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Unread postPosted: Sun Apr 12, 2020 9:28 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
MICRONA

Rhea Haterstone was born to an abusive alcoholic mother who hoped one day to make it big with her singing career. Rhea spent most
of her life traveling around the country while her mother sang at karaoke contests or danced at sleazy nightclubs. Eventually her mother
came to Miami and became involved with a drug dealer name Jock Karr. Fearful of the company he kept, Rhea took to living on the streets
and staying over at friend’s houses for as long as their parents would have her. Eventually someone called social services. Rhea wasn’t home
at the time. When she finally did come home, an intoxicated Jock attacked her and knocked her unconscious.
A bloody and beaten Rhea woke up in a garbage dumpster. From that moment, she stayed away from home and wanted nothing more
to do with her mother. Life on the streets was rough. She avoided dangerous situations whenever possible, but at the same time, she did
whatever she had too in order to survive. One day she stood in line with several individuals upon hearing a man would pay out $500 to
anyone willing to donate some blood. Rhea and thirty other people showed up. The doctor and his associates not only took blood but also
injected their “test subjects” with an experimental drug that was supposed to make them physically stronger and healthier. Instead, it
turned twenty-nine of the individuals into rampaging lunatics. They ended up destroying several city blocks and causing the death of dozens
of people. Police in riot gear were called to restore order. They ended up killing half of the crazed-maniacs and those they didn’t seemingly
disappeared within two hours after being subdued and contained. Rhea was the only person who stayed sane and became physically
stronger, to the point she could lift a car over her head. Her skin became as hard as steel, she could hover/fly at will, and reduce her size to
one-eighth of an inch, yet retain her mass and strength. At first, she didn’t know how to control her powers and spent several days at her
shrunken size. However, the moment she mastered her abilities, the world became hers to do with as she pleased.
One day she tried picking the pocket of an older business looking man. He grabbed her arm. She lofted him up in the air. He suddenly
produced a mysterious gun and shrank himself to one inch in height. Rhea did the same. Amazed the two struck up a conversation. The man
turned out to be Eduard Weissor, the original Professor Fraction. Calling her Particle Girl, Rhea became his assistant. During her time with
Prof. Fraction, Rhea became a wanted super villain, having numerous encounters with super heroes and S.C.R.E.T. However, Rhea never
killed anyone nor did she do anything too inadvertently to cause the death of anyone. Her boss on the other hand had no qualms about
killing people, especially hostages. Rhea started questioning her goals and choices in life. Did she want to end up being just like the
Proffessor? That question was answered when he decided to hold an elementary school hostage for 100 million dollars. Using his shrink
technology, he shrank an elementary school to the size of a dollhouse with all the teachers and kids inside. One of the teacher’s assistants in
the school just happened to be Mary Garson. A shrunken Pulsar and Rhea battled for an hour. Eventually the exhausted heroine convinced
Rhea that her boss was not going to let the hostages go. When Rhea confronted Professor Fraction, he admitted it. Rhea turned on him. He
managed to escape while Rhea stayed behind to help restore the people. Rhea expected to be led away in handcuffs. Pulsar invited her to
come back with her to Omega Team HQ. There she persuaded Redfire into letting her join up with them. Redfire decided to give her a
chance, if she changed her name, but he wouldn’t allow her to stay at the mansion. She had to live in town and meet up with them if they
called her. After several successful missions, Redfire agreed to allow her into the mansion. Rhea has only been with Omega Team for just a
year and few remember that she use to be a super villain.

Real Name: Rhea Haterstone
Alias: Particle Girl
Occupation: Former criminal sidekick/assistant, now full time hero
Alignment: Unprincipled (formerly anarchist)
Power Category: Mutant
Experience Level: 4th
Hit Points: 35 S.D.C.: 208 Armor Rating: A.R.13
P.P.E.: 20
Appearance: She is a nice looking, robust young woman with tan skin, unruly chestnut curls, and green eyes. She wears a Kelly-
green workout suit.
Attributes: I.Q. 12, M.E. 10, M.A. 14, P.S. 41, P.P. 11, P.E. 20, P.B. 14, Spd. 26/280 mph (450.8 km)
Age: 19, Sex: Female, Height: 5 feet and 6 inches (1.67 m), Weight: 120 lbs (50.4 kg)
Unusual Characteristics: Green eyes.
Major Super Ability: Shrink (constant mass). Note: She can shrink herself to 1/8 of an inch.
Minor Super Abilities: Extraordinary Strength, Flight: Wingless, and Hardened Skin.
Combat Training: Basic
Attacks per Melee: 5/6 (2 initial + 3 from Hand to Hand) +1 to flight
Combat Bonuses: +2 to strike in flight, +3 to parry/+5 in flight, +3 to dodge/+6 to dodge while shrunk/+7 (+10) in flight under 80
mph (128 km)/+9 (+12) to dodge in flight over 90 mph (144 km), +31 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, and Karate Kick 2D4.
Saving Throws: +10% to save vs coma/death and +3 to save vs magic & poison.
Educational Background: Street School
Common Skills: Speak English 92%
Street Skills: Streetwise 50%, Prowl 50%, Hand to Hand: Basic, Find Contraband & Illegal Weapons 42%, Pick Locks 50%, Safe
Cracking 36%, Cook 55%, Sewing 60%, Literacy: English 88%, and Law (general) 45%.
Secondary Skills: Athletics (general), Running, Physical Labor, Swimming 70%, Pick Pocket 45%, Palming 40%, Land Navigation
52%, Body Build & Weightlifting, Radio: Basic 60%, and Mathematics: Basic 78%
Money: During her time with the original Professor Fraction, it is believed she helped him steal well over $15 million. She only saw a
tiny proportion of this money, and what she did keep she used to buy items of little value (CDs, tanning sessions, food, etc). Since joining
the Omega Team, she is earning a $900 from a weekly allowance.
Weapons: Her two fists and both feet.
Equipment & Vehicles: She uses whatever her teammates give her.


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Unread postPosted: Sun Apr 12, 2020 9:39 am
  

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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
SCRAMBLER

Danteria is an Arismal like her brother Jarion only she adored a life under military leadership. Yet her father Zenys Flask, the Captain
of one of their surviving Leviathan-Class Battleships, refuse to believe his daughter had what it took to be a commanding officer. Danteria
always worked harder and did whatever she had to prove him wrong. Yet her father refused to recognize her potential. When Jarion left,
Danteria felt abandoned and wished he’d taken her with him. With his son gone, it allowed Danteria the chance to prove her worth and the
honor she could bestow upon the family name. Quickly Danteria rose to the rank of Lieutenant Commander but she began to hear the
stories of her brother’s exploits as a pirate. Growing increasingly envious of her brother and bored with the rigid command structure of
serving the military, Danteria asked her mother what she thought she should do. Her mother told her to follow her heart. The next day
Danteria stole an experimental stealth transporter and left the Arismal fleet. She eventually became a smuggler, selling high tech weapons
to non-starfearing worlds, a policy heavily frowned upon by the TMC. It didn’t take long before Danteria became as wanted as her brother.
Before long Danteria felt the galactic police breathing ever so closely down her neck. She decided to lay low for a while, choosing the planet
Earth to hide herself. By sheer coincidence, she picked the mountains of Montana to land her spacecraft where she was captured by the
Omega Team. At first, they interrogated her, believing her to be a spy, but it soon became apparent she was not of this world. Redfire found
her fascinating and invited her to stay with them. Before long Danteria earned the trust of the entire team accept for the paranoid Howard
Chase who envied the close relationship she developed with Redfire. A few months later, Redfire did something unexpected; he offered her
the mantle of leadership. He wanted to retire so he and his girlfriend Julie could marry and start raising a family. At first Danteria rejected
the offer, feeling she wasn’t up for the task. Later after successfully leading the team against their enemies, she agreed too. Now the Omega
Team is being lead by Danteria who is extending the teams status by having them perform numerous missions in the Ilta Quadrant which
has them often running into the TMC, but already countless worlds know the name Omega Team.

Real Name: Danteria Flask
Occupation: Smuggler and Mercenary
Alignment: Formerly Unprincipled, presently Scrupulous
Power Category: Alien (Humanoid/Arismal)
Experience Level: 6th
Hit Points: 77 S.D.C.: 87
P.P.E.: 9
Appearance: Danteria is a tall, attractive, athletic, bosomy, young woman with caramel hair and bright green eyes (Arismal eyes are
usually jet-black). She is always dressed for action, wearing alien body armor, a web belt, and a bandoleer. She usually keeps her hair in a
ponytail.
Attributes: I.Q. 11, M.E. 13, M.A. 16, P.S. 17, P.P. 21, P.E. 22, P.B. 22, Spd. 27
Age: 26, Sex: Female, Height: 6 foot, 7 inches (2 m), Weight: 158 lbs (71.1 kg)
Originating Alien Environment: Twilight
Natural Abilities: Nightvision 600 feet (182.9 m) and sensitive hearing.
Major Super Abilities: Magnetism and Dismantle Machines
Minor Super Abilities: Supervision: Day Vision (opposite of Night Vision), Physical Perfection, Healing Factor, Energy Expulsion: EMP,
and Mechanical Awareness.
Combat Training: Basic
Attacks per Melee: 5 (2 initial +3 from Hand to Hand)
Combat Bonuses: +2 to initiative/+5 against guns & machine/+6 against A.I.s and computers, +4 to strike, +6 to parry, +6 to
dodge/+10 auto dodge against technology and machines, +2 to damage, +3 to roll with punch/fall, and +2 to pull punch.
Saving Throws: Fire and cold do ½ damage, poison, toxins, and drugs inflict 1/3 damage, duration, effect, and penalty if fail save,
+39% to save vs coma/death, +7 to save vs magic & poison, and +3 to save vs psionics.
Combat Skills: Punch 1D4, Power Punch 2D4 (counts as two attacks), Elbow/Forearm 1D6, Snap Kick 1D6, all Holds, and Critical
Strike on an unmodified roll of 19-20.
Other Bonuses: 40% trust/intimidate and 60% charm/impress.
Educational Background: Smuggler with a Military Background (Some Familiarity with Earth)
Common Skills: Read-Write/Speak Native Tongue 92%/94%, Read/Write/Speak Thimerian Code 85%, Mathematics: Basic 90%,
Pilot: Military Spacecraft: Small 80%, Pilot Military Hyperthrusters 78%, Pilot: Personal Anti-Gravity Transportation 70%, and
Read/Write/Speak English, Spanish, Chinese, and Russian 90%
Special Program: Military Etiquette 80%, Command Structure Etiquette 70%, Find Contraband 65%, I.D. Undercover Agents
89%, Prowl 70%, Streetwise 59%, Tailing 80%, Escape Artist 75%, Intelligence 71%, Forgery 65%, Detect Concealment 70%,
Cryptography 70%, Sensory Equipment 75%, W.P. Energy Rifle (+3 to aim/+1 to burst), W.P. Handgun (+3 to aim/+1 to burst), Basic
Mechanics 95%, Locksmith 90%, Hand to Hand: Basic, Athletics (general), and Computer Operation 93%.
Secondary Skills: Basic Electronics 70%, Running, W.P. Rifle (+3 to aim/+1 to burst), Recognize Weapon Quality 55%,
Automotive Mechanics 88%, Radio: Basic 80%, Barter 54%, Public Speaking 50%, Law (General) 55%, Pilot: Motorcycle 64%, and Pilot:
Airplane 54%.
Money: She has $67,000 in precious metal/stones and 670,000 credits in stolen alien technology (does include the ammo for her
personal weapons). On board Omega One in a secret compartment, she has 210,000 credits. Since arriving on Earth, she is slowly being
introduced to the concept of Earth money. Presently he has 5700 US dollars.
Weapons: The following are her favorite and she has 2D4x10 additional clips for each weapon stored in Omega One.
Galactic Assault Rifle, Range: 2000 feet (609 m), Damage: 6D6, Rate of Fire: Single shot, semi-automatic, or full, Feed: 60
round box magazine,
FAR Laser Rifle, Range: 5600 feet (1706.8 m), Damage: 5D6, Rate of Fire: Single shot or semi-automatic. Feed: 28 shot E-clip,
TMC Automatic Pistol with A.R. Rounds, Range: 200 feet (61 m), Damage: 5D6, Rate of Fire: Single shot or semi-automatic, Feed; 17 round
magazine, Bonuses: +2 to strike against armor target or reduce armor rating by 2 (PV 7).
Eight Mini-Explosive Grenades, Range: 90 feet (27 m), Damage: 1D4x10 (blast radius of 12 feet/3.7 m). Note: She has an
additional 3D4x10 grenades stored in Omega One.
Armor: She wears the following but never at the same time.
FAR Light EBA Armor, A.R.: 13, S.D.C.: 110
Hard Armor Vest, A.R.: 13, S.D.C. 138. It has a Laser Resistant Coating and additional S.D.C. protection.
Equipment & Vehicles: These are in additional to the trade goods she has onboard Omega One. Scrambler is always prepared.
Antigravity Ring, Range: Unlimited, Speed: 90-160 mph (144-256 km), Unlimited altitude, A.R.: 5 and S.D.C.:40. Bonus: +3 to dodge.
Micro-Translator
Stealth Boots (+10% to Prowl rolls)
Half Gallon Water Skin with a 12 Chemical Purification Tablets
Basic Survival Pack
32 oz Protein Healing Salve (doubles normal healing rate)
Palm Bio-Unit
Instant Meal Paste Maker (30+1D10 meals)
2 Month Supply of Dried Field Rations
Atmosphere Analyzer and Water Converter (does an analysis of the atmosphere then converts and filters various elements out to
produce clean and purify H20 for drinking, battery supply for 3 months)
Battle Jacket
Binoculars (3000 feet/914.4 m)
Portable Computer
Video Communicator
Navigation Mini-Computer
Acoustic Noise Generator
Pocket Scrambler
Lock Pick Release Gun
Portable Tool Kit and Protective Work Goggles
Galactic Communicator (a cell phone size communicator with satellite/low orbiting communication capabilities). Range: 300 miles (480 km)
range extends into space.


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Unread postPosted: Sun Apr 12, 2020 9:50 am
  

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Joined: Sun Feb 10, 2002 2:01 am
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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
MOMENTUM

Becky Sharp grew up in Las Vegas the daughter of a stage magician Stephen Sharp (The Great Phantasmo). For most of her life, times were
tough for them. Becky’s mother, Lily, a Vegas showgirl died of brain cancer when Becky was ten. But it was her father who was the true love
of her life. He taught her most of the tricks of the trade, but it was her love of dice that really made her a standout. By the time she was
thirteen, Becky was a natural at a craps table even though she was very underage. When she turned fourteen, she was allowed to work
backstage to help her father. One night during a performance, her father was attempting to escape from a guillotine like device, when
something went wrong. The blade suddenly came down. Seeing it Becky suddenly screamed and the device stopped in mid-air. Her father
escaped the device unharmed but upon seeing the stunt the hotel immediately fired him claiming they didn’t want to showcase a
superhuman. She and her dad began to experiment with her powers. The trick became making it not look like she was doing anything so
they decided to sneak her into the audience. For a while, it worked and her father became a renowned escape artist/illusionist. At the age of
eighteen, Becky was getting tired of playing the “secret assistant.” Using a well-crafted fake I.D., she managed to sneak onto the casino
floor and start playing her game. She was wining a great deal of money until she went up against Alexander Valentine (Alex Pain). He
recognized the fact she was a mutant and decided to make her pay for cheating him. A few days later while her father was doing his famous
guillotine act, Pain was in the audience and used his illusion power to make it seem the blade dropped on top of him.
Everyone including Becky and her father thought he was dead. As a result, the emotional trauma put him in a mental hospital where he
remains to this day mentally scarred for life and unable to function in a normal everyday life. Becky soon received a letter from Pain
claiming he was responsible and that she should never cheat at craps again. Becky swore to get even. When Omega Team came to Vegas,
she sought them out and asked to be trained as a member. She lied about everything about herself including her age, history, wants and
desires, etc. The only thing she truly wanted was to be trained well enough to hunt down Pain. Redfire believed her and agreed to let her
join the team as the heroic Momentum. Within a few weeks, Redfire himself was beginning to feel a close bond with Becky, at the feeling
seemed to be mutual. Then an encounter with the Dane Brigade allowed Sapphire the opportunity to get up close and personal with Becky.
She knew the truth about her and her father, proclaiming it before Redfire and Doctor Vibrate. After defeating the Bane Brigade, Redfire
wanted answers. Becky revealed the truth about herself. Instead of feeling sympathy or compassion, Redfire felt only betrayal He expelled
her from the group and proclaimed he never wanted to see or her from her ever again. Now that Redfire has left the group, the question
some have wondered should Becky be allowed back on the team.

Real Name: Rebecca “Becky” Sharp
Occupation: Former assistant to her stage musician father, professional gambler, and once member of Omega Team.
Alignment: Unprincipled (formerly anarchist)
Power Category: Unstable Mutant
Experience Level: 4th
Hit Points: 30 S.D.C.: 44
P.P.E.: 20
Appearance: Becky is an attractive looking young woman with a face that mixed cute with beautiful. She has short blondish orange
hair and hazel eyes. She wears a costume that resembles a Vegas casino dealer’s outfit.
Attributes: I.Q. 10, M.E. 15, M.A. 14, P.S. 12, P.P. 11, P.E. 13, P.B. 26, Spd. 24
Age: 21, Sex: Female, Height: 5 feet and 6 inches (1.67 m), Weight: 121 (54.45 kg)
Unusual Characteristics: Ambidextrous, Delicate, Sensitive Hands, and Angelic Face.
Major Super Abilities: Control Kinetic Energy and Directed Force
Minor Super Abilities: Impact Resistance and Motion Detection. Note: Becky will acquire a major super ability at level 6, and a
minor super ability at levels 10 and 15.
Combat Training: Basic
Attacks per Melee: 5 (2 initial + 2 from Hand to Hand +1 from ambidextrous)
Combat Bonuses: +1 to initiative, +5 to parry, +4 to dodge, +3 to roll with punch/fall, +2 to pull punch, and +1 to disarm.
Combat Skills: Punch 1D4, Power Punch 2D4 (counts as two attacks), Elbow/Forearm 1D6, Knee 1D6, and Karate Kick 2D4+2.
Saving Throws: Impervious to motion sickness and impervious to the effects of great speed and G-forces. She is impervious to the
first 20 points of physical/impact damage at beginning of a melee round then it becomes half damage for the rest of the melee round.
Other Bonuses: 80% charm/impress
Educational Background: On the Job Training
Common Skills: Read-Write/Speak English 88%%/92%, Mathematics: Basic 89%, and Pilot: Automobile 72%.
Rogue Program: Streetwise 51%, Pick Locks 80%, Gambling (Standard) 65%, Gambling (Dirty Tricks) 56%, and Palming 60%.
Modified Espionage Program: Detect Concealment 60%, Disguise 60%, Escape Artist 75%, Forgery 65%, and Pick Pocket 70%.
Learned Skill: Hand to Hand: Basic.
Secondary Skills: Athletics (general), Running, Cardship/Cardshark 53%, Concealment 32%, Prowl 45%, Aerobic Athletics (Sense of
Balance 50%), Sewing 60%, Art (craftwork) 55%, Performance 35%, and Law (General) 45%. .
Money: Becky has made and lost money in Los Vegas and Reno. For the most part her income rises and drops within a week.
Presently she has $7600 in her saving account and $7000 in her checking. Most of her money goes to paying for her father’s welfare.
Weapons: She relies on her super abilities and good looks.
Equipment & Vehicles: She drives a 2004 Hyundai Elantra, 4 door, GLS Sedan. The car is on its last legs and she is hoping to replace
it within the year.


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Unread postPosted: Mon Apr 13, 2020 2:19 pm
  

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Joined: Sun Feb 10, 2002 2:01 am
Posts: 3137
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
THOMAS DANE-Would be World Conqueror

The criminal mastermind known as Thomas Dane used to be a Demon Lord named Nybras. For thousands of years he was the chief
vendor of pleasures for the provincial rulers of Hades. He ensured whatever pleasures they desired would be meet. However, he grew
envious of those he served as their rank and status continue to grow, while his remain stagnant. Therefore, he made secret offers and
alliances with various Demon Lords in an attempt to put himself in a position of power. This infuriated the Ruler of Hades and he banished
Nybras for an indeterminate time to Earth. However, to add further insult he was given a humanoid body permanently paralyzed from the
waist down, forever confining him to a wheelchair. Police found the fallen demon lord naked and ranting about what the Ruler of Hades had
done to him. Thinking him a helpless homeless man, they took him to the Arthan Voorhees Psychiatric Clinic. There he continued to proclaim
himself a Demon Lord and that all should obey his demands. This led to solitary confinement and lots of drugs to keep him sedated. As time
went on several psychiatrists tried all sorts of therapy to convince him that he was a mortal man, and they nearly succeeded as Dane fell
further into despair. Then one day while sitting in his wheelchair in front of the pond in the back of the grounds, a duck perhaps sensing his
unearthly presence continually quacked at him. A boiling rage erupted from his lungs as he envisioned himself crushing its neck. Suddenly a
gigantic disembodied hand appeared and crushed the poor creature. Within a few hours Dane realized he’s regain only a tiny fraction of his
former abilities. Nevertheless, he believed they were more than enough for him to take over the world. Within a few weeks, he seduced his
therapist Crystal Deville, who became enamored with the idea of having power and ruling the world by his side.
He asked her to choose a number of psychiatric patients that would make good and loyal servants. Under her leadership, he sent them
to steal a secret book of magic out of the Pierpont Morgan Library. Reading the book provided the Demon Lord the instructions to perform a
black magic ritual; however, it also required the sacrifice of a dozen victims. Dane used several doctors and nurses from the hospital. After
completing the ritual, Crystal and the other psyche patients were infused with super abilities. Dane now used the hospital as his secret base
to launch his first plot at world domination. His first plan was to kidnap the President of the United States. The Omega Team was able to foil
his plan, but all the members of Dane’s Brigade managed to escape. Next Dane had the Brigade lay siege on the United Nations Building.
Again the Omega Team stopped him. Recently, he decided to use the black book to call forth an army of lesser demons to destroy
Washington D.C. Yet again, the Omega Team defeated him.
Dane’s remains a patient at the hospital and Crystal Deville is still his therapist. However, he’s become a model patient (although
everyone still believes him to be hopelessly insane) and he will continue to play the charade until it’s become a liability. With the
aid of Crystal (and his magical powers), he’s been able to conceal his and the Brigade’s criminal operations from the staff of the clinic.
Anyone who comes close to finding out the truth “disappears” (the hospital’s employment turn over ratio has increased since his arrival)
never to be heard from again. Note: Thomas Dane will attempt to align himself with any heroes to oppose Doctor Wilhelm Vilde to
prevent the forces of Dyval from controlling the planet Earth. Heroes should be leery, but open to the idea of
working Thomas Dane for the greater good

Real Name: Nybras
Occupation: Wants to be World Conqueror.
Alignment: Miscreant
Power Category: Immortal (Fallen Demon Lord)
Experience Level: 10th
Hit Points: 109 S.D.C.: 80
P.P.E.: 203
Appearance: Dane is a muscular yet elderly looking English gentleman. He loves black and purple pinstripe suits and red ties. His hair
is oddly pulled back while his eloquently black goatee rims his mouth. Several big rings glitter on his hands.
Attributes: I.Q. 18, M.E. 18, M.A. 24, P.S. 17 (extraordinary), P.P. 12, P.E. 22, P.B. 25, Spd. 2
Age: Immortal, Sex: Male, Height: 6 foot and 1 inch (1.86 m), Weight: 175 lbs (78.75 kg)
Vulnerabilities: Thomas Dane although immortal is paralyzed from the waist down and forever confined to a wheel chair.
Natural Abilities: Heals 3x faster than normal people.
Major Ability: Create Force Constructs
Minor Ability: Physical Perfection
Magic Spells: Agony (20), Carpet of Adhesion (10), Decipher Magic (1), Domination (10), Energy Bolt (5), Energy Field (10), Eyes of
Thoth (8), Firestorm (30), Heal Self (20), Invulnerability (25), See Aura (6), Telekinesis (8), Teleport (120). Note: Dane can function just
like a normal wizard, but he is unable to learn or acquire new spells.
Combat Training: Basic
Attacks per Melee: 6 (2 initial + 4 from Hand to Hand)
Combat Bonuses: +2 to initiative, +1 to strike, +2 to parry, +2 to dodge, +4 to damage, +6 to roll with punch/fall, +4 to pull punch,
+1 to disarm, and +4 to spell strength (16 or higher to save).
Saving Throws: +6 to save vs magic, +2 to save vs psionics, +2 to save vs insanity, +3 to save vs possession, +8 to save vs poison,
+8 to save vs disease, +4 to save vs Horror Factor, and +19% to save vs coma/death.
Combat Skills: Punch 1D4, Power Blow 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), All Holds, and Critical strike on an unmodified roll of 19-20.
Other Bonuses: +4% to all skills, 80% trust/intimidate, and 75% charm/impress.
Educational Background: Human Studies and has studied Earth extensively.
Common Skills: Read-Write/Speak Demongogian 98%/98%, Lore: Demon & Monster 89%, Lore: Geomancy 84%, Mathematics:
Basic 98%, Read/Write/Speak English, Spanish, French, Latin, Chinese, Hindi, Russian, and Arabic 93%.
Special Skills: Anthropology 98%, Law (General) 98%, History (general) 98%/98%, Art (Painting/98%), and Research 98%. ]
Domestic Program: Wardrobe & Grooming 94%, Cook 89%, and Singing 89%.
Business Program: Business & Finance 89% and Computer Operation 94%
Criminal Program: Streetwise 64%, Pick Locks 84%, Gambling (Standard) 84%, Gambling (Dirty Tricks) 64%, and Cardsharp 80%.
Secondary Skills: Hand to Hand: Basic, Play Musical Instrument (Piano) 89%, Astronomy & Navigation 94%, Gemology 79%,
Seduction 63%, Mathematics: Advance 88%, Holistic Medicine 84%/74%, Appraise Antiques 84%, Philosophy 84%, Writing 69%, W.P.
Handgun (+2 to aim, +1 to burst), Public Speaking 79%, Palming 34%, and Concealment 34%.
Money: So far, he has secured fifty million dollars. However, Dane is a gambling fanatic and it’s doubtful he’ll be able to maintain his
wealth.
Weapons: None, his powers give him all the protection he could ever need. He only learned how to use a gun in order to duplicate it
with his energy powers.
Equipment & Vehicles: Dane gets around in a specially made electric wheelchair. It can travel up to 10 mph and sustain that speed for
3 hours before needing recharging. The wheelchair needs only to be plugged in for 15 minutes for its batteries to be recharged.
The Book of Deuce: This medieval book of black magic not only provided Dane’s the means to bestow super abilities to his
servants, it also contain dozens of ritual spells within its pages. Dane can only cast these spells by reading them out of the book and
performs the ritual as instructed (must use the books P.P.E., not his own). For the purposes of simplicity, it’s safe to assume that all ritual
spells and spell incantations from levels seven and higher (must be cast as rituals) in Heroes Unlimited™ G.M.s Guide can be found in the
pages of the Book of Deuce. The book itself is indestructible. P.P.E.: 270. Performing blood/ritual sacrifices within 30 feet (9.1 m) of the
book, allows it to draw upon the victim’s doubled P.P.E. for 1D4 hours. The Book’s P.P.E. is influenced by ley lines and it can draw upon the
P.P.E. of others (specifically the Dane’s Brigade).


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Unread postPosted: Mon Apr 13, 2020 2:21 pm
  

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Joined: Sun Feb 10, 2002 2:01 am
Posts: 3137
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 DANE BRIGADE

The Dane Brigade is composed of patients from the Arthan Voorhees Psychiatric Clinic. Every member of the brigade suffers from a
pre-existing mental condition or insanity. They are also criminals who were declared insane and not mentally responsible for their actions.
So to avoid having them incarcerated with hardened criminals, they were sent to the Voorhees Clinic for care and diagnostic services. Using
the Book of Deuce, Thomas Dane called upon evil supernatural forces to infuse them with super abilities. Although the magic turned these
low life thugs into super beings, it did nothing to remove their mental disorders. However, this is to Dane’s liking, because they are far
easier to control and less likely to betray him.
Crystal Deville, Dane’s therapist at the clinic, specifically chose each member of the brigade (they are all her patients). She knows
each of them well enough that even without Dane’s intimidating presence, she can get them to obey almost any request or order. She knows
exactly which mental buttons to press to get them back into line if they try to disobey or betray her and/or Dane. Even if she were not
Dane’s lover, she’d make the obvious choice as team leader since she is the only sane one of the group.

Note: The Arthan Voorhees Psychiatric Clinic is a voluntary facility that provides state-of-the-art mental health services and related
research and education programs for the New York University Medical Center. It provides diagnostic services and care for acutely ill
adolescents, adults, and the elderly. Specialty clinical programs have been developed to meet the needs of patients and families. Services
are offered for a wide range of diagnostic categories, including affective disorders, psychotic disorders and dual diagnosis. Few would
suspect that this facility harbors one of the world most dangerous super villains and his band of warrior who are ready and willing to do
whatever he asks.


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Unread postPosted: Mon Apr 13, 2020 2:28 pm
  

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Joined: Sun Feb 10, 2002 2:01 am
Posts: 3137
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
SAPPHIRE

Real Name: Crystal Deville
Occupation: Team Leader of Dane Brigade and Lover of Thomas Dane
Alignment: Aberrant
Power Category: Mystically Bestowed
Experience Level: 4th
Hit Points: 35/45 S.D.C.: 188/308 with crystal armor
Armor Rating: A.R.: 15 (with crystal armor)
P.P.E.: 22
Appearance: An attractive woman with waist length brown hair in a green costume. She covers herself with dark blue crystal armor.
Attributes: I.Q. 19, M.E. 9, M.A. 18, P.S. 32/ 40 with crystal armor, P.P. 18/28 with crystal armor, P.E. 19/29 with crystal armor, P.B.
18, Spd. 75 (52 mph/84.5 km) running/115 (80 mph/129 km) with crystal armor
Age: 31, Sex: Female, Height: 6 foot and 4 inches (1.95 m), Weight: 125 lbs (56.25 kg)
Major Super Ability: Matter Expulsion: Crystal
Minor Abilities: Super Borrowing and Impervious to Fire/Heat.
Combat Training: Basic
Attacks per Melee: 5 (2 Initial and 3 from Hand to Hand)
Combat Bonuses: +2 to initiative, +2 to strike/+10 with crystal armor, +5 to parry/+13 with crystal armor, +5 to dodge/+13 with
crystal armor, +17 to damage/+28 with crystal armor, +3 to roll with punch/fall, and +4 to pull punch.
Saving Throws: +8% to save vs. coma/death (+28% with crystal armor), +3 to save vs. magic/+8 with crystal armor, +2 to save vs.
poison/disease (+7 with crystal armor), +2 to save vs. possession, and +4 to Horror Factor.
Combat Skills: Punch 1D4, Power Blow 2D4 (counts as two attacks), Elbow/Forearm 1D6, Knee 1D6, and Karate Kick 2D4.
Other Bonuses: +5% to all skills, 50% to trust/intimidate, and 40% to charm/impress.
Other Abilities: She can run 52.5 mph (23.62 km) or 80.5 mph (36.22 km) with crystal armor.
Educational Background: Master’s Degree
Common Skills: Read-Write/Speak English 93%/97%, Mathematics: Basic 89%, and Pilot: Automobile 77%
Science Program: Computer Operation 98%, Mathematics: Advance 98%, Chemistry 98%, Biology 90%, Psychology 85%, and
Chemistry: Pharmaceutical 90%.
Medical Assistant Program: Business & Finance 85% and Paramedic 90%
Business Program: Law (General) 75% & Research 90%
Medical Investigation Program: Crime Scene Investigation 85%, Forensics 85%, and Pathology 90%.
Secondary Skills: Hand to Hand: Basic, Athletics (general), Swimming 75%, Prowl 50%, Streetwise 41%, Concealment 41%,
Land Navigation 57%, Radio: Basic 75%, Cook 60%, Seduction 32%, History 70%/60%, and Photography 45%.
Money: She makes about $65,000 as a psychiatrist. Since joining with Thomas Dane she’s put away as much money away as
possible. Right now, she has $100,000 in savings and $200,000 in a checking account.
Weapons:
Crystal Blast, Range: 40 feet (12.1 m), Damage: 4D6.
Equipment & Vehicles: She drives a near mint condition 94 Chrysler LeBaron Convertible.


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Unread postPosted: Mon Apr 13, 2020 2:32 pm
  

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Joined: Sun Feb 10, 2002 2:01 am
Posts: 3137
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
WAR BOY

Real Name: Dietrich Linn
Occupation: Criminal and Mental Patient
Alignment: Diabolic
Power Category: Mystically Bestowed.
Experience Level: 4th
Hit Points: 65 S.D.C.: 147
P.P.E.: 20
Appearance: Strawberry blond, greasy hair and large glossy eyes.
Attributes: I.Q. 11, M.E. 15, M.A. 7, P.S. 21, P.P. 24, P.E. 31, P.B. 9, Spd. 100 (70 mph/31.5 km)
Age: 20, Sex: Male, Height: 5 foot and 8 inches (1.76 m), Weight: 160 lbs (72 kg)
Insanity: War Boy is easily outraged by acts of violence. There is a 72% of him going berserk and attacking the individual committing
the violent act. When he does so, he is +1 to strike and +2 to damage.
Minor Abilities: Energy Expulsion: Electric Field, Energy Claws, Healing Factor, and Impervious to Energy & Electricity.
Combat Training: Basic
Attacks per Melee: 4 (2 Initial and 3 from Hand to Hand)
Combat Bonuses: +2 to initiative, +5 to strike, +8 to parry, +8 to dodge, +6 to damage, +3 to roll with punch/fall, and +4 to pull
punch.
Saving Throws: Impervious to disease, +2 to save vs possession, +2 to Horror Factor, +51% to save vs coma/death, +12 to save vs
magic, +11 to save vs poison, +3 to save vs psionics, fire/cold does half damage, resistant to poison, toxins, and drugs (if fail the save
effects, duration, penalties, symptoms, and damage is one third normal).
Combat Skills: Punch 1D4, Power Blow 2D4 (counts as two attacks), Elbow/Forearm 1D6, Knee 1D6, and Kick 2D4.
Educational Background: Street Schooled
Common Skills: Read-Write/Speak English 38%/92%
Street Skills: Streetwise 50%, Prowl, 50%, Palming 45%, Pick Pocket 45%, Pick Locks 50%, Fishing 60%, Play Musical
Instrument (Guitar) 55%, Whittling & Sculpting 50%, and Art (Graffiti) 55%
Secondary Skills: Hand to Hand: Basic, Athletics (general), Running, Climbing 60%/50%, Wilderness Survival 50%, Land
Navigation 52%, Swimming 70%, Concealment 28%, and Rope Works 40%.
Money: Sapphire gives him a $1D4x1000 every two weeks. He’s proven to irresponsible to be given large sums of money.
Weapons:
Electrical Field, Range: 18 feet (5.4 m), Damage: 4D6 every 4 seconds (3 per melee), Duration: One melee.
Energy Claws, Damage: 2D6, Bonuses: +1 to parry, +2 to disarm, and +1 to pull punch.
Equipment & Vehicles: None.


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Unread postPosted: Mon Apr 13, 2020 2:36 pm
  

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Joined: Sun Feb 10, 2002 2:01 am
Posts: 3137
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
RAMPAGE

Real Name: Kyros Argos
Occupation: Criminal and Mental Patient
Alignment: Miscreant
Power Category: Mystically Bestowed.
Experience Level: 4th
Hit Points: 84 S.D.C.: 264
P.P.E.: 16
Appearance: Looks dirty and grungy. Raggedy yellow beard and shoulder length hair. Regardless of the weather, he always wears a
heavy black overcoat.
Attributes: I.Q. 9, M.E. 9, M.A. 18, P.S. 55, P.P. 19, P.E. 40, P.B. 8, Spd.125 (87.5 mph/39.37 km).
Age: 47, Sex: Male, Height: 6 foot and 4 inches (1.95 m), Weight: 230 lbs (103.5 kg)
Insanity: He behaves like a wild animal, eating raw meat, biting and scratching. This behavior is triggered during time of intense
emotion or stress.
Minor Super Abilities: Extraordinary P.S., Extraordinary P.E., Claws, and Horror Factor (14).
Combat Training: Basic
Attacks per Melee: 5 (2 Initial and 3 from Hand to Hand)
Combat Bonuses: +2 to initiative, +3 to strike, +7 to parry, +5 to dodge, +40 to damage, +3 to roll with punch/fall, +6 to pull
punch, +1 to disarm.
Saving Throws: Impervious to disease, +40% to save vs coma/death, +9 to save vs magic, +8 to save vs poison, +2 to save vs
possession, and +11 to save vs Horror Factor.
Combat Skills: Punch 1D4, Power Blow 2D4 (counts as two attacks), Elbow/Forearm 1D6, Knee 1D6, Karate Kick 2D4, and Claws
3D6.
Other Bonuses: 50% trust/intimidate.
Educational Background: High School
Common Skills: Read-Write/Speak English 88%/92%, Mathematics: Basic 84%, Pilot: Automobile 72%
Criminal Program: Streetwise 41%, Pick Locks 55%, Tailing 60%, Prowl 52%, and Roadwise 47%.
Wilderness Program: Wilderness Survival 60%, Hunting, Land Navigation 57%, Skin & Prepare Animal Hides 60%, and Track &
Trap Animals 50%/60%.
Secondary Skills: Hand to Hand: Basic, Athletics (general), Swimming 70%, Body Building & Weightlifting, Outdoorsmanship,
Physical Labor, Language: Greek 62%, Literacy: Greek 60%, Climbing 60%/50%, Cook 55%/65%, Running, and Fishing 50%.
Money: His behavior does not permit him to have an allowance. He only needs the basic necessities. The Brigade pretty much treat
him like a pet/dog instead of a person.
Weapons: His claws, teeth (bite does 1 point of damage), and feet.
Equipment & Vehicles: None.


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Unread postPosted: Mon Apr 13, 2020 2:39 pm
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3137
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
GLUST

Real Name: Edger Zickmud
Occupation: Criminal and Mental Patient
Alignment: Aberrant
Power Category: Mystically Bestowed.
Experience Level: 4th
Hit Points: 30 S.D.C.: 342 Armor Rating: A.R. 14
P.P.E.: 16
Appearance: He is morbidly obese with light green skin and has no body hair. Wears yellow swim trunks. He smells as bad as he
looks.
Attributes: I.Q.6, M.E. 13, M.A. 6, P.S. 42, P.P. 18, P.E. 16, P.B. 8, Spd. 112 (78.4 mph/35.28 km).
Age: 23, Sex: Male, Height: 6 foot (1.82 m), Weight: 450 lbs (202.5 kg)
Insanity: He behaves like a slow child. His level of understanding is around that of an 8 year old. He needs Sapphire or Mr. Dane to
tell him what to do. However, if he gets angry he will get violent and turn hostile towards anyone but his two handlers.
Minor Abilities: Cellular Rot & Decay, Superhuman P.S., Heavyweight, and Harden Skin.
Combat Training: Basic
Attacks per Melee: 5 (2 Initial and 3 from Hand to Hand)
Combat Bonuses: +2 to initiative, +2 to strike/+3 with power, +5 to parry, +5 to dodge, +27 to damage, +4 to roll with punch/fall,
and +4 to pull punch
Saving Throws: +4% to save vs coma/death, +2 to save vs magic, +1 to save vs poison, +2 to save vs possession, +2 to save vs
Horror Factor, and +3 to save vs disease.
Combat Skills: Punch 3D6+2, Power Blow 1D4x10 (counts as two attacks), Elbow & Forearm 4D6, Knee 4D6, Snap Kick 4D6, Body
Block/Tackle 3D6+2 + P.S. damage bonus (must parry/dodge or knockdown), Pin 18-20, Crush 1D4, and All Holds.
Other Bonuses: 50% to trust/intimidate.
Educational Background: High School
Common Skills: Read-Write/Speak English 44%/46%
Physical Program: Hand to Hand: Basic and Wrestling
Secondary Skills: Body Building & Weightlifting, Physical Labor, Streetwise 36%, W.P. Blunt (+2 to strike & parry), Land
Navigation 52%, Wilderness Survival 50%, Gardening 62%, Athletics (general), Swimming 70%, Preserve Food 40%, and Sewing 50%.
Money: He has no need for money because he doesn’t know the different between a ten and twenty.
Weapons:
Wither Flesh, Damage: 2D6+4 (cannot reduce Hit points less then 6).
50 lb (15.24 kg) Reinforced Iron Club, Damage: 5D6 (includes damage from super powers), Bonus: +1 to strike, +2 to parry.
Equipment & Vehicles: None.


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Unread postPosted: Mon Apr 13, 2020 2:47 pm
  

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Joined: Sun Feb 10, 2002 2:01 am
Posts: 3137
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
JET FLASH

Real Name: Melvin Gar
Occupation: Criminal and Mental Patient
Alignment: Aberrant
Power Category: Mystically Bestowed.
Experience Level: 4th
Hit Points: 35 S.D.C.: 192
P.P.E.: 13
Appearance: Tall and thin, Melvin has brown hair and green eyes. He wears a purple and black costume with protective goggles.
Attributes: I.Q.12, M.E. 9, M.A. 18, P.S. 20, P.P. 24, P.E. 22, P.B. 11, Spd. 175 (122.5 mph/197 km) or 1900 mph (3059 km).
Age: 25, Sex: Male, Height: 5 foot and 10 inches (1.78 m), Weight 130 lbs (58.5 kg).
Insanity: He suffers from obsessive-compulsive disorder. Everything he says he must repeat. He repeats his actions often as well.
Major Super Abilities: Rocket Charge (4D4 melee) and Dimensional Room (24x14x14 feet/7.3x 4.2x 4.2 m).
Combat Training: Basic
Attacks per Melee: 5/6 (2 Initial and 3 from Hand to Hand) +1 with rocket charge
Combat Bonuses: +3 to initiative, +5 to strike/+6 with rocket charge, +8 to parry/+9 with rocket charge, +8 to dodge/+9 with
rocket charge, +5 to damage, +3 to roll with punch/fall (+6 with rocket charge), and +4 to pull punch
Saving Throws: Fire/heat attacks inflict ½ damage, +14% to save vs coma/death, +5 to save vs magic, +4 to save vs poison, +2 to
save vs possession, and +2 to save vs Horror Factor.
Combat Skills: Punch 1D4, Power Blow 2D4 (counts as two attacks), Elbow/Forearm 1D6, Knee 1D6, and Snap Kick 1D6.
Other Bonuses: 50% trust/intimidate.
Educational Background: High School
Common Skills: Read-Write/Speak English 88%/92%, Mathematics: Basic 84%, Pilot: Automobile 72%
Physical Program: Hand to Hand: Basic, Athletics (general), Juggling 60%, and Running
Professional Thief Program: Locksmith 60%, Prowl 50%, Climbing 65%/55%, Basic Electronics 55%, and Surveillance 50%.
Secondary Skills: Land Navigation 52%, Pick Locks 50%, Pick Pocket 50%, Palming 40%, Swimming 70%, Streetwise 36%,
Concealment 36%, Photography 55%, Housekeeping 65%, and Sewing 60%.
Money: He keeps all of his money (neat and crisp, can’t let it get wrinkled) store in a hidden compartment in his room. He has
around 1D4x1000 dollars. Sapphire won’t give him anymore since he insists on hiding it in his room.
Weapons:
Rocket Charge, Damage: 2D6 per 100 mph +2 per 100 mph with 01-80% of knock down.
Ricochet Attacks, 4 targets, Damage: 5D6, Bonus: +4 to strike. Each one counts as 2 attack regardless of number of targets.
01-45% of knock down.
Equipment & Vehicles: None. His two feet get him wherever he needs to be in a flash.


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Unread postPosted: Wed Apr 15, 2020 1:51 pm
  

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Joined: Sun Feb 10, 2002 2:01 am
Posts: 3137
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
GHOST BOMB

Real Name: Jerry Arron
Occupation: Criminal and Mental Patient
Alignment: Diabolic
Power Category: Mystically Bestowed.
Experience Level: 4th
Hit Points: 29 S.D.C.: 235
P.P.E.: 14
Appearance: He is an average looking man with full head of curly blond hair. Wears a blue costume with a picture of a ghost exploding.
Attributes: I.Q.10, M.E. 11, M.A. 24, P.S. 20, P.P. 18, P.E. 13, P.B. 14, Spd. 160 (112 mph/180 km)
Age: 28, Sex: Male, Height: 5 foot and 9 inches (1.79 m), Weight 150 lbs (45.72 kg).
Insanity: He suffers from combat neurosis (battle fatigue). He has jumpiness, insomnia, and an inability to relax. He also suffers from triskaidekaphobia (fear of the #13)
Major Super Abilities: Self-Explosion and Intangibility.
Combat Training: Basic
Attacks per Melee: 5 (2 Initial and 3 from Hand to Hand)
Combat Bonuses: +2 to initiative, +2 to strike, +4 to parry, +4 to dodge, +5 to damage, +2 to roll with punch/fall, and +4 to pull punch
Saving Throws: +10% to save vs coma/death, +1 to save vs magic, +2 to save vs possession and +2 to save vs Horror Factor.
Combat Skills: Punch 1D4, Power Blow 2D4 (counts as two attacks), Elbow/Forearm 1D6, Knee 1D6, and Karate Kick 2D4.
Other Bonuses: 50% trust/intimidate.
Educational Background: Military
Common Skills: Read-Write/Speak English 88%/92%, Mathematics: Basic 84%, Pilot: Automobile 72%
Military Program: Hand to Hand: Basic, Running, Forced March, Climbing 70%/60%, Military Etiquette 65%, and W.P. Rifle.
Military Demolition Program: Basic Electronics 60%, Basic Mechanics 70%, Demolitions 92%, Demolitions Disposal 92%, and Demolitions: Underwater 92%.
Police Program: W.P. Handgun, Radio: Basic 75%, Crime Scene Investigation 60%, Law (general) 50%, and Streetwise 41%.
Secondary Skills: Cook 55%, Pick Pocket 45%, Pick Locks 50%, Prowl 65%, Running, Pilot: Race Car 67%, Land Navigation 52%, Swimming 70%, Carpentry 35%, and
Pilot: Truck 66%.
Money: Since obtaining his power from Dane, he’s used it to rob dozens of banks. He has accumulated over 5.5 million dollars. He’s stashed the money here and there in
order to hide it from Dane.
Weapons:
Explode Self, Area of Effect: 28 feet (8.5 m), Damage: 4D6x10+20, counts as three attacks.
Explosive Touch, Damage: 2D6, 4D6, 6D6, 1D4x10, 1D6x10, or 2D4x10+8. Inflicts only 2D6, 4D6, and 6D6 on organic beings/living creatures.
Explosive Punch/Kick, Damage: 6D6.
Equipment & Vehicles: He steals whatever he needs, especially fast sport cars.


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Unread postPosted: Wed Apr 15, 2020 1:55 pm
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3137
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
SHATTERQUICK

Real Name: Luis Buck
Occupation: Criminal and Mental Patient
Alignment: Miscreant
Power Category: Mystically Bestowed.
Experience Level: 4th
Hit Points: 39 S.D.C.: 165
P.P.E.: 16
Appearance: His hair is a mass of brown curls that trails down the line of his back to his waist. His body is muscled like a gymnast. He is long-legged, slender waist, and long
armed.
Attributes: I.Q.10, M.E. 11, M.A. 29, P.S. 21, P.P. 18, P.E. 21, P.B. 20, Spd 125 (87.5 mph/140 km).
Age: 21, Sex: Male, Height: 6 foot and 3 inches (1.92 m), Weight 140 lbs (63 kg).
Insanity: He is a true paranoid. He operates in a delusional state in which he believes he is being persecuted by others.
Major Super Ability: Control Density
Minor Super Abilities: Harmonic Resonance and Seismic Power
Combat Training: Basic
Attacks per Melee: 5 (2 Initial and 3 from Hand to Hand)
Combat Bonuses: +2 to initiative, +2 to strike, +5 to parry, +5 to dodge, +6 to damage, +4 to roll with punch/fall, and +4 to pull punch
Saving Throws: +12% to save vs coma/death, +4 to save vs magic, +3 to save vs poison, +2 to save vs possession, and +4 to save vs Horror Factor,
Combat Skills: Punch 1D4, Power Blow 2D4 (counts as two attacks), Elbow/Forearm 1D6, Knee 1D6, and Karate Kick 2D4.
Other Bonuses: 96% trust/intimidate and 50% to charm/impress.
Educational Background: High School
Common Skills: Read-Write/Speak English 88%/92% and Pilot: Automobile 72%
Criminal Program: Streetwise 41%, Pick Locks 55%, Tailing 60%, Prowl 52%, and Roadwise 47%.
Domestic Program: Mathematics: Basic 89%, Cook 60%, Housekeeping 60%, and Dance 55%.
Secondary Skills: Running, Athletics (general), Swimming 70%, Climbing 60%/50%, Wardrobe & Grooming 66%, Pick Pocket 45%, Palming 40%, Land Navigation 52%,
Singing 45%, and Sewing 50%.
Money: He only uses paper money. He will not take or accept money by any other means. No credit or debit cards. No checks either. He trusts so few who give him money so
he rather steals off others (that way their not going to use it against him). He has a hidden stash of $3D6x1000.
Weapons: Only his super abilities.
Equipment & Vehicles: If he owned a car, “they” could track him and he’d have to reveal personal information on a driver’s license.


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Unread postPosted: Wed Apr 15, 2020 1:58 pm
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3137
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
ERADICATOR

Real Name: Philip Creed
Occupation: Criminal and Mental Patient
Alignment: Aberrant
Power Category: Mystically Bestowed.
Experience Level: 4th
Hit Points: 81 S.D.C.: 230
P.P.E.: 16
Appearance: A tall, bald black man with brown eyes. He wears a dark blue suit with hood and a black cape. He usually has a note pad and #2 pencil with him so he can take
notes and make quick diagnosis.
Attributes: I.Q.15, M.E. 10, M.A. 18, P.S. 50, P.P. 18, P.E. 35, P.B. 10, Spd running 160 (112 mph/180 km), flying 280 mph (450.8 km).
Age: 34, Sex: Male, Height: 6 foot and 2 inches (1.88 m), Weight 198 lbs (89.1 kg).
Insanity: Creed thinks he’s a psychiatrist. He believes he can cure people by removing the “sickness” out of their minds. He wants to cut out the bad parts out of their brain.
He especially thinks he can cure mutants and experiments by removing their mutations or side effects. He is constantly taking notes and collecting data (accept when in the middle
of combat), but he will do so after the fight is over.
Minor Super Abilities: Disintegration, Flight: Wingless, Extraordinary P.S., and Extraordinary P.E.
Combat Training: Basic
Attacks per Melee: 5/6 (2 Initial and 3 from Hand to Hand) +1 from flight
Combat Bonuses: +2 to initiative, +2 to strike/+4 in flight, +4 to parry/+6 in flight, +4 to dodge/+8 to dodge in flight/+10 when flying more than 90 mph (144 km), +35 to
damage, +3 to roll with punch/fall, and +4 to pull punch
Saving Throws: Immune to disease, +35% to save vs coma/death, +9 to save vs magic, +8 to save vs poison, +2 to save vs possession, and +4 to save vs Horror Factor.
Combat Skills: Punch 1D4, Power Blow 2D4 (counts as two attacks), Elbow/Forearm 1D6, Knee 1D6, and Karate Kick 2D4.
Other Bonuses: 50% trust/intimidate
Educational Background: Three years of college.
Common Skills: Read-Write/Speak English 88%/92% and Pilot: Automobile 72%
Science Program: Computer Operation 87%, Mathematics: Advance 87%, Chemistry 85%, Biology 75%, Anthropology 75%, and Genetics 57%.
Medical Assistant Program: Mathematics: Basic 98%, Business & Finance 70%, and Paramedic 75%.
Technical Program: Research 75%, Whittling & Sculpting 65%, Law (general) 60%, and History 95%/75%
Secondary Skills: Hand to Hand: Basic, W.P. Knife, Prowl 45%, Athletics (general), Body Build & Weightlifting, Running, Climbing 60%/50%, Swimming 70%, Land
Navigation 44%, and Astronomy & Navigation 40%.
Money: He steals money only when he has too, however he makes regular deposits to his bank account. Presently he $80,000 in savings and $11,000 in checking.
Weapons:
Disintegration, Range: 40 feet (12.1 m), Damage: 3D6 direct to Hit Points against living creatures, 1D4x10 to inanimate objects. When used on living organic targets,
there is a 01-05% he will take 2D6 points of damage direct to his Hit Points and permanently loses 1 P.E. attribute point
Equipment & Vehicles: He will use whatever is available or what is required of him.


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Unread postPosted: Thu Jul 23, 2020 6:21 pm
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3137
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
Man I've been gone for a while based on the last post. During the Gen Con 2020 interview I brought this post up and reminded me time to do something heroish. Two weeks
of vacation I should be able to dig up or come up with something new.


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Unread postPosted: Wed Sep 16, 2020 12:21 pm
  

Knight

Joined: Fri Jan 03, 2003 2:01 am
Posts: 4303
Location: Québec
Can't wait to see New Heroes and villains.


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