers
2D4 standard laser pistols
2 standard laser rifles
1D6x10 clips for any standard weapon per weapon
1D4x10 grenades per grenade type
50 pounds (22.7 kg) of plastic explosives
2 gallons (7.57 l) of stable chemical explosive
10 Multi-Optics Helmets
12 Hand Held Communicators
8 Ear Mike Radio Receivers & Transmitters

They have over $1.5 million dollars in surveillance equipment, telephone bugs, and other surveillance devices.

Vehicles

Besides those listed for each character, TTT has in their tiny garage the following:

A one ton Chevy aluminum step van
1998 Ford F150 conversion van
Three automobiles (whatever they decide to steal)
1 Bellanca Skyrocket Airplane
1 Lake LA-250 Renegade (a light STOL utility amphibian airplane)
Two Avtran Skybikes


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Unread postPosted: Mon Feb 17, 2020 6:19 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
IOTA

Little is known about the man who moves like an atom. It is believed he associated with numerous gang activities in East
L.A. before starting to engage in heavy crime. He is the newest member of the TTT. He is liked by all and proven that he is
not only a team player, but dependable to go out of his way to ensure the mission will succeed.

Real Name: William Perex
Occupation: Terrorist and Professional Criminal
Alignment: Aberrant
Power Category: Mutant
Experience Level: 5th
Hit Points: 44 S.D.C.: 183
P.P.E.: 20
Appearance: Iota is an attractive Hispanic man with tawny skin and gold hair.
Attributes: I.Q. 14, M.E. 11, M.A. 14, P.S. 32, P.P. 31, P.E. 19, P.B. 14, Spd. 700 mph (1126 km)
Age: 27, Sex: Male, Height: 6 foot (1.82 m), Weight: 175 (78.75 kg)
Unusual Characteristics: Gold hair and yellow eyes.
Major Super Abilities: Shrink (Reduce Mass) and Sonic Speed. Note: Superior Vision and Night vision 500 feet
(152.4 m). He can reduce himself to a minute speck (a period).
Combat Training: Martial Arts
Attacks per Melee: 8 (2 initial + 3 from Hand to Hand +1 from boxing) +2 from super powers.
Combat Bonuses: +8 to initiative, +11 to strike, +17 to parry, +14 to dodge/+20 when shrunken, +12 automatic
dodge, +17 to damage, +15 to roll with punch/fall, +7 to pull punch, and disarm.
Saving Throws: +8% to save vs coma/death and +3 to save vs magic/poison.
Combat Skills: Punch 1D6, Karate Punch 2D6, Backhand Strike 2D4, Power Punch (counts as two attacks),
Elbow/Forearm 2D4, Knee 2D4, Super Fast Punch 4D6, Fast Karate Kick 2D6+2, Snap Kick 2D6, Crescent Kick 3D6,
Roundhouse Kick 4D6, Axe Kick 3D6, Leap Kick 5D6 (counts as two attacks), Super Fast Kick 5D6, Tripping/Leghook
(cannot be paired, must dodge or knockdown), Jump Kick 6D6, Flying Jump Kick 4D6, Super Fast Power Punch/Kick
1D6x10 (Counts as two attacks), Body Block/Ram 2D4x10, All Holds, and Knockout on an unmodified roll of 20.
Educational Background: On the Job Training
Common Skills: Read-Write/Speak English 90%/93%, Mathematics: Basic 87%, and Pilot: Automobile 75%.
Espionage Program: Hand to Hand: Martial Arts, Detect Ambush 70%, Intelligence 67%, Wilderness Survival
70%, Detect Concealment 65%, and Escape Artist 70%.
Physical Program: Gymnastics, Acrobatics, Boxing, and Kick Boxing.
Secondary Skills: Prowl 60%, Climbing 85%/75%, Athletics (general), Running, Land Navigation 56%, W.P.
Blunt (+2 to strike & parry), W.P. Rifle (+3 to aim/+1 to burst), Pilot: Motorcycle 56%, W.P. Sword (+2 to strike, +1 to
parry), and Basic: Radio 65%.
Money: He has about $330,000 in ready cash, $590,000 stash away in a bank in Central America, and $1.3 million
available to him from the team fund.
Weapons: MD2 Imbel (.38 Super Auto), machete, and a cudgel. He uses shrunken forms as well.
Armor: Hard armor vest (half suit). A.R.:12, S.D.C.: 120. He wears versions at his normal height and shrunken ones as well.
Equipment & Vehicles: Like the members of the TTT, he has full access to the arsenal of tiny weapons and equipment.


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Unread postPosted: Mon Feb 17, 2020 6:24 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
THE GNAT

The Gnat has been a super villain for some time, yet almost nothing is known about him. He also keeps much of his
life concealed from his teammates. The former ally of the original Prof. Fraction had no qualms about joining forces with
Vito Basso to form a new partnership, which eventually led to the creation of the TTT. Unfortunately Gnat brought a host of
super beings he’d made enemies of, one being Soundwave. He interfered with one of his robberies, which almost resulted
in the villain’s near capture by the police. Gnat then swiped his stolen merchandise. The Gnat tries to keep his solo criminal
past behind him, but every so often the itch to go out and do something on his own eats at him. Prof. Fraction has given
him a harsh warning not too otherwise there could be consequences that could put the team’s secrets in jeopardy if he
were to be caught.

Real Name: Unknown
Occupation: Terrorist and Professional Criminal
Alignment: Anarchist
Power Category: Mutant
Experience Level: 6th
Hit Points: 48 S.D.C.: 82 Armor Rating: A.R.: 10
P.P.E.: 29
Appearance: The Gnat looks like a humanoid fly. He has large round eyes, antennae, claw like hands and feet, no
body hair, and a hard, tough skin.
Attributes: I.Q. 10, M.E. 6, M.A. 10, P.S. 18, P.P. 30, P.E. 16, P.B. 9, Spd. 24/90 mph (144.9 km) in flight.
Age: 31, Sex: Male, Height: 6 foot (1.82 m), Weight: 217 (97.65 kg)
Unnatural Characteristics: Dark blue skin, insect features, claw-like hands and feet, and armored skin. .
Minor Super Abilities: Flight: Insect, Antenna, Adhesion, Extraordinary P.P., Energy Expulsions: Energy. Note:
Shrinks to 6 inches (15 cm) in insect flight mode.
Combat Training: Assassin
Attacks per Melee: 7 (2 initial + 4 from Hand to Hand +1 from super powers)
Combat Bonuses: +4 to initiative/+5 in flight, +10 to strike, +13 to parry, +13 to dodge/+17 in flight/+21 when
flying 40 mph (64 km), +11 automatic dodge, +6 to damage, +1 to damage for every 20 mph (32 km) of flight speed, +4
to roll with punch/fall, +5 to pull punch, and +3 disarm.
Saving Throws: +4% to save vs coma/death and +1 to save vs poison/magic.
Combat Skills: Punch 1D4, Claws 2D4, Power Punch 2D4 (counts as two attacks), Elbow/Forearm 1D6, Knee 1D6,
Body Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and 1 attack/action), and all Holds.
Educational Background: On the Job Training
Common Skills: Read-Write/Speak English 92%/94%, Mathematics: Basic 90%, and Pilot: Automobile 80%.
Criminal Program: Streetwise 59%, Pick Locks 85%, Roadwise 65%, Tailing 80%, and Prowl 80%/90%
Demolitions Program: Basic Electronics 75%, Basic Mechanics 85%, Demolitions 93%, Demolitions Disposal
93%, and Underwater Demolitions 70%/60%.
Secondary Skills: Hand to Hand: Assassin, Athletics (general), Climbing 98%/95%, Running, W.P. Handgun
(+3 to aim/+1 to burst). W.P. Rifle (+3 to aim/+1 to burst), Land Navigation 60%, Radio: Basic 70%, W.P. Archery (+1 to
strike, Rate of Fire 2), and W.P. Targeting (+1 to throw, Critical strike on an unmodified 19-20).
Money: He has about $1.2 million hidden away in a secret vault. He keeps about 4D6x$1000 of cash on him at all
times. He is also able to withdraw $1.3 million from the team fund.
Weapons: He has access to the entire arsenal used by the TTT by the following are his favorites, both in standard
and shrunken form. He is also an expert in using all their explosives.
Delta Elite (Colt 10mm), Range: 135 feet (41 m), Damage: 4D6+2, Rate of Fire: Single shot or semi-auto,
Feed: 8 round detachable box mag.
FW-220-A Electranet Bow and Arrow, Range: 600 feet (183 m), Damage: 4D6, Three electric charges per melee.
Long Bow with 16 arrows, Damage: 2D6. Note: He sometimes has poison arrows which require a save vs.
lethal poison (14) or they inflict 4D6 damage direct to hit points, make the save and the cause 1D6 to S.D.C.
PSG-1 Sniping Rifle (7.62mm x 51), Range: 1312 feet (400 m), Damage: 4D6, Rate of Fire: Single shot,
Payload: 20 round magazine. Capable of firing a silent shot.
Energy Expulsions: Energy, Range: 600 feet (183 m), Damage: 8D6 or 1D4x10+8, Bonuses: +11 to strike if
an aimed shot.
Equipment & Vehicles: Like the members of the TTT, he has full access to the arsenal of tiny weapons and equipment.


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Unread postPosted: Sun Mar 01, 2020 11:01 pm
  

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Joined: Sun Feb 10, 2002 2:01 am
Posts: 3106
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
PEBBLE

This miniature mountain loves to cause damage. He loves a good fight, especially when his strength gives him a clear
advantage and his opponent’s assume he’s a mutant. He came to Earth to be free of his own world prejudice’s which found
those capable of shrinking intolerable as appose to those who can grow. Finding Vito and Gnat was the greatest thing for
him because he at last found company to share a common bond. However, Pebble’s joy for being vindictive and cruel tends
to get the better of him. Prof. Fraction usually has to remind him of their mission’s ultimate goal in order to keep him in
line. So far, Pebble has always agreed with him, but there is a slight resentment starting to grow with the alien. However,
he’s quite aware that he lacks leadership skills to assume control over the group, so he’s willing to put up with it.

Real Name: Unknown
Occupation: Terrorist and Professional Criminal
Alignment: Miscreant
Power Category: Alien (Mineraloid)
Experience Level: 6th
Hit Points: 51 S.D.C.: 387 Armor Rating: A.R: 14
P.P.E.: 32
Appearance: Pebble looks like a hulking humanoid made of brown sandstone. His body is thick and bumpy. His face
is void of facial features accept for glowing orbs for eyes.
Attributes: I.Q. 13, M.E. 10, M.A. 8, P.S. 31 (Superhuman), P.P. 19, P.E. 21, P.B. 12, Spd. 24
Age: 88, Sex: Male, Height: 6 foot and 1 inch (1.85 m), Weight: 352 (158.4 kg)
Originating Alien Environment: Toxic Atmosphere (No Air)
Natural Abilities: Superhuman P.S., physical and kinetic energy attacks do half damage, electricity, ion beams, and
lasers only do half damage. Extreme heat, fire, cold, and powerful microwaves only do 10% normal damage, impervious to
radiation and organic attacks (poison, chemicals, drugs, and toxins), doesn’t breath, drink, or eat, needs only 4 hours of
sleep, and heals 2D6 S.D.C./hit points per 24 hours (doubles each day if go into healing trance).
Major Super Ability: Shrink (Mass Constant). He can reduce his size to 1/8 of an inch (3 mm).
Minor Super Abilities: Heavyweight, Hyper Density, and Immovability.
Combat Training: Expert
Attacks per Melee: 6 (2 initial + 3 from Hand to Hand +1 from boxing)
Combat Bonuses: +2 to initiative, +4 to strike, +8 to parry, +8 to dodge/+11 when shrunk, +16 to damage/+10 to
hand-held melee weapons, +4 to roll with punch/fall, and +2 to pull punch.
Saving Throws: +12% to save vs. coma/death and +3 to save vs. magic.
Combat Skills: Punch 3D6+2, Power Punch 1D4x10 (counts two attacks), Elbow & Forearm 3D6+4, Knee 3D6+4,
Karate Kick 4D6, Snap Kick 3D6+2, Tripping/Leghook (cannot be paired, must dodge or knockdown), all Holds, Knockout
on an unmodified roll of 20, and Critical strike on an unmodified roll of 18-20.
Educational Background: Military Specialist (Has studied the Earth)
Common Skills: Read-Write/Speak Native Tongue 92%/94%, Read/Write/Speak FAR Pilian 85%, Mathematics:
Basic 90%, Pilot: Hover Car Truck 90%, and Read/Write/Speak English. Spanish, Chinese, Hindi, Russian, and Arabic 98%
Special Program: Intelligence 71%, Detect Concealment 70%, Tracking 70%, Wilderness Survival 75%, Detect
Ambush 75%, Trap & Mine Detection 65%, Demolitions 93%, Demolitions Disposal 93%, NBC Warfare 80%, Military
Etiquette 80%, Boxing, Body Building & Weightlifting, Athletics (general), and Forced March, Hand to Hand: Expert, W.P.
Heavy Military Weapons (+3 to aim/+1 to burst), W.P. Heavy Energy Weapons (+2 to aim/+1 to burst), W.P. Shotgun (+3
to aim/+1 to burst), and W.P. Blunt (+3 to strike & parry).
Secondary Skills: Radio: Basic 80%, Gemology 55%, Land Navigation 60%, Astronomy & Navigation 60%,
Pilot: Truck 86%, Pilot: Tracked Vehicles 84%, Gardening 60%, Basic Mechanics 70%, General Repair/Maintenance 65%,
Running, and Computer Operation 63%.
Money: He has personally amassed about $800,000. He is also able to withdraw $1.3 million from the team fund.
Weapons:
Mini-Missile Launcher, (Backpack holds 6, fire one at a time or in a volley of 2, 4, or 6. Range: One mile (1.6
km), Damage: Varies (depends upon the missile).
Kisentite Club, Damage: 2D6+2.
Equipment & Vehicles:
A.T.V Hover Vehicle, Range: 850 miles (1360 km), Speed: 120 mph (192 km), Hovers 3-20 feet (.9-3.7 m)
above the ground. Hold 3-6 passengers.
Like the members of the TTT, he has full access to the arsenal of tiny weapons and equipment.


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Unread postPosted: Fri Mar 06, 2020 9:22 am
  

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Joined: Sun Feb 10, 2002 2:01 am
Posts: 3106
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
MR. LILLIPUT

Hugo Toppersmith was a professional cat-burglar scientist. He wanted to be a doctor or chemist after he graduated from high school, but his grades were not all the good. In
fact, in order to pass most of his exams he had to cheat, and when he couldn’t do that, he break into the teacher’s office or house and steal the answers. At some point he decided
why not take a few things while was in the house as well. One day though he broke into the wrong home. One of his first year college professors was obsessed with genetic medicine
and cloning. When he caught Toppersmith breaking into his mansion, he decided to use him as a live test subject for his next bout of experiments. He did manage to clone
Toppersmith all right, but not in the manner that he expected instead. His body split apart into three duplicates about 6 inches (15 cm) tall. The three mini Toppersmith’s escaped
from the scientist house and made their way to the back alley. Eventually the three merged back together and Toppersmith found himself back to normal. For the next few days,
Toppersmith learn to control this strange ability. Eventually he learned to put it to good use. A few months later he broke into a house only discover his body turning into stone.
When the lady of the house suddenly appeared, she herself was made of stone. She charged after him, he separated into several mini-selves. The swarm of tiny stone beings
attacked the woman and eventually beat her down with her own abilities. Toppersmith finally understood the entirety of his powers and from that moment decided to call him Mr.
Lilliput based on the tiny people from the book Gulliver’s Travels. A year later, Toppersmith received a phone call from an individual called the Gnat who he partnered with one
several occasions. The Gnat asked him if he’d like to join a group of super powered beings who possessed the ability to reduce their size. Realizing the potential of powers he could
mimic, Toppersmith jumped at the chance. Toppersmith’s has proven to be the key individual that allows the TTT to be the threat that they are today, and because of his abilities,
has aided Professor Fraction in building their shrunken arsenal. Toppersmith also plays the role of team cheerleader, he’s not interested in returning to a life of crime on his own, he
will do anything to make sure the group stays together and works out any personality conflicts that might come up.

Real Name: Hugo Toppersmith
Occupation: Terrorist and Professional Criminal
Alignment: Aberrant
Power Category: Experiment
Experience Level: 6th
Hit Points: 41 S.D.C.: 52
P.P.E.: 24
Appearance: Mr. Lilliput is a young man with black hair who wears blue over halls and cowboy boots as his costume.
Attributes: I.Q. 12, M.E. 13, M.A. 12, P.S. 19, P.P. 14, P.E. 14, P.B. 14, Spd. 25
Age: 28, Sex: Male, Height: 6 foot and 1 inch (1.85 m), Weight: 183 (82.35 kg)
Side Effect: Chemically Resistance
Major Super Abilities: Mimic and Swarm Selves. Note: The Hyper effect reduces the Swarm Selves ability to uses his Mimic abilities only by 45% instead of 75%.
Minor Super Ability: Bio-Aura
Note: Mr. Lilliput powers are Hyper-Powered (+30% greater range and full duration).
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, +4 to damage, +3 to roll with punch/fall, +2 to pull punch, and disarm.
Saving Throws: +5 to save vs. poison, drugs, and toxins (the penalties, effects, duration, and damage are one-half even if fail the save).
Combat Skills: Punch 1D4, Power Punch 2D4 (count as two attacks), Elbow/Forearm 1D6, Knee 1D6, Karate Kick 2D4, All Holds, and Critical strike on an unmodified roll of
19-20.
Educational Background: On the Job Training
Common Skills: Read-Write/Speak English 92%/94%, Mathematics: Basic 90%, and Pilot: Automobile 78%.
Professional Thief Program: Locksmith 80%, Prowl 70%, Climbing 85%/75%, Surveillance 75%, and Basic Electronics 75%.
Science Program: Computer Operation 93%, Mathematics: Advance 91%, Chemistry 95%, Chemistry: Analytical 80%, Chemistry: Pharmaceutical 85%, and
Astrophysics 80%
Secondary Skills: Hand to Hand: Basic, Basic Mechanics 70%, Athletics (general), Running, Land Navigation 60%, W.P. Handgun (+3 to aim/+1 to burst), Radio: Basic
80%, Pick Pocket 50%, Palming 40%, Cardsharp 34%, and Streetwise 24%.
Money: During his sole career, he managed to steal around $500,000 which he keeps in a hidden vault in New Mexico. He has $1.3 million available to him from the team
fund, but the Professor has decided to give him a meager allowance of 3D4x$10,000 in order to stop his growing gambling habit.
Weapons: He is never without his trusty Colt Mark IV (.45 ACP).
Equipment & Vehicles: Like the members of the TTT, he has full access to the arsenal of tiny weapons and equipment.


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Unread postPosted: Fri Mar 06, 2020 9:27 am
  

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Joined: Sun Feb 10, 2002 2:01 am
Posts: 3106
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
PROFESSOR FRACTION (The Second)

Professor Fraction is the name of a legendary super villain that everyone has heard of, and every major superhero in the last forty years has encountered. Agents of S.C.R.E.T.
are still trying to figure out how this infamous villain has managed to hang around all this time, without any super powers, just relying on his genius and his amazing array of
shrinking technology. The truth is the man who first called himself Professor Fraction is dead and the man who killed him took up his mantle.
Eduard Weiss was an inventor obsessed with discovering new applications for atomic energy because he believed the potential was there to make new discoveries that no else
had made. However, he theorized that in order to understand atoms, one had to be closer to them. He invented technology that would reduce the size of person and objects, and
restore them to their normal size. During one evening while existing at the size of a minute speck, thieves broke into his lab and stole some of his equipment, including the means
for him to return to normal. For forty-two days in his lab, the scientist spent in his shrunken state, for the most part unable to do the simplest things, and spending a lot of time
avoiding insects and one annoying mouse. Eventually he found a way to get up to his workshop bench and work on some other secondary inventions that allowed him to restore
himself to his normal size. The traumatizing experience made Weiss consider destroying the technology, but instead he decided to keep it. He also thought of the men who robbed
him, how easily it would be for a thief to steal things if he could shrink himself into an establishment or shrink the item to the size of a toy and walk out with it. Inspired by his
ordeal, Weiss spent months redesigning and retooling his shrink technology, eventually he developed the Reducto-Gun that could do it all. He could shrink himself, others, or objects.
He also made hand grenades that exploded releasing what he called “shrink dust” that could shrink people and objects as well. Donning a colorful costume for himself, Weiss
embarked upon a new career-as the tiny thief known as Professor Fraction.
For thirty-five years, Professor Fraction fought many super-heroes and committed hundreds of crimes. He stole enough money, precious gems, and valuable property to turning
himself into a multi-millionaire, yet it was never enough for him. He began delving deeper and deeper into the nature of his shrink technology, eventually creating more complex
devices that would allow him to shrink entire buildings, so he could literally pick up a bank and walk away with it (of course he dump out all the people inside for he had no use for
them).
Finally getting on in age, Prof. Fraction felt the time had come to find an assistant. His first one Rhea Haterstone by sheer coincidence had her own shrink powers. For over a
year she worked alongside the good doctor, but eventually she turned on him when he was about to brutally murder several schoolchildren and their teacher (the teacher’s aide
happen to be Mary Garson/Pulsar of the Omega Team). She was the one that got Rhea to turn on him. Prof. Fraction managed to escape while Rhea ended up joining the Omega
Team. Weeks later he chose a young man he read about who been expelled out of his first year at MIT for building a homemade Taser gun in one of his engineering classes and
testing it on a fellow student. Vito Basso recognized the opportunity of working alongside one of the greatest criminals of all time. For two years, he aided the villain battle it out with
his super hero enemies and came up with strategies for even bigger crime capers, some that operated out of the norm of the Professor’s modus operandi. Then one day Vito awoke
from his sleep to find himself one inch tall. He wondered if the professor has used his technology on him in his sleep. To his complete surprise the countless exposures to shrink
technology granted him the powers to do it all on his own. He concealed this from the professor for several weeks. Then one day, the Professor was barely able to escape the custody
of the police and a super hero duo hot after his trail. Vito decided the time had come for his mentor to retire. He tried persuading him, but Weiss refused saying he may be sixty-two
years old, but he hadn’t lost a step. Then Vito insisted he do so. This alarmed Weiss so he used the Reducto-Gun on him, only it didn’t work. Basso super powers made him
impervious to the weapon. He pulled out a 9mm and emptied the clip into Professor Fraction. Basso shrunk Weiss’ body to six inches and tossed it the ocean. He returned to the lab
cleaned it up and assumed the mantle of Professor Fraction. As the day went on, and Basso continued to use his abilities, his body began to change in appearance, but he didn’t give
it a second thought.
Weeks later, the Gnat, a partner of the Prof in numerous crimes, came by for a visit. Basso lied and said that Weiss had died of heart attack, so he’d buried his body in a hidden
location, and decided to take his place. He then asked the Gnat to form a more permanent partnership with him. To forge something that would not only equal the longevity of
Professor Fraction’s career, but also make it even more infamous. The Gnat agreed. Basso then contacted a former ally, the criminal thief known as Mr. Lilliput and invited him to join
them as well. Before long the trio found great success together. Basso coined them the Tiny Terrible Terrorist. When the other members joined in, Basso decided, they needed to
evolve beyond being petty thieves and criminals. The time had come for them to move to an even bigger stage. This eventually led them to making their headquarters inside
Fabricator Inc, where they have access to the greatest criminal technology of time.
As the reputation of the TTT grows, Basso has considered his own fate. Will one day a member of the TTT try to take him out as he did Weiss. He doesn’t know, so far he has
no reason to suspect anyone is plotting to take over his role as leader, especially since he is the only one who knows how to use the Reducto-Gun and most of Weiss’s shrink
technology, but Weiss under-estimated his ambitions, could he be doing the same too in regards to TTT.

Real Name: Vito Basso
Aliases: Eduard Weiss
Occupation: Leader of the TTT
Alignment: Aberrant
Power Category: Mutant (who uses a Super Invention)
Experience Level: 8th
Hit Points: 49 S.D.C.: 36
P.P.E.: 19
Appearance: He dresses only in professional attire (expensive white shirt, tie, dress slacks, and/or suit). When on a mission he wears a white lab coat or a surgical gown.
Attributes: I.Q. 20, M.E. 13, M.A. 10, P.S. 15, P.P. 9, P.E. 15, P.B. 9, Spd. 16
Age: 30, Sex: Male, Height: 6 foot (1.82 m), Weight: 175 (78.75 kg)
Unusual Characteristics: His skin is yellow. He has no body hair or earlobes.
Major Super Abilities: Shrink (Reduce Mass/One Inch) and Item Reduction.
Super Invention: The Reducto-Gun. A.R. 15 and 200 S.D.C. 8th Level.
Shrink (Reduce Mass) and Item Reduction. Weapon is not too difficult or too expensive to work on. Cost around $6000. Note: Living creatures and robots struck by the
Reducto-Gun have a chance to resist its size-changing effect by a saving throw of 15 or higher (P.E. attribute bonus is applicable). Failure means they are reduced to a minimum of 6
inches (15 cm) or to a maximum of one inch (2.5 cm). The effects of reduce mass are the same as listed on page 286. Note: Vito can combine the effects of his own super abilities
and those of the Reducto-Gun to shrink objects weighting up to 2400 lbs (1080 kg).
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.
Educational Background: On the Job Training
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 & Illegal Weapons 79%, and Prowl 86%
Weapons Engineer Program: Mathematics: Advance 98%, Electrical Engineer 96%, Mechanical Engineer 91%, Weapons Engineer 86%, Armorer/Field Armorer 98%, and
Basic Mechanics 91%.
Secondary Skills: Hand to Hand: Basic, W.P. Handgun (+4 to aim/+2 to burst), Swimming 96%, Climbing 86%/76%, Pilot: Airplane 88%, Radio: Basic 96%, Business &
Finance 81%, Athletics (general), Computer Operation 84%, Computer Program 74%, Astronomy & Navigation 51%, and Concealment 38%.
Money: He’s taken control of the personal fortune of the original Professor Fraction, which totaled sixty million. He’s invested all the stolen earnings and money earned from
the hired jobs the TTT has taken and turned it into an operation that makes twenty million annually.
Weapons: He not only has his own mutant powers, but the Reducto Gun, and the entire arsenal of the TTT.
Equipment & Vehicles: Like the members of the TTT, he has full access to the arsenal of tiny weapons and equipment.


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Unread postPosted: Wed Mar 18, 2020 6:25 pm
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3106
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
Well I'm not going to be doing anything for quite a while because of the coronavirus shutting down my work so I'll be doing some Heroes posting while I
also work on some fantasy stuff.


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Unread postPosted: Thu Mar 19, 2020 4:38 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
ALEX PAIN

Alex Valentine is the son of a wealthy woman who runs the Sands Hotel in Los Vegas. He grew up a rich, spoiled kid who insisted that the world cater to his every want and
need. Around the age of sixteen, he developed psychic abilities, specifically ones that allowed him to learned people greatest fears and their most painful experience. He started to
use his new talents to help him rob guests staying at the hotel or to blackmail/con them into giving him money. Shortly after turning, eighteen his mother told him if he wanted to
continue living at the hotel, he had to earn a college education. Alex enlisted at the University of Nevada, Los Vegas, yet decided to pull one last burglary at the hotel. Unbeknown to
Alex, the man he targeted was not just a high rolling gambler, but also a retired “cleaner” for the Russian mob. Alex snuck into the man’s room and discovered his photo albums of
the dozens of victims he tortured and mutilated over the years. Fascinated with all that he saw, he waited for the man’s return. Alex tried to convince the killer to tell him more about
his past and lifestyle; instead, the man attacked and stabbed him with a knife. Severely wounded, the man tied Alex to a chair and prepared to torture him. Using his mental
abilities, he learned the man’s suffered from musophobia (fear of mice), but what good did knowing such a fear do for him. That’s when his true power manifested itself, the ability
to create life like illusions. The man suddenly saw a giant rat (the size of a dog) on his bed. The panic-stricken sadistic killer became so terrified that he decided the only way to
escape was to jump out the 10-story window. The police and hotel security eventually found a nearly unconscious Alex still tied to the chair.
After recovering from his injuries, Alex went on his own killing spree, experimenting with all sorts of ways to torture people with their greatest fears and painful experiences. He
never enrolled in college, yet he spent hours in the college library studying about the human consciousness. Before long, his life followed the career of the sadistic Russian assassin.
He’s traveled the world selling his services to whomever paid him, but he’d only take the job if he’d learned his target could be torture by their own worst fears and painful
experiences. Alex Pain still calls Las Vegas home, and he’s managed to keep his real identity a mystery to the authorities, although the name and MO (modus operandi) of Alex Pain
is well documented by S.C.R.E.T. and the FBI. Adventure Hooks: Alex Pains spends a lot of time at his mother’s hotel, so he enjoys running many of his criminal operations there.
She of course has no idea her son is a super villain.

Real Name: Alexander Valentine
Occupation: Assassin for Hire
Alignment: Diabolic
Power Category: Mutant (Latent Psychic)
Experience Level: 7th
Hit Points: 48 S.D.C.: 45
P.P.E.: 28
I.S.P.: 113
Appearance: Alex Pain has movie star looks. He is short and slender. His hair is blond and shoulder length, usually pulled back into a ponytail. He dresses to impress,
regardless of the assignment.
Attributes: I.Q. 15, M.E. 28 M.A. 8, P.S. 17, P.P. 14, P.E. 17, P.B. 21, Spd. 26
Age: 29, Sex: Male, Height: 5 foot and 6 inches (1.70 m), Weight: 140 lbs (63 kg)
Unnatural Characteristics: Angelic face and yellow eyes.
Major Super Abilities: Illusions
Psionic Abilities: Empathy, Mind Block, See Fear (Special), and See & Sense Pain (Special), Sixth Sense, and Telepathy.
See Fear: A unique blend of telepathy and empathy that allows Alex to scan a victim’s mind and instantly know his or her greatest fear and/or phobias. Even if the
victim successful saves against this power, Alex will still get a clear sense that the person is fearful of something. Range: 60 feet (18.3 m) and must be visible, Duration: 2 melees
(30 seconds), I.S.P.: 6, Saving Throw: Standard, but those with phobias are -4 to save against him.
See & Sense Pain: Similar to his see fear power. Alex can scan a victim’s memories and find out what was the worst pain he or she ever experienced in their life. Even if
the victim successful saves against this power, he can still register pain intensity and pinpoint the sufferer’s general location and distance. Range: 90 feet (27.4 m) radius, Duration:
1 minute, Saving Throw: Standard, but anyone in his range who has lost half their S.D.C. or taken any hit point damage is -4 to save against him. Anyone who suffered from a major
injury or some form of trauma in the past (including labor pains) is -2 to save against him.
Combat Training: Assassin
Attacks per Melee: 6 (2 initial + 4 from Hand to Hand)
Combat Bonuses: +3 to initiative, +2 to strike, +4 to parry, +4 to dodge, +6 to damage, +4 to roll with punch/fall, +6 to pull punch, +4 disarm
Saving Throws: He needs a 12 or higher to save vs. psionic attack, +7 to save vs psionics, +11 to save vs insanity, +5% to save vs coma/death, +1 to save vs poison &
magic, +8 to save vs fear magic/Horror Factor, and +13 to save vs illusions.
Combat Skills: Punch 1D4, Elbow/Forearm 1D6, Knee 1D6, Power Blow 2D4 (counts as two attacks), Kick 2D4+2, Body Flip/Throw 1D6 + P.S. damage (lose 1 attack/action
per melee and initiative), All Holds, and Deathblow (double damage to hit points, if desired; must be announced).
Other Bonuses: 55% charm/impress,
Educational Background: On the Job Training
Common Skills: Read-Write/Speak English 94%/95%, Pilot Automobile 81%, and Mathematics: Basic 98%.
Criminal Program: Streetwise 63%, Pick Locks 90%, Find Contraband 69%, Seduction 60%, and Safecracking 63%.
Espionage Program: Detect Ambush 80%, Intelligence 75%, Wilderness Survival 80%, Escape Artist 80%, and Interrogation 80%.
Learned Science Program: Computer Operation 96%, Mathematics: Advance 93%, Chemistry 98%, Biology 90%, and Psychology 85%
Secondary Skills: Athletics (general), Prowl 60%, Climbing 75%/65%. Swimming 85%, Running, W.P. Handgun (+3 to aim/+1 to burst), W.P. Knife (+3 to strike, parry,
and throw), Pilot: Motorcycle 88%, Pilot Race Car 67%, Aerobic Athletics, Wardrobe & Grooming 58%, and Gambling (Standard) 40%.
Money: His assassin career has allowed Alex to live very well. He usually carries $1D6x1000 on hand, has credit for about $200,000, and keeps 2 million in the bank.
Weapons: 9mm Model P5 Walther, Bowie Knife, and 2 Concealed Boot Knives.
Equipment & Vehicles: Dresses in expensive suits (Italian) and has to drive around in a car that can go at least 180 mph.


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Unread postPosted: Wed Mar 25, 2020 4:40 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
BELDAME

At age 15, Jobeth Atherton walked in an Italian restaurant in Century Station and shot Lazzaro Gipetto four times in the chest. She then left
a black rose on his table and took his white fedora. Ten minutes later, she took an envelope of money from Ernesto Gipetto, Lazzaro’s older
brother and crime boss of the Gipetto crime family. From that moment on, Jobeth dedicates her life to being a “Cleaner” for organize crime.
After high school, Jobeth joined the U.S. Marine Corp. She excelled and was encouraged to enter a technical or weapons fields. Jobeth
wanted to be a Marine Sniper. However, in the U.S. Marine Corp women are prohibited from serving in an infantry unit, which includes a
sniper. Jobeth was determined to be the first one. She proved herself more than an equal to any man, become of the best marksperson ever.
Nonetheless, she was denied for a number of reasons, all of which she refused to accept as legit. Weeks later during a commencement
ceremony, Jobeth shot the man she blamed from a quarter of a mile away with her rifle. Jobeth Atherton then disappeared. Four years later,
she resurfaced in Century Station wearing a white zoot suit and the white fedora. She entered the same Italian restaurant and shot Ernesto.
Since the assassination, Jobeth has joined with Fabricators Inc as an assassin for hire and Elimination Team Operative. On a numerous
operations, she worked alongside Voltaic and/or Bellicose, and despite the fact she is a non-super powered operative, both men describe her
as a cold, calculating, killer who is more than capable of taking down anyone she wishes if she puts her mind and trigger finger to it.

Real Name: Jobeth Atherton
Alias: The Fancy Dame and Piper Johnston
Occupation: Fabricators Assassin and E-Team Operative.
Alignment: Miscreant
Power Category: Hardware (Weapons)
Experience Level: 7th level
Hit Points: 47 S.D.C.: 54
P.P.E.: 10
Appearance: She is an attractive young woman with shoulder length strawberry blond hair (usually kept in a pony tail) and blue eyes.
She dresses in stylish long zoot suits, with a black rose in the buttonhole and a white fedora. She doesn’t own a dress or any “feminine”
clothes.
Attributes: I.Q. 18, M.E. 13, M.A. 18, P.S. 15, P.P. 22, P.E. 15, P.B. 15, Spd. 26
Age: 37, Sex: Female, Height: 5 foot and 8 inches (1.72 m), Weight: 127 lbs (57.15 kg)
Combat Training: Martial Arts
Attacks per Melee: 5/6 (2 initial + 3 from Hand to Hand) +1 if use firearms
Combat Bonuses: +2 to initiative, +4 to strike, +8 to parry, +8 to dodge, +2 disarm, +4 to roll with punch/fall, and +3 to pull punch.
Saving Throws: +4 to save vs Horror Factor.
Combat Skills: Karate Punch 2D4, Power Blow 4D4 (2), Backhand 1D6, Elbow & Forearm 1D6, Knee 1D6, Kick 2D4, Roundhouse 3D6,
Snap Kick 1D6, Crescent kick 2D4+2, Tripping/Leg Hook (cannot be paired, must dodge or knockdown), Jump Kick 6D6, Flying Jump Kick
4D6, All Holds, Paired Weapons, and Critical strikes on an unmodified roll of 18-20.
Other Bonuses: +4% to all skills and 50% trust/intimidate.
Special Hardware Skills: Make & Modify Weapons 102%, Recognize Weapon Quality 64%/89%, Paired Weapons Handguns/Energy
Pistols, Quickdraw Handguns and Rifle W.P. Sharpshooting, +3 to disarm on a called shot with any gun, and Reputation &
Horror Factor 11.
Educational Background: Military Specialist and Hardware Skills
Common Skills: Read-Write/Speak English 98%/98%, Mathematics: Basic 97%, Pilot: Automobile 85%.
Military Program (Basic): Running, Climbing 99%/89%, Military Etiquette 98%, Forced March, Radio: Basic 98%, W.P. Rifle (+5 to
aim/+2 to burst), and W.P. Grenade (+2 to strike).
2nd Military Program: Camouflage 79%, Armorer/Field Armor 98%, Parachuting 98%, and Trap/Mine Detection 79%.
Espionage Program: Hand to Hand: Martial Arts, Detect Ambush 84%, Intelligence 79%, Wilderness Survival 84%, Forgery 74%, and
Disguise 81%.
W.P. Modern Weapons: W.P. Heavy Military Weapons (+4 to aim/+2 to burst), W.P. Sub-Machinegun (+4 to aim/+2 burst), and W.P.
Heavy Energy Weapons (+4 to aim/+2 to burst).
Hardware Program: Sniper (+2 to aim/called shots-2), W.P. Handgun (+4 to aim/+2 to burst), W.P. Energy Pistol (+5 to aim/+2 to
burst), W.P. Energy Rifle (+4 to aim/+2 to burst), W.P. Shotgun (+4 to aim/+2 to burst), W.P. Military Flamethrower (+3 to aim/+1 to
burst), W.P. Knife (+4 to strike, parry, and throw), W.P. Blunt (+4 to strike & parry), Demolitions 98%, Demolitions Disposal 98%, Find
Contraband 78%, Basic Electronics 79%, and Basic Mechanics 98% .
Secondary Skills: Athletics (general), Wardrobe & Grooming 82%, Prowl 64%, Jury-Rig 64%, Swimming 89%, Streetwise 44%, Law
(basic) 54%, Computer Operation 70%, and Research 79%.
Money: Jobeth has allowed Fabricators to set up a bank account for her where she stashes $3.7 million dollars. She also has half a
dozen bank accounts under assumed names throughout the United States, each accounts has about $120,000 in them. Fabricators Inc pays
her annual salary of $650,000. Fabricators Inc pays for all of her expenses whenever she’s on a mission.
Weapons: Beldame has access to all types conventional weapons, energy weapons, gimmicked weapons, and explosives. Her favorite
weapons are the ones she designs herself.
McMillian Tac-50 Sniper Rifle with superior weapon balancing and 5x25 telescopic sight, Effective Range: 1 mile (1.6 km), Jobeth has
shot a man in the heart at 8010 feet (2441 m), Damage: 1D4x10, P.V. Rating: 8, Rate of Fire: Single Shot Bolt Action, Feed: 5 round
detachable round magazine, Bonuses: +2 to aim (total +7 to aim). Armor Piercing: +2 to P.V., +1D6 to damage, and reduce A.R. by two (or
get +2 to strike against armored targets).
Exploding: +3 to P.V., and do 1D6x10 points of damage.
High Velocity Armor Piercing (HVAP), +3 to P.V., +1D6+2 to damage, reduce A.R. by three (or get +3 to strike against armored
targets), and increase range by 50%.
Browning BDM (Double Action Pistol), Range: 135 feet (41 m), Damage: 3D6, Rate of Fire: Single shot or semi-auto, Feed: 15 shot
magazine.
Custom Built Ion Blaster, Range: 400 feet (122 m), Damage: 5D6, Rate of Fire: Single shot, Feed: 10 shot E-clip.
Armor: On certain missions, she wears full suits of Hard Armor (A.R. 16 with 286 S.D.C.). She has access to any of the Fabriactors
Flex-Steel body armors. Note: He still wears a mask even though the suits are full environmental body armors.
Equipment & Vehicles: Fabricators allows her to have any type of equipment. It doesn’t include clothes, but she has full range of
clothes granted to him, including armor and $15,000 budget per assignment for gimmick clothing. Any request for half a million
dollars worth of equipment for an assignment is subject to review and final approval. However, the following is always standard for her.
FS-34 Stealth Boots, +3 to initiative, +2 to strike (during sneak attack or from behind), +20% to prowl. These only occur when the
boots are turned on (10 hours for the cells).
WS-12 High Velocity Mini Jet Pack, 250 mph (400 km), 1 hour of flight per pellet (usually puts in 4-5), It has a heat dampening make
it difficult to pick up on infrared or thermal (-3 to strike). It gives him a +4 bonus to dodge. S.D.C. 130.
She drives around in stolen cars that have been altered enough to prevent anyone from recognizing them.


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Unread postPosted: Thu Mar 26, 2020 9:50 am
  

Knight

Joined: Fri Jan 03, 2003 2:01 am
Posts: 4291
Location: Québec
Any chance you make a villain group that looks like Fantasy adventurers team?

Some have Magic weapons,others have powers that make them look like Fantasy races and so on.


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Unread postPosted: Fri Mar 27, 2020 5:24 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
gaby wrote:
Any chance you make a villain group that looks like Fantasy adventurers team?

Some have Magic weapons,others have powers that make them look like Fantasy races and so on.


Been a while since I had a request. Should be no trouble to whip up. Give me a few days and let's see what I come up with. Got a specific
number in mine or I can see where the muses take me?


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Unread postPosted: Fri Mar 27, 2020 5:49 pm
  

Knight

Joined: Fri Jan 03, 2003 2:01 am
Posts: 4291
Location: Québec
6 members like your All Crusade squad.


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Unread postPosted: Sun Mar 29, 2020 10:12 pm
  

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The Black Coin shall be arriving in time


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Unread postPosted: Fri Apr 03, 2020 7:13 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
Baron Thought

Prince Eduard Lumark is the 2nd son of would be King Torsten Lumark of Griynia. Sadly all legal privileges and immunities of the royal and
nobility of House Lumark were abolished in 1919 (after WW I), and the royal family was no longer conferred or recognized by the Federal
Republic of Griynia. Although noble as a class is no longer recognized in Griunia and enjoys no legal or special privileges, institutions do exists
that decide matters such as lineage, legitimacy, and a person’s right to bear a name of nobility. If the Central Power had been victorious back in
WW1, Eduard’s father would have inherited the throne from his father and be the ruler of the Griynia. Eduard father serve a distinguished
career in the Griynia military, his brother was university professor. Eduard was a struggling film maker, never able succeed or catch a big break.
He would think about his lot in life and curse, by right he was a prince and should be treated like on. Where were the servants, the castle, the
royal coach, and the other accolades still be enjoyed by royal in other European nations?
When his father passed away, his brother Sander know the rightful heir decided he was going to sell what remained of the family estate,
75 acres of land and the country house that had been their ancestral home. Eduard objected, citing the house had been in their family since it
was built in 1700. Sander said he was going to sell the house and the land to an American company who planned on hold LARP torments on the
property. Outrage Eduward vowed he would find a way to stop him. Few days later Eduard was wandering the 5 acre (20,000 sq m) walled
kitchen garden beyond the stables in a drunken stupor when he came to the ugly statue in the middle of the dried fountain. He always hate the
statue, it looked like a gargoyle. He yelled at the statue and threw a beer bottle at it and screamed, “Where my crown!”
Suddenly the statue came to life and began speaking to him. It said its name was Vargug and if Eduard promised to dedicated the rest of
his life to him and further his goals, the creature would see to it that one day he wore and crown and sat on the throne that controlled Griynia.
Eduard agreed. The creature broke off one of his horns from his head and told Eduard to imbed it into his skull. Eduard suddenly transformed
into a dark, mysterious count, with pale skin, a muscular body, and long fingers. Calling himself Baron Thought, Vargug lead him to a grave. He
digs it up and finds a wooden coffin. Inside is the body a demonic looking thing and a black coin purse. Inside are black coins made of material
called noirurite. He is told give a person a black coin which he can use control people as long as they keep the coin on their person. Ask how
many coins in the bag, the demon opens the pouch in his hand and out comes 30 coins.
Eduard allow his brother to sell the estate but he with his new found abilities manages to take over the LARP events, which attracts 5000
players from around Europe. Eduard oversees the events, looking for those he can manipulate, handing out black coins and then giving them
“quests” to perform. Later they dress in their LARP gear and commit various crimes. However, the coins do more than control their thoughts
they give whoever has them random energy expulsion abilities (spells). Now with a mind controlled “gamer army” at his beckon call, the Black
Coin can show up anyplace with 2D4 players (regular people) with super powers commit also sorts of fantasy RPG based crime (kidnapping
single women from tall building, stealing precious stones/artifacts from museums/galleries, attacking military or political leaders at their homes,
etc.
Besides his Black Coin underlings, Baron Thought has his loyal henchmen, who have been given other magical artifacts that were buried
on the property. How many more of these magical artifacts there are Vargug has yet to reveal. Baron Thought has so conformed to his “Game
Master” persona so much that the in-gaming terminology has taken over his vocabulary. Meaning when he speaks to a minion, he talks like a
G.M. would.
The Black Coin has become arch-rivals to the All Crusader Squad. Lightstone is very familiar with the demon Vargug. She insists the
demon must be destroyed, imprisoned, or sent back to Hell. Fighting the Black Coin lieutenants and Baron Thought is one thing, but the Black
Coin gamer minions are mind control servants doing exactly what they told and with energy expulsion power to back it up.
Baron Thought has recently used his powers to kidnap his nieces and nephews. He wants his brother to renounce the throne and make
him the new King of Griynia. Even if his brother did, it wouldn’t change anything. Major Thought has come to terms with this realization yet,
but it is part of his contingency. If he must he will use his minions to take over the Griynia Parliament Building and crown himself King. Note:
Major Thought and his lieutenants have no idea they have made into the rank and file of the Minion War taking place on Heroes Unlimited
Earth.

Real Name: “Prince” Eduard Lumark
Occupation: Leader of the Black Coin, the Prince of Griynia
Alignment: Aberrant
Power Category: Mystical Bestowed by a Demon Lord
Experience Level: 3rd level
Hit Points: 126 S.D.C.: 218
P.P.E.: 22
Appearance: Eduard dresses like Christopher Lee’s “Count Dracula” from the 1960s Hammer Films. He himself has large amber eyes that
have blood-red white, and bulge out inhumanly. His luxurious, curly alabaster hair is very short and is worn in a carefully-crafted dignified style.
He is very tall and has an athletic build. His skin tone is very pale and his hands have inhumanly long fingers. His teeth are now all canines. In
the center of his head is a strange puncture scar.
Attributes: I.Q. 11, M.E. 14, M.A. 29, P.S. 32 (Superhuman), P.P. 22, P.E. 15, P.B. 17, Spd. 34
Age: 19, Sex: Male, Height: 6 foot and 10 inches (2.0 m), Weight: 253 lbs (113.8 kg).
Mystical Transformation: His transformation his permanent. His unusual characteristics are permanent.
Vulnerabilities: Holy weapons and those made of, or coated in, silver inflict double damage, and any demon slaying weapon that does
extra damage to demons likewise inflicts the same damage to him. The horn he jabbed into his skull is present in his head (the end is an
unhealed puncture scar). If this were to be pulled out of his head, he would lose all his demonic powers and 01-88% collapse into a coma (88%
above would instantly kill him).
Major Super Ability: Divine Aura, Control (Others), and Zombie Flesh. Note: Divine Aura and Control (Others) are a Power Combo (two
different super powers that are very similar in nature and/or coincides with each other, and instead of being two separate powers they work
perfectly in tandem, effectively enhancing each other). In other words, he combines his Power of Command and Control (Others) concurrently,
meaning he can control ALL intelligent beings who hear him speak (everyone must make saving throw) and they will do ABSOULTELY anything
he request (other than kill self or a love one). There is NO LIMIT to how many people can be controlled at the same time (no additional bonus
to save). Range: 1600 feet (488 m), Duration: Four minutes. As long he keeps speaking, he can reinforce original orders. Penalty: Those with a
M.E. attribute less than 8 are -1 to save vs his power and double the duration. A M.E. attribute less than 4 are -3 to save vs his power and
remain under his control for half an hour. Attacks per Melee: All commands/odors count as one melee attack. He can only issue one command
per melee round.
Bestowed Demonic Abilities: See the Invisible
Attacks per Melee: 4 (2 Initial +2 from Hand to Hand)
Combat Training: Basic
Combat Bonuses: +1 to initiative, +1 to strike, +4 to parry, +4 to dodge, +17 to damage, +3 to roll with punch/fall, and +2 to pull
punch.
Saving Throws: Need a 12 or better to save vs psionics, +30% to save vs coma/death, +6 to save vs mind control, +1 to save vs magic,
+7 to save vs possession, +8 to save vs Horror Factor,
Combat Skills: Punch 1D4, Power Punch 2D4 (Counts as two attacks), Knee 1D6, Elbow & Forearm 1D6, and Karate Kick 2D4.
Education: Three years of College
Common Skills: Read/Write-Speak German 86%/91%, Mathematics: Basic 81%, Pilot Automobile 69%, Lore: Demon and Monster 55%.
Entertainer Program: Disguise 55%, Impersonation 57%/43%, Performance 55%, Public Speaking 60%, Seduction 44%, TV/Video 65%,
and Wardrobe & Grooming 77%.
Investigation Program: Computer Operation 84%, Research 70%, Photography 65%, and Writing 55%.
Technical Program: Role Playing Game Design 59%, Law (general) 55%, History 87%/67%, and Business & Finance 65%.
Secondary Skills: Language: English & French 74%, Literacy: English & French 70%, Hand to Hand: Basic, Gemology 40%, Appraise
Goods 45%, Dance 45%, Prowl 40%, and Athletic (General).
Money: His estimated net worth is around $70 million US Dollars based, two-third of which he acquired from selling various inherited
landholdings and various historical Griynia artifacts to various collectors.
Weapons: None, he relies on his super abilities.
Armor: His costume has concealed body armor in it. A.R.: 12, S.D.C. 40.
Equipment & Vehicles: He has the financial means to acquire whatever it is that might need to help his minions accomplish their task.
What he cannon purchase by conventional means, he will have his minions steal or acquire via illegal means. He still lives on in the Griynia
country house worth around 15 million in U.S. dollars. He has access to various classic German luxury cars. Black Magic Coins, These coins are
made of a metal found in Hades called noirurite. Anyone who receives a “mind controlled” order (super power, psionic, or magic, even drug
induced) and then receives a Black Coin, his or her mind control duration has no TIME LIMIT until the orders/instructions given are completed.
Such orders depending upon their wording could be time sensitive (“You will get up on July 4 and do…) or require specific conditions to be met
(“If you see anyone wears a “certain sport’s team” hat, you will call them a loser.”), or an assigned task/set of instructions to be completed. The
Black Coin once it’s give to someone, it is near impossible to pull loose or remove by force (attaches to the flesh if don’t have pockets). It takes
an Extraordinary P.S. or greater to remove the coin from the affected person’s body (removing doesn’t cause any physical damage). Once
Baron Thought hands out a coin, and the mission gets completed, the Black Coin disappears. Baron Thought’s coin purse contains 30 Black
Coins. After all 30 coins have been given out the purse will “magically” produce another 30 coins, but only if a person with the coin has been
successfully mind controlled. There is no limit to how many coins can be produced. A simple exorcism (by an ordained minister/clergy of any
good alignment faith) can remove the coin thus releasing the person from their mind control obligation. Negate Magic or Anti-Magic Spell will
also remove the coin/mind control, but does not work on Baron Thought’s mind control without the coin. Any Spirit, Crusader, or Creature of
Light can also pluck the Black Coin off a person’s body.


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Unread postPosted: Sat Apr 04, 2020 2:04 pm
  

Knight

Joined: Fri Jan 03, 2003 2:01 am
Posts: 4291
Location: Québec
You made a Great Master villain,the Heroes have to first get through his victims,then you face him and his lieutenants,I can,t wait to see the Baron,s lieutenants.


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Unread postPosted: Sun Apr 05, 2020 10:53 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
SHE DEVIL

Elinor Scott always took her gaming very seriously. She got so enthralled in her gaming she not only became her barbarian character, she decided to forsake
modern living altogether. She move out into the wilderness and tried to “live off the land.” Several times she had to be taken to the hospital because she’d eaten
something she shouldn’t or didn’t cook it right. During one LARP, she meet and actual real life knight, Sir Jolan Cureau. She fell in love with him and as was required of
her character became his slave. When game ended, she continued to be in character and swore to be his slave. She went back to the country of Griynia to live with him,
well to live on his property in the backyard. When Prince Eduard needed to recruit “lieutenants” to join his Black Coin, he knew Sir Deathcide and his “barbarian” woman
would not only willing join, but could be counted for their loyalty. Upon receiving her magic war club and sling, Elinor lost all ties to her former life and is no 100% She
Devil. Is it doubtful she could ever be return to the real world. She hates the Elf Lightstone of the All Crusader Squad and believes she must kill her to keep her from
seducing Sir Deathcide.

Real Name: Elinor Scot
Occupation: Current Bodyguard for Sir Deathcide
Alignment: Miscreant (Principled toward Sir Deathcide)
Power Category: Physical Training (Focus on Agility and Speed)
Experience Level: 4th level
Hit Points: 49 S.D.C.: 100
P.P.E.: 18
Appearance: This hateful woman has deep-set cobalt-blue eyes and long, straight, silky, dyed purple hair worn in an uncomplicated style. She has a muscular
figure. Her outfit is mostly brown, strongly resembles an Amazonian warrior’s armor, and it looks like it is made of fur/leather.
Attributes: I.Q. 14, M.E. 15, M.A. 8, P.S. 26 (extraordinary), P.P. 16, P.E. 24, P.B. 19, Spd. 48.
Age: 22, Sex: Male, Height: 6 foot (1.82 m), Weight: 180 lbs (81kg).
Insanity: She Devil has forsaken the customs, culture, machines and lifestyle of the modern world choosing instead to live in the ancient ways of hunters,
gatherers and farmers living in harmony with nature and the spirits. She sleeps and stays in the backyard of Sir Deathcide.
Attacks per Melee: 7 (2 Initial +5 from Hand to Hand)
Special Combat Ability: Force of Will
Combat Training: Aggressive and Deadly Combat
Combat Bonuses: +2 to initiative, +3 to strike, +4 to parry, +4 to dodge, +11 to damage, +7 to roll with punch/fall, +2 to pull punch, and +3 to disarm.
Combat Skills: Karate Punch 2D4, Power Punch (double damage, counts as two attacks), Backhand or Knife hand 1D6, Elbow/Forearm 1D6, Knee 1D6, Karate
Kick 2D6, Power Kick (double damage, counts as two attacks), Backward Sweep (cannot be paired, must dodge or knockdown, -2 to dodge), Drop Kick (Dodge, if
successful Kick Attack, no bonus to strike, counts as one attack), Headbutt 1D4 (causes her 1D4 unless she rolls), +2 to Body Flip/Throw 1D6 plus P.S. damage bonus
(lose initiative and 1 attack/action), Paired Weapons (Combination Parry/Attack, counts as one attack), Automatic Backflip, and Arm & Legs Holds.
Saving Throws: +28% to save vs coma/death and +5 to save vs magic & poison.
Other Bonuses: 45% to charm/impress.
Education: Trade school with Special Training.
Common Skills: Read-Write/Speak English 88%/94%, Mathematics: Basic 84%, and Pilot: Automobile 72%.
Special Physical Program: Swimming 80%, Acrobatics (Sense of Balance, 90% Walk Rope 82%, Climb 55%, Climb Rope 98%), Body Build & Weightlifting,
Gymnastics (Bars & Rings 82% and Backflip 90%), Athletics (general), and Running.
Espionage Program: Escape Artist 55%, Detect Ambush 55%, Detect Concealment 5%, and I.D. Undercover Agent 61%.
Ancient Weapon Program: Paired Weapon, W.P. Blunt (+2 to strike and parry). W.P. Chain (+2 to strike, +1 to parry), and W.P. Shield +2 to parry.
Secondary Skills: Wilderness Survival 50%, Land Navigation 52%, Prowl 55%, Cook 65%, Track & Trap Animals 40%/50%, Streetwise 36%, Whittling &
Sculpting 50%, and Gardening 54%.
Money: She has $13,200 in his checking account and $35,000 in her savings. This money is in an account but as it a part of modern world she doesn’t
acknowledge it. Sir Jolan controls her finances.
Weapons:
Magic War Club, Damage: 5D6, Bonuses: +1 to strike/parry.
4 Bone Throwing Knives/Sticks, Damage: 2D4, Range: 100 feet (30 m).
Sling, Magic Qualities (Any items thrown by the sling is enchanted as if she possessed the equivalent Supernatural P.S., doing 4D6 damage). Bonuses: Because of
the Supernatural P.S. enhancement, anything tossed by the sling allows the projectile to lower a target’s A.R. by two (or get +2 strike against armored targets).
Armor: She wears clothes that resemble a female barbarian.
Equipment and Vehicles: She relies on whatever equipment she needs to complete the mission. She tends to use “primitive equipment” because she refuses to
use modern technology.


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Unread postPosted: Sun Apr 05, 2020 11:07 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
Sir Deathcide

Jolan Cureau was knighted by King Torsten Lumark of Griynia for his contributions to the Griynia parliament and for being something of a local celebrity when it
came to Griynia television. He also loved being a gamer. He became good friends with the King’s son Prince Eduard. One day, Eduard asked him if he would like a real
magic sword. Thinking he was joking, Jolan said sure. Eduard took him to a spot on his family grounds and after lifting up a rock, revealed a rusty long sword. Edyuard
said this was the legendary magic sword Misteltein (Mistletoe), the magic sword that killed the god Baldar. Jolan went along with him and picked up the sword, suddenly
transforming into a magical knight. This wasn’t LARPing this was real! Whenever Sir Jolan decided to join a LARP he took his magic sword with him. One day his
character received a Barbarian slave named She Devil. It didn’t take Jolan long to realize she stopped playing in character and fully embraced being She Devil. Jolan
took her back home with him. This was the final straw for his wife, who insisted he had descended into madness. Jolan got so mad at her he struck her with his magic
sword, cleaving her in half. At that point, Jolan gave up everything to become the criminal Sir Deathcide. He was joined by his barbarian bodyguard. When Prince
Edmund asked his friend to join him as a member of the Black Coin, it didn’t take much convincing. Now Sir Deathcide serves his majesty Baron Thought in any capacity
he needs him too. Sir Deathcide is always eager to duel Bladesword of the All Crusader Squad in hopes of proving once and for all who is greatest “knight of the realms.”

Real Name: Sir Jolan Cureau
Occupation: Former Knight of Griynia
Alignment: Aberrant
Power Category: Enchanted Weapon
Experience Level: 6th level
Hit Points: 32 S.D.C.: 28/+60 with magic sword
P.P.E.: 31
Appearance: He has brown eyes. His silky, wavy, blond hair is neck-length and is worn in a handsome style. He is tall with a slender build. His skin is china-white.
He has a hooked nose and a small mouth. He dresses like a Western noble born.
Attributes: I.Q. 15, M.E. 12, M.A. 11, P.S. 20, P.P. 12, P.E. 16, P.B. 10, Spd. 26.
Age: 38, Sex: Male, Height: 6 foot (1.82 m), Weight: 200 lbs (90 kg).
Vulnerability: Obsession with defeating champions of light. Whoever takes up the sword Mistletoe wants to defeat Champion of Order/Crusaders of Light. If one
should show up, Sir Deathcide will focus all his attention into defeating him, almost to the cost of his own life and definitely at the peril of his companions.
Weapon of Chaos: Mistletoe (long sword), 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.
Minor Super Abilities: Living Anatomy (+1 to initiative, +1 to dodge, +3 to pull punch, +1D6+4 points of damage, and inflict critical damage (double) from
behind or on natural, unmodified rolls of 17-20) and Immune to High Speed Kinetic Attacks (can automatic parry them without harm).
Powers of Chaos: Power Bolt (Range: 1000 feet/305 m, Damage: 5D6+6), Damage Bonus, Turn Itself and Wielder Invisible (same as Invisibility: Superior),
Nightvision, Powers of Darkness, and Mystic Shield. Attacks per Melee: 5 (2 Initial +3 from Hand to Hand)
Combat Training: Basic
Combat Bonuses: +1 to initiative, +1 to strike, +3 to parry, +3 to dodge, +5 to damage, +3 to roll with punch/fall, and +2 to pull punch,
Combat Skills: Punch 1D4, Power Punch 2D4 (counts as two attacks), Elbow/Forearm 1D6, Knee 1D6, Karate Kick 2D4, All Holds, and Critical strike on an
unmodified roll of 19-20 (triple damage with sword using Living Anatomy).
Saving Throws: +4% to save vs coma/death and +1 to magic & poison.
Education: Two years of College
Common Skills: Read-Write/Speak 92%/94% and Pilot: Automobile 78%.
Business Program: Mathematics: Basic 98%, Business & Finance 80%, Public Speaking 75%, Computer Operation 93%, Law (general) 75%, and Research 85%.
Politician: Political Science 85% and Wardrobe & Grooming 89%.
Secondary Skills: W.P. Sword (+3 to strike/+2 to parry), Fencing (+1 to strike/parry and +1D6 damage), Athletics (general), Horsemanship 64%/44%, History
89%/69%, Wilderness Survival 65%, Performance 62%, Hand to Hand: Basic, Outdoormanship, Recognize Weapon Quality 45%, Appraise Antiques 35%, and W.P.
Paired Weapons.
Money: He has the equivalent of $56,000 U.S. Dollars in his checking account and $100,000 U.S. dollars in his savings. How much money he has on him depends
whether or not he chooses to engage in criminal activity. If he requires special equipment for mission, he typically steals it or has She Devil get it for him.
Weapons: He relies on Mistletoe but he has a few other weapons he often carried depending upon the mission.
Kite-Shaped Shield (Hardware Design) +2 to parry.
Dagger, 1D6 damage.
Armor: Full-suit of Plate and Mail (Hardware Design), A.R.: 17, S.D.C. 115.
Equipment and Vehicles: He has enough He owns a fully restored green Spitfire Mark IV 1972. He also own a genetically breed war horse.
Warlord. 48 SDC. 30 hp. War Horse of good quality. SPD 25 mph (40 km). Carry 450 lbs (202 kg, Pull 5 ton wagon. Swim 50% and Jump 4 feet (1.2 m) up, 10 feet (3
m) long. 5 years.


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Unread postPosted: Mon Apr 06, 2020 10:55 am
  

Knight

Joined: Fri Jan 03, 2003 2:01 am
Posts: 4291
Location: Québec
Excellent update Maybe the next ones can best on the Sorceress,Thief and evil Cleric classics and maybe add one more with Monsterous form who can turn into Ogre.
I love mixing Fantasy with Superheroes.


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