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Unread postPosted: Sat Mar 24, 2007 6:16 pm
  

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Palladium Books® Freelance Writer

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Posts: 3088
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
Yes they do have arm and body holds. And of course if you G.M.
allows for NS&S to be considered as a supplement then the use of
locks shouldn't be a problem. I just converted them as Physical Training
guys with Kick Boxing to emphasis speed, agility, and fast striking ability.
Glad you like the Heayweight idea for the sumo guy. If anyone does
choose to use this guy as a villian in their adventures, try to make sure
he does the Leap Attack. The idea of 6'10, 335 lbs Sumo leaping at
someone just puts a :D on my face.


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Unread postPosted: Sat Mar 24, 2007 6:20 pm
  

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Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
Posts: 6723
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Comment: "Your inferiority complex might be justified."
Reagren Wright wrote:
Yes they do have arm and body holds. And of course if you G.M.
allows for NS&S to be considered as a supplement then the use of
locks shouldn't be a problem. I just converted them as Physical Training
guys with Kick Boxing to emphasis speed, agility, and fast striking ability.
Glad you like the Heayweight idea for the sumo guy. If anyone does
choose to use this guy as a villian in their adventures, try to make sure
he does the Leap Attack. The idea of 6'10, 335 lbs Sumo leaping at
someone just puts a :D on my face.


OMG, that's terrifying! :lol:

_________________
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
http://wiki.thedeificnmi.com/index.php?title=Main_Page


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 Post subject:
Unread postPosted: Mon Mar 26, 2007 3:50 pm
  

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Champion

Joined: Thu Apr 18, 2002 1:01 am
Posts: 2411
Location: The Servodome, in downtown Servotopia
Stone Gargoyle wrote:
Reagren Wright wrote:
Yes they do have arm and body holds. And of course if you G.M.
allows for NS&S to be considered as a supplement then the use of
locks shouldn't be a problem. I just converted them as Physical Training
guys with Kick Boxing to emphasis speed, agility, and fast striking ability.
Glad you like the Heayweight idea for the sumo guy. If anyone does
choose to use this guy as a villian in their adventures, try to make sure
he does the Leap Attack. The idea of 6'10, 335 lbs Sumo leaping at
someone just puts a :D on my face.


OMG, that's terrifying! :lol:


For some reason, I'm reminded of all those times I used to play Street Fighter as E. Honda... :lol:

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


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 Post subject:
Unread postPosted: Mon Mar 26, 2007 5:36 pm
  

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Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
Posts: 6723
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Comment: "Your inferiority complex might be justified."
Uncle Servo wrote:
Stone Gargoyle wrote:
Reagren Wright wrote:
Yes they do have arm and body holds. And of course if you G.M.
allows for NS&S to be considered as a supplement then the use of
locks shouldn't be a problem. I just converted them as Physical Training
guys with Kick Boxing to emphasis speed, agility, and fast striking ability.
Glad you like the Heayweight idea for the sumo guy. If anyone does
choose to use this guy as a villian in their adventures, try to make sure
he does the Leap Attack. The idea of 6'10, 335 lbs Sumo leaping at
someone just puts a :D on my face.


OMG, that's terrifying! :lol:


For some reason, I'm reminded of all those times I used to play Street Fighter as E. Honda... :lol:


I imagine it would. :-P

_________________
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
http://wiki.thedeificnmi.com/index.php?title=Main_Page


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 Post subject:
Unread postPosted: Mon Apr 02, 2007 1:23 am
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3088
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
BIG MEN

Big Men is a business enterprise of mercenaries whose costumed identities are based on size. Big
Men is the brainchild of Lewis Small, a former circus performer turned wealthy tycoon. Small is
actually a criminal mastermind and Big Men is his illegitimate business dealings. He advertises Big
Men services throughout the underworld, however he insist they only do BIG jobs. They will do
demolitions (favorite), assassinations, kidnapping, and enforcing (all the other stuff is too small).
Half of their fee for each contract pays each Big Men member, while the other half goes to
its operational cost. Small does not allow any of the Big Men to engage in outside criminal
operations. He will not risk his legitimate honest living or reputation, and if he thinks any will, he
will eliminate them personally. In exchange for working with Small, each member is rewarded with
special bonuses, medical benefits, safe lodging, vacation pay, companionship, and living a life of
luxury. However, Small’s fear of having his legitimate life threaten by exposure makes him insist
that any member arrested or detained by law enforcement for any length of time must be
executed before they can say anything. Small will pay no expensive to have his criminal
enterprise dismantled in order to save himself.

VIM

Wade Tibbs joined a medical facility in hope of curing his blood disease. Special chemical
treatments were giving to him in hope of producing antibodies to fight off the virus. An unknown
x-factor induced a staggering change within his body. Not only was he cured, it resulted in a
physical transformation that made him a super human. Even more amazing, he could induce a
chemical reaction within his body that made him grow and become nearly invulnerable. Now that
he was handsome and health, Wade became obsessed with his appearance. He refused to help
or cooperate with the facility in learning what caused the metamorphosis. He ran away taking
with him any hope the facility had in learning what happened or replicating the experiment. The
facility sent numerous Recovery Teams to find him. After defeating one such group, Wade
decided to look for protection and offered to sell his services as payment. Lewis Small hired him
on the spot. Small is well aware that Recovery Teams are still looking for Wade, but he believes
they are no threat to his legitimate organization, otherwise he would have terminated him long
ago. He is however annoyed with Wade’s narcissism. If he doesn’t learn to get over it, he might
have one of the other Big Men deal with him.

Real Name: Wade Tibbs
Occupation: Mercenary
Alignment: Anarchist
Power Category: Experiment
Experience Level: 5th
Hit Points: 40/210 when transformed S.D.C.: 118/1088
when transformed A.R.: 10 (only when transformed.
P.P.E.: 23
Appearance: He is beautiful, healthy, with perfect tan skin, blond hair, a broad smile. He
is the epitome of a male fitness model on a muscle magazine cover.
Attributes: I.Q. 14, M.E. 8, M.A. 28, P.S. 30/53 when transformed, P.P. 20, P.E. 20/22
when transformed, Spd. 37, P.B. 30
Age: 28, Sex: Male, Height: 6 feet and 2 inches (1.88 m)/9 foot and 2
inches (2.80 m) when transformed, Weight: 210 lbs (94.5 kg)/310 lbs (139.5 kg) when
transformed.
Side Effects: Must Physically Transform in order to use his powers. Note: When he
transforms his skin becomes two toned. Extra Note: His physical perfection power and
indestructible bones powers are always on.
Major Super Abilities: Massive Damage Capacity.
Minor Super Abilities: Extraordinary Strength, Physical Perfection, Indestructible Bones.
Combat Training: Martial Arts
Attacks per Melee: 5 (2 initial + 3 from Hand to Hand)
Combat Bonuses: +2 to initiative, +5 to strike, +7 to parry, +7 to dodge, +15 to
damage/+38 when transformed, +4 to roll with punch/fall, +4 to pull punch, and disarm.
Combat Skills: Punch 2D4+2, Power Punch 3D6+2 (2), Elbow/Forearm 2D6, Knee 2D6,
Karate Kick 2D6+2, Snap Kick 2D6, Roundhouse Kick 4D6, Axe Kick 3D6, Jump Kick 7D6, Flying
Jump Kick 5D6, and Tripping/Leghook (cannot be paired, must dodge or knockdown).
Saving Throws: +15% to save vs. coma-death/+19% when transformed and +3 to save
vs. magic & poison/+4 when transformed.
Other Bonuses: 94% to trust/intimidate and 92% to charm/impress.
Educational Background: On the Job Training
Common Skills: Read-Write/Speak English 90%/93%, Mathematics: Basic 87%, Pilot:
Automobile 75%.
Physical Program: Body Build & Weightlifting, Athlete, Running, and Swimming 90%.
Science Program: Computer Operation 90%, Mathematics: Advance 89%, Chemistry
90%, Biology 80%, Chemistry: Analytical 75%, and Chemistry: Pharmaceutical 80%.
Secondary Skills: Hand to Hand: Martial Arts, Land Navigation 56%, Physical Labor,
S.C.U.B.A 75%, Radio: Basic 75%, Cook 60%, Photography 60%, Climbing 65%/55%, Art
(Painting) 50%, and Wardrobe & Grooming 62%.
Money: He lets Small handle his money. He enjoys spending money on himself and
whenever possible having people pamper him (goes to health club/spa at least three or four
times a week). Small pays him an annual salary of $200,000 a year.
Weapons: His two fists and both feet.
Equipment & Vehicles: He rides in the helicopter whenever they need to be transported a
distance.


Last edited by Reagren Wright on Mon Feb 24, 2014 8:40 pm, edited 1 time in total.

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Unread postPosted: Mon Apr 02, 2007 1:32 am
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3088
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
BULK

The alien being known as Bulk came to Earth to escape the war crimes he committed against his
own people. When he first arrived on Earth, he figured no one would be able to defeat him. He
ignored within a couple of weeks, he’d assume control over the entire country. Then he when up
against Lock Down Delta, one of Project Secure’s Super Response Teams, and was soundly
defeated. Where not for the team’s leader, Bulk would have ended up incarcerated for life or
someone’s lab rat. Bulk behaved himself for a year and received the go ahead by the Alien
Acclimation Program (AAP) to allow him to interact with human society, if he enlisted with
Project Secure. Bulk agreed. Two months later Bulk became a member of the very same team
that defeated him Lock Down Delta. On his third mission, the team leader Battle Guard and Bulk
were attempting to apprehend a suspected alien being when he abruptly turned on his savior,
nearly crushing him to death. Bulk fled into the wilderness to escape his employer. For the next
three months, he stayed away from urban environments. Eventually he was found by Lewis
Small who invited him to join up with him and his partner Mastadon. A few weeks later, Small
decided to create a mercenary team with super beings and chose Bulk because of his experience
to be the team’s mission leader. Bulk tries to bully the others, but he’s smart enough to know
when to back off instead of risk a confrontation. He also knows that despite his physical
strength, he has little chance of usurping Small’s control. He also knows its important to keep
his ego in check when dealing with the little man. With Project Tyche and Project Secure looking
for him, Bulk needs sanctuary and inconspicuous travel arrangements in order to one step ahead
of the U.S. Government. Project Secure wants him back alive while Project Tyche has orders to
shoot to kill. Death Strike vows to put an arrow through his skull.

Real Name: Unprouncable
Occupation: Mercenary
Alignment: Miscreant
Power Category: Alien
Experience Level: 6th
Hit Points: 100 S.D.C.: 370
P.P.E.: 23
Appearance: A short, extremely hefty human looking male with bulging muscles, purple
hair, and purple eyes.
Attributes: I.Q. 12, M.E. 13, M.A. 9, P.S. 60, P.P. 12, P.E. 26, Spd. 45/95 (66.5 mph/107
km) when 20 feet (6 m) or more, P.B. 12
Age: 31, Sex: Male, Height: 5 feet and 1 inches (1.55 m), Weight:
370 lbs (166.5 lbs).
Originating Alien Environment: High Gravity
Natural Abilities: He would still possess a Superhuman P.S. of 32 in regards to lifting and
carrying if his super abilities became negated/neutralized. H.F. 17 at maximum height.
Unusual Characteristics: Stocky and Extra-large hands.
Major Super Abilities: Growth (Max 57 feet and 1 inch (17.4 m). +52 feet (15.8 m), +8600
lbs (3870 kg), +1040 S.D.C., +52 to P.S.
Minor Super Abilities: Superhuman P.S., Extraordinary P.E., and Healing Factor.
Combat Training: Expert
Attacks per Melee: 6 (2 initial + 3 from Hand to Hand +1 from boxing)
Combat Bonuses: +3 to initiative, +2 to strike/+4 when 20 feet (6 m) or more, +6 to
parry/+8 when 20 feet (6 m) or more, +6 to dodge/+2 when giant sized, +45 to damage, +4 to
roll with punch/fall, and +2 to pull punch.
Combat Skills: Punch 4D4, Power Punch 5D6+2 (counts as two attacks), Elbow/Forearm
2D6, Knee 2D6, Karate Kick 2D6+2, Axe Kick 3D6, Tripping/Leghook (cannot be paired, must
dodge or knockdown), Body Block/Tackle 2D4+2 + P.S. damage bonus (must parry/dodge or
knockdown), Pin 18-20, Crush 2D4+2, all Holds, Knockout on an unmodified roll of 20, and Critical
strike on an unmodified roll of 18-20.
Saving Throws: Fire/cold do half damage, the duration/penalties/symptoms/and damage,
of drug/toxins/poisons is 1/3 regardless if he makes the save, +20% to save vs. coma-death, +3
to save vs. magic & poison, and +3 to save vs. psionics.
Educational Background: Combat Specialist with special training from Project Secure (Has
studied Earth).
Common Skills: Read-Write/Speak Native Tongue 94%/92%, Read/Write/Speak FAR
Pilian 85%, Mathematics: Basic 90%, Pilot: Pilot: Personal Anti-Gravity Transportation 70%, and
Read/Write/Speak English, Spanish, Chinese, Hindi, Russian, and Arabic 98%.
Alien Program: Body Build & Weightlifting, Boxing, Wrestling, Athletics (general),
Hand to Hand: Expert, W.P. Heavy Energy Weapons (+2 to aim/+1 to burst), W.P. Heavy Military
Weapons (+3 aim/+1 to burst), W.P. Blunt (+3 to strike/parry/damage/entangle/and throw), W.P.
Sub-machine gun (+3 to aim/+1 to burst), W.P. Improvised (+2 to strike/parry, Pilot: Civilian
Spacecraft Small 94%, and First Aid 85%.
Project Secure/Law Enforcement Program: W.P. Handgun (+3 to aim/+1 to burst),
Radio: Basic 85%, Crime Scene Investigation 70%, Law (Basic) 60%, and Intelligence 61%.
Secondary Skills: Land Navigation 60%, Wilderness Survival 65%, Running,
Outdoormanship, Preserve Food 60%, Navigation & Astronomy 60%, Pilot: Automobile 78%, Pilot:
Truck 86%, Computer Operation 78%, Streetwise 36%, History (Earth) 80%/60%, and Cook 50%
Money: He lets Small handle his money. Small pays him an annual salary of $200,000 a
year. He also has a hidden stash of $30,000 in precious metals/stones.
Weapons: He uses a variety of Earth weapons depending upon the mission but he has
one particular favorite.
Weapons:
Alien Sub-machinegun (uses .45 A.C.P): Range: 600 feet (182 m), Damage: 4D6, P.V. 5,
Rate of Fire: Single shot, three-round burst, or fully automatic, Payload: 60 round magazine,
Bonuses: +3 to strike.
Equipment & Vehicles: He rides in the helicopter whenever they need to be transported a
distance.
Hover platform (4 Person Model). Range: 500 miles (800 km), Speed: 90 mph (144
km), Hovers: 3-300 feet (.9-91 m) above the ground, A.R.: 7, S.D.C.: 120, Bonuses: +1 to
dodge, Note: He can grow up to 20 feet tall and still ride this device.


Last edited by Reagren Wright on Sun Mar 02, 2014 11:32 pm, edited 4 times in total.

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Unread postPosted: Mon Apr 02, 2007 1:40 am
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3088
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
ROCK HEAD

Karl keeps his past to himself. His mutant power appeared after the day he went fishing in a
stream on his parent’s farmland. Unbeknownst to anyone it became a secret dumping ground for
toxic chemicals decades earlier. Shortly after eating the fish he caught, he became very sleepy.
When he awoke in the morning he was nine feet (2.74 m) tall and a walking mountain. His father
attacked him thinking him some kind of monster. With a swipe of his hand, he sent his father
hurtling through a wall. He fled his parents’ house and disappeared into the wilderness. Days
later while stealing food on a neighbor’s farm. He was captured by S.C.R.E.T. Because he was
only sixteen at the time, he wasn’t charged with any crime since his father’s death was
considered accidental. However, he was given the option to receive special training in order to
use his abilities. Karl enlisted with a Secret Super Ops program that trained him to destroy
enemy compounds. But as he kept growing, he became more despondent with the idea of
serving his country. He ran away again only this time he meet up with King Troll who convinced
him to join forces with him and to put his powers to criminal use. Karl soon found delight favor
with being a criminal then trying to be a hero. When Small offered a job to them both, Karl took
it thinking one day he might make enough money to be cured. Being a criminal makes him feel
slightly better about his condition. However, if offered the chance to be cured, Karl would take it
in a heartbeat.

Real Name: Karl Cohen
Occupation: Mercenary
Alignment: Mutant
Power Category: Experiment
Experience Level: 5th
Hit Points: 35 S.D.C.: 173/600 in stone form A.R.: 12/10 without direct
contact with earth, APS-Stone 16.
P.P.E.: 21
Appearance: He is a gray skin giant with muscled bulging all over his hairless body.
Attributes: I.Q. 9, M.E. 8, M.A. 11, P.S. 39/49 with direct contact with the earth, P.P. 14,
P.E. 15, Spd. 26, P.B. 12
Age: 23, Sex: Male, Height: 14 feet (4.26 m), Weight: 1020 lbs (459
kg) or 3069 lbs/1377 kg in stone form.
Unusual Characteristics: Gray skin and no body hair. He is also a giant.
Major Super Abilities: Alter Physical Structure: Stone. His P.S. 58 is considered
Superhuman in stone form (a Supernatural 68 with direct contact with earth). 10.2 tons (9253
kg) carrying and 14.5 tons 13,154 (kg) lifting. His speed is 13. HF 13 in stone form.
Minor Super Abilities: Giant and Earth Empowerment. Note: In direct contact with
the Earth his strength is considered Supernatural in lifting and carrying. Additional Note: He
possesses a HF of 9.
Combat Training: Expert
Attacks per Melee: 5 (2 initial + 3 from Hand to Hand)
Combat Bonuses: +2 to initiative, +2 to strike, +4 to parry, +2 to dodge, +24 to
damage/+43 in stone form, +3 to roll with punch/fall, and +4 to pull punch.
Combat Skills: Punch 1D4/2D4+2 in stone form, Power Punch 2D4/3D6+2 in stone form
(2), Elbow/Forearm 1D6/2D6 in stone form, Knee 1D6/2D6 in stone form, Karate Kick 2D4/2D6+2
in stone form, Crescent Kick 2D4+2/2D8 in stone form, Tripping/Leghook (cannot be paired, must
dodge or knockdown), and All Holds.
Educational Background: On the Job Training
Common Skills: Read-Write/Speak English 93%/90%, Mathematics: Basic 87%, Pilot:
Automobile 75%, and Recognize stone & minerals 80%
Physical Program: Hand to Hand: Expert, Body Build & Weightlifting, and Athletics (general).
Military Demolitions Program: Basic Electronics 70%, Basic Mechanics 80%,
Demolitions 90%, Demolitions Disposal 90%, and Underwater Demolitions 91%.
Secondary Skills: Swimming 75%, S.C.U.B.A. 75%, Land Navigation 56%, Physical
Labor, Radio: Basic 75%, Gemology 50%, General Repair/Maintenance 70%, Fishing 65%, Art
(Sculpture) 50%, and W.P. Improvised (+3 to throw or entangle).
Money: He lets Small handle his money. Although he doesn’t find much use for money
since there isn’t a lot he can do with it. Small pays him an annual salary of $200,000 a year.
Weapons: His two fists and both feet.
Cast Rock/Stone: Range: 80 feet (24.3 m), Damage: 2D6+5. He can also
cast hardened earth/dirt 1D4, or mud 1 p.
Equipment & Vehicles: Because he cannot reduce his size. Its quite difficult for him to ride
in the helicopter much less any other vehicles.


Last edited by Reagren Wright on Sun Mar 02, 2014 11:40 pm, edited 1 time in total.

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 Post subject:
Unread postPosted: Mon Apr 02, 2007 1:47 am
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3088
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
KING TROLL

A con man and burglar, Leonard Cook was looking for his next biggest score when he heard a
rumor of an explorer finding a buried treasure in a cave in Iceland. Breaking into the man’s
house, Leonard shuffle through the various item until he came across a black iron mace. The
moment he touched the weapon, his turned into a hideous troll. With effort, he discovered he
could restore himself to a humanoid appearance, although his skin and hair retained a greenish
color. With additional time, he learned to control the various powers held within the weapon.
Cook decided to call himself King Troll and embarked upon a series of daring robberies of
museums and banks. Before long he was on the running being chased by S.C.R.E.T. He hide out
in the woods where he meet Karl Cohen. Leonard encouraged Karl to embrace his abilities as he
done, and to use them in order to make himself forget about his troubles. The two started up a
friendship. Before long they were contacted by Lewis Small who invited them to join his criminal
empire. King Troll does what he’s told to by Small but the freedom of being a solo super villain is
starting to gnaw at him.

[b]Real Name: Leonard Cook
Occupation[/b]: Mercenary
Alignment: Aberrant/becomes Miscreant in monster form.
Power Category: Magic (Enchanted Weapon)
Experience Level: 5th
Hit Points: 34 S.D.C.: 101/511 A.R.: 11 in monster form
P.P.E.: 20
Appearance: His hair is pale green, a few shades lighter then his olive-colored skin. He
has a youthful athletic appearance and wears blue oversized jeans (nothing else).
Attributes: I.Q. 9, M.E. 15, M.A. 11, P.S. 22/34 in monstrous form, P.P. 12, P.E. 16, Spd.
35, P.B. 8
Age: 21, Sex: Male, Height: 5 foot and 9 inches (1.79 m), Weight:
170 lbs (76.5 kg).
Unusual Characteristics: The mace turned his hair and skin green.
Magic Weapon: A black iron mace. +1 to strike/parry, 6D6 damage/7D6 in monster form,
+60 S.D.C., +4 to save vs. possession and Horror Factor, +2 to save vs. magic, allows him to
see the invisible, but instead of a battle dress it turns its owner green in color. Note: The
weapon emits a Bio-Aura for the owner.
Major Super Ability: Monstrous Form. He becomes a green demonic looking creature. He
grows to 10 foot and 9 inches (3.32 m), 370 lbs (166.5 kg), grows long claws 2D6 damage +
P.S). Increased Strength & Endurance (equal to Superhuman in lift/carry), Combat Reflexes
(Offensive), Combat Fangs (Bite for 3D6 damage), Tough Hide/Skin, and Bio-Regeneration
Superior (Regenerate 2D6 Hit Points/S.D.C. per melee and regrow lost limbs or portions in 24
hours).
Powers of Chaos: Turn Itself and Wielder Invisible, Fever Touch, Damage Bonus,
Impervious to Fire, Nightvision, and Create Unnatural Darkness.
Combat Training: Expert
Attacks per Melee: 5/6 (2 initial + 3 from Hand to Hand) +1 as monster.
Combat Bonuses: +2 to initiative, +2 to strike/+5 as monster, +4 to parry/+5 as monster,
+4 to dodge/+5 as monster, +7 to damage/+25 in monster form, +3 to roll with punch/fall/+5 as
monster, and +2 to pull punch.
Combat Skills: Punch 1D4/2D4+2 in monster form, Power Punch 2D4/3D6+2 in monster
form (2), Elbow/Forearm 1D6/2D6 in monster form, Knee 1D6/2D6 in monster form, Karate Kick
2D4/2D6+2 in monster form, Roundhouse 3D6/4D6 in monster form, Tripping/Leghook
(cannot be paired, must dodge or knockdown), and All Holds.
Saving Throws: +4% to save vs. coma/death, +3 to save vs. magic, +1 to save vs.
poison, +4 to save vs. possession, and +4 to save vs. Horror Factor.
Educational Background: High School
Common Skills: Read-Write/Speak English 93%/90%, Mathematics: Basic 87%, and
Pilot: Automobile 75%.
Criminal Program: Streetwise 45%, Pick Locks 65%, Find Contraband 51%, Roadwise
51%, and Safe-Cracking 45%.
Professional Thief Program: Locksmith 69%, Prowl 55%, Climbing 70%/60%, Basic
Electronics 60%, and Surveillance 60%.
Secondary Skills: Hand to Hand: Expert, W.P. Blunt (+2 to strike/parry), Athletic
(general), Running, Swimming 75%, Land Navigation 56%, Physical Labor, Appraise Antiques
55%, Research 65%, Radio: Basic 65%, and Concealment 32%.
Money: He lets Small handle his money. Small pays him an annual salary of $200,000 a
year. However, his career as a thief has left him with an already sizeable treasure, which
includes $100,000 in gold bars, $160,000 in gems and jewelry, $750,000 in art, $150,000 in
antiques/collectables, and $390,000 in cash.
Weapons: His magic mace (+3 to strike/parry). He also uses his hands, feet, and teeth in
his monster form.
Equipment & Vehicles: He usually rides in the helicopter, although its difficult for him to do
so when in monster form.


Last edited by Reagren Wright on Sun Mar 02, 2014 11:50 pm, edited 1 time in total.

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 Post subject:
Unread postPosted: Mon Apr 02, 2007 1:59 am
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3088
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
MASTODON

Mastodon was circus elephant who for some reason possessed an extraordinary intelligence. He
was born in captivity and seemingly had a human personality. His handler however did not treat
him very well. Sometimes during his drunken tirades he became very cruel toward him. One day
the circus train experience a delay, so Mastodon was lead out into a field in order to stretch his
legs. He drank from a pond that been the dumping ground for a research facility. The chemicals
in the water boosted his intelligence, strength, and gave him telepathic speaking abilities.
Mastodon started thinking and behaving like a human. Soon he began to resent his
mistreatment, and longed for an escape. The only individual who showed him any kindness was a
dwarf-sized performer named Lewis Small. Finally Mastodon revealed his secret to Small. In time
the two conspired to escape. Small robbed and killed the circus owner. He then stole a truck
with Mastodon inside. The police eventually tracked the truck down. Small tried to outrun them,
but lost control and drove off a cliff.

Mastodon was astonished to be still alive, but even more amazed to realized he was no longer a
four legged animal, but a two legged man. He dragged the unconscious Small into the woods. He
two of them spent the next couple of months living on the run, all the while Small became his
teacher and guide to being human. In time Small used his psychic abilities to falsify a new life for
himself. In time Small established himself as a Miami area businessman in the real estate market,
while Mastodon functioned as his muscle in his various criminal endeavors. Mastodon suggested
they branch out and hired additional muscle. Although Bulk is considered the team leader of Big
Men, Mastodon is the only member Small trusts, serving as his eyes and ears. He is quick to
point out when anyone fails to obey the boss. Mastodon knows he’s not as powerful as
the other Big Men, but his incredible feats of strength makes the others believe he’d kill them
with a single punch, furthermore his close friendship with Small guarantees that if any of the Big
Men hurt him, he’d make then suffer to no end. Likewise Mastodon will only confide with Small
and watches to make sure the other Big Men don’t attempt to usurp the little guy empire.

Occupation: Criminal and mercenary
Alignment: Aberrant
Power Category: Mutant Animal
Experience Level: 8th
Hit Points: 57 S.D.C.: 88 A.R.: 8
P.P.E.: 42
Appearance: He is nearly human looking (although he has two large curved teeth/tucks
and a 4 ft/1.21 m tail) with olive colored skin, a large head with bony ridges over his eyes, a fat
nose, large ears, a bald head, prominent facial wrinkles, a thick neck, and powerful arms and
legs. He wears baggy sweat shirts and pants. He’s always in his bare feet and usually is stuffing
his face with grass or leaves.
Attributes: I.Q. 14, M.E. 13, M.A. 19, P.S. 40, P.P. 8, P.E. 21, Spd. 8, P.B. 8
Age: 16, Sex: Male, Height: 6 foot (1.82 m), Weight: 482 lbs (216 kg)
Size Level: 15. Build: Small
Human Features: Hands (full), Biped (full), Speech (none), Looks (full).
Vestigial Disadvantages: Diet: Ruminant, Color Blindness, Vestigial Tail, Vestigial, Horns
(1D6), Musk Glands, and Really Big & Slow.
Mutant Animal Powers: Advance Vision, Advance Smell, Crushing Strength, and Padded
Feet (no prowl penalty), and Natural Armor. Note : He can carry 12,000 lbs/6 tons (5400
kg) and lift 20,000 lbs/10 tons (9000 kg).
Animal Psionics: Telepathic Transmission
Combat Training: Hand to Hand: Expert
Attacks per Melee: 5 (2 initial + 3 from Hand to Hand)
Combat Bonuses: +2 to initiative, +2 to strike, +4 to parry, +4 to dodge, +25 damage,
and +3 to roll with punch/fall, +2 pull punch, and +2 disarm.
Combat Skills: Restrained Punch 3D6, Full Strength Punch 1D6x10, Power Punch 2D4x10
(2), Elbow/Forearm 1D6x10, Knee 6D6, Karate Kick 2D4x10, Snap Kick 1D6x10, Tripping/Leghook
(cannot be paired, must dodge or knockdown), Body Flip/Throw 1D6x10 plus P.S. damage bonus
(lose initiative and 1 attack/action), All Holds, Paired Weapons, and Critical strike on an
unmodified roll of 18-20.
Saving Throws: +12% to save vs. coma/death and +3 to save vs. magic and poison.
Other Bonuses: 55% trust/intimidate.
Educational Background: Raised as a caged animal, adopted by Small who serves as his
mentor.
Common Skills: Speak English 96%
Criminal Program: Streetwise 52%, Pick Locks 70%, Prowl 60%, Find Contraband
58%, and Roadwise 58%.
Mentor Program: Detect Ambush 70%, Tracking (people) 65%, Intelligence 64%,
I.D. Undercover Agents 62%, Tailing 70%, Hand to Hand: Expert.
Secondary Skills: Mathematics: Basic 96%, Literacy: English 80%, Athletics
(general), Pilot: Automobile 84%, Pilot: Truck 96%, W.P. Rifle (+4 to aim/+2 to burst), Land
Navigation 60%, W.P. Pole Arm (+3 to strike/parry +4 to damage), Radio: Basic 65%, and Animal
Husbandry 65%.
Money: He lets Small handle his money. Small pays him an annual salary of $300,000 a
year. However, prior to forming Big Men with Small he accumulated over $375,000 which Small
has invested for him.
Weapons: These are his two favorites.
Elephant Gun. This is a double rifle that fires .700 Nitro Express Round, a
1,000-grain projectile with a muzzle velocity of 2,000 feet-per-second. This equates to 8,900
foot/pounds of muzzle energy. The rifle weights 18 lbs (8.1 kg). It’s been completely hand-made
from raw steel and the best walnut wood by Hardware: Weapons Expert The Suppressor.
Mastadon always keeps the gun looking pristine condition and could fetch a price well over
$100.000. Range: 1000 feet (304.8 m), Damage: 1D6x10+3, P.V. 10, Rate of Fire: Single shot,
Payload: 2 shots, Bonuses: +4 to strike. (+3 to strike against armor target or reduce armor
rating by 3> Note: Although the weapon has been perfectly balanced and has a recoil
diminisher installed in it, this weapon still requires a persons with a P.S. of 18 or higher to fire it
(those with 16-17 are -2 to strike, those weaker are -5 to strike unless the weapon is braced).
He usually carries a bandoleer with 16 rounds.
Berdiche. Another weapon crafted by the Suppressor: Weapon Expert. It’s designed
specifically for Mastodon and his amazing strength (made out of some super alloy). It inflicts
3D6+4 damage. Bonuses: +2 to strike/parry.
Equipment & Vehicles: He drives a 97 Chevy 3500 with a King Cab/4 door. The bed is 10
feet (3 m). It has been modified with a winch and cable, armored tires, camper option, stereo
system, radio locator, trailer hitch, ram-prow, and fuel efficiency modification. Range: 225
miles (68.58 km), Speed: 105 mph (169 km), A.R.: 14, S.D.C.: 350, Vehicle S.D.C.: 350.


Last edited by Reagren Wright on Mon Mar 03, 2014 12:20 am, edited 1 time in total.

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Unread postPosted: Mon Apr 02, 2007 2:14 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
LEWIS SMALL

Aloysius Klein developed a strange affliction when he was a little boy that caused him to stop
growing once he reached the height of 3’7. His father wanted nothing to do with him. Aloysius
finally ran away from home. He eventually decided to join a circus. He spent months perfecting
his skills as an acrobat. Unknowing to Aloysius he was secretly using his psionic powers to assist
him. Before long Aloysius as Ludwig the Magnificent became a star performer. Years later while
performing his act high above the floor, Aloysius accidentally used his powers on his long time
partner George, causing him to fall to his death. Suspicion soon fell upon him. Aloysius left to
join another circus, but the performers here did not want someone like him taking the spotlight
off them. So if Aloysius wanted to work he had to play a clown. Before long bitterness in him
grew, he insisted he should be a star, but no one would allow him. He found himself complain one
evening when he was instructed to clean around the animal cages. To his amazement the
elephant known as Mastodon could hold a conversation with him. The two became good friends
and started doing acts together. However, nobody took them seriously. Aloysius and Mastodon
decided if no one would take them serious, then he start making people. He used his newly
discovered psionic powers to kill the owner and steal the proceeds. He stole one of the circus’
trucks so Mastodon could fit in the back. A short time later the police chased him off the road
and into a ravine. Fortunately his psychic powers managed to save his life. He awoke to fine
Mastodon in a humanoid form. They escaped into the woods and went into hiding. After a while
Aloysius believed he perfected his abilities enough to attempt to setup a new life for him and
Mastodon. Calling himself Lewis Small, he went into the real estate business and made a fortune.
However, whenever it became necessary to deal with troublesome clients, he sent Mastodon
after them. In time Lewis Small became a powerful businessman in Miami while at the same time
he branched out in various criminal endeavors. Mastodon suggested they branch out in other
areas, thus came about the creation of Big Men. Lewis Small’s goal is to become the nation’s
biggest crime boss and its most powerful real estate developer, and he’s willing to do whatever
he has too to achieve them both.

Real Name: Aloysius Klein
Aliases: Ludwig the Magnificent, Little Louie, Lewis Small
Occupation: Businessman and professional criminal mastermind
Alignment: Aberrant
Power Category: Natural Psionic
Experience Level: 8th
Hit Points: 48 S.D.C.: 49
P.P.E.: 30
I.S.P.: 214
Appearance: Lewis is a short, muscular man with broad shoulders. His hair is blond and his
eyes are hazel. He wears tailor made expensive suits.
Attributes: I.Q. 13, M.E. 22, M.A. 16, P.S. 14, P.P. 20, P.E. 15, Spd. 11, P.B. 11
Age: 33, Sex: Male, Height: 3 foot and 7 inches (1.12 m), Weight:
91 lbs (40.95 kg).
Healing Psionics: Bio-Regeneration, Detect Psionics, Healing Touch, and Mask I.S.P. &
Psionics.
Physical Psionics: Deaden Senses, Ectoplasm, Float, Immune to Fire/Heat, Levitation,
Night vision, Resist Fatigue, Spontaneous Combustion, Summon Inner Strength, Telekinetic Push,
and Teleport Objects.
Sensitive Psionics: Alter Aura, Mind Block, See Aura, Sense Evil, Sensory Link, Sixth
Sense, Speed Read, and Telepathy.
Super Psionics: Bio-Manipulation, Hypnotic Suggestion, Super Telekinesis, Steal Memory,
and Telekinetic Force Field.
Combat Training: Hand to Hand: Basic.
Attacks per Melee: 5 (2 initial + 3 from Hand to Hand)
Combat Bonuses: +2 to initiative, +4 to strike, +6 to parry, +6 to dodge, +2 to damage,
+7 to roll with punch/fall, +2 to pull punch, and +1 disarm
Saving Throws: He needs a 10 or higher to save vs. psionic attack, +4 to save vs.
psionics, and +5 to save vs. insanity.
Combat Skills: Punch 1D4, Elbow/Forearm 1D6, Knee 1D6, Power Blow 2D4 (counts as two
attacks), Kick 2D4, Snap Kick 1D6, Body Flip/Throw 1D6 + P.S. damage (lose 1 attack/action per
melee and initiative), All Holds, and Critical strike on the unmodified roll of 19-20.
Other Bonuses: 40% charm/impress.
Educational Background: Trade School
Common Skills: Read-Write/Speak English 96%/96%, Pilot Automobile 84%, and
Mathematics: Basic 98%.
Physical Program: Acrobatics, Gymnastics, Athletics (general), and Juggling 90%.
Criminal Program: Streetwise 67%, Pick Locks 85%, Find Contraband 73%, Prowl
90%, and Gambling (Standard) 85%.
Secondary Skills: Business & Finance 75%, Hand to Hand: Basic, Performance 70%,
Public Speaking 90%, Animal Training 70%, Climbing 98%/90%, Pick Pocket 70%, Palming 60%,
Law (Standard) 50%, Research 75%, Computer Operation 69%, and Computer Programming
59%.
Money: Lewis has several million dollars bankrolled in places all over the world. His largest
is a $195 million in a Swiss Bank account. He keeps around $5D6x1000 on his person all the time.
He enjoys his life of luxury and will not let anything interfere with it.
Weapons: He relies on his psionic powers and the protection of his Big Men (Mastodon) in
particular.
Equipment & Vehicles: He owns several vehicles which he pays different chauffeurs to
drive him around in, among them an armored Hummer, Bell Model 212 UN-1N Iroquois, an armored
limousine, and a 230' Lurssen Superyacht.


Last edited by Reagren Wright on Mon Mar 03, 2014 12:30 am, edited 1 time in total.

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 Post subject:
Unread postPosted: Sat May 12, 2007 10:31 pm
  

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Palladium Books® Freelance Writer

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Location: LaPorte, In USA
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
New 2nd ed conversions coming up. Be ready for them.


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 Post subject:
Unread postPosted: Sun May 13, 2007 2:20 pm
  

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Palladium Books® Freelance Writer

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Posts: 3088
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
Once again these guys belong in the TMNT/After the Bomb section, however they were apart of
the original TMNT book by the genius Erick Wujcik and because we only had two HU adventures
from the HU 1st edition revised, we continually fought lots of mutant animals. So for
those wanting more 1st level people to combat. I present Caesar's Weasels.

CAESAR

Real Name: Caesar
Occupation: Terrorist
Alignment: Aberrant
Power Category: Mutant Animal (Wolverine)
Experience Level: 6th
Hit Points: 54 S.D.C.: 80
P.P.E.: 60
Appearance: A wolverine with full human bipedal stance and hands with opposable
thumbs.
Attributes: I.Q. 18, M.E. 16, M.A. 14, P.S. 22, P.P. 23, P.E. 30, Spd. 26, P.B. 16
Age: 24, Sex: Male, Height: 3 foot and 7 inches (1.12 m), Weight:
155 lbs (69.75 kg)
Size Level: 9. Build: ShortHuman Features: Hands (full), Biped (full), Speech
(Partial), Looks (None).
Disability: Caesar is missing his right eye. He is unable to perform an automatic parry if he
confronts more then one opponent.
Vestigial Disadvantages: Musk Glands (Bad Smelling) & Diet: Carnivore.
Mutant Animal Powers: Razor Fingernails (2D4), Advance Smell, Extra PE, and
Nightvision.
Natural Animal Powers: Brute Strength (he can carry 460 lbs/207 kg and lift 1150
lbs/517.5 kg) and Advance Vision.
Animal Psionics: Cell Reader
Combat Training: Martial Arts
Attacks per Melee: 5 (2 initial + 3 from Hand to Hand)
Combat Bonuses: +2 to initiative, +6 to strike, +7 to parry, +7 to dodge, +7 to damage,
+3 to roll with punch/fall, +3 to pull punch, and disarm.
Saving Throws: +30% to save vs. coma/death, +10 to save vs. disease, drugs, and
poison, +1 to save vs. psionics, +1 to save vs. insanity, and +8 to save vs. magic.
Combat Skills: Karate Punch 2D4, Elbow/Forearm 1D6, Knee 1D6, Karate Kick 2D4, Snap
Kick 1D6, Backward Sweep (cannot be paired, must dodge or knockdown), Tripping/Leghook
(cannot be paired, must dodge or knockdown), Jump Kick 6D6, Flying Jump Kick 4D6, Critical
strike on an unmodified roll of 18-20.
Other Bonuses: 4% to all skills and 30% charm/impress.
Educational Background: Raised as a Warrior
Common Skills: Read-Write/Speak English 96%/98% and Mathematics: Basic 90%
Military Program (Basic) : Running, Forced Marched, Climb 89%/79%, Military
Etiquette 84%, Radio: Basic 98%, and W.P. Rifle (+3 to aim/+1 to burst).
Espionage Program: Hand to Hand: Martial Arts, Detect Ambush 79%, Intelligence
75%, Wilderness Survival 84%, Escape Artist 79%, and Pick Locks 79%.
Learned Language Program: Read-Write/Speak Russian, Japanese, French, and
Norwegian: 69%/72%.
Learned Skill: Demolition 76%
W.P. Program: W.P. Handguns (+3 to aim/+1 to burst), W.P. Submachine-gun (+3 to
aim/+1 to burst), W.P. Energy Pistol (+3 to aim/+1 to burst), W.P. Energy Rifle (+3 to aim/+1 to
burst), and W.P. Heavy Military Weapons (+3 to aim/+1 to burst).
Secondary Skills: Auto Mechanic 82%, Prowl 59%, Land Navigation 64%, Fishing
74%, Computer Operation 82%, Computer Program 72%, First Aid 79%, Body Building &
Weightlifting, Pilot Automobile 76%, Pilot Motorcycle 80%, Pilot Truck 64%, and
Outdoormanship.
Money: He has a hidden stash of $104,000 somewhere up in the Canadian north. He
normal steals whatever he needs.
Weapons:
Glock 18 (9 mm), Range: 165 feet (50 m), Damage: 3D6, , Rate of Fire: Single shot
or Semi-Auto, Payload: 15 shot clip, Bonus: +3 to strike. He usually carries 5 clips for this gun.
One is loaded with hollow points (+6 to damage), but reduce range by 10% and has a PV of 2.
Against armored targets the bullets do 2D6+6.
Laser Pistol, Range: 500 feet (152 m), Damage: 3D6, Rate of Fire: Single shot or
Semi-Auto, Payload: 12 shot per e-clip.
H&K MP-5, Range: 660 feet (152 m), Damage: 3D6, Rate of Fire: Single shot, Semi-Auto, or Full, Feed: 30 round box mag.
M16A1, Range: 1320 feet (402 m), Damage: 5D6, Rate of Fire: Single shot, 3 Round
Short Burst, and Full, Payload: 30 round box mag.
He also keeps additional weapons hidden in his Canadian stash.
Armor: Modified Point Blank Vest, A.R. 12, S.D.C. 85
Equipment & Vehicles: He steals whatever he needs at the moment.


Last edited by Reagren Wright on Mon Mar 03, 2014 12:46 am, edited 1 time in total.

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Unread postPosted: Sun May 13, 2007 2:27 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
TORAK, HAMBONE, AND LYSSIS

Real Name: See above
Occupation: Terrorist
Alignment: Miscreant
Power Category: Mutant Animal (Weasels)
Experience Level: 4th
Hit Points: 28 S.D.C.: 55
P.P.E.: 24/28/30
Appearance: Each of them is a weasel with full human bipedal
stance and hands with opposable thumbs. They dress in green hooded
cloaks
Attributes: Tork: I.Q. 10, M.E. 11, M.A. 12, P.S. 11, P.P. 24,
P.E. 12, Spd. 37, P.B. 13
Hambone: I.Q. 13, M.E. 13, M.A. 11, P.S. 12, P.P. 24,
P.E. 14, Spd. 37, P.B. 9
Lyssis: I.Q. 14, M.E. 9, M.A. 14, P.S. 10, P.P. 24, P.E. 15,
Spd. 29, P.B. 7
Age: 15, Sex: Male, Height: 5 foot and 8 inches
(1.76 m), Weight: 95 lbs (42.75 kg)
Size Level: 7. Build: Long
Human Features: Hands (full), Biped (full), Speech (Partial), Looks (None).
Vestigial Disadvantages: Musk Glands (Bad Smelling),
Diet: Carnivore, Vestigial Tail, and Reptile Brain: Predator.
They must also eat their weight in meat every day. They tend to
be fidgety, easily bored, and hyper.
Mutant Animal Powers: Increased Metabolic Rate, Teeth (1D6),
Digging Claws (1D6), Nightvision, Leaping Rodent (Leap 11.6 ft/3.5 m high
or across and fall 23.2 ft/7 m from a height), Predatory Burst, and
Advance Smell
Animal Psionics: Cell Reader
Combat Training: Martial Arts
Attacks per Melee: 6/8*/7* (2 initial + 3 from Hand to Hand +1
from power) and special. *8 attacks the first melee of predator burst/7
attacks the second melee. Normal on the third.
Combat Bonuses: +4 to initiative/+6*, +7 to strike, +8 to parry,
+10 to dodge, +3 to roll with punch/fall, +3 to pull punch, and disarm.
* When they first enter close combat, they have an amazing burst of
energy. Cannot be used if many any attacks in the previous minute.
Cannot be used again for 2D6 minutes (need to rest).
Combat Skills: Karate Punch 2D4, Elbow/Forearm 1D6, Knee 1D6,
Karate Kick 2D4, Snap Kick 1D6, Backward Sweep (cannot be paired,
must dodge or knockdown), and and Tripping/Leghook (cannot be paired,
must dodge or knockdown).
Educational Background: Mentored by Caesar.
Common Skills: Read-Write/Speak English 88%/92% and
Mathematics: Basic 90%
Military Program (Basic): Running, Forced Marched,
Climb 65%/55%, Military Etiquette 60%, and Radio: Basic 75%.
Mentor Program: Detect Ambush 55%, Wilderness
Survival 60%, Escape Artist 60%, Pick Pocket 45%, Pick Locks 50%,
W.P. Program: W.P. Archery, W.P. Targeting, and W.P. Handgun.
Secondary Skills: TORK; Basic Electronics 50%, Pilot
Automobile 72%, Pilot Truck 72%, Land Navigation 52%, Fishing 60%,
Prowl 47%, Outdoorsmanship, and Hunting.
HAMBONE; Cook 65%, Land Navigation 52%, Palming 40%, Play
Guitar 55%, Pilot Motorcycle 80%, Prowl 47%, Outdoorsmanship, and
Hunting.
LYSISS; Art (drawing with marker) 55%, General Repair 65%,
Basic Electronics 50%, First Aid 65%, Pilot Automobile 72%, Prowl 47%,
Outdoorsmanship, and Hunting.
Money: Who needs money when you can steal whatever you need?
Weapons:
Glock 18 (9 mm), Range: 165 feet (50 m), Damage:
3D6, Feed: 15 shot clip, Rate of Fire: Single shot or Semi-Auto,
Bonus: +2 to strike. Each carries 2 clips for his gun.
Special Crafted Compound Bows, Range: 1050 feet/320 m,
Arrows inflict 3D6 points of damage (+3 to strike, +1 to parry, +1 to
disarm, Rate of Fire 4).
Each one carries 24 normal arrows, 6 armor piercing arrows
(+2 to strike or +2 to PV (6), 3 exploding arrows 5D6 with a 10 ft/3 m
blast radius,.
2 daggers 1D6.
Equipment & Vehicles: They steal whatever they need. Their main need is getting enough meat to survive.


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Unread postPosted: Sun May 13, 2007 2:34 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 BAT-THING

Real Name: T’Cleass
Occupation: Terrorist
Alignment: Diabolic
Power Category: Mutant Animal (Bat)
Experience Level: 6th
Hit Points: 52 S.D.C.: 60
P.P.E.: 40
Appearance: A bat with full human bipedal stance and hands with opposable thumbs.
Attributes: I.Q. 4, M.E. 13, M.A. 4, P.S. 17, P.P. 11, P.E. 20, Spd. 17, P.B. 8
Age: 17, Sex: Male, Height: 5 foot and 2 inches (1.58
m), Weight: 137 lbs (61.65 kg)
Size Level: 8. Build: Medium
Human Features: Extra Limbs (fully developed arms/hands),
Biped (full), Speech (None), Looks (None).
Insanity: He is just plain kill crazy. He has no respect for life of any
kind and acknowledges no ones as his master. His answer to everything
is to attack and kill/destroy whatever is bothering him.
Vestigial Disadvantages: Reptile Brain and Color Blindness
Mutant Animal Powers: Sonar, Basic Flight, and Teeth (1D6).
Animal Psionics: Telepathic Transmission
Combat Training: Martial Arts
Attacks per Melee: 7 (4 initial + 3 from Hand to Hand)
Combat Bonuses: +3 to initiative, +1 to strike, +3 to parry, +3 to
dodge/+5 in flight & +1 per 30 mph/48 km, +2 to damage, +3 to roll with
punch/fall, and +2 to pull punch.
Saving Throws: +10% to save vs. coma/death and +3 to save
vs. poison/magic.
Combat Skills: Punch 1D4, Elbow/Forearm 1D6, Knee 1D6, Snap
Kick 1D6, Critical strike on an unmodified roll of 19-20.
[b]Educational Background[/b]: Everything is self-taught.
Common Skills: Speak English 49%
Wild Animal Skills: Prowl 62%, Wilderness Survival 95%,
Escape Artist 70%, and Climb 85%/75%.
Secondary Skills: Hand to Hand: Basic, Land
Navigation 60%, W.P. Handgun, Athlete, Outdoorsmanship, and Hunting.
Money: He takes whatever he needs for the moment. However, he has difficulty counting higher then 12.
Weapons:
.38 Service-Six Ruger Revolver, Range: 164 feet (50
m), Damage: 3D6, Feed: 6 chamber side-loading cylinder, Rate of
Fire: Single shot, Bonus: +3 to strike. He usually carries 6, filled,
speed loaders.
Equipment & Vehicles: He steals whatever he needs.


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 Post subject:
Unread postPosted: Sun May 13, 2007 3:27 pm
  

Explorer

Joined: Sat Sep 30, 2000 1:01 am
Posts: 154
Always liked Caesar..good to see him updated.

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


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 Post subject:
Unread postPosted: Sun May 13, 2007 3:52 pm
  

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Megaversal® Ambassador Coordinator

Joined: Mon Feb 19, 2001 2:01 am
Posts: 1189
Location: Utah
What about the farm animals from the other adventure in TMNT, the eagles and Freddy the Hamster?

And just a note (and I am pretty sure because of licesing we couldn't) I would like to see the original Turtles (but again I know that is probibly not possible).

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


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 Post subject:
Unread postPosted: Mon May 14, 2007 10:10 pm
  

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Palladium Books® Freelance Writer

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Location: LaPorte, In USA
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
Since you asked, I will provide :D .


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Unread postPosted: Tue May 15, 2007 11:14 pm
  

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Reagren Wright wrote:
Since you asked, I will provide :D .

Sweet!

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


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 Post subject:
Unread postPosted: Thu May 17, 2007 11:32 pm
  

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Palladium Books® Freelance Writer

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Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
FERD

Real Name: Ferd
Occupation: Terrorist and Freedom Fighter
Alignment: Aberrant
Attributes: I.Q. 10, M.E. 17, M.A. 8, P.S. 26, P.P. 10, P.E. 22,
Spd 11, P.B. 14.
Age: 17. Sex: Male. Height: 5 foot, 5 inches
(1.67 m). Weight: 385 lbs (173 kg)
Size Level: 14 Build: Short
Experience Level: 4th
Appearance: He is a short, stocky built Jersey bull with a
humanoid posture, a large muzzle head, long, round ears,
eyes looking forward, very thick neck, and thing legs. He has
medium size bull horns and legs that end in hocks and cloven
hooves.
Hit Points: 36 S.D.C.: 76
Power Category: Mutant Animal (Cattle: Bull)
Human Features: Hands: Partial, Biped: Full, Speech: Partial,
Looks: None.
Vestigial Disadvantages: Vestigial Tail, Vestigial Hooves,
Vestigial Horns (1D6), and Diet: Herbivore, Big & Slow, and Big & Dumb.
Mutant Animal Powers: Advance Vision and Brute Strength.
Note: He can carry 520 lbs (234 kg) and lift 1300 lbs (585 kg).
Animal Psionics: Hypnotic Suggestion
Combat Training: Hand to Hand: Basic
Attacks Per Melee: 7 (4 initial + 3 from Hand to Hand)
Combat Bonuses: +2 to Initiative, +2 to parry, +2 to dodge,
+11 to damage, +2 to roll with punch/fall, and +2 to pull punch.
Saving Throws: +14% to save vs. coma/death, +1 to save
vs. psionics and insanity, and +4 save vs. poison and magic.
Combat Skills: Punch 1D4, Headbutt 1D6, Elbow/Forearm
1D6, Snap Kick 1D6, Knee 1D6, and Power Punch 2D4 (2)
Education Background: Everything is Self-Taught.
Common Skills: Language: English 46% and Mathematics: Basic
42%.
Wild Program: Prowl 40%, Wilderness Survival 75%, Escape
Artist 50%, Climbing 55%/45%, and Swimming 80%.
Secondary Skills: Hand to Hand: Basic, Pick Locks 40%,
W.P. Axe, W.P. Handgun.
Money: George Boswitch had a hidden stash of $900 in the
house that Ferd found. Realizing the value of money, he plans on
keeping it and not telling the others.
Weapons: .38 Special, Range 164 ft (50 m), Damage: 3D6,
Feed: 6 chamber cylinder, Rate of Fire: Single shot, Bonuses: +2 to
strike. Three loads +1 in the gun.
Four hand grenades, Damage: 2D4x10. 20 feet (6 m) blast radius
Broad Axe, 4D6 (3D6 from weapon +1D6 from W.P.) -4 to strike,
-5 to parry. Having partial hands penalizes him in using the axe as an
effective weapon.
Vehicles and Equipment: Sunglasses, hammer, tool belt,
clothes from Farmer Boswitch’s closet.


Last edited by Reagren Wright on Thu May 17, 2007 11:42 pm, edited 1 time in total.

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 Post subject:
Unread postPosted: Thu May 17, 2007 11:39 pm
  

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Palladium Books® Freelance Writer

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Location: LaPorte, In USA
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
BUCK

Real Name: Buck
Occupation: Terrorist and Freedom Fighter
Alignment: Unprincipled
Attributes: I.Q. 9, M.E. 8, M.A. 6, P.S. 15, P.P. 22, P.E. 18,
Spd 19, P.B. 5.
Age: 17. Sex: Male. Height: 5 foot, 7 inches (1.73 m).
Weight: 162 lbs (72.9 kg)
Size Level: 9 Build: Medium
Experience Level: 4th
Appearance: He looks a Coon Hound with a humanoid posture and
hands with black hair with a tan muzzle and feet.
Hit Points: 34 S.D.C.: 40
Power Category: Mutant Animal (Canine: Coon Hound)
Human Features: Hands: Full, Biped: Full, Speech: Partial,
Looks: None.
Vestigial Disadvantages: Vestigial Ears, Vestigial Tail, Color
Blindness, and Domestication.
Mutant Animal Powers: Advance Smell, Digging, Advance
Hearing, Internal Compass, and Leaping: Standard (Leap 5’7
feet/1.67 m across or high, half without running start).
Combat Training: Hand to Hand: Basic
Attacks Per Melee: 5 (2 initial + 3 from Hand to Hand)
Combat Bonuses: +2 to Initiative, +4 to strike, +6 to parry,
+6 to dodge, +2 to roll with punch/fall, and +2 to pull punch
Saving Throws: +6% to save vs. coma/death and +2 save vs.
poison and magic.
Combat Skills: Punch 1D4, Elbow/Forearm 1D6, Snap Kick
1D6, Knee 1D6, and Power Punch 2D4 (2)
Education Background: By skulking around.
Common Skills: Language: English 92% and Mathematics:
Basic 84%,
Wild Program: Land Navigation 87%, Fishing 65%,
Streetwise 52%, Prowl 52%, and Hand to Hand: Basic.
Secondary Skills: Running, Swimming 70%, Pick Locks 50%,
W.P. Rifle, W.P. Handgun, W.P. Shotgun, Literacy: English 70%,
Climbing 60%/50%, Wilderness Survival 55%, Track & Trap
Animals 45%/55%, Hunting, Law (General) 35%.
Money: By skulking around he’s managed to find $50.
Weapons: Mossberg 590A1, Range 100 ft (30.5 m), Damage: 5D6,
Feed: 7 shot tubular mag, Rate of Fire: Single shot, Bonuses: +2 to
strike. 1 Bandoleer with 52 rounds.
Colt M4AI 5.56mm Carbine, Range 1969 ft (600 m), Damage:
5D6, Feed: 30 round box mag, Rate of Fire: Single shot, 3 round
short burst, Full, Bonuses: +2 to strike. 2 clips +1 in the gun. .
Officers Colt .45, Range: 165 feet (50 m), Damage: 4D6, Feed
6 round mag, Rate of Fire: Single shot or semi-auto. 2 clips +1
in the gun.
Vehicles and Equipment: Shooting glasses, web belt, battle
harness, multi-purpose pouch, clothes from Boswitch’s closet.


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 Post subject:
Unread postPosted: Thu May 17, 2007 11:49 pm
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3088
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 MUTANT PIGS

Real Names: Andy, Mel, Hank, Roy, Mellissa, and Henrietta will be
with Ferd at the school, meanwhile, Manny, Grady, Nolan, Rudy, Mason,
Page, Adrian, Abigail, Peggy, Aggie, Joan and Gertrude are back at the
farm holding up in the house, barn, and pig-shed.
Occupation: Terrorists and Freedom Fighter
Alignment: Anarchists
Attributes (same for all): I.Q. 14, M.E. 12, M.A. 11, P.S. 24,
P.P. 12, P.E. 20, Spd 12, P.B. 8.
Age: 17, Sex: 9 Male & 9 Feamle, Height: 6 foot, 2
inches (1.73 m) to 6 foot, 5 inches (1.98 m), Weight: 280 lbs
(72.9 kg).
Size Level: 12 Build: Medium
Experience Level: 2nd
Appearance: They look like Yorkshire pigs with a humanoid
posture, a big head with flexible snout, large ears, sparse hair,
short think limbs, and a short skinny tail.
Hit Points: 32 S.D.C.: 52
Power Category: Mutant Animal (Swine: Pigs)
Human Features: Hands: Partial, Biped: Full, Speech: Partial,
Looks: None.
Vestigial Disadvantages: Vestigial Ears, Vestigial Tail, Vestigial
Hooves, and Musk Glands (Odd Smelling).
Mutant Animal Powers: Advance Hearing, Advance Smell,
and Extra Endurance.
Combat Training: Hand to Hand: Basic
Attacks Per Melee: 6 (4 initial + 2 from Hand to Hand)
Combat Bonuses: +3 to Initiative, +2 to parry, +2 to dodge,
+9 to damage, +2 to roll with punch/fall, and +2 to pull punch.
Saving Throws: +10% to save vs. coma/death and +
3 save vs. poison and magic.
Combat Skills: Punch 1D4, Elbow/Forearm 1D6, Knee 1D6,
and Power Punch 2D4 (2)
Education Background: Everything is Self Taught
Common Skills: Language: English 92% and Mathematics:
Basic 84%.
Wild Program: Prowl 50%, Wilderness Survival 65%, Escape
Artist 50%, Climbing 65%/55%, and Swimming 70%.
Secondary Skills: W.P. Handgun, W.P. Rifle. Note: The pigs have
no W.P. for sub-machineguns, machineguns, rocket launchers,
or grenades. Therefore, they do not know how to reload or to
aim accurately with these weapons. They can use them and roll
1D20 with no bonus to strike, but cannot make an aimed shot or
a called shot and the suffer a -3 to strike with burst attacks,
-5 when shooting a machinegun or other heavy weapon, and -6
when shooting wild.
Money: None.
Weapons: The six pigs with Ferd are armed with one of the following:
Colt M4AI 5.56mm Carbine, Range 1969 ft (600 m),
Damage: 5D6, Feed: 30 round box mag, Rate of Fire: Single shot,
3 round short burst, Full, Bonuses: +1 to strike.
2 clips +1 in the gun.
Officers Colt .45, Range: 165 feet (50 m), Damage: 4D6,
Feed 6 round mag, Rate of Fire: Single shot or semi-auto. 2 clips
+1 in the gun.
M82A1A .50-cal Anti-Materiel Rifle, Range: 5940 feet
(1810 m), Damage: 1D4x10, Feed, 10 round .50 caliber detachable
box magazine, Rate of Fire: Semi-Automatic Only, Bonus: +1 to strike,
1 clip.
MP-5 H&K, Range: 660 feet (201 m), Damage: 3D6, Feed,
30 round box magazine, Rate of Fire: Single shot or 3 round short
burst, and Full. 2 clips.
M249 Squad Automatic Weapon, Range: 3300 feet (1005 m),
Damage: 5D6, Feed: 200-round M27 disintegrating belts, Rate of Fire:
Full. 2 belts.
Mossberg 590A1, Range 100 ft (30.5 m), Damage: 5D6,
Feed: 7 shot tubular mag, Rate of Fire: Single shot, Bonuses: +2 to
strike. 1 Bandoleer with 52 rounds.
M202A1 FLASH (Flame Assault Shoulder Weapon). This is
a lightweight rocket launcher with four napalm mini-missiles, Range:
2460 feet (749 m), Damage: 1D6x10, Blast Radius: 70 feet (21 m),
Feed: 4 missiles, Rate of Fire: Volley 1,2,3 or 4. Note: The M202A1
has a back blast that must be considered before firing: Propellant
gases escaping to the rear of the launcher can cause severe injury
to personnel and damage to equipment located close to the firing
position. The total back blast area extends 130 feet (40 m) to the
rear with a base of 125 feet (38 m). The danger zone extends 50
feet (15 m) to the rear with a base of 15 meters. All personnel,
equipment, and flammable materials must be kept clear of this area.
The caution zone extends an additional 82 feet (25 m) with a base of
125 feet (38 m). Personnel in this area could be injured from
secondary missiles thrown to the rear by the blast.
Fragmentation: These grenades explode into 600+
fragments/shrapnel. The penetration is only half that of HE grenade,
but the blast radius is far greater. Damage: 1D6x10. Blast Radius:
50 feet (15.24 m).
Vehicles and Equipment: Shooting glasses or sunglasses, web
belt, beret, battle harness, and clothes from Boswitch’s closet.


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 Post subject:
Unread postPosted: Thu May 24, 2007 11:30 am
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3088
Location: LaPorte, In USA
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
I was looking over TMNT book and its occured to me that the Sparrow
Eagles and Fred Hamster appear to be Eastman & Laird creations,
which means they like the Turtles and company are off limits for
conversions. So sorry Zenvis no can do them. But everyone else is
okay.


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 Post subject:
Unread postPosted: Thu May 24, 2007 10:58 pm
  

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Megaversal® Ambassador Coordinator

Joined: Mon Feb 19, 2001 2:01 am
Posts: 1189
Location: Utah
Thats cool. Thanks!

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


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 Post subject:
Unread postPosted: Sun May 27, 2007 10:20 pm
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3088
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 :shock: these Leg of the Ninja guys from TMNT are something else. This will be fun updating these guys.


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 Post subject:
Unread postPosted: Wed May 30, 2007 9:01 pm
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3088
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
LEG OF THE NINJA

Ninja Henchmen

These are approximately 1200 of these trained assassins stationed
throughout the world. They all work as average truckers, shipping
clerks, and office workers. For simple jobs requiring assassinations
or intimidation, 1 to 5 men will be dispatched. Difficult jobs from
3-18 henchmen.

Occupation: Thieves and assassins.
Typical Alignment: Anarchist or Miscreant
Power Category: Ninja/Assassins-Ordinary People
Typical Attributes: I.Q.8+1D6, M.E. 6+1D6, M.A. 8+1D6, P.S.
17+1D6, P.P. 18+1D6, P.E. 14+1D6, P.B. 9+1D6, Spd.6+3D6.
Experience Level: 2nd
Appearance: They are clad in black ninja uniforms with a short
sword slung across their back. While in their “disguise” form, they
look like ordinary people of Japanese origin.
Age: 18-30, Sex: Male, Height: 5 foot, 3
inches to 5 foot, 10 inches (1.61 m and 1.77 m), Weight:
130-150 lbs (58.5 kg-67.5 kg)
Hit Points: 12+ P.E. attribute score. S.D.C. 65
P.P.E.: 10
Combat Training: Ninjitsu
Attacks per Melee: 4 (2 initial + 2 from Hand to Hand)
Combat Bonuses: +2 to initiative, +1 to strike, +1 to parry,
+2 to dodge, +4 to Roll with Punch/Impact/Fall, and +2 to pull punch.
Note: These are in addition to any bonuses gained from possible
attribute scores.
Saving Throws: None, however it does do not include
possible attributes bonuses.
Combat Skills: Karate Punch 2D4, Knife Hand 2D4,
Elbow/Forearm 1D6, Karate kick 2D4, Snap Kick 1D6, Body
Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and
1 attack/action), Body Block/Tackle 1D4+ P.S. attribute bonus
(parry or dodge to avoid knockdown), Drop Kick (dodge/Snap Kick
1D6), Knee 1D6, All Holds, Maintain Balance, Backflip 74%, and Paired Weapons.
Educational Background: On the Job Training-Special
Common Skills: Read-Write/Speak Japanese 84%/90%,
Mathematics: Basic 78%, Pilot: Automobile 66%, and Pilot Truck
64%
Ninjitsu Program: Detect Ambush 50%, Disguise 55%,
Prowl 60%, Tracking (people) 55%, Escape Artist 50%,
Forgery 40%, Detect Concealment 50%, Pick Locks 50%,
Concealment 38%, Streetwise 38%, Climb 65%/55%, Swimming 65%,
and Gymnastics
Ancient W.P.: Sword, Archery, Chain, Polearm, and Forked.
Secondary Skills: Language: English 71%, Literacy: English 65%
and Physical Labor.
Money: Each is paid 900 US dollars a week. They also receive
whatever payment they acquire from their undercover job. They are not
allowed to steal money while on assignment.
Weapons: Ninja Bow (2D4), Katana 2D6, Wakizashi 1D6+1,
Two Sais 1D6 each (+1 to parry), Kusari-Gama 2D6 (+2 to disarm),
Nunchaku 2D4 (+1 to disarm), and Yari 2D4+2.
Armor: Concealed Body Armor to Ninja Outfits. A.R. 12 and 40
S.D.C.
Equipment & Vehicles: Each agent has use of the inventory
utilized or stolen by the Leg.


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 Post subject:
Unread postPosted: Wed May 30, 2007 9:10 pm
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3088
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
Ninja Teachers

The leaders of the Leg Ninja Henchmen are the Ninja Teachers.
There are no more then 12 of them in any major trading center.
Ninja Teachers will personally lead groups of 2-12 henchmen on difficult
missions. If the mission is particularly difficult, then 2-12
Ninja Teachers will lead a group of 4-24 henchmen into battle.

Occupation: Thieves and assassins.
Typical Alignment: Anarchist
Power Category: Ninja/Assassins-Ordinary People
Typical Attributes: I.Q.8+1D6, M.E. 6+1D6, M.A. 8+1D6, P.S.
15+1D6, P.P. 18+1D6, P.E. 13+1D6, P.B. 9+1D6, Spd.6+3D6.
Experience Level: 5th
Appearance: They are clad in black ninja uniforms with a short
sword slung across their back. While in their “disguise” form, they look
like ordinary people of Japanese origin.
Age: 24-40, Sex: Male, Height: 5 foot, 3 inches to
5 foot, 10 inches (1.61 m and 1.77 m), Weight: 130-150 lbs
(58.5 kg-67.5 kg)
Hit Points: 21+ P.E. attribute score. S.D.C. 65
P.P.E.: 9
Combat Training: Ninjitsu
Attacks per Melee: 5 (2 initial + 3 from Hand to Hand)
Combat Bonuses: +2 to initiative, +1 to strike, +1 to parry,
+2 to dodge, +2 to damage, +4 to Roll with Punch/Impact/Fall,
+3 to pull punch, and +1 to disarm. Note: These are in addition
to any bonuses gained from possible attribute scores.
Saving Throws: None, however it does do not include
possible attributes bonuses.
Combat Skills: Karate Punch 2D4, Knife Hand 2D4, Palm
Strike 2D4, Elbow/Forearm 1D6, Karate kick 2D4+2, Snap Kick
1D6+2, Axe Kick 2D6+2, Tripping/Leg Hook (cannot be paired,
must dodge or knockdown), Backward Sweep (cannot be paired,
must dodge or knockdown), Body Flip/Throw 1D6 plus P.S.
damage bonus (lose initiative and 1 attack/action), Body Block/Tackle
1D4+ P.S. attribute bonus (parry or dodge to avoid knockdown),
Drop Kick (dodge/Snap Kick 1D6), Knee 1D6, Leap Attack, All
Holds, Maintain Balance, +2 Backflip 74%, and Paired Weapons.
Educational Background: On the Job Training-Special
Common Skills: Read-Write/Speak Japanese 90%/93%,
Mathematics: Basic 90%, and Pilot: Automobile 75%
Ninjitsu Program: Detect Ambush 65%, Disguise 70%,
Prowl 75%, Tracking (people) 70%, Escape Artist 65%,
Forgery 55%, Detect Concealment 65%, Pick Locks 65%,
Concealment 50%, Find Contraband & Illegal Weapons 56%,
Climb 80%/70%, Swimming 80%, and Gymnastics
Ancient Ninja W.P.: Sword, Archery, Chain, Polearm, and Forked.
Secondary Skills: Language: English 71%, Literacy: English 65%,
Body Build, W.P. Targeting, Aerobic Athlete, and Recognize Weapon
Quality 65%
Money: Each is paid 2200 US dollars a week. They also
receive whatever payment they acquire from their undercover job.
Weapons: Ninja Bow (2D4), No-Dachi 4D6, Katana 3D6,
Wakizashi 2D6, Two Sais 1D6 each (+1 to parry), Kusari-Gama
2D6 (+2 to disarm), Nunchaku 2D4 (+1 to disarm), and Yari 2D4+2.
Armor: Concealed Body Armor to Ninja Outfits. A.R. 12 and 40 S.D.C.
Equipment & Vehicles: Each agent has use of the inventory utilized
or stolen by the Leg.


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 Post subject:
Unread postPosted: Wed May 30, 2007 9:20 pm
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3088
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
LONG STRIKE

Real Name: Kenu Kametsu
Occupation: Chief of U.S. domestic operations for the Leg Ninja.
Alignment: Miscreant
Power Category: Elite Mercenary/Ordinary Person
Experience Level: 6th
Hit Points: 33 S.D.C.: 66
P.P.E.: 10
Appearance: He is a Japanese male who at one time was a peak
athlete, but his opium addiction has started to deteriorate his physical
attributes.
Attributes: I.Q. 7 (use to be 9), M.E. 8 (use to be 10), M.A. 10, P.S.
14 (was 18 ), P.P. 23, P.E. 10 (use to be 14), Spd. 12 (use to be 16),
P.B. 8 (use to be 10).
Age: 38, Sex: Male, Height: 5 foot, 9 inches (1.79 m),
Weight: 166 lbs (74.7 kg)
Addiction: When using opium, he will not fight unless forced into it.
He is completely passive. -5 to parry, dodge, or roll with impact, no initiative.
Combat Training: Assassin
Attacks per Melee: 6 (2 initial + 4 from Hand to Hand)
Combat Bonuses: +3 to initiative, +6 to strike, +7 to parry, +7 to
dodge, +4 to damage, +5 to roll with punch/fall, +5 to pull punch, and
+3 disarm.
Combat Skills: Punch 1D4, Power Punch 2D4 (2), Elbow/Forearm
1D6, Knee 1D6, Karate Kick 2D4, Body Flip/Throw 1D6 plus P.S., and all Holds.
Educational Background: On the Job Training. Note: His drug
addiction has reduce all most of his skills by 7%.
Common Skills: Read-Write/Speak Japanese 92%/94%,
Mathematics: Basic 83%, and Pilot: Automobile 78%.
Espionage Program: Hand to Hand: Assassin, Detect
Ambush 68%, Intelligence 64%, Wilderness Survival 68%, Escape Artist
68%, and Disguise 63%.
Physical Program: Acrobatics, Body Building, Climb
98%/83%, Prowl 68%.
Secondary Skills: Pick Locks 53%, Pilot: Airplane 67%,
Language: English 83%, Literacy: English 85%, Basic Electronics 53%,
Language: Spanish 68%, W.P. Handgun, W.P. Chain, Streetwise 36%,
Concealment 35%, Pilot: Motorcycle 57%, and Law (Basic) 23%
Money: He has about $130,000 in ready cash, but his drug addiction
will wither it down. If he gets desperate, he will probably starting
embezzling from the Leg until he gets caught.
Weapons: Manriki-Gusari (+2 to strike, +1 to parry), but this
weapon has been modified giving it a +1 to strike/parry and +2 to
damage (+3 to strike, +2 to parry, 2D4+2), .38 Special (Damage: 3D6,
Range: 165 feet/50 m, Feed: 6 chamber cylinder, Rate of Fire: Single
shot). He keeps a 9mm Uzi in his office desk, but he has no W.P. with this
weapon which meaning he always shoots wild (-6 to strike).
Armor: Hard armor vest (half suit). A.R.:12, S.D.C.: 120.
Equipment & Vehicles: He has use of the inventory utilized or stolen by the Leg.


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 Post subject:
Unread postPosted: Wed May 30, 2007 9:27 pm
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3088
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
TIGER OF THE WEST

Real Name: Iya Ieyama
Occupation: Head of the U.S. Leg Ninja and Head of a small legal firm.
Alignment: Anarchist
Power Category: Elite Mercenary/Ordinary Person
Experience Level: 8th
Hit Points: 52 S.D.C.: 81
P.P.E.: 10
Appearance: He is a Japanese middle age male at the peak
of his athletic ability.
Attributes: I.Q. 17, M.E. 12, M.A. 19, P.S. 27, P.P. 12 P.E. 20,
Spd. 27, P.B. 11
Age: 43, Sex: Male, Height: 5 foot, 8 inches
(1.76 m), Weight: 165 lbs (74.25 kg)
Combat Training: Ninjitsu
Attacks per Melee: 6 (2 initial + 4 from Hand to Hand)
Combat Bonuses: +3 to initiative, +2 to strike, +2 to parry,
+2 to dodge, +14 to damage, +7 to roll with punch/fall, and
+2 to pull punch
Saving Throws: +10% to save vs. coma/death and +3 to
save vs. poison/magic.
Combat Skills: Karate Punch 2D4, Knife Hand 2D4, Palm
Strike 2D4, Elbow/Forearm 1D6, Karate kick 2D4+2, Snap Kick
1D6+2, Axe Kick 2D6+2, Roundhouse Kick 3D6, Tripping/Leg Hook
(cannot be paired, must dodge or knockdown), Backward Sweep
(cannot be paired, must dodge or knockdown), Body Flip/Throw
1D6 plus P.S. damage bonus (lose initiative and 1 attack/action),
Body Block/Tackle 1D4+ P.S. attribute bonus (parry or dodge to
avoid knockdown), Drop Kick (dodge/Snap Kick 1D6), Knee 1D6,
Leap Attack, All Holds, +2 Maintain Balance, +2 Backflip 98%,
Critical strike on an unmodified roll of 18-20, Critical strike from
behind, Death Blow on a natural 20 (2), and Paired Weapons.
Other Bonuses: +3% on all skills and 55% to trust/intimidate.
Educational Background: Ph.D. in Law/Business with Ninja
Training (Akindo).
Common Skills: Read-Write/Speak Japanese 98%/98%,
Mathematics: Basic 98%, and Pilot: Automobile 87%.
Business Program: Business & Finance 98%, Computer
Operation 98%, Law (general) 98%, and Research 98%.
Communication Program: Basic Electronics 98%, Radio:
Basic 98%, Radio: Scrambler 98%, T.V./Video 98%, Cryptography 98%,
2nd Communication Program: Optic Systems 98%,
Radio: Satellite 98%, Sensory Equipment 98%, and Public Speaking 98%.
Language Program: Read-Write/Speak English, French,
German, and Chinese 97%/98%.
Special Ninjitsu Program: Detect Ambush 93%, Disguise
98%, Prowl 88%, Concealment 65%, Find Contraband & Illegal Weapons
71%, I.D. Undercover Agents 85%, Escape Artist 83%, Pick Locks 88%,
Climb 98%/98%, Running, Swimming 98%, Acrobatics, and Gymnastics
Ancient Ninja W.P.: Sword, Chain, and Polearm.
Secondary Skills: Pilot Truck 91%, Basic Mechanics
83%, W.P. Handgun, Fishing 93%, Cook 88%, Photography 78%, Body
Building & Weightlifting, Philosophy 68%, Performance 62%, Computer
Programming 62%, and Gambling (Standard) 48%.
Money: He has about $330,000 US dollars in ready cash, has credit
for about $750,000 US dollars, and keeps 3 million US dollars in an
American bank. He has 275 million yen (2.2 million US dollars) in a bank
in Tokyo, Japan. He also has full access to the finances of his legal firm
and those of Leg Ninja here in the United States.
Weapons: Bisento 3D6, Katana 3D6, Wakizashi 2D6, Kusari-Gama 2D6
(+2 to disarm), Nunchaku 2D4 (+1 to disarm), and a 9mm Model 57A
Auto New Nambu, Damage: 3D6, Range: 164 feet/50 m, Feed: 18
round box mag, Rate of Fire: Single shot or Semi-Auto.
Armor: Concealed Body Armor to Ninja Outfits or Business
Attire. A.R. 12 and 40.
Equipment & Vehicles: He has total access to the inventory utilized
or stolen by the US Leg Ninja.


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 Post subject:
Unread postPosted: Wed May 30, 2007 9:37 pm
  

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Posts: 3088
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 BLACK ONE

Real Name: Miso Kufuni
Aliases: Sushi Vojimbo
Occupation: “Retired” Leader of Leg Ninja, now Japanese Floral
Arrangement Instructor.
Alignment: Aberrant
Attributes: I.Q. 9, M.E. 17, M.A. 31, P.S. 20, P.E. 20, P.E. 25,
Spd 21/27 with defensive will, P.B. 4
Age: 73. Sex: Male. Height: 5 foot, 5 inches
(1.67 m). Weight: 167 lbs (75.14 kg)
Experience Level: 14th in Ninjitsu & 8th level Lee Kwan Choo
(22nd level total)
Appearance: He appears as an elderly Japanese man.
Nothing about him would lead anyone to suspect he use to be a
deadly assassin. He wears only simply clothes and is growing bald.
Hit Points: 155 S.D.C. 121/131 with defensive will.
P.P.E.: 123
Chi.: 70
Power Category: Special Training (Ancient Master)
Special Abilities: Feign Death 98%, Cleansing Spirit 98%,
Positive Energy, Channel & Unleash Physical Energy: 3D6+28,
70 feet/21.3 m (4).
Martial Art Powers: Art of Hiding 85%, Art of Escape (no dice
rolls/1D6 melees), Dam Sun Sing, Sung Chi (Resistance to Fear),
Zanshin 26 feet (7.9 m), Note: Cannot be surprised attacks from
behind (does not suffer normal penalties fighting an invisible foe or
one with superhuman speed, Kangeiko and Shochu Geiko, Falling
Technique (50 feet/15.2 m no damage, 60-360 feet/18.2 m-109 m
1 point for every 50 feet/15.2 m of the fall, 400 feet/122 m-1200
feet/366 m take 1 point for every 20 feet/6.1 m), Calm Minds 3
minutes, Range: 120 feet/36.6 m, save vs. 16 (Normal M.E.
attribute bonus) or everyone in radius stops attacking (can still
defend normally or flee) and remains unable to commit offense
actions until duration ends or Miso does an offensive action, effect
everyone in the radius, Stone Ox, and Mind Walk.
Minor Super Ability: Defensive Will (use to be Focused Touch)
Combat Training: Special: Ninjitsu use to be his exclusive form of
Hand to Hand: Combat, he has switched it over to Lee Kwan Choo.
He will never go back to Ninjitsu.
Number of Attacks: 3 (3 from Hand Combat)
Combat Bonuses (all): +13 to Initiative/+15 with Defensive Will,
+11 to strike, +15 to parry/+17 with defensive will, +12 to dodge,
+8 auto dodge/+10 to auto dodge with defensive will, multiple dodge,
circular parry, +5 to damage (most of the time does no apply),
+7 to roll with punch/fall/+10 with defensive will, +4 to
entangle/pin with defensive will, +5 to pull punch with defensive will,
and +5 to disarm.
Saving Throws: +45% to save vs. coma/death, +5 to save vs.
magic & poison, +1 to save vs. psionics and insanity, +14 to save vs.
Horror Factor, horrific illusions, magic or psionics that induce fear, +2 to
save vs. mind control, and +7 to save vs. possession.
Other Combat Info: All of his hand-to-hand combat attacks do no
damage, instead the inflict stun damage for 1D6 melees (unless s-15 with
P.E. attribute bonus). Failure means the victim is temporarily
incapacitated. Those make the save lose two melee attacks and
all combat bonuses are reduced by half. Duo-Knuckle Strike, Snap
Kick, +5 Leap Attack, Knockout-Stun on a natural 18-20.
Note: He has the knowledge of a 14th level Ninjitsu (exclusive),
but he refuse to use it regardless of the circumstance.
Other Bonuses: 97% trust/intimidate. trust/intimidate, and
Horror Factor 10 (by reputation only).
Education Level: Special Education with Two Years in College
Common Skills: Read-Write/Speak Japanese 98%
Special Skills: Mathematics: Basic 98%, Language: English 98%,
Literacy: English 98%, Biology 98%, First Aid 98%, Art (paint) 98%,
Climbing 98%/98%, Acrobatics, Swimming 98%, Floral Arrangement 82%,
Gardening 98%, W.P. Archery, W.P. Targeting, W.P. Knife, W.P. Sword,
W.P. Staff, W.P. Chain, Philosophy 98%, Calligraphy 75%, Cooking 75%,
Sewing 80%, Fasting 86%, Mountaineering 80%, Language: Tibetan 80%
Language Program: Read-Write/Speak French, Korean,
Chinese-Mandarin, and Chinese-Cantonese 95%/ 89%.
Science Program: Computer Operation 98%, Mathematics: Advance
95%, Chemistry 98%, Botany 95%, Anthropology 95%, and Psychology 90%.
Secondary Skills: Pilot: Bicycle 98%, Prowl 98%, Sewing 980%,
Wilderness Survival 98%, Holistic Medicine 98%/90%, First Aid 98%,
Pilot Kayaking & Canoes 94%, Pick Locks 85%, History 98%/90%,
Carpentry 70%, Whittling & Sculpting 60%, Bonsai 89%, Land Navigation
48%, and Identify Plans & Fruits 40%.
Money: For a man in charge of an entire Ninja clan, he lives a
very simple life. Money does not mean much to him, just a means to an
end.
Weapons: He can use a variety of weapons, but he has forsaken their use.
Vehicles and Equipment: He has the resources of the entire clan at
his disposal but he does not use it. However, he will call upon it when he
does go and visit his nephews.


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 Post subject:
Unread postPosted: Mon Jun 04, 2007 6:32 pm
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3088
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
Not exactly sure how to use this guy, villain or stumbling good guy, but
here he is with all his glory.

MR. BIONIC

Real Name: Wilbur Weltz
Occupation: Former newspaper carrier
Alignment: Principled
Power Category: Mega Bionic (Full Conversion)
Experience Level: 1st
Hit Points: 12 S.D.C. 1740 total (Main body 390 S.D.C.)
Appearance: Mr. Bionic entire body is bionic accept for a third of his
head (left eye/skull) and some of his internal organs. He looks like a
modern Frankenstein Monster.
Attributes: I.Q. 7, M.E. 6, M.A. 10, P.S. 30 (supernatural), P.P. 12, P.E. 7, Spd. 172 (120 mph/193 km/h), P.B. 4
Age: 22, Sex: Male, Height: 5 foot, 9inches
(1.79 m), Weight: 1233 lbs (554.85 kg)
Bionic hands and arms (2) with a P.S. 30 and P.P. 12;
Bionic feet and legs with a PS. 30 and Spd of 172
(120 mph/193 km).
Bionic skull (half), heart, kidneys, mouth/throat, and
nearly all his internal organs.

Bionic Chest with Gas Filtration for Bionic Lungs.
Built-in Telephone and Microphone Speaker Unit.
On-Body Computer with Tempest Monitor and Remote Modem Option.
Arm and Leg Antenna Web
.
Finger-Tip Electrical Probes
Bionic Right Eye with Night Sight, Telescopic Vision, and Micro-Video Camera Eye.
Bionic Ears with Amplified Hearing and Receive Wide-Brand
Radio/T.V. Transmissions
.
“Full” Body Exoskeleton (all five): Total S.D.C. bonus 337
Full Bionic Body Armor: A.R. 18 and 1350 S.D.C.
Bionic Weapons:
Electrical Discharge (Stun): Save vs. non-lethal poison
(16)/Use P.E. attribute bonus only, Damage: Victims are dazed, -10 to
strike, parry, and dodge, and reduce attacks per melee round by half for
2D4 melees, Range: 30 feet (9.1 m) or by touch, Energy Capacity: 20
blasts per hour max; self-regenerating, Rate of Fire: Each counts as one
melee attack, Bonus: +1 to strike.
Chemical Excretion (Stink)-Left Forearm: Save vs. non-
lethal poison (16)/Use P.E. attribute bonus only, Damage: Failed save
means the victim is overcome by the putrid smell (produces a HF of 16).
Victims are -8 to initiative, are -4 to strike, parry, and dodge, and all
combat maneuvers, plus are -40% to perform any skills, and lose two
melee attacks/actions from vomiting. The stink lasts 6 hours or until
washed off. Characters with Advanced Smell/Heighten Sense of Smell are
unable to approach and will want to quickly move back 200 feet (60.96
m), Range: Touch, Payload: 6 applications.
Chemical Spray-Right Forearm: CO2 Foam, Damage:
None, Range: 15 feet (4.5 m), Payload: 4 charges, Bonus: +1 to strike.
Sticky Globs: Same as the Powers Unlimited 3 Minor Super
Ability
, Range: 90 feet (27.4 m), Payload: 16 balls, Bonus: +1 to
strike.
Mega-Powers: Supernatural P.S., Increased Range, Increased
S.D.C. by 50%, and Doesn't need air to breathe.
Achilles Heel: Clumsy. Every times he attemps to dodge or run
faster then 15 mph (24 km/h) there is a 50% that he will trip or run
into somehting, usually causing damage to streets, wall, etc.
Combat Training: Non-combatant
Attacks per Melee: 1 attack per melee and two non-combat
actions.
Combat Bonuses: +15 to damage.
Saving Throws: +3 to save vs. psionics and +6 to save vs.
magic, +5 poison, and disease. -5% to save vs. coma/death and fatigues
at 25% faster than the average person unless he takes frequent breaks.
-3 to save vs. Horror Factor, -2 to save vs. illusion, -1 to save vs. psionics
and mind control, and -1 to save vs. insanity and possession.
Combat Skills: Restrained Punch 2D6, Full Strength Punch 4D6,
Power Punch 1D4x10 (2), Bash/Body Block 4D6, and Trip & Crash into
anything 6D6.
Educational Background: High School Graduate
Common Skills: Read-Write/Speak English 82%/89%,
Mathematics: Basic 75%, and Pilot: Automobile 63%.
Computer Program: Basic Electronics 40% and
Computer Operation 67%.
Secondary Skills: Basic Mechanics 45%, General
Repair/Maintenance 50%, Jury-Rig 30%, Radio: Basic 55%, Automotive
Mechanics 63%, Pilot: Bicycle 63%, Pilot: Roller blades & Skateboard
53%, Photography 40%, Land Navigation 40%, T.V./Video 40%, Research
45%, and Art (Painting) 40%.
Money: He has $93.32 in is saving account.
Equipment & Vehicles: None except for himself
Headquarters: None.
[/b]


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 Post subject:
Unread postPosted: Sun Jun 10, 2007 10:10 am
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3088
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
And now for Doctor Feral three stooges-his Animal Assistants.

OTTO RATTUS

Real Name: Otto Rattus
Occupation: Doctor Feral’s personal bodyguard and chauffeur
Alignment: Aberrant
Power Category: Mutant Animal (Rodent-Rat)
Experience Level: 9th
Hit Points: 54 S.D.C.: 87
P.P.E.: 23
Appearance: He is completely human looking. Doctor Feral has given him
extensive plastic surgery to remove any visible trace of his rodent
features. He looks like a man in his late twenties instead of early forties.
He has a handsome face, is well-contoured, strong arms, and a broad
back. He tries to keep his brown hair in a military cut.
Attributes: I.Q. 11, M.E. 15, M.A. 9, P.S. 34, P.P. 13, P.E. 17,
Spd. 30, P.B. 16
Age: 42, Sex: Male, Height: 6 foot, 3 inches (1.92 m),
Weight: 233 lbs (104 kg)
Size Level: 11. Build: Medium.
Human Features: Hands (full), Biped (full), Speech (full), Looks
(super full).
Cybernetics: Doctor Feral has increased his natural life by giving
him a bionic heart, lungs, and kidneys.
Vestigial Disadvantages: Nearsightedness (he wears contacts or
glasses and Vestigial Musk Glands (Odd Smelling-his give away for being a
mutant animal).
Combat Training: Expert
Attacks per Melee: 7 (2 initial + 4 from Hand to Hand combat +1
from boxing)
Combat Bonuses: +2 to initiative, +2 to strike, +6 to parry, +6 to
dodge, +19 to damage, and +4 to roll with punch/fall, +2 to pull punch,
and +2 to disarm
Combat Skills: Punch 1D4, Power Blow 2D4 (2), Elbow/Forearm
1D6, Knee 1D6, Karate Kick 2D4, Snap Kick 1D6, Tripping/Leghook
(cannot be paired, must dodge or knockdown), Body Flip/Throw 1D6 plus
P.S. damage bonus (lose initiative and 1 attack/action), All Holds, Paired
Weapons, Knockout on an unmodified dice roll of 20 for 1D6 melees, and
Critical strike on an unmodified roll of 18-20.
Other Bonuses: 30% charm/impress.
Educational Background: Educated and trained like a normal human.
Common Skills: Read-Write/Speak English 96%/97%,
Mathematics: Basic 98%, and Pilot Automobile 84%.
Computer Program: Basic Electronics 85%, Computer
Operation 97%, Computer Programming 87%, and Computer Repair 85%.
Mechanics, Vehicle Program: Automotive Mechanics
97%, Aircraft Mechanics 96%, and Locksmith 90%.
Learned Languages: French, Spanish, German, Italian,
Chinese, and Arabic 90%/82%
Learned Boxing:
Taught to be a Paramedic 95%
Secondary Skills: Hand to Hand: Expert, Pilot
Airplane 86%, Pilot Truck 92%, W.P. Handgun, Body Build & Weightlifting,
Athlete, Swimming 95%, Fencing, Pilot Motorcycle 88%, First Aid 80%,
Pilot Race Car 67%, Gambling (Standard) 50%, Running, and Physical
Labor
Money: Doctor Feral has endowed him a trust fund of over $1.5
million. Feral also gives him whatever incidental money he may require.
Weapons:
.357 Magnum, Range: 150 feet (5 m), Damage: 5D6,
Feed: 6 chamber side-loading cylinder, Rate of Fire: Single shot. He
always carries two quick loads.
9mm S&W, Range: 150 feet (45 ), Damage: 3D6, Feed:
11 round mag, Rate of Fire: Single shot or semi-auto.
He has a 9mm Sub-machinegun in a locked compartment of
any vehicle he drives, however he has no W.P. for this weapon.
Equipment & Vehicles: He has access to all the technology within
Doctor Feral various homes and the knowledge to drive a variety of
vehicles (planes, cars, and trucks) owned by Doctor Feral.


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 Post subject:
Unread postPosted: Sun Jun 10, 2007 10:15 am
  

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Posts: 3088
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
KARL

Real Name
: Karl
Occupation: Doctor Feral’s Laboratory Assistant
Alignment: Diabolic
Power Category: Mutant Animal (Rodent-Rabbit)
Experience Level: 4th
Hit Points: 24 S.D.C.: 35
P.P.E.: 16
Appearance: He looks like an oversized rabbit with humanoid features.
Attributes: I.Q. 10, M.E. 14, M.A. 9, P.S. 11, P.P. 12, P.E. 8,
Spd. 26, P.B. 9
Age: 18, Sex: Male, Height: 5 foot, 6 inches (1.70 m),
Weight: 123 lbs (55.35 kg)
Size Level: 8. Build: Medium.
Human Features: Hands (full), Biped (full), Speech (full), Looks
(None).
Vestigial Disadvantages: Vestigial Ears and Diet: Herbivore.
Mutant Animal Powers: Leaping: Feline, Advance Hearing, and
Righting Reflex.
Combat Training: Basic
Attacks per Melee: 5 (2 initial + 3 from Hand to Hand combat)
Combat Bonuses: +1 to initiative, +2 to parry, +2 to dodge,
+6 to roll with punch/fall, and +2 to pull punch.
Combat Skills: Punch 1D4, Power Blow 2D4 (2), Elbow/Forearm
1D6, Knee 1D6, and Karate Kick 2D4
Educational Background: Educated and trained like a normal human.
Common Skills: Read-Write/Speak English 88%/92%
and Pilot Automobile 72%.
Medical Investigation Program: Crime Scene
Investigation 65%, Forensics 65%, Biology 70%, Chemistry 80%,
Pathology 70%, Mathematics: Basic 94% and Mathematics: Advance 82%.
Medical Assistant Program: Business & Finance 65%,
Computer Operation 82%, and Paramedic 70%
Secondary Skills: Hand to Hand: Basic, Prowl 45%,
Basic Electronics 50%, Pick Locks 50%, T.V. & Video 55%, W.P. Chain,
W.P. Staff, Computer Programming 66%, Research 50%, and Radio: Basic
60%.
Money: By observing Doctor Feral, Karl has managed to embezzle
$310,000 of his money and hide it away in a secret account. Should he
ever escape, he will be able to live in luxury for a while.
Weapons:
Spiked Brass Knuckles, +4 to damage.
A pair of nunchaku, 2D4, +1 to disarm.
Iron tipped Staff, 1D6+2
Equipment & Vehicles: He has some access to the technology within Doctor Feral’s lab.
He also wears a Control Collar (cannot be removed
without surgery). He can be tracked within 200 miles (320 km) of special
radio locators. If he should stay out of contact with the laboratory’s
transmitter for more then 2 hours, a electrical discharge goes directly into
his spinal cord (See Bio-Manipulation-Pain). After 30 minutes, the damage
becomes 2D6 per melee direct to hit points, so the collar will eventually
kill its wearer.


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 Post subject:
Unread postPosted: Sun Jun 10, 2007 10:20 am
  

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Posts: 3088
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
IGOR

Real Name: Igor
Occupation: Doctor Feral’s Animal Keeper
Alignment: Miscreant
Power Category: Mutant Animal (Rodent-White Rat)
Experience Level: 5th
Hit Points: 41 S.D.C.: 62
P.P.E.: 30
Appearance: He looks a giant rat with some human like features.
Attributes: I.Q. 18, M.E. 15, M.A. 9, P.S. 25, P.P. 10, P.E. 15,
Spd. 28, P.B. 6
Age: 25, Sex: Male, Height: 5 foot, 6 inches (1.70 m),
Weight: 165 lbs (74.25 kg)
Size Level: 9. Build: Medium.
Human Features: Hands (partial), Biped (partial), Speech (partial), Looks (None).
Vestigial Disadvantages: Vestigial Tail & Vestigial Musk Glands (Odd
Smelling).
Natural Weapons: Climbing claws
Mutant Animal Powers: Advance Hearing
Mutant Animal Psionics: Detect Psionics and Hypnotic Suggestion
Combat Training: Expert
Attacks per Melee: 5 (2 initial + 3 from Hand to Hand combat)
Combat Bonuses: +3 to initiative, +2 to strike, +3 to parry, +3 to
dodge, and +4 to roll with punch/fall, and +2 to pull punch.
Combat Skills: Punch 1D4, Power Blow 2D4 (2), Claws 1D6,
Elbow/Forearm 1D6, Knee 1D6, and Karate Kick 2D4, Snap Kick 1D6,
Tripping/Leghook (cannot be paired, must dodge or knockdown), and all Holds.
Educational Background: Educated and trained like a normal human.
Common Skills: Read-Write/Speak English 90%/93%, Mathematics: Basic 87% and Pilot Automobile 75%.
Computer Program: Basic Electronics 55%, Computer
Operation 75%, Computer Programming 65%, and Computer Repair 55%.
Physical Program: Acrobatics, Body Build &
Weightlifting, Prowl 55%, and Climb 90%/60%
Learned Surveillance 60%
Secondary Skills: Hand to Hand: Expert, Automotive
Mechanics 65%, Pilot Truck 76%, Photography 60%, Sewing 55%, Pick
Locks 45%, Radio Basic 75%, Physical Labor, and Concealment 28%.
Money: None, he finds no use for money, likes the position he has within Feral’s House.
Weapons: Just whatever he uses to torture.
Equipment & Vehicles: He has some access to the technology within
Doctor Feral’s lab.


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 Post subject:
Unread postPosted: Sun Jun 10, 2007 4:10 pm
  

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Posts: 3088
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
And now for those who want to scare the fur off mutant animals as well
as HU characters I give you the Genelab Monster Mice

ZIGGY THE MOUSE MONSTER
Real Name: Ziggy
Occupation: Lab Experiment of Genelabs
Alignment: Anarchist
Power Category: Mega Mutant Animal (Rodent-Mouse)
Experience Level: 1st
Hit Points: 61 S.D.C.: 390
P.P.E.: 45
Appearance: A giant mouse with humanoid features.
Attributes: I.Q. 13, M.E. 13, M.A.13, P.S. 50 (supernatural), P.P. 22,
P.E. 45, Spd. 21, P.B. 8
Age: 6, Sex: Male, Height: 9 foot, 4 inches (2.86 m),
Weight: 2100 lbs (945 kg)
Size Level: 20. Build: Medium.
Human Features: Hands (full), Biped (full), Speech (Partial), Looks (None).
Mega-Powers: Increased S.D.C., Enhanced Healing (5x faster),
Increased Range, Supernatural Being, and Doesn’t need to eat or drink for
nourishment.
Achilles’ Heel: Vulnerable to Magic (-4 to save vs. magic, no help
from other bonuses)
Vestigial Disadvantages: Vestigial Musk Glands (Strong & Stinky),
Vestigial Tail, and Colorblind.
Natural Weapons: Climbing claws and Rodent Gnawing Teeth
Mutant Animal Powers: Digging, Advance Hearing, and Righting
Reflex
Minor Super Ability: Extraordinary Physical Endurance
Combat Training: Non-combatant
Attacks per Melee: 2 (1 initial + 1 from boxing) and 3 non-combat actions.
Combat Bonuses: +1 to initiative, +4 to strike, +7 to parry, +7 to
dodge, +35 to damage, and +7 to roll with punch/fall.
Saving Throws: Impervious to disease, +45% to save vs.
coma/death, +2 to save vs. Horror Factor, +2 to save vs. Possession, and
+8 to save vs. poison.
Combat Skills: Restrained Punch 4D6/5D6 for claws, Full Strength
Punch/Claws 1D6x10, Power Blow/Claws 2D6x10 (2), Bite 1D4x10, Power
Bite 2D4x10 (2), Body Block/Tackle 6D6 + P.S. damage bonus (must
parry/dodge or knockdown), Pin 18-20, Crush 6D6, and Knockout on an
unmodified roll of 20.
Educational Background: Brought up as an experiment
Common Skills: Speak English 96%/97%,
Special Skills: Athlete, Body Build & Weightlifting,
Physical Labor, Wrestling, Boxing, Swimming 55%, and Imitate Voice &
Sounds 46%/40%.
Secondary Skills: Wilderness Survival 40%, Identify
Plants & Fruits 30%, Land Navigation 40%, Track & Trap Animals
30%/35%, and Hunting.
Money: None, have no concept what it is.
Weapons: None, accept natural abilities.
Equipment & Vehicles: Little understanding of any technology.


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 Post subject:
Unread postPosted: Sun Jun 10, 2007 4:17 pm
  

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Posts: 3088
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
GARFIELD THE MOUSE MONSTER

Real Name: Garfield
Occupation: Lab Experiment of Genelabs
Alignment: Unprincipled
Power Category: Mega Mutant Animal (Rodent-Mouse)
Experience Level: 1st
Hit Points: 52 S.D.C.: 241
P.P.E.: 33
Appearance: A giant mouse with humanoid features.
Attributes: I.Q. 11, M.E. 17, M.A.15, P.S. 50 (supernatural), P.P. 31,
P.E. 33, Spd. 25, P.B. 11
Age: 6, Sex: Female, Height: 9 foot, 8 inches (2.98
m), Weight: 1980 lbs (891 kg)
Size Level: 20. Build: Medium.
Human Features: Hands (full), Biped (full), Speech (Partial), Looks (None).
Mega-Powers: Increased S.D.C., Enhanced Healing (5x faster),
Increased Range, Supernatural Being, and Doesn’t need to eat or drink for
nourishment.
Achilles’ Heel: Vulnerable to Magic (-4 to save vs. magic, no help
from other bonuses)
Vestigial Disadvantages: Vestigial Musk Glands (Strong & Stinky),
Vestigial Tail, and Colorblind.
Natural Weapons: Climbing claws and Rodent Gnawing Teeth
Mutant Animal Powers: Digging, Advance Hearing, and Extraordinary Speed
Animal Psionics[/b]: Danger Sense (135 feet/41.1 m)
Minor Super Ability: Healing Factor
Combat Training: Non-combatant
Attacks per Melee: 2 (1 initial + 1 from boxing) and 3 non-combat actions.
Combat Bonuses: +2 to initiative, +8 to strike, +11 to parry, +11
to dodge, +35 to damage, and +3 to roll with punch/fall.
Saving Throws: Impervious to disease, 1/3 effect, damage,
duration, and penalties if fail save vs. drugs, toxins, and poison, +53% to
save vs. coma/death, +2 to save vs. Horror Factor, +2 to save vs.
Possession, +4 to save vs. psionics, +1 to save vs. insanity, and +11 to
save vs. poison.
Combat Skills: Restrained Punch 4D6/5D6 for claws, Full Strength
Punch/Claws 1D6x10, Power Blow/Claws 2D6x10 (2), Bite 1D4x10, Power
Bite 2D4x10 (2), Body Block/Tackle 6D6 + P.S. damage bonus (must
parry/dodge or knockdown), Pin 18-20, Crush 6D6, and Knockout on an
unmodified roll of 20.
Educational Background: Brought up as an experiment
Common Skills: Speak English 96%/97%,
Special Skills: Athlete, Body Build & Weightlifting,
Physical Labor, Wrestling, Boxing, Swimming 55%, and Imitate Voice & Sounds 46%/40%.
Secondary Skills: Wilderness Survival 40%, Identify
Plants & Fruits 30%, Land Navigation 40%, Track & Trap Animals
30%/35%, and Hunting.
Money: None, have no concept what it is.
Weapons: None, accept natural abilities.
Equipment & Vehicles: Little understanding of any technology.


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 Post subject:
Unread postPosted: Sun Jun 10, 2007 4:22 pm
  

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Posts: 3088
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
LINUS THE MOUSE MONSTER

Real Name: Linus
Occupation: Lab Experiment of Genelabs
Alignment: Anarchist
Power Category: Mega Mutant Animal (Rodent-Mouse)
Experience Level: 1st
Hit Points: 37 S.D.C.: 210
P.P.E.: 31
Appearance: A giant mouse with humanoid features.
Attributes: I.Q. 14, M.E. 20, M.A. 8, P.S. 41 (supernatural), P.P. 11,
P.E. 31, Spd. 12, P.B. 8
Age: 6, Sex: Male, Height: 9 foot, 10 inches (2.99 m),
Weight: 2017 lbs (907 kg)
Size Level: 20. Build: Medium.
Human Features: Hands (full), Biped (full), Speech (Partial), Looks (None).
Mega-Powers: Increased S.D.C., Enhanced Healing (5x faster),
Increased Range, Supernatural Being, and Doesn’t need to eat or drink
for nourishment.
Achilles’ Heel: Vulnerable to Magic (-4 to save vs. magic, no help
from other bonuses)
Vestigial Disadvantages: Vestigial Musk Glands (Strong & Stinky),
Vestigial Tail, and Colorblind.
Natural Weapons: Climbing claws and Rodent Gnawing Teeth
Mutant Animal Powers: Digging, Advance Hearing, and Advance Smell.
Animal Psionics: Animal Control, Animal Speech, Detect Psionics,
Mind Block, and See Aura.
Major Super Ability: Force Manipulation. Note: He’s keeping this
power a secret and he’ll use it when he’s scared or when he must protect
one of his siblings.
Combat Training: Non-combatant
Attacks per Melee: 2 (1 initial + 1 from boxing) and 3 non-combat actions.
Combat Bonuses: +1 to initiative, +3 to parry, +3 to dodge, +26 to damage, and +3 to roll with punch/fall.
Saving Throws: Impervious to disease, +31% to save vs.
coma/death, +2 to save vs. Horror Factor, +2 to save vs. Possession, +3
to save vs. psionics and insanity, and +11 to save vs. poison.
Combat Skills: Restrained Punch 4D6/5D6 for claws, Full Strength
Punch/Claws 1D6x10, Power Blow/Claws 2D6x10 (2), Bite 1D4x10, Power
Bite 2D4x10 (2), Body Block/Tackle 6D6 + P.S. damage bonus (must
parry/dodge or knockdown), Pin 18-20, Crush 6D6, and Knockout on an unmodified roll of 20.
Educational Background: Brought up as an experiment
Common Skills: Speak English 96%/97%,
Special Skills: Athlete, Body Build & Weightlifting,
Physical Labor, Wrestling, Boxing, Swimming 55%, and Imitate Voice &
Sounds 46%/40%.
Secondary Skills: Wilderness Survival 40%, Identify
Plants & Fruits 30%, Land Navigation 40%, Track & Trap Animals
30%/35%, and Hunting.
Money: None, have no concept what it is.
Weapons: None, accept natural abilities.
Equipment & Vehicles: Little understanding of any technology.
[/b]


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 Post subject:
Unread postPosted: Wed Jun 13, 2007 11:45 am
  

User avatar
Megaversal® Ambassador Coordinator

Joined: Mon Feb 19, 2001 2:01 am
Posts: 1189
Location: Utah
And Doc Feral? If anyone doesnt have him I have a HU2 Hardware: Gene Specialist that I created a few years back that I could create the Doctor with, if anyone is interested. Otherwise, I would like to see him.

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


Last edited by Zenvis on Wed Jun 13, 2007 5:57 pm, edited 1 time in total.

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 Post subject:
Unread postPosted: Wed Jun 13, 2007 4:15 pm
  

User avatar
Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3088
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
Your humble 2nd edition converter hears your request and shall
respond. :)


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 Post subject:
Unread postPosted: Fri Jun 15, 2007 8:39 pm
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3088
Location: LaPorte, In USA
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
Okay, this is my version of this iconic villian and if anyone has a version
they want to post, I encourage you to post it. So use him if you want
and enjoy.

DOCTOR FERAL
Real Name: Doctor Victor Oban Feral
Occupation: Scientist, BIO-Spawn Corporation Chairman of the Board
Alignment: Scrupulous (with twisted perceptions)
Power Category: Natural Genius
Experience Level: 12th
Hit Points: 46 S.D.C.: 20
P.P.E.: 32
Appearance: A balding elderly college looking professor with large
earlobes. He sports white or green medical attire. He keeps one or several
dissecting scalpels on his person all the time.
Attributes: I.Q. 28, M.E. 23, M.A. 18, P.S. 20, P.P. 12, P.E. 6,
Spd. 16, P.B. 13
Age: 66, Sex: Male, Height: 6 foot, 6 inches (2.01 m),
Weight: 158 lbs (71.1 kg)
Mental Disciplines: Clinical Outlook, Iron Willpower, Mental
Toughness, Speed Reader, Analytical Mind, Odds Assessment, Unnatural
Perception, Mystic Blocker, and Mind Over Matter: Body Control.
Combat Training: Non-combatant
Attacks per Melee: 6 non-combat melee actions per melee and 3 attacks per melee.
Combat Bonuses: +4 to initiative, +1 to strike, +1 to parry, +4 to
dodge, +5 to damage, +2 to roll with punch/fall, +2 to pull punch, and +2
to disarm.
Saving Throws: +11 to save vs. insanity, +11 to save vs. Horror
Factor, +5 to save vs., psionics, +4 to save vs. mind control, permanent
mind block (impervious to some psionic communications, probes and
attacks), +5 to save vs. possession, +2 to save vs. magic (duration,
damage, penalties, and effects one-half), +4 to save vs. poison/knockout
drugs, -3 to save vs. other drugs, +3 to save vs. illusion, and +1 disease,
and +10% to save vs. coma/death.
Combat Skills: Punch 1D4, hates relying on his fists.
Other Bonuses: +14% to all skills and 50% trust/intimidate.
Educational Background: Special
Common Skills: Read-Write/Speak English 118%/114%,
Mathematics: Basic 122% and Pilot Automobile 110%.
Computer Program: Basic Electronics 134%, Computer
Operation 145%, Computer Program 135%, and Computer Repair 139%.
Language Program: Read-Write/Speak French, German,
Chinese, Latin, and Greek 144%/130%.
Mechanical Program (General): Mechanical Engineer 134% and Locksmith 149%.
Science Program: Mathematics: Advance 132%,
Chemistry 154%, Chemistry: Analytical 139%, and Genetics 110%.
Technical Program: Business & Finance 139%, Research
144%, Law (general) 129%, and Animal Training 134%.
Veterinarian Program (based in part by John C.
Philipott):
Animal Husbandry 144%, Biology (animal) 144%, First Aid
(animal) 149%, and Veterinary Science (mammals, birds, reptiles,
amphibians, and fish (backbone) 152%.
Medical Doctor Program: Biology (human) 144%,
Pathology 144%, and Medical Doctor 152%/142%.
2nd Science Program: Astrophysics 139%, Chemistry:
Pharmaceutical 144%, Psychology 139%, and Botany 144%.
Communication Program: Radio: Basic 154%, Radio:
Scrambler 139%, T.V/Video 139%, Sensory Equipment 134%.
Electrical Program: Electrical Engineer 139% and
Robot/Bioware Electronics 134%.
Secondary Skills: Pilot: Aircraft 112%, W.P. Handgun,
Photography 109%, Language: Italian. Spanish, Hindi, Arabic, Russian,
and Japanese 114%, Laser Communications 104%, Toxicology 114%,
Paramedic 114%,Track & Trap Animals 94%/104%, Housekeeping 104%,
Public Speaking 109%, Cook 94%, Wardrobe & Grooming 92%,
Literacy: Spanish 89%, History 104%/84%, Literacy: Russian 79%,
Anthropology 69%, Artificial Intelligence 53%, Literacy: Japanese and
Hindi 59%.
Money: His family was all ready independently wealthy, but after
creating BIO-Spawn he became a mega billionaire. Most of his money is
invested in the company.
Weapons: Never uses any, although he is trained in the fencing foil
and handguns.
Equipment & Vehicles: He has access to everything within the multi
billion-dollar company and has millions of dollars worth of laboratory
equipment at his mansion. His private car, is a long black six wheeled
limo. Built into the car are communications equipment, computers, lab
equipment, and a small bar. Feral can perform experiments in the car or
communicate with his corporate managers without interruption. Lightly
armored, A.R. 12, S.D.C. 200, Bulletproof mirrored windows (A.R. 16,
S.D.C. 200), Vehicle S.D.C. 450. He also has use of the BIO-Spawn Utility
Van.


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 Post subject:
Unread postPosted: Sat Jun 16, 2007 9:01 pm
  

User avatar
Knight

Joined: Sat Sep 30, 2000 1:01 am
Posts: 3497
Location: Throne Room, Mephisto's Palace, 1 Mephisto Way, Dyval 736282. Now visiting Prince Albert, SK.
is Doc Feral really that tall and that weight? He seems awful light for someone that tall.

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


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 Post subject:
Unread postPosted: Sat Jun 16, 2007 10:46 pm
  

User avatar
Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3088
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
Yep, take right out of the TMNT book. I'm still trying to figure out what's
he doing with a PS of 20? I love the fact his mental capacities have to
counteract his feeble PE of 6.


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 Post subject:
Unread postPosted: Fri Jun 29, 2007 10:01 am
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3088
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
Several years ago, I was doing this Rifts adventure and decided to give
the players a good beat down by throwing them up against the
Olympian Club from Pantheons of the Megaverse. Well the opposite effect
occured, they even took out the Atlas Robot (I won't say how but it involved
a whole lot of explosives). The only two to survive where Zeus and
Hercules and that's because the dragon teleported them away.

Well weeks later, we decided to shift toward Heroes Unlimited.
The guys kind of made HU conversions of the their Rifts characters. So I decided to
get even by having the Olympian Club return under HU rules and with
some new members. Aah it was a glorious day to be a vindictive G.M.
on that day :D . Anyway throwing out some old stuff and I came
across these guys, and since Hercules of Olympus just happens to be a
HU NPC made from 1st edition rules and I realized I could make some
cool 2nd edition updates to the NPC I created I now present the HU 2nd
edition version of the Olympian Club.


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 Post subject:
Unread postPosted: Fri Jun 29, 2007 10:21 am
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3088
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 OLYMPIAN CLUB

The Olympian Club was founded a thousand years ago by a dragon that
goes by the nickname Zeus the Thunderer. Even before he went by this
name using his immense powers and ability to change his form, he
appeared before mortals claiming to be the actual Greek god. He would
demand tribute in exchange for his services or he forces them to give it to
him. After a few run ins with several powerful individuals, he decided to
assemble a group of powerful beings from a dozen universes. In each
case, the person is a close match to a figure in Greek mythology. Their
goal was to accumulate wealth and power. They would also sell their
services as elite mercenaries and often take sides in interdimensional wars.

One day they journeyed to a dimension in which Earth suffered
an apocalyptic event, supernatural forces where threatening to destroy
the last fragments of humanity. The U.S. stronghold, however, had
grown to be quite a power empire, and instead of defending against
supernatural forces sought out to destroy them.
A small neighboring kingdom came under threat, and despite their
vast arsenal of magic, simply lacked the resources and troop numbers
to hold them off. So they sent word out for any mercenaries to come to
their aid and fight off the human supremacist. The Olympian Club
responded in kind. Unfortunately, they were unaware that the true
Ares, Greek God of War, cam to observe the war-torn area.
He decided to join the fray and fight the human supremacist.
During a particular battle, he witnessed the Olympian Club combating
the human soldiers. Deciding to get in the good graces of his father,
he returned to Olympus to tell his father that some being was
impersonating him. The Supreme Greek God became enraged,
and called forth his other son Herakles and his daughter Athena to
join him and Ares in punishing these imposters. The three gods
pummeled the imposters, killing members Ares the Renegade,
Lord Hades, and Athena the Wise. Hercules of Olympus bloody
and battered and fearing another confrontation with the irate
Herakles who nearly killed him before, urged the dragon to teleport
them all to safety. For unexplained reasons (perhaps due to dimensional
residue within Hercules) an error occurred in dragon’s dimensional
teleportation, sending them both to Hercules’ home planet of Earth in
the world of Heroes Unlimited.

Shortly after arriving, the dragon attempted to teleport back, but
unfortunately he brought Hercules and himself to a Earth stripped
of magical energies and where creature of magic (such as dragon) find
themselves greatly reduced in power and mystically altered. No longer
could the dragon simply teleport from one dimension to another, even the
club’s headquarters a pocket dimension was no longer accessible to him.
They were trapped but at least for Hercules it was a homecoming.

For the next several days, while Hercules reacquainted himself, the
dragon fell into a deep depression, not only because of his fate, but
also for leaving his surviving companions (Archimedes, Vulcan, and
Venus the Adventurer) behind and at the mercy of the Greek Gods.
The guilt of their possible death gnawed at him for days. Finally,
Hercules brought him some inspiring information. A newspaper reported
a brilliant scientist Daedalus Vasilakis and his son Ignatios were
finally apprehended by super hero quartet. Daedalus used his brilliance
to develop numerous high tech gadgets (including a flying exoskeleton
for his son) to help them steal and finance their small time
criminal empire. Hercules suggested they help these two individuals
out and rebuild what they had before, recreate the Olympian Club under
these new and different circumstances. The dragon agreed.

Two days later, the dragon and mutant freed the father and son from jail
and went into hiding. Their proposal was welcomed and well received. The
four men left St. Louis for Century Station, looking for other super
powered beings to recruit into their organization. There they met an super
soldier formerly employed by the US Army, an alien mercenary, an elf
sorceress, and a woman who received mysterious powers after visiting a
volcano in Greece.

Together they form the new Olympian Club who continue the clubs’
tradition of showing off their impressive powers by committing numerous
crimes across the globe and selling their mercenary services to the
highest (and most intriguing) bidder, although they like to take a side they
will benefit the most from. Their price is not always money, they gladly
accept priceless artifacts and relics, which the dragon attempts to discover
if they have any magical potential. The Club is considering helping the
country of Spanigula who is being threatened by its neighbor Malavador,
home of Emperor Danilek, then again Emperor Danilek has lots of money
and power, so perhaps it would be better to side with him. As one can see,
the Olympian Club is still self-serving and doesn’t care whom they work
for as long as money and anarchy is involved.

Joining the club is simple, individuals must possess powers and/or valued
resources the group could use, have a good (villainous) reputation, and
be willing to impersonate a Greek or Roman mythic figure, and of
course one must be able to find the Olympian Club.
Fabricator Inc is one of their many organize crime contacts, even
though many in the underworld have never heard of them.
The dragon will interview applicants or he and Hercules might even try to
recruit powerful beings directly, even if they are not looking for them.

The Club agreement is simple: Each member must participate in assigned
missions to get his or her equal share, which will be divided equally
among everyone plus two shares, one for the club’s finances and
one to its founder (Zeus). Members have to be on call all the time
and agree to guard the Club’s Century Station HQ from time to time.
Otherwise, they are free to do what they please with their free time,
provided the Club and Zeus get their fair share of any booty they
may acquire. Betrayal of Club secrets or cheating on the dispersement
of money is punishable by death and enforced by all other Club
members (especially Zeus).

Olympian Club Organization Statistics

A. Outfits: None (0)
B. Equipment: Electronic Supplies (10 points)
C. Weapons: None (0 Points)
D. Bionics & Robotics: Basic Systems (10 Points)
E. Vehicles: Fleet Vehicles (10 Points)
F. Communications: Secured Service (10 Points)
G. Offices: Urban (5 Points)
H. Military Power: Militia. The Hundred Handed, a 100+ member color
gang paid/threaten to protect/patrol the five blocks where the HQ is
located (15 Points).
I. Super Powered Operatives: None (0 Points)
K. Sponsorship: Agent Sponsored (50 Points)
L. Special Budget: Small Potatoes (15 Points)
M. Administrative Control: Agency Protection (25 Points)
N. Internal Security: Tight (10 Points)
O. External Infiltration: None (0 Points)
P. Research and Information: Good Connection (10 Points)
Q. Agency Credentials: Faceless (5 points)
R. Employees Salary: Good (10 points)
Total Agency Points: 175 Points


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 Post subject:
Unread postPosted: Fri Jun 29, 2007 4:34 pm
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3088
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
ZEUS THE THUNDERER

He’s been playing the role of Greek god of the sky for so long,
he’s doesn’t know any other way to be. He is hoping to
accumulate an immense treasure to replace that which he lost. In
fact he plans on stealing as much priceless artwork, previous
metals and stones, and anything else he can get his hands
(claws on). Whatever humans of this world consider valuable
he wants two or three.

He is a good boss and the lost of his former companions continues
to haunt him. As a result, he’s become increasingly protective of
his new crew. He will never leave a member behind, and will
fight tooth and nail to ensure their freedom, even at the cost
of own life and welfare. Since arriving here on Heroes Unlimited
Earth, this has yet to happen. Unfortunately, his ambition and
desire to obtain archeological knowledge (which might have
magical potential) has already gotten them into confrontation
with dozens of law enforcement agencies, S.C.R.E.T.s, and
super heroes group all over the globe.

He is still hoping to gain even more members to the group
and slowly increase their influence. He like this dimension
although it does pale in comparison to the one in which he
and his former companions where seemingly undefeatable.
His ultimate goal is to make this new version of the Olympian
Club even greater then its earlier incarnation, and to do
that he will need to acquire an arsenal of magical artifacts,
scrolls, magical books, devices and weapons of all kinds.
Regardless if the club takes the Spanigula/Malavador Job, he
wants the club to start seeking out and dispatch the owners
of magic weapons and/or items to being the process.

Real Name
: Trellacryth
Aliases: Zeus the Thunderer
Occupation: Club founder and leader.
Alignment: Aberrant (previously Anarchist before arrival here on HU Earth)
Attributes: I.Q. 23, M.E. 20, M.A. 21, P.S. 30 (supernatural),
P.P. 19, P.E. 26, Spd 30, P.B. 20 (18 in human form).
Age: 4000 years old, Sex: Male, Height (human): 7 foot (2.1 m),
Weight (human): 200 lbs (90 kg).
Height (dragon): 20 feet (6.0) m tall and 45 feet (13.7 m) long
(includes tail), Weight (dragon): 20 tons (18,000 kg).
Experience Level: 12th
Hit Points: 168 S.D.C. 157 Armor Rating: A.R. 13
P.P.E.: 257
Appearance: When in human form, he is a white-haired and
bearded mature man, wielding a lighting-shaped spear. He rarely assumed
his real dragon form (wingless, emerald green and gold reptile), especially
in public.
Power Category: Immortal (Dragon)
Special Abilities: Metamorphosis: Human, Nightvision 200 feet
(60.96 m), See the Invisible, Increased Healing, and Radiate Horror Factor
15 in dragon form only.
Minor Super Power: Poisonous Vapors: Range 100 feet (30.5 m),
six-foot (1.8 m) wide, victims must save vs. non-lethal poison (16 or
higher) or take 1D4 damage and the entire body is paralyzed by the
neural toxin for 2D6 melee rounds; cannot attack, use powers (except
mind powers) or even speak. Attacks per Melee: Four times per melee.
Magic Spells: Decipher Magic, See Aura, Carpet of Adhesion,
Invisibility: Simple, Charismatic Aura, Energy Bolt, Horrific Illusion,
Energy Field, Thunderclap, Call Lightning, Wind Rush, Invulnerability,
Wink Out, and Fly as the Eagle.
Combat Training: Hand to Hand: Basic
Number of Attacks: 6 (2 Initial + 4 from Hand Combat).
Combat Bonuses: +2 to Initiative, +4 to strike, +6 to parry, +6 to
dodge, +17 to damage, +4 to pull punch, +3 to roll with punch/fall, and +1
disarm.
Saving Throws: +22% to save vs. coma/death, +2 to save vs.,
possession, +2 to save vs. Horror Factor, +8 to save vs. magic,
+3 to save vs. psionics and insanity, and +6 to save vs. poison &
disease.
Combat Attacks: Restrained Punch 2D6, Full Strength Punch
4D6, Power Punch 1D4x10 (2), Karate kick 1D4x10, Elbow/Forearm
5D6, Knee 4D6, Body throw/flip (5D6 damage plus P.S. damage
bonus, and lose initiative and one melee attack), All Holds, and
Critical strike on an unmodified roll of 19-20.
Other Bonuses: +8% to skills, 65% to trust/intimidate, and 60%
to charm/impress or 50% in human form.
Familiarity of Earth: Has studied the Earth extensively.
Education Level: Human Studies.
Special Skills: Anthropology 98%, Law (general) 98%,
History 98%, Art (Sculpture) 98%, Research 98%, Mathematics:
Basic 96%, Singing 98%, Dance 98%, Gardening 92%,
Streetwise 76%, Pick Locks 98%, Find Contraband 82%, Imitate
& Voice Sounds 98%/92%, I.D. Undercover Agent 86%,
Appraise Antiques 98%, Gemology 93%, Business & Finance
98%, and General Repair/Maintenance 98%.
Secondary Skills: Hand to Hand: Basic, W.P Sword,
W.P. Targeting, W.P. Archery, Mathematics: Advance 96%,
W.P. Blunt, Public Speaking 98%, Performance 93%, Recognize
Weapon Quality 93%, Body Build and Weightlifting, Athlete,
Seduction 49%, Art (Painting) 78%, Basic Electronics 58%,
Land Navigation 60%, Computer Operation 71%, and
Gambling (Standard) 43%.
Money: Presently he has a hidden stash of $480,000 in
tradeable/sellable goods and $60,000 dollars. This does not include
the $7.8 million dollars he currently uses to finance the Club and
its operations. He is well aware that the club needs more so he
is encouraging everyone to break out on their own and bring in
more income.
Weapons: He relies on his magic weapon.
The Lightning Spear, Damage: 5D6, Returns to wielders
magically, Range: He can throw it 300 feet (91.4). +4 to strike.
Vehicles and Equipment: The Olympian Club presently relies on the
fleet of vehicles Daedalus is currently working on or has at is disposal.
Zeus likes to rely on his magic and has never been found of flying via
aircraft. He misses being able to naturally teleport.


Last edited by Reagren Wright on Fri Jun 29, 2007 4:40 pm, edited 1 time in total.

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 Post subject:
Unread postPosted: Fri Jun 29, 2007 4:38 pm
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3088
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
HERCULES OF OLUMPUS

He is glad to be home. The first thing he did was pay a visit to
the hero and villain who changed his life (sending him to the
alterative Earth dimension) by thanking them and then breaking
their bodies in half. Thus he did it in true Olympian Club fashion.
He misses the old crew and the good time they had, but now he
holds a position of true status among the others, for he is far
more experience then they are. He’s seen and done things they
can only dream about. He loves touring around Century Station
picking fights, so far he’s won everyone. Zeus warns him sooner
or later it could go very bad for him. Nonetheless Hercules is
confident Zeus and the others will be able to bail him out of trouble
should it arise. He and Zeus have become good friends since their
, and Zeus is the only person he respects. He demands the others
look to him as the 2nd in command and do whatever he asked
when he asks it. He still insists that he is the “real” Hercules and
does all that he can to convince others that he is. However, he is
even more fearful then before that the Herakles (the real Hercules)
will show up again and this time finish him for good.

Real Name: Herbert Rowland
Occupation: Criminal, Freelance Mercenary and Body Guard
Alignment: Miscreant
Power Category: Mutant
Experience Level: 8th
Hit Points: 216 S.D.C.: 280
P.P.E.: 21
Appearance: Herbert is tall and inhumanly broad, with light brown
hair and green eyes. He is no body or facial hair.
Attributes: I.Q. 11, M.E. 14, M.A. 9, P.S. 60, P.P. 18, P.E. 22, Spd. 30, P.B. 12
Age: 20, Sex: Male, Height: 6 foot (1.8 m), Weight: 300 lbs (135 kg)
Unnatural Characteristics: He is stocky, cannot grow body/facial
hair, and green eyes.
Major Super Abilities: Invulnerability & Supernatural P.S.
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, +45 to damage, +8 to roll with punch/fall, +4 to pull
punch, +2 to disarm.
Saving Throws: Gases, drugs, chemicals, poisons, toxins,
disease and radiation (half damage, duration, effect), +34% to save
vs. coma/death, +4 to save vs. magic & poison, and +4 to save vs.
Horror Factor.
Combat Skills: Restrained Punch 5D6, Full Strength Punch
2D4x10, Power Blow 3D6x10 (2), Elbow/Forearm 2D6x10, Knee
2D4x10, Karate Kick 3D6x10, Snap Kick 2D4x10, Tripping/Leghook
(cannot be paired, must dodge or knockdown), Body throw/flip
(2D6x10 damage plus P.S. damage bonus, and lose initiative
and one melee attack), All Holds, Paired Weapons, Knockout on
an unmodified roll of 20, and Critical strike on an unmodified roll
of 18-20.
Educational Background: High School
Common Skills: Read-Write/Speak German 92%/94%,
Mathematics: Basic 90%, and Pilot: Automobile 78%.
Physical Program: Acrobatics, Gymnastics, Boxing,
and Climb 98%/90%.
2nd Physical Program, Hand to Hand: Expert,
Swimming 95%, and Prowl 70%
Secondary Skills: Body Build & Weightlifting, Wildness
Survival 70%, Athlete, Running, Streetwise 52%, First Aid 85%, Pilot
Truck 88%, History 98%/80%, Land Navigation 68%, Physical Labor,
Pilot Tracked Vehicles 84%, Gemology 55%, Appraise Antiques 45%,
and Law 40%.
Money: Since returning from the alterative dimension, Hercules
has accumulated around $170,000 which he keeps hidden away in
two separate accounts. One was created by Fabriactor Inc and the
other is in a Century Station bank.
Weapons: He considers himself a weapon.
Equipment & Vehicles: The Olympian Club presently relies on
the fleet of vehicles Daedalus is currently working on or has at is
disposal. He misses all the high tech vehicles they use to own. He
wants to steal an Avtran vehicle but has been warned not to because
of all the high tech security and registration involved.


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Unread postPosted: Fri Jun 29, 2007 4:47 pm
  

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Posts: 3088
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
ACHILLES THE DYING

Kenyon Ather joined the U.S. Army to escape the abusive life
of tyrannical father. He proved himself time and time again on t
he battlefield, reaching the rank of Sergeant. To his amazement,
his raw talent and determination qualified him to be Army Ranger.
He attended the Ranger Indoctrination Program (RIP). Upon
graduation, he was assigned to Ranger Special Troops Battalion
(RSTB). Throughout his time as a Ranger, he attended many types
of special schools and training. One day he was visited by a
Major in charge of top secret branck of the Army Military.
Its purpose to turn decorated special forces soldiers into superior
fighting machines. Liking the idea of becoming an even better
soldiers, Kenyon signed on without too many questions. The
procedure required him to take experimental synthetic hormones
and EPO, later computerized devices where surgically implanted
in his body to maintain his chemically indused state. The process
worked and Kenyon joined eight other newly created supersoliders.
However, before they could call the entire project a success, one by
one the soldiers were starting to die, their bodies burning out.
Before long Kenyon became the sole survivor for reasons
unknown. Nevertheless, doctors told him although he initially
survived, in time the chemical augmentation will most likely kill
him in about 10 years or so. At the time, no one knew if the process
could be reverse, but Kenyon had already decided is life was over,
therefore if he was going to die, then he prefered to go out in a
blaze of glory. However, no one mlitary unti or agency wanted
to utilize him in any way fearing he be a loose cannon. Angered he
went AWOL and sought organizations within the underworld to
give him a means to exercise his burning rage for battle. Three
and a half years later, he meet up with Hercules and Zeus while
on a mission in Century Station. When he told them of his life,
Hercules suggested his life was comparable to the Greek hero
Achilles. Kenyon like the comparison. He agreed to join their
Olympian Club and decided to call him Achilles the Dying. However,
what Kenyon doesn’t realize is that he still has a chance to surive,
an Army Ranger friend of his enlisted in the same program seveal
months after he did. He too survived the initial process, but after
six months it was learned he too was slowly burning out, so he
underwent detoxification. Ten weeks later, he was a weaken and
broken man, but alive and well. He is now searching for his friend
in the hope of telling him how he can save his life. The question
remains would Kenyon rather die in a blaze of glory or choose to l
ive out the rest of his life?

Real Name: Kenyon Ather
Occupation: Criminal, Freelance Mercenary and Body Guard
Alignment: Anarchist
Power Category: Super Soldier
Experience Level: 8th
Hit Points: 100 S.D.C.: 583 Armor Rating: A.R.: 14
P.P.E.: 9
Appearance: A tall, athletic man (all muscle) with long red hair
and variegated eyes. He dresses in the attire of a Greek warrior with
a bronze helmet, linen cuirass, and bronze greaves.
Attributes: I.Q. 14, M.E. 15, M.A. 10, P.S. 31, P.P. 27, P.E. 22,
Spd. 94 (65.8 mph/105.9 km/h running), P.B. 11
Age: 28, Sex: Male, Height: 6 foot (1.8 m), Weight: 270 lbs (121.5 kg)
Super Abilities: Chemical Enhancement. Note: His strength is
considered Superhuman in regards to lifting and carrying weight.
Special Super Soldier Enhancement: Attempted to Make the Character Invulnerable.
Combat Training: Commando
Attacks per Melee: 9 (2 initial + 4 from Hand to Hand +2
from Super Soldier +1 from boxing)
Combat Bonuses: +8 to initiative, +8 to strike, +12 to parry,
12 to dodge, +9 auto dodge, +18 to damage, +12 to roll with
punch/fall, +5 to pull punch, +2 to disarm.
Saving Throws: +34% to save vs. coma/death, +6 to save vs.
mind control, +1 to save vs. psionics, +9 to save vs. toxic gas,
poisons, and drugs, +4 to save vs. magic, and +8 to save vs.
Horror Factor.
Combat Skills: Punch 1D4, Karate Punch 2D4, Power Blow
4D4 (2), Elbow/Forearm 1D6, Knee 1D6, +2 Karate Kick 2D6, +1
Jump Kick 6D6, +2 Backward Sweep (cannot be paired, must dodge
or knockdown), Block/Tackle 1D4 damage plus P.S. damage bonus
(must parry or dodge to avoid knockdown), +3 Body throw/flip (1D6
damage plus P.S. damage bonus, and lose initiative and one melee
attack), All Holds, Paired Weapons, and Knockout on an unmodified
roll of 20
Educational Background: Military Specialist
Common Skills: Read-Write/Speak English 96%/96%,
Mathematics: Basic 96%, and Pilot: Automobile 84%.
Basic Military Program: Running, Climbing 98%/98%,
Military Etiquette 95%, Forced Marched, Radio Basic 98%, and W.P. Rifle.
2nd Military Program: Parachuting 98%, Demolitions
98%, NBC Warfare 95%, and Pilot Aircraft: Combat Helicopter 94%.
Espionage Program: Hand to Hand: Commando,
Detect Ambush 85%, Intelligence 79%, Wilderness Survival 90%,
Interrogation 85%, and Tracking 80%.
Modern W.P. Program: Handgun, Sub-machinegun, and Energy Pistol.
Physical Program: Acrobatics, Boxing, Fencing, and
S.C.U.B.A. 98%.
Rogue Program: Prowl 80%, Tailing 80%, I.D.
Undercover Agents 72%, and Roadwise 68%.
Secondary Skills: Body Build & Weightlifting, Athlete,
Radio: Basic 90%, W.P. Sword, W.P. Knife, Basic Mechanics 7%, Jury-Rig
55%, Land Navigation 48%, and Basic Electronics 45%.
Money: Achilles has earned around $111,000, which he keeps
hidden under a mattress in an apartment in Century Station.
Weapons:
Two Vibro-Sabres, 6D6 damage (+4 to strike, +4 to
parry)
6 Throwing Knives 1D6 damage
Armor: Linen cuirass (Half suit of Armor), A.R.12, S.D.C. 40.
Equipment & Vehicles: The Olympian Club presently relies on the
fleet of vehicles Daedalus is currently working on or has at is disposal.
Achilles misses his Rocket Cycle, it was lost during his sole criminal
career.


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Unread postPosted: Fri Jun 29, 2007 4:55 pm
  

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Posts: 3088
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
DAEDALUS the Crazed Inventor & his son ICARUS.

Daedalus Vasilakis immigrated to the United States with his parents
in the 1950s. They went to live in New York in a neighborhood of
other Greeks. Daedalus even at a young age showed amazing
intelligence and understanding of machines. While other kids were
watching or reading about Sci-Fi, he was inventing it. By age 10,
he built himself a small-motorized bike and his own hang glider.
Having no interest in school, he dropped out at age seventeen to
work for prominent man in the neighborhood as his vehicle engineer.
His high tech automobiles soon made the prominent man and his
crime family the most powerful figures in the underworld. Twenty
years later Daedalus felt like a prisoner, he yearned to be free to
seek out his own future. A few years later, he completed his
masterpiece, a power armor suit capable of taking out a tank
battalion, yet he had no intension of handing it over to his
employer. Instead, he put on the suit and used it to destroy him
and his crime family. The only person who survived was the
man’s daughter Naucrate who’d fallen in love with him. Free
from their enslavement, the two departed New York City and
left for St. Louis. There they had a son Ignatios. Later still Naucrate
feel ill to a deadly virus. Daedalus turned to a life of crime
using high tech weapons and gadgets to rob banks, jewelry stores,
and museums in order to pay for her expensive medications and
hospital stay. A thirteen year old, Ignatious soon demanded that
his father allow him to help. Therefore, Daedalus redesigned his
power armor for his son to wear. Before long, the family became
criminal millionaires, but their riches could not keep Naucrate alive.
After her death, Daedalus vowed to find a means to cure every
disease known to man. They move to Century Station where
Daedalus stayed in his laboratory for the most part while his son
provided their finances by robbing and stealing. Eventually they
were captured by a super hero quartet. Daedalus hoped to
barter their way to freedom by offering his formula of a wondrous
cure all drug, but no one not even his lawyer believed him.
Soon they were being transported to Gremancy Isle, but their
escorts were attacked by two men dressed like Greek gods.
They defeated the guards, released Daedalus and Ignatious and
fled into the slums of the city. The two individuals turned out to be
Zeus and Hercules. They offered the father and son duo the chance
to join their organization the Olympian Club. Ignatious jumped
at the opportunity while Daedalus simply wanted a means to rebuild
his lab and get back to his research. Today Daedalus prefers to
stay in the lab unless he requires materials or components to steal,
then he will venture out. He is still obsessed with finding a cure for
all disease and believes he will have success within a year. Ignatious
in the meantime is hoping for an even better suit, one that will not
make him so dependent on the sun. If his father won’t build him one,
he will seek out another one, with or without the aid of the Club.

Real Name: Daedalus Vasilakis
Occupation: Criminal Scientist and Inventor
Alignment: Anarchist
Power Category: Super Invention/Hardware: Mechanical
Experience Level: 10th
Hit Points: 60 S.D.C.: 20
P.P.E.: 30
Appearance: A short, pot-bellied balding man with Greek features.
He looks like an accountant or college professor.
Attributes: I.Q. 24, M.E. 14, M.A. 12, P.S. 10, P.P. 9, P.E. 12,
Spd. 9, P.B. 9
Age: 61, Sex: Male, Height: 5 foot and 6 inches (1.70
m), Weight: 160 lbs (72 kg)
Super Inventions:
The Icarus Battle Suit/Power Armorr. See his son below.
Asclepius Helm. The wearer of this helmet will find
his physical endurance and resistant to disease and injury, however
the effects of any illness and/or disease will repair the moment the
helmet is taken off. Daedalus hopes to have so the helm need only
worn once and the effects will be permanent. A.R. 14, S.D.C. 200,
Super Abilities: Impervious to Disease & Illness, Healing Factor,
and Increased Durability all at 7th level in power, repairs to this
device are difficult and expensive, requires expertise.
Combat Training: Basic
Attacks per Melee: 6 (2 initial + 4 from Hand to Hand)
Combat Bonuses: +1 to initiative, +1 to strike, +2 to parry, +2
to dodge, +2 to damage, +4 to roll with punch/fall, +4 to pull punch,
and +1 to disarm.
Combat Skills: Punch 1D4, Power Blow 2D4 (2), Elbow/Forearm
1D6, Knee 1D6, Kick 2D4, Body Flip/Throw 1D6 plus P.S. damage
bonus (lose initiative and 1 attack/action), All Holds, and Critical strikes
on an unmodified roll of 19-20
Other Bonuses: +10% to skills.
Educational Background: Partial High School + Special skills.
Common Skills: Read-Write/Speak Greek 98%/98%,
Read-Write/Speak English, Mathematics: Basic 98%, and Pilot: Automobile 98%.
Special Mechanical Skills: Hot Wiring Automobiles 104%,
Building Super Vehicles 114%, and Recognize Vehicle Quality 110%/130%
Hardware Mechanical: Mechanical Engineer 98%,
Automotive Mechanics 98%, Locksmith 98%, Robot/Bioware
Mechanics 98%, Sensory Equipment 98%, Basic Electronics 98%,
Pilot: Race Car 98%, and Pilot: Robot & Power Armor 98%.
Criminal Program: Streetwise 75%, Pick Locks 95%,
Find Contraband 81%, Computer Hacking 85%, and Prowl 90%.
Learned Skills: Biology 90%, Chemistry 98%, and
Pathology 90%.
Secondary Skills: Hand to Hand: Basic, Research
98%, Law (general) 85%, Radio: Basic 98%, Computer
Programming 90%, General Repair/Maintenance 98%, Jury-Rig 95%,
Pilot Airplane 98%, W.P. Handgun, Land Navigation 86%, Pilot Truck
98%, Business & Finance 85%,Astronomy & Navigation 65%,
History 95%/75%, Writing (Technical & Creative) 45% , and
Housekeeping 55%.
Money: Prior to joining in the Olympian Club, Daedalus had over
$11 million dollars hidden away in secret account and $450,000 in cash
at his secret headquarters. This most was lost after his arrest, however
since joining the Club he’s accumulated around $95,000 most of which he
continues to spend on his research.
Weapons: On occasion, he will use a second suit that resembles
the one his son uses.
9mm Model 92 Double Action Beretta, Range: 164
feet (50 m), Damage: 3D6, Feed: 15 round detachable box mag, Rate
of Fire: Single shot or Semi-Automatic.
Equipment & Vehicles: Daedalus is responsible for maintaining the
Club fleet of vehicles. Presently the fleet has one of the following: A
Fiat 6605 medium artillery tractor, Two Hummers, One EMB-110
Bandeirante aircraft, One PA-46310P Malibu Mrage, One Isuzu Impulse
Turbo (his), and a 97 Chevy Astro Van. All the vehicles are housed in a
warehouse protected and patrolled the One Hundred Handed.


Last edited by Reagren Wright on Fri Jun 29, 2007 5:14 pm, edited 2 times in total.

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Unread postPosted: Fri Jun 29, 2007 5:00 pm
  

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Joined: Sun Feb 10, 2002 2:01 am
Posts: 3088
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
Real Name: Ignatious Vasilakis
Occupation: Criminal and Terrorist
Alignment: Aberrant
Power Category: Super Invention/Ordinary Joe
Experience Level: 5th
Hit Points: 35 S.D.C.: 47
P.P.E.: 8
Appearance: A black-haired, clean-shaven young man with
brown eyes, a natural athlete.
Attributes: I.Q. 12, M.E. 13, M.A. 9, P.S. 19, P.P. 14, P.E. 16,
Spd 28, P.B. 12
Age: 25, Sex: Male, Height: 5 foot and 8 inches
(1.76 m), Weight: 151 lbs (63.45 kg)
Super Inventions:
The Icarus Battle Suit/Power Armor. A.R. 13, S.D.C.
440. Energy Weapon Extensions, Winged Flight (Synthetic), Solar-
Powered, and Energy Expulsion: Light at 6th level. Repairs to the suit are
time consuming.
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, and +2 to pull
punch.
Saving Throws: +4% to save vs. coma/death and +1 to save
vs. magic & poison.
Combat Skills: Punch 1D4, Power Blow 2D4 (2), Elbow/Forearm
1D6, Knee 1D6, Kick 2D4, and all Holds.
Educational Background: Street Skills with some tutoring by his father.
Common Skills: Speak Greek 96%, Speak English 96%,
and Pilot: Automobile 75%.
Street Skills: Streetwise 54%, Prowl 55%, W.P. Handgun, Find Contraband 51%, I.D. Undercover Agents 55%, Tailing
60%, Housekeeping 60%, Wardrobe & Grooming 70%, General
Repair/Maintenance 65%, Photography 60%, Body Building & Weightlifting,
Athlete, Running, Physical Labor, and Hand to Hand: Basic,
Secondary Skills: Literacy: English 45%, Mathematics:
Basic 87%, Basic Electronics 55%, Basic Mechanics 65%, Jury-Rig
50%, Radio: Basic 75%, W.P. Sword, Land Navigation 56%, Pilot:
Robot & Power Armor 71%, Pilot: Airplane 70%, Literacy: Greek 55%,
and Astronomy & Navigation 45%.
Money: Prior to joining in the Olympian Club, Ignatious stole
over $450,000, most of which he kept under a mattress. His secret
stash was lost after his arrest, however since joining the Club he’s
accumulated around $135,000 most of which he spends on luxury
items. He also throws money around to impress girls attending
Copernicus University.
Weapons: Besides his power suit, he always carries a handgun.
9mm Model 92 Double Action Beretta, Range: 164 feet
(50 m), Damage: 3D6, Feed: 15 round detachable box mag, Rate of
Fire: Single shot or Semi-Automatic.
Equipment & Vehicles: Ignatious assist his father with the up keep
of the Club’s vehicles. When given the chance he will take out
the airplanes or his father’s car to try to impress college girls.


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Unread postPosted: Fri Jun 29, 2007 5:11 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
MR. DIS

The being known as Mr. Dis likes to keep his secrets. He doesn’t
speak much, and when he does say anything it about when is the next
job and how much will he get paid. He is very much a loner, the whole
idea of working with a team doesn’t suit him at all, however he’s found
out that working with others provide the benefit of someone to watch
his back. He’s not to found about giving any percentage of his
money toward the Club or Zeus. Hercules and Zeus meet him in a
dark ally in the Dreadzone known as the Grinder. The only reason
he joined them in the first place was for protection against some
of the “hero” types who didn’t like his method of taking out the scum
of the city.

The truth is Mr. Dis is an alien known as a Manarr. He arrived on
Earth because of the manner in which he choose to operate, his
people considered him a traitor to their society. Mr. Dis became
an outcast, although it doesn’t bother him one bit. Earth allows him
to be free of the stigmas that other alien civilizations associate with
the Manarr. However, his methods are still judged by those against
his violent brand of justice and methods. The other Club members
don’t try to push camaraderie on to him, nor do they invite him to
do anything with them. He simply there and operates as a team
member. He enjoys the benefits of working with the Club even though
he doesn’t do anything to help it other then give over his share.
Zeus and Hercules have thought about expelling him, but it
seems whenever the topic comes up, a situation develops where
he proves his merit. The question they ask themselves is if a
situation comes up like the one that caused Zeus and Hercules to flee
from the alterative dimension in the first place, will Mr. Dis fight
alongside them or will he turn tail and run? The answers to this
question will ultimate decide his future with the club.

Real Name: Unknown, he won’t tell
Occupation: Freelance Mercenary and Enforcer
Alignment: Very Anarchist
Power Category: Alien (Humanoid/Manarr)
Experience Level: 12th
Hit Points: 70 S.D.C.: 142
P.P.E.: 26
Appearance: He wears the infamous Manarr grim reaper armor,
yet his shadow powers conceal him in darkness. He almost never
ventures out in the day, and if he ever does, he stays in the shadows.
None of his teammates has ever seen him out of his armor. Ignatius
is convinced he’s not even human, but a robot.
Attributes: I.Q. 13, M.E. 10, M.A. 4, P.S. 17/24 in armor, P.P. 21,
P.E. 18, Spd. 460 mph (740.6 km/h) or 920 mph (1481.2 km/h) in
armor, P.B. 12 (never seen)
Age: 40, Sex: Male, Height: 8 foot, 1 inch (2.43 m),
Weight: 350 (157.5 kg)
Originating Alien Environment: Low Gravity
Natural Abilities: He is fearless and resistant to super powers
like Divine Aura.
Major Super Abilities: Shadow Manipulation
Minor Super Abilities: Shadow Cloak and Extraordinary Speed
Combat Training: Martial Arts
Attacks per Melee: 7 (2 initial + 4 from Hand to Hand +1 from speed)
Combat Bonuses: +11 to initiative, +7 to strike, +12 to parry,
+15 to dodge/+18 with antigravity disc, +5 to auto dodge/+8 from
antigravity disc, +16 to damage/+23 in armor, +12 to roll with
punch/fall, +5 to pull punch, and +2 to disarm.
Saving Throws: Impervious to shadow powers, +8 to save vs.
Horror Factor, +2 to save vs. mind control and mild altering drugs,
+6% to save vs. coma/death & +2 to save vs. magic/poison.
Combat Skills: Punch 1D4, Power Punch 2D4 (2), Elbow/Forearm
1D6, Knee 1D6, Kick 2D4, Snap Kick 1D6, Round House 3D6,
Crescent Kick 2D4+2, Tripping/Leghook (cannot be paired, must
dodge or knockdown), Body Flip/Throw 1D6 plus P.S. damage bonus
(lose initiative and 1 attack/action), Jump Kick 6D6, Flying Jump Kick
4D6, all Holds, Paired Weapons, Leap Attack, Knockout on an
unmodified roll of 20, Critical strike on an unmodified roll of 18-20.
Educational Background: Military Specialist (Some Familiarity with Earth)
Common Skills: Read-Write/Speak Native Tongue
98%/98%, Read/Write/Speak Thimerian Code 98%, Mathematics:
Basic 98%, Pilot: Military Spacecraft: Small 98%, Pilot: Personal Anti-
Gravity Transportation 98%, and Read/Write/Speak English,
Spanish, Chinese, and Russian 98%
Special Program: Intelligence 95%, Detect Ambush
98%, Tracking (people) 98%, Interrogation 98%, Wilderness Survival
98%, Military Etiquette 98%, NBC Warfare 98%, Camouflage 95%,
Find Contraband & Illegal Weapons 89%, Recognize Weapon Quality
98%, Acrobatics, Gymnastics, Climb 98%/98%, Prowl 98%, Hand to
Hand: Martial Arts, W.P. Pole arm, W.P. Targeting, W.P. Energy Rifle,
and W.P. Sword.
Secondary Skills: Radio: Basic 98%, Athlete, Swimming
98%, Running, Pilot: Motorcycle 98%, Streetwise 68%, Law 85%, Body
Build & Weightlifting, Land Navigation 64%, Pick Locks 50%,
Concealment 36%, Photography 40%, and W.P. Grappling Hook.
Money: He has $24,000 in precious metal/stones. On board his ship
in a secret compartment he has 100,000 credits. Since arriving on
Earth he is slowly being introduced to the concept of Earth money.
Presently he has $1100.
Weapons:
Energy Scythe, Damage: 6D6+4, Energy Blast,
Range: 100 feet (30.5 m), Damage: 6D6, Payload: 8 blasts (take 1
hour to recharge 1 blast), Rate of Fire: Single shot, Stun Blaster,
Range: 135 feet (41 m), Damage: Saving throw (14 use P.E. bonus
only), or victim is stunned, reduce Spd and number of attacks per
melee by half, -8 to strike, parry, and dodge for 1D4+1 melee rounds,
multiple blasts will extend the duration, not increase penalties,
Payload: 12 blasts (take 30 minutes to recharge one), Rate of Fire:
Single shot, W.P. Bonus: +5 to strike & parry, +3 to throw. The
energy blast and stun blaster is +6 to strike with aimed shots.
Energy throwing discs, Range: 120 feet (36.5 m),
Damage: 2D6 and 1-80% of knocking off feet if weigh less then 500 lbs
(225 kg), those knocked down lose initiative and 1 melee attack/action,
Bonus: +4 to strike. Critical strike on an unmodified roll of 19-20
Vibro Sabre (made by Fabricators Inc), Damage: 5D6.
W.P. Bonus: +5 to strike, +4 to parry, and +3 to throw.
Armor:
Grim Reaper Armor, a light exoskeleton, A.R.: 19,
S.D.C.: 160, Increase P.S. to 24, Doubles his speed to Mach 1.39, Leap
12 feet (3.6 m) high or 18 feet (5.5 m) long, limited flight via
detachable jetpack (50 mph/80 km or hover stationary), max
altitude 1000 feet/305 m, long range radio (150 miles/240 km),
enhanced optics, see infrared/ultraviolet, (600 feet/183 m),
built in language translator, full environmental body armor
with independent oxygen supply, air purification and circulation
system, internal cooling and most features of EBA. Eye Lasers,
Range: 200 feet (61 m), Damage: 1D6 from one eye, 2D6 from
both, Payload: Unlimited.
Equipment & Vehicles:
Antigravity Disk (voice activated/worn on the back),
Range: Unlimited, Speed: 90 mph (144 km), Unlimited altitude, A.R.: 5
and S.D.C.: 40. Bonus: +3 to dodge.


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 Post subject:
Unread postPosted: Fri Jun 29, 2007 5:23 pm
  

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Posts: 3088
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
CIRCE the Sorceress

Antonia was born in an alternative dimension where Earth is populated
by elves instead of humans. Magic was the dominate form of
technology and everyone learned it to a varying degree. Antonia
was making great strides in her education hoping to graduate to
the level of sorceress (the equivalent of a B.A.). Her final exam
required her to open a dimensional portal, enter the new realm,
and retrieve an artifact of significance. Antonia found a book detailing
the existence of an Earth populated by a race of beings called
humans. Deciding this particular dimension to be her final project,
Antonia went downtown to a local park and used a ley line nexus
(equal to that of Rifts Earth) to create a portal. She arrived in
Century Park in Century Station. Rather quickly, she found herself
surrounded by men and boys in the park in order to talk to her
(namely because she was dressed in a scantly clad outfit). This
led to her immediate arrest by CSPD. Having no I.D. or any
sort, they considered her some kind of alien. Before long, she
found herself quarantined by Project Secure. At first, Antonia
decided to exchange information with the “humans” so she agreed
to be analyzed and interrogated, if she could likewise do the same.
After three months, she decided she had enough and used her
magical knowledge to break free of the holding facility. She arrived
back at Century Park only to realize there wasn’t a ley line nexus
here, in fact the entire city radiated virtually nothing in regard to
mystical energy. Until she could find an ample source, she was
trapped her. When Project Secure and CSPD forces arrived,
Antonia willingly surrendered.

A few weeks later, Antonia joined Project Secures Alien Acclimation
Program. After a year, she completed the program and meet up with
Brian Martin (aka Washington), who happened to be a true wizard.
She spent time with him learning about the supernatural aspects of
this Earth compared to her own. In time, Brian told her about his
Apoplectic vision as he hoped she might be able to shed some light
on it. Antonia knew nothing. She also told him how she missed her
own world and wanted nothing more then ever then to be with her
own people. Having developed feelings for her, Brian at first refused
then agreed. Her took her to a place in up state New York were he
knew a ley line nexus existed with his help she created a
dimensional portal back to her own world, then without warning
Brian and tossed him in. She closed the portal and disappeared.

Antonia spent the last eight years traveling the world, which
she decided to call home since her magical knowledge gives her
a decisive edge over everyone else. Everywhere she goes she
causes mischief and anarchy, in the hope of having a good time.
She is hoping to avoid being caught by Brian (who did manage to escape
her dimension) and his team mates of Lock Down Alpha, as well as
all the other Lock Down teams of Project Secure. So far, she’s managed
to avoid capture. Deciding she might need some friends to watch
her back, Antonia decided to accept the offer made to her by Zeus
and Hercules in Century Station to join the Olympian Club, even
though there was a good chance of her running into Project Secure
operatives, or more importantly Brian Martin.

Real Name: Antonia Tertia
Occupation: A Global Trouble Maker
Alignment: Unprincipled
Power Category: Immortal (Inhuman Immortal)
Experience Level: 14th
Hit Points: 110 S.D.C.: 48
P.P.E.: 412
Appearance: Her droopy eyes are the color of blueberries and
her shoulder-length, curly, fine, golden hair. She has a very feminine
figure with elf features. Her uniform is white and green in even
proportions, looks like a fusion of a French maid’s uniform and
an Amazonian warrior’s armor, and has an oddly soothing radiance
emanating from it.
Attributes: I.Q. 20, M.E. 12, M.A. 17, P.S. 15, P.P. 28, P.E. 22, Spd. 30, P.B. 23
Age: 65, Sex: Female, Height: 6 foot and 1 inch
(1.86 m), Weight: 157 lbs (70.6 kg)
Unusual Characteristics: Exquisite beauty (with a mischievous grin),
pointed ears, and delicate, slender fingers.
Special Abilities: Astral Projection, Familiar Link (Perseus her Black
Cat), Sense Enchantment, Sense Supernatural Evil, and Sense Magic.
Magic Spells: Decipher Magic, See Aura, See the Invisible, Fear,
Chameleon, Armor of Ithan, Invisibility: Simple, Carpet of
Adhesion, Firebolt, Fool’s Gold, Seal, Charm, Escape, Mystic Shield,
Heal Self, Love Charm, Second Sight, Curse: Phobia, Teleport,
Metamorphosis: Superior, Summon Fog, Summon & Control
Animals, Create Magic Scroll, Amulet, Time Hole, Summon
& Control Storm, Sanctum, Talisman, Restoration, Dimensional
Portal, Id Barrier, Teleport Superior, Globe of Daylight,
Darkness, Breathe without Air, Charismatic Aura, Horrific Illusion,
Reduce Self, Invisibility: Superior, Sickness, Havoc, Dimensional
Pocket, Banishment, Wink-Out, Call Lightning, and Weightlessness.
Note: Circe can function just like a wizard, and is able to learn
or acquire new
spells.
Combat Training: Basic
Attacks per Melee: 6 (2 initial + 4 from Hand to Hand)
Combat Bonuses: +3 to initiative, +9 to strike, +11 to
parry, +11 to dodge, +4 to damage, +5 to roll with punch/fall, +5
to pull punch, +1 to disarm, and +4 to spell strength (16 or higher
to save).
Saving Throws: +14% to save vs. coma/death, +8 to save
vs. magic, +1 to save vs. possession, +4 to save vs. poison &
disease, and +2 to save vs. Horror Factor.
Combat Skills: Punch 1D4, Power Blow 2D4 (2), Elbow/Forearm
1D6, Knee 1D6, Kick 2D4, Body Flip/Throw 1D6 plus P.S. damage
bonus (lose initiative and 1 attack/action), All Holds, Critical strike
on an unmodified roll of 19-20, and Critical strike or knockout from behind.
Natural Abilities: Nightvision 90 feet (27.4 m), see in total
darkness.
Other Bonuses: +6% to all skills and 65% charm/impress.
Educational Background: General Studies and has studied
Earth extensively.
Common Skills: Read-Write/Speak Elf/Dragon
98%/98%, Spell Translation 42%, Lore: Demon & Monster 98%,
Lore: Geomancy 98%, Chemistry 98%, Holistic Medicine 98%/96%,
Mathematics: Basic 98%, Read/Write/Speak English, Spanish,
French, Latin, Chinese, Hindi, Russian, and Arabic 98%.
Special Skills: Wardrobe & Grooming 98%, Singing
98%, Anthropology 98%, Archeology 98%, Astronomy & Navigation
98%, Botany 98%, Art (Sculpture) 98%, History 98%, Research
98%, Philosophy 98%, Appraise Antiques 98%, and Gemology
98%.
Secondary Skills: Hand to Hand: Basic, Seduction
85%, Identify Plants & Fruit 98%, Prowl 98%, Swimming 98%, W.P.
Staff, Cook 98%, Running, Athlete, Streetwise 62%, Pick Locks 71%,
Law (General) 61%, Land Navigation 54%, and Performance 46%.
Money: She has secured over 360,000 U.S. dollars, 80,000 Euro
dollars, and $215,000 in stolen/tradeable goods. Since joining the
club, she accumulated over $175,000, which she considers her
spending money
Weapons: None, although she has made a number of amulets
and talismans over the years.
Equipment & Vehicles. She relies on whatever the Club owns,
likes teleporting.


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