On the topic of Revised to 2nd ed conversions.....

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gaby
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Re: On the topic of Revised to 2nd ed conversions.....

Unread post by gaby »

This is Great,to known.
You Reagren wright always make characters with Great background.

I hope to see them soon.
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Reagren Wright
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Re: On the topic of Revised to 2nd ed conversions.....

Unread post by Reagren Wright »

Lock Down Team Beta will be posted real soon guys. Sorry about the delay.
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Reagren Wright
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Re: On the topic of Revised to 2nd ed conversions.....

Unread post by Reagren Wright »

gaby wrote:This is Great,to known.
You Reagren wright always make characters with Great background.

I hope to see them soon.


Thanks for the praise Gaby. I live to serve the HU masses :D .
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Reagren Wright
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Location: LaPorte, In USA

Re: On the topic of Revised to 2nd ed conversions.....

Unread post by Reagren Wright »

LOCK DOWN BETA

Lock Down Beta is the second oldest of the teams. Unfortunately, the operatives (except for
Caliber) are not as trusted as those of Lock Down Alpha, so their clearance is not as high nor as
they given super classified assignments. It’s not because anyone believes they are untrustworthy,
but the group members are somewhat unpredictable and unorthodox in their methods.
Nevertheless, each has proven their loyalty to Project Secure and has received praise from
Director Sinder. Lock Down Beta has engaged in heated clashes with Project Tyche, especially
with Star Stone and Fire Strike. They also have few friends with G.I.G.M.A. and U.S. S.C.R.E.T.
Although Beta HQ is located near Death Valley in California, the team more often than not finds
itself in Century Station (Caliber’s curiosity) or Motor City (Caliber’s home town). Both places are
extremely perilous for the team and likely to get them in trouble if they are discovered there by
Project Tyche and local authorities (especially Motor City).
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Reagren Wright
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Location: LaPorte, In USA

Re: On the topic of Revised to 2nd ed conversions.....

Unread post by Reagren Wright »

First off this is not Blazer from Justice Machine(TM).

FIRE STRIKE

When she was 5 years old, Monica’s mother took her daughter to the doctor because she was
running a fever of 110 degrees yet she seemed perfectly normal. The doctors couldn’t
understand how her internal temperature could be so high so they started conducting a series of
test on her. Before long Monica was a top secret project of a nameless medical research facility.
Soon her parents were no longer allowed to have visitation rights. The doctors claimed she was
a danger to anyone if she came near them. This kept her parents away, especially her father a
prominent businessman of Century Station. All the while Monica became a lab rat as scientist
specializing in ultra eugenics and metaology (study of super being) poked and prodded her to
learn the nature of her mutant existence. Finally, one scientist decided to do something radical.
He injected her with a special serum in an attempt to neutralize her mutation and restore her to
a normal life. The serum instead caused a mutagenic reaction resulting in her exploding and
destroying the entire compound. Monica survived the explosion unharmed. After several days of
wandering in the wilderness, she was able to convince a friendly person to contact her parents.
Her family in return contacted G.I.G.M.A. Hours later Monica was captured by S.C.R.E.T and
sent to a Maximum Super Being Holding Facility. Ten days later, while in her cell, her powers
returned, she exploded again, nearly destroying the facility and everyone inside. Many in
G.I.G.M.A and S.C.R.E.T. wanted her destroyed, but a scientist named Joseph Heart thought
otherwise. He spent the next couple of years trying to find a means to control her power. He
brought her to the Dream Garden in Century Station during the height of the Golden Age of the
city. When the city fell into anarchy, Joseph fled with Monica to the streets of Century Station,
praying that his latest invention would keep her from exploding. It failed and Joseph was killed.
Monica feeling nothing but total despair tried ending her life when she was found by Alpha Prime.
Monica explained her circumstance. Alpha Prime decided to do something radical and abandoned
her “Blhaze containment skin” and gave it to Monica to wear. She put it on and discovered that
the “skin armor” could not only contain her power, but allowed her a means to channel her
excessive energy for a variety of uses. As the years passed, Monica became more adept to
using the containment skin. When Whiz Kid joined the Centurions, he made some modifications
to the skin armor thus creating a true containment skin suit for Monica to wear. The suit allowed
her the ability to have a normal life, but likewise gave her incredible powers. Wearing the suit
allowed Monica to apply to work at a special government training facility (similar to S.A.T.A.R).
Monica graduated with high honors and was given a choice of her assignments. She chose
Project Secure. She was assigned to Lock Down Beta, despite Caliber’s protest. Now Caliber is
sorry he ever objected. Fire Strike has earned her spot and proved her value. She still worries
about hurting her team mates and innocent by-standers with her fire power, but the desire to
hurt (burn) her opponents is not so forgiving. She has been reprimanded on more than one
occasion when she destroyed property or put lives in jeopardy needlessly when trying to
capture a fleeing alien. Fire Strike has a hard time letting go of past, especially against anyone
who has wrong her or innocent victims. Unable to leave LDB HQ, Fire Strike spends most of her
time watching television, playing computer games, training, and longing for the warm embrace of
another human being.

Real Name: Monica Nickenter
Occupation: Government Agent
Rank: Investigating Agent (roughly equal to a Lieutenant)
Alignment: Unprincipled
Power Category: Hyper Powered Experiment/Mutant
Experience Level: 5th level
Hit Points: 40 S.D.C.: 56+65 with fiery aura. Armor Rating: A.R.15 with aura.
P.P.E.: 20
Appearance: She is an attractive young woman who participates in moderate exercise.
She has orange hair and brown eyes. She has no choice but to wear her red containment suit.
Attributes: I.Q. 14, M.E. 13, M.A. 17, P.S. 15, P.P. 11, P.E. 15, Spd. 17/60 mph (96.6 km), P.B. 18
Age: 24, Sex: Female, Height: 5 foot and 7 inches (1.70 m), Weight: 136 lbs (61.2 kg).
Side Effect: Chemical Resistant.
Vulnerability: Fire Strike is unable to regulate her super abilities. She is forever set to go
super nova (without harm to herself), only her environmental containment suit is able to keep
her powers in check. She must always wear the suit (there is a special zipper in the suit to allow
her to use the restroom) or risk destroying everything within a 900 foot (274 m) diameter. Her
body will go super nova if she spends more than a second outside of her suit or its get severely
damaged or destroyed.
Major Super Ability: Alter Physical Structure: Fire and Super Energy Expulsion: Fire
Note: Fire Strike powers are Hyper Powered. She cannot minimize or moderate her
abilities. They are always unleashed at maximum power (full damage, full duration, and +30%
greater range). This is what the suit is able to provide for her. Without the suit, she would super
nova wait 5D4 days then nova again, wait 5D4 days then nova again, and so on.
Attacks per Melee: 5 (2 Initial +3 from Hand to Hand)
Combat Training: Basic
Combat Bonuses: +1 to initiative, +1 to strike, +3 to parry, +3 to dodge/+5 to dodge
while in flight, +3 to roll with punch/fall, +3 to pull punch, and +1 to disarm.
Saving Throws: Impervious to fire, heat, and plasma. She takes half damage from all
other energy attacks. +5 to save vs. chemicals, drugs, toxins, and poisons. Even if she fails her
saving throw, she takes half damage, duration, effect, and penalty.
Combat Skills: Punch 1D4, Power Punch 2D4 (2), Elbow/Forearm 1D6, Knee 1D6, Karate
Kick 2D4+2, and all Holds.
Other Bonuses: 50% to charm/impress.
Educational Background: Trade School
Common Skills: Read-Write/Speak English 90%/93% and Pilot: Automobile 75%.
Domestic Program: Mathematics: Basic 97%, Dance 65%, Singing 70%, and Cook 70%.
Physical Program: Hand to Hand: Basic, Athletics (General), Swimming 85%, and
Aerobic Athletics (Sense of Balance 55%).
Secondary: Radio: Basic 75%, Computer Operation 75%, Photography 60%,
Streetwise 40%, Philosophy 60%, Navigation 65%, Housekeeping 60%, Law (General) 60%,
Astronomy & Navigation 55%, Pilot: Airplane 70%, T.V./Video 60%, Language: Spanish 55%, and
Literacy: Spanish 55%.
Money: What money she receives goes into a special bank account for her little sister
(her parents cannot access it). She receives all that she needs from Project Secure.
Weapons: She relies mainly on her super abilities.
Energy Expulsion: Fire, Range: 910 feet (277.3 m), Damage: 48 points, Bonus: +3
to aim/+1 wild.
Super Blast, Range: 910 feet (277.3 m), Damage: 90 points, Bonus +3 to aim/+1 to wild.
Continuous Bolt of Flame, Range: 54.6 feet (16.6 m), Damage: 42 points per 3
attacks/actions, Duration: 10 melee rounds (cannot stop once triggered), Rate of Fire: One or
Two Flame Bolts (double damage), Attacks per Melee: 3 attacks, Bonuses: +4 to strike.
Fireball, Range: 585 feet (178.3 m), Damage: 48 points, Bonus: +3 to strike.
Energy Aura, Damage: 11 points to anyone/thing that comes within 13 feet (3.96
m) of her body, plus 01-60% are temporarily blinded for 3D6 seconds (-8 to all combat rolls while
blinded). Anyone who touches her or anything that makes physical contact with her takes 24
points of damage per melee round.
Super Nova, Range: 910 feet (27.37 m). Damage: First 142 feet (43 m) takes
13,000 points of damage. 6500 points for the next 142 feet (43 m). 1300 points for the next 142
feet (43 m). The next 242 feet (73.7 m) takes 650 points of damage. The last 242 feet (73.7 m)
takes 142 points of damage. Note: As long as she is wearing the suit, she cannot go super
nova. If the suit is destroyed or its S.D.C. is reduced by 90% then she goes nova at that
moment. There is no stopping it nor does it take 8 minutes to trigger. It just happens. Each time
she goes nova, she automatically survives and suffers no permanent damage, but is unable to
use her powers for 5D4 days. As soon as the random time expires, if she is not wearing her suit,
she will explode again. The cycle keeps on repeating.
Equipment & Vehicles: She knows how to drive but she is forbidden to leave the
compound unless she is accompanied by a fellow team mate or a security detail. She has limited
access to equipment (she destroys it).
Fire Strike’s Bio-Organic Environmental Containment Suit, The suit can withstand
and help control her awesome energies. Being created by a Blhaze and with special nanotech
computers that constantly analyze, regulate, distribute, and release the thermal energy, the suit
gives her a functional life. If the S.D.C. of the suit is reduce to 10% or less, Fire Strike goes
super nova automatically (see above). The suit is impervious to heat and cold (Fire Strike still
takes damage from cold). The suit naturally bio-regenerates (as do the nanotech computers)
using Fire Strike’s own heat energy at a rate of 10 S.D.C. per hour. The suit is considered body
armor (not power armor or an exoskeleton), but it does appear seemingly indestructible. A.R. 16
and 300 S.D.C.

Note: Only Whiz Kid, Alpha Prime, and Caliber and a handful of people from Project Secure know
the truth about Fire Strike’s condition. This means that there is NO reason for any antagonist to
attempt to destroy or disable her suit. As far as the world(s) is concerned, she’s just another
costumed super being. Fire Strike has two others suits. To get another Alpha Prime would have
to shed a containment skin and Whiz Kid would have to modify it. Anyone attempting to
built/replicate the suit would suffer a -125% penalty and repairs/maintenance would be done
with a -95% penalty.
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Reagren Wright
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Re: On the topic of Revised to 2nd ed conversions.....

Unread post by Reagren Wright »

BANG STICK

Christopher Hartman is the younger brother of Lance Hartman. He and his brother spent their
childhood under the tutelage of a step-father who was a master thief (9th level Professional
Thief from N&SS) named Stan Hartman. Truth be told, that was not his real name. Stan married
their mother Joan after their real father died in a car accident when Christopher was barely a
year old. He has no memory of his real father (Nick Baker). Stan taught the boy everything,
including his own trade. By the time the boys were in elementary school, they could pick locks,
break in and out of buildings, and steal a man’s wallet right from under his nose. One day the
boys were going to help him pull off his best job by stealing an important briefcase from a
scientist supposedly working at a place called SoloChem (fans might recognize this company
from Palladium Books-Turtles Go Hollywood). In truth the company is a front for a crime cartel
that experiments with designed drugs. In the brief case were highly experimental drugs created
with radioactive elements. Stan and the boys successfully stole the brief case from the
SoloChem building. When they got it home and examined the contents, curiosity got the better
of them. All three tried the drug. It killed Stan in a matter of seconds (died from massive blood
loss from all his orifices). Yet for some unexplainable reason Christoper and Lance were
unharmed but the drug mutated their genetic makeup giving them incredible power and abilities.
In Christopher case, superior reflexes, balance, and hand coordination. Yet the truly remarkable
power was to make wood explode simply by touching it. When he nearly killed everyone on
street by making a pine tree explode, he and Lance decided to use their powers only in secret.
Yet this only lasted a few months, the brothers couldn’t stay out of trouble. Finally, they were
caught by G.I.G.M.A. agents. Instead of having them sent to a S.C.R.E.T. Holding Facility, they
were given the option to trained to use their powers. The boys were trained under a covert
training program and made into Super-Ops. They were handed over to the SECTOR. For the next
ten years, the boys were Covert Operators involved in all kinds of black ops missions many
involved the killing of enemies of the U.S. Yet Christopher and Lance wanted something more.
When the SECTOR was forced to surrender many of its Super Ops to various other government
agencies, both Christopher and Lance were among them. They were sent to Project Secure and
forced to split up. Christopher didn’t like the idea at first but he’s come to regard Caliber as a
hard edge kind of guy who like results, but is unwilling to go as far as he would in order to get
the job done. Bang Stick has no trouble “secretly” receiving orders from Project Tyche to
“undermine” some missions, but he won’t do anything that outright cause anyone Project Secure
person to lose their life or their job. He is always hitting on Fire Strike, knowing she will never
respond to his advances. If she did, it would probably scare the hell out of him. He’s been
hoping to score with Ego but she’s always turning him down.

Real Name: Christoper Hartman
Occupation: Former freelance thief, former SECTOR Operative, now Project Secure Operative.
Rank: Lieutenant
Alignment: Anarchist (Principled when it comes to his brother)
Power Category: Mutant
Experience Level: 6th
Hit Points: 47 S.D.C.: 72
P.P.E.: 27
Appearance: A tall, muscular man with curly brown hair and brown eyes. He wears a blue
and black costume with a long trench coat and mask.
Attributes: I.Q. 12, M.E. 11, M.A. 13, P.S. 17, P.P. 21, P.E. 19, Spd. 32, P.B. 14
Age: 30, Sex: Male, Height: 6 feet and 1 inches (1.85 m), Weight: 180 lbs (81 kg)
Unusual Characteristics: Delicate, sensitive hands with long sensitive fingers,
ambidextrous, and perfect eyes.
Major Super Abilities: Wood Detonation (Special Combo of Charge Object with Explosive
Energy and Self Explosive). This unique major super ability allows Bang Stick to turn any wooden
object or item into a bomb, charging that item with explosive energy. Only wooden items can be
made to explode, not vegetation material (stems, roots, leaves, fruit, etc), bark, or paper. The
power works essentially the same as Charge Object (#1 and #2) as long as they are made out
of wood and weigh less than 60 lbs (27 kg). Bang Stick has the option of touching larger objects
(wooden tables, wooden desk, or trees smaller than 10 feet/3 m). This has the same explosive
effect as Self-Explosion (power #1). Each use counts as three melee attacks/actions for him to
charge objects this big. If Bang Stick wants to go even bigger (trees taller than 10 feet/3 m or
wooden telephone poles, then it requires one minute (4 melee rounds) of concentration to set
up. Setting up such a devastating attack causes him to permanently lose 1D6+3 hit points. The
roughest part has to be the 500 foot (152 m) blast radius. Bang Stick is impervious to explosions
and shrapnel (stings but takes no damage whatsoever). Note: The power granted him 3D6 extra
S.D.C. (in this case 13).
Minor Super Abilities: Power Weapon, Extra Physical Prowess, and Heighten Sense of
Balance.
Combat Training: Martial Arts
Attacks per Melee: 7 (2 initial + 3 from Hand to Hand +1 from ambidextrous) +1 from powers
Combat Bonuses: +2 to initiative, +5 to strike, +8 to parry, +7 to dodge, +6 to automatic
dodge, +2 damage, +6 to roll with punch/fall, +3 to pull punch, +5 to maintain balance, disarm,
and +1 to Perception.
Combat Skills: Karate Punch 2D4, Power Punch 4D4 (counts as two attacks), Backhand
1D6, Elbow & Forearm 1D6, Knee 1D6, Karate Kick 2D4, Snap Kick 1D6, Roundhouse Kick 3D6,
Crescent Kick 2D4, Tripping/Leghook (cannot be paired, must dodge or knockdown), Jump Kick
6D6, Flying Jump Kick 4D6, Paired Weapons, All Holds, and Critical strike on an unmodified 18-20.
Saving Throws: Impervious to explosions and shrapnel, +8% to save vs. coma/death, and
+2 to save vs. poison & magic.
Educational Background: Military Specialist
Common Skills: Read-Write/Speak English 92%/94%, Mathematics: Basic 90%, and
Pilot: Automobile 78%.
Military Program (Basic): Running, Climbing 98%/98%, Forced March, Military
Etiquette 85%, Radio: Basic 98%, W.P. Rifle (+3 to aim/+1 to burst), and W.P. Grenade (+2
strike).
2nd Military Program: Find Contraband 70%, Recognize Weapon Quality 75%,
Trap/Mine Detection 70%, and Demolitions Disposal 98%.
Espionage Program: Hand to Hand: Martial Arts, Detect Ambush 75%, Intelligence
71%, Wilderness Survival 75%, Undercover Ops 75%, and Disguise 70%.
Ancient W.P.: W.P. Blunt (+2 to strike/parry), W.P. Staff (+2 to strike/parry), and
W.P. Improvised Weapon (+2 to strike, +2 to parry, +2 to damage, +3 to throw or entangle).
Criminal Program: Streetwise 54%, Pick Locks 90%, Prowl 75%, Pick Pockets 80%,
and Tailing 70%.
Secondary Skills: Body Building & Weightlifting, Athletics, Swimming 90%, Basic
Mechanics 75%, Basic Electronics 65%, Pilot: Motorcycle 85%, Pilot: Airplane 66%, Language:
Japanese 53%, and Literacy: Japanese 45%.
Money: Bang Stick makes $3200 a week ($166,400) annually. Which is far better than the
money he was making as an agent of the Sector ($1500 a week). Bang Stick has taken most of
the money he has earned over the years (roughly 1.7 million in the last 14 years) and spent it
on a life of fast cars, fast women, and partying in the fast lane. Presently he has $14,000 in his
checking account and $25,000 in his savings.
Weapons: Anything made out of weapon is a potential weapon for him. He always carries
with him dozens of tooth picks that he can charge up and explode (1D6 or 2D6). He also has a
quarter staff (2D6+2 with a +1 to strike/parry) that he can turn into his power weapon (+3D6)
and has a 32 point of damage explosive energy blast. Range: 600 feet (182 m).
Armor: His costume has concealed armor (A.R. 10, S.D.C. 50) within it.
Equipment & Vehicles: He is trained to use military equipment and communications, but he
prefers to allow others to do that sort of work. He is always driving around in a new car. He
prefers to lease them instead of buy.  
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Reagren Wright
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Location: LaPorte, In USA

Re: On the topic of Revised to 2nd ed conversions.....

Unread post by Reagren Wright »

CALIBER

Paul Fimerick grew up in Motor City in one of its roughest neighborhoods. If you didn’t know how
to fight, you ended up dead or feared by your enemies. One day while working on his car with
his friend George, a street gang of 10 guys walked up to them and demanded their money and
the keys to his car. Paul and his friend George fought back. Armed with only a wrench, Paul did
his best until wrench suddenly turned into a pistol. He shot three guys, killing two. When one
tried to fire back at him, Paul managed to duck in time, but the bullet struck George. The gang
took off while Paul called for help. After the police came, they questioned him and wanted to
see the gun. Paul showed them the wrench. He was taken to the prescient for further
questioning. Later Paul found himself being interrogated by a G.I.G.M.A. agent. The decision was
made that Paul demonstrated an unidentified super ability which made him a possible danger to
the public. Instead of arresting him, Paul was given the option of helping his country. He was
force to enlist in the army. At first he thought himself in a prison, but Paul soon grew to love the
Army. He started to excel in everything he did, and his mutant powers seemed to be helping him
as well. He became the perfect soldier. His superiors were watching as well. Paul was invited to
join the US Army Airborne Rangers. He participated in dozens of top secret missions in foreign
countries, battling terrorists, insurgents, and enemy combatants. During one particular mission,
Paul used his powers to convert a .50 caliber machinegun into a laser cannon that annihilated an
enemy base. Afterward he was invited to come back to the states to train U.S. S.C.R.E.T.
Agent. Paul found the experience disheartening because the agents saw him more as the enemy
then one of their own. Paul asked to be transferred and he was sent to Project Secure. Here he
found being around like minded individuals as well as other super beings relaxing. It didn’t take
long with his training and experience to become a field commander. He was put in charge of Lock
Down Beta. While he enjoys those under his command, Paul is hoping one day to be allowed to
take command of a new Lock Down Team in Century Station. He also wants to explore the
sewers of Motor City to learn if the alleged report of mutant animals by the hundreds is true or
not.

Real Name: Paul Fimerick
Occupation: Former US Army Airborne Ranger, Now Government Agent
Rank: Field Commander Agent (roughly equal to a Major, his rank in the Army).
Alignment: Scrupulous
Power Category: Mutant
Experience Level: 6th
Hit Points: 85 S.D.C.: 85
P.P.E.: 25
Appearance: Paul is an African American male who has kept his body in top physical
condition using Special Forces training techniques. He is a little short and underweight, but he’s
body is hard as a rock. He has very short (almost bald) black hair and dark brown eyes. He is
always wearing military fatigues and his black beret. On a mission he will be in full combat gear.
Attributes: I.Q. 14, M.E. 13, M.A. 13, P.S. 14, P.P. 17, P.E. 24, Spd. 18, P.B. 10.
Age: 33, Sex: Male, Height: 5 foot and 5 inch (1.67 m), Weight: 150 lbs (67.5 kg)
Unusual Characteristics: Ambidextrous
Major Super Abilities: Weapon Alteration and Modification (Special Combo of Weapon
Molding and Alter Limbs). Caliber has the unique ability to transform mechanical devices and solid
objects into a variety of modern or ancient weapons. He can only transform, energize, control,
or affect materials into weapons. He cannot turn things into a computer, television, car, cell
phone, pencil sharpener, and so on. The transformation costs a single attack/action. Two if he is
holding onto something with both hands.
Ancient Weapons: Caliber can turn a single item made of a single pure or double
compound substance (iron, copper, wood, bronze, steel, silver, aluminum, etc) or a simple
compound item (a pencil, ruler, arrow, wrench, scissors), into a variety of ancient melee
weapons--i.e. elongate and transform the item into a knife, sword, two-three pronged fork,
hatchet, scissors, hammer, metal ball, club, mace morning star, etc. The item can be elongated
and transformed up to double its normal length. Thus a foot (30 cm) long wooden ruler could be
turned into a 2 foot (60 cm) wooden or metal sword, mace, knife, etc. These weapons inflict
the same damage as their equivalent plus 1D6 additional damage points. They also give Caliber a
+1 on initiative and he can fight with them as if he had the W.P. at six levels higher than he
actually is (for example, Caliber is 6th level, but he possesses W.P. as if he where 12th). Any
weapon that he doesn’t possess the W.P. of, he possesses its W.P. equal to his current level of
experience. Caliber doesn’t have to maintain his grip on the weapon to continue its
transformation, however unless the weapon is destroyed, it will revert back to its original
configuration after 10 minutes per level of experience (in Caliber case 1 hour/60 minutes).
Reduce in half if he is doing two weapons. Note: Items cannot weigh more than 20 lbs (180 kg).
Modern Weapons: Caliber can turn any modern weapon or simple mechanical device into
any other modern weapon or complex device used as a weapon. He cannot turn modern
weapons (a 9mm pistol for example) into ancient weapon, nor the reverse. He can turn any
single hand held mechanical device (cell phone, alarm clock, remote control, calculator, or
modern weapons) into a weapon that fires small projectiles or shards, such as pistols, however
he cannot change the size of the object meaning an 8½ inch (21.25 cm) T.V. remote can be
turned into a 8.5 inch (21.25 cm) hand gun. Devices that require an energy source (E-Clip) can
only be made if the item itself has a power source (battery) prior to their transformation or an
existing ammo clip. This means a T.V. remote or a 9 mm handgun can be turned into a laser
pistol, but without any installed batteries or gun clip they cannot be turned into energy
weapons. Weapons that already have ammo clips can be instantly modified to fire the ammo
normal required for that weapon. For example, changing a .45 caliber pistol into a .22 caliber
pistol or turning a M-16 assault rifle that fires 5.56 mm ammo into an AK-47 assault rifle that
fires 7.62 mm rounds. If the weapon doesn’t have its own ammo supply prior to the
transformation, Caliber can generate solid projectiles into the clips and chamber of the weapon
at the cost of 1 hit point for up to 12 rounds of ammo (round up). For example, a Glock 20 has a
15 round mag. So it would require 2 hit points to generate the 15 rounds needed. Two
grenade/rocket type rounds can also be generated at the cost of 1 hit point.
Extra: Weapons that require short energy clips (6 or less) require 2 hit points to charge.
Long energy clips (6-12) 4 hit points to charge. Energy canisters or items that require more than
12 shots take 2D4 hits points each time. The only limit to what type of energy weapon the
character can create is those he possessed a rudimentary or basic knowledge of—i.e. he can
make a laser or ion rifle if he possesses the W.P. Energy Rifle or is at least familiar with the
engineering and/or designing of such a weapon. He could not create any alien energy weapon
(see page 98 in HU 2nd edition or page 16 in Alien Unlimited Revised) unless he was familiar with
such devices. Caliber, however, has encountered just about every kind of alien weapon out
there. All modern weapons inflict the same damage as their equivalent, however those who
already have ammo within them will inflict 1D6 extra points of damage. Thus it is easier to
convert an M-16 rifle into a laser rifle than it is to turn an alarm clock into a laser pistol. Caliber
doesn’t have to maintain his grip on the weapon to maintain its transformation, however unless
the weapon is destroyed, it will revert back to its original configuration after 10 minutes per
level of experience (in Caliber’s case 1 hour/60 minutes). Reduce in half if he is doing two
weapons. Note: Modern items cannot weigh more than 50 lbs (22.5 kg), but they can be fixed
to a torrent or swivel mount (as long as he has direct hand contact with the weapon, not
pressing a button or joystick). The only modern weapons he cannot transform or alter are
explosives and missiles (he can do grenades and rocket type rounds). Furthermore, Caliber can
transform mechanical devices into mechanical devices that can function like weapons (chain
saw, electric drill, flashlight [energy sword], siren [sound energy weapon], etc). However, it
cost him one hit points to power these devices every 2 minutes. The limit to what kind of device
he can transform is anything he can hold in its entirety in his hand. He cannot transform the
30mm auto cannon on a fighter jet, but he could change the .50 caliber machinegun aimed out
of the window of a helicopter.
Note: He has a natural knowledge to maintain, fix, modify, mount, reload ammunition, and
figure out all hand-held weapons 98%.
Minor Super Abilities: Healing Factor and Mechanical Awareness
Combat Training: Assassin
Attacks per Melee: 7 (2 initial +4 from Hand to Hand +1 from ambidextrous)
Combat Bonuses: +3 to initiative (+6 against modern guns and machines, +7 against A.I.
and automated defense systems), +5 to strike, +8 to parry, +5 to dodge, +5 to automatic
dodge technology and machine opponents, +4 to damage, +4 to roll with punch/fall, +5 to pull
punch, and +3 to disarm.
Saving Throws: He takes 1/3 the damage, duration, effect and penalty from poison,
drugs, and toxins even if he fails the saving throw, he takes ½ damage from fire/cold, +38% to
save vs. coma/death, +8 to save vs. magic, +8 to save vs. poison & disease, and +3 to save
vs. psionics.
Combat Skills: Punch 2D4, Power Punch 2D4 (count as two attacks), Elbow & Forearm
1D6, Knee 1D6, Body Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and 1
attack/action), and All Holds.
Educational Background: Military Specialist
Common Skills: Read-Write/Speak English 92%/94% and Pilot: Automobile 78%.
Military Program (Basic): Running, Climbing 95/85%, Forced March, Military
Etiquette 85%, Radio: Basic 98%, W.P. Rifle (+4 to aim/+2 to burst), and W.P. Grenade (+3 to
throw).
Advance Military Program: Special Forces (based on John C. Philpott-Rifter #25):
Camouflage 75%, Demolitions 98%, Demolitions Disposal 98%, CBRN (Chemical, Biological,
Radiological, Nuclear Warfare 85%, Parachuting 90%, Prowl 75%, Recognize Weapon Quality
85%, Find Contraband 70%, Trap/Mine Detection 70%, W.P. Knife (+2 to strike,+3 to parry &
throw), and W.P. Sub-Machinegun (+3 to aim/+1 to burst).
Espionage Program: Hand to Hand: Assassin, Detect Ambush 75%, Intelligence
71%, Wilderness Survival 75%, Tracking 70%, and Detect Concealment 70%.
W.P. Modern Program: W.P. Handgun (+3 to aim/+1 to burst), W.P. Energy Pistol (+3
to aim/+1 to burst), and W.P. Heavy Military Weapons (+3 to aim/+1 to burst).
2nd W.P. Modern Program: W.P. Shotgun (+3 to aim/+1 to burst), W.P. Energy Rifle
(+3 to aim/+1 to burst), and W.P. Heavy Energy Weapons (+2 to aim/+1 to burst).
Secondary Skills: Body Building & Weightlifting, Athletics (General), Basic Mechanics
75%, Basic Electronics 65%, Pilot: Truck 81%, Automotive Mechanics 83%, Computer Operation
72%, Law (General) 40%, and History 65%/45%. .
Money: Caliber makes $4100 a week ($213,200) annually. As a field agent, he can also
pull in an extra $200,000 if he successful leads his team on a mission (divided up by the team).
Caliber has spent over $105,000 to give himself a workshop so he can continually make and
modify weapons and build explosives. This doesn’t include the access he has access to the
Arsenal of weapons that makes up Project Secure.
Weapons: His powers give him access to any kind of weapon he could ever want or need.
Project Secure is also willing to present to him all sorts of alien weapons/technology to test out
as well.
Armor: He wears point blank armor which consists of an armored vest, helmet with
shattered-resistant goggles, knee and elbow guards, padded leggings, and sleeves, and
heavy-duty combat boots. He does not wear gloves because he needs physical contact with
weapons for his powers to work. A.R. 13, S.D.C. 120.
Equipment & Vehicles: Project Secure allows his access to their entire arsenal and their
nearly limitless equipment. As Team Leader he decides what is needed for every mission. He also
has access to almost any vehicle he could ever want (and he knows them all). As for his own
personal taste, Paul drives around in a black 2002 Ford Ranger that is Lightly armored (A.R. 12
and 200 SDC), Bulletproof windshields (A.R. 16 and 200 S.D.C. each), Floatation device built into
the undercarriage so it will float in water, Mini-Radar, Fuel Efficiency Modification, Armored Tired
with Self-Seal Capability, SatCome Radio/Stero: Receive and transmit radio broadcasts with any
military and/or civilian satellites: Range: World Wide Communications. Comes with State of Art
Lap Top (worth $20,000 USD).
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Re: On the topic of Revised to 2nd ed conversions.....

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STAR STONE

Ten years ago, the alien Fredulian landed in the middle of Ultropolis and declared himself the
ultimate law enforcement for planet Earth. He was set upon immediately by police, whom he
easily dispatched. He was then attacked by half a dozen super being champions whom he again
easily defeated (left injured, not dead). Finally, U.S. S.C.R.E.T. arrived with assistance from
Project Tyche. The combined efforts of both organizations brought the alien down. Tyche
operatives were about to destroy him with high explosives when Project Secure operatives
arrived on the scene. The two organizations nearly ganged up on the Project Secure operatives
in an effort to destroy the alien when Special Agent Sinder arrived on scene. He took the alien
under his custody. After intense questioning, the Fredulian was place in the Alien Acclimation
Program. A few months later, the alien graduated with full honors and was given the name Star
Stone. His opportunities were far and few but Agent Sinder believed he make an excellent
addition to Lock Down teams. Battle Guard and Caliber both wanted him, so they decided to play
ten hands of poker for him. Caliber won six to four. Star Stone went to Lock Down Beta. He
quickly became the butt of numerous rock jokes by Bang Stick. He speaks comfort to Fire Strike.
He is a voice of reason for the insane Jestero, but more importantly the right hand man for
Caliber. He keeps the Army Ranger from becoming a cold killer with his high principles. Star Stone
loves the planet Earth and considers it and all earthlings to be his adopted family.

Real Name: M'Daxu Verga
Occupation: Explorer and Warrior. Now Government Agent
Rank: Investigating Agent (roughly equal to a Lieutenant).
Alignment: Principled
Power Category: Alien (Fredulian Mineraloid)
Experience Level: 4th
Hit Points: 51 S.D.C.: 470 Armor Rating: A.R.: 16
P.P.E.: 8
Appearance: He resembles a crude sculpted stone statute. He is stocky. His body has no
distinguishing features. He is neither male nor female.
Attributes: I.Q. 10, M.E. 18, M.A. 15, P.S. 23 (supernatural), P.P. 15, P.E. 18, Spd. 18,
P.B. 12.
Age: 320 (Race lives for about 6000 years), Sex: None, Height: 8 foot
(2.43 m), Weight: 990 lbs (445.5 kg).
Originating Alien Environment: Abrasive Atmosphere
Unusual Characteristics: While he seems to lack facial features, he can see, hear, and
touch just like a normal person. He has no orifice for smell or taste. He doesn’t even appear to
have a mouth (but he can speak, although sounds like someone talking in a steel drum).
Major Super Abilities: Energy Absorb and Control Elemental Force: Earth
Minor Super Abilities: Mental Stun, Energy Expulsion: Energy, and Linguistics.
Note: All of Star Streaks abilities are natural aspects of his biology making them
impervious to Negate Super Powers ability.
Natural Abilities: Kinetic energy and impact weapons (bullets, projectiles, physical
attacks, falls, thrown weapons, and explosives) only do half damage if they can by-pass their
A.R. He is impervious to all energy attacks, cold, radiation and organic attacks (toxins, disease,
poisons, chemicals, drugs, etc), nor does he need to breath or eat (survive on sunlight). He can
survive in space indefinitely. Bio-regenerate 2D6 S.D.C/hit points per 24 hours. He can go into a
healing trance that doubles the heal rate each day. He is considered a supernatural being.
Combat Training: Hand to Hand: Expert
Attacks per Melee: 5 (2 initial +3 from Hand to Hand)
Combat Bonuses: +3 to initiative, +2 to strike, +3 to parry, +3 to dodge, +8 to damage,
+4 to pull punch, and +5 to roll with punch/fall.
Saving Throws: +2 to save vs. psionics and insanity, +6% to save vs. coma/death, +2 to
save vs. magic, and +6 to save vs. horror factor.
Combat Skills: Restrained Punch 2D4, Full Strength Punch 3D6, Power Punch 6D6 (counts
as two attacks), Elbow/Forearm 4D6, Knee 3D6, Karate Kick 6D6, Snap Kick 3D6,
Tripping/Leghook (cannot be paired, must dodge or knockdown), Body Block/Tackle 2D6 + P.S.
damage bonus (must parry/dodge or knockdown), Pin 18-20, Crush 2D6, Paired Weapons, All
Holds, and Critical strike on an unmodified roll of 18-20.
Education Level: Combat Specialist (Has studied Earth extensively)
Common Skills: Speak Native Language 98%, Mathematics: Basic 84%, Underground
Sense of Direction 60%, Spelunking 65%, Excavation 70%, and Read-Write/Speak Imperial Trade
Tongue, FAR Pilian Tongue, Thimerian Code, Fredulian, Naterreri, and Micean 98%,
Read-Write/Speak Chinese, English, Hindi, Spanish, Russian, and Arabic 98%. Language:
Portugeuse & Japanese 84%, French & German 81%, Korean & Italian 78%.
Special Program: Climbing 80%/70%, Boxing, Outdoormanship, Wrestling, Hand to
Hand: Expert, W.P. Blunt (+2 to strike/parry), W.P. Axe (+1 to strike/parry), W.P. Polearm (+2 to
strike/parry & +2 to damage), W.P. Spear (+2 to strike/parry & +1 to throw), W.P. Staff (+2 to
strike/+1 to parry), Pilot: Truck 82%, and First Aid 75%.
Secondary: Basic Electronics 50%, Wilderness Survival 50%, Land Navigation 52%,
Athlete, Prospecting 50%, Mining 65%, Physical Labor, and Gemology 45%.
Money: He has little need for money and relies on his privileges as a operative for Project
Secure to supply him with ever he needs as living arrangements and equipment go.
Weapons: He relies on his natural abilities and his multipurpose alien battle rod.
Energy Expulsion: Energy, Range: 600 feet (183 m), Damage: 6D6, Bonuses: +3 to
aim/+1 to wild shot.
Energy Flash, Range: 40 feet (12.19 m), Damage: 2D6.
Light Beam, Range: 2000 feet (610 m), Damage: Blinds for 1D4-1 melee rounds (-8
on all melee attack for the first melee round, -6 to strike, parry, and dodge for the remaining
ones), Attacks per melee: Each blast counts as a single attack, but to maintain a continuous
beam uses all but one attack/action for the entire melee round.
Mental Stun, Range: 60 feet (18.3 m) or by touch, Damage: Victims who fail their
saving throw (15 or better), lose one attack/action per melee round, have no initiative, -3 to
strike, parry, and dodge, -6 to roll with punch, and skill performance and Spd are reduce by
40%.
Hurl Earth, Range: 140 feet (42.67 m), Damage: Varies, Duration: Instant, each attack
counts as a single attack.
Battle Rod, this alien metallic weapon is a telescoping staff that goes from one foot (.3
m) in length to six feet (1.82 m). As a staff it can inflict 2D6+2 points of damage. The head of
the rod is a virtual Swiss Army knife, capable of being a battle axe head (3D6), halberd (3D6),
spear tip (2D6 for melee, 3D6 for throw), morning star (2D6), or whirling saw blade (2D6+3). The
staff has 180 S.D.C. and is made of an unknown metal that is resistant to heat (takes ¼ quarter
damage) and highly resistant to damage (A.R. 15) and can support up to 5 tons of weight.
Vehicles and Equipment: He has access to the near limitless equipment Project Secure
has available. He doesn’t have a particular favorite, but his size and weight limit to what he can
fit into.  
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Re: On the topic of Revised to 2nd ed conversions.....

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JESTERO

Taylor Shepard was studying business at the Gulf Coast City University. In order to have extra
money to pay for schooling he worked for a Professor Sharp, a gifted physicist. He was
experimenting with improving body armor making it possible to absorb impacts. He finally
completed his suit (sort of a Earth version of a Kinetic Suit from Alien Unlimited) and asked
Taylor to test pilot it. Taylor first tried jumping off ladders. The equal and opposite kinetic energy
from the impact forced him to leap straight up or sideways. He also received a severe a painful
headache. Notwithstanding, Taylor and Professor Sharp decided to go bigger scale. He started
taking impact from all sort of blunt force devices and impacts. The suit withheld and Taylor
found he could eventually direct the equal and opposite impact launches. Yet all the while the
headaches continued. Finally they decided to go super scale. Taylor held onto a live grenade.
The explosion didn’t cause Taylor to launch into the air. When Professor Sharp ran up to him to
see what happen, Taylor accidentally released an 80 point damage force bolt point blank into
the professor killing him instantly. The explosion also jarred something terrible in Taylor’s mind,
after the impact channel directly into mind. Taylor took off the suit and starting behaving like a
lunatic. Now all the powers of the suit were installed upon him. He went about the campus
causing havoc until he was brought down by U.S. S.C.R.E.T. Psychologist and other research
scientists determined Taylor not only gained his powers from the suit by also endured brain
damage from the initial incident. Attempts were made to give him treatment, but wisecracking
nut case proved impossible to calm down. Special Agent Sinder read his file and requested he be
transferred to a Project Secure training facility to see if their people could stabilize him where
S.C.R.E.T. scientist could not. The move seemed to work. Taylor was more corporative and less
lunatic, enough so despite his erratic behavior Sinder decided to make Taylor a Lock Down
operative. At first he was a member of Lock Down Delta, but he and Death Strike could not get
along at all. Caliber agreed to add him to his team. Despite his antics, Taylor is a perfect fit for
the team. Star Stone has a way with him that amazing gives Taylor momentary bits of normalcy,
that is until its mission time. The other Lock Down teams are amazed the team works so well
with having a crazy man in their midst. Caliber says, “We all need a little Jestero in our lives, he
makes us seem normal as can be.”

Real Name: Taylor Max Shepard
Occupation: Former College Student, now Government Agent
Rank: Investigating Agent (roughly equal to a Lieutenant).
Alignment: Aberrant
Power Category: Experiment
Experience Level: 4th level
Hit Points: 34 S.D.C.: 56
P.P.E.: 28
Appearance: He looks like an ordinary male who engage in regular exercise. He has messy
brown hair and blue eyes. He is always dressed in white with a black mask (the clothes and
mask keep changing).
Attributes: I.Q. 17, M.E. 9, M.A. 11, P.S. 14, P.P. 12, P.E. 15, Spd. 22, P.B. 10
Age: 23, Sex: Male, Height: 6 foot (1.82 m), Weight: 155 lbs (69.75 kg).
Insanity: Crazy Villain, now Hero. His traditional temperament is to be mean, vicious, and
crafty and his main mode of defense is to pretend to be too stupid to know what's going on. He
has a powerful phobia when it comes to psionics and psychic powers. He is terrified of any
known psychic individual. He is -4 to save vs. psionics. They also have double the normal
duration and effect on him (no damage). Even if the power is psychic related such as Control
(Others) even though it’s a super ability, it’s all the same to him. He also suffers from
motteophobia (fear of moths). Yet the most annoying thing about him, he suffers from
catapedamania (obsession with jumping from high places). He always jumps down flights of
stairs and balconies, off cliff faces, bridges, tall buildings, etc.
Major Super Abilities: Re-channel Kinetic Energy and Force Manipulation. Note The two
powers can work in tandem, instead of releasing a force blast/Hand to Hand combat after taking
a physical attack, fall, or impact damage he can release his force manipulation with damage
converted into 10 lbs per (4.5 kg) per one point of damage, so taking 23 points of damage
converts into 230 pounds of force manipulation. This can be released immediately or held for 30
seconds (two melee rounds) with the extra weight added to his normal lifting capacity. The
other option is release the energy as his force blast or launching himself into the air 1 foot per
damage point (vertical or horizontal).
Minor Super Ability: Force Blast
Attacks per Melee: 5 (2 Initial +3 from Hand to Hand)
Combat Training: Martial Arts
Combat Bonuses: +2 to initiative, +2 to strike, +3 to parry, +4 to dodge, +7 to roll with
punch/fall, and +3 to pull punch.
Saving Throws: Impervious to all kinetic energy and physical attacks.
Combat Skills: Karate Punch 2D4, Power Punch 4D4 (2), Backhand 1D6, Elbow/Forearm
1D6, Karate Kick 2D4, Snap Kick 1D6, Crescent Kick 2D4+2, Roundhouse Kick 3D6, Tripping-
Leghook (cannot be paired, must dodge or knockdown), Elbow/Forearm 1D6, and all
Holds/entangle (+3).
Other Bonuses: +3% to all skills.
Educational Background: Educational Background: One Year in College
Common Skills: Read-Write/Speak English 92%/94% and Pilot: Automobile 62%.
Business Program: Mathematics: Basic 84%, Business & Finance 53%, Computer
Operation 84%, Law (General) 53%, and Research 58%.
Physical Program: Hand to Hand: Martial Arts and Boxing
Secondary Skills: Computer Programming 52%, History 62%/42%, Language and
Literacy: Spanish 52%/48%, Running, Pilot: Motorcycle 75%, Prowl 55%, Physics 40%, Dance
58%, and Seduction 20%.
Money: He stole about $95,000 that he still as not revealed in a secret location. He
makes enough money know as a government agent that he can afford to live a luxury life style.
Weapons: He relies solely on his super abilities.
Energy Expulsion: Force Blast, Range: 12 foot (3.6) wide wave that travels 40 feet (12.1
m, Damage: 2D6 (with possible impact added damage) plus there is a 01-70% of being knocked
to the ground (lose initiative and two melee attacks/action), Attacks per Melee: Counts as two
melee attacks.
Equipment & Vehicles: He owns a Lamborghini Jota. He has access to most of the high
tech equipment and gadgets utilized by Project Secure.
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Re: On the topic of Revised to 2nd ed conversions.....

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LOCK DOWN DELTA

Stationed in southern Arkansas, close to the city of Texarkana, Lock Down Delta finds
themselves always investigating alien activity that more team turn out to false and/or wild
goose changes. This of course doesn’t discourage the group, in fact it’s a running joke the
team almost always finds amusing, especially the interviews with eye witnesses.
Notwithstanding they are a team ready for action and confrontation. There is also slight
feud when it comes to Lock Down Beta on having access to new recruits. Battle Guard tries
to be less serious than Caliber namely because their unit has less conflict and more time for
research and inquiry than any of the other four teams. That being said, the group
unknowingly has more encounters with the Dark Tribunal then Lock Down Beta (despite the
fact both group operative in California). The reason may have more to do with Satyrmancer
being an expert at determining the real leads over the drunken late night imagine ones. It
may also have to do with Gemstone taking a personal liking to Death Strike, and even gone
out with him on several occasions. Lock Down Delta enjoy a strong sense of camaraderie,
perhaps even greater then Lock Down Alpha. With so much time to play instead of do actual
work, it hasn’t made them lacking, only strengthened the team work capabilities. However,
because they seem to be working infrequently, many in Project Secure do not trust them
with sensitive assignments or high priority information, thus the reason for most of their low
ranking within the organization, despite Satyrmancer’s famed profile with the Centurions.
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Re: On the topic of Revised to 2nd ed conversions.....

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BATTLE GUARD

Abel Drake was always fascinated with robotics and computers. Perhaps it was this
childhood fascination that eventually untapped the psychic powers that lay dormant in him.
By the age of 13, he possessed the ability to control and merge with technology. While
other kids called him a techno nerd, Abel channeled his unhappiness into a need to prove
himself better than others. Instead of going off to college on an engineering scholarship,
Abel joined the U.S Army becoming a member of the Armor Branch. Within a short while, his
superiors recognized Abel possessed a distinct advantage whenever allowed to drive
any armored vehicle or tank. He seemed to possessed detailed knowledge of the vehicle
without ever being trained on its use. He could pilot anything he put his hands on.
Eventually Abel was informed of his transfer to US S.C.R.E.T. where his talent could be put
to more effective use. It was here that Abel finally saw his dream come true as he was
given access to robots and power armor. He could operate the EX-7 Exoskeletons with ease.
At times, it seemed he piloted the armor with his mind more than his body. However, it was
increasing difficult to work beside fellow operatives who hated him for being a super being,
even though he was fighting against his own kind. No matter how much he proved himself a
perfect soldier, bigots and cynics increasingly made life difficult for him to dol his duty.
Finally he decided to ask for a transfer to another department. Abel was allowed to move to
Project Secure. Three days after joining, Project Secure was invited to go to Australia to
help their government contain and investigate the wreckage of a massive U.F.O. The ship
was already heavily damage when it was pulled into Earth’s orbit, and when the Chinese
decided to hit it with a missile, this only compounded the damage so when it crashed
landed, any identity of the craft was obliterated. In the ship the 8611 sq ft (800 sq m)
storage area held over a hundred power armors and/or type 2 humanoid robots. Yet the
crash and warhead had so badly damaged them all, there was nothing left to salvage
accept for one that stood out, some kind of prototype. At first investigators thought it was
a person, but when Abel touched it, secrets were revealed. It merely looked human but was
actually a power armor that looked human. Abel entered the suit and found it instantly
reacted to him, namely because of his psionic powers. With full interacting at his command,
Abel was allowed to take the suit back to Project Secure where he and several of the
top scientists could tinker with it. Soon Abel was given the authority to use the suit
as a piece of Project Secure hardware (as long as he followed Project Secure protocols).
Abel proved himself once again. Nearly everyone within Project Secure considers the Battle
Guard power armor equipment that exclusively belongs to Abel. Abel also proved himself
worthy to be put in charge of his own Lock Down team. He and Caliber always seem to be
trying to out-maneuver the other person in trying to acquire the latest gadgets and
personnel. Abel is becoming a little dissatisfied that he more or less is becoming the training
team that afterward recruits even get transfers to another Lock Down team or sent
somewhere else in the U.S. government programs that involve Super Ops. Though some
claim Abel lacks experience, he gets the job done and his team respects his authority.

Real Name: Abel Jerold Drake
Occupation: Former S.C.R.E.T. Agent, now Project Secure Operative.
Rank: Field Commander Agent (roughly equal to a Lieutenant Colonel)
Alignment: Scrupulous
Power Category: Natural Psionic in Power Armor
Experience Level: 6th
Hit Points: 43 S.D.C.: 61
P.P.E.: 16
I.S.P.: 168
Appearance: Abel is an attractive male who engage in regular exercise. He has strawberry blond hair and blue eyes.
Attributes: I.Q. 11, M.E. 19, M.A. 15, P.S. 18, P.P. 14, P.E. 16, Spd. 21, P.B. 17
Age: 29, Sex: Male, Height: 5 foot and 11 inch (1.80 m), Weight: 190 lbs (85.5 kg)
Healing Psionics: Bio-Regeneration, Deaden Pain, Psychic Diagnosis, and Resist Fatigue.
Physical Psionics: Alter Aura, Deaden Sense, Ectoplasmic Disguise, Mind Block,
Nightvision, Resist Hunger, Resist Thirst, Telekinesis, and Telekinetic Leap.
Sensitive Psionics: Clairvoyance, Machine Ghost, Object Read, Presence Sense, See
Aura, Sense Evil, Sense Time, Sensory Link, and Sixth Sense.
Super Psionics: Electrokinesis, Psionic Invisibility, Telemechanics, Telemechanic
Mental Operation, and Telemechanic Possession.
Combat Training: Assassin
Attacks per Melee: 6/7 (2 initial +4 from Hand to Hand) +1 in power armor.
Combat Bonuses: +3 to initiative, +3 to strike, +4 to parry, +4 to dodge, +9 to
damage, +3 to roll with punch/fall, +5 to pull punch, +3 to disarm, and +3 to perception.
Saving Throws: Needs a 10 or better to save vs. psionics, +5 to save vs.
possession, +3 to save vs. horror factor, +4% to save vs. coma/death, +2 to save vs.
psionics & insanity, and +1 to save vs. magic & poison.
Combat Skills: Karate Punch 2D4, Power Blow 4D4 (counts as two attacks),
Backhand 1D6, Karate Kick 2D6, Elbow/Forearm 1D6, Knee 1D6, Body Flip/Throw 1D6 plus
P.S. damage bonus (lose initiative and 1 attack/action), and All Holds.
Other Bonuses: 35% Charm/Impress
Educational Background: Military with some special training.
Common Skills: Read-Write/Speak English 92%/94%, Mathematics: Basic 90%,
and Pilot: Automobile 78%,
Military Program (Basic): Running, Climbing 85%/75%, Forced March, Military
Etiquette 80%, Radio: Basic 95%, W.P. Rifle (+3 to aim/+1 to burst), and W.P. Grenade.
Military Piloting Program (special): Navigation 85%, Sensory Equipment 75%,
Weapon Systems 85%, Pilot: Truck 96%, Pilot: Tracked Vehicles 94%, Pilot: Robot & Power
Armor 84%, and Pilot: Jet Pack 81%.
Computer Program: Basic Electronic 75%, Computer Operation 93%, Computer
Programming 83%, and Computer Repairs 75%.
Secondary Skills: Athlete, Swimming 80%, Body Build & Weightlifting,
Photography 65%, Basic Mechanics 70%, Wilderness Survival 60%, W.P. Handgun (+3 to
aim/+1 to burst), Language: German and French 56%.
Money: Abel was paid $4200 a week by US S.C.R.E.T. ($218,400 a year) plus
received additional bonuses for completing successful missions. Likewise he’s paid $3800 a
week by Project Secure but receives additional perks of being able to receive royalties from
his numerous patients from his computer software designs.
Weapons: He has access to Project Secure nearly limited weapons, and his still has
clearance to obtain weapons and combat gear from US S.C.R.E.T. However, his main
weapons are his psychic abilities and the Battle Guard Power Armor.
Equipment & Vehicles: He has nearly limitless access to all of Project Secure
equipment and technology as well as US S.C.R.E.T.

BATTLE GUARD POWER ARMOR


A.R.: 15
S.D.C. by Location:
Hands (2)-30 each
Arms (2)-75 each.
Legs (2)-120 each.
*Chest Cannon (1)-10
*Head-60
Main Body: 600
*Destroy the head/helmet will eliminates all optics and sensory systems as well as
negate all power armor combat bonuses. The pilot will have to rely on his own human vision
and senses. The head is relatively small and difficult to hit, especially when the robot is
moving. Thus, they can only be hit when a character makes a “called shot,” and even than
the attacker is –3 to strike. The chest cannon is even smaller and is -5 to strike.
Speed: 34
Leaping: Leap 27 feet (8.22 m) high and 32 feet long (9.75 m).
Flying: Jump Boots (Speed 40 mph/64.4 km). Duration: 1 hour, Altitude: 40 feet (12.1 m)

Statistical Data
Height: 7 feet and 10 inches (2.38 m) tall
Width: 3.5 feet (1.07 m) wide
Weight: 540 lbs (243 kg)
Length: 5 feet, 6 inches (1.67 m)
Type: Exoskeleton/Power Armor
Physical Attributes: Equal to a P.S. of 30 (considered superhuman), P.P. 24
Power System: Power Crystal (alien tech) powers the entire suit for 100 years.
Cannot be duplicated. Containment center has A.R. 18 with 300 S.D.C. The crystal would be
worth 2D4x10 million dollars in the hands of a rogue government, terrorist network, or super
villain.

Psychic Weapons: How the suit works for psychics is a mystery in itself. The suit
seems to not only allow the psychic to use his powers outside the armor, but within the
armor to generate psychic weapons that may or may not be present within the pilot.
Furthermore, psychic powers that affect the owner can be used to manipulate the suit as
well. Ectoplasmic Disguise for example can be used to disguise the facial features of the
robot.

1. TK Wrist Blaster, Both hands can fire telekinetic bolts that hit with the power of a
heavy bullet. Damage: 5D6, Range: 320 feet (97.5 m), Payload: 24, Bonuses: +1 to strike
on an aimed or Called Shot (no kick). I.S.P. Cost: 7 per 12 bolts. The energy charge remains
indefinitely until fired or the blaster is removed from the power armor.

2. TK Fist, Same as Telekinetic Punch (with +1D6 damage) and the Robotic P.S.
bonus. Range: By touch or 6 feet (1.82 m). The robotic armor does not take any damage
and neither does the pilot. I.S.P. Cost: 6.

3. Electrical Aura & Radiate Electricity
: The armor becomes engulfed in an aura of
crackling electricity. The armor can still move around without difficulty. However, the
electrical energy will cause a jolt to anything it touches and causes the hair of anybody
within six feet of the character to stand on end from static electricity. Range: Self,
Damage: 6D6 per strike to anyone or thing that the armor touches or which touches him;
01-65% likelihood of any electric device that is not shielded or grounded being shorted out.
Damage is accumulative. The field can be lessen to inflict only 2D6 damage from electric
shock but it will also temporarily interfere with communications (radio signals garbled and
unclear, video images snowy, broken or distorted) and temporarily knocks out bugs, video
cameras and sensors for 1D4 minutes. An electrical energy bolt can be discharged (4D6
damage) if the owner focuses his attack. Range: 180 feet (54.8 m), The field also created a
limited field of protection equal to 32 S.D.C. This field must be disrupted by an attack first
before the robotic armor takes damage (so any attack that does over 32 points penetrate
the field), Duration: 12 minutes, I.S.P. Cost: 5 for the field, 13 for the energy bolt.

Weapon Systems

Chest Cannon, a powerful ion cannon is built into the chest of the exoskeleton that
appears as crystal lens dead center in the chest about 6 inches (152.4 m) in diameter.
Range: 2000 feet (610 m), Damage: 1D4x10, Payload: 12 shot before needing to recharge
(takes 1 hours per shot), Rate of Fire: Single Shot, Bonuses: +1 on aimed or Called shot.

Hand Held Weapons, Battle Guard can hold a variety of Project Secure standard or
high tech weapons, with some adjustments made to the grips or triggers. Abel is trained to
use handguns, semi and automatic assault rifles, and grenades. He is just as comfortable
using his fist.

Cumulative Exoskeleton Bonuses (includes bonus from his regular attributes): +8 to
initiative, +8 to strike, +12 to parry, +11 to dodge, +19 damage, +3 to roll with punch/fall,
and +6 to pull punch. Punch 2D4+2 + P.S. damage bonus. Power Punch 3D6+2 + P.S.
Damage bonus (counts as two attacks).

Sensor Systems of Note

1. Psychokinetic Helmet: This device is based on alien technology. It functions
similarly to a Telemental Helmet only it requires the pilot to be a psychic. The owner’s
mental commands are not just electronic commands for the robot. They allow him to
mentally “control” the robot, to make it an extension of himself. The robot is more like a
second skin. His telemechanic, telemechanic mental operation, and telemechanic possession
psychic powers are CONSTANTLY on and do not cost him any I.S.P. to use and the duration
is unlimited. There is nothing physically he cannot do while inside the power armor which is
so perfectly designed to mimic human physiology and kinesiology. The helmet provides him
+3 to initiative, +3 to parry, and +2 to dodge. It also gives him a +2 bonus to strike for
range or melee combat.
2. Optics: Full optic system, including visible light spectrum, infrared (5200 feet/1560
m), polarization, passive night vision (light amplification-5200 feet/560 m), ultraviolet sight
(5200 feet/1560 m), thermo-vision (5200 feet/1560 m) telescopic (two miles/3.2 km).
Camera Eye, and Spotlight (built in chest/Range: 60 feet-18.2 meter with an illumination
field of an 8 foot-2.43 meter radius).
3. Audio System: Basic Listening System (with medium range directional radio, 100
mile range/160 km-thee radio system can also eavesdrop on enemy transmission and track
transmissions to their source (60% success radio); tracking is limited to 20 mile/32 km),
Radio Signal Scrambler, and Microphone Voice Synthesizer (amplifies the pilot’s voice, but
makes it sound as if the Power Armor was actually speaking, nearly indistinguishable (even
those with heighten sense of hearing are -35% to tell any different).

Sensors: Bio-Scan, Combat Computer, Motion Detector and Warning System,
Radiation Detector, and Radar (identify and track up to 72 target simultaneously, at a range
of two miles/3.2 km. Applicable to flying target at 500 feet (152.4 m) above the ground or
higher. The radar cannot track ground movement.

Special Features:
Built-in Language Translator: Contains not only 80 different alien languages (but the top 20
Earth Languages).
Life Support Unit
Floatation Device
Underwater Capabilities and Pressurized Containment (full environmental system with
internal cooling, air purification, and independent oxygen (8 hours worth). While wearing the
armor he is impervious to poison, gas, and biological agents). The armor is fully functional in
space.
Electrical Insulation (Makes the armor resistant to electrical damage by 1/3).
Radiation Shielding
Superior Touch Sensing System with Psychokinetic Reinforcers. All of Abel’s psychic
powers that require touch (like Object Read) are fully functional while he is in the power
armor. In his mind, the sense of touch is the near equivalent of his own body. Passive
superior safety systems prevent him from actually “feeling” physical damage the power
armor sustains.
Superior Cosmic Enhancements (all). The Battle Guard power armor even up close looks 90%
like an actual human being. From a distance of 10 feet (3 m) there is no obvious distinction.
Everything looks real and functional (even gentile).

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Re: On the topic of Revised to 2nd ed conversions.....

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DEATH STRIKE

Lance Hartman is the older brother of Christopher Hartman. He and his brother spent their
childhood under the tutelage of a step-father who was a master thief (9th level Professional
Thief from N&SS) named Stan Hartman. Truth be told, that was not his real name. Stan
married their mother Joan after their real father died in a car accident when Christopher was
barely a year old. He has no memory of his real father (Nick Baker). Stan taught the boy
everything, including his own trade. By the time the boys were in elementary school, they
could pick locks, break in and out of buildings, and steal a man’s wallet right from under his
nose. One day the boys were going to help him pull off his best job by stealing an important
briefcase from a scientist supposedly working at a place called SoloChem (fans might
recognize this company from Palladium Books-Turtles Go Hollywood). In truth the company is
a front for a crime cartel that experiments with designed drugs. In the brief case were
highly experimental drugs created with radioactive elements. Stan and the boys successfully
stole the brief case from the SoloChem building. When they got it home and examined the
contents, curiosity got the better of them. All three tried the drug. It killed Stan in a matter
of seconds (died from massive blood loss from all his orifices). Yet for some unexplainable
reason Christoper and Lance were unharmed but the drug mutated their genetic makeup
giving them incredible power and abilities. In Lance’s case, he developed the ability to
manipulate kinetic energy, superior reflexes, and magnified his marksmanship with a bow and
arrow. Christopher accidently used his power causing a tree to explode, thus Lance decided
they had to conceal the use of the ability or else be found by authorities. Yet this only
lasted a few months, the brothers couldn’t stay out of trouble. Finally, they were caught by
G.I.G.M.A. agents. Instead of having them sent to a S.C.R.E.T. Holding Facility, they were
given the option to trained to use their powers. The boys were trained under a covert
training program and made into Super-Ops. They were handed over to the SECTOR. For the
next ten years, the boys were Covert Operators involved in all kinds of black ops missions
many involved the killing of enemies of the U.S. Yet Christopher and Lance wanted
something more. When the SECTOR was forced to surrender many of its Super Ops to
various other government agencies, both Christopher and Lance were among them. They
were sent to Project Secure and forced to split up. Lance was concerned he be forced to
abandoned his hard edge training and be made to be an ordinary special agent. Instead
Project Secure allowed to be the same “assassin” he was before, only tone down the killing
unless absolutely necessary. At first Lance was reluctant, but after completing several
missions with Battle Guard, Lance decided he found himself several likeminded individuals,
and he especially loves the “alien tech.” The only thing Death Strike conceals from his
friends is the fact he continues to work secretly with for Fabricators Inc, the Usurper, Taylor
Oil, and The SECTOR. He will never compromise a Project Secure mission. He hates most of
the suits and operatives of Project Tyche and gotten into a number of altercations that
nearly got him suspended. Presently Lance is enjoying a budding relationship with Gemstone
of the Dark Tribunal. He has no idea who see really is, nor is he aware that she
contemplating recruiting him to her side. She attempting to use him to learn as much about
Project Secure as she can.

Real Name: Lance Hartman
Occupation: Former freelance thief, former SECTOR Assassin, now Project Secure Operative.
Rank: Lieutenant
Alignment: Aberrant
Power Category: Mutant
Experience Level: 6th
Hit Points: 50 S.D.C.: 71
P.P.E.: 24
Appearance: A tall, muscular man with long brown hair (he keeps tied back) and
blues eyes. He wears a white and red costume and shooting goggles.
Attributes: I.Q. 9, M.E. 8, M.A. 10, P.S. 18, P.P. 23, P.E. 20, Spd. 30, P.B. 11
Age: 33, Sex: Male, Height: 6 foot (1.82 m), Weight: 172 lbs
(77.4 kg).
Unusual Characteristics: Delicate, sensitive hands with long sensitive fingers,
ambidextrous, and perfect eyes.
Major Super Abilities: Super Power Shot (Special). The power functions exactly like
Super Power Punch (PU 2), accept instead of uses up ALL of the character’s attack per
melee round in one devastating single punch, this ability puts it all into a single projectile
that can either be thrown, fired, slung, etc just as long as the kinetic energy generated
comes from his body. The power will not work if he uses it on a bullet fired from a gun or
shot from a crossbow. The object must start in his hand. In regard to archery, the bow
itself is providing the kinetic energy but he is pulling the cord and holding onto the arrow, so
the energy transfers to the arrow, not the bow. The damage is equal to the weapon usual
damage +P.S. damage bonus multiplied by the number of attacks he has that melee round.
The rest of the aspects of the power function just like Super Power Punch. Note: Currently
using his alien bow the weapon does 5D6 damage +6 damage (from P.S. attribute and
assassin training) x total number of attacks for the melee round.
Minor Super Abilities: Targeting, Manipulate Kinetic Energy, and Lighting Reflexes.
Combat Training: Assassin
Attacks per Melee: 8/9 (2 initial +4 from Hand to Hand +1 from ambidextrous) +1
from powers and +1 when using a bow or thrown weapon for all his attack for the entire
melee round.
Combat Bonuses: +6 to initiative, +6 to strike, +8 to parry, +7 to dodge, +7 to
automatic dodge, +6 damage, +5 to roll with punch/fall, +8 to pull punch, +4 to disarm, and
+1 to Perception.
Combat Skills: Punch 1D4, Power Punch 2D4 (counts as two attacks), Elbow &
Forearm 1D6, Knee 1D6, Knife Hand 1D6, Body Flip/Throw 1D6 plus P.S. damage bonus (lose
initiative and 1 attack/action), Paired Weapons, and all Holds.
Saving Throws: +10% to save vs. coma/death, and +3 to save vs. poison & magic.
Educational Background: Military Specialist
Common Skills: Read-Write/Speak English 92%/94%, Mathematics: Basic 90%,
and Pilot: Automobile 78%.
Military Program (Basic): Running, Climbing 98%/98%, Forced March,
Outdoormanship, Military Etiquette 85%, Radio: Basic 98%, W.P. Rifle (+3 to aim/+1 to
burst), and W.P. Knife (+2 strike, +3 to parry, +7 to throw).
2nd Military Program: Find Contraband 70%, Recognize Weapon Quality 75%,
Trap/Mine Detection 70%, and Demolitions Disposal 98%.
Espionage Program: Hand to Hand: Assassin, Detect Ambush 75%, Intelligence
71%, Wilderness Survival 80%, Detect Concealment 70%, and Sniper (+2 to aim/called shot,
counts as two attacks).
Ancient W.P.: Archery (+6 to strike, +1 to parry with bow, rate of fire 7), W.P.
Targeting (+4 to throw, Critical strike on an unmodified roll of 19-20), and W.P. Trick
Shooting (shoot while on a moving vehicle or animal-strike bonus are reduced by half and a
called shot is -4 AND dodge, roll, or somersault and come up shooting, no penalties or
bonuses, straight unmodified dice rolls only).
Criminal Program: Streetwise 54%, Pick Locks 90%, Prowl 75%, Pick Pockets
80%, and Tailing 70%.
Secondary Skills: Body Building & Weightlifting, Athletics, Swimming 90%, Basic
Mechanics 75%, Basic Electronics 65%, Pilot: Motorcycle 85%, Pilot: Airplane 66%,
Language: Japanese 53%, and Literacy: Japanese 45%.
Money: Death Strike makes $3300 a week ($171,600) annually. He also freelances for
Fabricators Inc, the Usurper, Taylor Oil, and The SECTOR. This brings him an additional
$870,000 a year that Project Secure knows nothing about. Unlike his brother, Death Strike
puts all his money away using two accounts, a normal one and one set up by Fabricators
Inc. His criminal one presently has 5.6 million U.S dollars in it. As soon as both accounts
reach 20 million, he plans on retiring and moving to Malvador (Home of the Usurper).
Weapons: He has a variety of archery bows (short, long, composite, etc), but the
one he truly enjoys is one Project Secure has given him. Originating from a high tech
vegetation world, where bows and arrows are as come as handguns here on Earth, this
particular compound bow (4 feet/1.21 m length and 4 lbs/7.2 kg) is made of some composite
material that makes extremely tough, yet very flexible. The bow can be used as a clubbing
weapon (2D4 damage). Snap Cord is used as the bow string. Combined with the improved
quality of the bow (range 2000 feet/609 m), weapon balancing (+1 to strike), and increased
damage capacity (5D6 damage) makes this weapon just as deadly as a high caliber sniper
rifle (PV 6). In Death Strike hands, his powers only added to its killing capacity.
High Tech Arrows: Death Strike does have access to a variety of high tech arrows
that can be used for a variety of reasons.
Armor: His costume has concealed armor (A.R. 10, S.D.C. 50) within it.
Equipment & Vehicles: He is trained to enter the wilderness and stay there until he
find and kills his query. He drives around on a 2005 Harley Davison 1200 custom that is
chromed out.
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Reagren Wright
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Location: LaPorte, In USA

Re: On the topic of Revised to 2nd ed conversions.....

Unread post by Reagren Wright »

WAVE LENGTH

Andy Welnor's story first begins with his father Glen Welnor, the super hero known as Vector.
The champion of justice was working another of his superior inventions the Light Rider, this
device transformed a being into light (Superluminal Flight) and projects them into ultra
space, which allows for nearly instantaneous travel to any part of the galaxy in a matter of
seconds. While experimenting on the device, Vector found himself accidently sent to the
planet Ulox (found in the Liloqua quadrant). Here he meet the aggressive isolationist
Uloxians who are masters energy manipulators, and among the most fear civilizations in the
galaxy. At first they wanted to destroy him, but they were impressive with his force field
powers. He was a male and wield both versions (Male Uloxian possess Creature Force Field,
Females possess Create Force Constructs). As a result they wanted him to stay so they
could perform tests on him. Vector wasn’t sure how to explain to him that his Empowerment
abilities had no rational explanation. Still he allowed them to sample his blood before leaving.
It took him two month to hitchhike back to planet Earth using various methods of travel.
When he returned, he had quite a story to tell his close friends. In the meantime, the
Uloxian created a clone from Vector’s DNA. This clone didn’t possess any of his force field
powers, but was a true energy manipulator. He was raised on Ulox for ten years when
Vector decided to dust off the machine again and visit. When he learned of his “son” he
petitioned to take him back to Earth. The Uloxians couldn’t find any further use for the boy
and agreed. Back on Earth, Vector realized he had to put Andy some place where he could
be safe. He was given over to some friend he had with Project Secure. The agency was
eager to study the alien boy and learn all that they could from him. Andy found acceptance
with the scientists and doctors of Project Secure, and his “father” always came by to check
on him. Eventually Andy wanted to join one of the Lock Down Teams. The agency didn’t
want to risk being on the same team as his father. Washington, Battle Guard and Caliber
petitioned for him, and Battle Guard won. Any has been with Team Lock Beta ever since. He
still a little headstrong and doesn’t like it when earthlings don’t respect him. Andy has also
had several encounters with the Dark Tribunal who are trying to recruit him. Andy has found
their offer very tempting, but doesn’t want to displease his father. However, if anything
changed, he’d more than likely join the evil organization.

Real Name: Rokth Zeripu
Earth Name: Andy Welnor
Occupation: Uloxian Experiment, now Government Agent
Rank: Investigating Agent (roughly equal to a Lieutenant).
Alignment: Unprincipled
Power Category: Mutant Clone (Earth Mutant with Alien Eugenic Modifications)
Experience Level: 3rd
Hit Points: 34 S.D.C.: 168/198 in space
P.P.E.: 25
Appearance: He is a handsome young man with athletic training. He has short bright
yellow hair, orange glowing eyes, and light green skin.
Attributes: I.Q. 17, M.E. 14, M.A. 13, P.S. 20, P.P. 15, P.E. 14, Spd. 14/220 mph
(354.2 km) in flight/440 mph (708.4 km) in space, P.B. 20.
Age: 19, Sex: Male, Height: 6 foot and 2 inch (1.87 m), Weight: 160 lbs (72 kg)
Natural Abilities: Breath without air, speak in a vacuum, survive 9 days without food
or water without ill effect, then endure 28 days while suffering from hunger and
dehydration.
Eugenic Features: Physiological Modification (impervious to radiation), Supervision:
Ultraviolet Sight, See Aura (same as psionic power but cost no I.S.P.), S.D.C.
Augmentation, and Super Abilities.
Major Super Abilities: Copy Energy Pattern and Energy Conversion. Because he has
both powers, he can convert/transform magic, psionics, and shadow powers. He cannot
effect kinetic energy, electromagnetism, sound, or cold.
Minor Super Abilities: Space Native and Flight: Energy
Combat Training: Basic
Attacks per Melee: 4/5 (2 initial +2 from Hand to Hand) +1 in space or in flight
Combat Bonuses: +1 on initiative/+3 in space, +1 to strike in flight/space, +2 to
parry/+3 in space or flight, +2 to dodge/+5 to dodge in space or flying at speeds under 80
mph (128 km)/+7 to dodge when flying at speeds 80 mph (128 km) or more, +5 to
damage/+4 to damage for every 20 mph (32 km) of flight speed, +2 to roll with punch/fall,
+2 to pull punch/+3 in space, +1 to disarm in space.
Saving Throws: He takes only 1D4 points of damage for any initial energy attack
then becomes immune to that particular energy attack, impervious to radiation, cold (half
from magic), depressurization, and small bits of flying debris, and gravity attacks inflict half
damage, duration, and effect.
Combat Skills: Punch 1D4, Power Punch 2D4 (count as two attacks), Elbow &
Forearm 1D6, Snap Kick 1D6, Knee 1D6, and Knockout on an unmodified roll of 20.
Other Bonuses: +3% to all skills and 50% to charm/impress.
Educational Background: Equal to One Year in College with ten years living on an
alien world.
Common Skills: Read-Write/Speak English 92%/94%, Pilot: Automobile 72%,
and Pilian Tongue 73%.
Business Program: Mathematics: Basic 94%, Business & Finance 63%,
Computer Operation 94%, Law (General) 63%, and Research 68%.
Physical Program: Hand to Hand: Basic, Boxing, Prowl 53%, and Running.
Secondary Skills: Computer Programming 62%, History (Uloxian) 72%/52%,
Language and Literacy: Uloxian 62%/58%, Cook 53%, Pilot: Motorcycle 75%, Sewing 58%,
History (Earth) 72%/52%, Dance 48%, and Seduction 30%.
Money: Wave Length is required to stay on Project Secure grounds. The agency
provides everything he could ever want or needs.
Weapons: He has access to Project Secure technology but he relies on his super
abilities.
Equipment & Vehicles: He has access to all the superior vehicles owned by Project
Secure.
Power Gloves, Andy gloves produce a beam of pure white light (equal to a 330
Lumens). This might not seem all that impressive except to function as a flashlight, but
thanks to his energy conversion powers, he can transform this harmless white light into any
kind of energy he wishes (save for those he cannot transform).
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Location: LaPorte, In USA

Re: On the topic of Revised to 2nd ed conversions.....

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SATYRMANCER

As soon as he was old enough to leave his home world of Shia, Nahkakit left to join the
TMC. In his mind what better way to become a master con man and have access to loads
of contraband than being someone who would arrest people with contraband. So he trained
and excelled at becoming a member of the TMC, even received additional training with the
use of magic. Right away, he found himself busy with preventing the transportation and
smuggling of illegal substance, weapons, and outlawed technology. He was a kid in a candy
store. The magic items were a special interest of his. Anyone who had anything to hide, he
found ways of getting close enough to take it from them or arrest the individual and bring
him to justice. He also did a little extra interrogating if he thought he could cut make a side
deal to help himself out. Eventually he was given an assignment to track down Gymoy who
came to Earth to teach his Demon Summoning magic to various criminal enterprises. Alpha
Prime was the one who made the call to TMC to ask for help. Nahk came along with several
other CT-D operatives. Working in secret they not only captured the Gymoy but with the
help of the Centurions and Project Secure they defeated the demon worshipping cult who
unbeknownst to anyone secretly had ties to Doctor Vilde. As the TMC operatives departed,
Nahkakit requested if he could stay on Earth and continue assisting the “Eartlings” encase
similar issues developed. Project Secure welcomed the idea of having working alongside
them. So an arrangement was made. Satyrmancer occasionally reports to Alpha Prime and
has assisted the Centurions on a number of “mystical profile missions” but for the most part
he spends his time working along with his human companions in Lock Down Delta. Having
gone through the AAP and being warmly regard by Alpha Prime and the other Centurions,
Satyr is one of the more “recognized” aliens working with humans and has even been
allowed to meet with U.S. politicians interested in meeting him. Satyr has also used his
clearance to investigate various supernatural sites and places all over the country. He’s
even been given clearance to investigate museum pieces. Whenever he gets the chance,
Satyr still slips a few items into his own personal stash, but otherwise he enjoys being an
officer of the law who doesn’t necessarily follow all the rules of evidence.

Real Name: Nahkakit Khuye
Occupation: Former TMC Law Enforcer (Contraband Division), now Government Agent
Rank: Investigating Agent (roughly equal to a Lieutenant, same rank with TMC).
Alignment: Unprincipled
Power Category: Alien Wizard (He is a Shissans).
Experience Level: 6th
Hit Points: 40 S.D.C.: 70
P.P.E.: 177
Appearance: He looks quite human, except for the light red, flaming red hair and a
pair of small horns (6 inches/15.24 m) on their foreheads. He wears a specialized heat body
suit concealed under a loose fitting shirt, pants and a hooded cloak.
Attributes: I.Q. 19, M.E. 18, M.A. 22, P.S. 13, P.P. 13, P.E. 17, Spd. 19, P.B. 12
Age: 45, Sex: Male, Height: 6 foot, 6 inches (1.93 m), Weight: 180 lbs (81 kg)
Originating Alien Environment: Thermal World
Wizard Abilities: Astral Projection, Familiar Link (none), Sense Enchantment (90
feet/27.4 m), Sense Supernatural Evil (90 foot/27.4 m radius), Sense Magic (120 foot/36.6
m), and Spell Translation 25%,
Spell Magic: Blinding Flash, Decipher Magic, See Aura, Increase Weight, See the
Invisible, Fear, Mystic Alarm, Darkness, Weightlessness, Levitation, Armor of Ithan, Resist
Cold, Breathe Without Air, Invisibility: Simple, Negate Poison/Toxin, Magic Net, Energy Field,
Shadow Meld, Swim as a Fish, Carpet of Adhesion, Tongues, Extinguish Fire, Befuddle, Ice
Blast (Alien Unlimited), Cure Illness, Atmosphere Bubble (Galaxy Guide), Metamorphosis:
Human, Sword to Snake, Mystic Portal, Energy Disruption, Heal Wounds, Cold Wall (Aliens
Unlimited), Energy Bolt, Sense Trap, Multiple Image, Escape, Charm, Talisman, Calling, Mend
Cloth, Eyes of Thoth, Horrific Illusion, Constrain Being, Heal Self, Negate Magic, Dispel Magic
Barrier, and Dimensional Pocket.
Combat Training: Hand to Hand: Expert
Number of Attacks: 5 (2 initial + 3 from Hand to Hand Combat)
Combat Bonuses: +3 to initiative, +3 to strike, +5 to parry, +5 to dodge/+8 with ring,
+4 to roll with punch/fall, +4 to pull with punch, +3 to disarm, +5 to perception, and +2 to
spell strength (14 or better). Note: He has received additional bonuses from his training
with the TMC and Project Secure.
Saving Throws: He is impervious to heat and fire, +1 to save vs. poison, +5 to save
vs. horror factor, +2 to save vs. psionics & insanity, +2 to save vs. possession, +4 to save
vs. magic, and +5% to save vs. coma/death.
Combat Skills: Punch 1D4, Power Punch 2D4 (cost two attacks), Karate Kick 2D4,
Roundhouse Kick 3D6, Tripping/Leghook (cannot be paired, must dodge or knockdown),
Elbow/Forearm 1D6, Knee 1D6, All Holds, and Critical strike on an unmodified roll of 18-20.
Other Bonuses: +5% to all skills and 70% trust/intimidate.
Educational Bonuses: Special with TMC Officer Training (Well familiar with Earth)
Common Skills: Read-Write/Speak Native Tongue and Thimerian Code 98%,
Mathematics: Basic 98%, and Read/Write/Speak English, Chinese, Hindi, Spanish, Russian,
and Arabic 98%, Lore: Demons & Space Monsters 67%, Lore: Geomancy 62%, Lore: Religion
72%,Archeology 85%/65%, Chemistry 95%, and Holistic Medicine 75%/65%.
Special Skills & Training: Crime Scene Investigation 90%, Law (General) 98%, Find
Contraband 75%, Recognize Weapon Quality 70%, Interrogation 80%, Intelligence 76%,
Streetwise 67%, Pilot: Jet Black 86%, Pilot: Small Military Spacecraft 98%, Zero Gravity
Combat: Elite, Hand to Hand: Expert, W.P. Energy Pistol (+4 to aim/+2 to burst), W.P.
Energy Rifle (+3 to aim/+1 to burst), Forgery 65%, I.D. Undercover Agents 89%, Military
Etiquette 75%, Athlete, Lore: Alien 82%, Research 90%, Appraise Antiques 80%, Military
Hyper Thrusters 98%, Pilot: Small Civilian Space Craft 98% , Pilot: Personal Anti-Gravity
Transportation 90%, Land Navigation 65%, and Wilderness Survival 70%.
Secondary Skills: Climb 75%/65%, Prowl 60%, Astronomy & Navigation 65%,
Computer Operation 83%, Pilot Hover Cycle 85%, History (Earth) 95%/75% Radio: Basic
75%, Running, Gambling: Standard 40%, W.P. Knife (+2 to strike, +3 to parry & throw),
Public Speaking 60%, General Repair and Maintenance 75%.
Money: Satyrmancer came to earth with 2400 galactic credits (worthless here) and
$18,000 in precious metals and gems. As an operative he’s paid $3800 a week by Project
Secure but receives additional perks for being able to identify alien artifacts.
Weapons: He has access to the vast arsenal of Project Secure and has a great
familiarity with their arsenal of alien energy weapons. The following are personal favorite
because he brought them with him. Satyr also has a secret stash of 3D4 alien magical
talismans, artifacts, items that can perform a variety of functions, PFRPG ®, Western
Empire, or Eastern Territory are a great resource to come up with ideas for magic items,
weapons, he might has in his stash.
Shissan Bush Knife, Damage: 2D6+1. Equal to kisentite
TMC Ion Pistol, Range: 400 feet (122 m). Damage: 5D6, Rate of Fire: Single Shot,
Payload: 10 shot E-Clip. He keeps 3 extra clips with him.
TMC Heavy Ion Rifle, Range: 2000 feet (610 m), Damage: 1D4x10, Rate of Fire:
Single shot, Payload: 16 shot E-Clip. He keeps two extra clips with him.
Armor: Specialized modified garments/environment protection suit, A.R. 14, S.D.C.
88. Three times a day the armor can cast the following spells each at 4th level. Resist Cold
(See Aliens Unlimited, duration 60 melees), Breathe Without Air, and Tongues. The suit is
heated and allows him to function on Earth without difficulty. He also has access to various
modified body armors he can wear over his protection garments such as a Point Blank Vest
(A.R. 10, 50 S.D.C.). The armor rating do not stack, and damage that by-pass the vest,
transfers to his body and not his suit.
Equipment & Vehicles: He has access to all sorts of equipment utilized by Project
Secure, and has a greater chance of being able to sign out the “alien tech” than most other
agents, because has a greater understanding of its use. He also personally carries to the
following:
Four pairs of TMC Handcuffs
Compact Long-Range Bio-Sig Detector
Chemical and Atmosphere Analyzer
Anti-Gravity Ring, Maximum Speed: 60 mph (96 km), Maximum Weight Allowed: 500 lbs (225
kg), Max Altitude: Unlimited.
TMC Intergalactic Smart Phone (Micro Translator, Navigation Mini-Computer, Satellite Phone
(works 10x far greater then Earth Tech, with a range that allows him to talk to someone on
Earth’s moon), and all the a typical phone apps in current Earth Smart Phone only they are
150% superior to standard technology. He loves video games. Attempts to hack or utilize
this phone, much less figure out how it works -60%.

gaby
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Re: On the topic of Revised to 2nd ed conversions.....

Unread post by gaby »

So thers only Lock down Epsillon that is left.
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Reagren Wright
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Re: On the topic of Revised to 2nd ed conversions.....

Unread post by Reagren Wright »

Yeah working on them when got the time. Shouldn't be too long.
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Re: On the topic of Revised to 2nd ed conversions.....

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LOCK DOWN EPSILON

Stationed in Bismarck, North Dakota, Lock Down Epsilon has the lowest clearance and ranks
of all the teams. New agents general start their field experience and training with Epsilon
before being reassigned to more advanced teams (Alpha, Beta, Delta) or to any number of
different departs within Project Secure. This makes Epsilon sort of a revolving door for field
agents, a trial and error team. The core members find this sort of irritating in that they
mostly have to rely on themselves to perform a mission, and never exactly know what to
expect with so many new individual constantly filling in their ranks. Many field agent has
died in their arms or has washed out of the program. Cyo takes it as a personal loss as he
really wants to raise the core members at least to five or six. Making life even more difficult,
Shadow Queen seems distracts and distant. Martial Strike is not all too familiar with the
modern world despite his longevity and Vector is still finding it difficult to work within a
system so rigorous with rules and regulations. Nonetheless Epsilon has a favorable record.
Many agents have cut his or her teeth within Epsilon before moving on, and Cyo is a
respected field commander. Despite having the lowest clearance rating, the team is not
looked with disapproval or incompetence. The low clearance status namely reflects their
lack of experience and covert capability. Everyone is considered a competence and trusted
field agent, despite the whispers that go on about the core being a thrown together rag tag
collection of super freaks. If anything, the snickers only serve to make the team stronger
and more confident in their ability to succeed when their given a mission.
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Re: On the topic of Revised to 2nd ed conversions.....

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MARTIAL STRIKE

The man known as Martial Strike was a stable boy who took care of the horse for Emperor
Huizong of Yuan (China). His life would have probably ended there but by chance he decided
to steal food from the wrong individual. On this particular day, the hungry stable boy looking
for extra food snuck into the home of ancient man, who was regarded as alchemist. Smelling
some kind of soup cooking in small pot, the boy took a bowl dipped it into the liquid and
took off. When he felt safe, he drank the contents. He was unaware that what he really
drank was an experimental Elixir of Immortality that was to be given to the Emperor.
Afterward, the alchemist could not replicate the Elixir to this level of perfection. At first he
was unaware of his transformation, but after getting kicked in the head by a horse and his
apparent miraculous survival, it didn’t take long to figure out the truth. Everyone else
thought him a demon of some kind and drove him out of the city. It wasn’t long until he
understood the truth of his nature and the power he possessed. Vowing revenge against
those who did him wrong, he decided to help the Red Turban Army. Time and time again he
could not find the right leader to help him in his quest to defeat the Mongols, not until he
aligned himself with Zhu Yuanzhang, who emerged as a leader of the rebels that were
struggling to overthrow the Yuan Dynasty. As Martial Strike traveled the lawless regions, he
attracted people to joining the rebel cause. His aid eventually allowed Zhu to become the
founder and first emperor of the Ming Dynasty of China. Afterward, he went on a journey of
self discovery. Up into the mountains he traveled until he came to the Shaolin Monastery.
Here he learned the monk way of life and their ancient martial arts. As the centuries
passed, Martial Strike heart was at peace with his immortality. In 1641, rebel forces led by
Li Zicheng sacked the monastery due to the monks’ support of the Ming Dynasty and the
possible threat they posed to the rebels. The attack killed most of the temple’s fighting
force despite Martial Strikes valiant attempts to defeat the army single handedly. He
escaped capture and departed China. He journey about the world and spending countless
years wandering until he finally arriving in the American Colonies in 1740. By sheer chance,
he met another immortal named Michael Veil. The two struck a friendship. Veil was a
smuggler profiting from the lucrative trade with the French West Indies. Martial Strike
became a body guard for him. Aligning with Veil taught him espionage. Using his martial arts,
he became an operative who worked in the shadow for Veil and his secret war with the
British. Later when Veil joined the Americans, Martial Strike continued to help his friend in
secretive ways (but never for assassinations). Veil and Strike continued their friendship until
the mid 19th century, when Martial Strike became unsatisfied with Veil undesired to involve
himself with the Anti-Slavery movement. He went east and moved to San Francisco where
he mingled with the other Chinese immigrants to form Chinatown calling himself Victor Hong.
For several decades, Victor lived in peace then in March 1900, a Chinese-born man who was
a long-time resident of Chinatown was found dead of bubonic plague. The next morning, all
of Chinatown was quarantined, with policemen stopping people of Asian heritage from
leaving or entering. The San Francisco Board of Health began looking for more cases and
they started to burn personal property and sanitize buildings, streets and sewers inside
Chinatown. After a long debate, the quarantine was lifted but the burning and fumigating
continued. Victor was one of the leaders demanding action. Finally a federal lawsuit was
decided against the right of public health officials to close off Chinatown without any proof
that Chinese Americans were more susceptible to plague than Anglo Americans. This act
made Victor decide he still needed to play some kind of part in the protection of innocent,
descent people. So Victor joined the police force. With the help of Veil, Victor he joined the
SFPD. This lasted until the Japanese invaded China. With Veil’s help again, Victor return
home to help rebels and the American defeat the Japanese. After the war, Victor stayed in
China until he contacted by Veil to help him train agents in his secret agency known as
G.I.G.M.A. Victor served as a Martial Arts Instructor for G.I.G.M.A. for several decades and
sometimes joined in on covert missions. When the G.I.G.M.A. leaders left the organization to
form the SECTOR, Victor went with them. Still teaching agents the secret of the martial
arts and occasionally joining covert operators on Sector Missions. When the SECTOR was
force to send dozens of their Super Ops into other government agencies, Victor was one of
them. Veil was influential in getting Victor assigned to Project Secure. Here he figured he
could continue doing what he did best without anyone becoming the wiser of his
immortality. Victor excelled in Project Secure, playing the somewhat inept Chinese Martial
Arts Police Officer (he loves jack Chan Movies), despite looking like the archetype kung-fu
instructor from the movies. Lock Down Epsilon owes most of its identify from Martial Strike,
and Cyo knows it to be so. Victor is concerned about Shadow Queen, and is presently
unaware of Dark Queen’s intentions. Should he learn them, he will be the first to make sure
her head is removed from her body. He can’t stand betrayal even to this day.

Real Name: Plutarch Xue
Alias: Victor Hong
Occupation: Former Stable Boy, now Martial Arts Instructor and Government Agent.
Rank: Investigating Agent (roughly equal to a Lieutenant).
Alignment: Scrupulous
Power Category: Immortal Ancient Master (Alchemical Immortal-See Mystic China).
Experience Level: 15th
Hit Points: 404 S.D.C. 400 Armor Rating: A.R.: 17
P.P.E.: 192
Appearance: He appears as an elderly Chinese man. He wears simply clothes and his
long white hair goes down to his waist and a Fu Manchu mustache (with beard). His eyes
are sky blue. His body depicts him looking like a man in his 70s, yet his athletic power is a
superior Olympic athlete in the prime of his conditioning.
Attributes: I.Q. 15, M.E. 11, M.A. 29, P.S. 32 (extraordinary), P.P. 21, P.E. 34, Spd. 30, P.B. 15.
Age: 673. Sex: Male. Height: 5 foot, 9 inches (1.79 m). Weight: 135 lbs (60.75 kg)
Immortal Powers: Immortal (same as Mega Hero power), impervious to most drugs,
drugs, disease, deprivation, fatigue, and physical hardships. Bio-Regenerate 2D6 hit points
or 3D6 S.D.C. every 10 minutes.
Special Abilities: Feign Death 98%, Cleansing Spirit 98%, Positive Energy, Channel &
Unleash Physical Energy: 3D6+30, 112 feet (34.13 m).
Minor Super Ability: Hardened Skin
Combat Training: Hand to Hand: Martial Arts
Number of Attacks: 12 (12 from Hand Combat)
Combat Bonuses: +12 to initiative, +11 to strike, +13 to parry, +13 to dodge, +13 to
auto dodge, +27 to damage, +13 to pull punch, +13 to roll with punch/fall, +8 disarm, and
+7 to automatic body flip.
Saving Throws: +62% to save vs. coma/death, +10 to save vs. magic, +4 to save
vs. illusion, +13 to save vs. poison & disease (even those that effect him suffer only 1/3
damage, duration, effect, and penalty), +2 to save vs. mind control, +13 to save vs.
possession, and +13 to save vs. horror factor.
Combat Skills: Restrained Punch 1D4, Karate Punch 2D4, Knife Hand 1D6, Backhand
1D6, Power Punch 4D4 (counts as two attack), Automatic Body Flip 1D6 + P.S. damage
(lose initiative and 1 melee attack/action), Elbow/Forearm 1D6+4, Karate Kick 2D6,
Roundhouse Kick 4D6, Snap Kick 2D4+2, Wheel Kick 4D4, Crescent Kick 2D6+2, Axe Kick
2D8, Tripping/Leghook (cannot be paired, must dodge or knockdown), Backward Sweep
(cannot be paired, must dodge or knockdown), Knee 1D6+4, Jump Kick 1D4x10, Flying Jump
Kick 5D6, Power Kick (double damage any kick, counts as two attacks), Body Block/Tackle
1D4 + P.S. damage bonus (must parry/dodge or knockdown), Pin 18-20, Crush 1D4 + P.S.
damage bonus, Leap Attack, Critical strike from behind or surprise, Deathblow on a natural
17-20, unmodified die roll, Knockout/stun on a natural (unmodified) die roll of 18-20, All
Holds, Paired Weapons, and Critical strike on a natural (unmodified) roll of 18-20).
Other Bonuses: 96% trust/intimidate and Horror Factor 10 (by reputation only).
Education Level: Special Education with Immortal Education of 600+years.
Common Skills: Read/Write/Speak Chinese 98%, Philosophy 98%, and Language &
Literacy: Japanese, Korean, Thai, Vietnamese, Mongolian, Tibetan, Hindi, and Russian 89%.
Special Skills: Mathematics: Basic 98%, Language: English 98%, Literacy: English
98%, Biology 98%, First Aid 98%, Art (paint) 98%, Boxing, Wrestling, Climbing 98%,
Gymnastics (Bars and rings 98%), Acrobatics (Sense of Balance 98%, Walk Rope 98%, Climb
Rope 98%, and Back Flip 98%, Dance 98%, Gardening 98%. W.P. Blunt (+9 to strike, +5 to
parry, +3 to throw), W.P. Chain (+9 to strike, +3 to parry), W.P. Sword (+10 to strike, +5 to
parry, +3 to throw), W.P. Staff (+9 to strike, +5 to parry, +3 to throw), Targeting (+8 to
throw, critical strike on an unmodified roll of 19-20).
Espionage Program: Detect Ambush 98%, Intelligence 925, Tracking (people) 98%,
and Detect Ambush 98%.
Law Enforcement Program: W.P. Handgun (+7 to aim/+3 to burst), Radio: Basic 98%,
Crime Scene Investigation 98%, Law (General) 98%, and Streetwise 80%.
Secondary Skills: Public Speaking 98%, Performance 98%, Recognize Weapon Quality
98%, Research 98%, Writing 98%, Prowl 98%, Sew 98%, Holistic Medicine 98%/95%,
Wilderness Survival 98%, Land Navigation 96%, Track & Trap Animals 95%/98%, Cook 98%,
and Preserve Food 98%.
Money: Money does not mean much to him, just a means to an end. He is well
provided for by Project Secure. Nevertheless, Martial Strike has put away enough money in
various hidden places throughout his six centuries even if he didn’t work for the U.S.
government he could be a comfortable millionaire.
Weapons: He can use a variety of weapons. He has no particular favorite. He has
access to all sorts of ancient melee weapons and handgun in the arsenal of Project Secure.
Armor: None, his body is practically impervious to conventional injury.
Vehicles and Equipment: He has access to all the vehicles utilized by Project Secure
but refuses to learn how to drive. Someone has to take him wherever he wants to go or
else he is walking. He’d rather walk anyway. He has little use for technology even though he
has access to huge technology supply owned by Project Secure.
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Re: On the topic of Revised to 2nd ed conversions.....

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SHADOW QUEEN

Professor Franken Hanzsel Hanovitz was working on his theory of creating a black hole on
planet Earth. During one of his experiments he ripe a hole in the dimensional fabric of time
and space, creating a portal to another dimension. He journey to this world of eternal night.
There he met its inhabitants, the Shadow Succubi, an alien race of female immortals with
the power to control and manipulate shadow energy. Their home the Nine Shadowed
Kingdoms was void of humanoid life since the Succubi killed most of them. Now with the
possibility of a food source, the Queen of Shadows, Fezara ordered her daughter Aurelia to
assist the professor in making the portal stable enough for their race to travel through it.
However, when Aurelia returned with the professor she was stricken by the light of the sun.
How could her fellow succubi conquer this realm if the golden light of the sun weakened
them so greatly? It therefore became the responsibility of Aurelia to not only help the good
doctor stabilize the portal, but find a means to cast the Earth into eternal shadow. For
months Aurelia help the good doctor, but they were not closer in stabilizing the portal. Then
the compound was assaulted by operatives of Project Secure. The professor and his
henchmen were arrested. Aurelia decided to pretend to be a captive. She was taken by
Project Secure who believed her to be some kind of alien captive. She was put into the AAP.
This was to her liking because she was fully embraced by the humanoids, able to learn their
languages, cultures, and weakness. She even agreed to join the Lock Down Teams. Of
course, Washington sensed she was not all that she seemed so he refused to have her on
his team. Caliber and Battle Guard wanted nothing to do with her either. Yet Cyo agreed.
The cyborg from the future had no problem bringing her to his team. The question is does
he know the truth about her or does he believe he can change something about her.
Shadow Queen’s goal is enslave the human race and bring her sister to this world to rejoice
in mortal flesh, but that being said, why is she going beyond the measure to succeed in her
missions, which often includes saving the lives of the so called pathetic humans?

Real Name: Aurelia Ladislav
Occupation: Inhabitant of Nine Shadowed Kingdoms. Wants to be a World Conqueror,
until then she’s a government agent.
Rank: Investigating Agent (roughly equal to a Lieutenant).
Alignment: Aberrant
Power Category: Immortal (Dimensional Being-Shadow Succubi)
Experience Level: 9th level
Hit Points: 87 S.D.C.: 104/+30 in shadow form.
P.P.E.: 133
Appearance: She has narrow white eyes with pupils that look like skulls. Her thick,
straight, milky-white hair is very long, yet worn in an elegant style. She is very tall and has
a leggy build. Her skin is china-white.
Attributes: I.Q. 15, M.E. 20, M.A.18, P.S. 22, P.P.22, P.E. 30, Spd.20, P.B. 18
Age: 337, Sex: Female, Height: 6 foot and 9 inches (2.05 m),
Weight: 190 lbs (94.5 kg).
Unusual Characteristics: White skin, unusual eyes, white hair, and ambidextrous.
Natural Abilities: Night Stalking (common to all Inhabitants of the Nine Shadowed
Kingdoms). She has the following powers in darkness/at night-Hide in Darkness 98%, Sense
movement of sun, recognize vampire and shadow beings, see those cloaked in unnatural or
magical darkness, nightvision 1000 feet (305), HF 13 at night/16 in shadow form, +1 on
initiative, +1D6 to damage (including super abilities), and +50 S.D.C. Note: She is immortal
(ageless), but she doesn’t possess true immortality (power of a Mega Hero).
Vulnerability: Direct sunlight or bright artificial light reduces her vision by half and she
suffers a -3 to initiative and all combat bonuses. She takes double damage from light/laser
attacks, including light-based magic spells.
Major Super Abilities: Shadow Manipulation and Alter Physical Structure: Shadow
Minor Super Abilities: Shadow Molding, Shadow Stepping, and Shadow Shaping. Note:
As a native of the Nine Shadowed Kingdoms, all her shadow powers are as natural as her
senses so they cannot be turned off by Negate Super Abilities.
Attacks per Melee: 7 (2 initial +4 Hand to Hand + 1 from ambidextrous)
Combat Training: Basic
Combat Bonuses: +4 to initiative, +6 to strike, +9 to parry, +8 to dodge, +8 to
damage, +8 to roll with punch/fall, +4 to pull punch, +3 to disarm, and +3 to perception.
Saving Throws: Impervious to shadow powers and attacks, +30% to save vs.
coma/death, +4 to save vs. psionics & insanity, +4 to save vs. horror factor, and +8 to
save vs. magic & poison.
Combat Skills: Punch 1D4, Power Punch 2D4 (2), Elbow/Forearm 1D6, Knee 1D6,
Karate Kick 2D4+2, Body Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and 1
attack/action), all Holds, Critical strike on an unmodified 19-20, and Critical strike or
knockout from behind.
Other Bonuses: 50% trust/intimidate & 40% charm/impress.
Educational Background: On the Job Training with specialize training from Project Secure.
Common Skills: Read-Write/Speak Native Language 98%/98%, Mathematics: Basic
98%, Pilot: Automobile 87%, and Read-Write/Speak English, Chinese, Hindi, Spanish, Arabic,
and Russian 92%.
Military Program: Hand to Hand: Basic, Running, Climbing 98%/95%, Forced
March, Military Etiquette 90%, Radio: Basic 98%, W.P. Rifle (+5 to aim/+2 to burst), and
W.P. Grenade (+3 to throw).
Physical Program: Acrobatics (Sense of Balance 98%, Walk Rope 98%, Climb
Rope 98%, Back Flip 98%), Gymnastics (Bars & Rings 97%), Swimming, and Body Building &
Weightlifting.
Law Enforcement Program: Crime Scene Investigation 95%, W.P. Handgun (+4
to aim/+2 to burst), Law (General) 98%, and Intelligence 83%.
Secondary Program: Cooking 90%, Athletics (General), Basic Electronics 80%,
Horsemanship 76%/56%, Pilot: Airplane 86%, Performance 77%, Public Speaking 75%,
Wardrobe & Grooming 86%, Seduction 49%, Prowl 95%/98% at night, Play Piano 85%, W.P.
Sword (+4 to strike/parry), Housekeeping 70%, History 95%/75%, Business & Finance 55%,
Recognize Weapon Quality 45%, Barter 34%, and Aerobic Athletics.
Money: She has $112,000 US dollars hidden in a home in Gulf Coast City. As an
employee of Project Secure she makes about $3100 a year. With her secret fiancés with
Fabricators Inc, she has an additional $210,000 in a secret account only she can access.
Weapons: She has access to the vast weapon arsenal own by Project Secure but
prefers to utilize her shadow powers.
Armor: Her clothes have a Bio-Aura signature with them allowing them to be
manipulated by her powers. She never wears armor.
Equipment & Vehicles: She has access to the technology of Project Secure, although
she has limited use for it.
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Reagren Wright
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Location: LaPorte, In USA

Re: On the topic of Revised to 2nd ed conversions.....

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CYO

His name is Aeson Trul and he comes from the year 2098. Aeson was a military specialist
who after receiving his military training enlisted in the United States Cyber Corp. His brain
was transplanted into a powerful cybernetic body, far superior to any cybernetic technology
currently in the HU timeline. For twelve years he served as one of the nation’s elite special
forces warriors. Then he was transferred to become a member of the elite U.S government
Super Ops team called Battle Strike Warriors. One of their members Harold Star was not only
a Natural Genius (10th level), but he built a time traveling device. When team member Lady
Psi received a psychic premonition that the Earth was going to be destroyed, Aeson
volunteered to use the device to go back in time to find the cause. He was also the only
individual capable of withstanding the Temporal Energy (T.E.) waves. Unfortunately, the
moment the device was activated, a nuclear explosion occurred in South America that
triggered a cataclysmic event involving ley lines. The energies disrupted the TE device and
instead of sending Aeson several days in the past it sent him one hundred years into the
past (1998). The complete destruction of the Battle Strike Warriors base has also made it
impossible for Aeson to return to the future. Now trapped in the past, Aeson realized he had
but one choice, to find the cause of the end of the world that would take place one
hundred years in the future and put an end to it. Using his vast knowledge of earth history
and its future, Aeson managed to locate the classified location of the super spy network
known as THE SECTOR. At first, they thought him some kind of alien, but when he asked to
speak with one of the directors Micheal Veil, he provided alpha clearance information that
made him worth listening too. Aeson told the director the truth about his purpose. Micheal
not only believed him, but decided to make Aeson mission, his as well (among many). Pulling
some strings and using the vast resources of the Sector Veil created a false identity for
Aeson, making him one of the Sector’s Super Ops. He then forged documents that had him
transferred to Project Secure. This agency they both figured who give him the greatest
investigating range, since he had over 100 years of research to content with. That was
several years ago and Aeson continues his research into what will or will not cause Earth’s
destruction. Meanwhile he must fight the urge to change history and what missions can he
involve himself in. He has also resisted moving himself up in rank (he should be Washington’s
rank), and he’s the lowest ranking field commanders of the four teams. He enjoys his
teammates for they remind him of Battle Strike Warriors. He suspects Dark Queen is hiding
something, but he’s not entirely sure what. He is also driven by the need does he or does
he not tell Vector that his death is coming. Does he change the future or leave it as he
knows it to be. He will die a heroic death that saves thousands, but if he tells them those
same lives might die. It’s a dilemma that Cyo finds mentally crippling for him to coop with.

Real Name: Aeson Trul
Alias: Aaron Trul
Occupation: Protector of the Future, Government Agent
Rank: Field Commander Agent (roughly equal to a Captain).
Alignment: Scrupulous
Power Category: Cyborg (Brain Transplant)
Experience Level: 15th level
Hit Points: n/a S.D.C. 600 Armor Rating: 17
Attributes: I.Q. 12, M.E. 10, M.A.15, P.S. 25, P.P. 16, P.E. n/a, Spd.66 (46.2
mph/74.3 km), P.B. 8
Age: 78. Sex: Male. Height: 6 foot and 6 inches (1.82 mm).
Weight: 510 lbs (229.5 kg).
Combat Training: Hand to Hand: Expert
Number of Attacks: 8 (2 Initial +5 from Hand to Hand Combat +1 from boxing).
Saving Throws: Impervious to organic attacks (disease, poison, toxins, gases, heat,
cold), Imperious to psionics and magic that affect the physical body, impervious to
possession, and +5 to save vs. psionics & magic that affect the mind and emotions.
Combat Skills: Punch 1D4, Power Punch 2D4 (2), Karate kick 2D4, Wheel kick 2D6,
Tripping/leg hook (cannot be paired, must dodge or knockdown) Elbow/Forearm 1D6, Knee
1D6, Body throw/flip 1D6 plus P.S. damage bonus (lose initiative and 1 attack or action), All
Holds, Paired Weapons, Critical strike on an unmodified roll of 18-20, Knockout/stun on an
unmodified roll of 18-20, Critical strike (triple damage) or knockout from behind, Death blow
on a natural roll of 19-20 (if desired; must announce his intention).
Educational Background: Education Level: Military Specialist from the future.
Common Skills: Read-Write/Speak Native Language 98%/98%, Mathematics:
Basic 98%, and Pilot: Hover Car 98%.
Military Program (Basic): Running, Climbing 98%/98%, Forced March, Military
Etiquette 98%, Radio: Basic 98%, W.P. Energy Rifle (+9 to aim/+5 to burst), and W.P.
Grenade (+4 to throw).
2nd Military Program: Depressurization Training, Zero Gravity Combat: Basic,
CBRN (Chemical, Biological, Radiological, and Nuclear Warfar) 98%, and Find Contraband 98%
Physical Program: Hand to Hand: Expert, Gymnastics (Sense of Balance 95%,
Bars and Rings 98%, Back Flip 98%), and Boxing.
W.P. Program: W.P. Blunt (+5 to strike/parry), W.P. Sword (+6 to strike/+5 to
parry), W.P. Energy Pistol (+10 to aim/+6 to burst), W.P. Heavy Energy Weapons (+6 to
aim/+4 to burst), W.P. Rifle (+9 to aim/+5 to burst), and W.P. Handgun (+9 to aim/+5 to
burst).
Advance Pilot Program: Navigation 98%, Sensory Equipment 98%, Weapon
Systems 98%, Pilot: Personal Anti-Gravity Transportation 98%, Pilot: Airplane 98%, Pilot:
Robot and Power Armor 98%, and Pilot: Aircraft Jet Fighters 98%.
Military Officer Program: Demolitions 98%, Detect Concealment 98%,
Intelligence 98%, Interrogation 98%, and Land Navigation 98%.
Secondary Skills: Astronomy & Navigation 98%, Body Building & Weightlifting,
Athletics (General), Computer Operation 98%, Computer Programming 98%, Basic Electronics
98%, Anthropology 98%, Basic Mechanics 98%, Hover Vehicle Mechanics 98%, Wilderness
Survival 98%, Recognize Weapon Quality 98%, General Repair & Maintenance 98%, History
98%/98%, Law (Present and Future Earth) 98%, Gemology 98%, Language and Literacy:
Spanish 98%/98%, T.V./Video 85%, Pilot: Airplane 74%, Cook 70%, Land Navigation 64%,
First Aid 65%, Mathematics: Advance 70%, Research 45%, and Jury Rig 30%.
Money: He has 3800 credits which are worthless here in the universe of Heroes
Unlimited. He makes $3200 a week (166,400 a year) as a government agent for Project
Secure.
Weapons: He has access to all of Project Secure vast arsenal of weapons. However
his cyborg future weapons and his bionic body are his main weapons.
Vehicles and Equipment: He has access to the numerous vehicles own by Project
Secure and he can always rely on his own capabilities.

CYBORG BODY
A.R.: 17
S.D.C. by location:
Hands (2)-30
Arms (2)-60
Legs (2)-150
* Head-60
** Main Body-600
* A difficult target to strike. An attacker must make a called shot to hit and even then its
–2 to strike. Destroying the head of the robot will eliminate all optics and sensory system.
The robot will shut down as s safety feature. The single eye is even a smaller target
requiring a called shot to hit with a –4 to strike.
** Depleting the S.D.C. of the main body will effectively destroy the robot, shutting it down
completely and making it useless. No further modification can be done to the robots nor can
they wear additional body armor or power armor.
Speed
Running: 46.2 mph (74.3 km). This speed can be maintained indefinitely.
Leaping: Approximately 25 feet (7.6 m) high or lengthwise. A running leap at speeds in
excess of 50 mph (80 km) will enable the robot to leap an additional 2D6+6 yards/meters.
Flying: Concealed hover jet system (feet). 80 mph (128.8 km). Range: 100 miles (160 km)
Statistical Data
Height: 6 foot and 6 inches (1.82 mm).
Width: 3 feet (.9 m)
Weight: 600 lbs 270 kg
Physical Strength: Equal to a P.S. of 25 (considered superhuman).
Cargo: None
Power System: Micro-Fusion.

Weapons: These are the following weapons he has with him or built in to his cyborg
body.

Retractable Vibro Blades (2) in each glove above the knuckles
, 2D6+4 per blade (4D6+8
max). Length: 1 foot (.3 m), Bonuses: +1 to strike/parry.

Projectile Wrist Blaster (2), Range: 90 feet (27.4), Damage: Explosive Projectile (4D6
or 6D6) or Tranquilizer Darts (save vs. non-lethal poison [16] or will render victim
unconscious within 1D4 melees. Even if make the save, victim will feel woozy in 1D4 melees
making him -2 to strike, parry, and doge and -10% to skill rolls for 4D4 minutes. Rate of Fire:
Volley of 2, 4, or 6 (use volley rules), Payload: 6; reload takes 2 melees (30 seconds).
Bonus: +1 to strike.

Laser Rod (concealed in left leg)
, Range: 1200 feet (366 m0, Damage: 3D6, Rate of Fire:
Single shot or semi-auto, Payload; 20 charges per E-clip, Bonus: +1 to strike.

Mini-Grenades, Range: Throw 80 feet (24.3 m), Damage: Explosive (1D6x10 to a 10
foot/3 m blast radius) and Knockout-Gas, Nerve Gas, and Tear Gas (Blast Radius 15x15
feet/4.5x4.5 m cloud), See Heroes Unlimited 2nd edition, page 341 for details. Payload: 10
grenades on each arm, 5 of each type.

Heavy Particle Beam Rifle, Range: 3300 feet (1005.8 m), Damage: 1D6x10+6, Note:
Like all PBW, the beam automatically by-pass the A.R. of a target, including all Natural Armor
Ratings. Objects destroyed or people killed by PB are disintegrated! Living things heal
damage back three times slower and objects cannot be repaired by normal means, Rate of
Fire: Single shot, Payload: 12 shot E-clip.

Combat Bonuses: +9 to Initiative, +5 to strike, +15 to parry, +15 to dodge, +12
damage, +7 to roll with punch/fall, and +7 to pull punch.

1. Sensor Systems of Note

Optics: Full optic system, including visible light spectrum, infrared (1600 feet/487 m),
polarization, passive night vision (light amplification-1600 feet/487 m), ultraviolet sight
(1600 feet/487 m), thermo-vision (1600 feet/488 m) telescopic (1600 feet/487 m).

Audio System: Advance Audio System, Micro-Translator, and Wide Band Radio Receiver and
Transmitter (50 miles/80 km).

Sensors: Biometric Scanner, Bug Detector, Explosive Detector, Motion Detector and Warning
System, Radar Detector, Radiation Detector, and Sensory Antenna.

2. Special Features:

Full insulation (1/4 damage by heat and cold attacks and environmental),
Radiation Shielding
Magnetic boots
Electro-adhesive Pads (same function as boots),
Laser Resistant Coating (light and laser attacks inflict only ½ damage), \
Navigation Mini-Computer.
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Re: On the topic of Revised to 2nd ed conversions.....

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VECTOR

Doctor Glen Welnor was a physician and scientist employed at the Mckee Biological
Institute. Two years into his employment, his high school sweetheart wife Laura was killed in
an automobile accident while trying to pick up Glen when his car broke down. Glen rushed
over to her burning car but was unable to save her. For two years he was traumatized by
the event, finally with a partnership with Dr. Helen Marks he begins to research with what
he believes is an untapped source of potential energy trapped in the cells of all living things.
This Biological Energy (BIO-E) be believes can be used to make all humans possess
superhuman strength, superior endurance, and resistance to injury. To test his theory, Dr.
Welnor injects himself with an experimental serum he believes will amplify his own BIO-E.
Unknown to Dr. Welnor his serum has been tampered with by Marks causing him to
administer what was supposed to be a lethal dose. The result instead causes Welnor to
generate an intense amount of biological energy that can be shaped into force energy that
he can shape, manipulate, and project at his command. When he reveals this to Helen
Marks, she also injects herself with the energy, but instead it turns her into a 7-foot (2.1
m), 330 pound (148.5 kg), yellow-skinned savage creature, with a sub-human mind and
superhuman strength. The creature called Amberia starts on a rampage throughout the city.
Doctor Welnor puts on a superhero Halloween costume she made for him and attempts to
subdue her. Eventually he is able to do so and she reverts back to her normal self. She is
taken captive by S.C.R.E.T. The people who Welnor save think he’s a real superhero and ask
him his name. The only thing that he can think of is the name Vector. Days later Welnor
decides he will continue playing the role perhaps his wife foresaw he do one day. As the
years passed, Welnor powers increased and magnified, soon he possessed the power of
flight and could create an elaborate variety of force items and creations. Before long Vector
became a known super hero with fame throughout the United States, Mexico, Canada, and
Europe. He battled various super villains, rogue nations, and criminal masterminds. The one
problem he hated, being a Legionnaire didn’t give him the authority he longed for to really
help people. He found most of his endeavors continually thwarted and met with disdain by
G.I.G.M.A. and U.S. S.C.R.E.T. Finally he decided to do something about it. He met with
Director Fores and enlisted to join Project Secure. This was the first time a known hero
wanted to join a government agency, and Fores was not about to turn him down. Despite
his years of experience, Welnor wanted to be treated just like any other agent. When
deciding which team to put him with, it was a tough choice because everyone wanted him.
Forbes decided he was the perfect fit of Epsilon. Welnor enjoys his new position, but finds it
restricting that he can’t do what made him famous and that is do missions on his own. He
tries to obey the rules in this matter, but he will never stand idly by and let the innocent
suffer. He has his suspicions of Shadow Queen. He also cares deeply for his clone son
Wavelength and tries to help him as much as he can.

Real Name: Glen Welnor
Occupation: Renown Champion of Justice, now Government Agent
Rank: Investigating Agent (roughly equal to a Lieutenant).
Alignment: Principled (moving toward Scrupulous)
Power Category: Continuous Mutation
Experience Level: 12th level
Hit Points: 69 S.D.C.: 62
P.P.E.: 27
Appearance: He is a middle- aged man who still on occasions engages in moderate
exercise. He always dresses as a professional He has short brown hair and white eyes. In
his Vector costume, it’s gold and brown spandex. He also wears a mask.
Attributes: I.Q. 15, M.E. 15, M.A.15, P.S. 16, P.P.18, P.E. 20, Spd.12/400 mph (644
km) in flight, P.B. 13
Age: 43, Sex: Male, Height: 6 foot (1.82 m), Weight: 160 lbs (72 kg).
Unusual Characteristics: White eyes, extraordinary perception, and sun proof skin (he
takes half damage from light/laser attacks).
Major Super Abilities: Create Force Field and Create Force Constructs. Range: Self, in
hand, or 480 feet (146 m) away, Duration: 54 minutes, Bonuses: +2 to parry, Attacks per
Melee: Creation of field counts as two melee attacks/actions (more complex ones uses up
all attacks/action for the melee round), Max SDC 2000. Max Size of Geometric Objects 160
sq feet (14.8 sq meters), SDC Recovery: 3 per minute/200 an hour. Max Weight: 800 lbs
(360 kg).
Minor Super Abilities: Flight: Energy, Energy Expulsion: Force, Power Bands, and
Flying Force Disc.
Attacks per Melee: 6/7 (2 initial +4 from Hand to Hand) +1 in flight
Combat Training: Basic
Combat Bonuses: +1 to initiative, +6 to strike/+7 with force weapon/+1 in flight, +7
to parry/+8 in flight, +7 to dodge/+9 when flying under 80 mph (128 km) or +11 when flying
over 80 mph (128 km), +3 to damage/+4 to damage for every 20 mph (32 km) of flight
speed, +6 to roll with punch/fall, +4 to pull punch/+6 with force weapon, +1 to disarm/+3
with force weapon, and +3 to perception.
Saving Throws: +10% to save vs. coma/death and +3 to save vs. magic & poison.
Combat Skills: Punch 2D4, Power Punch 2D4 (count as two attacks), Elbow &
Forearm 1D6, Knee 1D6, Snap Kick 1D6, Body Flip/Throw 1D6 plus P.S. damage bonus (lose
initiative and 1 attack/action), All Holds, and Critical strike on an unmodified roll of 19-20.
Educational Background: Ph.D.
Common Skills: Read-Write/Speak English 98%/98%, Mathematics: Basic 98%, and
Pilot: Automobile 98%.
Science Program: Computer Operation 98%, Mathematics: Advance 98%,
Chemistry 98%, Chemistry: Pharmaceutical 98%, Genetics 98%, and Chemistry: Analytical
98%.
Medical Doctor Program: Biology 98%, Pathology 98%, and Medical Doctor
98%.
Medical Investigation Program: Research 98%, Crime Scene Investigation 98%,
Forensics 98%, and Toxicology 98%.
Physical Program: Boxing, Swimming, Athletics (General), and Running.
Secondary Program: Business & Finance 95%, Automotive Mechanics 96%,
Photography 95%, Sewing 98%, Hand to Hand Combat: Basic, Pilot: Truck 98%, Pilot:
Airplane 98%, Language and Literacy: French 86%/98%, Literacy: Latin 98%, Language &
Literacy: German 80%/90%, S.C.U.B.A. 85%, Wardrobe & Grooming 78%, Writing 45%, First
Aid 50%, and T.V./Video. 40%.
Money: He has about $300,000 in a bank in Century Station and 87,000 Euro dollars
in a Swiss Bank account. He gets a salary of $3000 a week ($156,000 a year) from Project
Secure. He lives a very luxury lifestyle.
Weapons: He has access to various types of conventional and high tech weaponry in
Project Secure, but he far more comfortable utilizing his super abilities.
Energy Expulsion: Force, Range: 400 feet (121 m), Damage: 7D6 or 1D4x10+2 plus
+15% bonus to knock-down impact table (optional on page HU 73). Bonuses: +7 to aim/+3
for wild shot, Penalty: -2 to parry and dodge the energy. Note: Vector has given up a
secondary skill to gain proficiency with this super power.
Force Firearms, He can create them but rarely does so. He tends to rely on his force
energy blast.
Giant Limbs, Range: 90 feet (27.4 m), Damage: Supernatural P.S. of 16.
Force Bands, Range: 450 feet (137 m), Supernatural P.S. of 20, S.D.C. 360, Duration:
Permanent. Limitation: Same as normal power. Has it own separated force SDC from the rest
of his powers.
Flying Force Disc, Range: In hand, under feet, or 450 feet (137 m), Hurl disc 1350
feet (411 m), Size; Small as a Frisbee/discus or 60 feet (18.2 m) in diameter, Speed; 600
mph (966 km). Weight Limit: 1260 lbs (567 kg), Max Altitude: 2400 feet (731 m)-half
underwater and double speed in space, S.D.C. 300. Bonuses: +2 to dodge, Duration: 380
minutes (6 hours, 20 minutes), Damage as a hurled weapon: 2D6+6, Bonuses: +7 to strike.
Note: The force disc has its own separated force SDC.
Armor: He has the option of wearing various body armors, but he prefers his force
field body armor. 300 S.D.C. It use costs him one attack/action per melee round and -2 to
initiative.
Equipment & Vehicles: He has access to nearly all the technology and vehicles of
Project Secure, most of which he uses for his research and investigation purposes.
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Reagren Wright
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Re: On the topic of Revised to 2nd ed conversions.....

Unread post by Reagren Wright »

Done for now guys. See you in a while.
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Re: On the topic of Revised to 2nd ed conversions.....

Unread post by PapaMambo »

So far, loving what I see Reagren! I know this thread started off as a conversion of old revised characters to 2nd edition, but are most of the new ones you're posting original creations now? Or are you still finding references to characters in official HU sources (Gramercy, Century City, Mutant Underground etc) that have been named, but never actually been printed?

If you've ventured into new characters, would anyone object to me posting a few of my own?
"It isn't the bullet with his name on it that the professional soldier has to fear. It's all those addressed 'To Whom it May Concern'" - Anonymous
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Re: On the topic of Revised to 2nd ed conversions.....

Unread post by Reagren Wright »

PapaMambo wrote:So far, loving what I see Reagren! I know this thread started off as a conversion of old revised characters to 2nd edition, but are most of the new ones you're posting original creations now? Or are you still finding references to characters in official HU sources (Gramercy, Century City, Mutant Underground etc) that have been named, but never actually been printed?

If you've ventured into new characters, would anyone object to me posting a few of my own?


All I did on the latest batch was make up some guys because Project Secure mentions three
Lock Down Teams in two books (Aliens Unlimited and Century Station) without naming
anyone who is one the team. This my interpretation of who is on those teams, of course,
you can always include your own members as well in your games.

Cardiac originally started this post converting guys from Villains Unlimited into 2nd edition
because when the actual book did come out, they failed to do that. I eventually took the
post over and completed that task. Then started looking for others and did that. Then
found just names in the books and created NPCS to put into those groups. So yes if
you got guys you want to put on this post. Join the club. Mephisto and Stone Gargoyle
have put a number of cool super heroes on this post and HU fans are always looking for
more. So come on it and join the party.
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Reagren Wright
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Re: On the topic of Revised to 2nd ed conversions.....

Unread post by Reagren Wright »

Been away for a while (over in the Fantasy section doing some work :wink:) but I think its time to
come back for a bit. Been a while since I did some villains so I think that will be my angle and time
to drawn some inspiration from reality I think.
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Reagren Wright
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Re: On the topic of Revised to 2nd ed conversions.....

Unread post by Reagren Wright »

Sorry for the delay but just got another crazy idea for a hero as well.
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Re: On the topic of Revised to 2nd ed conversions.....

Unread post by Reagren Wright »

:( Yes I'm behind but this post is not forgotten.
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Reagren Wright
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Re: On the topic of Revised to 2nd ed conversions.....

Unread post by Reagren Wright »

Still working on my new fantasy project :D , but I made time for these guys. Enjoy as always.
My inspiration came from the fact that my job required me to take a test on the new-Globally
Harmonized System of Classification and Labelling of Chemicals (GHS), they are replacing some
of the old warning symbols with these new one and making them universal so they will be
recognized across the globe (like the symbol for radiation or biohazardous material).

EVIL AUTHORITY

Evil authority is the name of environmental terrorist group that seeks to save mankind by
reducing its current population to a mere one billion people. It also wants humankind to revert
back to human basics (the Pilgrims, Jamestown, etc). They believe it must be done in order to
save humankind from itself. They are willing to do whatever it takes to make this happen, which
means killing as many people as possible; women, children, the sick, the healthy, everyone!

Evil Authority’s origins go back to when the mega corporation Industrial Atomic Investments was
determined to build a newer high energy particle collider even greater than the Large Hadron
Collider (LHC) beneath the Franco-Swiss border near Geneva, Switzerland. IAI spent billions of
dollars constructing their collider under the astute eye of Professor Regulus Luther, a 7th level
Hardware Electrical Expert who was convinced his design would give humankind unlimited power
for the next 200 years Regulus was obsessive with his designs, but his brilliance was without
question. No one question his methods, or for that matter his business practices. For starters he
systematically hired unskilled laborers with short contracts. These people were paid per day and
hired per day from questionable agencies and firms. Over 80 percent of the workforce hired was
done using temporary contracts, his way of saving money. Unemployed people gathered in parks
in the morning, take a bus to the ferry that would take them to the where they would work at
the plant. They would get a contract for a few months to do unskilled and the most dangerous
labor. After the work was finished, these people were paid (or made) to disappear. To make
matters worse two shelters for people working at the plant were not listed as part of the
radiation management zones so radiation level were allowed to exceeded the legal limits.
Despite these short coming, the plant did begin to achieve its goal and the particle collider was
made into a renewable source of energy.

Two days before the plant was to unveil its capabilities to the world, a fired employee name
Jefferey Porter snuck back into the plant. He’d been fired because he was caught stealing
equipment that he was trying to sell to pay off his gambling debts to loan shark. Angry and
wanting revenge, Porter decided to expose the truth by forcing an accident that would result in
pubic exposure to the wrongdoings going on. Unfortunately, Porter had no idea that Professor
Luther was also conducting an authorized experiment involving the creation of antimatter.
Porter’s tampering caused a power surge during a test procedure resulted in a criticality
accident, leading to a powerful explosion and fire that released a significant fraction of
radioactive core material into the environment, resulting in a death toll of 56 people and
hundreds more exposed to lethal levels of radiation. Worse of all, Porter found himself in close
proximity to accelerator and when the explosion was struck by an escape quantum particle that
turned him into an atomic power house. Six other individuals were also exposed to dangerous
levels of radiation that had an immediate effect on their appearance and bestowed upon them
extraordinary powers. Days afterward as the death toll continued to rise, the illegal practices of
Professor Luther were revealed. While holding a press conference, Luther tried to explain away
his actions when he was attacked by the six individuals. They spoke how Luther refused to
follow safety protocols and always had a bad habit of mislabeling hazard pictograms just to cut
further corners. They claimed people like him where a cancer and only by cutting it out would
humanity survive. The six began assaulting everyone in the general vicinity, killing anyone that
got in their way, including Professor Luther. U.S. S.C.R.E.T. was preparing to respond when
Jeffery Porter arrived and snatch the group up in unmarked truck and drove away with the group
inside. Later he convinced the group that they should follow their intended plan and make the
whole world pay for what was done to them. They even decided to use the hazard pictograms
as their calling cards, thus Evil Authority was born.

Each member of Evil Authority except for Crossbones is the equivalent of an alien from a high
radiation world. They radiate low levels of radiation that will begin to harm humans exposed to
them for any length of time. They wear the radiation shield suits to keep themselves hidden from
radiation detectors that could track down their location. They do not wear the suit to spare
people from their radiation exposure. Nukeo is the “official leader” and the one proclaiming they
will liberate the world. He was Luther’s right hand man, yet a silent advocate for change. He is
deeply in love with Luther’s assistant Rottenia. They plan on having a family together once the
human population has been destroyed. Their loyal is extreme for each other, but they will go out
of their way to save anyone in the group. Bioa is extremely disturbed and enjoys torturing
innocent victims with her depraved wickedness. Having lost her fiancé in the explosion, she is
search for love in a cruel and fiendish fashion. She has grown into sadistic nymphomaniac who
use chemicals and poisons to torture and kill the “lovers” she finds. She often takes prisoners
back to their secret hideout and “plays with them.” Cyburn longs for his girlfriend. He wants to
see hear, but fears what she will do if she seems his mutation. This has driven him mad with
anger and he takes it out on everyone not associated with Evil Authority. He is best friends with
Venom Bane and they often go to Burger Haven together to not only enjoy the fast food, but
the mayhem they can cause with the general public. Venom Bane is a sick, twisted freak who
delights in his victim screaming just before he melts their insides out. He looks for way to kill
large groups by simply doing a fiendish act (rust a fuel tanker truck as it tries to slow down for a
school bus crossing an intersection). Volt loves to tinker with electronic toys and research
targets of opportunity. He builds an assortment of devices so he can watch things die via
electrocution, including people. While he has no qualms killing with his mutant powers, it’s more
fun watching someone struggle while strapped into his home made electric chair.

Crossbone, however, is the only member with an outside agenda. While he has no problem going
along with their annihilation agenda, he just wants to get rich along the way. He also is attempt
to get in contact with Fabricator Inc so he might be able to get him set up in such a way that if
anything should happen to his associates, he will have a fall back plan. He is a loyal member as
long as things are going good, if things look bad, he will jack rabbit in a heartbeat. None of the
members know he is responsible for the accident (they’d kill him). He intends on using his
associates as long as possible so he can enjoy the world as they try to take it down. Either way
if they succeed or fail, he will end up in a life of luxury.

Note: All members of Evil Authority are impervious to radiation.
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Re: On the topic of Revised to 2nd ed conversions.....

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NUKEO

Real Name: Devon Bart Boyer
Occupation: Leader of Evil Authority, Former employee at Industrial Atomic Investments
Alignment: Miscreant
Power Category: Mutant
Experience Level: 4th
Hit Points: 34 S.D.C.: 36
P.P.E.: 22
Appearance: Devon has stark white skin and his body is completely void of hair follicles.
His eyes glow green. He is tall and thin. Like the other members of Evil Authority he wears a
hazmat suit but his has the trefoil symbol for radiation.
Attributes: I.Q. 19, M.E. 8, M.A. 15, P.S. 18, P.P. 17, P.E. 15, Spd. 14, P.B. 8
Age: 31, Sex: Male, Height: 6 foot and 4 inches (1.95 m), Weight: 225 lbs (68.58 kg)
Major Super Ability: Control Radiation
Minor Super Abilities: Frequency Absorption, Energy Expulsion: Electromagnetic Pulse, and
Supervision: Spectrum Vision.
Combat Training: Basic
Attacks per Melee: 5 (2 Initial and 3 from Hand to Hand)
Combat Bonuses: +1 to strike, +4 to parry, +4 to dodge, +3 to damage, +3 to roll with
punch/fall, and +2 to pull punch.
Saving Throws: Impervious to fire, heat, and plasma.
Combat Skills: Punch 1D4, Power Blow 2D4 (counts as two attacks), Elbow/Forearm 1D6,
Knee 1D6, and Kick 2D4.
Other Bonuses: +5% to all skills.
Educational Background: Masters Degree
Common Skills: Read-Write/Speak English 93%/97%, Mathematics: Basic 89%, and
Pilot: Automobile 77%
Science Program: Computer Operation 98%, Mathematics: Advance 98%, Chemistry
98%, Biology 90%, Nuclear Physics 75%, and Physics 80%.
Technical Program: Research 90%, Radiation Technology/Industrial 80%, Computer
Programming 97%, and Law (General) 85%.
Communication Program: Basic Electronics 90%, Radio: Basic 98%, Electronic
Countermeasures 85%, T.V./Video 90%, and Sensory Equipment 85%.
Basic Program: Academic (by Shotgunlo): Writing 75% and Basic Mechanics 98%.
Secondary Skills: Hand to Hand: Basic, Athlete, Swimming 75%, Prowl 50%, Streetwise
41%, Pilot: Truck 81%, Land Navigation 77%, General Repair/Maintenance 70%, Cook 60%,
Automotive Mechanics 77%, History 70%/60%, and Photography 45%.
Money: He made $80,000 a year working at Industrial Atomic Investments. Presently he
is not interested in money at all.
Weapons:
Radiation Blast, Range: 200 feet (61 m), Effect 40 foot (15.2 m) radius, Damage:
3D6 per melee round. 01-30% chance of exposure will result in radition sickness.
Nuclear Fire, Range: 140 feet (42.6 m), Damage: 1D4x10+2, Bonus: +3 to strike.
Heat Bolts, Range: 20 foot (6 m) radius or 120 foot (36.5 m), Damage: Radiate
heat 50 degrees per melee round or Directed Heat Bolt (4D6), Attacks per Melee: Radiated heat
counts as two attacks while heat bolt count as one.
Armor: H.E.S.S (Environment Survival Suit) A.R. 8, 25 S.D.C. Protects again extreme
temperature ranges prevents the spread of radiation.
Equipment & Vehicles: He no longer drives.
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Reagren Wright
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Location: LaPorte, In USA

Re: On the topic of Revised to 2nd ed conversions.....

Unread post by Reagren Wright »

BIOA

Real Name: Toni Delaney
Occupation: Former employee at Industrial Atomic Investments
Alignment: Diabolic
Power Category: Mutant
Experience Level: 4th
Hit Points: 29 S.D.C.: 39
P.P.E.: 20
Appearance: Toni has stark white skin and her body is completely void of hair follicles.
Her eyes glow green. She is short and thin. Like the other members of Evil Authority she wears a
hazmat suit but his has the biological hazard symbol.
Attributes: I.Q. 15, M.E. 8, M.A. 14, P.S. 14, P.P. 18, P.E. 15, Spd. 26, P.B. 5
Age: 29, Sex: Male, Height: 5 foot and 4 inches (1.62 m), Weight: 105 lbs (47.25 kg)
Major Super Ability: Chemical Secretion and Venomous Attack (major)
Combat Training: Basic
Attacks per Melee: 5 (2 Initial and 3 from Hand to Hand)
Combat Bonuses: +4 to parry, +4 to dodge, +2 to roll with punch/fall, +3 to pull punch,
and +1 to disarm.
Saving Throws: +3 to save vs. poison, drugs, and chemicals.
Combat Skills: Punch 1D4, Power Blow 2D4 (counts as two attacks), Elbow/Forearm 1D6,
Knee 1D6, and Kick 2D4+2.
Educational Background: Masters Degree
Common Skills: Read-Write/Speak English 89%/92%, Mathematics: Basic 84%, and
Pilot: Automobile 73%
Science Program: Computer Operation 97%, Mathematics: Advance 97%, Chemistry
95%, Biology 85%, Nuclear Physics 70%, and Physics 75%.
Technical Program: Research 85%, Radiation Technology/Industrial 70%, Computer
Programming 92%, and Law (General) 80%.
Communication Program: Basic Electronics 85%, Radio: Basic 95%, Electronic
Countermeasures 75%, T.V./Video 80%, and Sensory Equipment 75%.
Domestic Program: Dance 75%, Sewing 85%, and Housekeeping 80%.
Secondary Skills: Hand to Hand: Basic, Aerobic Athletics (Sense of Balance 50%),
Running, First Aid 65%, Prowl 45%, Photography 55%, W.P. Handgun (+2 to aim/+1 to burst),
Singing 65%, Astronomy & Navigation 50%, Art (Painting) 45%, and Business & Finance 45%.
Money: She made $78,000 a year working at Industrial Atomic Investments. Presently
she is not interested in money at all.
Weapons: Her various chemical and poison attacks.
Armor: H.E.S.S (Environment Survival Suit) A.R. 8, 25 S.D.C. Protects again extreme
temperature ranges prevents the spread of radiation. She doesn’t wear gloves so it allows her to
have personal contact with her victims.
Equipment & Vehicles: She no longer drives.
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Reagren Wright
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Location: LaPorte, In USA

Re: On the topic of Revised to 2nd ed conversions.....

Unread post by Reagren Wright »

CYBURN

Real Name: Duane Austin
Occupation: Former employee at Industrial Atomic Investments
Alignment: Miscreant
Power Category: Mutant
Experience Level: 4th
Hit Points: 38 S.D.C.: 62
P.P.E.: 22
Appearance: Duane is an African American that now has stark white skin and his body is
completely void of hair follicles. His eyes glow green. He has an athletic build. Like the other
members of Evil Authority he wears a hazmat suit but his has the flammable symbol on it.
Attributes: I.Q. 15, M.E. 8, M.A. 15, P.S. 19, P.P. 15, P.E. 17, Spd. 21, P.B. 8
Age: 28, Sex: Male, Height: 6 foot and 4 inches (1.95 m), Weight: 215 lbs (96.75 kg)
Major Super Ability: Control Elemental Force: Fire
Minor Super Abilities: Energy Expulsion: Heat, Energy Expulsion: Explosive Fire Balls, and
Supervision: Thermal Vision.
Combat Training: Expert
Attacks per Melee: 5 (2 Initial and 3 from Hand to Hand)
Combat Bonuses: +2 to initiative, +2 to strike, +4 to parry, +4 to dodge, +4 to damage,
+4 to roll with punch/fall, and +2 to pull punch.
Saving Throws: Impervious to fire, heat, smoke, and plasma, +5% to coma/death, and +1
to save vs. poison and magic.
Combat Skills: Punch 1D4, Power Blow 2D4 (counts as two attacks), Elbow/Forearm 1D6,
Knee 1D6, and Kick 2D4.
Educational Background: High School
Common Skills: Read-Write/Speak English 88%/92%, Mathematics: Basic 84%, and
Pilot: Automobile 73%
Factory Program: Basic Mechanics 65%, Carpentry 50%, General
Repair/Maintenance 70%, Physical Labor, and Pilot: Tracked Vehicles 74%.
2nd Factory Program: Basic Electronics 55%, Jury Rig 50%, Automotive Mechanics
77%, and Pilot: Truck 76%.
Secondary Skills: Hand to Hand: Expert, Athletics (General), Sports: Football 60%,
Body Build & Weightlifting, W.P. Handgun (+2 to aim/+1 to burst), Streetwise 36%, and
Construction 60%.
Money: He made $30,000 a year working at Industrial Atomic Investments as a janitor.
Presently he is not interested in money at all.
Weapons:
Fire Blast, Range: 140 feet (42.6 m), Damage: 4D6+8, Bonus: +2 to strike.
Energy Expulsion-Heat, Range: 300 feet (91.5 m), Damage: 4D6, Bonus: +3 to
strike/+1 wild shot. -3 to parry and dodge the nearly invisible beam.
Energy Expulsion-Explosive Fire Balls, Range: 200 feet (60.96 m), Damage: 4D10 +
victims must make a saving throw of 19 or high to avoid being knocked off their feet, going 1D20
feet (0.3-6.1 m) backward and losing two attacks. Those not directly target but caught in the
blast radius must make a saving throw of 14 or better, Blast Radius: 7 feet (2.13 m), Bonus: +1
to strike.
Armor: H.E.S.S (Environment Survival Suit) A.R. 8, 25 S.D.C. Protects again extreme
temperature ranges prevents the spread of radiation.
Equipment & Vehicles: He no longer drives.
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Reagren Wright
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Location: LaPorte, In USA

Re: On the topic of Revised to 2nd ed conversions.....

Unread post by Reagren Wright »

VENOM BANE

Real Name: Jason Emmanuel Foreman
Occupation: Former employee at Industrial Atomic Investments
Alignment: Diabolic
Power Category: Mutant
Experience Level: 4th
Hit Points: 36 S.D.C.: 40
P.P.E.: 20
Appearance: Duane features are Hispanic. His skin is stark white skin and his body is
completely void of hair follicles. His eyes glow green. He has a scrawny build. Like the other
members of Evil Authority he wears a hazmat suit but his have the corrosive symbol on it.
Attributes: I.Q. 15, M.E. 8, M.A. 11, P.S. 23, P.P. 19, P.E. 18, Spd. 23, P.B. 8
Age: 28, Sex: Male, Height: 6 foot (1.82 m), Weight: 200 lbs (90 kg)
Major Super Ability: Rust (Special). He weakens the molecular bonds of metal causing iron
and all metal alloys to rust. He can continue the effect on the same object or area repeatedly
until it weakens so bad it eventually crumbles. He can affect 200 lbs (90 kg) of metal at a single
time. The power is ineffective against magic metals or those of an alien origin (kinesite). His
power does 1D6x10 to iron golems or those who are APS-Metal. He can reduce an A.R by two
and reduce S.D.C. by 40 points each time. He can use the power in an attempt to parry/ignore
metal object about to strike him (+4 to parry no other bonus) which cause them to crumble
against his skin before they strike. He can do a single bullet at a time or attempt a barrage of
bullets (lose the parry bonus), yet even if he fails metal objects that strike his skin inflict only
half damage.
Minor Super Abilities: Cellular Rot & Decay and Corrosive Spray
Combat Training: Expert
Attacks per Melee: 5 (2 Initial and 3 from Hand to Hand)
Combat Bonuses: +2 to initiative, +4 to strike, +6 to parry, +6 to dodge, +8 to damage,
+2 to roll with punch/fall, and +2 to pull punch.
Saving Throws: +6% to coma/death, +4 to save vs. disease, and +2 to save vs. poison
and magic.
Combat Skills: Punch 1D4, Power Blow 2D4 (counts as two attacks), Elbow/Forearm 1D6,
Knee 1D6, and Kick 2D4.
Educational Background: High School
Common Skills: Read-Write/Speak English/Spanish 88%/92%, Mathematics: Basic
84%, and Pilot: Automobile 73%
Factory Program: Basic Mechanics 65%, Carpentry 50%, General
Repair/Maintenance 70%, Physical Labor, and Pilot: Tracked Vehicles 74%.
2nd Factory Program: Basic Electronics 55%, Jury Rig 50%, Automotive Mechanics
77%, and Pilot: Truck 76%.
Secondary Skills: Hand to Hand: Expert, Running, Sport (Soccer) 60%, Athletics,
W.P. Knife (+2 to strike, parry, throw), W.P. Handgun (+2 to aim/+1 to burst), Pilot: Truck 76%,
Dance 50%, Pick Lock 40%, and Land Navigation 44%.
Money: He made $30,000 a year working at Industrial Atomic Investments as a janitor.
Presently he is not interested in money at all.
Weapons:
Wither Flesh, Range: Touch, Damage: 2D6+4 to living, organic material, Bonus: +1
to strike when using power in combat.
Corrosive Spray, Range: Touch or 18 feet (5.4 m), Area of Effect: Aimed target or
3 foot (.9 m) diameter, Damage: 5D6 initial, then +3D6 damage for the next 2D4 melee rounds.
Does no damage to organic material, Bonus: +2 to strike with aimed shot, or +5 to disarm by
target item in hand.
Armor: H.E.S.S (Environment Survival Suit) A.R. 8, 25 S.D.C. Protects again extreme
temperature ranges prevents the spread of radiation.
Equipment & Vehicles: He no longer drives.
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Reagren Wright
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Location: LaPorte, In USA

Re: On the topic of Revised to 2nd ed conversions.....

Unread post by Reagren Wright »

VOLT

Real Name: Hoyt Buchanan
Occupation: Former employee at Industrial Atomic Investments
Alignment: Miscreant
Power Category: Mutant
Experience Level: 4th
Hit Points: 29 S.D.C.: 30
P.P.E.: 20
Appearance: Devon has stark white skin and his body is completely void of hair follicles.
His eyes glow green. He has an average build. Like the other members of Evil Authority he wears
a hazmat suit but his has the symbol for high voltage.
Attributes: I.Q. 19, M.E. 8, M.A. 19, P.S. 14, P.P. 14, P.E. 12, Spd. 13, P.B. 8
Age: 30, Sex: Male, Height: 6 foot (1.82 m), Weight: 190 lbs (85.5 kg)
Major Super Ability: Super Energy Expulsion: Electricity
Minor Super Abilities: Conduct Electricity and Electric Field
Combat Training: Basic
Attacks per Melee: 5 (2 Initial and 3 from Hand to Hand)
Combat Bonuses: +2 to parry, + 2to dodge, +2 to roll with punch/fall, and +2 to pull
punch.
Saving Throws: Impervious to electricity, all other energy attacks/powers inflict half
damage.
Combat Skills: Punch 1D4, Power Blow 2D4 (counts as two attacks), Elbow/Forearm 1D6,
Knee 1D6, and Kick 2D4.
Other Bonuses: +5% to all skills and 55% trust/intimidate.
Educational Background: Bachelor’ Degree
Common Skills: Read-Write/Speak English 93%/97%, Mathematics: Basic 89%, and
Pilot: Automobile 77%
Science Program: Computer Operation 98%, Mathematics: Advance 98%, Chemistry
98%, Biology 85%, Nuclear Physics 70%, and Physics 75%.
Electrical Program: Electrical Engineer 90%, Basic Mechanics 85%, Electricity
Generation 98%.
Communication Program: Radio: Basic 98%, Electronic Countermeasures 75%,
T.V./Video 80%, and Sensory Equipment 75%.
Computer Program: Computer Programming 87% and Computer Repairs 75%.
Secondary Skills: Hand to Hand: Basic, Basic Electronics 75%, General
Repair/Maintenance 70%, Law (General) 60%, First Aid 70%, Pilot: Airplane 71%, Sign Language
50%, Astronomy & Navigation 55%, Photography 60%, and Research 65%. He has given up two
secondary skills to gain proficiency in each two of his super abilities.
Money: He made $75,000 a year working at Industrial Atomic Investments. Presently he
is not interested in money at all.
Weapons:
Energy Expulsion-Electricity, Range: 680 feet (207 m), Damage: 1D4x10+2, Bonus:
+4 to aim/+2 to wild shot. Super Blast, Damage: 1D6x10+4D6. Uses up all his attacks.
Re-Direct Lightning, Damage: 9D6, Range: 640 feet (195 m). He has the option of
channeling his super blast with the re-directed lightning, this does 2D6x10+16. It uses up all his
attacks and leaves him temporarily drained for one minute. +1 to strike.
Electric Field, Range: 18 feet (5.4 m), Damage: 4D6 every 5 seconds, Duration:
One full melee round. Impervious to all energy attacks while projectiles are -8 to strike.
Armor: H.E.S.S (Environment Survival Suit) A.R. 8, 25 S.D.C. Protects again extreme
temperature ranges and prevents the spread of radiation.
Equipment & Vehicles: He no longer drives.
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Reagren Wright
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Posts: 3237
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Location: LaPorte, In USA

Re: On the topic of Revised to 2nd ed conversions.....

Unread post by Reagren Wright »

ROTTENIA

Real Name: Enid Green
Occupation: Former employee at Industrial Atomic Investments
Alignment: Miscreant
Power Category: Mutant
Experience Level: 4th
Hit Points: S.D.C.: 45
P.P.E.: 30
Appearance: Enid was once an attractive girl with a curvaceous figure. Now she has
stark white skin and her body is completely void of hair follicles. Her eyes glow green. Like the
other members of Evil Authority she wears a hazmat suit but his has environmentally damaging
symbol
Attributes: I.Q. 14, M.E. 8, M.A. 14, P.S. 13, P.P. 15, P.E. 14, Spd. 24, P.B. 5
Age: 28, Sex: Female, Height: 5 foot and 7 inches (1.70 m), Weight: 115 lbs (51.75 kg)
Major Super Ability: Drought
Minor Super Abilities: Energy Expulsion: Energy Aura, Glow Bug, and Energy Expulsion:
Ionized Radiation (Special). This energy expulsion use ionizing radiation (upper ultraviolet light,
X-rays, alpha and beta particles, neutrons, meson particles, and gamma rays). These energy
bolts vaporize anything not made of lead, super strong metal alloys, or solid rock. Thus the
energy rays destroy ALL organic material and causes instant damage to plastic, Kevlar, thin
metals, glass, and stone. Therefore, the energy bolts will by-pass artificial armor ratings (all
ancient and modern body armor), while all natural armor rating must be rolled over (with a -2 to
the A.R. number), yet even if the A.R. is not penetrated, the living object still takes half
damage. Anything not destroyed will remain irradiated and dangerous for 2D6 melee rounds
(+1D6 melee rounds for each additional attack after the first). After being struck by the energy
bolt, a roll of 01-33% means a living victim will have radiation sickness (See Control Radiation for
nuclear radiation poisoning). Range: 200 feet (50 m) maximum, Damage: 8D6, Duration: Instant,
Attacks per Melee Round: Each energy blast counts as two melee attacks/actions, Bonuses: +4
to strike with an aimed shot, +2 to strike with a wild shot.
Combat Training: Basic
Attacks per Melee: 5 (2 Initial and 3 from Hand to Hand)
Combat Bonuses: +2 to parry, +2 to dodge, +3 to roll with punch/fall, +3 to pull punch,
and +1 to disarm.
Saving Throws: She is impervious to radiation attacks.
Combat Skills: Punch 1D4, Power Blow 2D4 (counts as two attacks), Elbow/Forearm 1D6,
Knee 1D6, and Kick 2D4+2.
Educational Background: Masters Degree
Common Skills: Read-Write/Speak English 89%/92%, Mathematics: Basic 84%, and
Pilot: Automobile 73%
Science Program: Computer Operation 97%, Mathematics: Advance 97%, Chemistry
95%, Biology 85%, Nuclear Physics 70%, and Physics 75%.
Technical Program: Research 85%, Radiation Technology/Industrial 70%, Computer
Programming 92%, and Law (General) 80%.
Communication Program: Basic Electronics 85%, Radio: Basic 95%, Electronic
Countermeasures 75%, T.V./Video 80%, and Sensory Equipment 75%.
Medical Assistant Program: Business & Finance 80% and Paramedic 85%.
Secondary Skills: Hand to Hand: Basic, Aerobic Athletics (Sense of Balance 50%),
Running, Swimming 70%, Sport (Tennis) 50%, First Aid 65%, Seduction 34%, Wardrobe &
Grooming 66%, Pubic Speaking 50%, and Performance 52%. She has given up two secondary
skills to gain proficiency in each two of his super abilities.
Money: She made $90,000 a year working at Industrial Atomic Investments. Presently
she is not interested in money at all.
Weapons:
Energy Aura, Damage: 2D6 to all who touch her. Half damage is use long melee weapons.
Her aura makes her impervious to light/laser attacks and heat. All other energy attacks do half
damage.
Drought, Range: 3000 foot (914 m) radius or Drought Touch attack, Damage: See power
in regard to effects of environment. Against people they suffer 2D6 point of damage and
dehydration. Reduce skill performance by 30%, plus it takes twice as long to perform the skill
and reduce the number attacks per melee, Spd, and combat bonuses by one-third. Duration:
1D4+4 days to environment.
Armor: H.E.S.S (Environment Survival Suit) A.R. 8, 25 S.D.C. Protects again extreme
temperature ranges prevents the spread of radiation. She doesn’t wear gloves so it allows her to
have personal contact with her victims.
Equipment & Vehicles: She no longer drives.
Last edited by Reagren Wright on Wed Aug 28, 2013 2:36 pm, edited 1 time in total.
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Stone Gargoyle
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Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
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Re: On the topic of Revised to 2nd ed conversions.....

Unread post by Stone Gargoyle »

If Rottenia is a girl, why do you have her sex listed as male?
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
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Reagren Wright
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Location: LaPorte, In USA

Re: On the topic of Revised to 2nd ed conversions.....

Unread post by Reagren Wright »

CROSSBONES

Real Name: Jefferey Porter
Occupation: Former employee at Industrial Atomic Investments
Alignment: Aberrant
Power Category: Mutant
Experience Level: 3rd
Hit Points: 52 S.D.C.: 206
P.P.E.: 25
Appearance: He is a walking wall of muscle with large hands. He has brown hair and
brown eyes. Like the other members of Evil Authority he wears a hazmat suit but his has the
skull and crossbones symbol
Attributes: I.Q. 15, M.E. 13, M.A. 17, P.S. 28, P.P. 19, P.E. 22, P.B. 14, Spd 8
Age: 20, Sex: Male, Height: 6 foot, 8 inches (2.07 m), Weight: 250 lbs (112.5 kg)
Unusual Characteristics: Stocky and Extra-Large Hands.
Major Super Ability: Summon Elemental Force: Anti-Matter (special). Crossbones can
summon a chunk of anti-matter via the ability to break down dimension barriers from another
universe. His will alone is the only thing keeping the anti-matter from simply exploding in the air
itself. He can choose to hurl this chuck of anti-matter up to 900 feet (274 m) away with a +3 to
strike. The intended target may attempt to dodge (parry not possible) but does with a -3
penalty because the anti-matter is flying at almost supersonic speed. When the anti-matter
hits, it ignores all armor rating, and the object explodes taking 2D4x100 point of damage!! If the
damage exceeds the target’s to S.D.C. (and hit points if a living target), it is completely
disintegrated! Not a trace is left behind, except a three foot (0.9 m) deep, smolder crater. Next,
everything in a 10 foot (3 m) radius is struck by a contained matter-antimatter explosion that
does 4D6x10 points of damage. Same rule applies as above. Only a circle of barren earth
remains. Any other damaging effect unleashed by the antimatter is contained by Crossbone’s
will. Summoning the antimatter drains 1D6x10% of Crossbone’s hit points!!! Although he will
recover (standard rate, cannot be restored via magic, psychic, or any other extraordinary
means). There is also a 01-05% chance that his ability to remain on this side of reality weakens
and he is forced to appear in the same dimension as the antimatter (trapping him there forever).
Each time he uses the power within a 24 period, it increases the percentile chance by 5%. The
summoned anti-matter can only remain in our reality for one melee rounds before it simple
dissolves safely back in its own dimension. HOWEVER, if Crossbones’ will should be broken (he’s
knocked unconscious or killed) while the ball is present, it will result in a titanic explosion similar
to the APS-Fire SUPER NOVA. Instantly EVERTYTHING within 1000 feet (304 m) takes 10,000
points of damage. Everything within the next 1000 feet (304 m)-5000 point of damage, the next
thousand does 1000 points of damage, the next 2000 feet (609 m) takes 500 points of damage.
The next 2000 feet (609 m) takes 100 points of damage, the next 3000 feet (914 m) takes
2D4x10 damage, the next 5000 feet (1524 m) takes 1D4x10 points of damage, and the final
5000 feet (1524) takes 4D6 points of damage. The next 10,000 feet (3048 m) everything weight
less than 200 lbs (90 kg) is simply knocked down 2D4 feet to the ground and witnesses the a
brilliant ball of white light. UNFORTUNATELY, everything within a one mile radius outside the
30,000 foot (9144 m or 5.68 mile/9 km) total blast radius is struck by a contained matter-
antimatter explosion that does 4D6x10 points of damage. Note: This power gives him the same
power as Iron Will.
Minor Super Abilities: Energy Expulsions: Particle Beam, Impervious to Energy &
Electricity, and Increase Durability. Note: Because he is stocky, he has the equivalent of
Superhuman P.S in lifting and carrying.
Combat Training: Expert
Attacks per Melee: 5 (2 initial +2 from hand to hand + 1 from boxing)
Combat Bonuses: +2 to initiative, +4 to strike, +8 to parry, +8 to dodge, +13 to damage,
+6 to roll with punch/fall/impact, +2 to pull punch.
Saving Throws: He needs a 12 or better to save vs. psionic attack, +7 to save vs.
possession, +6 to save vs. mind control, +5 to save vs. illusions and HF, +7 to save vs. magic &
disease, +3 to save vs. insanity, +44% to save vs. coma/death and he only takes half
penalties/duration from being confused, dazed, or drugged. He is impervious to all energy
attacks, including radiation and stun weapons.
Combat Skills: Punch 1D4+6, Power Blow 3D6+2 (counts as 2 attacks), Elbow/Forearm
1D6, Knee 1D6, Body Block/Tackle 1D4 + P.S. damage bonus (must parry/dodge or knockdown),
Pin 18-20, Crush 1D4, All Holds, and Knockout on an unmodified dice roll of 20.
Other Bonuses: 45% trust/intimidate.
Educational Background: One year in college
Common Skills: Read-Write/Speak English 86%/91%, Mathematics: Basic 81%, and Pilot:
Automobile 69%.
Physical Program: Hand to Hand: Expert, Boxing, and Wrestling.
Science Program: Computer Operation 79%, Mathematics: Advance 80%, Chemistry 75%,
Biology 65%, Nuclear Physics 45%, and Astrophysics 60%.
Secondary Skills: Body Building and Weightlifting, Swimming 65%, Athlete, Physical Labor,
Automotive Mechanics 40%, Basic Mechanics 40%, Dance 45%, Cook 50%, Pilot: Truck 52%,
Gambling (Standard) 45%, General Repair/Maintenance 50%, Pick Locks 30%, and Streetwise
24%.
Money: He is the only member of the organization interested in money. He has $2D6 x
10,000 stored in caches in Victory City, Ultropolis, and Century Station.
Weapons:
Energy Expulsion: Particle Beam, Range: 400 feet (122 m) maximum, Damage: d20 roll of
11-18 inflict 4D6+4 point of damage, 19-20 inflict 6D6+16. PB rays ignore armor ratings, by-
passing artificial and natural as if it was none existent. Anything destroy by PB is atomized.
Damage takes twice as long to heal. Attacks per Melee: Each blast counts as three. Bonuses:
+1 to aim only. Note: Unlike other EE power, damage cannot be divided or power down.
Equipment and Vehicles: He steals whatever the group needs.
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Reagren Wright
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Posts: 3237
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Location: LaPorte, In USA

Re: On the topic of Revised to 2nd ed conversions.....

Unread post by Reagren Wright »

:eek: Gargoyle you scared me. Popping out of no where like that. Thanks for finding that out for
me. Quick fix.
Last edited by Reagren Wright on Thu Aug 29, 2013 8:24 pm, edited 1 time in total.
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Reagren Wright
Palladium Books® Freelance Writer
Posts: 3237
Joined: Sun Feb 10, 2002 2:01 am
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
Location: LaPorte, In USA

Re: On the topic of Revised to 2nd ed conversions.....

Unread post by Reagren Wright »

Enjoys as always guys. Back to my fantasy project :D :-D .
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Stone Gargoyle
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Re: On the topic of Revised to 2nd ed conversions.....

Unread post by Stone Gargoyle »

Reagren Wright wrote::eek: Gargoyle you sacred me. Popping out of no where like that. Thanks for finding that out for
me. Quick fix.
Sorry for "sacred"-ing you. I guess that makes you holy now or something. :lol: Nice work on these.
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
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Reagren Wright
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Re: On the topic of Revised to 2nd ed conversions.....

Unread post by Reagren Wright »

Time to come back again. Still have a guy on the computer half way done. He'll be joined by
another villain.
gaby
Knight
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Location: Québec

Re: On the topic of Revised to 2nd ed conversions.....

Unread post by gaby »

Great to known.
Any chance after your H.U,s characters,you will try a few Npc,s and Monsters for BtS?
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Re: On the topic of Revised to 2nd ed conversions.....

Unread post by Reagren Wright »

Hmm not exactly the forum for BtS, but it's and interesting suggestion. Have to think about it.
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Re: On the topic of Revised to 2nd ed conversions.....

Unread post by Reagren Wright »

Yeah I'm behind but that's because working on a HU 2nd Rifter submissions. Not to worry the
The Night Children are coming. Inspired by some Greek Mythology.
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Re: On the topic of Revised to 2nd ed conversions.....

Unread post by Reagren Wright »

NYX

Born of Chaos, the godling originally came to Earth to entertain herself by viewing the suffering
of humankind. She is easily entertained by handsome male superheroes (those with PB over 16)
who she is always trying to seduce. Whenever confronted by female superheroes, she toys with
them until she is ready to move in for the kill. Despite her immorality, love is her one true
weakness. Men with high MA and deceptive cunning have continually charmed her into
submitting to their desires. Nyx continues her regular hi-jinks, occasionally helping criminal
masterminds, occasionally opposing them if she befriends a desirable male. Her longest
relationship was with Patriot (Leader of the Sentinels of Liberty and Justice) and they stayed
together living out of a loft in Washington D.C. as lovers, until he learned who she really was.
She has never fully recovered from the breakup nor can she bring herself to eliminate Patriot’s
current love interest, Candace Baxter. She has vowed to eliminate the SLJ with the help of her
“Night Children” until Patriot has no choice but to submit to her. Of course should any other
good looking hero come along, she will glad snatch him up instead, and anyone who interferes
will have to deal with her minions. While she no longer holds directly involves herself with the
suffering of humanity, she still enjoys watching her minions destroy and victimize humanity, like a
queen desiring to be entertained. She will come to her child’s aid and as long as they please her,
she will be their loving mother.

Real Name: Nox Chaosdotter
Occupation: Super Villainous, Seducer and Temptress of Shadows
Alignment: Aberrant
Power Category: Immortal (godling)
Experience Level: 12th
Hit Points: 330 S.D.C.: 210/+50 at night Armor Rating: A.R.: 14
P.P.E.: 251
Appearance: A young adult woman of exceptional power and beauty. She has wavy, very
long, black hair worn in an artistic style. Her large eyes are jet black in color. She has light-
colored skin. She has an hourglass build. She is usually seen nude, but in truth her outfit is made
from a strangely transparent substance
Attributes: I.Q. 24, M.E. 23, M.A. 23, P.S. 25 (Supernatural), P.P. 22, P.E. 20, P.B. 24, Spd
41 (28 mph/46.2 km).
Age: Unknown. Sex: Female. Height: 6 foot, 3 inches (1.90 m). Weight: 205 lbs (92.25 kg)
Vulnerability: Love of the Opposite Sex. Sunlight hinders her sight and abilities. Direct
sunlight or bright artificial light reduces vision by half and she suffers -3 to initiative and all
combat bonuses. She takes double damage from laser and light-based attacks.
Natural Powers: Never tires, does not need to eat or drink, supernatural strength and
endurance, half damage from fire and cold, increase range/area of effect of all power by 50%,
and magical affects are only ½ normal duration. She is considered a supernatural being.
Super Mega Abilities: Immortality (bio-regenerate 2D6 hit points/3D6 S.D.C. every 10 minutes).
Major Super Abilities: Shadow Manipulation and Darkness Control. Note: The two powers
can work in tandem, as can any of her shadow powers with each other or the darkness.
Minor Super Abilities: Shadow Molding, Shadow Stepping, Shadow Shaping, and
Nightstalking (HF 13 and nightvision 1500 feet/457 m). She can combine Shadow
Shaping/Molding to create more elaborate shadow constructs (similar to create force
constructs).
Combat Training: Hand to Hand: Martial Arts
Number of Attacks: 8 (4 initial +4 from Hand Combat)
Combat Bonuses: +6 to initiative/+7 at night, +6 to strike, +10 to parry, +10to dodge,
+14 to damage, +9 to pull punch, +4 to roll with punch/fall, and +1 disarm,
Saving Throws: Impervious to shadow powers, +10% to save vs. coma/death, +4 to
save vs. magic, +3 to save vs. poison, +4 to save vs. psionics, +6 to save vs. insanity, +8 to
save vs. possession, and +9 to save vs. horror factor.
Combat Skills: Restrained Punch 2D4, Full Strength Karate Punch 6D6, Backhand 4D6,
Elbow & Forearm 4D6, Karate Kick 6D6, Roundhouse Kick 1D4x10, Snap Kick 3D6, Crescent Kick
5D6, Knee 4D6, Jump Kick 2D4x10, Flying Jump Kick 1D6x10, Power Karate Punch 2D4x10
(counts as two attacks), Body Flip/Throw 4D6 plus P.S. damage bonus (lose initiative and 1
attack/action), Leap Attack, Critical strike from behind or surprise, All Holds, Paired Weapons,
and Critical strike on a natural (unmodified) roll of 18-20).
Other Bonuses: +10% to all skills, 75% trust/intimidate, and 70% charm/impress.
Education Level: Immortal not born from Earth but has studied the Earth extensively
(Human Studies)
Common Skills: Read/Write/Speak Greek, Latin, English, Russian, German, and Arabic 98%,
Anthropology 98%, Law (general) 98%, History (general) 98%, Art (Painting) 98%, and Research
98%.
Domestic Program: Mathematics: Basic 98%, Wardrobe & Grooming 98%, Singing 98%,
and Dance 98%.
Criminal Program: Streetwise 88%, Pick Locks 98%, Seduction 84%, Find Contraband
94%, and Prowl 98%.
Espionage Program: Hand to Hand: Martial Arts, Detect Ambush 98%, Intelligence 98%,
Wilderness Survival 98%, Interrogation 98%, and Disguise 98%.
Secondary: Performance 95%, Public Speaking 908%, Athletics (general), Aerobic
Athletics (Sense of Balance 98%), Philosophy 98%, Astronomy & Navigation 98%, Barter 80%,
Housekeeping 95%, W.P. Blunt (+3 to strike/parry), Sewing 85%, Running, Gambling (standard)
60%, Land Navigation 50%/60% at night, and W.P. Whip.
Money: She has no need for money. She takes whatever she needs. She understands the
need for money and if something is required she allows the men (minions) in her life to pay for it.
Weapons: None, she relies on her super powers to provide her all the weapons she needs.
Shadow Blast, Range: 480 feet (146 m), Damage: 9D6/10D6 at night, Attacks per Melee:
Each blast is a single attack, Bonuses: +6 to strike.
Shadow Molding, Damage: Same as normal weapon/+1D6 at night, Bonuses: +1 to
strike/parry.
Shadow Shapping, Range: 45 foot (13 m) radius and line of sight, Duration: 12
minutes, Damage: 1D4 from physical attacks (PS 10)/+1D6 at night, Bonuses: +1 to strike/parry,
Attacks per Melee: Each shadow has one attack per melee round. Each shadow take one
attack/action to create and then require half her melee attacks/actions to maintain, regardless
how many.
Shadow Stepping: Range: 540 feet (164 m).
Vehicles & Equipment: She loves modern technology and how it can be used to inflict
harm with just the touch of a button. She is getting use to the stuff but tries not to rely on it,
because that’s the purpose of men (minions) in her life.
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Re: On the topic of Revised to 2nd ed conversions.....

Unread post by Reagren Wright »

THE NIGHT CHILDREN

One night seven friends from Gulf Coast University where driving back from a football game when
they decided to turn down an abandoned road because according to legend they meet the
ghost of old crone known to haunt the backwoods. Within ten minutes their vehicles became
stuck in mud, while Kyle, Booker, and Elmer tried to push the car out, the girls stayed in the
vehicle. Then all at once an attractive pale woman appeared and volunteered her services.
Without much effort she lifted the car out of the mud and set it aside. Terrified the group
pleaded for their lives, the woman captured the group using their own shadows created by the
moonlight. At first they thought her a vampire, which only made her angry. “I am not a creature
that feasts on the blood of mortals. I have known such beasts, and they have learned to serve
me well. I am the personification of night itself. Fear me and I might let you live.” The seven
students begged and vowed to do anything. “Really, show me how lecherous you can be with
each other.” And so for the next hour, they did. “Impressive,” she said, “You all sin well. Now I
want you to show me your greediness.” The student got into their vehicle with her in the back.
They arrived at a jewelry store, broke in and took everything they could find. When the police
arrive, Nyx destroyed them. “Excellent, well done,” she praised. “Now, let’s see you take out
your wrath on those who have done you wrong.” So the friends went back to a rival fraternity
house and with Nyx help, sabotaged the gas stove, and set the building on fire. Everyone inside
the building thanks to Nyx died within. “Well done, you’ve sins are worthy of my favor, and to
show my gratitude I will bless you with a touch of Chaos.” And summoning the power of her
creator, Chaos itself, she channeled mystic energy into the bodies of the seven students,
turning them into mystically bestowed Children of Darkness. They spent the night destroying
most of the campus to the delight of the goddess of night. When dawn rose, she seemingly took
their powers away, but told them all that is required to become powerful again is for to think of
their new name sake and they will become it again. And so the seven college student, returned
once more to their school (even though 20% of it was in ruin) and concealed themselves
amongst their fellow students, hiding their new sinister nature. A year later the seven are
making very little effort to continue their education and using an abandoned fraternity house as
their secret headquarters. When not helping Nyx, the Children of Night regularly engage in
murder, assault, kidnapping, theft, extortion, and breaking & entering. They are on G.I.G.M.A.
and U.S. S.C.R.E.T. top ten most wanted list, however because they mystical transform, the
authorities have no idea who the Night Children are in their civilian identities. Efforts have been
made to track them done but nobody is any closer in discovering who they really are.
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Re: On the topic of Revised to 2nd ed conversions.....

Unread post by Reagren Wright »

MOROS-Lord of Impending Doom

Kyle went to school because his father made him. He was always a thug in life and going to
college didn’t mature him any more than it did in high school. It didn’t take much coaxing from
Nyx to turn him into a criminal. He was already a petty thief and enjoyed having his way with
any intoxicated female students. As Moros he drives people to a deadly fate, using his magic to
make bad things happen to them. He usually does this by making them behave a certain way, he
will look into their future and do what he can to make the negative happen or he will simply ruin
anything good that suppose to happen to them. If he can’t inflict doom, he will bring it with his
fist or an energy blast. Suffering is great and he loves to watch. He is a very sadistic voyeur.
While he likes the debauch the other participate in, he rather watch. Or he will pick some girl off
the street, use his spell magic on her, and then make her life a living hell.

Real Name: Kyle Puckett
Occupation: Criminal and College Student
Alignment: Miscreant
Power Category: Mystically Bestowed.
Experience Level: 4th
Hit Points: 31 S.D.C.: 56/as Moros +140
P.P.E.: 10/140
Appearance: Kyle dresses like a typical college male student. He is average height and
average build. He has brown hair and brown eyes. Moros is tall and has a boyish build. He has
straight, short, beige hair. His large eyes are blue. He has light-colored skin. His outfit is that of
a biker, incorporates skull designs, and it is mostly iron-gray in color. He also wears a mask.
Attributes: I.Q. 9, M.E. 9, M.A. 8, P.S. 15, P.P. 9, P.E. 13, Spd.27, P.B. 8
Moros: M.A. 18, P.S. 25, P.P. 14, Spd 135 (94.5 mph/152 km)
Age: 19, Sex: Male, Height: 6 foot (1.82 m)/6 foot and 4 inches (1.95 m),
Weight: 190 lbs (85.5 kg)/230 lbs (103.5 kg)
Spell Magic: Befuddle, Fear, Armor of Ithan, Energy Bolt, Blind, Trance, Charm,
Domination, Horrific Illusion, Compulsion, Agony, Second Sight, Hallucination, Oracle, Wisps of
Confusion, and Havoc. Takes a saving throw of 12 or better to resist his magic.
Combat Training: Basic
Attacks per Melee: 5 (2 Initial and 3 from Hand to Hand)
Combat Bonuses: +3 to parry, +3 to dodge, +3 to roll with punch/fall, and +2 to pull punch.
Moros: +2 to initiative, +3 to parry, +3 to dodge/+5 while running, +10 to damage, +3 to
roll with punch/fall, and +4 to pull punch.
Saving Throws: None as Kyle. As Moros: +1 to save vs. magic, +2 to save vs.
possession, and +4 to save vs. Horror Factor.
Combat Skills: Punch 1D4, Power Blow 2D4 (counts as two attacks), Elbow/Forearm 1D6,
Knee 1D6, Kick 2D4, and Power Blow 2D4 (counts as two attacks)
Other Bonuses: As Moros 50% trust/intimidate.
Educational Background: Two years of college
Common Skills: Read-Write/Speak English 88%/92%, Mathematics: Basic 84%, Pilot:
Automobile 72%
Acaedmic Program (Basic) by Shotgunlo: Computer Operation 87%, Language:
Spanish 77%, Literacy: Spanish 75%, Research 75%, Writing 60%, and Computer Programming
77%.
Felony Program: Prowl 60% and Pick Locks 65%
Secondary Skills: Hand to Hand: Basic, Athlete, Swimming 70%, Body Building &
Weightlifting, Outdoorsmanship, Physical Labor, Language: French 62%, Literacy: French 60%,
Climbing 60%/50%, Cook 55%/65%, Running, and Fishing 50%.
Money: He only has $5100 left in his checking account however he has $3D6x3000 hidden
away at the Night Children’s hideout.
Weapons: He relies on his basic fighting skill and spell magic.
Equipment & Vehicles: None. He will steal whatever he needs.
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Reagren Wright
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Re: On the topic of Revised to 2nd ed conversions.....

Unread post by Reagren Wright »

KERES-Lady of Violent Death

She went to school to study dance, but lost her financial aid to a clerical error. Despite to keep
up her schooling, she decided to become a “lady of the evening.” At first she was appalled but it
soon became an over whelming desire that she needed. Before long the money was not all that
important. The more she got involved, the less she became interested in school (accept for
dancing). When old enough she started dancing at a club and got involved in S&M. It is here
that she first met Kyle Puckett and the two became friends. Like the other Children of Night, it
didn’t take too much persuasion on Nyx part to make her become a villain of the street. As
Cares she became even more cruel and sadistic with her desire to see other hurt, tortured, and
violently killed. While very vindictive, she is quite passionate towards Kyle and the rest of her
teammates. She is very protective of Kyle.

Real Name: Diana Bishop
Occupation: Criminal and College Student
Alignment: Miscreant with a strong Blood Thirsty desire.
Power Category: Mystically Bestowed.
Experience Level: 4th
Hit Points: 29/36 As Keres S.D.C.: 26/As Keres +210 Armor Rating: A.R.: As Keres 13
P.P.E.: 6/40
Appearance: Diana is short and has a curvy build. She has wavy brown hair worn in a
simple style. Her eyes are hazel. As Keres she wears a dominatrix suit of black leather and a
pointed witch’s hat. In both forms she has pale skin.
Attributes: I.Q. 10, M.E. 11, M.A., 15, P.S. 11, P.P. 14, P.E. 11, Spd 25, P.B. 20
Cares: M.A. 27, P.S. 21, P.P. 18, P.E. 17, Spd 125 (87.5 mph/140 km)
Age: 21, Sex: Male, Height: 5 foot and 3 inches (1.60 m), Weight: 104 lbs (46.8 kg).
Insanity: She is a nyphomanic and sadist. She always takes the dominant role in bondage
and discipline, dominance and submission.
Major Super Ability: Spin at High Velocity (spin 300 mph/483 km and run 140 mph/225 km)
Minor Super Abilities: Body Weapons and Hardened Skin
Combat Training: Basic
Attacks per Melee: 5/6 (2 Initial and 3 from Hand to Hand) +1 while spinning as Keres
Combat Bonuses: +3 to parry, +3 to dodge, +3 to roll with punch/fall, and +2 to pull punch
Cares: +6 to initiative, +4 to strike, +5 to parry, +9 to dodge, +6 to damage/+6 while
spinning, +5 to roll with punch/fall, +5 to pull punch, and +2 to disarm.
Saving Throws: None. As Cares: +5% to save vs. coma/death, +2 to save vs. magic, +1
to save vs. poison, +2 to save vs. possession, and +4 to save vs. Horror Factor,
Combat Skills: Punch 1D4, Power Blow 2D4 (counts as two attacks), Elbow/Forearm 1D6,
Knee 1D6, Karate Kick 2D4, and Paired Weapons.
Other Bonuses: As Cares 92% trust/intimidate and 50% to charm/impress.
Educational Background: Three years in College
Common Skills: Read-Write/Speak English 88%/92% and Pilot: Automobile 72%
Felon Program: Streetwise 51% and Prowl 60%.
2nd Felon Program: Seduction 50% and I.D. Undercover Agents 71%
Domestic Program: Mathematics: Basic 98%, Cook 65%, Housekeeping 70%, and Dance
65%.
Secondary Skills: Hand to Hand Basic, Running, Athlete, Wardrobe & Grooming 66%,
Pick Pocket 45%, Palming 40%, Land Navigation 52%, Singing 55%, W.P. Whip (+1 to strike
disarm, or entangle, +1 to damage), and Sewing 50%.
Money: She steals whatever she needs and takes whatever she wants. She also knows
Kyle will get her what she wants as well. She has a hidden stash of $3D6x1000.
Weapons: As Cares she turns her limbs into weapons or can grow 4 horns/spikes etc.
Metal whips, knives, and blades are her favorites.
Equipment & Vehicles: If she owned a car, “they” could track her and she’d have to reveal personal information on a driver’s license.
Last edited by Reagren Wright on Tue Jan 14, 2014 4:59 pm, edited 2 times in total.
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Reagren Wright
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Re: On the topic of Revised to 2nd ed conversions.....

Unread post by Reagren Wright »

:frazz: The cold has kept me away for awhile but I'm back.

MOMUS-Lord of Blame

Booker grew up on the streets of Motor City but far away from the crime riddled neighborhoods.
He’d been adopted by a white couple who couldn’t have children of their own. Raised by upper
middle class parents, spending weekends at the YMCA taking swimming lessons and playing
soccer, Booker grew up very self assured of himself. In high school however, he found it
increasing difficult to fit in with other students. So he tried to live in both world, the one his
parents raised him in, and a life on the streets with other teens that looked like him. Slowly the
life on the streets began to mean more to him. He went to Gulf Coast University on a soccer
scholarship. Yet found it increasingly difficult to be able to associate with those on the college
team, possibly because he longed to be with his street friends. It wasn’t until he met Kyle and
Rhonda that he found kindred spirits that he felt comfortable again. He easily seduced them with
his tales of the “hood” and it didn’t take much persuasion on Nyx part for Booker to devout
himself to criminal behavior. Now free from the restraints his parents upbringing put on him, he
can be as nasty as he wants to be. Using his power he puts the blame on others, and let’s them
take the fall. He enjoys taking possession of people and letting bad thing happen to them before
it’s too late to prevent them, such as driving a vehicle into a wall.

Real Name: Booker Strickland
Occupation: Criminal and College student
Alignment: Miscreant
Power Category: Mystically Bestowed.
Experience Level: 4th
Hit Points: 33 S.D.C.: 49/as Momus +170
P.P.E.: 8/40
Appearance: He is a short young African American male with an athletic build. He has
brown eyes and dark black. As Momus he is hulking figure with white skin and no body hair. He
wears a pair of baggy black shorts. His eyes glow pumpkin orange.
Attributes: I.Q. 11, M.E. 14, M.A. 7, P.S. 15, P.P. 14, P.E. 15, Spd. 30, P.B. 9
Momus: M.E. 18, M.A. 14, P.S. 23, P.P. 20, Spd. 150 (105 mph/169 km), P.B. 7
Age: 20, Sex: Male, Height: 5 foot and 8 inches (1.76 m)/6 foot and 4
inches (1.95 m), Weight: 160 lbs (72 kg)/ 230 lbs (103.5 kg)
Major Super Abilities: Transferal/Possession (70 feet/21 m) and Merge Bio-Mass. He can
use the powers in tandem if he so chooses.
Combat Training: Basic
Attacks per Melee: 5 (2 Initial and 3 from Hand to Hand)
Combat Bonuses: +3 to parry, +3 to dodge, +5 to roll with punch/fall, and +2 to pull punch.
Momus: +2 to initiative, +3 to strike, +6 to parry, +6 to dodge/+9 running, +8 to damage,
+5 to roll with punch/fall, and +4 to pull punch.
Saving Throws: None. As Momus +8 to possession, +2 to horror factor, +1 to save vs.
magic, +4 to save vs. mind control, +2 to save vs. psionics and insanity.
Combat Skills: Punch 1D4, Power Blow 2D4 (counts as two attacks), Elbow/Forearm 1D6,
Knee 1D6, Karate Kick 2D4, Body Block/Tackle 1D4 + P.S. damage bonus (must parry/dodge or
knockdown), Pin 18-20, Crush 1D4, and All Holds.
Educational Background: Two years of college
Common Skills: Read-Write/Speak English, Mathematics: Basic 84%, and Pilot
Automobile 72%.
Professional Athlete Program by Shotgunlo: Athletics (general), Running, Sports:
Soccer 60%, Hand to Hand: Basic, Wrestling, and Swimming 80%.
Felon Program: Prowl 55% and Tailing 65%.
Secondary Skills: Climbing 60%/50%, Wilderness Survival 50%, Land
Navigation 52%, Dance 60%, Singing (Rap) 65%, Body Building & Weightlifting, Streetwise 36%,
Art (Graffiti) 45%, and Performance 30%.
Money: He steals whatever he needs or simply takes it from those he take control of.
Weapons: He relies on his super abilities.
Equipment & Vehicles: He drives around in a 2003 Trail Blazer, 4 wheel drive with towing
package.
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Reagren Wright
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Re: On the topic of Revised to 2nd ed conversions.....

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OIZYS-Lady of Misery

Chasity came to Gulf Coast University with the desire to become a nurse. Right away she proved
to be one the brightest student in the nursing program. Her professors however were a little
worried about her behavior, for she seemed very clingy and inappropriate whenever she was
alone with them. As she began to work more closely with actual patients, strange things began
to happen. While working at a clinic, during a period of two months that first summer of her
employment, seven different children succumbed to seizures. Doctor Kate Peters never thought
the seizures were suspicious. However, from the sheer numbers of children afflicted, the hospital
staff thought something odd must be going on. They questioned Peters and she assured
everyone that she was at a total loss as to why these children were suffering at her clinic. At
least they'd all recovered. But then one of them, a 15-month-old girl died while en route from
the clinic to the hospital. Dr. Peters was devastated, as were the child’s parents. The child had
not even been very ill. A few weeks later Chasity began working at a local hospital and
demanded to be put in charge of the sickest patients. That placed her close to those that died
more often. She seemed to thrive on the excitement of an emergency and even on grief when a
child didn’t make it. She always wanted to take the corpse to the morgue. When she began
hanging out with her friends from school, the deaths at the hospital only increased. After
becoming Oizys, she’d sneak into hospitals, sabotage a patient life support equipment or “jinx
their health”. She needed to take patients to the edge of death and then bring watch to see if
doctors could bring them back. She liked the excitement and the attention it brought her. The
patients can’t tell on her; so they are at her mercy. So she is free to recreate emergencies over
and over. It’s only a matter of time before she gets caught in the act, but that will not put an
end to her murderous behavior.

Real Name: Chasity Wilson
Occupation: Criminal and College Student
Alignment: Aberrant
Power Category: Mystically Bestowed.
Experience Level: 4th
Hit Points: 32 S.D.C.: 15/as Oizys +140
P.P.E.: 3/40
Appearance: Chasity is tall and has a curvy build. Her eyes are blue and she has shoulder
length honey hair. As Oizys she has pine-green skin, black hair, and wears an alabaster nurse
costume. She has nearly-nonexistent eyebrows.
Attributes: I.Q.13, M.E. 9, M.A. 12, P.S. 10, P.P. 14, P.E. 12, Spd 25, P.B. 14.
Oizys: M.A. 18, P.S. 20, P.P. 18, Spd 125 (87.5 mph/140 km), P.B. 7.
Age: 20, Sex: Female, Height: 5 foot and 10 inches (1.78 m), Weight : 130 lbs (58.5 kg).
Insanity: She is a true psychopath. She has an obsession with doctors and worships the
ground they walk upon. She enjoys hurting people, especially those in hospitals. She is a
compulsive liar and manipulator. Killing people (or making them deathly ill) and watching doctors
attempt to save them is euphoria to her (better then sex).
Major Super Abilities: Jinx and Catastrophic System Failure. Note: Chasity can jinx a
person’s health, requiring them to make a save vs. disease (14) to see if they come down with
an illness or an bad infection from previous wound/injury. The health jinx only works once per 24
hours. The illness takes at least 3D4 hours to manifest. The illness produces the same effect as
the Sickness spell (page 189 in HU GM Guide) or any one of the Pestilence illness from PU 3.
Combat Training: Basic
Attacks per Melee: 5 (2 Initial and 3 from Hand to Hand)
Combat Bonuses: +2 to parry, +2 to dodge, +2 to roll with punch/fall, and +2 to pull punch
Oizys: +2 to initiative, +2 to strike, +4 to parry, +4 to dodge/+6 running, +5 to damage,
+2 to roll with punch/fall, and +4 to pull punch
Saving Throws: None. As Oizys +1 to save vs. magic, + to save vs. poison, +2 to save
vs. possession, and +4 to save vs. horror factor.
Combat Skills: Punch 1D4, Power Blow 2D4 (counts as two attacks), Elbow/Forearm 1D6,
Knee 1D6, and Snap Kick 1D6.
Other Bonuses: as Oizys 50% trust/intimidate.
Educational Background: Four Years of School
Common Skills: Read-Write/Speak English 88%/92% and Pilot: Automobile 72%
Medical Assistant Program: Mathematics: Basic 98%, Business & Finance 75%,
Computer Operation 92%, Biology 80%, and Paramedic 80%.
2nd Medical Program: Chemistry 90%, Pathology 80%, Chemistry: Pharmaceutical
80%, and Mathematics: Advance 92%.
Felon Program: Forgery 60% and Seduction 54%
Secondary Skills: Housekeeping 55%, Pick Locks 50%, Pick Pocket 50%, Palming
40%, Wardrobe & Grooming 66%, Hand to Hand: Basic, Concealment 36%, Performance 47%,
Prowl 45%, Sewing 60%, Research 50%, and Law (General) 45%.
Money: She steals whatever she needs. She does however have $3100 in her checking
account and $450 in her savings.
Weapons: She relies on her super abilities, but she is deadly when it comes to chemicals
and drugs.
Equipment & Vehicles: She steals whatever she needs, especially in hospitals and the
college laboratories. She usually keeps powerful drugs on her and possibly a few syringes so she
can inject the drugs and chemical into her victims.
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Reagren Wright
Palladium Books® Freelance Writer
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Joined: Sun Feb 10, 2002 2:01 am
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
Location: LaPorte, In USA

Re: On the topic of Revised to 2nd ed conversions.....

Unread post by Reagren Wright »

APATE-Lady of Deceit

Rhonda would say and do anything to get out of trouble. She doesn’t care whom she hurts or
who suffers because of her actions. As long as she can shift blame on others. It’s worth the
risk. She cheated her way through high school, college was no different. In fact she spent more
time digging up dirt on people and following them around then actually spending time working on
becoming an investigate reporter. There simple was no low she could stoop too. She also
enjoyed hanging around low lives and petty thieves. She found something exciting in their work.
When she started hanging around her friends from school, she was always the instigator to put
them on a path of trouble. It didn’t take much persuasion on Nyx part for Rhonda to become a
member of the Night Children. Now as the Lady of Deceit she continues to find ways to
circumvent the law and dig more dirt on people. Although she is the less likely member to
confront a person face on, she has no problem deceiving them with her illusion so it might bring
about injury and suffering.
Real Name: Rhonda Mavis Shields
Occupation: Criminal and College Student
Alignment: Miscreant
Power Category: Mystically Bestowed.
Experience Level: 4th
Hit Points: 32 S.D.C.: 14/as Apate +110
P.P.E.: 6/40
Appearance: Rhonda is tall and has an athletic build. She has red hair worn in a 1980s
style. Her droopy eyes are brown and she has light-colored skin. She also wears various
armbands. As Apate, she wears a risque outfit that is mostly umber in color. Her eyes are blue
and her skin becomes a pale white. Her hair looks almost like flames.
Attributes: I.Q. 11, M.E. 12, M.A., 15, P.S. 11, P.P. 14, P.E. 12, Spd 25, P.B. 14
Apate: M.A. 20, P.S. 21, P.P. 18, Spd 125 (87.5 mph/140 km)
Age: 20, Sex: Female, Height: 5 foot and 10 inches (1.77 m), Weight: 134 lbs (60.3 kg).
Major Super Ability: Illusion
Minor Super Abilities: Unnoteworthy and Un-Trackable
Combat Training: Basic
Attacks per Melee: 5 (2 Initial and 3 from Hand to Hand)
Combat Bonuses: +2 to parry, +2 to dodge, +2 to roll with punch/fall, and +2 to pull punch.
Apate: +2 to initiative, +2 to strike, +4 to parry, +4 to dodge/+6 running, +6 to damage,
+2 to roll with punch/fall, and +4 to pull punch.
Saving Throws: None. As Apate: +1 to save vs. magic, +6 to save vs. illusion, +2 to save
vs. possession, and +8 to save vs. horror factor.
Combat Skills: Punch 1D4, Power Blow 2D4 (counts as two attacks), Elbow/Forearm 1D6,
Knee 1D6, and Snap Kick 2D6.
Other Bonuses: As Apate 60% trust/intimidate.
Educational Background: Two years in College
Common Skills: Read-Write/Speak English 88%/92%, Mathematics: Basic, and Pilot:
Automobile 72%
Journalist Program: Computer Operation 82%, Research 70%, Photography 65%, and Writing 55%.
2nd Investigation Program: Find Contraband 52%, Streetwise 46%, Prowl 55%, and
Tailing 65%.
Secondary Skills: Hand to Hand Basic, Pick Pocket 45%, Pick Lock 50%, Law
(general) 55%, History 80%/60%, Performance 45%, Sewing 70%, and Cook 55%.
Money: She has a hidden stash of $3D6x1000. She normally steals whatever she can get.
Weapons: She relies on her special abilities.
Equipment & Vehicles: She drives around in a 2004 Chevy Malibu. She steals whatever
she needs or gets others to do the work for her.
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