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Unread postPosted: Sat Mar 20, 2004 3:57 pm
  

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

Real Name: Ivan Johannsen
Aliases: Stephen Lundstrum, Kevin Reed, the Living Glacier, Glaciator
Group Affiliation: None
Occupation: Professional Criminal

Alignment: Miscreant
Power Category: Mega-Mutant
Experience Level: 6th
Hit Points: 62 S.D.C.: 96 (Plus 635 SDC and Natural AR: 14 in ice form)*
P.P.E.: 24
Attributes: IQ 15, ME 11, MA 7, PS 23*, PP 12, PE 24, PB 11, Spd 17*
Age: 22 Sex: Male Height: 6ft 6in.* Weight: 235 lbs. (470 lbs in Ice Form)*
Horror Factor (Optional): 12 in ice form.*
* Note: These stats change when he uses his growth power; see below.

Insanity: Extremely Antisocial. Sees other people as whimpering, trecherous scum.

Unusual Physical Characteristics/Side Effects: No body hair at all. Unstable Powers - Grows in Power with Experience and Age
Mega Powers: Tremendous SDC
Major Super Abilities: APS - Ice, Growth
Minor Super Abilities: Energy Expulsion - Cold, Energy Expulsion - Icy Mist, Healing Factor.

Power Note: All powers (except for Healing Factor) only usable in his APS-Ice form.

Natural Abilities: Enhanced Healing - 2x faster; Healing Factor - 6 SDC /10 min and 2 HP/15 min (no scarring). Superhealing - instantly regenerate 4D6 HP twice per day. Recovers from physically debilitating magic spells, disease, etc, twice as fast (1/2 duration). Immune to Fatigue. Impervious to Cold. Resistant to Fire/Heat - 1/2 damage. Resistant to Poisons/Toxins - 1/4 effects. All senses 50% more accute. Can estimate temperature within 1D4 degrees. Exceptional Balance on Ice - can skate or slide at 2x running speed. Considered a Supernatural Being.

Natural Abilities in Ice Form: In addition to the abilities above; Supernatural Strength. Is extremely resistant to many forms of attack (Normal PS - no damage. Extaordinary PS/Superhuman PS/Melee Weapons/Projectile Weapons over AR - 1/2 damage. Falls/Explosions - Half damage. Supernatural Strength/Armor Peircing bullets - full damage. Impervious to Lasers). SDC from Ice Form regenerates at a rate of 4D6 per 10 minutes.

Growth Abilities: Can increase height by a maximum of 48ft. At max height, he weighs 240,640 lbs (or 120 tons). Add 30 SDC, and 1 PS per every additional foot of height. Add 1 to Spd per additional 2ft of height. Add 1 to horror factor per 6ft of additional height.

Weakness: Must transform into his Ice form in order to actively use his powers. Some passive aspects are still present in his "human" form.

Combat Training: Hand to Hand: Expert
Attacks: 6
Combat Bonuses: +2 Initiative, +2 Strike, +5 Automatic Parry, +5 Dodge, +4 Roll with Punch/Fall/Impact, +4 Pull Punch, +8 Damage, +0 Disarm.

Bonuses/Penalties from Growth: -2 to dodge when over 10ft, -4 over 20ft, -6 over 30ft, etc. +1 to damage per additional foot of height.

Saving Throws: +3 vs Psionics, +2 vs Possession and Horror Factor, +36% vs coma/death, +9 vs Magic, +8 vs disease/poison/pain.

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

Hand to Hand Damage - Human Form:
Full Strength Punch - 1D4+8. Power Punch (2A) - 2D4+8. Body Block/Tackle - 1D4+8 + knockdown. Karate Kick - 2D4+8, Axe Kick - 2D6+8, Wheel Kick - 2D6+8. Crush/Squeeze - 1D4+8

Hand to Hand Damage - APS Ice - Normal Height:
Restrained Punch - 2D4+8. Full Strength Punch - 3D6+8. Power Punch (2A) - 6D6+8. Body Block/Tackle - 3D6+8 + knockdown. Karate Kick - 6D6+8, Axe Kick - 6D8+8, Wheel Kick - 6D8+8. Crush/Squeeze - 3D6+8.

Hand to Hand Damage - APS Ice - Full Growth Height:
Restrained Punch - 5D6+56. Full Strength Punch - 2D4x10+56. Power Punch (2A) - 3D6x10+56. Body Block/Tackle - 2D4x10+56 + knockdown. Karate Kick - 4D4x10+56, Axe Kick - 4D6x10+56, Wheel Kick - 4D6x10+56. Crush/Squeeze - 2D4x10+56.

Ice Shards: 240ft, 2D6 to 6D6 damage.

Ice Mace: Likes to create a spiked mace out of pure ice. Genrally adds +2D6 damage to hand to hand damage.

Energy Expulsion - Cold: 450ft, 8D6 damage (or 1D4x10+8 ).

Energy Expulsion - Icy Mist: 15/18ft radius. 3D6 per 5 seconds of exposure.

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

Secondary Skills: WP Blunt, Language - English (Native is Scandanavian), Cook, Forgery, Detect Ambush, Body Building, Swimming, Navigation, Safecracking, Demolitions, Chemistry, Computer Operation.

Money: Has over 1 million hidden in an ice vault he keeps in his current lair. He has several hundred thousand dollars stashed in his safehouses across North America (Pittsburgh, Detroit, Cleveland, Minneapolis, Buffalo, Windsor, Toronto, and possibly other places as well).

Weapons, Vehicles and Other Equipment:
Besides his costume, he generally needs no equipment.

If he needs a vehicle, he will either buy an old clunker or steal a newer car.

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

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


Last edited by Cardiac on Sun Jun 26, 2005 11:26 am, edited 1 time in total.

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Unread postPosted: Sat Mar 20, 2004 11:45 pm
  

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

Real Name: Unknown; beleived to be Sean O'Donnel
Aliases: He has dozens, but the most common are Sean O'Donnel, Patrick Donald, Johnny Parks, Petrov Stolinski, and Black Scorpion.
Group Affiliation: None
Occupation: International Spy and Bounty Hunter

Alignment: Anarchist with leanings toward evil.
Power Category: Mutant
Experience Level: 9th
Hit Points: 54 S.D.C.: 70
P.P.E.: 26
Attributes: IQ 13, ME 18, MA 19, PS 21, PP 20, PE 15, PB 23, Spd 31
Age: 23 Sex: Male Height: 6ft. Weight: 160lbs.

Unusual Physical Characteristics/Side Effects: Ambidexterous, Double-Jointed, Angelc/Beautiful Face, Small Retractable Claws (2D4)
Major Super Abilities: Chameleon
Minor Super Abilities: Energy Expulsion - Light, Enhanced Leaping, Heightened Sense of Awareness.

Natural Abilities: Can leap 210ft horizontally, 105ft vertically, and can fall 420ft without taking damage if he lands on his feet. Usually cannot be surprised. Can change appearance to blend into background - camouflaging himself (See Chameleon). Can stick to surfaces and can climb even sheer vertical surfaces (see Adhesion). Can hold his breath for up to 10 minutes. Can feign death by lowering his body temperature and respiration rate. Naturally stealthy; Prowl 98%. Natural Climb Skill 98%. Can Radiate Light - equal to 275 watts.

Combat Training: Hand to Hand: Martial Arts
Attacks: 8
Combat Bonuses: +4 Initiative, +5 Strike, +10 Automatic Parry, +9 Dodge, +3 Automatic Dodge, +11 Roll with Punch/Fall/Impact, +3 Pull Punch, +6 Damage, +4 Disarm.
Saving Throws: +2 vs psionics/insanity/possession, +4 vs Horror Factor, 55% Trust/Intimidate, 65% Charm/Impress.
Other Combat Info: Auto knockout/stun - 20. Holds (all). Critical Strike - 18 to 20. Entangle. Paired Weapons.

Hand to Hand Damage:
Karate Punch - 2D4+6. Claw Slash - 2D4+6. Power Punch (2A) - 4D4+6. Body Block/Tackle - 1D4+6 + knockdown. Karate Kick - 2D4+6+1D6, Snap Kick - 2D6+6, Roundhouse Kick - 4D6+6, Tripping Leg Hook, Backward Sweep. Jump Kick - 7D6+6. Flying Jump Kick - 5D6+6. Leap Attack (x2 damage with attack).

Energy Expulsion - Light (his "sting"): 600ft, 11D6 (or 1D6x10+6) or Blinding Flash.

Education Level and Skills: Military Specialist/Spy
Espionage Program: Hand to Hand Martial Arts, Detect Ambush, Intelligence, Wilderness Survival, Sniper, Interrogation.
Espionage Program: Escape Artist, Forgery, Impersonation, Pick Pockets.
Basic Military Program: Running, Military Ettiquette, Radio-Basic, WP Rifle
WP Modern: Auto Pistol, Submachinegun, Revolver.
Communications Program: Basic Electronics, Radio-Scrambler, TV/Video, Surveillance Systems.

Secondary Skills: Cryptography, Read Sensory Equipment, Acrobatics, Athletics, Boxing, Swimming, Pilot Helicopter, Computer Operation, Locksmith, Languages - Russian, Spanish.

Money: Is independently wealthy - total assets estimated to be roughly 50 million and owns estates in Ireland, Spain and Northern California. frequently employed by Fabricators Inc as well as by various world governments.

Weapons: Typically none - likes to rely on powers. But may use weapons if the situation calls for it (a scilenced, flash-suppressed pistol is not as flashy as his light powers).

Vehicles and Other Equipment:
Has access to a wide array of espionage gear, including surveillance equipment, lock-picking equipment, forgery tools, etc.

He also has access to (buys or steals) almost any vehicle he needs, but is quite fond of a small one-man helicopter he commissioned from Fabricator's Inc. (See stats below). He uses this only in certain circumstances (has to get to or from a remote location or if it's the easiest way to get where he's going).

His costume is also special as well; and experimental prototype from Fabricators Inc.

Black Scorpion's Costume
Padded, insulated costume covered with a lightweight flexi-steel mesh.
AR 14. SDC 100.
Damage from large impacts and heat/cold/electricity are halved.
Optics equal to an Optics Band built in (p343 HU 2nd ed.).
Numerous concealed pockets for hiding lock picks, pen lights, utility lasers and other small tools.
Weight - 10 lbs. No Prowl Penalty.

One-Man Gyrocopter
Resembles little more than a seat with motor, rotors and stabilizing tail. Painted black to make it difficult to see at night.
AR 8. SDC 160.
Max Speed: 180 mph. Max Altitude: 8,000 ft. Max Range: 400 miles.
Combat Bonuses: +4 to dodge.
Special Features: Night Sight Camera/Monitor, Radio Locator, Fuel Efficiency Modification, Micro-Radar, Fabricator's "Whisper Silent" Noise Reduction modification, Fabricator's Engine Heat Dampening (low IR signature) modification, Fabricator's FV-220 Smoke Screen Dispenser.

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

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


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Unread postPosted: Mon Mar 22, 2004 10:16 pm
  

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Megaversal® Ambassador Coordinator

Joined: Mon Feb 19, 2001 2:01 am
Posts: 1189
Location: Utah
Cardiac,
Where are you puting the VU2 characters? The reason why is I'd like to put them into a place on my site.

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


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Unread postPosted: Mon Mar 22, 2004 11:56 pm
  

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Joined: Fri Dec 27, 2002 2:01 am
Posts: 436
Location: Newfie-land
Zenvis wrote:
Cardiac,
Where are you puting the VU2 characters? The reason why is I'd like to put them into a place on my site.


Well, I should have my website up soon - that's where they're going to be posted. I just have to find the time to put the finishing touches on it.

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

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


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Unread postPosted: Thu Mar 25, 2004 12:16 am
  

D-Bee

Joined: Tue Oct 03, 2000 1:01 am
Posts: 9
Location: Provo, UT
Im suprised that I didnt see this before. Finish it! I would love to see them all be done.

_________________
Imagination creates worlds without number.
Build a man a fire, and he'll be warm for a day. Set a man on fire, and he'll be warm for the rest of his life.

"In order to succeed you must fail, so that you know what not to do the next time."

Anthony J. D'Angelo


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Unread postPosted: Fri Mar 26, 2004 3:00 pm
  

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

Real Name: Frank Ott
Aliases: Otto Franton, The Aggressor
Group Affiliation: Partner to Onslaught the Unstoppable
Occupation: Professional Criminal, Terrorist, Freelance Hitman/Troubleshooter (literally), Mercenary

Alignment: Miscreant
Power Category: Hardware - Weapons
Experience Level: 7th
Hit Points: 48 S.D.C.: 59
P.P.E.: 10
Attributes: IQ 12, ME 16, MA 8, PS 20, PP 10, PE 21, PB 8, Spd 25
Reputation & Horror Factor (Special): 11
Age: 30 Sex: Male Height: 5ft 10 in Weight: 165 lbs.

Combat Training: Hand to Hand: Expert
Attacks: 5 physical (6 attacks with a modern weapon/gun)

Combat Bonuses: +2 Initiative, +2 Strike, +4 Automatic Parry, +4 Dodge, +3 Roll with Punch/Fall/Impact, +5 damage, +2 Pull Punch, +0 Disarm (+3 on a called shot with a gun)

Saving Throws: +1 vs psionics/insanity/possession, +5 vs horror factor, +12% vs coma/death, +3 vs magic/poison/pain/disease.

Other Combat Info: Called knockout/stun - 20. Holds (all). Critical Strike - 18 to 20. Entangle. Paired Weapons.

Hand to Hand Damage: Punch - 1D4+5. Elbow - 1D6+5, Power Punch (2a) - 2D4+5, Body Block/Tackle - 1D4+5 + knockdown. Karate Kick - 2D4+5, Roundhouse Kick - 3D6+5, Snap Kick - 1D6+5.

Education Level and Skills:
Special Hardware Training + Military

Special Harware Skills: Make and Modify Weapons, Recognize Weapon Quality by sight, Recognize Weapon Quality by personal examination, Gunfighter Paired Weapons, Quick-Draw Initiative, WP Sharpshooting

Weapon Skills: Basic Mechanics, Demolitions, Demolitions - Disposal, Find Contraband, Sniper, WP - Revolver, Auto Pistol, Auto/Semi-Auto Rifle, Bolt Action Rifle, Energy Rifle, Energy Pistol, Submachinegun, Knife, Blunt.

Basic Military Program: Running, Climbing, Military Ettiquette, Radio-Basic, WP Heavy Weapons.
Communications Program: Radio-Scrambler, T.V. Video, Optic Systems, Surveillance Systems, Read Sensory Equipment.
Electrical Program: Electrical Engineer, Computer Operation, Computer Repair, Robot Electronics.

Secondary Skills: Hand to Hand Expert, Detect Ambush, Wilderness Survival, Body Building, Athletics, Swimming, Scuba, Pilot Jet Pack, Pilot Helicopter, Navigation, Chemistry, WP Heavy Energy Weapons.


Money: Tends to live an extravagant lifestyle, but still has over half-a-million dollars saved.

Weapons, Vehicles and Other Equipment: If he needs a wepaon, he can get his hands on it (or just create it outright).

Uses a variety of conventional vehicles (has a large cargo van when he and onslaught need to get somewhere).

Aggressor's Combat Armor
Weight: 120 lbs. The armor is Black with Red trim.
Armor Protection: Modified Triton Industries Class 4 hard suit - AR 19, SDC 310.
Equipment:
Built-In Fanning Recoil Diminishing Exo-Skeleton (FRDE): +4 to PS, +10 to Spd, doubles leaping distance, almost completely negates the effects of the suit's weight, halves normal rate of fatigue. Provides combat bonuses (see below).
Customized WS-12MC Jet Pack (Fabricators Inc): Whisper silent, mentally controlled, heat dampening/IR signature reducing tech. Max Speed: 350 mph. 5,000ft max altitude. 1 hour maximum flight per fuel pellet (can hold 2 pellets). SDC of Jet Pack: 150.
Environmental Systems: Insulated from radiation and hot and cold environments (temperature-controlled). Air filters. Independent oxygen suppy (2 hours).
Built-In Radio Transceiver and Radio Signal Locator in helmet.
Optics Systems built into helmet: Polarized/Light Sensitive filters, Nightvision 2000ft, IR/Thermo-Imager 2000ft, Telescopic - 2 miles. Laser Rangefinder, Laser Targeting.
Weapon Systems:
1) Shoulder-Mounted Mini-Missile Launchers - Payload: 8 missiles each. RoF: one from each per attack. All of the Aggressor's mini-missiles are custom-made, and inflict double damage (double blast radius as well). However, he can use standard types as well as the following 2 types he designed himself:
Tear Gas Missile: As per a smoke missile but releases tear gas instead.
Concussion Missile: 1D6 force damage (plus knockdown) and releases a huge booming sound and shock waves that shatter glass and temporarily deafens and dazes it's victim. The target cannot hear for 2D4 melees, lose 1 attack per melee, and see the psi power Bio-Manipulation - Deafness for additional penalties while they are deafened.
2) Wrist Shuriken Ejectors: Range: 200ft. Payload: 8 shurikens per wrist device. Rate of Fire Single shot but the Aggressor can fire them both at the same or different targets.
Normal Shuriken: 1D6+2 damage (could be coated with a toxin)
Explosive Shuriken: 4D6 damage to the target only.
Tracer Shuriken: 1D4 damage - transmits radio signal for 4 days.
3) Retractable Boot Knives - add 2D4 damage to a kick attack.
4) Hand Stunners: The suit's gloves contain electrical contacts that allow him to stun people he touches. Useful while held or grappled. Effects identical to a stun gun/blaster, but range is touch and they are a bit more powerful - inflicts 1D4 damage.
5) Mace/Pepper Spray in Helmet: Range: 4 to 6ft. Most often used to surprise an opponent and while grappled. Helmet holds 2 charges.
Combat Bonuses: these bonuses are added to his regular bonuses while the armor is worn; Laser Targeting adds +3 to all attacks with ranged weapons. The exoskeleton adds +2 to strike with bursts. +1 to strike while firing wild. +4 to hand to hand damage. The jet pack adds +1 initiative, +1 strike, +3 parry and dodge while flying.



Aggressor's Multi-Rifle: An "over-and-under" combo.
The "over" is a Heavy Pulse Laser Rifle (2,000ft, 4D6 single shot, 1D6x10+10 per 3-shot pulse, RoF: Single shot or pulse fire, Payload: connected to armor power pack - 150 blasts - recharges by itself in 12 hours, or 1 hour if connected to a power source).
The "under" is interchangable, and can include one of the following;
Mini-Missile Launcher: Payload - four - can use his own custom missles or standard ones. RoF: single shot.
Shotgun: 120ft, Payload - 10 shots. RoF: single shot. Damages: 4D6 buckshot, 5D6 regular slugs, 6D6 armor peircing slugs (-4 to target AR), 7D6 explosive slugs, flechette rounds; 7D6 to "soft" targets, 1D6 to "hard" targets.
Heavy Ion Blaster: 200ft, 5D6 damage, RoF: Semi-Auto, 30 blasts per E-cell).


Dual Calico Machine Pistols: Range: 150ft, RoF: Fully Automatic. Payload: 100 rounds each. Recoil Diminishers added (+1 to burst fire). Damage varies according to ammo:
Standard Rounds: 3D6 damage.
Armor Peircing: 4D6 damage, -4 to target's AR rating.
Glaser Rounds: 5D6 vs "soft" targets, 1D6 vs "hard" targets.


Hand Grenades (6) - usually carries 6 grenades of various types (lethal and non-lethal).


Vibro-Knife: 2D6 damage + damage bonus.

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

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


Last edited by Cardiac on Fri Mar 26, 2004 8:53 pm, edited 3 times in total.

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Unread postPosted: Fri Mar 26, 2004 4:23 pm
  

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

Real Name: Gerald Knoff Jr.
Aliases: Onslaught the Unstoppable
Group Affiliation: Partnered with the Aggressor
Occupation: Professional Criminal, Mercenary.

Alignment: Aberrant
Power Category: Experiment
Experience Level: 5th
Hit Points: 286 S.D.C.: 756 Natural AR: 10
P.P.E.: 34
Attributes: IQ 5, ME 11, MA 7, PS 96, PP 24, PE 36, PB 8, Spd 44
Age: 20 Sex: Male Height: 12 ft. Weight: 920 lbs.

Unusual Physical Characteristics/Side Effects: Increased Mass and Chemical Resistance.
Major Super Abilities: Invulnerability, Supernatural Strength
Minor Super Abilities: Extraordinary PP, Extraordinary PE, Giant.

Natural Abilities: Supernatural Strength. Immune to most forms of attack (Disease and Radiation have half effect, Poisins/Toxins have 1/4 effect, and cannot kill the character. Supernatural Strength does half damage. Magic and Psionics have full effect). SDC of body regenerates at a rate of 4D6 per 10 minutes. Can hold his breath and survive without sustenance for 4 times longer than normal. Effectively Immune to Fatigue.

Combat Training: Hand to Hand: Basic
Attacks: 7
Combat Bonuses: +1 Initiative, +6 Strike, +10 Automatic Parry, +5 Dodge, +4 Automatic Dodge, +5 Roll with Punch/Fall/Impact, +6 Pull Punch, +87 Damage, + Disarm.

Saving Throws: +56% vs coma/death, +8 vs magic/disease/pain, +13 vs poisons/toxins, +10 vs Magic Potions/Poisons.

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

Hand to Hand Damage: Restrained Punch - 5D6+87, Full Strength Punch - 2D4x10+87. Power Punch (2A) - 3D6x10+87. Body Block/Tackle - 2D4x10+87. Crush/Squeeze - 2D4x10+87. Snap Kick - 2D6x10+87.

Education Level and Skills: No Formal Education
Basic Skills: Read and Write English, Basic Math, Language - French (cannot read or write), Cook, Sing.

Secondary Skills: Hand to Hand Basic, WP Blunt, Land Navigation, Wilderness Survival, General Athletics, Swimming, Climbing, Running, Body Building, Boxing, Wrestling, Radio-Basic.

Money: Doesn't really need any - he lets the Aggressor handle all of his expenses. He'd probably blow it all on candy, toys and games anyway.

Weapons, Vehicles, Other Equipment:

The Aggressor has a large cargo van he uses to transport Onslaught inconspicuously.

As for weapons - aside from the occasional tree, lamp post, city bus, or hurled car, he really doesn't need any.

The Aggressor did, however, commission Fabricators Inc. to fashion a giant-sized suit armor for him (Red with Black trim). This is to make him "look more imposing", and also to further protect him against the things that can actually harm him.

Onslaught's Body Armor
Weight: 140 lbs.
AR: 16 SDC: 400.
Features: Made of Flexi-Steel - partially deflects energy attacks (half damage). Radio Transceiver in helmet. Radio locator beacon (so the Aggressor can find him should he get lost).

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

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


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Unread postPosted: Fri Mar 26, 2004 11:01 pm
  

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

Real Name: Wayne Wyler
Aliases: Mike Wilder, Wild Man, Besieger
Group Affiliation: None
Occupation: Professional Mercenary and Criminal Enforcer.

Alignment: Aberrant
Power Category: Physical Training (Focus on Strength & Endurance)
Experience Level: 8th
Hit Points: 98 S.D.C.: 210
P.P.E.: 31
Attributes: IQ 9, ME 10, MA 16, PS 35, PP 20, PE 27, PB 12, Spd 32
Age: 27 Sex: Male Height: 6ft 5in Weight: 234 lbs.

Insanity: Frenzy - triggered by intense frustration. Bonuses from frenzy: +1 attack, +30 SDC, +1D6 damage to all attacks, +1 to strike/parry/dodge/roll with impact, Spd increases to 42 (+30%). Frenzy lasts up to 27 melees.

Natural Abilites: Character fatigues at one-half the normal rate. Force of Will (can function until HP go below -60). Chi Focus - power punches and power kicks are considered magical attacks.

Combat Training: Special - Aggressive and Deadly Combat
Attacks: 8

Combat Bonuses: +5 Initiative, +6 Strike, +8 Automatic Parry, +6 Dodge, +9 Roll with Punch/Fall/Impact, +6 Pull Punch, +20 damage, +4 Disarm.

Saving Throws: 40% Trust/Intimidate, +44% vs coma/death, +8 vs disease/toxin/pain, +6 vs Magic.

Other Combat Info: Paired Weapons, Entangle, Holds (All), Back Flip, Critical Strike 18-20, Auto KO on natural 20, Pin/Incapacitate 18-20.

Hand to Hand Damage: Karate Punch - 2D4+20. Power Punch (2A) - 4D4+20. Body Block/Tackle - 1D4+20 + knockdown. Crush/Squeeze - 1D4+20 . Karate Kick - 2D6+20. Power Kick (2A) - 4D6+20. Snap Kick - 1D6+20. Roundhouse Kick - 3D6+20. Axe Kick - 2D6+20. Crescent Kick - 2D4+22. Backward Sweep - knockdown. Tripping Leg Hook - knockdown. Body Throw/Flip - 2D6+20 + knockdown.

Education Level and Skills: High School Graduate
Special Physical Skills: Athletics, Body Building, Running, Gymnastics, Acrobatics, Wrestling.
Special Espionage/Rogue Skills: Escape Artist, Detect Ambush, Pick Pockets, Detect Concealment.

Professional Theif Program: Locksmith, Prowl, Climbing, Surveillance Systems.

Secondary Skills: Swimming, Computer Operation, Pilot Motorcycle, Radio-Basic, First Aid, Basic Electronics, Pilot Water Scooter, Concealment, WPs - Sword, Knife, Chain, Blunt, Targeting, Archery.

Money: In addition to the remains of his earnings as a professional fighter, he is doing fairly well as a criminal; has saved a few hundred thousand dollars in between his wild lifestyle and love of gambling on sports.

Weapons, Vehicles and Other Equipment:

Regular Arsenal: Typically carries a Katana (authentic - 3D6 damage), 2 Nunchaku (2D4 damage, +1 to disarm), a Manriki-Kusari (2D4 damage), a Kusari-Gama (2D6 blade, 2D4 chain, +2 disarm), 12 Shuriken (on his chest and arms - 1D6 damage), 2 daggers balanced for throwing (1D6 damage, one on each leg), and a bag of Tetsubishi (Ninja Caltrops).

Compound Bow (can add strength bonus to arrow damage) and mixed quiver of 30 normal and specialty arrows;
Regular Arrows: 2D6 damage
Silver-Tipped Arrows: 2D6 damage (just because you never know...)
Armor Peircing Arrows: 3D6 damage (-4 to target's AC).
Explosive Arrows: 4D6 damage.
Canister Arrows: Tip is actually a container that collapses on impact - 1D4 damage plus releases whatever was inside (smoke, tear gas, liquid, etc. - gasses spread 10ft around target, while liquids generally only splash the target).

Motorcycle: Loves driving a slightly souped-up Heavy Motorcycle - top speed is 250 mph. Has a Fuel Efficiency Modification, Armored Tires, Smoke Screen and Vehicle Caltrop system installed.

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

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


Last edited by Cardiac on Sat Mar 27, 2004 1:07 am, edited 1 time in total.

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Unread postPosted: Sat Mar 27, 2004 1:06 am
  

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The Cremator

Real Name: Edward Pontek
Aliases: The Cremator
Group Affiliation: None
Occupation: Vagabond, Arsonist, Serial Killer

Alignment: Diabolic
Power Category: Mutant
Experience Level: 8th
Hit Points: 55 S.D.C.: 70
P.P.E.: 29
Attributes: IQ 13, ME 8, MA 14, PS 21, PP 18, PE 15, PB 7, Spd 26
Age: 25 Sex: Male Height: 6ft. Weight: 240 lbs.
Horror Factor (Optional): 14

Insanities: Pyromaniac - has an obsession with starting fires. Psychopath - obsessed with killing people and collecting their skeletons. Phobia - afraid of large bodies of water.

Unusual Physical Characteristics/Side Effects: Stocky, exceptionally broad. Continuous Mutation.
Major Super Abilities: Control Elemental Force - Fire, Super Energy Expulsion - Fire.
Minor Super Abilities: Energy Expulsion - Flame Ring, Heightened Sense of Smell, Horror Factor.

Natural Abilities: Superhuman Strength. Invulnerable to Fire/Heat (even magic ones) and the effects of smoke. Takes half damage from all other types of energy. Can make eyes or hands glow like a torch - equal to 60 watts of light. Can absorb large amounts of energy and channel it to fire energy blasts (but in doing so harms himself). Can make his fire blasts ricochet off of solid objects. Can accurately sense air temperature within 1D6 degrees, as well as the temperatures of hot items. Enhanced Olfactory Sense (Recognize Specific Odors - 98%, Recognize chemicals by scent - 82%, Recognize inividual being by scent alone - 74%, Track by scent 64%). Difficult to surprise him as he is likely to smell you before you even see him (especially if you are up-wind - 100ft to 300ft range).

Power Note - Flame Ring: While the flame ring is up, projectiles, bullets and thrown objects are destroyed if they enter the flaming ring, but energy attacks, psionics and magic are unimpeded. However, outside attackers aiming at targets within the ring are -4 to hit - the flames partially obscure them.

Combat Training: Hand to Hand: Basic
Attacks: 5
Combat Bonuses: +2 Initiative, +3 Strike, +5 Automatic Parry, +6 Dodge, +3 Roll with Punch/Fall/Impact, +2 Pull Punch, +8 Damage, +1 Disarm.

Saving Throws: +9 vs Horror Factor.

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

Hand to Hand Damage: Restrained Punch - 1D4+8, Full Strength Punch - 2D4+8. Power Punch (2A) - 4D4+8. Body Block/Tackle - 2D4+8 + knockdown. Karate Kick - 4D4+8. Body Throw/Flip - 2D6 + knockdown

CEF Fire Blast - 180ft, 4D6+16 damage
CEF Flame Wall - 60ft, 4D6 damage + combustion.

SEE Fire Blast - 760ft, 11D6 damage (or 1D6x10+6).
SEE Super Fire Blast - 760ft, 1D6x10+8D6+30 damage (or 2D6x10+40).
SEE Aura Effect - 10ft radius, 8D6 damage (or 1D4x10+8 )

EE Flame Ring - up to 22ft area, 5D6 damage + combustion.

Education Level and Skills: 4 years of college
Medical Investidation Program: Criminal Scinces/Forensics, Biology, Chemistry, Pathology, Advanced Math.
Science Program: Computer Operation, Chemistry, Chemistry - Analytical, Botany, Anthropology, Archaology.
Physical: HtoH Basic, Body Building, Athletics, Running

Secondary Skills: Cook, Detect Ambush, Detect Concealment, Interrogation, Wilderness Survival, Paramedic, Prowl, Land Navigation, Art, General Repair/Maintenance, Hunting, Skin & Prepare Animal Hides, Preserve Food, WP Knife.

Money: Has little need for money - sledom has more than one thousand dollars on him - ususally has just enough to eke out a meager existence. If he needs anything he just steals it.

Weapons, Vehicles, Other Equipment:

Weapons: Usually none - relies on his powers. But he is pretty good with a knife if it comes down to it.

Vehicle and Equipment: Steals whatever he needs. However, the Dark Tribunal has recently given him a small personal force field projector out of appreciation of his "handiwork":

Force Field Projector (equal to SuperSoldier Equipment):
SDC: 120. Natural AR 14.
Regenrates 10 SDC per hour.

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

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


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Unread postPosted: Sat Mar 27, 2004 2:59 am
  

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Note: I gave this guy a couple of extra "Sensory" minor powers to help compensate to his two equivalent Mega-weaknesses.

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

Eclipse

Real Name: Jefferson Skoric
Aliases: Jerry Moon, Samuel Goldwyn, and Eclipse
Group Affiliation: None
Occupation: Professional Cat Burglar and Theif

Alignment: Miscreant
Power Category: Experiment
Experience Level: 5th
Hit Points: 41 S.D.C.: 58
P.P.E.: 17
Attributes: IQ 21, ME 20, MA 11, PS 11, PP 20, PE 18, PB 9, Spd 19
Age: 28 Sex: Male Height: 5ft. 11in Weight: 190 lbs.

Unusual Physical Characteristics/Side Effects: Pale bluish-white skin.
Major Super Abilities: Darkness Control
Minor Super Abilities: Radar, Heightened Sense of Hearing, Ultra-Hearing, Heightened Sense of Touch, Heightened Sense of Balance.

Natural Abilities: Nightvision - 600ft in normal darkness, 30ft in his own unnatural darkness. Can create areas of darkness and meld with existing shadow/darkness. Enhanced Hearing (can hear a light whisper at 150ft or a normal conversatio at 360ft, Estimate distance of sound 85%, estimate speed and direction of approach 75%, recognize voice pr sound 65%, imitate voice 55%). Ultra-Hearing - 350ft (can hear into the subsonic and ultrasonic ranges of sound, estimating source of sub/ultra sound 85%), Enhanced Touch (recognize slight differences in texture 80%, identify materials my touch alone 70%, notice minute changes in temperature 70%). Natural Radar Sense - 900ft (Interpret Shapes 75%, Estimate Distance 80%, Estimate Direction 80%, Estimate Speed 60%, Estimate Exact Location 70%). Suffers no penalies while blinded. Never gets dizzy or disoriented from movement.

Weaknesses: Near-Sighted, Vulnerable to Light (as per the mega-achilles heels).

Combat Training: Hand to Hand: Expert
Attacks: 6
Combat Bonuses: +13 Initiative, +7 Strike, +9 Automatic Parry, +11 Dodge, +8 Roll with Punch/Fall/Impact, +2 Pull Punch, +0 Damage, +0 Disarm.

Other Bonuses: +1 to strike on an aimed or called shot with a weapon. Can fire an Aimed shot, Called Shot or Burst while moving, driving a vehicle, standing on his head, etc, with no penalty. +5 on any Maintain Balance rolls.

Saving Throws: +3 vs psionics/insanity/possession/horror factor, +6% vs coma/death, +2 vs magic/toxin/pain/disease.

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

Hand to Hand Damage: Punch - 1D4, Power Punch (2A) - 2D4. Body Block/Tackle - 1D4 + knockdown. Karate Kick - 2D4. Tripping Leg Hook - knockdown. Backward Sweep - knockdown.

Education Level and Skills: Master's Degree
Science Program: Computer Operation, Advanced Math, Chemistry, Chemistry - Analytical, Botany, Biology.
Medical Researcher Program: Pathology, Research, Criminal Science/Forensics, Paramedic.
Physical Program: HtoH Expert, Gymnastics, Acrobatics
Professional Theif Program: Locksmith, Prowl, Climbing, Surveillance Systems.

Secondary Skills: Optic Systems, Basic Electronics, Detect Concealment, Escape Artist, Forgery, Pick Pockets, Body Building, Safecracking, Pilot Helicopter, Computer Programing, Computer Hacking, WP Auto Pistol.

Money: A high-roller who loved to gamble, he spends money as quickly as he gets it, but always seem to have a fair amount of money; usually around #100,000.

Weapons, Vehicles, Other Equipment:

Vehicles: Steals whatever he needs (loves luxury and sports cars).

Equipment: most commonly used equipment:

Contact Lenses (to correct his near-sightedness)
Polarized/Light-Filtering Goggles - with built-in IR/UV (100ft) and Magnifying optics (2ft - to the 300th power).
Grapnell Launcher: fires a grappling hook up to 100ft away. Attached is a bundle of fine high-tensile stregth line (600ft worth) fed from a spool on the launcher. Fired by compressed air and scilenced.
High-Quality Lock-Picking tools
Small High-Quality Electronics Tool Kit.
Concealed Armor: AR 10, SDC 50, Weight 12 lbs.

Weapons: Generally would prefer not to use any, but has been known to use the following;

FW-135 Neural Stun Dart Pistol
Range: 300ft, Payload: 10 darts, RoF: single shot.
Laser Sighted (+1 to strike) and virtually silent.
Can fire either the Neural Disrupting Darts or the Green Mamba Venom Darts.

Glock 18 Auto Pistol
Range: 165ft, Damage: 3D6, RoF: Semi-Auto, Payload: 33 round mag.
Laser Sighted (+1 to strike), Scilencer/Flash Supressor.

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

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


Last edited by Cardiac on Wed Mar 31, 2004 9:49 pm, edited 1 time in total.

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Unread postPosted: Sat Mar 27, 2004 4:15 pm
  

Explorer

Joined: Sat Sep 30, 2000 1:01 am
Posts: 154
Cardiac, what can I say? These conversions are just about perfect. Aggressor and Onslaught are one of my favorite duos and now I can use them again.

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


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Unread postPosted: Sun Mar 28, 2004 12:33 am
  

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Joined: Thu Dec 18, 2003 10:29 pm
Posts: 7
Location: Out of my mind and loving it...
Some notes and questions:
Golden Rod- might as well remove Anti-Magic Cloud from her description, since with 180 PPE she's never going to be able to actually use it.
Bellicose- A raging psychotic beast, I would give him SUpernatural PS, if not make him an outright Mega.
Cremator-Why superhuman PS?
Usurper- I'm real biased, I love his concept but why not a Mega, his armor is way under power armor standards and with his brains and resources, he could easily produce a MUCH more powerful one, so why not bump him to Mega, where he darn well belongs, he took over a frikkin' country for gosh sakes!
Rhinok- Where is he, you heathen slacker!?


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Unread postPosted: Sun Mar 28, 2004 1:03 am
  

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cubist wrote:
Some notes and questions:
Golden Rod- might as well remove Anti-Magic Cloud from her description, since with 180 PPE she's never going to be able to actually use it.


Sure she can use it - the spell only costs 140. However, the only time she would use it is if she was facing other magically-powered heroes. That still leaves her with 40 PPE and full access to her Rod's other abilities while her magical opponents are powerless - she could have a decisive advantage.

Quote:
Bellicose- A raging psychotic beast, I would give him SUpernatural PS, if not make him an outright Mega.


Nah - I never got the feeling that he was of "mega" status. Besides - he's really powerful as is, but still not powerful enough to easily take out Voltaic (whom he hates and fears to some degree). Also, from his description, he is more af a cold-blooded calculating killer. He might not be the smartest cookie in the jar but he knows his own limitations and is exceedingly good at his job - which requires more patience and guile that a "raging beast" has to offer.

Quote:
Cremator-Why superhuman PS?

It's a side effect from his "Stocky/Exceptionally Broad" mutation (page 160 HU 2nd ed).

Quote:
Usurper- I'm real biased, I love his concept but why not a Mega, his armor is way under power armor standards and with his brains and resources, he could easily produce a MUCH more powerful one, so why not bump him to Mega, where he darn well belongs, he took over a frikkin' country for gosh sakes!


Well, I DID bump up his power armor. Plus, he is actually 2 character classes; he is an Experiment (with full powers) AND he has a suit of PA with a Robot category budget. The combination of classes effectively makes him a mega. Considering you have to do over 2500 points of damage to kill him, and you still don't think he's powerful enough?!?! :?

Besides, if he DOES ever meet his match.....well, that's what his army of super-soldiers, armored vehicles, combat robots, hired mercenaries and paid super-assassins are for isn't it? :D

Quote:
Rhinok- Where is he, you heathen slacker!?


Patience young grasshopper. :P

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

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


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Unread postPosted: Sun Mar 28, 2004 12:59 pm
  

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First yeah Rhinok cool character there.

Second I always thought of Onslaut as being mega, but looking how you made him he is just about there anyway

Third thanks for taking the time and making these great conversions for us.

Aegis :)

_________________
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"I think you've got the solution Aegis."- Sentinel

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Unread postPosted: Sun Mar 28, 2004 1:15 pm
  

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Aegis wrote:
First yeah Rhinok cool character there.

Second I always thought of Onslaut as being mega, but looking how you made him he is just about there anyway

Third thanks for taking the time and making these great conversions for us.

Aegis :)


Hmmm......well, I am toying with the idea of goin all out and making Onslaught mega......I guess he would live up to his name of "the Unstoppable" then wouldn't he. I mean, as is, some of the more powerful characters from CS/GI might be able to take him......hmmm......must think about it.

As is - what does eveyone else think? Make Onslaught mega? Yay or Nay?

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

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


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Unread postPosted: Sun Mar 28, 2004 1:17 pm
  

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Make him mega, sure, with his mental slowness that would sure make an interesting villian. From rampaging to the lack of being a mastermind. I think it would work.

Aegis, giving his opinion twice

_________________
"WHAT!!, Yout went over my Helmet!!". --Dark Helmet

"I think you've got the solution Aegis."- Sentinel

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Unread postPosted: Wed Mar 31, 2004 11:13 pm
  

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Earthmover

Real Name: Peter Bloink
Aliases: Earthmover
Group Affiliation: Partnered with Verdant
Occupation: Professional Criminal, Terrorist

Alignment: Miscreant
Power Category: Mutant
Experience Level: 9th
Hit Points: 56 S.D.C.: 102 (Plus 600 SDC and Natural AR: 16 in stone form)
P.P.E.: 22
Attributes: IQ 9, ME 18, MA 9, PS 28/50, PP 9, PE 18, PB 10, Spd 26/13
Age: 23 Sex: Male Height: 6ft 8in. Weight: 295 lbs. (885 lbs in Stone Form)
Horror Factor (Optional): 13 in stone form.

Insanity: Frenzy - Triggered by intense anger.

Unusual Physical Characteristics/Side Effects: Stocky/Unusually Broad
Major Super Abilities: APS - Stone, CEF - Earth.
Minor Super Abilities: None.

Natural Abilities: Superhuman Strength. Fatigues at Half the normal rate. Can recognize most types of natural stone and minerals and their properties - 96%.

Natural Abilities in Stone Form: In addition to the abilities above; Strength Increases, Speed Decreases. Is extremely resistant to many forms of attack (Normal PS/Melee Weapons/Projectile Weapons - no damage. Extraordinary PS/Superhuman PS under AR - 1/4 damage. Supernatural PS/Armor Peircing Projectiles/Explosives/Energy Attacks under AR - half damage. Impervious to Cold). SDC from Stone Form regenerates at a rate of 4D6 per 10 minutes. Can endure underwater pressure of up to 800ft. Immune to the effects of a vacuum. Can hold his breath for twice as long. Radiates no heat (unless actively heated).

Combat Training: Hand to Hand: Expert
Attacks: 7
Combat Bonuses: +2 Initiative, +2 Strike, +6 Automatic Parry, +6 Dodge, +5 Roll with Punch/Fall/Impact, +2 Pull Punch, +13/+35 Damage, +2 Disarm.

Saving Throws: +2 vs Psionics/Insanity/Possession/Horror Factor, +6% vs coma/death, +2 vs Magic/disease/poison/pain.

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

Hand to Hand Damage - Human Form:
Restrained Punch - 1D4+13. Full Strength Punch - 2D4+13. Power Punch (2A) - 3D6+13. Body Block/Tackle - 2D4+13 + knockdown. Karate Kick - 4D4+13, Wheel Kick - 4D6+13, Roundhouse Kick - 6D6+13. Crush/Squeeze - 2D4+13. Body Throw/Flip - 2D6+13 + knockdown.

Hand to Hand Damage - APS Stone:
Restrained Punch - 2D4+35. Full Strength Punch - 3D6+35. Power Punch (2A) - 6D6+35. Body Block/Tackle - 3D6+35 + knockdown. Karate Kick - 6D6+35, Wheel Kick - 6D8+35, Roundhouse Kick - 1D6x10+45. Crush/Squeeze - 3D6+35. Body Throw/Flip - 3D8+35.

Hurl Earth: 190ft, 1D6 to 2D4x10 damage.

Education Level and Skills: High School Grad
Technical Program: Computer Operation, General Repair/Maintenance, Art, Photography.
Physical Program: Boxing, Wrestling, Hand to Hand Expert.

Secondary Skills: Cook, Body Building, Athletics, Prowl, Radio-Basic, Fishing, Wilderness Survival, Climbing, Swimming, Running, Pilot Motorcycle, Pilot Race Car, Streetwise, Land Navigation, ID Plants, WP Blunt.

Money: Little - tends to spend money at an incredible pace - usually has no more than 4D6 x 1,000 at any one time (in between big scores).

Weapons, Vehicles and Other Equipment:
Besides his costume, he generally needs no equipment.

Also, he generally need no weapons, aside from a large hurled boulder or other loose object.

He loves fast cars - steals them on a regular basis.

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

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


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Unread postPosted: Thu Apr 01, 2004 5:31 pm
  

Explorer

Joined: Sat Sep 30, 2000 1:01 am
Posts: 154
I think Onslaught is fine as he is.

Good to see Earthmover back.

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


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Unread postPosted: Thu Apr 01, 2004 5:59 pm
  

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Hero

Joined: Sun Nov 17, 2002 2:01 am
Posts: 1363
Location: Out of sight, Out of Mind
Comment: Greatest Rune Gardenweasel
Cardiac wrote:
As is - what does eveyone else think? Make Onslaught mega? Yay or Nay?
Nay.


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Unread postPosted: Fri Apr 02, 2004 12:25 am
  

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OLD ONE

Joined: Fri Nov 03, 2000 2:01 am
Posts: 7695
Location: Indianapolis
Comment: PROUDLY Not a member of the "Cabal of 24"
yay

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Megaversal Ambassador Coordinator
Palladium Books 2015 Robotech RPG Tactics Tournament Rules


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Unread postPosted: Fri Apr 02, 2004 3:10 pm
  

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Location: Newfie-land
Verdant

Real Name: Skyth-Xirkoth
Aliases: Verdant
Race: Korsyth
Group Affiliation: Partnered with Earthmover
Occupation: Professional Criminal and Terrorist on both his homeworld and Earth. Would-be world-conqueror.

Alignment: Diabolic
Power Category: Alien (Racial Powers)
Species: Humanoid Plant/Vegetable
Experience Level: 10th
Hit Points: 66 S.D.C.: 280 Natural AR: 10 (plus 180 SDC and +2 to AR when spines are extended).
P.P.E.: 31
Attributes: IQ 19, ME 17, MA 8, PS 18, PP 19, PE 21, PB 13, Spd 36
Age: 212 Sex: Androgenous Height: 5ft 4in. Weight: 146 lbs.
Horror Factor (Optional): 13

Insanity: Megalomaniac, Botanical Supremacist

Native Environment: High Gravity
Major Super Abilities: Plant Control
Minor Super Abilities: Supervision - IR & UV, Impervious to Fire/Heat, Quills & Spines (180 - regrow at a rate of 2D6+20 per day).

Natural Abilities: Extraordinary Strength. Resistant to Pain (half as sensitive). Heals twice as fast as normal (regenerate limbs within 3D4x10 days). Sensor invisibility - indistinguishable from normal plants without a thourogh examination, does not generate heat. Impervious to most chemicals designed to hurt or affect animal life. Impervious to Fire/Heat (including magical fire). Feeds on solar energy and water (must have 56 hours of sunlight a week). Soft Armor. Heightened Senses of Plants (Sense Wind Direction 88%, Sense Time of Day/Direction 98%, Sense Ambient Temperature 90%, Sense Underground Water 60%, Feel Vibrations, Ultrasonic Hearing). Can see into the IR and UV range (nightvision 300ft). Recognize and ID Plants: 95%.

Can generate 1D6x10 seeds every 6 months. The seeds will grow a strange (alien) plant. After four years the plant will grow a large pod. One year later, a full grown Korsyth emerges ready to learn and live as an intelligent creature (initial alignment is anarchist but can change depending on its education and experiences).

Weaknesses: -5 to save vs defoliating chemicals (3D6 damage per "average" dose). Intense cold will eventually kill the creature (double effects of exposure, but not damage from cold blasts and the like). A total absence of light will kill the creature within 6D6 days.

Combat Training: Hand to Hand: Basic
Attacks: 6
Combat Bonuses: +4 Initiative, +3 Strike, +4 Automatic Parry, +5 Dodge, +4 Roll with Punch/Fall/Impact, +4 Pull Punch, +5 Damage, +1 Disarm.

Saving Throws: +1 vs Psionics/Insanity/Possession/Horror Factor, +12% vs coma/death, +3 vs Magic/disease/poison, +6 vs pain.

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

Hand to Hand Damage:
Punch - 2D4+5. Power Punch (2A) - 4D4+5. Body Block/Tackle - 2D4+5 + knockdown. Snap Kick - 2D6+5. Body Throw/Flip - 2D6+5 + knockdown.

Spine Defense: When spines are extended, anyone grappling the character taked 3D6 damage and physical strikes under the AR inflict 1D6 damage to the attacker (hits a spine instead).

Spine Daggers: +1D6 to punch damage (2D4+1D6+5) melee, 1D6+ PS bonus (1D6+5) thrown

Spine/Claw Slash: 3D6 + PS bonus (3D6+5)

Launch Spines: 130ft, 1D6 single spine, 3D6 for a burst of four, 6D6 for a burst of eight.

Education Level and Skills: Technical Scientist Program (Professional)
Program Skills: Computer Operation, Basic Electronics, Research, Laser Communications, Xeno-Biology, Read Sensory Equipment, Math - Advanced, Navigation, Radio - Sattelite, Xeno-Botany.
Professional Skills: Chemistry, Chemistry-Analytical, Astrophysics, Astronomy, Radio-Basic, Surveillance Systems, General Repair/Maintenance, Computer Programming, Wilderness Survival, Basic Mechanics, Computer Repair, WP Knife, WP Energy Pistol.

Secondary Skills: Language - English (native language is Korsyth), Pilot - Personal Anti-Grav, Radio-Scrambler, Cryptography, Intelligence, Camouflage, Prowl, Hand to Hand - Basic, Climbing, Navigation - Space, Computer Hacking, WP Auto-Pistol.

Money: Generally saves his money to fund his eventual bid for world domination - has several million saved in secure locations.

Weapons, Vehicles and Other Equipment:
Has an alien Heavy Laser Pistol (5D6 damage - from AU) and Vibro-Dagger (2D6+3 damage - from AU). Both look semi-organic - more like they are grown rather than manufactured.

Has an anti-grav ring (looks mechanical/manufactured). Flight Speed of 100mph.

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

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


Last edited by Cardiac on Sat Apr 03, 2004 1:59 am, edited 1 time in total.

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Unread postPosted: Fri Apr 02, 2004 11:57 pm
  

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Note: I really changed his powers around primarily because APS-Electricity, IMHO, blows.

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

Electrocutioner

Real Name: Jimmy Kaatz
Aliases: Felix Winger, Walter Smith, Electrocutioner
Group Affiliation: None
Occupation: Professional Criminal (usually high-stakes theft as in banks and casinos)

Alignment: Miscreant
Power Category: Mutant
Experience Level: 6th
Hit Points: 49 S.D.C.: 98
P.P.E.: 36
Attributes: IQ 8, ME 8, MA 4, PS 21, PP 22, PE 18, PB 13, Spd 14
Age: 24 Sex: Male Height: 5ft 9in. Weight: 185 lbs.

Unusual Physical Characteristics/Side Effects: Unstable Powers - Grows in Power.
Major Super Abilities: Super Energy Expulsion - Electricity.
Minor Super Abilities: Healing Factor, Conduct Electricity, Flight-Energy.

Natural Abilities: Can fly at speeds of up to 280 mph (leaving an 8ft trail of crackling electricity behind him). Enhanced Healing - 3 SDC/10 min & 1 HP/15 min. Superhealing - instantly regenerate 4D6 HP twice per day. No scarring when healed. Immune to Fatigue. Poison/Toxins have 1/3 effects. Immune to damage from Electrical Attacks (even magic electricity). Takes 1/4 damage from fire/heat. Takes half damage from all other types of energy. Takes 1/2 damage from cold. Can make eyes or hands glow like a torch - equal to 60 watts of light. Can absorb large amounts of energy and channel it to fire energy blasts (but in doing so harms himself). Can make his electrical blasts ricochet off of solid objects. Can conduct electricity between objects he touches. Can stop nearby electrical devices. Can parry, block and redirect electrical attacks. Can sense electricity and pinpoint it's exact location: 80%. Automatic Basic Electronics Skill (+20%).

Combat Training: Hand to Hand: Martial Arts
Attacks: 6

Combat Bonuses: +2 Initiative, +6 Strike, +10 Automatic Parry, +10 Dodge, +5 Roll with Punch/Fall/Impact, +3 Pull Punch, +6 Damage, +2 Disarm.

Additional Bonuses while Flying: +1 attack. +1 strike and parry. +2 to dodge flying under 80 mph, +4 flying at or over 80 mph.

Saving Throws: +3 vs Psionics, +26% vs coma/death, +5 vs Magic/disease/poison/pain.

Other Combat Info: Auto knockout/stun - 20. Holds (all). Critical Strike - 18 to 20. Entangle.

Hand to Hand Damage:
Karate Punch - 2D4+6. Power Punch (2A) - 4D4+6. Body Block/Tackle - 1D4+6 + knockdown. Karate Kick - 2D4+6, Wheel Kick - 2D6+6, Crecent Kick - 2D6+8. Snap Kick - 1D6+6. Trip/Leg Hook - knockdown. Jump Kick - 6D6+6. Flying Jump Kick - 4D6+6.

SEE - Electricity Expulsion: 720ft, 9D6 damage (or 1D10x5+5).
SEE - Super Blast: 720ft, 1D6x10+6D6+30 damage (or 2D4x10+40).
SEE - Aura Blast: 10ft radius, 6D6 damage.

CE - Lightning Redirection: 760ft, 11D6 damage (or 2D6x5+5)

Education Level and Skills: High School Grad
Criminal Program: Streetwise, Pick Locks, Prowl, Safecracking, Pick Pockets.
Physical Program: Boxing, Hand to Hand Martial Arts.

Secondary Skills: WP Revolver, WP Auto Pistol, WP Knife, Auto Mechanics, Radio-Basic, Surveillance Systems, Computer Operation, Athletics, Body Building, Climbing, Pilot Motorcycle, Navigation, Detect Concealment, Interrogation,

Money: Has several million dollars hidden away in various major cities straight from the two mob-owned casinos he recently raided (he should have way more but he really enjoys spending his misbegotten gains).

Weapons, Vehicles and Other Equipment:
Besides his costume, he generally needs no equipment.

Also, he generally prefers to use his powers, but is certainly not adverse to using a handgun (likes high-caliber revolvers and auto-pistols with great stopping power).

As for vehicles - buys, rents or steals what he needs.

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

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


Last edited by Cardiac on Sat Apr 03, 2004 12:46 pm, edited 1 time in total.

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Unread postPosted: Sat Apr 03, 2004 1:57 am
  

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Joined: Fri Dec 27, 2002 2:01 am
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Location: Newfie-land
Evil-Eye

Real Name: Zoi Zymot
Aliases: Evil Eye
Race: Zylik
Group Affiliation: None
Occupation: Ruiner of Wrorlds - Manipulator and Megalomaniac. Fugitive from the Toogarth Empire.

Alignment: Diabolic
Power Category: Alien (Racial Powers - Natural Psionics)
Species: Humanoid
Experience Level: 10th
Hit Points: 62 S.D.C.: 74
P.P.E.: 6
I.S.P.: 230
Attributes: IQ 17, ME 25, MA 21, PS 13, PP 19, PE 17, PB 6, Spd 12
Age: 74 (av. lifespan 220) Sex: Male Height: 7ft 5in. Weight: 328 lbs.
Horror Factor (Optional): 12

Insanity: Megalomaniac

Native Environment: Low Gravity
Healing Psionics: Bio-Regeneration, Deaden Pain, Induce Sleep, Mask ISP & Psionics, Psychic Diagnosis, Psychic Purifcation, Psychic Surgery, Supress Fear, Attack Disease, Lust for Life.
Physical Psionics: Alter Aura, Deaden Senses, Death Trance, Ectoplasmic Disguise, Nightvision, Impervious to Cold, Impervious to Fire, Impervious to Poison/Toxin, Float, Ectoplasm.
Senstive Psionics: Sixth Sense, Mind Block, Empathy, Telepathy, See Aura, Object Read, See the Invisible, Presence Sence, Astral Projection, Precognition.
Super Psionics: Empathic Tranmission, Hypnotic Suggestion, Insert Memory, Mental Illusion, Mentally Possess Others, Mind Wipe, Steal Memory.
Special: All Zylik have 2 extra Super Psi-powers - one in each hand-eye. In this case, the powers are Bio-Manipulation (right hand) and Mind Bolt (left hand).

Natural Abilities: Needs only a 10 or higher to save vs psionics.

Combat Training: Hand to Hand: Martial Arts
Attacks: 6
Combat Bonuses: +3 Initiative, +4 Strike, +6 Automatic Parry, +6 Dodge, +4 Roll with Punch/Fall/Impact, +3 Pull Punch, +0 Damage, +4 Disarm.

Saving Throws: +5 vs Psionics/Possession/Horror Factor, +8 vs Insanity, 65% Trust/Intimidate, +5% vs coma/death, +1 vs Magic/disease/poison, +6 vs pain.

Other Combat Info: Called knockout/stun - 20. Holds (all). Critical Strike - 18 to 20. Entangle. Paired Weapons.

Hand to Hand Damage:
Karate Punch - 2D4. Power Punch (2A) - 4D4. Body Block/Tackle - 1D4 + knockdown. Karate Kick - 2D4, Snap Kick - 1D6, Crecent Kick - 2D6+2, Wheel Kick 2D6, Roundhouse Kick - 3D6. Body Throw/Flip - 1D6 + knockdown. Jump Kick - 6D6. Flying Jump Kick - 4D6. Leap Attack (x2 damage).

Education Level and Skills: Special Operative Program (Professional)
Program Skills: Intelligence, Prowl, Escape Artist, Disguise, Interrogation, Law, Pilot - Small Military Spacecraft, WP Sword, WP Energy Rifle, Hand To Hand Martial Arts, Zero Gravity Combat - Basic.
Professional Skills: Impersonation, Forgery, Detect Concealment, Electronic Warfare, Military Etiquette, Radio-Basic, Radio-Scrambler, Cryptography, Running, Swimming, Athletics, WP Energy Pistol, WP Shield.

Secondary Skills: Language - English, Toogarth (native language is Zylick), Pilot - Personal Anti-Grav, Radio-Laser, Read Sensory Equipment, Advanced Math, Lore-Alien, Anthropology - Alien, Computer Operation, Pilot Automobile, WP Auto-Pistol.

Money: Generally doesn't need any; either steals what he needs or "convinces" others to buy what he needs for him.

Weapons, Vehicles and Other Equipment:
Alien Ion Blaster (5D6 damage). Will use any weapon if necessary, but prefers to use his psionic powers to avoid direct combat.

Body Armor
AR: 17, SDC: 300
Weight: 10lbs.
Features:
Laser Resistant Coating (ignore the first 20 points of laser damage per attack - the rest does half damage).
Cold and Heat Insulation (half damage).
Commlink/Radio - with scrambling capabilities (on left arm).
Antigrav Disk attached to back (160 mph, max weight allowance 1000 lbs)

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

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


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Unread postPosted: Sat Apr 03, 2004 2:13 pm
  

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Joined: Fri Dec 27, 2002 2:01 am
Posts: 436
Location: Newfie-land
And next I present Palladium's crossdressing anti-hero extraordinaire...

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

Facade

Real Name: Jack Nogano
Aliases: Jackie Spalding, Jill Sanlenboch, Mary Rose, Jack Otemo, Mark Silver, Henry Gilbert, Facade.
Group Affiliation: None
Occupation: Professional Theif, Extortionist (but only targets the "haves" of society - the rich, the powerful, the corporate. The "little people" are left untouched). A regular Robin Hood.

Alignment: Aberrant
Power Category: Mutant
Experience Level: 7th
Hit Points: 50 S.D.C.: 141
P.P.E.: 33
Attributes: IQ 15, ME 18, MA 19, PS 17, PP 14, PE 18, PB 10, Spd 14/528
Age: 27 Sex: Female (actually a male) Height: 5ft 10in. (actually 5ft 7in - special shoes) Weight: 120 lbs.

Unusual Physical Characteristics/Side Effects: None.
Major Super Abilities: None
Minor Super Abilities: Wingless Flight, Extraordinary Speed, Energy Expulsion - Energy, Supervision - Advanced Sight, Impervious to Energy & Electricity.

Natural Abilities: Can run at speeds of up to 360 mph. Can fly at speeds of up to 340 mph. Advanced Sight - can recognize a face up to 7 miles away. Completely Impervious to electricity, energy attacks, radiation, stun, laser and Ion weapons. Magical energy blasts and all other types of energy do half damage.

Combat Training: Hand to Hand: Martial Arts
Attacks: 6

Combat Bonuses: +7 Initiative, +4 Strike, +7 Automatic Parry, +10 Dodge, +2 Automatic Dodge, +12 Roll with Punch/Fall/Impact, +5 Pull Punch, +2 Damage, +4 Disarm.

Additional Bonuses while Running: +4 damage per 20mph of speed. The best a punch or kick can do from a standing-still position is +8 damage.

Additional Bonuses while Flying: +1 attack. +2 strike and parry. +4 to dodge flying under 80 mph, +6 flying at or over 80 mph. +4 to damage per 20mph of speed.

Saving Throws: +2 vs Psionics/Insanity/Possession/Horror Factor, 55% Trust/Intimidate, +6% vs coma/death, +2 vs Magic/disease/poison/pain.

Other Combat Info: Called knockout/stun - 20. Holds (all). Critical Strike - 18 to 20. Entangle. Paired Weapons.

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

EE - Energy: 600ft, 9D6 damage (or 1D10x5+5).

Education Level and Skills: Trade School/On the Job Training
Espionage Program: HtoH Martial Arts, Detect Ambush, Intelligence, Wilderness Survival, Disguise, Impersonation.
Professional Theif Program: Locksmith, Prowl, Climbing, Surveillance Systems.

Secondary Skills: Acrobatics, Gymnastics, Athletics, Swimming, Languages - English, Spanish, Chinese (native language is Japanese), Escape Artist, Concealment, Palming, Cook, Pilot Motorboat.

Money: Both as Facade and Jack, he gives his money to the less fortunate. He still has at least half a million dollars in a swiss bank account at all times.

Weapons, Vehicles and Other Equipment:
Besides "her" costume, she generally needs no equipment.

Weapons - Prefers to use "her" powers.

Vehicles - Rents or steals what she needs (but nothing that would get too much attention).

Body Armor: Frag Vest
AR: 13, SDC 120.

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

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


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Unread postPosted: Sat Apr 03, 2004 4:48 pm
  

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

Real Name: Orin-Sen
Aliases: Many - currently using Roberto Jones and The Ghost.
Race: Unknown
Group Affiliation: None
Occupation: Freelance Spy specializing in infiltration and information-gathering.

Alignment: Miscreant
Power Category: Alien (Racial Powers)
Species: Humanoid
Experience Level: 4th
Hit Points: 37 S.D.C.: 35
P.P.E.: 30
Attributes: IQ 14, ME 21, MA 17, PS 16, PP 18, PE 17, PB 15, Spd 16
Age: 36 (looks 25) Sex: Male Height: 5ft 11in. Weight: 165 lbs.

Native Environment: Thermal World - Cold Upper Latitudes
Major Power: Dimensional Room
Minor Powers: Alter Physical Body, Iron Will, Heightened Sense of Hearing, Heightened Sense of Time.

Power Note: Unknown to the Ghost, the Dimensional Room major ability is actually provided by a small implant the size of a grain of sand (a super-invention) in the back of his neck. Every time he uses the power he feels a pinprick-like stinging in the back of his neck and is drained of 3 PPE points (which recover normally).

Natural Abilities: Needs only a 12 or higher to save vs psionics. Skill penalties for being confused, dazed or drugged are halved. Can accurately tell the time (accurate to within 1D4 seconds). Can alter his physical features in small but significant ways in order to disguise himself (includes being able to copy fingerprint patterns). Enhanced Hearing (can hear a light whisper at 150ft or a normal conversation at 360ft, and can even estimate distance, speed and direction of approach, and also recognizes voices or sounds and can imitate voices). Damage from intense heat is reduced by 25%.

Weakness: "Cold" temperatures of 75f (24c) and below cause the Ghost to start suffering from the effects of exposure.

Combat Training: Hand to Hand: Basic
Attacks: 5
Combat Bonuses: +6 Initiative, +2 Strike, +5 Automatic Parry, +7 Dodge, +3 Roll with Punch/Fall/Impact, +3 Pull Punch, +1 Damage, +1 Disarm.

Saving Throws: +3 vs Psionics, +10 vs Possession, , +8 vs Horror Factor, +7 vs Insanity, 45% Trust/Intimidate, +25% vs coma/death, +1 vs Magic/disease/pain/poison. The following bonuses are added to the appropriate psionic/magic saves when applicable; +4 to save vs heat-based attacks, +6 vs Mind Control, +5 vs Illusions.

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

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

Education Level and Skills: Spacecraft Mechanic Program (Professional)
Program Skills: Mechanical Engineer, Spacecraft Mechanics (AG Drives, IS Ramjets, Metallic Hydrogen, Nuclear Fusion), Electrical Engineer, Advanced Math, Astrophysics, Chemistry, Computer Operation, Computer Repair, Pilot Civilian Spacecraft (Small & Medium).
Professional Skills: Locksmith, Weapons Engineer, Robot Mechanics, Robot Electronics, Computer Programming, Astronomy, Chemistry-Analytical, Pilot Hover Car, Read Sensory Equipment.

Secondary Skills: Pilot Automobile, WP Auto-Pistol. HtoH Basic, Disguise, Prowl, Surveillance Systems, Optic Systems.

Languages Known: English, Spanish, French, Chinese, Russian.

Money: Makes a reasonably good living as a freelance spy - has several hundred thousand dollars saved away, with an annual income of 100,000 to 400,000 dollars.

Weapons, Vehicles and Other Equipment:
Weapons: Uses an Auto Mag .50 AE auto-pistol, (6D6 damage and scilenced), a 951R Baretta 9mm (3D6 and scilenced), a Stun-Gun/Tazer, and a Blackjack (1D6 damage).

Vehicles: Owns a luxury car and a jeep. Rents or steals any other vehicles appropriate for a job.

Also has a bullet-proof Attache Case (AR 15 SDC 140) which contains the following; Micronized portable computer (top of the line), superior lock-picking set, electronics tool kit, 6 Gas grenades (usually a mix of smoke and knockout or tear gas), and still has room enough to store documents or electronic media. The case can attach to the back of the character's special suit.

Thermal Suits - has 2 spares - generally doesn't need them unless going to a cool climate (AR 9, SDC 60).

Usng his Engieering skills, he has fashioned himself a unique suit that aids him in his work.

Special Suit
Made of a black fabric, with a plastic-like dark grey mesh covering parts of it. Covers the entire body. The suit can be quickly and easily removed (and put back on) for disguise purposes. The headpiece can be removed seperately.
Weight: 12 lbs.
Features:
Body Armor - Hard Vest: AR: 13, SDC: 130.
Force Field Generator - 100 SDC (recharges 10 SDC per hour).
Air Filter/Gas Mask and Visor.
Cold Insulation (protects him from cold environments and cold attacks do half damage).
Stealth Coating - Makes him invisible to radar and greatly reduces his IR signature. Also +10% to prowl.
Radio Transceiver - with scrambling capabilities.
Optics Systems - equal to a Multi-Optics Helmet.
Sensory Suite - Equal to a Portable Scan Dihilator.
Light Exoskeleton - halves fatigue rate.

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

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


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Unread postPosted: Tue Apr 06, 2004 9:37 am
  

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

Real Name: Lethalis
Aliases: None.
Group Affiliation: Rachel's (Ricky's) friend. Used to be part of the Darkhold's Nightmare Squad.
Occupation: Farmer and Caretaker. Ex-super criminal.

Alignment: Anarchist, with strong leanings toward unprincipled.
Power Category: Eugenics
Experience Level: 8th
Hit Points: 68 S.D.C.: 243 Natural AR: 13
P.P.E.: 26
Attributes: IQ 8, ME 13, MA 6, PS 39, PP 22, PE 24, PB 5, Spd 64
Age: Unknown Sex: Male Height: 8ft 4in. Weight: 395 lbs.
Horror Factor (Optional): 14.

Eugenic Modifications:(Cost note: $9,980,000)
Internal Organs: Modified Appendix, Calcifier/Bone Strengthener, Digestive System Enhancement, Fatty Bladder, Gland: Pituitary, Lungs, Quick-clotting blood, Flexible and Impact-Resistant Spinal Cord.
Physical Augmentation: Apish Body, Armor Rating - Medium Armor, Enhanced Musculature - Extraordinary Strength, Impact Resistance, Enhanced Agility & Dexterity - Extraordinary PP, SDC Augmentation (12D6+48 ). These modifications have made his skin tough, lumpy, and completely hairless.
Additional & Special Appendages: Prehensile Tail, Prehensile Tongue, Functional Wings (leathery - 160mph, 60SDC each)
Enhanced Senses: Supervision - Nightvision, Heightened Sense of Smell & Taste.
Genetic Weapons: Large Claws, Electric Discharge, Reinforced Knuckles and Joints, Chemical Spray - Tearing Chemical (mace).

Disfigurment: Tough Lumpy Skin, No Body Hair, Large Prehensile Tail (7ft), Long Prehensile Tongue (1ft), Bat-Like Wings, Large Hands with claws.

Natural Abilities: Extraordinary Strength. Bones are nearly unbreakable. Can fly at a max speed of 160 mph (max altitude 15,000ft). Can manipulate objects with tail and tongue (prehensile). Nightvision - can see perfectly in natural darkness. Exceptional sense of Smell (can recognize/identify specific odors, recognize chemicals by scent, recognize individuals by scent alone, and track by scent. Difficult to completely surprise him, especially if he is downwind). Exceptional Sense of Taste (can precicely ID the components on anything tasted - drugs or toxins will be immediately apparent). The damage and penalties from toxins are halved, and the duration of the poison in the body is only 25%. Fatigue rate is reduced to 25%. Can survive 24 days without food and water due to internal stores. Can hold breath for 10 minutes. Blood clots quickly, closing wounds without need of medical attention. Resistant to injury from kinetic energy; ignore firtst 20 points of damage and rest does only 1/2 damage.

Combat Training: Hand to Hand: Expert
Attacks: 7 (+1 attack from tail)
Combat Bonuses: +3 Initiative, +6 Strike (+5 w/ tail), +10 Automatic Parry (+5 w/ tail), +12 Dodge (+9 tail), +7 Automatic Dodge, +9 Roll with Punch/Fall/Impact, +2 Pull Punch, +24 Damage, +2 Disarm.

Bonuses while flying: +1 initiative, +1 strike, +2 dodge hovering or flying, +4 to damage per 20mph of speed.

Other combat bonuses: For one hour after eating the character gets +1 to inititative and +1D6+1 to Spd. If the charater successfully Rolls with a Punch/Impact - he takes only 1/3 damage.

Saving Throws:
+18% vs coma/death, +5 vs magic/disease/pain. +6 vs Poison/Toxin. +11 to save vs food poisoning, nausea and stomach illness.

Other Combat Info: Called knockout/stun - 20. Critical Strike - 18 to 20. Entangle. Pin/Incapacitate - 18 to 20. Paired Weapons.

Hand to Hand Damage:
Punch - 2D6+26. Power Punch (2A) - 4D6+28. Claw Slash - 2D10+24. Body Block/Tackle - 2D4+24 + knockdown. Karate Kick - 4D4+24. Axe Kick - 4D6+24, Roundhouse Kick - 6D6+24. Crush/Squeeze - 2D4+24. Body Throw/Flip - 2D6+24. Tail Strike - 2D4+24.

Electrical Discharge: 20ft or touch. 4D6+16 damage.

Chemical Spray: 20ft spray or 10ft diameter mist. Tearing chemical (mace) blinds victims for 3D4 melees (-10 strike/parry/dodge).

Education Level and Skills: Special - Trained as a Hunter/Vigilante
Note: Literacy - Read and Write English 55% (could increase with additional instruction).
Common Skills: Pilot Automobile, Pilot Motor Boat, Pilot Truck, Math-Basic, Languages - French, Spanish (can speak only).
Wilderness Skills: Camouflage, Detect Ambush, Detect Concealment, Fishing, Land Navigation, Wilderness Survival, Carpentry, ID Plants, Hunting, Preserve Food.
Weapon Profociencies: Knife, Auto Pistol, Rifle, Auto/Semi-Auto Rifle.
Manhunter Program: Hand to Hand Expert, Tracking, Prowl, Find Contraband, Intelligence, Streetwise, Pick Locks, Safecracking, Optic Systems, Surveillance Systems.

Secondary Skills: Radio-Basic, Hollistic Medicine, Body Building, Boxing, Swimming, Running, Athletics, Wrestling, General Repair/Maintenance, Art, WP Blunt, WP Heavy Weapons, Sing (sounds terrible but Ricky encourages him anyway), Cook (professional quality).

Money: Has very little and needs very little. Is quite content in his new life.

Weapons, Vehicles and Other Equipment:

Weapons: Has no real use for any now, but he is skilled in the use of a number of weapons thanks to his Darkhold training. The only weapons he has access to is "grand-dad's" hunting rifle.

Vehicles: Has access to an old, beat up (but still perfectly functional) pick-up truck.

His old costume consisted of a thick, padded bodysuit, a heavy spiked belt, thick plated boots, armored bracers (for parrying weapons), a neck/face guard and helmet (partially hides his misshapen face but has an opening to stick his long prehensile toungue out of), and polarized goggles.

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

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


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Unread postPosted: Tue Apr 06, 2004 11:08 am
  

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Champion

Joined: Thu Apr 18, 2002 1:01 am
Posts: 2411
Location: The Servodome, in downtown Servotopia
Cardiac wrote:
As is - what does eveyone else think? Make Onslaught mega? Yay or Nay?


Well, I think Onslaught is a special case (in many ways ;) ). He could easily be considered a Mega, as he was about as close as the old Revised edition had to one. However, even in his current 'revision' he's pretty darn formidable and (nigh) unstoppable.

I'd normally not suggest this but it might not be a bad idea here. What if you posted TWO revisions of Onslaught, one Mega and one regular? I personally wouldn't mind seeing how different (or similar) the two versions would be.

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


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Unread postPosted: Tue Apr 06, 2004 11:27 am
  

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Joined: Fri Feb 07, 2003 2:01 am
Posts: 470
Location: Southern NY
I am really digging these conversions but I see another character i always saw as a mega. That Earthmover always seemed to me to be one bad mutha. I always thought of him being mega, and would cememnt his place as the number one menace on the FBI top ten list which he is number one.

Aegis, who will shut up now :)

_________________
"WHAT!!, Yout went over my Helmet!!". --Dark Helmet

"I think you've got the solution Aegis."- Sentinel

"Enjoy the boards instead of trying to make them into your own image!!! "- Maryann


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Unread postPosted: Tue Apr 06, 2004 11:59 am
  

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Joined: Fri Dec 27, 2002 2:01 am
Posts: 436
Location: Newfie-land
Because Uncle Servo Requested...I shall deliver...

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

Onslaught the Unstoppable (version 2.0 - mega-sized)

Real Name: Gerald Knoff Jr.
Aliases: Onslaught the Unstoppable
Group Affiliation: Partnered with the Aggressor
Occupation: Professional Criminal, Mercenary.

Alignment: Aberrant
Power Category: Mega-Experiment
Experience Level: 5th
Hit Points: 286 S.D.C.: 1694 Natural AR: 10
P.P.E.: 34
Attributes: IQ 5, ME 11, MA 7, PS 116, PP 24, PE 36, PB 8, Spd 44
Age: 20 Sex: Male Height: 12 ft. Weight: 920 lbs.

Unusual Physical Characteristics/Side Effects: Increased Mass and Chemical Resistance.
Mega-Powers: Tremendous SDC, Tremendous PS.
Major Super Abilities: Invulnerability, Supernatural Strength
Minor Super Abilities: Extraordinary PP, Extraordinary PE, Giant.

Natural Abilities: Supernatural Strength. Immune to most forms of attack (Disease and Radiation have half effect, Poisins/Toxins have 1/4 effect, and cannot kill the character. Supernatural Strength does half damage. Magic and Psionics have full effect). SDC of body regenerates at a rate of 4D6 per 5 minutes. Recovers from physicall debilitating spells, drugs, disease, etc, twice as quickly (half deuration). Can hold his breath and survive without sustenance for 4 times longer than normal. Effectively Immune to Fatigue. All senses 50% more acute than normal. Considered a Supernatural Being.

Weaknesses: Locked in a giant-size body - has very limited access to much of the world (not to mention he has to consume five times the normal amount of food due to his size). Has a child-like mind and, while not necessarily stupid, is very simple and inexperienced with the world.

Combat Training: Hand to Hand: Basic
Attacks: 7
Combat Bonuses: +1 Initiative, +6 Strike, +10 Automatic Parry, +5 Dodge, +4 Automatic Dodge, +5 Roll with Punch/Fall/Impact, +6 Pull Punch, +107 Damage, + Disarm.

Saving Throws: +2 vs horror factor/possession, +56% vs coma/death, +9 vs Magic, +8 vs disease/pain, +13 vs poisons/toxins, +10 vs Magic Potions/Poisons.

Other Combat Info: Auto knockout/stun - 20. Holds (all). Critical Strike - 19 or 20. Entangle. Pin/Incapacitate 18-20. Death Blow 16-20.

Hand to Hand Damage: Restrained Punch - 5D6+107, Full Strength Punch - 2D4x10+107. Power Punch (2A) - 3D6x10+107. Body Block/Tackle - 2D4x10+107. Crush/Squeeze - 2D4x10+107. Snap Kick - 2D6x10+107.

Education Level and Skills: No Formal Education
Basic Skills: Read and Write English, Basic Math, Language - French (cannot read or write), Cook, Sing.

Secondary Skills: Hand to Hand Basic, WP Blunt, Land Navigation, Wilderness Survival, General Athletics, Swimming, Climbing, Running, Body Building, Boxing, Wrestling, Radio-Basic.

Money: Doesn't really need any - he lets the Aggressor handle all of his expenses. He'd probably blow it all on candy, toys and games anyway.

Weapons, Vehicles, Other Equipment:

The Aggressor has a large cargo van he uses to transport Onslaught inconspicuously.

As for weapons - aside from the occasional tree, lamp post, city bus, or hurled car, he really doesn't need any.

The Aggressor did, however, commission Fabricators Inc. to fashion a giant-sized suit armor for him (Red with Black trim). This is to make him "look more imposing", and also to further protect him against the things that can actually harm him.

Onslaught's Body Armor
Weight: 140 lbs.
AR: 16 SDC: 400.
Features: Made of Flexi-Steel - partially deflects energy attacks (half damage). Radio Transceiver in helmet. Radio locator beacon (so the Aggressor can find him should he get lost).

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

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


Last edited by Cardiac on Fri Jul 16, 2004 1:15 pm, edited 1 time in total.

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Unread postPosted: Tue Apr 06, 2004 1:26 pm
  

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Joined: Fri Dec 27, 2002 2:01 am
Posts: 436
Location: Newfie-land
Rachel "Ricky" Richardson

Real Name: Rachel Richardson
Aliases: Ricky
Group Affiliation: Lethalis' best friend.
Occupation: Just a kid.

Alignment: Principled
Power Category: Natural Psionic - Latent
Experience Level: 2nd
Hit Points: 20 S.D.C.: 16
P.P.E.: 16
I.S.P.: 82
Attributes: IQ 14, ME 24, MA 19, PS 6, PP 14, PE 8, PB 15, Spd 15
Age: 10 Sex: Female Height: 4ft. Weight: 45 lbs.

Healing Psionics: Deaden Pain, Increased Healing, Calm Rage.
Physical Psionics: Resist Cold, Mind Block.
Senstive Psionics: Empathy, See Aura, Sense Evil.
Super Psionics: Empathic Transmission

Natural Abilities: Needs only a 12 or higher to save vs psionics.

Combat Training: None
Attacks: 2 physical or psionic attacks.
Combat Bonuses: +1 Strike, +2 Parry, +4 Dodge, +3 Roll with Punch/Fall/Impact. Most of these are due to her small size.

Saving Throws: +5 vs Psionics/Possession/Horror Factor, +7 vs Insanity, 55% Trust/Intimidate.

Other Combat Info: Critical Strike - 20.

Hand to Hand Damage:
Punch - 1D2. Power Punch (2A - big wind-up) - 1D4. Body Block/Tackle - 1D2 + knockdown (tough she's not likely to knock anything bigger than her down). Kick to the shin - 1D6. Stomp on foot - 1D4. Rake face with fingernails - 1D4.

Education Level and Skills: Basic Schooling
Skills of Note: Basic Math, Literacy - English, Cook, Dance, Sing, Fishing, Botany (Farming), First Aid, Land Navigation, Wilderness Survival, Swimming, Athletics.

Money: A very smart kid, she has managed (with Lethalis's help) to keep the farm going and handle te expenses - generally just enough to keep the farm in operation and to look after her Grandfather.

Weapons, Vehicles and Other Equipment:
A pocket knife (1D4 damage).

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

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


Last edited by Cardiac on Tue Apr 06, 2004 3:55 pm, edited 1 time in total.

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Unread postPosted: Tue Apr 06, 2004 2:08 pm
  

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Hmmm... Mega-Onslaught...

Can LIFT 58,000 pounds (29 TONS)... :eek:
Can THROW or CARRY 34,800 pounds (17.4 TONS)... :eek::eek:
According to Baron Von Clogg's 'leaping formula', can jump 63 feet...
Can do between 127 and 187 S.D.C. in a single 'normal' punch...
Death blow on a natural 16 - 20...
7 attacks per melee round...

All this, plus an automatic dodge at +4...


Better wear the brown trousers when squaring off against this guy... :ok:

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Unread postPosted: Tue Apr 06, 2004 3:10 pm
  

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Medusa

Real Name: Medusula Gorgana
Aliases: Medusa
Race: Gorgon
Group Affiliation: Partnered with Razor
Occupation: Mercenary, Terrorist, Criminal.

Alignment: Diabolic
Power Category: Immortal - Monster
Experience Level: 5th
Hit Points: 162 S.D.C.: 128 Natural AR: 14
P.P.E.: 112
Attributes: IQ 12, ME 18, MA 8, PS 28, PP 18, PE 22, PB 4, Spd 26
Age: Unknown Sex: Female Height: 4 to 7ft. Weight: 138 lbs.
Horror Factor (Optional): 14

Mega Powers: Impervious to Pressure, Immortality.
Major Powers: Tentacles (10 - 50 SDC each, PS 14, 11ft long), Gateways (13 locations).
Minor Powers: Venomous Attack - Paralytic, Supervision - Circular Vision, Supervision - Darkvision, Energy Resistance.

Natural Abilities: Supernatural Strength. Impervious to Disease. Resistant to Cold (half damage). First 20 points of energy damage is ignored, rest does half damage (fire does 1/4 damage). Feels no ill effects from extremes of environmental pressure (such as in space or on the ocean floor). Bio-Regenerates at a rate of 3D6 SDC or 2D6 HP every 10 minutes. Immortal - can only be truly killed by being vaporized or incinerated. Immune to any form of undesired teleportation. Can see (through the eyes of the snake-heads) in all directions at once - cannot be surprised by most attacks from behind. Can see perfectly in natural darkness. Considered a Supernatural Being.

Weaknesses: Since she lacks hands and relys on the 10 prehensile snake-headed tentacles that comprise her upper body to manipulate objects, she suffers a -25% on all skills that would require hands with a opposable thumb and may find some actions, like firing a gun, impossible.

Combat Training: Hand to Hand: Basic
Attacks: 6 +5 from the tentacles - one extra attack per each pair.
Combat Bonuses: +3 Initiative, +3 Strike, +5 Automatic Parry, +7 Dodge, +2 Automatic Dodge, +3 Roll with Punch/Fall/Impact, +4 Pull Punch, +13 Damage, +0 Disarm.

Saving Throws: +4 vs Posession, +2 vs Psionics/Insanity, +8 vs Horror Factor, +14% vs coma/death, +4 vs Magic/disease/pain, +8 vs Poison.

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

Hand to Hand Damage:
Body Block/Tackle - 3D6+13 + knockdown. Restrained Kick - 2D6+13. Karate Kick - 1D4x10+13. Power Kick (2A) - 2D4x10+13.

Snake-Head Tentacle Strike: 1D6 per bite + Venom (save vs non-lethal poison. Failure results in the victim being totally paralyzed for 1D6+2 melees per bite and failed save. Skin takes on a grey pallor.)

Education Level and Skills: General Studies
Program Skills: Languages (Greek, Latin), Dance, Fish, Land Navigation, Wilderness Survival, Intelligence, Hand to Hand - Basic, Tracking, WP Blunt, WP Knife, WP Sword.

Secondary Skills: Athletics, Prowl, Swimming, Languages (Syrian & English), Computer Operation, Pilot Automobile, Pilot Sail Boat, Camouflage.

Money: Generally doesn't need any; lets Razor handle that side of things. But, she likes to collect precious metals and jewels.

Weapons, Vehicles and Other Equipment:
Has a collection of ancient weapons, but prefers to user her natural abiliites.

Also likes to drive fast cars, but does not personally own any.

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

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


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Unread postPosted: Tue Apr 06, 2004 3:15 pm
  

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Uncle Servo wrote:
Hmmm... Mega-Onslaught...

Can LIFT 58,000 pounds (29 TONS)... :eek:
Can THROW or CARRY 34,800 pounds (17.4 TONS)... :eek::eek:
According to Baron Von Clogg's 'leaping formula', can jump 63 feet...
Can do between 127 and 187 S.D.C. in a single 'normal' punch...
Death blow on a natural 16 - 20...
7 attacks per melee round...

All this, plus an automatic dodge at +4...


Better wear the brown trousers when squaring off against this guy... :ok:


Heh - not to mention he can soak up more damage than two M-41A3 Walker Bulldog Tanks - but that doesn't really matter because he's immune to just about any knid of damage anyway. Man, he'd probably give the Slaughterhouse Seven streaks in their spandex.

Ahhh...now he truly lives up to his moniker. :D

Onslaught - a brick's brick.

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

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


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Unread postPosted: Tue Apr 06, 2004 4:31 pm
  

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WOAH that is awesome with the new improved Onslaught. that is one kick butt character there. Great job. I would say he would give the slaughterhouse seven a few streaks.

Aegis

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Unread postPosted: Tue Apr 06, 2004 7:18 pm
  

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Razor

Real Name: Blair Griffith
Aliases: Bonny Hudson, Illia Sanfra, Razor
Group Affiliation: Partnered with Medusa
Occupation: Mercenary, Terrorist, Theif and Assassin.

Alignment: Miscreant
Power Category: Bionics - Partial Conversion
Experience Level: 8th
Hit Points: 62 S.D.C.: 205 (Armor: AR 16, SDC 500)
P.P.E.: 7
Attributes: IQ 17, ME 18, MA 19, PS 25, PP 26, PE 18, PB 23, Spd 28
Age: 28 Sex: Female Height: 6ft Weight: 198 lbs.

"Natural" Abilites: Cyborg arms provide the equivalent of Extraordinary Strength. Bionic exoskeletons and Skeletal Plating allow her to lift large weights. Bionic Rebreather Lungs and Oxygen Cell allow her to hold her breath for up to 2 hours. See Cyborg Body below.

Combat Training: Hand to Hand: Assassin
Attacks: 8
Combat Bonuses: +9 Initiative, +8 Strike, +13 Automatic Parry, +14 Dodge, +13 Roll with Punch/Fall/Impact, +5 Pull Punch, +14 damage, +3 Disarm.

Saving Throws: +2 vs Psionics/Possession/Insanity/Horror Factor, 55% Trust/Intimidate, +6% vs coma/death, +2 vs Toxins/disease/magic/pain, +8 vs toxic gasses, 65% Chrm/Impress.

Other Combat Info: Auto knockout/stun - 20. Critical Strike - 20. Entangle. Death Blow.

Hand to Hand Damage: Punch - 2D6+14. Power Punch (2A) - 4D6+14. Body Block/Tackle - 1D4+14. Kick - 2D6+14. Body Throw/Flip - 1D6+14.

Retractable Claws - 3D6+14 plus toxins from chemical excretion.

Retractable Wrist Vibro-Blades - 6D6+17

Arm/Leg Blade Slash - +1D6 to kick or punch damage.

Education Level and Skills: Military
Basic Military Program: Hand to Hand Assassin (-2 secondary skills), Running, Climbing, Military Etiquette, Radio-Basic, WP Energy Rifle.
Communications Program: Basic Electronics, Radio-Scrambler, TV/Video, Read Sensory Equipment.
Professional Thief Program: Locksmith, Prowl, Safecracking, Surveillance Systems.

Secondary Skills: Acrobatics, Gymnastics, Athletics, Boxing, Running, Swimming, WP Knife, WP Submachinegun, WP Paired Weapons, Language - Syrian.

Money: Has several hundred thousand dollars stashed away all over the world.

Weapons, Vehicles and Other Equipment:
She has a great deal of equipment built into her cybernetics - see below.

DT Laser Rifle (5D6 damage, 4000ft, 20 blasts). Payment for an assignment she completed for the Dark Tribunal.

DT Anti-Grav Flight Harness (hover to 60mph, max altitude is 1000ft). This was also given to her upon completion of an assignment for the Dark Tribunal. She wears it beneath the Bionic Body Armor.

Also loves to drive flashy european sports cars.


Razor's Cyborg Enhancements
Bionic Components: 2 Arms, Exoskeletons (Spine & Shoulders, both arms & shoulders), Bionic Lungs, Bionic Heart, 2 Bionic eyes. Total SDC Bonus: 110.
Bionic Arms and Hands; PS 25, PP 26. Strength is considered Extraordinary. Arm SDC: 88

Armor: 3/4 Body Armor (AR 16, SDC 500)

Power: Bio-Energy Conversion Power System

Sensors:
Amplified Hearing (equal to Heightened Sense of Hearing when active)
Eye Optics (IR, Thermo-Imager, Nightsight, Telescopic, Ultraviolet & Polarized Sight)
Motion Detector (+1 to initiative, +1 parry, +2 dodge when active)
Radiation Detector
Radar Deteector
Bio-Scan
Bio-Comp Self-Monitoring System

Communications:
Ear Radio Transceiver w/ Scrambler
Loudspeaker
Inaudible Frequency Range

Other Systems:
Sound Filtration System
State of the art internal mini-computer (displays via bionic eyes and conrolled via voice command)
Gyro-Compass
Independent Oxygen Supply
Rebreather Lung
Gas Filtration System.
Bionic Climbing System - Chemical.
Skeletal Plating - Almost impossible to break bones.

Weapons Systems:
Electrical Discharge in each hand. 1D6 to 3D6 damage + stun. 20 ft or touch.
Chemical Excretion in each arm - used with retractable claws.
Retractable Claws in both hands.
Slashing Blades mounted on the forearms and lower legs.
Retractable Vibro-Blades in both wrists.
Spike & Towline in each arm.

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

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


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Unread postPosted: Tue Apr 06, 2004 11:02 pm
  

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OLD ONE

Joined: Fri Nov 03, 2000 2:01 am
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Location: Indianapolis
Comment: PROUDLY Not a member of the "Cabal of 24"
Uncle Servo wrote:
Hmmm... Mega-Onslaught...

Can LIFT 58,000 pounds (29 TONS)... :eek:
Can THROW or CARRY 34,800 pounds (17.4 TONS)... :eek::eek:
According to Baron Von Clogg's 'leaping formula', can jump 63 feet...
Can do between 127 and 187 S.D.C. in a single 'normal' punch...
Death blow on a natural 16 - 20...
7 attacks per melee round...

All this, plus an automatic dodge at +4...


Better wear the brown trousers when squaring off against this guy... :ok:
Actually, it would be an Automatic Dodge of +8.
Why??? +3 from EO PP. Plus his bonus from his PP of 24, which would be +5. For a total of 8.

[edit] And before anyone asks where that rule is at, I will tell you. Page 67, left hand column under the heading "Automatic Dodge". thank you. Say good night gracie.. Good night Gracie.[/edit]

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


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Unread postPosted: Wed Apr 07, 2004 8:43 am
  

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Joined: Fri Dec 27, 2002 2:01 am
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Location: Newfie-land
The Deific NMI wrote:
Uncle Servo wrote:
Hmmm... Mega-Onslaught...

Can LIFT 58,000 pounds (29 TONS)... :eek:
Can THROW or CARRY 34,800 pounds (17.4 TONS)... :eek::eek:
According to Baron Von Clogg's 'leaping formula', can jump 63 feet...
Can do between 127 and 187 S.D.C. in a single 'normal' punch...
Death blow on a natural 16 - 20...
7 attacks per melee round...

All this, plus an automatic dodge at +4...


Better wear the brown trousers when squaring off against this guy... :ok:
Actually, it would be an Automatic Dodge of +8.
Why??? +3 from EO PP. Plus his bonus from his PP of 24, which would be +5. For a total of 8.

[edit] And before anyone asks where that rule is at, I will tell you. Page 67, left hand column under the heading "Automatic Dodge". thank you. Say good night gracie.. Good night Gracie.[/edit]


Actually, it IS +4 .... as per the Giant power penalties (page 29 PU1) - "reduce the character's dodge bonus by half." So the +8 becomes....wait...you guessed it! +4!

Now you can say goodnight Gracie. Goodnight Gracie! :P

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

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


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Unread postPosted: Wed Apr 07, 2004 11:23 am
  

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OLD ONE

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Comment: PROUDLY Not a member of the "Cabal of 24"
Ok, I didnt know about the "Giant" penalty.
I am humbled.
*prepares assassination plot of Cardiac.* Hey Cardiac, stand over here by this grassy knoll. ;)

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Unread postPosted: Wed Apr 07, 2004 1:15 pm
  

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:eek: Nooooooo, let him finish the 2e conversions first, NMI!

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


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Unread postPosted: Wed Apr 07, 2004 3:09 pm
  

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Joined: Sat Sep 30, 2000 1:01 am
Posts: 154
Yeah, I'm sticking with the nonMega Onslaught. I want my PCs to have a shot.

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Unread postPosted: Thu Apr 08, 2004 11:34 am
  

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Joined: Thu Oct 10, 2002 1:01 am
Posts: 85
Location: Northwest of the Tolkien border...
Cardiac wrote:
Onslaught the Unstoppable (version 2.0 - mega-sized)


A super agile brick?

May the Old Ones have mercy on us all... 8)

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Unread postPosted: Thu Apr 08, 2004 1:36 pm
  

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Champion

Joined: Thu Apr 18, 2002 1:01 am
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Location: The Servodome, in downtown Servotopia
Daemon Ward wrote:
Cardiac wrote:
Onslaught the Unstoppable (version 2.0 - mega-sized)


A super agile brick?

May the Old Ones have mercy on us all... 8)


Yeah, but he's a STUPID super agile brick, so we're more or less okay. :ok:

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Unread postPosted: Thu Apr 08, 2004 1:44 pm
  

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OLD ONE

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Comment: PROUDLY Not a member of the "Cabal of 24"
well that dumb brick travels with a smart person. (Was gonna say brick layer, but that might have sounded wrong).
Go Aggressor!!!

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Palladium Books 2015 Robotech RPG Tactics Tournament Rules


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Unread postPosted: Thu Apr 08, 2004 3:34 pm
  

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Location: The Servodome, in downtown Servotopia
The Deific NMI wrote:
well that dumb brick travels with a smart person. (Was gonna say brick layer, but that might have sounded wrong).
Go Aggressor!!!


(yes, that would have sounded VERY wrong... :eek: )

As for the Aggressor, that's when you separate the two of them and then tell Onslaught that Frank told you to tell him to wait for him in that old abandoned building (which you rigged with mucho explosives)...

Though I have to agree, if the two of them are together you've got quite a handful to worry with.

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US <Uncle> saves the day again. -- RockJock
And Servo has engineered another good idea. -- Sentinel


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Unread postPosted: Thu Apr 08, 2004 3:52 pm
  

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The Deific NMI wrote:
well that dumb brick travels with a smart person. (Was gonna say brick layer, but that might have sounded wrong).
Go Aggressor!!!


:shock: Great - that's one image burned into my brain for all of eternity....thanks.....now where is that shotgun?

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

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


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Unread postPosted: Thu Apr 08, 2004 6:16 pm
  

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You really want to have some fun with Mega-Onslaught? Switch out one of his minor powers for Enhanced Leaping! (or heck, just tack it on anyway!)

Horizontal leaping distance... 4,640 feet (1,414.3 m)!
Vertical leaping distance... 2,320 feet (707.2 m)!
Maximum survivable height of fall (landing on feet)... 9,280 feet (2,828.6 m)!

Now, if you want to say that the 50% range increase Megas get applies in this case, the numbers stack up as such:

Horizontal leaping distance... 6,960 feet (2,121.5 m)!
Vertical leaping distance... 3,480 feet (1,060.7 m)!
Maximum survivable height of fall (landing on feet)... 13,920 feet (4,242.9 m)!

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


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Unread postPosted: Thu Apr 08, 2004 7:46 pm
  

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Joined: Mon Jun 30, 2003 11:49 am
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Uncle Servo wrote:
You really want to have some fun with Mega-Onslaught? Switch out one of his minor powers for Enhanced Leaping! (or heck, just tack it on anyway!)

Maximum survivable height of fall (landing on feet)... 9,280 feet (2,828.6 m)!

Now, if you want to say that the 50% range increase Megas get applies in this case, the numbers stack up as such:

Maximum survivable height of fall (landing on feet)... 13,920 feet (4,242.9 m)!


He can survive any height, he's invulnerable. Ya know, he would make a big splash with a belly buster! :shock:

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

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


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Unread postPosted: Sun Apr 11, 2004 12:26 pm
  

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OLD ONE

Joined: Fri Nov 03, 2000 2:01 am
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Comment: PROUDLY Not a member of the "Cabal of 24"
Cardiac wrote:
The Deific NMI wrote:
well that dumb brick travels with a smart person. (Was gonna say brick layer, but that might have sounded wrong).
Go Aggressor!!!


:shock: Great - that's one image burned into my brain for all of eternity....thanks.....now where is that shotgun?
Hey buddy, I was only kidding about standing in front of the Grassy Knoll.

Hey check your PM.

_________________
"Freedom is the recognition that no single person, no single authority or government has a monopoly on the truth, but that every individual life is infinitely precious, that every one of us put on this world has been put there for a reason and has something to offer."
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Unread postPosted: Sun Apr 11, 2004 1:45 pm
  

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Comment: PROUDLY Not a member of the "Cabal of 24"
Ladies and Gents, Freaks and Geeks, I The Deific NMI, present to you Cardiac's "Recreations", on the web.


Villains Unlimited - Revised

_________________
"Freedom is the recognition that no single person, no single authority or government has a monopoly on the truth, but that every individual life is infinitely precious, that every one of us put on this world has been put there for a reason and has something to offer."
Megaversal Ambassador Coordinator
Palladium Books 2015 Robotech RPG Tactics Tournament Rules


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Unread postPosted: Sun Apr 11, 2004 1:55 pm
  

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Hero

Joined: Tue Mar 09, 2004 9:38 am
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Location: Tucson Az
The Deific NMI wrote:
Ladies and Gents, Freaks and Geeks, I The Deific NMI, present to you Cardiac's "Recreations", on the web.


Villains Unlimited - Revised


So it is written on the webpage so shall it be saved

Thanks 8-)

Lynx

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I want to be a small, petty, spiteful bitter man, just once.
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