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Unread postPosted: Tue Jul 28, 2015 11:18 pm
  

D-Bee

Joined: Sun Mar 16, 2008 4:05 pm
Posts: 10
Have you read up that type of Dragon??? They aren't meant to be giant beastly dragons like the great horned...there master shape shifters....


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Unread postPosted: Tue Jul 28, 2015 11:20 pm
  

D-Bee

Joined: Sun Mar 16, 2008 4:05 pm
Posts: 10
Ninjas and super spies is in need much of an update then any book and all it all into 1 book all the firm's and conversions per diem for Rifts and non Rifts environment


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Unread postPosted: Fri Aug 07, 2015 8:24 pm
  

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Another alien race will be coming soon.


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Unread postPosted: Tue Aug 11, 2015 11:22 am
  

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

Between TGE Properties and FAR Space lies the tiny planet Mog which orbits around a white dwarf star. The surface of
the planet is dead, with no atmosphere or water of any sorts. Yet life does exist but deep underground. The Mogurs are
short, husky humanoids with powerful muscles, broad shoulders, and a weather appearance. They have evolved to live
entirely underground, living exclusively on a diet of alien mushroom and fungus. Most of the day Mogurs tend to their crops
and dig elaborate tunnels as well as sustaining their underground architecture. They are peaceful, friendly race, who like to
remain busy doing something involving labor. Because of their astounding strength and stamina, Mogurs can spend hours
working around the clock without complaints. As such, the Mogurs have found themselves employed by the thousands for
TGE Properties as miners and laborers. Because they enjoy the work, the Mogurs gave exclusive right to the company to
mine their planet which is a geologist dream of mineral wealth. Such is the extent of the rights they provided TGE, there is
a growing concern by the FAR that the Mogurs might not even own their planet anymore and may have possibly signed
away their entire race into a life indentured servitude. No one is allowed to see the contract and TGE has strict guidelines
preventing such things, and the Mogurs don’t seem to care. Nevertheless, they are not robots and if treated unfairly they do
complain, but just long enough to ensure their point is made before going back to work. Without question, the TGE has
taken advantage of the Mogur work ethic and gullibility to turn them into a profitable “slave work force” that doesn’t
complain or make a fuss. Despite the seemingly brutal conditions Mogurs are forced to work, they seem to enjoy working
as slaves. With few exceptions, Mogurs will feel insulted if attempts are made to pay them, given them pensions, or reward
their services with anything except a complement and appreciation. In outrage for their inhuman treatment, several FAR
diplomats have attempted to negotiate with TGE to liberate them from their contract agreement. So far, the Mogurs have
showed zero interest even though it’s for their own welfare.

Alignment: Any, but the vast majority are principled or scrupulous
Attributes: I.Q. 2D6, M.E. 3D6, M.A. 4D6, P.S. 30+3D6 (supernatural), P.P. 2D6, P.E. 5D6 (16 minimum), P.B. 2D6,
Spd. 2D6.
Hit Points: P.E. attribute plus 1D6 per level of experience.
S.D.C.: 4D6x10+30. Additional S.D.C. can be gained by selecting physical skills.
P.P.E.: 1D6
Appearance: A short, husky people with powerful muscles, broad shoulders, ruddy complexions, weathered looks,
long, black mangy hair and an aged look to their face. No facial hair.
Age: 200 years, Height: 3 to 3 ½ feet (.91 to 1.06 m, Weight: 200 plus 2D6x10 lbs (99-144 kg).
O.C.C.s: Avoid careers which involve higher learning and education, they typically seek out to be Combat Specialist,
Professional Athlete or Mercenary. Such individuals are the rare exceptions as Mogurs prefer to be simple laborers and
miners. Note: All Mogurs enjoy a +5% to skills involving General Repair, Gardening, Recycle, Masonry, Carpentry, Dowsing,
Rope Works, Sculpting, Detect Concealment, Mathematics: Basic, and Land Navigation.
Underground Tunneling (Special): Mogurs can dig and build solid, strong tunnels (no fear of a cave-in) with amazing
speed and dexterity. They can also excavate ruins and the sites of cave-ins with the same prowess. In addition, the
character can usually tell if an existing tunnel or chamber is a natural formation or whether it was dug by a subterrain race.
Mogurs can even tell if it's new, old, or ancient. Base Skill: 40% +5% per level of experience.
Underground Architecture: Mogurs are excellent underground architects able to build small and large rooms, ornate
archways, staircases, great chambers with cathedral ceilings, as well as a labyrinth of tunnels, passageways, mazes and
underground traps (most common are pit and cave-in type traps). Likewise, the character can recognize the styles of
subterrain construction. The Mogur who is travelling slowly and cautiously, looking for underground traps can locate them,
and avoid or deactivate them. Base Skill: 30% +5% per level of experience; detection and deactivation of traps is
done at half his normal architecture skill level.
Underground Sense of Direction: The character has an innate ability to tell direction when underground, even in total
darkness (not applicable on the surface). Thus, the Mogur can tell whether he is travelling up, down or level, the
approximate angle of decline or ascent, approximately how far below the surface he is, and the approximate direction
(north, south, east, west). Base Skill: 40% +5% per level of experience. This skill also enables him to judge the
approximate location to surface structures (natural and artificial), but only if the character is familiar with the area. The
character will also recognize traits and aspects of the underground tunnel or construct that serve as landmarks for him.
Base Skill: 30% +5% per level of experience; -25% if in an unfamiliar area.
All Mogurs who choose these skills whether as scholastic or secondary skills receive a +15% bonus: Gemology,
Mining, Excavation, Salvage, Spelunking, and Wilderness Survival.
Natural Abilities: Nightvision 600 feet (183 m). Can see in total darkness. Poor day vision 40 feet (12.1 m), but they
are not sensitive to daylight or bright light like most aliens from Twilight worlds. Excellent hearing, dig in soft earth at a
speed of 15 feet (4.5 m) per minute (reduce speed by half for rock). Can hold breath for 20 minutes, and toxic fumes and
gases have no or little effect on Mogurs (half damage, duration, and effect). In addition to those naturally received as a
native to a Twilight planet, all Mogurs are of Super Ability power category.
Major Super Abilities: Supernatural P.S. and Invulnerability.
Attacks per Melee: Depends if the Mogur selects a hand-to-hand combat styles. Additional attacks can be acquired
from additional levels of education and/or training.
Combat Bonuses: +1 to initiative and +4 to pull punch. These are in addition to possible bonuses from other
attributes, skills, and Hand-to-Hand bonuses.
Saving Throws: +4 to save vs. poison, toxins, drugs, and Horror Factor.
Combat Skills: Mogurs can leap a distance equal to his P.S. x4 feet (1.2 m). Leaps can be made horizontally or
vertically from a standing start.
Language: Read-Write/Speak Mogur Language and FAA's Pilian Tongue at 98%
Weapons: Mogurs poor day vision makes them terrible shooters with range weapons, so they prefer melee type
weapons. Most Mogurs wouldn’t think of picking up a weapon, namely because they are a peaceful lot, but those who do
choose anything that will cause significant damage and won’t break because of their supernatural strength.
Preferred Armor: None, Mogurs are nearly impervious to conventional injury. And they are not very modest, so if
their clothes get destroyed, they think nothing of continuing the battle completely nude.
Special Equipment & Vehicles: Mogurs are terrible pilots. Even if they select a pilot skill they still suffer a -15%
penalty regardless of training and education. Any attempt to perform a Vehicle Combat Tactics, Maneuvers & Techniques
they suffer DOUBLE the penalty. They are notorious for falling off hover platforms and refuse to get on horses, motorcycles,
and hover bikes.
Familiarity with Earth: Mogurs have no familiarity or interests in the planet Earth. However, wandering adventurers
and freelance operatives might have a different outlook.
Phase World® Setting: Mogurs are MDC. beings in a Mega-Damage setting with 700 M.D.C. and regenerate 1D6x10
M.D.C. every minute (4 melee rounds). They possess Supernatural P.S. and inflict mega damage with a punch, kick, or any
other hand-to-hand combat attack.


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Unread postPosted: Fri Sep 11, 2015 8:13 pm
  

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Location: LaPorte, In USA
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
Time for another alien race. I'm also going to do some editing on some past alien
races I did on this post. I showed them to a guy named Kevin and he really trashed
them. Need to do some fixing for my own peace of mind.


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Unread postPosted: Sun Sep 27, 2015 5:50 pm
  

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

Between TMC Charters and Titrana Quadrnt lies the giant gas planet Jusmora (30% bigger than the
planet Jupiter). One of its twenty moons is Aquarus, which is about the same size as planet Earth. The
moon is made of silicate rock and has a water-ice crust, as hard as granite that is 8-12 miles (12.8-3.65 m)
thick. Beneath this ice is a warm salt-water ocean about 60 miles deep (96 km). This makes the moon an
Aquatic/Twilight world. Life thrives in the under-ice ocean in an alien ecosystem as large and diverse as the
ecosystem on Earth’s surface. The ultimate life form would be the Aquarians, human looking with smooth
blue skin, no body hair, and jet black eyes. Aquarians are a Megalopolis Age society with advanced
computers, robotics, and weapons. Having mastered chemical experiments and genetic engineering 300
years ago, and subjected their infants and children to mandatory augmentation have enabled the Aquarians
to turn themselves into a super being race. Aquarians are regarded as friends to all aquatic life, even
against the giant octopus, squids, sharks, and eels.

Twenty years ago, the Aquarians successfully punctured through the crust to explore the planet
surface. With temperature averaging -260 degrees F (-160 degrees C) at the equator, there is nothing on
the moon surface nevertheless scientists and explorers are eager to see what lies on the surface. Presently
they lack space travel capabilities, but upon seeing their giant planet and the glowing object confirmed to
be a star, they are eager to develop technology that will allow them to explore the solar system. First
contract between Aquarians and half a dozen space-fearing races has occurred in the last twenty years,
with none of them offering any technology or trade, but they’ve been willing to transport ambassador
throughout the galaxy.

Unfortunately, there is a small, but growing movement of radicals demanding all efforts to explore
beyond the ice or else the “light” will cause certain disaster. Light is seen as an ever-growing danger and
those who support exposure to light must be convinced of its danger or they will have to be killed in order
to protect the Aquarian way of life. Likewise anyone coming from the light (aliens) is considered a threat
and no matter what anyone else thinks, the Protectors of the Dark.

Alignment: Any, but the vast majority are anarchist or aberrant
Attributes: I.Q. 3D6, M.E. 3D6, M.A. 3D6, P.S. 3D6+4, P.P. 3D6, P.E. 3D6, P.B. 3D6+6, Spd. 2D6,
Swimming speed is Spd x8).
Hit Points: P.E. attribute plus 1D6 per level of experience.
S.D.C.: 30+3D6. Additional S.D.C. can be gained by selecting physical skills.
P.P.E.: 1D6
Appearance: Human looking, blue skin, webbed hands and feet, no body hair, and sharp teeth.
Age: 100 years, Height: 6½ feet (1.82 m), Weight: 200 lbs (90 kg).
O.C.C.s: Any, but instead of Spacecraft Pilot or Engineer, its Submersible Pilot or Engineer.
Natural Abilities: Nightvision 600 feet (183 m). Can see in total darkness. Natural Swimming Ability
100%. Breathe underwater indefinitely. Depth tolerance unlimited. Speak underwater.
Vulnerability: Aquarians cannot breath in an atmosphere for more than 20 minutes an even then
their breathing is labored (reduce sped by 1/3, -2 on initiative, -1 attack per melee, -2 to dodge or roll with
punch and -6 to save vs. gas attacks, including smoke and dust). Blinded by an light greater than 840
lumens (60 watts), must wear protective photo-sensitive visors or goggles to see in daylight or blinding
flashes (-8 to strike, parry, and dodge).
Minor Super Abilities: Beastmaster, Animal Brother, Ultra-Hearing, and Impervious to Pressure
(suffers only half penalties from high/heavy gravity) and Oceanic Depths. All Super Abilities are natural
abilities native to all Aquarians.
Attacks per Melee: Depends if the Aquarian selects a hand-to-hand combat styles. Additional attacks
can be acquired from additional levels of education and/or training.
Combat Bonuses: +2 to initiative and +3 to dodge underwater. These are in addition to possible
bonuses from other attributes, skills, and Hand-to-Hand bonuses.
Combat Skills: Depends upon hand-to-hand combat.
Language: Read-Write/Speak Aquarian Language
Special Weapons: Sonic Weapons, increased the range and damage of all weapon by 20%.
Preferred Armor: None, although they have the technological capabilities of building power armor.
Special Equipment & Vehicles: Submersibles (equivalent to all hover and space vehicles on page 198-
203).
Familiarity with Earth: Aquarians have no familiarity or interests in the planet Earth. However,
wandering adventurers and freelance operatives might have a different outlook.
Phase World® Setting: Aquarians are S.D.C. beings in a Mega-Damage setting. All of their sonic
weapons do M.D.C damage, but half the M.D.C. damage will penetrate M.D.C vehicles and power (body)
armor, and hit and hurt the person inside, although the damage is converted into S.D.C. This means a Sonic
Blast Pistol would 2D6+2 M.D.C., but half the damage will carry through the armor and inflict S.D.C./Hit
Point damage to the person inside.


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Unread postPosted: Mon Oct 12, 2015 5:07 pm
  

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Location: LaPorte, In USA
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
All done with aliens. My next project will be one that will take a while, especially since I'm working on
something else for Fantasy. Time to provide names and identities to the entire cast on the cover of Powers
Unlimited One, including the stretching guy who has two lefts hands. Check it out and look carefully, he has
two left hands. I'm guessing that's an artist error and not a vulnerability of the actual hero/villain, haven't
decided which just yet. Like I said this will take me a while to do. Have patience.


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Unread postPosted: Sun Oct 18, 2015 8:55 pm
  

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Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
Protectors, Freedom Fighters, and Avengers for the Mutant Underground (from the Cover of
Powers Unlimited One)

SILLY SPRING. Note: Stretching guy with S on forehead.

Mel Dodson was a class clown all his life. In high school, he would go out of his way to make the teacher
laugh. Usually it got him sent to ISS but sometimes he did manage to crack the teacher up. One day just
before chemistry class started, he grabbed several beakers of fluid and started mixing them together.
Suddenly there was a puff of smoke and Mel collapsed. He awoke in the hospital with his parents by his
side. A few days later, he discovered he could make any part of his body bigger than normal. It wasn’t
long before he learned to stretch his body into all sort of configurations. With these amazing abilities, he
started entertaining people again, but seeming him stretch his face horrified students and teachers. It
wasn’t long before he was being chased by police for “threatening” people. He had no choice but to go
into hiding. He starts using his powers to disguise himself and takes to a life on the streets before
coming into contact with the Mutant Underground in Ultropolis. After helping him set up a new identity
for himself, the Mutant Underground urged Mel to become a freedom fighter for the organization.
Reluctant at first, but after meeting with Emperor Lightning he agreed to receive additional training in
using his abilities to help fellow mutants and super beings whatever the cost. When not aiding others,
Mel can be found on stage at the Funny Factory and other comedy clubs across the country. Because his
job allows him to travel, Mel goes across the country checking out all the different MU and advising them
whenever possible.

Real Name: Mel Dodson
Alias: Spencer Moore
Occupation: Comedian and Superhero
Alignment: Scrupulous
Power Category: Mutant
Experience Level: 3rd
Hit Points: 26 S.D.C.: 74
P.P.E.: 21
Appearance: He is a witty guy with almond-shaped brown eyes. He has long, fine, straight
charcoal color hair. He is short and has a muscular build. His skin is china-white. He has prominent ears
and long-fingered hands. His costume is white and purple with the letter “S” on his forehead.
Attributes: I.Q. 11, M.E. 8, M.A.15, P.S. 14, P.P. 11, P.E. 18, Spd. 16, P.B. 9
Age: 27, Sex: Male, Height: 5 foot 7 inch (1.70 m), Weight: 175 lbs (78.75 kg).
Unusual Characteristics: Long, sensitive fingers and double jointed.
Major Super Ability: Stretching
Minor Super Abilities: Enlarge Body Parts, Multi-Tasking, and Impact Resistance.
Combat Training: Basic
Attacks per Melee: 5 (2 initial + 2 from Hand to Hand) +1 from powers
Combat Bonuses: +1 to initiative, +1 to strike, +4 to parry, +4 to dodge, +11 to roll with
punch/fall, and +2 to pull punch.
Combat Skills: Punch 1D4, Power Punch 2D4 (counts as two attacks), Elbow/Forearm 1D6, Knee
1D6, Karate Kick 2D4, and Paired Weapons.
Saving Throws: Impervious to the first 20 points of physical attacks per melee round, then take
one-fourth damage from all physical attacks for the rest melee round, +6% to save vs. coma/death, and
+2 to save vs. poison & magic.
Educational Background: On the Job Training
Common Skills: Read-Write/Speak English 86%/91%, Mathematics: Basic 60%, and Pilot:
Automobile 66%.
Entertainer Program (based in part by John C. Philpott): Disguise 57%, Impersonation 64%
/50%, Performance 62%, Public Speaking 60%, Seduction 46%, T.V./Video 65%, Wardrobe & Grooming
77%.
Rogue Program: Prowl 55%, Pick Pocket 60%, Streetwise 47%, and Palming 55%.
Secondary Skills: Hand to Hand: Basic, Cook 50%, Law (general) 50%, Computer Operation
69%, Play Tennis 55%, Land Navigation 48%, Juggling 55%, Housekeeping 50%.
Money: He’s only been at this comedy gig for about three years. He makes around $150-200 a
week doing 3 shows a week.
Equipment & Vehicles: He brings only what will help him fulfill his mission. The less he has to
carry the easier it is for him to use his powers.


Last edited by Reagren Wright on Thu Aug 11, 2016 10:24 am, edited 2 times in total.

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Unread postPosted: Tue Nov 10, 2015 12:19 pm
  

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

Desiree Petersen in her freshman year at Ultropolis University took a job helping her
professor Lee Josh Knox in her new special formula designed to reduce the mass of matter yet
retain its durability and density. While working as his assistant the two fell in love and began
a secret affair. Unfortunately, the dean learned about it and hoping to profit himself with the
formula blackmailed Lee Knox into doing whatever he wanted. When Desiree learned what had
happened she decided on her own to try and get even with the man. She rigged up a device
that would spray the dean with the “reduction formula” thus shrinking him to the size of speck
of dust. While mixing the formula up later that night, she was unaware that a butterfly had
somehow gotten into the beaker trying to drink the sweet tasting formula. It body was
shrank down to the molecular level and dispersed into the liquid. Later on, Desiree was trying
to test her triggering mechanism when the device prematurely activated and sprayed her with
the formula. She was not only shrunk down to 6 inches (15 cm) in height but developed a
number of insect like qualities including butterfly like wings and antenna. Still later on she
watched as Lee and another female student came to the lab and started enjoying one another.
This filled her with rage. She accidentally turned herself into a freak of nature to help the
man who was being framed by his “boss” only to have him secretly cheating on her. She
revealed herself to them both and using her strength which had not changed any despite her
small size. She tossed them around like ragged dolls. She accidentally shoved Lee out a
window causing him to fall to his death. The girl escaped. Panicked stricken, Desiree set fire to
the lab, destroying the formula and all of Lee’s notes and disappeared. Cold and hungry, trying
her best to survive being the size of a toy soldier, she found comfort in the apartment of a
man named Cordell Weber, who just happen to be a volunteer for the Mutant Underground. He
not only got Desiree set up in an apartment of her own but introduce her to several other
mutants with issues like herself in an effort to give her a new found hope for herself. Yet
Desiree like many others, became bitter and vengeful over the treatment of mutants and her
own situation in being unable to regain a normal life. Before long she was no better than a
super criminal as she terrorized people she felt jealous toward. One being the Dean whom she
forced into confessing his criminal behavior (he’d been blackmailing other professors for quite
a while). Her exploits soon got her into contact with a Fabriactors Inc Liaison who started
offering her freelance jobs in return for cash and for special equipment.

After a two years of service, she by chanced hooked up with the legendary super villain
Professors Fraction and his super group the Tiny Terrible Terrorist. Being a girl, she was
immediately catching the attention of all the members except Peeble the alien mineraloid. Yet
Professor Fraction made it clear that she was his girl. For a while, she joined the villains for a
number of criminal endeavors when she learned that Cordell was being arrested for aiding and
bedding mutant criminals. Remembering the days of her obligations to the Mutant
Underground, desiree broke off her relationship with the TTT and Professor Fraction and struck
out on her own trying to help fellow mutants as a notorious strong arm protector of mutants
and super beings. Using her abilities, she managed to break Cordell out of jail. Now they are
enjoying a life together, she doing all the anti-super hero work while he does what he can
helping the Underground in his own small way.

Real Name: Desiree Petersen
Occupation: Former college student, freelancer for Fabricators Inc, Super Criminal, now
Mutant Underground Protector
Alignment: Anarchist
Power Category: Mutant
Experience Level: 6th
Hit Points: 48 S.D.C.: 62
P.P.E.: 29
Appearance: She has round gray eyes and long, straight, luxurious, blond hair worn in a
elegant style. She has a lithe figure. She has two pairs of butterfly like wings and tiny antenna
1 inch (2.5 cm) long. Her costume is black and purple.
Attributes: I.Q. 13, M.E. 10, M.A. 13, P.S. 14, P.P. 24, P.E. 18, Spd. 38/90 mph (144.9
km) in flight, P.B. 15. Note: She runs 3800 feet (1158 m) in an hour.
Age: 25, Sex: Female, Height: 6 inches (15 cm)/6 foot (1.82 m), Weight:
6 ounces (168 grams)/117 (52.65 kg).
Unnatural Characteristics: Delicate, sensitive hands, with long slender fingers,
Ambidextrous, and Power Lock (Flight: Insect).
Desiree cannot turn off her Flight: Insect ability, as such she is unable to return to her
normal size. Her mass is reduced but her P.S. and S.D.C. remains the same.
Minor Super Abilities: Flight: Insect, Antenna (retractable), Adhesion, Extraordinary P.P.,
and Heightened Sense of Awareness. Note: Shrinks to 6 inches (15 cm) in insect flight mode.
Combat Training: Basic
Attacks per Melee: 7 (2 initial +3 from Hand to Hand +1 from ambidextrous) +1 from
super powers).
Combat Bonuses: +5 to initiative, +6 to strike, +10 to parry, +9 to dodge/+13 in
flight/+17 when flying 40 mph (64 km), +9 automatic dodge, +1 to damage for every 20 mph
(32 km) of flight speed, +6 to roll with punch/fall, +3 to pull punch, and +1 disarm. Note:
Opponents are -6 to hit her with a gun, energy blast, or any range weapon. -3 to strike with
punch or hand held weapon, and -4 to kick or stomp on.
Saving Throws: +2 to save vs. Horror Factor, +6% to save vs. coma/death and +2 to
save vs. poison/magic.
Combat Skills: Punch 1D4, Power Punch 2D4 (counts as two attacks), Elbow/Forearm
1D6, Knee 1D6, Kick Attack 1D8+2, Snap Kick 1D6+2, all Holds, and Critical strike on a roll of
19-20.
Educational Background: On the Job Training
Common Skills: Read-Write/Speak English 92%/94% , Pilot: Automobile 80%,
Tailing 80%, and Climbing 98%.
Lab Assistant Program (by Sinestus): Chemistry 95%, Mathematics: Basic 98%,
Mathematics: Advance 91%, Computer Operations 93%, Sensory Equipment 75%, Photography
80%, and Zoology 75%.
Physical Program: Hand to Hand: Basic, Acrobatics (Sense of Balance 98%, Walk
Rope 98%, Climb Rope 98%, Back Flip 98%), Aerobic Athletics, and Running.
Secondary Skills: Play Volleyball 85%, Athletics (general), W.P. Handgun (+3 to
aim/+1 to burst), Land Navigation 60%, Radio: Basic 80%, Streetwise 44%, Prowl 70%/79%
flying, Research 60%, Law (general) 60%, Track and Trap Animals 25%/35%, and Wilderness
Survival 35%.
Money: She has $4000 dollars stashed away in a secret hideout. She has an additional
$10,000 emergency fund if she needs too being held in a separate location. Most of the time
she relies on the generosity of those involved in the Mutant Underground.
Weapons: The Monarch Blaster. This is a Fabricator Modified Heavy Ion Blaster
that was reduced in size by the legendary villain Professor Fraction. Range: 33 feet (10 m),
Damage: 1D6 or victims must make a saving throw vs. non-lethal poison (16 or better-using
only P.E. attribute bonus) or have their nervous system effected. Victim is dazed and
disoriented. -5 to strike, parry, and dodge, and reduce attacks and Spd per melee by one-half
for 1D4 melee rounds. Rate of Fire: Single shot only, Feed: 12 round E-Clip.
Armor: Her costume was made by Fabriactor Inc and is made of a specially designed
material that distributes all kinetic impacts and blunt force across the surface. This means all
physical and kinetic attacks (including force blasts, falls, and explosions) inflict only half
damage to her and/or the suit. The suit is also chemically treated with a non-reflective coating
to make her invisible to radar and motion sensors, and it sends confusing signals to thermal
sensors and infrared systems. A.R. 12 and 40 S.D.C.
Equipment & Vehicles: She lives in studio apartment that is paid for with everything
normal size but modified in a way that allows her to utilize it at her small size. With the help
of the Professor Fraction and the Fabricators Inc, she has a shrunken device to recharge her E-
clips for her weapon. Any equipment she uses on her missions has also been already shrunken
with the help of Professor Fraction.


Last edited by Reagren Wright on Thu Aug 11, 2016 10:26 am, edited 1 time in total.

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Unread postPosted: Tue Nov 24, 2015 1:43 pm
  

Knight

Joined: Fri Jan 03, 2003 2:01 am
Posts: 4268
Location: Québec
Another Great One.


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Unread postPosted: Sun Dec 06, 2015 5:52 pm
  

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Posts: 3058
Location: LaPorte, In USA
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
HUGE STRIKE. Note. Red and blue masked giant

Dylan York grew up in a well-to-do family in Ultropolis, where he lived with his mother
after his parents divorced. After graduating from high school, he tried to attend college, but
school was always difficult for him. So he got a job working construction against his mother’s
wishes, but his father was able to get him the job. While working on the job, his father’s
company, he learned his father had developed a new chemical binder within his asphalt
formula. While working alongside a road crew using a paver, the fumes of the asphalt started
to have an mutagenic effect on Dylan, turning him into a giant. In time, Dylan learned how to
reduce his height, but he was no longer welcome at his father’s company. So Dylan took to the
streets looking for anyone who could help him control his abilities. One day he was being
chased by the police having stolen food from a grocery truck when several mutants from the
Underground came to his aid. They took a large portion of the food to their secret lair. There
he was introduced to other mutants who helped him master his abilities. After a while, Dylan
found himself torn between those who noble and honorable champions of justice and others
who are embittered and angry fighting looking for revenge. Presently Dylan is on the fence,
undecided how he wants to function as a Mutant within the Underground. Does he makes peace
and help makes life better for humans and mutants, or does he take out his frustrations on
those who insists on harming all mutants and superbeings.

Real Name: Dylan Eloy York
Occupation: Former Construction Worker, Now Protecter for Mutant Underground.
Alignment: Scrupulous
Power Category: Mutant
Experience Level: 6th level
Hit Points: 46 S.D.C.: 97
P.P.E.: 20
Appearance: He is a tall, rippling good-looking man who regularly shaves his head. He
has dark brown eyes.
Attributes: I.Q. 12, M.E. 14, M.A. 14, P.S. 20, P.P. 15, P.E. 17, Spd. 24/48 at giant, P.B.
13
Age: 23, Sex: Male, Height: 6 foot and 3 inches (10.3 m), Weight: 200 lbs (90 kg).
Major Super Ability: Growth +35 feet (10.6 m), +5700 lbs (2565 kg), +680 S.D.C., +34
to P.S. (Superhuman-lifting and carrying).
Minor Super Abilities: Density Waking and Immune to Psionics
Attacks per Melee: 6 (2 Initial +3 from Hand to Hand +1 from boxing)
Combat Training: Basic
Combat Bonuses: +1 to initiative, +1 to strike, +5 to parry, +5 to dodge, +5 to
damage, +7 to roll with punch/fall, and +2 to pull punch.
Saving Throws: +10% to save vs. coma/death and +1 to save vs. magic & poison.
Combat Skills: Punch 1D4, Power Punch 2D4 (counts as 2 attacks), Elbow/Forearm 1D6,
Knee 1D6, Snap Kick 1D6, Body Block/Tackle 1D4 + P.S. damage bonus (parry or dodge to
avoid knockdown), Pin 18-20, Crush 1D4 + P.S. damage bonus, All Holds, Knockout on an
unmodified roll of 20, and Critical strike on unmodified roll of 19-20.
Giant Size (Double his normal height or more): Punch 2D4+2, Elbow/Forearm
2D6, Knee 2D6, Power Blow 3D6+2 (counts as two attacks), Stomp 4D6 (counts as two
attacks), Snap Kick 2D6, Body Block/Tackle 3D6 + P.S. damage bonus (must parry/dodge or
knockdown), Pin 18-20, and Crush 3D6. The rest is the same regardless of his height.
Other Giant Abilities: HF 9 at eight feet (2.4 m) tall, HF 12 at 24 feet (7.31 m), HF 18 at
max. When 20 feet (6 m) or more he is +2 to strike/parry and his Spd is doubled. -4 to dodge
if he doubles his height or more.
Educational Background: One Year of College
Common Skills: Read-Write/Speak English 92%%/94%, Mathematics: Basic, 90% and
Pilot: Automobile 78%%.
Physical Program: Swimming 90%, Acrobatics (Sense of Balance 98%, Walk Rope
88%, Climb Rope 98%, Back Flip 98%), Boxing, and Wrestling.
Construction Worker Program: Basic Mechanics 80%, Carpentry 65%, General
Repair & Maintenance 85%, Physical Labor, Pilot: Tracked Vehicle 94%, and Pilot: Truck 94%.
Secondary: Hand to Hand: Basic, Body Building & Weightlifting, Basic Electronics
60%, Athletics (general), Cook 75%, Play Guitar 65%, Law 65%, Climbing 75%/65%, Pilot:
Race Car 73%, Automobile Mechanics 72%, Radio: Basic 70%, and Play Football 45%
Money: He has $6000 stashed away in a safe house and another $9600 in a metal water
proof box buried in secret location.
Weapons: He relies on his super abilities.
Equipment & Vehicles: He utilizes whatever is necessary to complete his mission.


Last edited by Reagren Wright on Thu Aug 11, 2016 10:27 am, edited 1 time in total.

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Unread postPosted: Thu Dec 10, 2015 10:32 am
  

Knight

Joined: Fri Jan 03, 2003 2:01 am
Posts: 4268
Location: Québec
Another Good character.


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Unread postPosted: Wed Jan 06, 2016 8:54 pm
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3058
Location: LaPorte, In USA
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
More Mutant Underground characters from the cover of Powers Unlimited 1 coming up. Got a bunch of fresh ideas while
taking holiday break from other project.


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Unread postPosted: Sat Jan 16, 2016 8:52 pm
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3058
Location: LaPorte, In USA
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
Reagren Wright wrote:
More Mutant Underground characters from the cover of Powers Unlimited 1 coming up. Got a bunch of fresh ideas while
taking holiday break from other project.


Okay identity of other project has been revealed, nevertheless will strive to get NPCs here on the board.


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Unread postPosted: Sun Jan 17, 2016 2:34 pm
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3058
Location: LaPorte, In USA
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
HATETOOTH Note: The orc guy with the black dot on his head.

The being known as Hatetooth started out as a genetic anomaly in an experiment by an
unnamed criminal organization in an effort to recreate Neanderthals from the DNA taken from
the bone fragment of a Neaderthal male. After several failed attempts, one promising subject
was grown in the lab. For the first few days, the “caveman” was indeed curious about the
world around him, but he suddenly began to complain about headaches, even started taking
things and banging them against his skull. Just before it was decided to terminate him and
begin anew, his forehead split apart revealing a third eye. It wasn’t long before he began
displaying unusually psychic abilities and began to grow in intelligence. Within a year, he
developed the ability to speak English, read and write, and perform simple tasks the equivalent
to a 6-year-old child. Then he started demonstrating the psychic ability to effect the nervous
system of other living beings. About this time those financing the project decided to move
away from the recreating of Neanderthals and wanted to replicate the creature now being
called Hatetooth after he ripped out one of his own teeth saying, “Me hate tooth.” The scientist
in charge of the project didn’t want to see him turned into some kind of bio-weapon or made
into an army of clone beings. So one of the doctors decided to provide Hatetooth the means to
escape confinement and flee to the outside world. Unfortunately, the criminal financers figured
out that someone on the inside allow their creation to escape so they terminated the program
and killed all the scientist involved. They then proceeded to hire Mutant Recovery Teams to
recapture their property.
Hatetooth always stayed one-step ahead of those trying to capture him. Eventually he
was found by friends of the Mutant Underground. He was given food, clothing, shelter and the
chance to continue his education into a normal functional person just like everyone else. Later
he no longer wanted to hide but take an active part helping other mutants. In the beginning he
brutally used his powers on those trying to capture or harass mutants, but after a stern
lecturing he soften his resentment and saw them more or less as misguided people. Today the
financers of Hatetooth are still looking for him and have hired a number of Mutant Bounty
Hunters to find him, putting a price tag of 1.2 million on his head alive, half the amount dead.
There are some in the Underground, even respected volunteers, considering turning him over
claiming the money could be put to good use. But how does one turn over a friend yet live with
themselves. Hatetooth respect the honesty felt by some, but it doesn’t stop him from carrying
but his mission of helping his fellow mutants and experiments even if his life puts other in
jeopardy or could make someone (even a closer friend) very rich.

Real name: Unknown
Occupation: Protector in the Mutant Underground.
Alignment: Scrupulous
Power Category: Experiment (Animal Genes).
Experience Level: 7th
Hit Points: 70 S.D.C.: 160
P.P.E.: 22
I.S.P.: 110
Appearance: Hatetooth is large, hulking humanoid with a hunched over gait as he walk.
He has large oversized arms like a gorilla. He has orange brown skin, a small, stub like nose
and a wide jaw with sharp teeth. He has short orange hair in a Mohawk style and short pointy
ears. Beside his two light brown eyes, he has a large black eye in the center of his head.
Attributes: I.Q. 14, M.E. 24, M.A. 5, P.S. 40 (extraordinary), P.P. 12, P.E. 32, Spd. 40, P.B. 5.
Age: 38, Sex: Male, Height: 5 foot and 11 inches (1.80 m), Weight:
298 lbs (134.1 kg).
Side Effect: Ugly and Undesirable: People feel uncomfortable to be around him. His
mere presence is unnerving, most regard him as a low life, freak of nature, someone to be
avoided at all cost.
Super Psionics: Bio-Manipulation and Bio-Alteration
Minor Super Abilities: Extraordinary P.S. and Extraordinary P.E.
Combat Training: Expert
Attacks per Melee: 6 (2 initial +3 from Hand to Hand +1 from powers)
Combat Bonuses: +3 to initiative, +2 to strike, +5 to parry, +5 to dodge, +25 to
damage, +3 to roll with punch/fall, and +2 to pull punch.
Saving Throws: He needs a 12 or better to save vs. psionics, impervious to disease, +5
to save vs. psionics, +7 to save vs. insanity, +2 to save vs. possession and horror factor,
32% to save vs. coma/death, and +8 to save vs. poison/magic.
Combat Skills: Bite 1D6, Punch 1D4, Power Punch 2D4 (counts two attacks), Claws 2D4,
Elbow/Forearm 1D6, Knee 1D6, Karate Kick 2D4, Wheel Kick 2D6, Tripping/Leg Hook (cannot
be paired, must dodge or knockdown), All Holds, Paired Weapons, and Critical strike on an
unmodified 18-20.
Educational Background: On the Job Training
Common Skills: Read-Write/Speak English 94%/95%, Mathematics: Basic 93%, and
Pilot: Automobile 81%.
Factory/Construction Program: Basic Mechanics 90%, Carpentry 75%, General Repair &
Maintenance 95%, Physical Labor, and Pilot: Tracked Vehicles 98%.
Mechanic: Vehicle Program: Automotive Mechanics 96% and Basic Electronics 80%.
Secondary Skills: Hand to Hand: Expert, Athletics (general), Climbing 98%/75%, Prowl
65%, Body Build & Weightlifting, Running, Pilot: Truck 84%, Streetwise 48%, Radio: Basic
75%, Law (general) 60%, Jury Rig 35%, and Whittling & Sculpting 35%.
Money: He has no use for money as he was created for the purpose of slave labor.
Weapons: He relies on his natural talents.
Equipment & Vehicles: He utilizes whatever will help him get the job done.


Last edited by Reagren Wright on Thu Aug 11, 2016 10:28 am, edited 1 time in total.

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Unread postPosted: Wed Jan 20, 2016 12:34 pm
  

Knight

Joined: Fri Jan 03, 2003 2:01 am
Posts: 4268
Location: Québec
Good,Can't wait to see more.


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Unread postPosted: Mon Feb 29, 2016 8:12 pm
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3058
Location: LaPorte, In USA
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
FIRE & RAIN Note: The flame guy and the blue guy with the smoke.

Identical twins Brandon and Lewis Ballard wanted to follow their dad and grandfather’s
footsteps and join the Ultropolis Fire Department. First they started working as volunteers and
then started took EMT training. After turning 21, they went to paramedic school and attended a
fire academy. Both boys were accepted into Squad Company #5, a group of specially trained
fire fighters with equipment and rigs/truck that allow them to function as either Engine or
Ladder Companies at the scene of a fire, but are also equipped with similar equipment and
specialized tools as a Rescue Company. Two years later, a Hardware Analytical Genius, named
Buck Ashley was hired by the government of Ultropolis (namely the Mayor) because he
claimed to invent a new liquid chemical able to put out any chemical fires safely without a
reaction. Squad Company #5 was the first company in Ultropolis to test out this new
equipment. After two weeks, the Squad responded to an emergency involving a tanker truck.
Brandon and Lewis were assigned to try out the new chemical liquid. Unfortunately, the tanker-
truck belonged to Golden Crescent, Inc and it was filled with the unstable liquid called
Hypertane. The moment the experimental chemical made contact with the Hypertane, it
released a purple gas cloud that the second it touched Brandon and Lewis it turned them into a
fiery and misty mutants. Buck Ashley was arrested but managed to convince a judge and jury
he couldn’t have foreseen the events that occurred with the tanker truck. Brandon and Lewis
meanwhile went underground in an attempt to understand what had had happened to them.
After they learned how to control their abilities, they learned not only where they fired from
serving as fire fighters, but G.I.G.M.A. and U.S. S.C.R.E.T. were hunting for them. Someone
how Buck Ashley managed to convince the mayor and the Fire Chief that Brandon and Lewis
were always mutants hiding their abilities and now they were being sought after for
questioning. Brandon and Lewis went back into hiding, until they were found by Emperor
Lightning. It didn’t EL long to realize that these two young mutants could be especially
beneficial to the Mutant Underground. Taking them under his wing, he trained them personally
in the ways of the Mutant Underground. In a short while, the duo were out and about searching
and rescuing mutants, but the two have never forgotten they are still fire fighters and are
quick to help their former comrades in arms whenever a major fire erupts. Brandon has
become more of a hot head, eager to fight those who hurt super beings and stopping biotech
companies and those involved in the creation of super beings like Golden Crescent. Lewis is
just as passionate as his brother but he is more interested in getting mutant runaway and
experiments to safety before the authorities or freelance Recovery Teams get to them. Today
Fire and Rain are among the Ultropolis Mutant Underground most well known public heroes,
always finding aid with the UPD (Ultropolis Police Department) and UFD (Ultrpolois Fire
Department) and generally receiving positive coverage by the local media. Although they are
wanted criminal in the eyes of G.I.G.M.A. and U.S. S.C.R.E.T.

Real Name: Brandon Ballard
Occupation: Search and Rescue for Mutant Underground
Alignment: Unprincipled
Power Category: Mutant
Experience Level: 3rd
Hit Points: 30 S.D.C.: 48+50 with aura Armor Rating: A.R.: 14
fire aura
P.P.E.: 25
Appearance: He is a handsome male who moderately engages in exercise. He has short
black hair and dark brown eyes.
Attributes: I.Q. 11, M.E. 12, M.A. 12, P.S. 19, P.P. 14, P.E. 16, Spd. 19, P.B. 18.
Age: 25, Sex: Male, Height: 6 foot and 2 inch (1.87 m), Weight:
170 lbs (76.5 kg)
Major Super Abilities: Alter Physical Structure: Fire and Control Elemental Force: Fire
Combat Training: Basic
Attacks per Melee: 4 (2 initial +2 from Hand to Hand)
Combat Bonuses: +3 to parry, +3 to dodge/+5 in flight, +4 to damage, +4 to roll with
punch/fall, and +2 to pull punch.
Combat Skills: Punch 1D4, Power Punch 2D4 (count as two attacks), Elbow & Forearm
1D6, Snap Kick 1D6, and Knee 1D6.
Saving Throws: Impervious to fire, heat, plasma, and smoke. +4% to save vs.
coma/death and +1 to save vs. magic/poison.
Other Bonuses: 40% to charm/impress.
Educational Background: High School with special fire department training.
Common Skills: Read-Write/Speak English 86%/91%, Mathematics: Basic 81%,
and Pilot: Automobile 69%.
Fire & Rescue Program: Climbing 65%/55%, Computer Operation 79%, Firefighting
65%, Paramedic 70%, Physical Labor, Pilot: Truck 81%, Radio: Basic 75%, and W.P. Axe (+1
to strike/parry).
Physical Program: Hand to Hand: Basic, Athletics (General), Swimming 70%, and Prowl
55%.
Secondary Skills: Language and Literacy: Spanish 59%/55%, Cook 50%,
T.V./Video 55%, Streetwise 32%, Automotive Mechanic 69%, Pilot: Motorcycle 72%, First Aid
65%, General Repair & Maintenance 60%, Carpentry 30% and Jury Rig 30%.
Money: He has 3D6x100 US dollars hidden in his room
Weapons: He relies on his super abilities.
Fireball, Range: 390 feet (118 m), Damage: 6D6, Bonus: +3 to strike.
Continuous Bolt of Flame, Range: 30 feet (9.1 m), Damage: 5D6 (x2 for
simultaneous), Attacks per Melee: Counts as three attacks, Rate of Fire: One bolt can be
unleashed from one hand or two at the same target with both hand, Bonus: +4 to strike.
Fireblast: Range: 130 feet (39.6 m), Damage: 4D6+6, Bonus: +2 to strike.
Power Blast, Range: 60 feet (18.2 m0, Damage: 1D6x10, Attacks per Melee: 4
attacks. Combination of Fuel Flame and Bolt of Fire: Penalty: Must be first attack at beginning
of melee.
Equipment & Vehicles: He relies on his super abilities.

RAIN

Real Name: Lewis Ballard
Occupation: Search and Rescue for Mutant Underground
Alignment: Principled
Power Category: Mutant
Experience Level: 3rd
Hit Points: 30 S.D.C.: 30
P.P.E.: 28
Appearance: He is a handsome male who moderately engages in exercise. He has short
black hair and dark brown eyes.
Attributes: I.Q. 13, M.E. 10, M.A. 14, P.S. 19, P.P. 15, P.E. 14, Spd. 19, P.B. 15.
Age: 25, Sex: Male, Height: 6 foot and 2 inch (1.87 m), Weight:
170 lbs (76.5 kg)
Major Super Abilities: Rainmaker and Alter Physical Structure: Fog
Combat Training: Basic
Attacks per Melee: 4 (2 initial +2 from Hand to Hand)
Combat Bonuses: +3 to parry, +3 to dodge, +4 to damage, +4 to roll with punch/fall,
and +2 to pull punch.
Combat Skills: Punch 1D4, Power Punch 2D4 (count as two attacks), Elbow & Forearm
1D6, Snap Kick 1D6, and Knee 1D6.
Vulnerabilities: In fog for he suffers double damage from fire.
Saving Throws: In flesh form, he suffers only half damage from water, cold and
electricity. In fog form, he only suffers half damage radiation and energy-based attacks (one
forth from electricity).
Educational Background: High School with additional Fire Department Training.
Common Skills: Read-Write/Speak English 86%/91%, Mathematics: Basic 81%,
and Pilot: Automobile 69%.
Fire & Rescue Program: Climbing 65%/55%, Computer Operation 79%, Firefighting
65%, Paramedic 70%, Physical Labor, Pilot: Truck 81%, Radio: Basic 75%, and W.P. Axe (+1
to strike/parry).
Science Program: Meteorology 55%, Chemistry 70%, Chemistry: Analytical 55%, and
Mathematics: Advance 75%.
Secondary Skills: Language and Literacy: Spanish 59%/55%, Cook 50%, Sewing
55%, Streetwise 32%, Land Navigation 48%, Pilot: Bicycle 69%, First Aid 65%, Law 50%,
Photography 40% and History 64%/44%
Money: He has 5D6x100 US dollars hidden in his room
Weapons: He relies on his super abilities.
Expel Vapor, Range: 26 feet (7.9 m), Damage: 2D4.
Hail Stone, Range: 100 feet (30 m), Damage: 1D6.
Equipment & Vehicles: He relies on his super abilities.


Last edited by Reagren Wright on Thu Aug 11, 2016 10:29 am, edited 1 time in total.

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Unread postPosted: Mon Mar 21, 2016 5:57 pm
  

User avatar
Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3058
Location: LaPorte, In USA
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
Still working on fantasy project but as always I'll make time for a new NPC.


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Unread postPosted: Thu Apr 28, 2016 2:20 am
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3058
Location: LaPorte, In USA
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
POPCICLE Note: The tiny red guy on the left.

Jones Rosin took a summer job working for Larry English, an entrepreneur in the
manufacturing and selling of new types of ice cream, Icebergo. In order to sell his ice
cream products, Larry English sold them from ice cream trucks. Inside Larry truck was not
a normal freezer but almost a chemistry lab in which the operator produced the ice cream.
On his first day on the job, Jones decided to sample one of the ice creams. The moment he
stuck one of the popsicles into his mouth he immediately spat it out complaining it tasted
terrible. He turned the truck around to warn his boss. On his way back, he started to feel
cold and miserable. By the time he was back in the warehouse, he was suffering from
severe hypothermia. All the color literally drained from his body. Soon the cold chill he
was suffering from began to spread outside his body. Larry English came out to see poor
Jones suffering from some kind of horrible mutation, but instead of panicking Larry English
began to laugh and giggle. Instead of calling for help, he started asking Jones all sorts of
bizarre, personal questions. It didn’t take Jones long to realize Larry English was insane,
furthermore he was hoping for some kind of horrific reaction to occur. Enraged, Jones
grabbed a hold of Larry English and froze the man to death while at the same time turning
his skin the color blue. Jones fled the scene and took to hiding in the streets. Eventually he
was found by members of the Mutant Underground. Several volunteers began working with
Jones helping him learn to control his powers and find resourceful means of using them. A
few weeks ago, Jones took on the name Popsicle and is now trying to help other super
beings that could benefit from the Underground. Jones is also using his powers to assist
regular people if he discovers a means his powers can assist them. So far the reception
he’s receiving in Ultropolis has been positive. Most people don’t take him serious until they
realize just how cold he can really be, or if he wants to liven up the mood and simply turn
his opponent a different color.

Real Name: Jones Rosin
Occupation: Mutant Underground Protector, just starting out.
Alignment: Unprincipled
Power Category: Experiment
Experience Level: 1st
Hit Points: 35 S.D.C.: 71+25 cold armor Armor Rating:
A.R.: 14 ice armor.
P.P.E.: 25
Appearance: He is an extremely handsome male who moderately engages in
exercise. He has short white hair and dark blue eyes.
Attributes: I.Q. 11, M.E. 12, M.A. 14, P.S. 20, P.P. 15, P.E. 17, Spd. 22, P.B. 22.
Age: 19, Sex: Male, Height: 6 foot and 2 inch (1.87 m),
Weight: 170 lbs (76.5 kg)
Vulnerability: He suffers double damage from magic fire, but half damage from
ordinary fire.
Side Effect: Chemical Resistance and pale white skin & hair.
Major Super Ability: Sub-Zero
Minor Super Abilities: Color Manipulation and Physical Perfection
Combat Training: Basic
Attacks per Melee: 4 (2 initial +2 from Hand to Hand)
Combat Bonuses: +1 to parry, +1 to dodge, +5 to damage, +4 to roll with
punch/fall, and +2 to pull punch.
Saving Throws: Impervious to cold and ice, +6 to save vs. poison, drugs, and
chemicals, even if fail save the damage, duration, effect, and penalty is one-half, +1 to
save vs. magic, +1 to save vs. disease, and +10% to save vs. coma/death.
Combat Skills: Punch 1D4, Power Punch 2D4 (count as two attacks), Elbow/Forearm
1D6, Snap Kick 1D6, and Knee 1D6.
Other Bonuses: 60% to charm/impress.
Educational Background: High School
Common Skills: Read-Write/Speak English 82%/89% and Pilot: Automobile
63%.
Domestic Program: Mathematics: Basic 84%, Cooking 45%, Sports: Hockey
60%, and Housekeeping 45%.
Physical Program: Hand to Hand: Basic, Athletics (General), Swimming 60%, and
Prowl 45%.
Secondary Skills: Language and Literacy: French 59%/55%, Ice Skating 60%,
T.V./Video 45%, Streetwise 24%, Automotive Mechanic 63%, Pilot: Motorcycle 64%, First
Aid 55%, and Business & Finance 55%.
Money: He has $190 in his pocket. Whatever he needs the Mutant Underground will
provide.
Weapons: He relies on his super abilities.
Bolts of Cold, Range: 530 feet (161.5 m), Damage: 1D4 plus -2 to initiative,
01 to strike, parry, dodge, and -2 to roll with punch for 1D4 melees. These penalties last
for 1D4 melees.
Ice Weapons (1D6, 2D6, and 3D6).
Equipment & Vehicles: He utilizes whatever he needs to in order to survive.


Last edited by Reagren Wright on Thu Aug 11, 2016 10:31 am, edited 1 time in total.

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Unread postPosted: Wed May 04, 2016 4:37 pm
  

Knight

Joined: Fri Jan 03, 2003 2:01 am
Posts: 4268
Location: Québec
Another Great character.


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Unread postPosted: Tue Jun 21, 2016 12:31 am
  

User avatar
Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3058
Location: LaPorte, In USA
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
THE EXCLAMATION Note: The blue guy with the exclamation point on his head.

Robby Blevins was work on his computer trying to get his research paper for his English class
when the powered went out. It made Robby mad. He got so mad he went on a swearing
tirade. After five minutes of ranting, he collapsed. When he awoke in the hospital, he learned
he was unconscious for two days. The doctors could not understand what had happen to him.
The next day he returned home and turned on his computer. His research paper was still
there. He finished and went to print it out, only to learn he was out of ink for his printer. He
swore and all once grew in strength, quickness, and power. Realizing what caused his powers,
Robbie decided to drop out of school and dedicate himself to something bigger than himself, so
he became the Foul Mouth Hero of Justice, the Exclamation. After a while, his heroics make
him a popular hero, but he finds himself investigated by the CIA-MTF (Mutant Taskforce). With
his secret identity compromised, Robbbie had no choice but to turn to the Mutant Underground.
They have provided him a home and place to stay, but Robbie still insists on being a hero and
protector of fellow mutants. Some have tried to recruit him into becoming a freedom fighter
or avenger, but he Robbie still believes there is some good people in the world and they have
to be saved. That being said, there also some stupid people in the world to, and they need to
be taught a lesson.

Real Name: Robbie Sonny Blevins
Occupation: Want to be super hero
Alignment: Unprincipled
Power Category: Mutant
Experience Level: 3rd
Hit Points: 25/+26 Powered Up S.D.C.: 30/+120 Powered Up
P.P.E.: 28
Appearance: He has deep-set brown eyes. He is bald, but used to have thick, curly hair
the color of black coffee He has a masculine build. His skin is deeply-tanned.
Attributes: I.Q. 24, M.E. 11, M.A. 14, P.S. 11/38 powered up (superhuman), P.P. 9, P.E.
10, Spd. 13/, P.B. 10
Age: 19, Sex: Male, Height: 5 foot and 5 inches (1.67 m), Weight:
135 lbs (60.75 kg)
Insanity: Power Words: In order for Robbie to activate his powers he needs to swear.
Each curse word spoken within a single melee round provides him one melee worth of super
abilities. Afterward, he powers back down to normal. Once he is powered up, additional
swearing will not provide him additional melees of power. He can only “power up” after
“powering down.” In order to “power up”, Robbie has to expressed his swears as a single word
(“x”!) or a non-sentence phrase (“You stupid x!”), and he must do so with the force of the
emotion. So if Robbie shouts out, “x, x, x, x, x, x, x, x, x!” in one melee round. He has nine
melees of super powers.
Minor Super Abilities: Superhuman P.S., Increased Durability, Energy Expulsion:
Energy, and Lightning Reflexes.
Combat Training: Non-combatant
Attacks per Melee: 2 attacks and 3 non-combat actions. Powered Up: 3 attacks.
Combat Bonuses: -1 to initiative and +1 to dodge. Powered Up: +2 to Initiative, +1 to
disarm, +3 to pull punch, +2 to roll to punch/fall, and +3 to automatic dodge.
Saving Throws: Powered Up: +10% to save vs. coma/death.
Combat Skills: Punch 1D4. Powered Up: Paired Weapons. Punch 2D4+2. Power Punch
3D6+2 (counts as two attacks).
Other Bonuses: +9% to skills,
Educational Background: One Year of College.
Common Skills: Read-Write/Speak English 98%/98% and Pilot: Automobile 78%.
Computer Program: Basic Electronics 64%, Computer Operation 94%, Computer
Programming 84%, and Surveillance 64%.
Computer Hacker Program: Computer Repair 64%, Cryptography 59%, Mathematics:
Basic 98%, and Computer Hacking 54%.
Secondary Skills: Radio: Basic 74%, T.V./Video 59%, Astronomy & Navigation 54%,
History 84%/64%, Photography 64%, Research 64%, Law (general) 49%, Mathematics:
Advance 79%, Basic Mechanics 54%, and Jury Rig 39%.
Money: He has $3200 in his checking account and $191 in his saving ings.
Weapons: None, he relies on his super powers.
Energy Expulsion: Energy, Range: 600 feet (182 m), Damage: 5D6, Bonuses: +3
to aim/+1 wild shot.
Equipment & Vehicles: He doesn’t own a car, if he wants to get anywhere he has to
takes the bus or subway.


Last edited by Reagren Wright on Sun Aug 21, 2016 9:11 am, edited 2 times in total.

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Unread postPosted: Tue Aug 02, 2016 9:27 pm
  

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Location: LaPorte, In USA
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
Taking a break from Fantasy writing so I'm going to try to get more PU 1 cover NPC guys done.


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Unread postPosted: Wed Aug 03, 2016 8:45 am
  

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Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
DIRT WARRIOR Note: The red and yellow guy surfing on the rock/dirt.

Nolan Carson was going to school at Double U (University of Ultropolis). His geology professor
Franken Hanzsel Jaminson asked him to assist him in conducting several experiments using
dirt samples he obtained from the nuclear crater in Century Station. While performing an
experiment with a prototype reactor, Nolan inhales one of the irradiated dirt particles. His
body and the dirt particle bond together thus enabling him to shape and manipulate the Earth
itself. With his new powers, Prof Franken convinces Nolan to help him perform other
experiments. Before long, Nolan is using his powers to “acquire” cash to help finance some of
their experiments which are suppose to benefit humankind. Eventually Nolan can to believe his
college professor was just using him, so he refused to cooperate any further. To his horror, he
learned his professor had ingested large amounts of irradiated dirt particles allowing him to
become a humanoid earth elemental. Nolan took a severe beaten from his professor. After
recovering in the hospital, he sought his professor out who at the time was confronting U.S.
S.C.R.E.T. Despite being made of rock, Franken’s body responded to the will of Nolan allowing
him to rend his earthen body apart. Realizing what he’d done, Nolan fled the area eventually
seeking the aid of the Mutant Underground. It took a while but Nolan came to accept what he’d
done and forgive himself. Today Nolan is a major contributor to the local Mutant Underground
and is almost fanatical about stopping biotech industries, the government, and anybody trying
to create super beings and exploit their abilities. He has no problem using aggressive and
brutal tactics, but he does try to hold off from killing anyone outright.

Real Name: Nolan Dillon Carson
Occupation: Former college student, now Mutant Underground Protector.
Alignment: Unprincipled
Power Category: Mutant
Experience Level: 3rd
Hit Points: 35 S.D.C.: 62
P.P.E.: 25
Appearance: He is a handsome young man. He has dirty, blond hair and brown eyes.
His costume is red and yellow.
Attributes: I.Q. 17, M.E. 14, M.A. 13, P.S. 20, P.P. 15, P.E. 15, Spd. 14, P.B. 20.
Age: 19, Sex: Male, Height: 6 foot and 2 inch (1.87 m), Weight:
160 lbs (72 kg)
Major Super Abilities: Control Elemental Force: Earth and Earth Possession.
Combat Training: Basic
Attacks per Melee: 4 (2 initial +2 from Hand to Hand)
Combat Bonuses: +2 to parry, +2 to dodge, +5 to damage, +2 to roll with punch/fall,
and +2 to pull punch.
Saving Throws: +2 to save vs. possession and mind control, +4 to save vs. elemental
magic (+6 to save vs. Earth elemental magic).
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: One Year in College
Common Skills: Read-Write/Speak English 92%/94% and Pilot: Automobile 72%.
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 72%/52%, Language and
Literacy: Spanish 62%/58%, Cook 53%, Pilot: Motorcycle 75%, Sewing 58%, Astronomy &
Navigation 48%, Dance 48%, and Seduction 30%.
Money: He has 2D6x10 US dollars in a checking account and 3D6x10 US dollars in his
savings.
Weapons: He relies on his super abilities.
Equipment & Vehicles: He relies on his super abilities.


Last edited by Reagren Wright on Thu Aug 11, 2016 10:34 am, edited 1 time in total.

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Unread postPosted: Thu Aug 11, 2016 10:17 am
  

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Location: LaPorte, In USA
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
ATOMLAD Note: The small red and yellow guy in a suit flying with propulsion

Real Name: Bert Wooten
Occupation: Former U.S. Super Ops Soldier, now Enforcer for Mutant Underground
Alignment: Anarchist (very aggressive).
Power Category: Mutant
Experience Level: 8th level
Hit Points: 72 S.D.C.: 127
P.P.E.: 20
Appearance: He is a tall, rippling handsome man with short bluish gray hair and dark
blue eyes. He must always wear his special containment suit to be out in public.
Attributes: I.Q. 14, M.E. 12, M.A. 11, P.S. 25, P.P. 15, P.E. 23, Spd. 25/320 mph (515
km) in flight, P.B. 19
Age: 35, Sex: Male, Height: 6 foot and 6 inches (1.98 m), Weight:
240 lbs (108 kg).
Major Super Ability: Control Radiation
Minor Super Abilities: Physical Perfection, Flight: Energy, and Energy Resistance.
Attacks per Melee: 6/7 (2 Initial +3 from Hand to Hand +1 from boxing) +1 from flight
Combat Training: Basic
Combat Bonuses: +1 to initiative, +1 to strike/+2 in flight, +4 to parry/+5 in flight, +4
to dodge/+6 when hovering or flying under 80 mph (128 km)/+8 to dodge when flying over 80
mph (128 km), +12 to damage/+4 to damage for every 20 mph (32 km) of flight speed, +6 to
roll with punch/fall, +2 to pull punch, and +1 to disarm.
Saving Throws: Impervious fire, heat, plasma, and radiation, immune to the first 20
points of energy damage, rest of the melee round is half damage, +21% to save vs.
coma/death and +4 to save vs. magic & poison.
Combat Skills: Punch 1D4, Power Punch 2D4 (Counts 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, Knockout on an unmodified roll of 20, and Critical strike on
unmodified roll of 19-20.
Other Bonuses: 45% charm/impress.
Educational Background: Military
Common Skills: Read-Write/Speak English 96%/96/%, Mathematics: Basic, 96%, and
Pilot: Automobile 84%.
Military Program (Basic): Hand to Hand: Basic, Running, Climbing 90%, Forced
March, Military Etiquette 85%, Radio: Basic 98%, W.P. Rifle (+4 to aim/+2 to burst), and W.P.
Grenade (+3 to throw).
2nd Military Program: Demolitions 86%, Pilot: APCs and Tank 94%, Trap/Mine
Detection 70%, Armorer/Field Armor 90%, and Basic Mechanics 90%.
Physical Program: Boxing, Body Building & Weightlifting, Gymnastics (Sense of Balance
79%, Bars and Rings 89%, Back Flip 91%, Climb Rope 81%), and Swimming 95%.
Secondary: Pilot: Truck 96%, Computer Operation 84%, Public Speaking 90%,
Streetwise 52%, Cook 75%, Carpentry 65%, Pick Locks 70%, Play Football 70%, Land
Navigation 60%, Wilderness Survival 60%, Law (general) 50%, and W.P. Handgun (+1 to aim).
Money: He has $900 in his savings and $7000 in his checking.
Weapons: He relies on his super abilities, but he can if the mission requires it, utilize
conventional weapons.
Radiation Blast, Range: 50 foot (15.2 m) radius (around self) or 200 feet (61 m) away,
Damage: 3D6 per melee round (01-30% of radiation sickness from each melee round of
exposure), Duration: One quick blast (counts as two melee attacks) or continual (counts as all
attacks for that melee round). Note: The area where the radiation was emitted will remain
irradiated and dangerous for 4D6 melee rounds if it was exposed to more than five minutes of
radiation.
Nuclear Fire, Range: 180 feet (54 m), Damage: 11D6 or 1D6x10+6, Duration: Counts as
one attack, Bonuses: +3 to aim.
Energy Expulsion: Heat, Range: 140 feet (42 m), Damage: 8D6 or 1D4x10+8, Duration:
Counts as one attack, Penalty: Anyone on the receiving end of a heat bolt has a 01-30%
chance of contracting radiation sickness.
Armor: Atomlad wears a special containment suit first designed by the KLS Corporation
and later improved upon by Fabricators Inc. The suit is powered by the radiation he continually
emits. His special gauntlets/boots allow him to release his powers (as does his visor for X-ray
vision) but does not allow him to contaminant an area just by standing around. The suit
is more like a suit of armor (A.R. 15, S.D.C.: 192). Note: The suit has Bio-Aura on it so he can
utilize all of his powers with it.
Equipment & Vehicles: Atomlad relies on his super abilities.


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Unread postPosted: Tue Aug 16, 2016 12:18 pm
  

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

Colton Cox graduated from Oregon State University with a Master’s Degree in Robotics and a
Doctorate Degree in Robotics. He then got an engineering job working for NASA. He devised
Modified Telemental Helmet that would operate a robot using the pilot’s thoughts. This would
allow an astronaut to remain in a capsule orbiting an alien world while he safely operated an
alien probe without endangering himself. Colton demonstrated his robotics device, but while
heads at NASA remain optimistic about using the machine, it was doubtful it would receive
funding to make it a viable project. So he set about a task trying to prove the usefulness of his
machine. Unfortunately, for him his lab comes under attacks by a group of terrorist secretly
employed by The Usurper. While they seemingly attack his lab for no logical reason, their
actual purpose is to steal his plans for his helmet. Colton is shot and gravely wounded. Weeks
later he awoke to learn he suffered a cervical spinal injury, which paralyzed him from the neck
down and affected his breathing. Now a quadriplegic, Colton dedicated his life to ensuring he
would one day walk again. During his rehabilitation, he worked as much as he could developing
new robotic software and making improvements on his telemental helmet. Most of his work he
sold to Cyberworks Network Finally, he reveal a new robotic surgeon which he believed would
one day change how all surgical procedures would be done in the future. To demonstrate the
effectiveness of the robot, Colton invited representatives from many robotic laboratories from
around the world to witness the robot surgeon work on its first patient himself. Those in
attendance thought they were going to watch the robot doc do a simple procedure on Colton.
Instead they watch in horror as the robot skillfully dissected his skull and carefully removed
his brain and most of his spinal cord then placed it inside a cybernetic machine. Most left in
horror but some diehards stayed to watch the results. To their amazement Colton not only
survived but he was now in complete control of the machine. Just then the same terrorists
attacked his lab again, this time he fought them off, but those observing saw him turn into a
ruthless killer. Horrified at what he’d done, Colton fled in terror.
Colton stayed out of sight for weeks eventually making contact with the Mutant
Underground operating in Ultropolis. With their assistance, he set up a new lab in an
abandoned warehouse. Later on, he moved it to the sub-basement of the Baxter Gyroco
Building. From his lab he works tirelessly for the Underground intercepting communications
and monitoring the UPD (Ultropolis Police Department) and various other government
agencies. He has only recently learn the Usurper was behind the attacks on his lab, and his
goal is organize a team of freedom fighters or mercenaries among the MU to go after him or
at least sabotage some of his operations just as he done to him. Those closest to him have no
idea he lives this way, he’s cut himself off from all the people in his past. He occasionally
hacks into technology so he can observe his old girlfriend Cassie Albert and her new husband
Marvin.

Real Name: Colton Cox
Occupation: Robotics Inventor
Alignment: Anarchist
Power Category: Empowered/Brain Transplant Cyborg
Experience Level: 7th
Hit Points: 12 S.D.C. n/a
P.P.E.: 5
Appearance: His brain is contained in an environmental braincase/life support. His brain
is clearly visible. The case is mobile by a series of tentacles.
Attributes: I.Q. 17, M.E. 14, M.A. 11, P.S. 20, P.P. 20, P.E. 12, Spd. n/a or 45 mph
(72.45 km) by tentacles, P.B. 3.
Age: 41. Sex: Male. Height: 2 foot (.6 m). Weight: 65 lbs (29.25
kg). Note: His brain weighs 3 lbs ((1.35 kg).
Vulnerability: He is a brain in a semi-transparent mechanical case full of fluid and
cybernetic components. Destroy the cybernetic chamber and he will die almost immediately.
Insanity: The transferring of his brain to the brain cause has caused him to suffer
amnesia in the sense that he no longer remembers his childhood or teen years.
Combat Training: Special
Attacks per Melee: Five
Combat Bonuses: Cyborg body +5 to initiative, +3 to strike, +5 to parry, +4 to dodge,
and +3 to roll with punch/fall.
Saving Throws: +7 to save vs. possession, +5 to save vs. magic, +4 to save vs.
psionics, +1 to save vs magic illusion/mind control, and +2 to save vs. Horror Factor.
Combat Skills: None
Other Bonuses: +3% to all skills.
Education Level: Master’s Degree.
Common Skills: Read-Write/Speak English 97%/98%,and Pilot: Automobile 84%.
Computer Program: Basic Electronics 93%, Computer Operation 98%, Computer Programming
98%, Computer Hacking 83%, and Computer Repair 93%.
Business Program: Business & Finance 98%, Law (General) 98%, Mathematics: Basic
98%, and Research 98%.
Communication Program: Radio: Basic 98%, Electronic Countermeasures 93%,
T.V./Video 98%, and Surveillance 93%.
Robot Program: Robotic Electronics 93%, Robot/Bioware Mechanics 88%, and Pilot:
Robot & Power Armor 98%.
Secondary Skills: Basic Mechanics 78%, Jury-Rig 63%, General
Repair/Maintenance 83%, Land Navigation 67%, Navigation 78%, Photography 73%,
Automotive Mechanics 84%, Recognize Weapon Quality 63%, Streetwise 51%, and History
84%64%.
Money: He has a secret bank account that holds $3D6x5000 US dollars in it.
Weapons: He relies on his cybernetic body
Vehicles and Equipment: Whatever he manages to get a hold of. His Mutant
Underground lab currently has over 10 million U.S. dollars in research and electronic
equipment in it.

MECHATRON’S CYBERNETIC BRAIN CASE/LIFE SUPPORT UNIT

A.R.: 19
S.D.C.: 360

Running: Tentacle limbs used as legs (minimum two) 45 mph (128.8 km) maximum.

Statistical Data
Height: 2 feet (.60 m)
Width: 1.5 feet in diameter (.45 m)
Weight: 65 lbs (29.25 kg).
Physical Strength: 20 (robotic)
Power System: Micro Fusion Power System

Combat Bonuses: +5 to initiative, +3 to strike, +5 to parry, +4 to dodge, and +3 to roll
with punch/fall.

Tentacles with Retractable Housing. He has five full size tentacle limbs that he can
extend up to 10 feet (3 m) and has a four fingered claw at the end. Each limb can also produce
small, retractable tiny limbs suitable for delicate work, repairs, and assistance. P.S. 20
(robotic) and P.P. 20. S.D.C. of each limb 75.

Force Field Generators: 100 S.D.C. but it regenerates 10 points per hour. Pistols and
other small weapons cannot be used while the field is engaged, but rifles and large melee
weapons are not contained within the field and can be used. The small rechargeable batteries
that power a compact field generator have a 'life of about 24 hours before needing to be
recharged. The recharging unit it back at his base of operations.

Laser Resistant Coating: The semi-transparent brain case can partially deflects the
damage of lasers. As a result, lasers and light based attacks (Energy Expulsion: Light) only do
half damage to his cybernetic body while his brain remains unharmed.

Sonic Resistant Coating: The semi-transparent brain case can absorb sound waves and
other vibration attacks (but not kinetic energy). This prevents his brain from taking any
damage from any sound-based attacks, including magical noises and sonic weapons, as well as
vibration based attacks, while his cybernetic body suffers only half damage.

1. Sensor Systems of Note
Optics: Basic Robotic Optic System.
Audio: Basic Hearing System, Single Voice Synthesizer, Wide Band Radio/Satellite
Receiver and Transmitter, and External Video/Audio Surveillance System.
Sensors: Bio-Scan, Chemical Analysis System, Medical Survey Unit, Motion
Detector and Warning System, Micro-Radar (range: 1 mile/1.6 km), and Radiation Detector.
SIGINT (Signal Intelligence) GEAR: Enables him to receive radio or cell phone
frequencies. He or she can monitor specific frequencies, or scan though a range of frequencies
for a specific signal. Once the signal has been found, a radio directional finder will attempt to
track the signal to its source (88%).

Secure Radio: Encrypted radio transmissions. Must use Electronic Countermeasures in
order to intercept his transmissions, and even then it’s a –25% penalty.

SatCome Radio: Receive and transmit radio broadcasts with any military and/or civilian
satellites: Range: World Wide Communications.

2. Special Features
EMP Shielding
Psychic Electro-Magnetic Dampers
Underwater Capabilities/Environmental System. He is impervious to fire, heat, cold,
freezing attacks unless they destroy the casing. System does have to be change over every
4 days to remove waste and provide new fluids.
Flotation Device
Radiation Shielding
Modified Telemental Helmet
Pressurized Cabin. Note: Mechatron can open it within.
Life Support Unit
Touch Sensing System
Secret Compartment. Note: This is a tube that allows special nutrients fluids that provides for
all his organic needs. It can only be opened by Mechatron.


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Unread postPosted: Thu Aug 18, 2016 7:51 am
  

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

Fred Cain was left on the steps of a church when he was only three days old. When the nuns
opened the basket, they found a tiny baby with blue hair, blue eyes, talons on his feet, and
blue wings. The sisters instead of looking at him as a mutant looked at him as a gift from
above. Fred spent his childhood being raised secretly at the church by the nuns. He learns to
regard them each as his mother. They also stressed the importance of not being seen as the
world was not read to receive him just yet. Later when he reaches his teens, it was decided he
could attend school (with a little help forging some documents) but they required he pulled his
wings back and strap them in place. He also wore large ugly shoes. Although he attended a
religious institution, he was mocked and made fun of almost daily. At night, when everyone
was asleep, Fred would sore high into the sky and rejoice in his freedom. One night he
witnessed a man get beaten by a local street gang. Fred joined the fight from above,
frightening the attackers away. When he turned to look at the man, he saw a humanoid rat. He
said he was an escapee from Genetech and he needed a place to hide. Fred took the rat back
to the shelter where he convinced the sisters to shelter the creature. Days later, Fred came
home from school to see the church in flames. A Recovery Team tracked down the humanoid
rat, eliminated the sisters, and burn down the church. From that moment on, Fred Cain
dedicated his life freeing/rescuing mutants and test subjects from the clutches of organization
(good or evil). He has silent swore to himself to continue the charade that he plays as Fred
Cain as he hopes one day to become a lawyer who can fight on the legal side of the mutant
rights issue. Yet in the darkest hours of the night, he dons his custom as Blue Raven
embittered and angry with those who look to harm mutants or any other super being. The
police and many Cavaliers regard him as a vigilante/super-villain except he fights on behalf of
mutants. The Jury is looking to capture him and hold him accountable for the death of ten
police officers. His also sought after by G.I.G.M.A., U.S. S.C.R.E.T., and the MTF, but his
relentless terrorist operations against Genetech has made him enemy number one on their list.
Only recently has the higher ups learned that he is one of their lost creations, and that is only
raised the need to capture him and bring him back into their clutches.

Real Name: Fred Jerry Cain
Occupation: Mutant Underground Freedom Fighter
Alignment: Aberrant
Power Category: Mutant
Experience Level: 4th level
Hit Points: 31 S.D.C.: 107
P.P.E.: 17
Appearance: He is a good looking, athletically built male with dark bluish-black hair,
dark blue feathered wings, and dark blue eyes.
Attributes: I.Q. 12, M.E.18, M.A. 8, P.S. 13, P.P. 18, P.E. 14, Spd. 22/, P.B. 14
Age: 20, Sex: Male, Height: 6 foot and 4 inches (1.93 m), Weight:
190 lbs (85.5 kg).
Unusual Characteristics: Blue Hair, Blue Eyes, Ambidextrous, and Clawed Toes
Major Super Ability: Animal Abilities: Bird.
Minor Super Abilities: Flight: Winged, Heighten Sense of Awareness (does not suffer
from surprise), and Speed Tasking.
Attacks per Melee: 6/7 (2 Initial +3 from Hand to Hand +1 from mutation) +1 in flight
Combat Training: Basic
Combat Bonuses: +4 to initiative, +2 to strike/+4 in flight, +7 to parry/+9 in flight, +7
to dodge/+11 when hover or flying under 80 mph (128 km)/+13 when flying 90 mph (144.8
km) or faster, +2 to auto dodge, +4 to damage for every 20 mph (32 km) of flying speed, +5
to roll with punch/fall, and +2 to pull punch.
Saving Throws: +3 to save vs. Horror Factor.
Combat Skills: Punch 1D4, Power Punch 2D4 (counts as two attacks), Elbow/Forearm
1D6, Knee 1D6, and Snap Kick 2D6+2, and Slashing Claws 2D4.
Educational Background: Two Years of College (University of Ultropolis)
Common Skills: Read-Write/Speak English 88%92%, Pilot: Automobile 72%, and
Language & Literacy: Latin 77%/75%.
Business Program: Mathematics: Basic 98%, Business & Finance 70%, Computer
Operation 87%, Law (General) 70%, and Research 75%.
Physical Program: Hand to Hand: Basic, Athletics (General), Body Building &
Weightlifting, and Outdoormanship.
Secondary: Sports (Basketball) 50%, Cook 55%, Sewing 60%, Lore: Religion
65%, Falconry 70%, Computer Programming 62%, Language & Literacy: Spanish 60%/62%,
Language & Literacy: French 60%/62%, W.P. Handgun (+1 to aim), and W.P. Sword (+1 to
strike/parry).
Money: He has a secret stash of about $3300 hidden away in his dorm room.
Weapons: He relies on his super abilities but will grab the first gun he can get a hold of.
Equipment & Vehicles: He relies on his super abilities.


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Unread postPosted: Thu Aug 18, 2016 10:13 am
  

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Location: LaPorte, In USA
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
REPTILIANA Note: The Reptilian female with the long snake like body.

The woman known as Reptiliana was born in Hanover Park, a suburb of the City of Cape Town,
South Africa. She was born into a strict religious family. The oldest of four siblings, but when
she was 16, after finding out that her parents had lied to her about the identity of her
biological father, she ran away from home. Living on the streets, she quickly became involved
with local gangs and started taking drugs, eventually shooting heroin. It was during her first
robbery that fellow gang members told her she had to rob and stab a man on the street. When
she said she did not know how to, the gang members called her a traitor and one stabbed her
in the head. Fearing she was going to die, she fought back and used the knife to stab him. She
then fled the scene. She found shelter with a man named Angelo. He was hired muscle for
organization known as White Zombie, a secret criminal organization who leader was a mad
man obsessed with creating human-like hybrid beings from animals. Angelo taught her how to
put guns together and take them apart so that she could get a job working at the lab. Several
months later, she was standing guard when a man entered the room and asked her if she could
assist him. She agreed to do so. When she walked into the lab, the man came up from behind
her and injected some kind of solution into her neck. When she awoke, she discovered herself
turned into a some kind of horrific monster. Later she learned the mad man wanted to use her
as one of his experiments and compensated Angelo with the equivalent of $100,000 US dollars.
Weeks later, a lax in security allowed Reptiliana to escape. She was being hunted by a White
Zombie Recovery Team until she decided to attack several tourists at Clifton Beach. This sent
the South Africa S.C.R.E.T. to track her down and capture her. Upon interrogating and
questioning her, she found it difficult to speak of her past as most of her childhood memories,
including her name, where gone. Unwilling to incarcerate her, the South African S.C.R.E.T.
contacted members of U.S. S.C.R.E.T. if they would be willing to take this “monster” of their
hands. An arrangement was made and Reptiliana ship off to the United States. When the ship
landed in Ultropolis, the Recovery Team attempted to take down the U.S. S.C.R.E.T. agents.
During conflict, Reptiliana managed to escape. She went into hiding in the sewers where she
was found by members of the Mutant Underground.
A long effort was made by the MU to hide her from not only from G.I.G.M.A. and U.S.
S.C.R.E.T. but operatives from South Africa as well (she is still a wanted fugitive in their
eyes). Reptiliana is ever thankful to the norms and mutants who went out of their way to
protect her. Since then, she has dedicated her life to helping find and rescue mutants from all
types of captivity, including prison and the custody of the law. While she does long to return to
her homeland, she knows if she did so, she would likely be killed on the spot. White Zombie is
still after her, but she did manage to earn a small bit of revenge when she took the life of
Angelo when he arrived in Ultropolis with his American girlfriend.

Real Name: Unknown
Occupation: Mutant Underground Freedom Fighter
Alignment: Aberrant
Power Category: Eugenics
Experience Level: 5th
Hit Points: 41 S.D.C.: 202 Armor Rating: A.R.: 12
P.P.E.: 15
Appearance: She looks like a large humanoid reptile with a serpentine body (has no
legs). Her body is covered with fine green scales. She has no body hair, but several crests
made of bone on her skull. Her eyes are yellow and her teeth sharp and pointy
Attributes: I.Q. 13, M.E. 14, M.A. 7, P.S. 24 (extraordinary), P.P. 13, P.E. 22, Spd. 39, P.B. 5
Age: 31, Sex: Female, Height: 18 feet (5.48 m), Weight: 570 lbs (256 kg).
Eugenic Abilities: Immune System, Lung, Spinal Cord, Chameleon Skin, Ambidextrous,
Light Armor, Double Jointed, Extraordinary P.S., S.D.C. Augmentation, Legs: Serpentine,
Prehensile Tail, Forked Tongue, Heat Pitts, Hollow Fangs with Lethal Poison, Kidney Enhanced,
Built for Speed, and Heighten Sense of Balance.
Natural Abilities: Climbing 98% and Horror Factor 14. She can carry 2400 lbs (1080 kg)
and lift 4800 lbs (2160 kg).
Combat Training: Basic
Attacks per Melee: 7 (2 initial + 3 from Hand to Hand +1 from eugenics, +1 from tail)
Combat Bonuses: +2 to initiative, +2 to strike, +5 to parry, +5 to dodge, automatic
dodge, +9 to damage, +3 to pull punch, and +12 to roll with punch/fall (takes only 1/3 the
normal damage), and +5 to maintain balance.
Combat Skills: Punch 1D4, Power Punch 2D4 (counts as two attacks), Elbow/Forearm
1D6, Knee 1D6, Tail Swipe 1D6 + P.S. damage bonus, all Holds, Paired Weapons, Pin (must
dodge), Crush/Squeeze 2D6 damage + P.S. damage bonus, knockout constrictive attack (save
vs. blackout (16 or better) or unconscious for 1D6+1 minutes/1D6 damage), and Fangs 1D6
points of damage with a saving throw vs. poison (14 or better) or take 5D6 points of damage
(22 bites per hour).
Saving Throws: Impervious to disease. Damage, penalties, and duration of
toxins/poisons are one-half. +24% to save vs. coma/death, +8 to save vs. poison, +6 to save
vs. drugs & toxins, and +5 to save vs. magic.
Educational Background: On the Job Training
Common Skills: Read-Write/Speak Afrikaans (South Africa) 90%/93%,
Mathematics: Basic 87%, and Pilot: Automobile 75%.
Criminal Program: Streetwise 55%, Pick Locks 70%, Find Contraband 61%, I.D.
Undercover Agents 85%, and Prowl 95%.
Wilderness Program: Wilderness Survival 75%, Hunting, Identify Plants/Fruits
70%, Track/Trap Animal 65%/75%, and Skin/Prepare Animal Hides 75%.
Learned Skills: Language & Literacy: English 70%/70%.
Secondary Skills: Hand to Hand: Basic, Athletics (general), Swimming 95%,
Outdoormanship, Radio: Basic 75%, Cook 70%. First Aid 70%, W.P. Rifle (+3 to aim/+1 to
burst), W.P. Knife (+2 to strike, parry, and throw), and W.P. Handgun (+2 to aim/+1 to burst).
Money: She has little use for money anymore. She steals whatever she needs.
Weapons: She views himself as a living weapon, but she knows how to use conventional
firearms.
Equipment & Vehicles: She will utilize whatever equipment is necessary to accomplish
her mission.


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Unread postPosted: Fri Aug 19, 2016 9:32 am
  

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Posts: 3058
Location: LaPorte, In USA
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
VIRIDIAN Note: Green guy with flame on his forehead.

Shortly after Alpha Prime decided to stay on Earth and joined the Centurions, she was met by
Professor Hubert Dave Chambers of Project Secure. He wanted to do an examination of her in
order to have a detail analysis of her physical form (as well as learn her weakness). Later on
this research would prove pivotal when Century Station was attacked by the Bhlaze alien
Cygnus (currently in custody in Gramercy Island). Proffessor Hubert was especially amazed by
Alpha’s containment skin and wanted if it was possible to have a sample. Alpha insisted that
she could not generate one as long as her current one existed but she did use a knife to
remove her glove (hand) for him. Proffessor Hubert began to study the suit, where he learned
it was composed of skin of silicon. But after a few hours, it crumbled into powder. The more
he thought about it, the more he became convinced there had to be a way to recreating the
suit. With special permission, he was use of an alien device discovered to be a stasis chamber
of sorts. Alpha also presented him another glove. This time he placed the glove in the chamber
and waited. Twenty-four hour later, the glove remained intact. This allowed him the
opportunity to remove tiny portion then return the glove for further study. Two years later, he
had half of a little finger left, but with a device of his own making, he managed to generate a
suit of his own. When he presented the suit to Alpha, she immediately tried to destroy it and
him, citing if she’d known any human would have managed to accomplish what he did, she
would have never given him a sample in the first place. She urged him to destroy it. Curious to
know what concerned her about the item, he decided to perform some tests on it. Professor
Hurbert convinced Warden Harker to loan him a prisoner on death row, Pavel Gromeko, a
former Russian S.C.R.E.T. operative/assassin known for using polonium-laced bullets to kill his
victims, so they die a slow and agonizing death. Pavel was hired by the Minotaur to kill Mayor
Dwayne Zardona. Later on, Sergei Kollkov, leader of the Russian Mob known as Red Menace,
learned Pavel was in town and invited him to his favorite restaurant Arcadia Garden. Ten
minutes into their meal, CSPD and Sector 10 arrived on the scene to arrest him. Sergei then
announced that Pavel had killed his father and this was payback. Pavel realized the situation he
was in an agreed to be Professor Hubert’s genuine pig. Under armed guard, he put on the
cloned containment suit. Right away, he felt full of power and strength which he decided to use
as an opportunity to try and escape. He also discovered he could release devastating green
energy blast and fly. Pavel fled several hundred miles away before deciding to rest for the
day. Satisfied he was in the clear, he tried to remove the suit only discover it would not come
off. Irritated he made contact with a Fabricators Inc Liaison who put him in contact with a
medical specialist in the city of Ultropolis. One there the doctor did some tests on Pavel only to
discover his organic body was replaced by one made entirely of energy very much like that of
Alpha Prime. The loss of his physical body drove Pavel insane. He killed the doctor and started
raving the city of Ultrpolis demanding Alpha Prime help him or he destroy the city. Instead he
was confronted by the city’s protectors the all female super powered team Lady Knights. His
containment suit and body was thought destroyed by Metallica when she unleashed a volley of
12 mini-missiles against him. Hours later, Pavel and his suit Self-Regenerated. Weakened by
the experience, Pavel sought refuge and received aid in the form of the Mutant Underground.
Their kindness only infuriated him as he could not enjoy anything he once enjoyed in life (food,
wine, women, etc). Finally unable to live with himself, he took a gun to his head and pulled the
trigger. He not only survived, the attack barely fazed him. It was then that Emperor Lightning
had a long heart to heart talk with him. Although it took a few days, Pavel decided to
rededicate his life to the cause of the Mutant Underground, to function as one of its freedom
fighters, but there are some occasion when he reverts to his old ways and simply attack and
destroy facilities known to enslaved mutants and kill those responsible (corporate leaders, top
scientists, and the henchmen they hire to protect them).Fortunately all it takes is someone like
Emperor Lightning to talk some sense into him and he will calm down before he gets there.
Pavel is still wanted by G.I.G.M.A., U.S. and Russia S.C.R.E.T., CSPD and UPD, the Jury, and
various other Cavalier super teams like SLJ and Centurions. As for Professor Hubert Dave
Chambers, Alpha Prime had the unfortunate task of making him “disappear” and destroy his
research in order no one else would discover it. Given the opportunity she plans on doing the
same to Pavel.

Real Name: Pavel Gromeko
Occupation: Former Russian Law Enforcer (S.C.R.E.T.) and Mercenary/Assassin for Hire,
now Freedom Fighter for Mutant Underground
Alignment: Aberrant
Power Category: Special Operative and Experiment/Super Invention
Experience Level: 11th level. Note: All his super abilities function at 8th level
experience.
Hit Points/S.D.C.: 40 S.D.C.: 292 for suit A.R.: 8 for suit.
P.P.E.: 20
Appearance: He is a male figure wearing what appears to be a green skintight wet suit.
The suit/skin is cool to the touch. He appears to be an athletic physical fit male. In truth, his
body is composed of raw energy that can take the form of a sphere or humanoid shape made
of energy.
Attributes: I.Q. 15, M.E. 14, M.A. 18, P.S. 18 (superhuman), P.P. 18, P.E. 18, Spd.
15/280 mph (450 km) in flight, P.B. 14.
Age: 43, Sex: Male, Height: 6 foot and 2 inch (1.87 m), Weight:
100 lbs (90 kg).
Vulnerability: Pavel exist as a living energy being, but he can only thrive inside his
containment skin, otherwise he must reduce all his powers by one-half and he has equal to his
P.E. attribute in melee rounds to recreate the suit otherwise he will die. Unlike a true Blhaze,
he cannot leave his containment suit on purpose nor does he suffer loss of control of his
powers while outside the suit. Note: Outside his containment suit, he cannot engage in physical
attacks, just energy attacks. He possesses all of his power in and out of his containment suit.
Until the suit is destroyed, he cannot regenerate a new one. He can always sense and trail its
exact location.
Natural Abilities: He does not need to breathe air, eat, or drink and only needs four
hours of rest/meditation to function at full mental capacity. He is impervious to normal heat,
fire, and cold. His mind is vulnerable to psychic attack, whilst his containment suit is
vulnerable to Telekinesis. Sound and shadow-based attacks all do full damage.
Major Super Abilities: Alter Physical Structure: Energy and Super Regeneration. Note:
Because he lacks organic parts, he can regenerate even if he is decapitated, blown to bits, or
atomized. However, he cannot restore damage to himself or his suit if it’s caused by magic
(spells or weapons) for 24 hours. If he is killed by a magic attack, he cannot restore himself.
Without his containment suit, he exists only as an energy being (Hit Points). This energy form
is impervious to physical/organic attacks and suffers only one-quarter damage from energy
attacks (impervious to the first 20 points of energy damage at the start of each melee round).
Should his Hit Points be reduced to zero, his body is seemingly vaporized (a save vs.
coma/death will determine if he is able to reconstitute himself). This of course is not necessary
if he is able to restore his containment suit, unless he and the suit are destroyed
simultaneously.
Minor Super Abilities: Bend Light, Super Vision: (All), Superhuman P.S., and Energy
Resistance. Note: He only possesses Superhuman P.S. inside his containment suit. Otherwise,
he cannot physically interact with the physical world.
Combat Training: Commando
Attacks per Melee: 7 (2 initial +4 from Hand to Hand) +1 from boxing.
Combat Bonuses: +5 to initiative, +5 to strike, +7 to parry, +7 to dodge, +5 to auto
dodge, +5 to damage, +9 to roll with punch/fall, +8 to pull punch, and +3 to disarm.
Saving Throws: He is impervious to organic attacks (gasses, poison, drugs and disease),
he is immune to first 20 points of energy damage at the beginning of each melee round, then
takes only one-quarter damage from any energy attack the rest of the melee round. +6% to
save vs. coma/death, +7 to save vs. Horror Factor, and +2 to save vs. magic.
Combat Skills: Karate Punch 2D6+2, Power Punch 4D6+4 (count as two attacks),
Elbow/Forearm 2D6, Knee 2D6, Karate Kick 3D6, Snap Kick 2D6, Crescent Kick 4D4,
Roundhouse Kick 4D6, Axe Kick 3D6+2, Wheel Kick 3D6, Leap Kick 5D6 (counts as two
attacks), Tripping/Leg Hook (cannot be paired, must dodge or knockdown), Backward Sweep
(cannot be paired, must dodge or knockdown, -2 to dodge), Jump Kick 7D6, +4 to strike with
Body Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and 1 attack/action), Body
Block/Tackle 3D4 + P.S. damage bonus (must parry/dodge or knockdown), All Holds, Paired
Weapons, and Deathblow on a natural 18-20.
Other Bonuses: 40% trust/intimidate.
Educational Background: Special Training
Common Skills: Read-Write/Speak Russian, 98%/98%, Mathematics: Basic 98%,
Pilot: Automobile 98%, Pilot: Airplane 98%, Language: English and German 98%, Literacy:
English and German 98%.
Military Programs (Special): Boxing, Running, Climbing 98%/98%, Military Etiquette
98%, Forced March, Radio: Basic 98%, W.P. Handgun (+5 to aim/+2 to burst), W.P. Rifle (+6
to aim/+3 to burst), W.P. Grenade (+4 to aim), W.P. Energy Pistol (+6 to aim/+3 to burst),
Recognize Weapon Quality 90%, Trap/Mine Detection 95%, and Law (general) 98%.
Espionage Program: Hand to Hand: Commando, Intelligence 96%, Wilderness Survival
98%, Detect Ambush 98%, Undercover Ops 98%, and Escape Artist 98%.
Rogue Skill Program: Find Contraband 90%, Pick Pocket 98%, Seduction 73%,
Streetwise 78%, Acrobatics (Sense of Balance 98%, Walk Rope 98%, Climb Rope 98%,
Backflip 98%) and Gymnastics (Bars & Rings 98%).
Secondary Skills: Computer Operation 93%, Computer Programming 83%, Cook
90%, Pick Locks 85%, Pilot: Motorcycle 98%, History 98%, Automotive Mechanics 93%, First
Aid 98%, Writing 85%, Basic Electronics 90%, Swimming 98%, Prowl 90%, Pilot: Truck 98%,
Basic Mechanics 85%, Jury Rig 70%, Land Navigation 80%, Barter 54%, Streetwise 32%, and
Research 55%.
Money: He has $8000 U.S. dollars in a secret checking account controlled by Fabricators
Inc and $2000 U.S. dollars stashed away in a safe house in Century Station.
Weapons: He is trained to use many weapons utilized by Russian S.C.R.E.T., now he
relies strictly on his super abilities.
Energy Bolts, Range: 800 feet (243 m), Damage: 6D6, Bonus: +3 to aim.
High-Powered Energy Bolts, Range: 1600 feet (487 m), Damage: 6D6+18, Attacks
Per Melee: Counts as two attacks3 attacks, Bonuses: +2 to strike.
Light Beam, Range: 220 feet (67 m).
Equipment & Vehicles: He once had limited access to Russian S.C.R.E.T.
technology and equipment. Now he only utilized technology if its required to complete a
mission. Viridian’s Containment Suit, The suit is clone of the same outer skin of a Blhaze
alien with various modifications. The suit regenerates at the same level as himself (2D6 S.D.C.
per melee round). Viridian cannot leave the suit. The suit remains attached to him until it’s
destroyed. When the containment suit is destroyed (all S.D.C. reduced to zero). His energy
form is revealed and damage is done to his Hit Points. Once it’s destroyed, Viridian can
completely regenerate the suit (4D6 S.D.C per melee round, but it cost one melee
attack/action to perform. During this time, all of powers are reduce by one-half their normal
levels. He can only remain outside his suit equal to his P.E. attribute in melee rounds.
Afterward his body simply dissipates into nothingness killing him instantly. Once the suit has
been restored to two-thirds of its original S.D.C., he can rejoin it and no longer need to worry
about dissipating. If he and his containment suit are destroyed at the same time, he can
regenerate it and himself simultaneously. The suit like himself is impervious to the first 20
points of energy damage at the start of each melee round, than sustains one-quarter damage
for the rest the melee round. N.A.R.: 8 and S.D.C.: 292.


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Unread postPosted: Sun Aug 21, 2016 10:19 am
  

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Joined: Sun Feb 10, 2002 2:01 am
Posts: 3058
Location: LaPorte, In USA
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
RAD SAPPHIRE

Opal Hodges was attending Ultropolis University with no real intension of going a specific field.
She was always told in order to get a good job she needed a college degree. However, she
really didn’t know what to major in. One of the classes she attended was with Snadien
Jaminson, aka Mindzap, a renowned chemist who turned to crime using a variety of chemical
and medical-related schemes. Each time however his plans were foiled by Ultropolis famed
protectors the Lady Knights. This time he decided to defeat the all female super team by
creating his own version of female super villains. In his chemistry class, he noted Opal Hodges
and decided to enlist her aid without telling her his real intension. After promising her extra
credit for becoming her assistant, she willing agreed to help him set up a laboratory outside
the university in an abandon warehouse. Although she questioned the legality of his work, he
insisted his work would lead to an important discovery, but the university insisted he carry out
his work in a safe location. Once he was set up, he asked Opal to carry an air tank to a
distance away. As she picked up the tank, Snadien triggered a release mechanism exposing
her to an experimental gas. The gas transformed Opal into a blue skin mutant with the powers
to take on the physical characteristics of the void of space. Unfortunate for Snadein, Opal was
unappreciated at what the gas had done to her, especially when she was unable to revert to a
normal human appearance as he promised. She grabbed him by the collar and tossed him into
cabinet of chemicals which cause him to go insane. He was taken to a mental institution where
he still resides, seemingly retired from criminal activity. As for Opal, since she is unable to
assume a normal appearance she sought refuge with the Mutant Underground. After spending
time with Emperor Lightning, Opal realized she found her true calling, to help the mutant cause
in any way she can. Regrettably, while Opal tries her best to be a noble and honorable
champion of the mutant cause, she often reverts to a vengeful warrior taking out her
frustrations on those she blames for her plight. Her actions have caught the attention of the
Jury and G.I.G.M.A./U.S. S.C.R.E.T., and because she follows a predictable pattern of behavior,
each believes its only a matter of time before she’s apprehended.

Real Name: Opal Hodges
Occupation: Mutant Underground Protector
Alignment: Unprincipled
Power Category: Mutant (Hyper Powered)
Experience Level: 5th level
Hit Points: 40 S.D.C.: 109 Armor Rating: A.R.10.
P.P.E.: 20
Appearance: She is a young woman who looks like she participates in moderate
exercise. She has waist length blue hair, blue skin, and glowing yellow eyes.
Attributes: I.Q. 14, M.E. 13, M.A. 17, P.S. 15, P.P. 11, P.E. 15, Spd. 17/338 mph (544
km), P.B. 8
Age: 24, Sex: Female, Height: 5 foot and 7 inches (1.70 m), Weight: 136 lbs (61.2 kg).
Unnatural Characteristics: Blue skin, glowing yellow eyes, power lock (APS: Void is
always on), and her powers are hyper powered, they are always released at maximum power
doing full damage, full duration, and 30% greater ranger. All other stats and functions of her
powers are unchanged.
Major Super Ability: Alter Physical Structure: Void
Minor Super Abilities: Flight: Energy, Energy Resistance, and Impact Resistance.
Attacks per Melee: 5/6 (2 Initial +3 from Hand to Hand) +1 in flight.
Combat Training: Basic
Combat Bonuses: +2 to initiative, +1 to strike/ +2 in flight, +2 to parry/+3 in flight, +2
to dodge/+4 to dodge while in flight under 80 mph (128 km)/+6 to dodge in flight over 90 mph
(144 km), +4 to damage for every 20 mph (32 km) of flight speed, +4 to roll with punch/fall,
+3 to pull punch, and +2 to disarm.
Saving Throws: Impervious to cold, radiation, depressurization, zero gravity, and the
hazards of space. Impervious to the first 20 points of damage of physical/kinetic damage &
energy at the beginning of the melee, afterward she takes half damage for the rest of the
melee. Lasers inflict one-quarter damage.
Combat Skills: Punch 1D4, Power Punch 2D4 (counts as two attacks), Elbow/Forearm
1D6, Knee 1D6, Karate Kick 2D4+2, and all Holds.
Other Bonuses: 50% to charm/impress.
Educational Background: One Year in College
Common Skills: Read-Write/Speak English 90%/93% and Pilot: Automobile 85%.
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%,
Prowl 50%, Pilot: Airplane 70%, T.V./Video 60%, Land Navigation 56%, and Wilderness
Survival 35%.
Money: She has little use for money.
Weapons: She relies mainly on his super abilities.
Void Touch, Touch does 6 points of damage.
Depressurize, Range: Touch or 130 feet (39.6 m), Damage: -8 to strike, parry,
and dodge and 25% to skills for 1D4 melee rounds. Save save of 16 or higher with no bonuses.
Make the save reduce penalties by one-half. Bonuses: +3 on an Aimed shot.
Remove Air/Suffocation Attack, Range: 19.5 feet (5.9 m) diameter globe around
the character or in a specific room or area.
Void Bolt, Range: 650 feet (198 m), Damage: 24 points, Bonuses: +3 on an Aimed
shot.
Equipment & Vehicles: She has little use for technology.


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Unread postPosted: Mon Aug 22, 2016 2:15 pm
  

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Joined: Sun Feb 10, 2002 2:01 am
Posts: 3058
Location: LaPorte, In USA
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
LADY PHOTON . Note: African american will yellow triangle

Molly Scott was thirteen years old when she began to notice she could create
various objects in her and manifest them as energy constructs. The more she
practiced, the better she got at making these items. At first, she tried to keep
her super human talents a secret, but she continually found amusing ways to
entertain herself using her abilities in her daily life. Eventually she received a
visit from famed G.I.G.M.A. agent Scott Benter, who warned her that while
being a mutant was not a crime, if she used her abilities against another
person without their consent (unless in the case of emergency), she could be
arrested. His warning was enough to put her on the straight and narrow. A few
years later, she was going to University of Ultropolis, majoring in quantum
mechanics. Many of her scientific experiments involved her super abilities,
demonstrating to her professors and student how she could turn energy into
tools, objects, weapons and other items and create semi-living constructs
and/or create structures/buildings of varying permanence. It was long before
instead of being regarded as mere mutant, she was looked at as a legitimate
scientist. Molly graduated from UU then left for Princeton University to attend
the best school in the country to discuss elementary particles physics, field
theory, and string theory. While attending school, Molly was contacted by
Project Secure who offered her a job after graduation. She said she was not
interested in joining any super hero team, but she was interested in studying
aliens so humankind could learn more about how various aliens learn to
manipulate and defy science against its own laws of physics, logic, and nature.
As a graduate student, she was given this opportunity, as long as she honored
her commitment to work for Project Secure after graduation. As Molly
continued her studies, she took notice while Project Secure was looking after
the best interests of aliens, nobody advocating for mutant rights and civil
liberties. This began to trouble her, to the point upon graduation, she took
some of the “knowledge” she acquired from various aliens she spoke, and
offered mega-corporations like KLS Corporation, Praetor Technologies, and
Helion Light & Power various insights (paid speeches) about future
technologies. While she never revealed any “alien tech secrets”, she did hint in
that direction. While she skatted a thin line with Project Secure and the U.S.
government about revealing classified materials, Molly received an average
payday of $100,000 for each address she made with the mega-corporations. In
return, she donated half of the money she earned to fund independent chapters
or factions of the Underground in cities and towns across North America and
worldwide. The more she talked, the more the U.S. government wanted to
censure or arrest her, but before long she established a celebrity following
among the super being community and young people all across America.
Sometimes on talk shows and interviews he would dress up as a super heroine
(Lady Photon). This she insisted was cosplay. Even though she is a super beings
she had never truly participated as a super hero, freedom fighter, or avenger
for the Mutant Underground, but she is a public speaker and compassionate
soul who spend time volunteering her time cooking, cleaning, working at
shelters, teaching, counseling, and anything else that can make a difference for
the super being community. She is without a doubt the most public outspoken
mutant and humanitarian in regard to super beings. She has come under attack
on numerous occasions by members of SHOCK, the Church of Principalities, the
Dark Tribunal, the Jury, anti-super being factions, and of course the U.S.
government (G.I.G.M.A., S.C.R.E.T., MTF, the Sector, etc). Eagle Knight
Security has offered their protection services to her, but having spent years
mastering her own super abilities and her time with the Mutant Underground,
has given Molly the skill to defend herself as good as any Cavalier or
Legionnaire. Molly has proven that not every super being has to fight super
villains to make a difference in the world.

Real Name: Molly Rosemarie Scott
Occupation: Mutant Underground Protector, theoretical physicist, cosmologist, author,
and science communicator.
Alignment: Scrupulous
Power Category: Mutant
Experience Level: 8th
Hit Points: 45 S.D.C.: 60
P.P.E.: 21
Appearance: She is an athletic African American woman. She has black hair and brown
eyes.
Attributes: I.Q. 15, M.E. 13, M.A. 15, P.S. 17, P.P. 19, P.E. 15, P.B. 28, Spd: 27.
Age: 32, Sex: Female, Height: 6 feet, 2 inches (1.85 m), Weight:
150 lb (68 kg).
Major Super Abilities: Create Force Field and Create Force Constructs (1500 S.D.C.).
Combat Training: Expert
Attacks per Melee: 5
Combat Bonuses: +2 to initiative, +5 to strike, +6 to parry, +6 to dodge, +2 to
damage, +4 to roll with punch,+4 to pull punch, and +4 to disarm.
Combat Skills: Punch: 1D4, Power Punch 2D4 (counts as two attacks), Elbow/Forearm
1D6, Knee 1D6, Snap Kick 1D6, Karate Kick 2D4, Roundhouse Kick 3D6, Body Flip/Throw 1D6
plus P.S. damage bonus (lose initiative and 1 attack/action), All Holds, Paired Weapons, and
Critical strike on unmodified roll of 18-20.
Other Bonuses: 86% to charm/impress.
Educational Background: Ph.D.
Common Skills: Read-Write/Speak English 96%/96%, Mathematics: Basic 96%, and
Pilot: Automobile 84%.
Science Program: Computer Operations 98%, Mathematics: Advanced 98%, Chemistry
98%, Chemistry (Analytical) 94%, Astrophysics 98%, and Astronomy & Navigation 98%.
Communication Program: Basic Electronics 98%, Radio: Basic 98%, Electronic
Countermeasures 98%, T.V. & Video 87%, and Sensory Equipment 98%.
Technical Program: Language & Literacy: French 98% and Language & Literacy: Spanish
98%.
Physical Program: Athletics (general), Body Building & Weightlifting, Running, and Prowl
98%
Secondary Skills: Hand to Hand: Basic, Swimming 93%, Public Speaking 70%,
Performance 70%, Sing 78%, Dance 70%, Computer Programming 74%, Law (general) 75%,
History 92%/72%, Research 80%, W.P. Super Abilities (+2 to strike/parry), Astronomy &
Navigation 60%, Photography 50%, and First Aid 60%.
Money: She has a estimated net worth of 20 million dollars.
Weapons: She relies on her super abilities.
Force Bolts, Range: 240 feet (73 m), Damage: 3D6 (6D6 with both hands), Bonuses: +2
to strike, opponents are minus -4 to parry/dodge force bolts.
Equipment and Vehicle: She relies on her super abilities, but she will use whatever
technology is available.


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Unread postPosted: Mon Aug 22, 2016 4:46 pm
  

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Location: LaPorte, In USA
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
CAPTAIN TRINE Note: The small man with a red cape and red triangle.

Paul Fields finally got his big break. He was cast to play Captain Trine on the new Syfy Channel
television series “Captain Trine”. On the third day of the television shoot, his character was to
drink a mysterious formula and gain incredible powers and abilities. Somehow Paul put so
much emphasis and devotion to the part and belief into his character that when he drank the
glass of punch, it trigger some kind of dormant or latent transformation causing him to take on
the actually super human powers and personally of his character. He literally became Captain
Trine. On the flip side, the side of him that was Paul Fields completely vanish forever trapping
him in his T.V. character role. The production company sent Paul to some of the best therapist
in the entertainment business, but not one them could snap him out of it. Instead he charmed
people in believing he was Captain Trine. His parents tried to have him committed, instead he
convinced the psychic patients to escape with him. With no choice, his parents contacted U.S.
S.C.R.E.T. and had their son put away in a Medium Holding Facility. While Paul was being
transferred, freedom fighters of the Mutant Underground attacked the convoy and liberated
him. Now Paul lives among the Underground volunteers and sheltered to occasionally ventures
out to crush the forces of evil and show the ladies why he has the hottest eyes on the planet.

Real Name
: Paul Fields
Occupation: Former TV Actor, now member of the Mutant Underground
Alignment: Scrupulous
Power Category: Mutant
Experience Level: 3rd
Hit Points: 37 S.D.C.: 145
P.P.E.: 19
Appearance: He dresses in a spandex, tights, a red cape, and black swimming goggles.
He is an modestly athletic male with black hair and blue eyes. He has a cleft chin.
Attributes: I.Q. 15, M.E. 35, M.A. 30, P.S. 15, P.P. 14, P.E. 15, Spd. 42/260 mph (418
km) in flight, P.B. 25
Age: 29, Sex: Male, Height: 5 foot and 9 inches (1.75 m), Weight:
185 lbs (83.25 kg)
Insanity: He spends all day dresses as a superhero. He almost never takes off his
costume except to shower and use the bathroom. He speaks in an over-the-top kind of style.
“Why I be delight to assist you madam, but first I must help that woman across the street.
Then after helping you I must be off to fight other crimes in the name of justice.”
Major Super Ability: Divine Aura
Minor Super Abilities: Physical Perfection, Extraordinary M.E., and Flight: Wingless.
Combat Training: Basic.
Attacks per Melee: 4/5 (2 initial and 2 from Hand to Hand) +1 from flight.
Combat Bonuses: +2 to strike in flight, +3 to parry/+5 in flight, +3 to dodge/+7 to
dodge when hovering or flying under 80 mph (128 km)/+9 to dodge when flying around 90
mph (144 km) or faster, +4 to damage for every 20 mph (32 km) of speed.+3 to roll with
punch/fall, and +2 to pull punch.
Saving Throws: He needs a 12 or better to save vs. psionics, +5% to save vs.
coma/death, +6 to save vs. mind altering drugs, +8 to save vs. psionics, +13 to save vs.
insanity, +7 to save vs. possession, +1 to save vs. illusion, and +10 to save vs. Horror Factor.
Combat Skills: Punch 1D4, Power Punch 2D4 (count as two attacks), Elbow/Forearm
1D6, Knee 1D6, and Karate Kick 2D4.
Other Bonuses: 97% trust/intimidate & 75% charm/impress.
Educational Background: Two Years of College.
Common Skills: Read-Write/Speak English 86%/91%, Mathematics: Basic 81%, Pilot:
Automobile 69%.
Entertainer Program (based in part by John C. Philpott): Disguise 57%, Impersonation
64%/50%, Performance 60%, Public Speaking 85%, Seduction 65%, T.V./Video 65%, and
Wardrobe & Grooming 77%.
Communication Program: Basic Electronics 60%, Radio: Basic 80%, Electronic
Countermeasure 65%, and Sensory Equipment 60%.
Secondary Skills: Hand to Hand: Basic, Dance 45%, Athletics (general), Prowl 40%,
Climbing 55%/45%, Swimming 65%, Running, Land Navigation 48%, Law (general) 45%, and
Research 45%.
Money: He lives by charity or from what he gets from the Mutant Underground.
Otherwise, he has little use for money.
Weapons: He relies on his super abilities and his dashing good looks.
Equipment & Vehicles: He doesn’t need anything but his charm and whit


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Unread postPosted: Wed Aug 24, 2016 1:00 am
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3058
Location: LaPorte, In USA
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
MIDNIGHTO Note: The tiny dark figure

Alphonso spent most of his childhood afraid of the dark, claiming he was seeing things inside
his room. His parents continued to dismiss his claims, saying their son was being over
imaginative. Then one night they heard cries and screams in his room. They rushed in to find a
shadow like creature draining the life force from their son. The moment they turned the light
on, the creature retreated into the closet. The next day a group of psychic investigators
determined Alphonso’s family had a pinhole dimensional portal in their son closet to the Plane
of Shadows. The group spent the day devising a means to close the portal. That night, the
Shadow Being came out of the closet and attacked the psychics, tearing them to shreds. Before
it could reach Alphonso’s family, his mutant powers revealed themselves for he had become
the equivalent of a Shadow Lord and was able to use his powers to destroy the Shadow Being.
Unable to comprehend what had befallen their son Alphonso fled and never returned to his
family. In time, Alphonso found shelter and acceptance with the Mutant Underground. When not
in his shadow form, Alphonso walks the night streets looking for an opportunity to help a fellow
mutant or super being. He feels responsible for the death of the psychic investigators who
were trying to help him, so he believes he must find a way to help others. However, those who
bias and hatred toward mutants and super beings he is often quick to respond with violence
himself, although he tries not to kill anyone. His powers allow him to go where others cannot
so he tries to take every opportunity to help in situations where he’s able. His powers have
also given him limited exposure so he’s not widely known by the authorities and does have a
G.I.G.M.A. file as of yet. But his eagerness to liberate mutants captured by bio-tech
corporations or those involve in the Mutant Slave Trade are likely to expose him sooner or
later.

Real Name: Alphonso Logan
Occupation: Mutant Underground Freedom Fighter
Alignment: Scrupulous
Power Category: Mutant
Experience Level: 3rd
Hit Points: 30 S.D.C.: 40/+30 in shadow form.
P.P.E.: 25
Appearance: He is a handsome Hispanic male who moderately engages in exercise. He
has short black hair and dark brown eyes.
Attributes: I.Q. 11, M.E. 12, M.A. 13, P.S. 14, P.P. 17, P.E. 15, Spd. 19, P.B. 18.
Age: 19, Sex: Male, Height: 6 foot and 2 inch (1.87 m), Weight:
170 lbs (76.5 kg).
Vulnerability: In his shadow form, he cannot touch or affect the physical world when in
shadow form and light-based attacks inflict 1D6 damage (i.e., an ordinary flashlight) and the
penalties or effects (say temporarily blinded) last for twice as long. Direct sunlight or bright
artificial light reduces his vision by half and he suffers a penalty of -3 to initiative and all
combat bonuses. Light based attacks and lasers do double damage to both the material form
and the shadow form! Super bright light forces his APS form to transform back to his material
form.
Major Super Abilities: Alter Physical Structure: Shadow and Shadow Manipulation
Combat Training: Basic
Attacks per Melee: 4 (2 initial +2 from Hand to Hand)
Combat Bonuses: +1 to strike, +4 to parry, +4 to dodge, +4 to roll with punch/fall, and
+2 to pull punch.
Saving Throws: Impervious to all shadow attacks and not blinded in darkness. His
shadow form is impervious to physical/organic attacks and non-light based energy attacks.
Combat Skills: Punch 1D4, Power Punch 2D4 (count as two attacks), Elbow & Forearm
1D6, Snap Kick 1D6, and Knee 1D6.
Other Bonuses: 40% to charm/impress. Horror Factor 11.
Educational Background: High School
Common Skills: Read-Write/Speak English 86%/91% and Pilot: Automobile 69%.
Domestic Program: Mathematics: Basic 86%, Play Guitar 55%, Sports: Basketball
50%, and Housekeeping 55%.
Physical Program: Hand to Hand: Basic, Athletics (General), Swimming 70%, and Prowl 55%.
Secondary Skills: Language and Literacy: Spanish 59%/55%, Cook 50%,
T.V./Video 55%, Streetwise 32%, Automotive Mechanic 69%, Pilot: Motorcycle 72%, First Aid
65%, Business & Finance 55%, Carpentry 30% and Climbing 45%/35%.
Money: He has $1800 hidden in his shelter in the Mutant Underground.
Weapons: He relies on his super abilities.
Shadow Bolt, Range: 230 feet (70 m), Damage: 6D6, Attacks per Melee: Counts
as one, Bonuses: +1 to strike.
Shadow Power Blast, Range: 345 feet (105 m), Damage: 6D6+24, Attacks per
Melee: Uses up all attacks/actions for that melee round, Bonuses: +1 to strike.
Equipment & Vehicles: He relies on his super abilities


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Unread postPosted: Wed Aug 24, 2016 1:10 am
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3058
Location: LaPorte, In USA
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
EMPEROR LIGHTNING Note: The man in the cape generating lightning.

Christopher King was assign to investigate the third rail of a railway train for the Ultropolis
Central Railroad (subway). While walking down the tunnel he found someone had jury rig a
system that siphoned powered from the rail to power a shelter of sorts. As he tried to radio
what he found, he was attacked by the mutant who set up the shelter. He shoved Christopher
causing him to fall backward, land on the third rail, causing him to be electrocuted. Hours later
Christopher awoke to discover he’d not only survived the encounter, but he been charged with
enormous electrical power that transformed him into a living electrical capacitor. Christopher
was taken to a medical hospital where his powers continued to cause harm to anyone touching
him. Finally, U.S. S.C.R.E.T. was called and he was taken to undisclosed locations. There one
of the scientists, Dylon Maxwell, instead of trying to cure him began to conduct experiments on
him in an effort to learn if it was possible to alter the bioelectric current of a psychic brain to
turn their powers against them. This only angered Christopher who eventually with his
education background managed to escape from his cell along with a handful of the super being
prisoners. S.C.R.E.T. went after them, half of the escape prisoners were killed, the others
found their way to the city of Ultropolis where they made contact with the Mutant
Underground. Christopher soon learned the man responsible for his powers was a Hardware
Electrical Genius trying an experiment to provide power to those living underground.
Christopher forgave the man and turns his talents and knowledge in helping him achieve his
dream. Unfortunately, his friend had lung cancer and didn’t live long enough to see the project
complete. But before he died, he asked Christopher to take over his role as leader of the
Ultropolis Mutant Underground. He also made him swear to three oaths. 1. Rescue supers on
the street. 2. Free and protect supers. 3. Help all supers obtain his or her civil rights. To this
day, Christopher has not forgotten this oath, so regardless if he is working in a soup kitchen,
taking on the police to rescue a mutant child, or making YouTube video advocating for the
rights of all super beings, he has and always will be doing whatever he can to help others like
himself. He is a wanted super criminal in the eyes of G.I.G.M.A./U.S. S.C.R.E.T., the Jury, and
many Cavalier teams (he once took on the SLJ and barely escaped their clutches). To many
Legionnaires and leaders of the Mutant Underground across the U.S. and world, he is a
inspirational hero. His one regret is not being able to touch another human being. He still
misses his wife (Carol) and his daughter. He often watches them both from afar knowing if he
made contact they could be used against him.

Real Name: Christopher King
Occupation: Former Electrical Engineer, now Leader of the Ultropolis Mutant
Underground
Alignment: Scrupulous
Power Category: Mega Hero Experiment
Experience Level: 6th level
Hit Points: 44 S.D.C.: 90
P.P.E.: 36
Appearance: He is a good looking, clean-shaven male with short, stylish black hair and
yellow eyes. His body generates the electric hum commonly associated from powerful electric
power grid equipment such as utility transformers and his presence can be picked up by audio
equipment (electric noise) within his immediate vicinity.
Attributes: I.Q. 13, M.E.14, M.A. 15, P.S. 17 (supernatural), P.P. 15, P.E. 14, Spd. 15,
P.B. 17
Age: 30, Sex: Male, Height: 6 foot and 2 inches (1.87 m), Weight:
170 lbs (76.5 kg).
Achilles’ Heel: Power Outburst: During times of stress or simply at random incidents,
Christopher’s powers flare up or fail to act as expected. Anytime a Natural 1 is rolled (D20)
while using his powers, it causes a detrimental or unhelpful effect (G.M.'s call). During times of
stress, there is a 20% chance his powers will flare up (triple the range, damage, duration, and
effect) or cut out (stops working for 1D4 melee actions per round).
Unusual Characteristics: Yellow eyes and electrified touch. Anyone he touches or makes
physical contact with him, suffers one point of damage (S.D.C. only), but the effect is so is
startling, the person loses initiative and there is a 1-50% chance the person will drop anything
he/she is holding, or release an opponent that is being physically restrained, entangled, pinned
or otherwise held. If anyone touches him, or should he hold a person for a lengthy duration, he
or she will suffer the one point of S.D.C. damage. The second melee round they suffer 1D4
points of damage (S.D.C. then Hit Points) from an electric jolt (same effect). The third melee
round and each round afterward, they suffer 1D6 points of damage and must make a saving
throw vs. non-lethal poison (use P.E. bonus only) or they suffer the following stunning effect
(-4 on initiative, and -3 to strike, parry, and dodge for a duration of 1D6 melee rounds). Those
who make the save suffer only the physical damage. His electrified touch is nothing he can
control, it happens regardless. Note: If he put a fingertip in a pool of water, he’d electrocute
everyone touching the water (2D6 points of damage per melee round plus stun effect).
Special Mega Powers: Standard abilities and Powered Amplified. He is considered a
lesser supernatural being.
Major Super Ability: Super Energy Expulsion: Electricity. Note: This power has been
amplified with double the range, damage, duration, and effect.
Minor Super Abilities: Conduct Electricity, Energy Expulsion: Energy Aura, and Energy
Expulsion: Electrical Field. Note: The range of all aspects of these powers is increased by 50%.
Attacks per Melee: 5 (2 Initial +3 from Hand to Hand).
Combat Training: Expert
Combat Bonuses: +2 to initiative, +2 to strike, +4 to parry, +4 to dodge, +2 to
damage, +3 to roll with punch/fall, and +2 to pull punch.
Combat Skills: Restrained Punch 1D6, Full Strength Punch 2D6, Power Punch 4D6
(Counts as two attacks), Elbow/Forearm 2D6, Knee 2D6, Karate Kick 4D6, Snap Kick 2D6,
Tripping/Leghook (cannot be paired, must dodge or knockdown), all Holds, and Critical strike
on an unmodified 18-20.
Saving Throws: Impervious to electricity and lightning, he take ½ damage from all other
energy attacks (accept when electric field is up, then impervious to all energy attacks). +1 to
save vs. magic and +2 to save vs. possession, and +4 to save vs. Horror Factor.
Other Bonuses: 35% to charm/impress.
Educational Background: Bachelor’s Degree
Common Skills: Read-Write/Speak English 92%94%, Mathematics: Basic 90%, Pilot:
Automobile 78%, and Basic Electronics 80%.
Electrical Program: Electrical Engineer 85%, Basic Mechanics 90%, Computer
Operation 98%, and Electricity Generation 98%.
Communication Program: Radio: Basic 98%, Electronic Countermeasures 85%,
T.V./Video 85%, and Surveillance 85%.
Mechanical Program: Mechanical Engineer 80% and Locksmith 90%.
Physical Program: Hand to Hand: Expert, Athletics (General), and Body Building &
Weightlifting.
Secondary: Mathematics: Advance 76%, Computer Programming 68%, Running,
Swimming 80%, Prowl 55%, Streetwise 48%, Cook 65%, Pilot: Motorcycle 84%, Pilot: Truck
86%, Pilot: Airplane 66%, First Aid 65%, History 65%/45%, and Philosophy 40%.
Money: He has a secret stash of about $4500 hidden away in his room in the Mutant
Underground.
Weapons: He relies on his super abilities.
Energy Expulsion: Electricity, Range: 1440 feet (438 m), Damage: 1D10x10+8,
Bonus: +3 to aim/+1 for wild shot.
Super Blast, Range: 1440 feet (438 m), Damage: 4D6x10+12, Bonus: +3 to
aim/+1 for wild shot.
Aura Effect, Range: 20 feet (6 m), Damage: 2D6+12, plus 01-80% chance of
blinded by an energy flash (6D6 seconds). Opponents are -8 on all combat actions. Note: One
melee round is 15 seconds.
Energy Expulsion: Electric Field, Range: 33 feet (10 m), Damage: 4D6 every 5
seconds, Duration: One full melee, Creation of field counts as two attacks.
Power Channel, Range: 5760 feet (1755 m), Damage: 3D6x10 or 5D6x10+18
(Mega Bolt), Counts as two attacks per melee, only two bolts can be summoned per melee
round or one mega bolt. Can only be done during a possible thunderstorm or while holding a
live electrical line or contact with other source of electricity.
Equipment & Vehicles: He relies on his super abilities.


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Unread postPosted: Wed Aug 24, 2016 1:15 am
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3058
Location: LaPorte, In USA
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
All done, everyone on the cover of PU 1 is done. I'll be getting back to fantasy writing shortly.
But as always I'll be back to check on this post once at least once a month.


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Unread postPosted: Fri Oct 21, 2016 1:48 am
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3058
Location: LaPorte, In USA
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
Been gone for a while. Writing for PF has drawn me away but I shall be back soon.


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Unread postPosted: Tue Nov 01, 2016 12:38 am
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3058
Location: LaPorte, In USA
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
100,000 views! I just want to thank all the folks who just keep checking this post out.


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Unread postPosted: Tue Nov 01, 2016 1:02 am
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3058
Location: LaPorte, In USA
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
WAR MACE

Dirk Patrick is a former special government operative, employed by G.I.G.M.A. (Government
Investigation of Genetic Mutations and Abnormalities) who simply didn’t like the idea of spying
on super beings (in their secret identity) when he knew they were not guilty of committing
any crimes. After deciding to hang up his badge, he ran into a friend, a former G.I.G.M.A.,
agent who told him about his new employers Eagle Knight Security. Dirk was well aware of
how EKS operated, but he figured they only employed super beings. Upon learning they hired
just about anyone qualified, he decided to do more thorough background check on them. He
liked what he read so he went to their Training Academy in Century Station. After two months,
the heads of the academy contacted Reginald Knight, who agreed with them that Dirk was
more than qualified to command his own squad. A few days later, Dirk was on board the
Battle Jet of David Battle where he had a private meeting with Reginald who presented him
the War Mace and Shield. Feeling he’d been given a special honor, Dirk vowed to do the man
proud and exemplify the goal Reginald had for EKS.

Real Name: Dirk Patrick
Occupation: Team Captain
Alignment: Scrupulous
Power Category: Special Operative
Experience Level: 9th
Hit Points: 49 S.D.C.: 100
P.P.E.: 5
Appearance: He is a handsome, superior, gifted athlete. He has reddish hair (cut into a
mohawk) and blue eyes. He dresses like a character from a Medieval/Renaissance Fair.
Attributes: I.Q. 11, M.E. 13, M.A. 17, P.S. 20, P.P. 15, P.E. 20, Spd. 23, P.B. 19.
Age: 36, Sex: Male, Height: 6 foot and 8 inch (2.03 m), Weight:
200 lbs (90 kg)
Combat Training: Martial Arts
Attacks per Melee: 6 (2 initial +4 from Hand to Hand)
Combat Bonuses: +2 to initiative, +2 to strike, +3 to parry, +3 to dodge, +5 to
damage, +5 to roll with punch/fall, +2 to pull punch, and +2 to disarm.
Saving Throws: +10% to save vs. coma/death, +3 to save vs. Horror Factor, and +3 to
save vs. magic & poison.
Combat Skills: Karate Punch 2D4, Power Punch 4D4 (count as two attacks),
Elbow/Forearm 1D6, Knee 1D6, Karate Kick 2D6, Snap Kick 1D6, Crescent Kick 2D4+2,
Roundhouse Kick 3D6, Tripping/Leg Hook (cannot be paired, must dodge or knockdown), Jump
Kick 6D6, Flying Jump Kick 4D6, Leap Attack, All Holds, Paired Weapons, and Critical strike on
an unmodified roll of 18-20.
Other Bonuses: 45% charm/impress.
Education: Special Training
Common Skills: Read-Write/Speak English 98%/98%, Mathematics: Basic 98%,
Pilot: Automobile 98%.
Special Program: Intelligence 88%, Prowl 90%, Escape Artist 95%, Tracking
85%, Interrogation 90%, Law 90%, Pilot: Airplane 98%, W.P. Blunt (+4 to strike & parry),
W.P. Shield (+2 to strike, +3 to parry, W.P. Handgun (+4 to aim/+2 to burst), Hand to Hand:
Martial Arts, Detect Ambush 90%, Detect Concealment 85%, Wilderness Survival 90%,
Military Etiquette 95%, Forced March, Public Speaking 98%. Radio: Basic 98%, History
98%/95%, Gymnastics (Sense of Balance 87%, Bars & Rings 97%, Back Flip 98%, Climb Rope
88%), Swimming 98%, and Climbing 98%.
Secondary Skills: Computer Operation 87%, Body Building & Weight Lifting,
Running, Fishing 85%, Sewing 85%, First Aid 90%, Streetwise 56%, Pilot: Truck 85%, Singing
55%, W.P. Sword (+2 to strike/parry), Pilot: Motorcycle 64%, and Pilot: Airplane 54%.
Money: He has $13,500 in a checking account and $5000 in savings.
Weapons: War Mace, A.R. 17, S.D.C. 300. 8th Level Power Level. Can be easily
repaired (Basic Mechanics & Electronics). Damage: 2D6+2. Bonuses: +2 to strike and parry.
Major Super Ability: Super Power Punch (Weapon damage + 2D4 or 4D4 + P.S.
damage are added together x 6 attacks). Can only be done once per minute. Each time
increases the chance of the mace malfunctioning by 7% each time.
Minor Super Ability: Power Weapon. 6D6+2 + P.S. damage. Once per melee
round, energy blast 43 points of damage. Range: 800 feet (243 m). Takes one melee round to
recharge. Empowerment Last 32 minutes. Afterward must wait 32 minutes to recharge.
War Mace’s Shield, Range: Throw up to 300 feet (91.5m), Damage: 3D6 with a shield
bash, +1D6 when thrown, Bonuses: +2 to strike & parry, Penalty: -3 to parry projectiles, -6
energy attacks. N.A.R. 19, S.D.C. 300.
Armor: His costume has concealed body armor (A.R. 12, 40 S.D.C.)
Equipment & Vehicles: He drives a 2006 GMC Sierra HD. 4x4. ¾ ton. As a team leader
for Eagle Knight, he has access to whatever equipment is needed to complete the mission.



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Unread postPosted: Tue Nov 01, 2016 11:38 am
  

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Knight

Joined: Mon Jan 28, 2002 2:01 am
Posts: 3708
Location: Nashville.....ish....
It is five of us viewing 20,000 times a piece:). Great job as usual btw.

_________________
RockJock, holder of the mighty Rune Rock Hammer!


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Unread postPosted: Sun Nov 06, 2016 6:49 pm
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3058
Location: LaPorte, In USA
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
ATTACKIA

Catherine Dexter joined the U.S. Army hoping to make a difference in the world. She could
complete any grueling course put before her involving strength and endurance, sometimes
better than any male soldier could. Unfortunate for her, women soldier were barred from
ground combat job in infantry, tank, and artillery unites. This only made Catherine even more
determined to prove herself. She requested an opportunity to apply for the U.S. Army’s Ranger
School course. In an effort to see if a women could serve in a combat position. Catherine
completed every physical test, endured punishing marches, land navigation drills, and
overcame fatigue, hunger, and stress. However, she failed as a squad leader at leading a
patrol, even though she herself complete the task, she did so by getting her entire team killed.
Upon learning she failed and would have to take the test over, she grew irate claiming she was
being treated unfairly. Her instructor said she was the perfect soldier, but forgot to think of her
fellow soldiers and though only for her own personal glory. Upon saying that, she punched him
in the face. After spending say days in the brig, she faced a court martial. When asked why
she did what she did, she responded, “That men in the world want to keep her down because
they all know she is superior to them all.” For her actions, she was sentenced to 10 years of
confinement.
After serving eight years, Catherine was released on special circumstances thanks in part
to arrangement with Eagle Knight Security. Upon arriving at their training academy in
Bismarck, North Dakota, she learned she’d be given an opportunity to learn anything she
wanted. Catherine excelled in everything just as she did before, demonstrating she could equal
any man and sometimes excel better than even the best male athlete. Yet she still thought of
herself when it came time work with a team. She also took to carrying a large ball and chain,
claiming this is what the men in the world viewed her and other women as so she might as
well carry one. Then the day came when she was watching television and learned that two
women graduated from the US Army Ranger School. She went on a rampage until Dirk Patrick
showed up and calmed her down. Later, he invited her to join his EKS team to learn what it
takes to work with others for a common goal. As time goes on, Catherine learns to “play nice”
with others, take orders, and not every enemy combatant needs his skull caved in. Nobody
trusts her to place in a position of authority, but when the chips are down, she’ll do whatever it
takes to come to the aid of a fallen teammate.

Real Name: Catherine Dexter
Occupation: Agent of Eagle Knight Security
Alignment: Aberrant
Power Category: Physical Training (Focus on Strength and Endurance)
Experience Level: 4th
Hit Points: 46 S.D.C.: 190
[b]P.P.E.: 7
Appearance[/b]: She is a tall, busty, female body builder with shoulder length cinnamon hair
and dark brown eyes. She wears a heavy weight belt and arm bracelets. She is almost never
without her ball and chain.
Attributes: I.Q. 13, M.E. 12, M.A. 7, P.S. 25 (superhuman), P.P. 20, P.E. 20, Spd.20,
P.B. 15
Age: 33, Sex: Female, Height: 6 foot and 4 inches (1.93 m),
Weight: 165 lbs (74.25 kg)
Combat Training: Aggressive and Deadly Combat
Special Combat Abilities: Power Punch x2 any hand combat damage (counts as two
attacks), Power Kick x2 any foot attack damage (counts as two attacks), and Force of Will.
Attacks per Melee: 6 (3 initial +3 from Hand to Hand)
Combat Bonuses: +3 to initiative, +5 to strike, +6 to parry, +4 to dodge, +10 to
damage, +5 to roll with punch/fall, +3 to pull punch, and +2 disarm.
Saving Throws: +30% to save vs. coma/death, +3 to save vs. magic, +5 poison &
disease, and +2 to save vs. Horror Factor.
Combat Skills: Karate Punch 2D4, Elbow/Forearm 1D6, Knee 1D6, Karate Kick 2D6,
Roundhouse Kick 3D6, Tripping/Leghook (cannot be paired, must dodge or knockdown), Body
Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and 1 attack/action), Body Block/Tackle
1D4 (parry or dodge to avoid knockdown), Pin 18-20, Crush 2D4+2, Paired Weapons (all), Leg
Hold, and Arm Hold.
Educational Background: Military
Common Skills: Read-Write/Speak English 88%/92%, Mathematics: Basic 84%,
Pilot: Automobile 70%.
Special Physical Program: Wrestling, Gymnastics (Sense of Balance 72%, Bars
and Rings 82%, Back Flip 90%, Climb Rope 78%), Athletics (General), Body Building & Weight
Lifting, Physical Labor, and Prowl 60%.
Espionage Program: Interrogation 55%, Find Contraband 47%, Streetwise 41%,
and Wilderness Survival 55%.
Military Program (Basic): Running, Climbing 85%, Forced March, Military Etiquette
65%, Radio: Basic 80%, W.P. Rifle (+2 to aim/+1 to burst), and W.P. Grenade (+2 to throw).
2nd Military Program: Demolitions 82%, Pilot: APCS and Tank 78%, Trap/Mine
Detection 50%, Armorer/Field Armor 70%, and Basic Mechanics 70%.
Secondary Skills: W.P. Chain (+2 to strike/+1 to parry), Automotive Mechanics
72%, General Repair/Maintenance 65%, Photography 55%, Pilot: Motor Cycle 70%, Research
70%, Computer Operation 72%, Writing 45%, History 70%/50%, and Law 45%.
Money: She has $7200 in her checking account and $5000 in her savings.
Weapons: Ball and Chain, Damage: 3D6, Bonuses: +6 to damage, +1 to strike/parry.
Armor: Her costume has concealed body armor within it. (A.R. 12, 40 S.D.C.)
Equipment/Vehicles: Attackia has limited access to EKS technology and equipment.


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Unread postPosted: Tue Nov 08, 2016 9:45 pm
  

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Joined: Sun Feb 10, 2002 2:01 am
Posts: 3058
Location: LaPorte, In USA
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
WATT MAN

Ronald Philips was going to college to get his degree in Electrical Engineering. One day he and
his girl friend were going to spend the day together in the park when a sudden thunderstorm
came up. The two of them sought shelter from the fierce storm underneath a gazebo.
Unfortunately, neither one of them realized the gazebo has a metal-roof. A massive lightning
bolt struck the building and flashed over Ronald and his girl friend. A few days later he awoke
in the intensive care unit, his body covered with electrical burns, but tragically, his girlfriend
did not survive. A week later, Ronald was in the lab distraught with grief. When he grabbed
an electrical plug to a fan, he found himself instantly transported into the electrical wiring.
When he reappeared, he was half a mile away in his own dorm room. Ronald spent the next
couple of days learning how to control and utilize his electrical powers, but was having a
tough time of it. Upon seeing an infomercial, he went to Century Station to the EK Training
Center. There he met the right people who trained him not only to use his power but how to
use them to help others. In his mind, his powers were a gift given to him in exchange for the
life of his beloved. He has taken a vow to use them only to fight evil whenever he encounters
it. Nevertheless, no matter how much good he does in the world, he’d trade everything to be
with his beloved Amy one more time.

Real Name: Ronald Philips
Occupation: Agent of Eagle Knight
Alignment: Principled
Power Category: Mutant
Experience Level: 5th
Hit Points: 32 S.D.C.: 62
P.P.E.: 15
Appearance: He is an unattractive, natural athlete who engages in moderate exercise.
He has short blond hair and bright blues eyes. His face and body are marked by scars and
burns.
Attributes: I.Q. 10, M.E. 17, M.A. 13, P.S. 16, P.P. 15, P.E. 12, Spd. 14/260 mph (418.6
km), P.B. 6.
Age: 32, Sex: Male,Height: 6 foot (1.82 m), Weight: 182 lbs (81.9
kg).
Unusual Characteristics: His body and face are marked by permanent 1st and 2nd
degree electrical burns and jagged scars.
Minor Super Abilities: Energy Expulsion: Electricity, Conduct Electricity, Energy
Resistance, Flight: Energy, and Line Transit.
Combat Training: Martial Arts
Attacks per Melee: 5/6 (2 initial +3 from Hand to Hand) +1 in flight
Combat Bonuses: +2 to initiative, +2 to strike/+3 in flight, +4 to parry/+5 flight, +4
to dodge/+6 to dodge while in flight under 80 mph (128 km)/+8 to dodge in flight over 90
mph (144 km), +1 to damage/+4 to damage for every 20 mph (32 km) of flight speed, +5 to
roll with punch/fall, +3 to pull punch, and disarm.
Saving Throws: Impervious to electricity and lightning, impervious to the first 20 points
of energy damage per melee, rest is ¼ normal damage (accept sound, dark, and force
attacks do half damage), +2 to save vs. psionics and insanity.
Combat Skills: Karate Punch 2D4, Power Punch 4D4 (count as two attacks),
Elbow/Forearm 1D6, Knee 1D6, Karate Kick 2D4, Snap Kick 1D6, Crescent Kick 2D4+2, Wheel
Kick 2D6, Tripping/Leghook (cannot be paired, must dodge or knockdown), Jump Kick 6D6,
Flying Jump Kick 4D6, and All Holds.
Educational Background: Four Years of College
Common Skills: Read-Write/Speak English 90%/93%, Pilot: Automobile 75%,
Sense Electricity 80%, and Basic Electronics 75%.
Electrical Program: Electrical Engineer 80%, Mathematics: Basic 98%, Computer
Operation 95%, and Electricity Generation 95%
Science Program: Mathematics: Advance 94%, Chemistry 95%, Astrophysics
80%, Biology 85%, and Astronomy & Navigation 75%.
Mechanical Program: Mechanical Engineer 75% and Locksmith 85%.
Secondary Skills: Hand to Hand: Martial Arts, Cook 60%, Athletics (General),
Body Building & Weightlifting, Basic Radio 75%, Automotive Mechanics 75%, Swimming 75%,
Play Hockey 55%, Art (Sculpture) 50%, and W.P. Energy Expulsion.
Money: He has $6500 in his checking account and $7000 in his saving account.
Weapons: He relies on his super abilities.
Energy Expulsion: Electricity, Range: 400 feet (122 m), Damage: 8D6 or
1D4x10+8, Bonuses: +4 to aim/+2 to wild.
Electric Channel, Range: 175 feet (53 m), Damage: 11D6 or 1D6x10+6, Bonus:
+6 to aim/+2 wild.
Electric Punch +3D6 to his punches. Counts as two attacks.
Summon Lightning, Range: 700 feet (213 m), Damage: 1D10x10+8, Attacks per
Melee: Two bolts, each counts as two attacks/actions, Bonuses: None. Note: Can only
perform during specific weather conditions.
Equipment & Vehicles: Watt Man has access to some of the advance technology and
equipment of Eagle Knight.


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Unread postPosted: Tue Nov 08, 2016 9:55 pm
  

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Joined: Sun Feb 10, 2002 2:01 am
Posts: 3058
Location: LaPorte, In USA
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
ORACLE

Sharron Noel was employed by G.I.G.M.A. (Government Investigation of Genetic Mutations
and Abnormalities) for several years after graduating from college. She tried to avoid
physical confrontation with those she was assigned to watch. Always staying at a distance,
namely because she was so intimidated by the powers and capabilities of so many mutants
and experiments. On one particular mission, she was assigned to work with senior agent
Scott Benter. The person they where tracking was man named Stuart Dolby who appeared to
be in possession of illegal meta-technoogy. Scott attempted to sneak into the man apartment
to photograph some of the technology the man was either storing or developing. Sharron
stayed in the car to keep a look out for him. When she saw him approaching his apartment
carrying an arm load of groceries, she decided to intercept him to give Scott more time to
conduct his “illegal search”. Relying on the background information they had on the man,
Sharron went up to him claiming to be a friend of his sister. She and Stuart engaged in a
five-minute conversation, and by all indication, she believed she fooled the man. Suddenly he
produced a baseball looking device that released a devastating blast of sound. Sharron being
point blank took most of the blast. Back at the apartment, Scott to his horror realized Stuart
Dolby was an alias used by Zane Carter, aka the notorious super villain SOUND WAVE.
Hearing the sonic blast he raced to Sharron side only see blood coming out of her ears, nose,
and eyes. Sharron suffered severe brain damage and permanent lost of her hearing and most
of her other senses. She was airlifted to one of G.I.G.M.A.s top-secret medical facilities.
When Nigel Cross, founder and CEO of the Cyberworks Network learned Sharron was injured
by one of his former employees, he felt responsible for her injuries. He arranged for Sharron
to undergo cybernetic reconstruction using Cyberwork Network unlimited robotic and bionic
arsenal. When she recovered, Sharon was now an attractive partial-cyborg with amazing
enhanced senses and a battle computer in her skull. On the downside, she loss most of her
“humanity” and memories of her personal life, including the relationship she was developing
with Scott. She also wanted to take a more “direct” approach when she encountered super
beings, so she transferred from G.I.G.M.A. to Eagle Knight. Sharron still has a relationship
with Scott only it’s strictly professional.

Real Name: Sharron Noel
Occupation: Former Federal Agent, now Agent for Eagle Knight Security.
Alignment: Scrupulous
Power Category: Empowered (Partial Bionics)
Experience Level: 8th
Hit Points: 41 S.D.C.: 73
P.P.E.: 6
Appearance: Sharron is an attractive athletic woman with long blond hair and light blue eyes.
Attributes: I.Q. 17, M.E. 15, M.A. 5, P.S. 17, P.P. 17, P.E. 13, Spd. 15, P.B. 19.
Age: 32, Sex: Female, Height: 5 feet and 6 inches (1.67 m), Weight: 120 lbs (54 kg).
Physical Impairment: Sensory Deprivation (blind, deaf, etc).
Physical Compensation: Cybernetics
Bionic Skull, It has 30 S.D.C. all on its own (A.R. 17).
S.D.C. Augmentation,
Multi-Optics Eyes, (Telescopic 4-8x30 magnification, range: 6000 feet/1829 m,
Macro Lens 2x to 8x magnification, range: 3 feet/.9 m, Passive Nightvision, range: 2000
feet/610 m, Thermo-Imaging range: 2000 feet/610 m, Light Filters: reduce glare, Targeting
Display (+1 to strike), Ultraviolet and Polarized Sight, range: 600 feet (18 3m).
Air and Surface Temperature Reader,
Bio-Comp Self-Monitoring System,
Motion Detector,
Radiation Detector,
Amplified Hearing (Same as Heighten Sense of Hearing
Sound Filtration System,
Sound Identifier,
Surveillance Ear,
Cybernetic Sense of Smell (Same as Heighten Sense of Smell)
Cybernetic Sense of Touch (Same as Heighten Sense of Touch)
Cybernetic Sense of Taste (Same as Heighten Sense of Taste)
Combat Computer: Sophisticated microcomputer is linked to her brain/nervous
system, allowing her to quickly analyze combat variables and generate tactics. Track
opponents’ positions
: She can dodge and/or parry hand-to-hand attacks of up to four
opponents who are outside her line of sight, Analyze opponents’ responses: Opponents
suffer a -2 penalty on attempts to dodge or parry her hand to hand attacks (no penalty for
automatic dodge), Breach defenses: She has a greater chance of penetrating armor;
the A.R. of all targets is effectively reduced by two points against any of her attacks.
Vulnerability: The cybernetic process has made her somewhat edgy and distracted.
She is unable to make emotional attachments with other human beings, making her rather
unfriendly, cold, and machinelike with her personality.
Combat Training: Expert
Attacks per Melee: 5 (2 initial +3 from Hand to Hand)
Combat Bonuses: +7 to Perception, +10 to initiative, +3 to strike, +7 to parry, +10 to
dodge, +2 to damage, +5 to roll with punch/fall, and +2 to disarm.
Combat Skills: Punch 1D4, Power Punch 2D4 (counts as two attacks), Elbow/Forearm
1D6, Knee 1D6, Karate Kick 2D4, Roundhouse Kick 3D6, Tripping/Leghook (cannot be paired,
must dodge or knockdown), Body Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and
1 attack/action), all Holds, Paired Weapons, and Critical strike on an unmodified 18-20.
Saving Throws: +2 to save vs. Horror Factor.
Other Bonuses: +3% to all skills and 45% charm/impress.
Educational Background: Special Operative
Common Skills: Read-Write/Speak English 98%/98%, Mathematics: Basic 98%%,
and Pilot: Automobile 98%.
Special Program: Intelligence 87%, Prowl 83%, Escape Artist 93%, Tracking
83%, Surveillance 93%, Basic Electronics 62%, Law (general) 93%, Pilot: Airplane 98%,
W.P. Blunt (+3 to strike/parry), W.P. Handgun (+5 to aim/+2 to burst), Hand to Hand:
Expert, Detect Concealment 83%, Detect Ambush 88%, Undercover Ops 88%, I.D.
Undercover Agents 90%, Tailing 93%, Radio: Basic 98%, Sensory Equipment 83%, Computer
Operation 97%, Gymnastics (Sense of Balance 82%, Bars and Rings 92%, Back Flip 94%,
Climb Rope 84%), Athlete (General), Climbing 93%, W.P. Handgun (+4 to aim/+1 to burst),
and W.P. Staff (+3 to strike/parry).
Secondary Skills: Pick Pocket 73%, Pick Locks 78%, Palming 63%, Swimming
93%, Cook 88%, First Aid 88%, Pilot: Automobile 87%, Pilot: Truck 91%, Pilot: Boat: Motor,
Race, and Hydrofoil Type 98%), Language: Spanish 92%, Literacy: Spanish 88%, Philosophy
53%, and Streetwise 35%.
Money: She has $14,400 in her checking account and $5000 in her savings.
Weapons: Automatic Pistol, Range: 200 feet (61 m), Damage: 4D6, Rate of Fire: Single
shot or semi-auto, Payload: 15 round magazine.
Battle Gloves, +2 to punch damage, Electrical Discharge: Range: touch or 10 feet
(3 m), Damage: Punch damage +P.S. damage +1D6, 2D6, or Stun Attack-a saving throw or
16 or better (P.E. bonus only) or victim’s nervous system is short circuit. -10 to strike, parry,
and dodge, reduce attack per melee round by one-half for 2D4 melees. A successful saving
throw and the victim is relatively unimpaired, lose initiative and one melee action, or can be
fired as an arching energy blast (energy damage only), Energy Capacity: 20 blasts per hour;
self-recharging. Rate of Fire: 1D6 and stun attack use up 1 charge, 2D6 damage uses up 2
charges, Bonus: +1 to strike for arc blast.
Armor: Cyber Armor. Lightweight armor grafted to her skin (head, back of the neck,
spine, chest, shoulders, torso, and thighs. A.R. 16. S.D.C. 200.
Equipment & Vehicles: She has access to some of the advance technology and
equipment of Eagle Knight.



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Unread postPosted: Sat Nov 12, 2016 1:17 pm
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3058
Location: LaPorte, In USA
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
LEWIS FRAUD

The man named Lewis Fraud has led a double life for many years. He has been a con artist and
professional gambler (known all over Las Vegas, Atlantic City, and Gulf Coast City). He is also
been for the last fifteen years working as a liaison for the diplomatic branch of the Fabricators
Inc, especially delivering ultimatums and warnings to both clients and company operatives.
When he arrives, those under employment or have any dealings with Fabricators Inc are put on
notice. If the company is not happy with their performance or they’ve fail to provide services,
reneged on their promise, or done something to compromise the company or its reputation in
the underworld. Lewis shows up to convince them to do otherwise, or else there will be
consequences. He will engage in a variety of tactics, but he is not a cold-blood killer. He has
however destroyed their car simply by touching it. Four years ago when EKS took out one of
Fabricators Inc lesser used front companies, but the company was in charge of a warehouse
with $6D6x100,000 worth of conventional weapons and armaments. It was decided to plant a
spy in their company who would covertly use an EK Squad as an unofficial Fabricators Inc Drop
and Elimination Team. Lewis was selected for that role. While his friendship with his teams is
genuine, Lewis has used them on several occasions to serve the interests of Fabricators Inc.
He has tried not to place more loyalty toward one organization over the other, but he feels
caught in the middle. Should the time come to make the ultimate decision in picking one side
over the other, he is not entirely sure what to do. He’ll just have to play it by ear until that
moment arrives.

Real Name: Lewis Fraud
Occupation: Con Artist, Professional Gambler, Fabricators Inc liaison and agent of Eagle
Knight
Alignment: Anarchist, pretends to be Unprincipled
Power Category: Mutant
Experience Level: 9th level
Hit Points: 63 S.D.C.: 55
P.P.E.: 30
Appearance: He is a handsome, middle aged, well-groomed man. He has short, curly
brown hair, a short goatee, and brown eyes. He wears stylish three-piece suits, dress shoes,
tie, and white gloves.
Attributes: I.Q. 14, M.E. 13, M.A. 15, P.S. 10, P.P. 12, P.E. 22, Spd. 12, P.B. 14
Age: 40, Sex: Male, Height: 6 foot (1.82 m), Weight: 160 lbs (72 kg).
Unusual Characteristics: Ambidextrous and Delicate sensitive hands with long fingers.
Major Super Ability: Power Touch (1550 points)
Minor Super Abilities: Instant Wardrobe (9 sets of clothes, 65lbs/29 kg), Iron Will, and
Healing Factor.
Attacks per Melee: 7 (2 Initial +4 from Hand to Hand +1 from mutation)
Combat Training: Basic
Combat Bonuses: +2 to initiative, +1 to strike, +3 to parry, +2 to dodge, +2 to
damage, +4 to roll with punch/fall, +4 to pull punch, and +1 to disarm
Saving Throws: He needs a 12 or better to save vs. psionics, he takes ½ damage from
fire/cold,+64% to save vs. coma/death, +7 to save vs. poison, if he fails the save he takes
1/3 the damage, duration, penalty, and effect, +10 to save vs. disease, +10 to save vs. magic,
+3 to save vs. psionics, +7 to save vs. possession, +6 to save vs. mind control, +5 to save
vs. illusion, +7 to save vs. Horror Factor, +3 to save vs. insanity, and takes half penalties for
being confused or dazed.
Combat Skills: Punch 1D4, Power Punch 2D4 (counts 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 unmodified roll of 19-20.
Educational Background: Bachelor Degree
Common Skills: Read-Write/Speak English 98%%/97%, Mathematics: Basic, 98% and
Pilot: Automobile 87%.
Computer Program: Basic Electronics 98%, Computer Operation 98%, Computer
Programming 97%, and Computer Repair 98%.
Science Program: Mathematics: Advance 98%, Chemistry 98%, Astrophysics 98%,
Anthropology 98%, and Astronomy & Navigation 95%.
Investigation Program: Research 98%, Photography 98%, and Writing 90%.
2nd Investigation Program: Surveillance 95%, Computer Hacking 85%, Find Contraband
82%, and I.D. Undercover Agents 98%.
Learned Skills: Gambling (Standard) 80%, Card Sharp 74%, and Gambling (Dirty
Tricks) 67%.
Secondary: Hand to Hand: Basic, Streetwise 56%, Pick Locks 85%, Pick Pocket
80%, Palming 69%, Concealment 65%, Prowl 70%, Wardrobe & Grooming 86%, W.P. Handgun
(+4 to aim/+2 to burst), Business & Finance 80%, Language: Japanese 86%, Literacy:
Japanese 90%, Swimming 70%, First Aid 65%, Pilot: Boat: Motor, Race, and Hydrofoil Type
60%, and Automotive Mechanics 68%.
Money: Lewis has $12,600 in his checking and $36,000 in his savings. He has a
secretive checking account established by Fabricators Inc that has another $119,000 US dollars
in it.
Armor: All of his suits all have concealed body armor within it. (A.R. 12, 40 S.D.C.). All
of his suits make him invisible to radar and motion sensors, and send confusion signals to
thermal and infrared sensors. At night he is +10% to prowl.
Weapons: Glock 17 (9mm Parabellum), Range: 165 feet (50 m), Damage: 3D6, Rate of
Fire: Single shot or burst. Feed: 17 round mag.
Equipment & Vehicles: Fraud has access to some of the advance technology used by
Eagle Knight and lots of access to Fabricators Inc technology and equipment when necessary.


Last edited by Reagren Wright on Sun Nov 13, 2016 8:39 pm, edited 1 time in total.

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Unread postPosted: Sat Nov 12, 2016 1:28 pm
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3058
Location: LaPorte, In USA
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
GUNNER BASILISK

Whenever the U.S. military wanted a super being taken out, they call Gunner Basilisk.
Gunner was a Marine Gunnery Sergeant and a Scout Sniper. He was a dead shot with a sniper
rifle, earning numerous medals and commendations overseas. He was eventually contacted
by the Sector who invited him to serve his country for a mission that requires the
greatest patriotic sacrifice. Gunner agrees to it. First the Sector arranged it for him to be
honorary discharged from the Marine core (he leaves with 19 awards and decorations). He is
taken to the Sector headquarters in Freedom, New Mexico where he undergoes a radical
experimental procedure. The finally result makes him a super being who is virtually
impervious to psychic attacks. Overjoyed with the results, the Sector further trains Gunner
into a hunter killer of super beings. Gunner takes to his task with full gusto, racking up twenty
kills in three years. The more Gunner worked the less compassionate he felt toward other
super beings. It wasn’t long before Gunner started taking out various super beings that were
not targeted by the Sector. A few where heroes, some were villainous, but most where
individuals non-involved with the world around them. Gunner started to recognize that he was
turning into a serial killer. He took a leave of absence to readjust his thoughts. Gunner decided
to take a job with Eagle Knight. He is still a vicious killer only now he must control those
impulses and attempt to save lives and not go out of his to kill. Nonetheless, if the opportunity
presents itself Gunner has no problem doing whatever is required to get the mission
completed. Despite his extreme use of lethal force and killer instinct, Gunner is among the
most loyal and outspoken members of the group.

Real Name: Gunner Basilisk
Occupation: Former Marine Gunnery Sergeant and Scout Sniper. Now Agent for Eagle
Knight.
Alignment: Aberrant
Power Category: Experiment
Experience Level: 9th
Hit Points: 140 S.D.C.: 200
P.P.E.: 15
Appearance: He is a handsome, superior, gifted athlete. He has shoulder length reddish
hair and blue eyes. He wears various forms of body armor and is always loaded full of
weapons.
Attributes: I.Q. 14, M.E. 23, M.A. 12, P.S. 13, P.P. 13, P.E. 36, Spd. 29, P.B. 12
Age: 36, Sex: Male, Height: 6 foot and 8 inch (2.03 m), Weight: 200 lbs (90 kg).
Side Effects: Chemical Resistant
Minor Super Abilities: Healing Factor, Extraordinary P.E., Iron Will, Without Sustenance,
and Indestructible Bones.
Combat Training: Commando
Attacks per Melee: 6 (2 initial +4 from Hand to Hand)
Combat Bonuses: +6 to initiative, +4 to strike/+6 with kicks, +7 to parry, +7 to dodge,
+3 to automatic dodge, +2 to damage, +8 to roll with punch/fall, +8 to pull punch, and +2 to
disarm.
Saving Throws: He needs a 12 or better to save vs. psionics, impervious to disease,
fire/cold does half damage, even if fail poison, toxin, drug roll suffer only 1/3 the normal
damage, duration, effect, and penalty, ½ half the effect for being confused or dazed, +7 to
save vs. psionics, +76% to save vs. coma/death, +12 to save vs. Horror Factor, +11 to save
vs. magic, +16 to save vs. poison, +12 to save vs. mind control (half duration), +11 to save
vs. illusion (half duration and penalties), +7 to save vs. possession, +9 to save vs. insanity,
and +3 to Perception.
Combat Skills: Karate Punch 2D6+2, Power Punch 4D6+4 (count as two attacks),
Elbow & Forearm 1D6, Knee 1D6, Karate Kick 3D6, Snap Kick 2D6, Crescent Kick 4D4,
Roundhouse Kick 4D6, Axe Kick 3D6+4, Wheel Kick 3D6, Leap Kick 5D6 (counts as two
attacks), Tripping/Leg Hook (cannot be paired, must dodge or knockdown), Backward Sweep
(cannot be paired, must dodge or knockdown, -2 to dodge), +3 to strike with Body
Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and 1 attack/action), Body
Block/Tackle 1D4 + P.S. damage bonus (must parry/dodge or knockdown), Jump Kick 7D6,
Flying Jump Kick 5D6, All Holds, Paired Weapons, and Death Blow on an unmodified roll of
18-20.
Educational Background: Military Specialist Training
Common Skills: Read-Write/Speak English 98%/98%, Mathematics: Basic 98%, Pilot:
Automobile 87%.
Military Program (Basic): Running, Climbing 98%/95%, Forced March, Military
Etiquette 98%, Radio: Basic 98%, W.P. Rifle (+5 to aim/+2 to burst), and W.P. Grenade (+3
to strike).
Military Program (Advanced): Special Forces: Hand to Hand: Commando, Camouflage
90%, Demolitions 98%, Demolitions Disposal 98%, Demolitions: Underwater 98%, Prowl 90%,
Parachuting 98%, S.C.U.B.A. 98%, Swimming 98%, Trap/Mine Detection 85%, W.P. Knife (+3
to strike, +4 to parry/throw), and W.P. Sub-Machinegun (+4 to aim/+2 to burst).
Espionage Program: Detect Ambush 90%, Intelligence 83%,Wilderness Survival 90%,
Sniper (+2 aim/called shots-counts as two attacks), Interrogation 90%, and Tracking (people) 85%.
Modern W.P. Program: W.P. Handgun (+4 to aim/+2 to burst), W.P. Shotgun (+3 to
aim/+1 to burst), and W. P. Heavy Military Weapons (+3 to aim/+1 to burst).
Law Enforcement Program: Crime Scene Investigation 90%, Law (General) 90%, and
Streetwise 66%.
Secondary Skills: Athletic (General), Computer Operation 87%, Pilot: Truck 98%, Basic
Mechanics 85%, Basic Electronics 75%, Pilot Motorcycle 88%60%, Jury-Rig, Land Navigation
52%, Recognize Weapon Quality 45%, Pilot: Boat: Motor, Race, and Hydrofoil 60%, and Pilot:
Tracked Vehicles 59%.
Money: Gunner has $15,200 in his checking account and $8000 in his saving account. He
has an additional $17,000 in a hidden bank account in the Bahamas. He has an additional
$3D6x10,000 in a bank in Ultropolis. In his three safe houses scattered across the country he
has an additional $3D6x8000 in weapons, ammunitions, body armor, and various gear.
Weapons: Gunner has access to most of Eagle Knights weapons and technology. For the
most part, he has to really on conventional weaponry that he has accumulated over the years.
He stores virtually every known weapon in the U.S. Marine Corp Armory, land, sea, and air: His favorites.
M16A4, Range: 1804 feet (550 m), Damage: 5D6, Rate of Fire: Single shot, Three round
Burst, or Fully Auto, Payload: 20 round box magazine, Bonus: +1 to aim/three round burst,
M203 Grenade Launcher, Range: 1312 feet (400m), Damage: 2D4x10, Blast Radius: 20
feet (6.1 m), Feed: 5-7 round per minute, Payload: Single shot. He can uses a variety of
grenades besides HE.
Colt 9mm SMG, Range: 320 feet (100 m), Damage; 3D6, Rate of Fire: Single shot or
Semi-Automatic, Payload: 32 round detachable box magazine.
Two Beretta M9, Range: 164 feet (50 m), Damage: 3D6, Rate of Fire: Single shot or
Semi-Automatic, Payload: 15 round detachable box magazine. He uses a variety of ammo for
the gun. He often uses a silencer on it as well. These weapons are always on his person with
at least 3 ammo clips for reach.
M240B machinegun, Range: 12,222 feet (3725 m), Damage: 5D6, Rate of Fire: Single
shot, Semi-Auto, or Full, Payload: 100 round disintegrating M13 linked belt.
M110 Semi-Automatic Sniper System, Range: 2640 feet (804 m), Damage: 4D6, Rate of
Fire: Single shot or Semi-Automatic, Feed: 10 or 20-round detachable box magazine, Bonus:
+2 to aim/called shot. Comes with flash hider and suppresser. He uses a variety of ammo with
the rifle, most often (Armor Piercing). The moment these rounds are fired from the gun, tiny
fins come out to help stabilize them thus allowing travel at a higher speed, and thus providing
them even greater penetration then normal AP rounds. Add 1D6 to the damage capacity of the
average round, +2 to P.V., and lowers a target’s A.R. by two (or get a +2 against armored
targets).
M72 LAW, Range: 656 feet (200 m), Damage: 1D6x100, Blast Radius: 50 feet (15 m),
Rate of Fire: Single shot and discard.
Bush Knife, Damage: 1D6+1
Two Large Boot Knives, Damage: 1D6+1
8 Throwing Knives, Damage: 1D4
He uses a variety of grenades, explosives, detonators, and various traps/snares to capture and/or kill super beings.
Armor: Flak vest, A.R. 10, 50 S.D.C. He owns several.
Equipment & Vehicles: Gunner drives around in a 2009 gray Chevrolet Tahoe LT. He’s
had some modification done to the vehicle. Light Ground Vehicle Armor (A.R. 14, with 350
S.D.C.), Passenger Light Armor/Plexiglas Windows (A.R. 12 with 250 S.D.C.), Theft Alarm
System, Thief Proof Locks, Armored Tires/Self-Seal, Satellite Radio/CD Player, Engine
Readout Package, Radar Display, Trailer Hitch, and Fuel Efficiency Modification. He is always
fully armed and equipped with whatever gear he needs to complete his mission.


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Unread postPosted: Sat Nov 12, 2016 3:22 pm
  

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Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
Posts: 6672
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Comment: "Your inferiority complex might be justified."
Reagren Wright wrote:
LEWIS FRAUD

He wears stylist three-piece suits, dress shoes,
tie, and white gloves.
I think you meant "stylish".

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


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Unread postPosted: Sun Nov 13, 2016 8:39 pm
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3058
Location: LaPorte, In USA
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
:o Fixed


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Unread postPosted: Sun Dec 04, 2016 6:54 pm
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3058
Location: LaPorte, In USA
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
Trying to finish up on Phi stuff so I can jump on this again. I've been inspired by some Grim Fairy
Tales.


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Unread postPosted: Sat Dec 31, 2016 3:03 pm
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3058
Location: LaPorte, In USA
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
Not quite finished with Phi but I wanted to start these guys. You can find the Prince in
Gramercy Island page 185-186.

The Six Servants of the Prince of Century Station
The man known as the Prince of Century Station (Carter Downright) is a multi-billionaire
philanthropist, and one of city’s movers and shakers who funded numerous super being causes
throughout the town. Helping him where six servants all of them mutants who he found living
in the worst part of town. He brought them to his mansion in Garden Valley where they
became not only members of his household, but he would send them off on errands and
missions to be completed for reason he would never say, but he would always select the
servant(s) who abilities and talents best suited the mission. However, the servants could do
nothing to stop their boss from being arrested on an alleged fraud and embezzlement scheme.
The truth is he was set up by the criminal Middleman (who is also imprisoned at Gramercy
Island). With their boss behind bars for another three years, the servants have been doing
what they can without his guidance, sometimes they’ve been successful, other times no so
much. Presently they are planning on getting their boss out of jail (he working in a special
program at the drug rehab center connected to Cell Block A) which means they will have an
easy time getting him out. The question is if they succeed, will they do more harm them good
for their boss?

The Prince Organization Statistics
A. Outfits: Open Wardrobe (5 Points)
B. Equipment: Gimmicked Equipment (30 Points)
C. Weapons: Armed Agents (5 Points)
D. Bionics & Robotics: None (0 Points)
E. Vehicles: Fleet Vehicles (10 Points)
F. Communications: Computerized (15 Points)
G. Offices: Urban l (5 Points)
H. Military Power: Security Guards (5 Points)
I. Super Power Operatives: None (0 Points)
J. Sponsorship: Self-Sponsored (50 Points)
K. Special Budget: Large Potatoes ($100,000-17 Points)
L. Administrative Control: (0 Points)
M. Internal Security: Tight (10 Points)
N. External Infiltration: None (0 Points)
O. Research: Good Connections (10 Points)
P. Agency Credentials: Unknown (3 Points)
Q. Agency Salary: Faceless (5 Points).
Total Agency Points: 170 Points


Last edited by Reagren Wright on Sat Dec 31, 2016 3:08 pm, edited 1 time in total.

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Unread postPosted: Sat Dec 31, 2016 3:07 pm
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3058
Location: LaPorte, In USA
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
The Fat One

Even as a teen Abraham Barber weighted over 254 lbs (115 kg), eating whatever regular
people would, only it was simple non-stop (french fries, hamburgers, subs, pizzas). Yet
regardless how much he ate and how much weigh he gained, he remained an athlete in school,
even competed on the track team! After graduating from high school, his weight continued to
become an issue. Soon it became impossible for Abraham to find job and his parents
complained he was eating them out of house and home, literally. He tried to go on a diet, but
after 24-hours he was so hungry he ate the whole bag of dog food (18 lbs/8.1 kg) and was still
hungry. So he ate the house! Abe was sent packing by his parents. Living on the streets of
Waingroh, Abe went around vandalizing everything by taking bites out of it. Whatever he
wanted, he pretty much got because no one wanted to mess with the man capable of eating
your car and belch out an energy flash.
One day he was found by the Prince sitting on the ruble of an abandoned building he
manage to eat over a year. The Prince told him he could live with him at his mansion and eat
as much of the trees on his property he wanted or enjoy an electric charge from the fusion
generator that powered the entire mansion and property. Abe jumped at the opportunity,
although he later apologized for drinking the 300 cases of wine the Prince was saving. Abe is
always munching but uses the fusion generator to give himself a massive jolt so he doesn’t eat
the whole house or any of the 300 cows on the farm next to the mansion. Abe enjoys an
opportunity to make amends for the damage he caused (even though it was a Dreadzone he
was consuming). He is very upset that the Prince is in jail and worries that he’ll end up on the
street, eating everything again. He agrees with the others that they have to free their boss or
at least prove he was framed.

Real Name: Abraham (Abe) Barber
Occupation: Servant to the Prince
Alignment: Scrupulous
Power Category: Mutant
Experience Level: 6th
Hit Points: 39 S.D.C.: 169
P.P.E.: 26
Appearance: Abraham is morbidly obese. Yet despite his size, he demonstrates
remarkable speed and stamina than his size would indicate, which he often uses to surprise his
opponents.
Attributes: I.Q. 10, M.E. 19, M.A. 6, P.S. 24, P.P. 8, P.E. 22, Spd. 22 (however he can do
a short burst of 46 mph/74.3 km for 5 minutes, P.B. 5.
Age: 41, Sex: Male, Height: 6 feet and 1 inch (1.85 m), Weight:
1400 lbs (630 kg).
Unusual Characteristics: Horrendously Obese and Stocky & Exceptionally Broad
Vulnerabilities: Abe must eat at least TWICE his own weight every day. Without food,
begins to starve to death in 40 hours. If Abe does eat physical food, he can choose to consume
energy (8 gigawatts or 80,000 car batteries). Sunlight and artificial light is not sufficient.
Major Super Abilities: Super Consumption (chew and swallow 12 lbs/5.4 kg per melee
round) and Energy Absorb. Note: +30 S.D.C. for every 100 lbs/.45 kg he eats in the last hour
or for every 10 points of energy damage, he drains/absorbs.
Combat Training: Basic
Attacks per Melee: 5 (2 initial + 3 from Hand to Hand)
Combat Bonuses: +2 to initiative, +2 to strike, +4 to parry, +3 to dodge, +15 to
damage, +3 to roll with punch/fall, and +3 to pull punch
Combat Skills: Punch 1D4, Power Punch 2D4 (counts as two attacks), Elbow/Forearm
1D6, Knee 1D6, Karate Kick 2D4, All Holds, Critical strikes on an unmodified roll of 19-20, and
Brawling Attacks.
Saving Throws: Impervious to ingested poison and stomach ailments, +14% to save vs.
coma/death, +4 to save against injected poison, +6 to save vs. drugs, consume explosives
without sustaining damage, impervious to all energy attacks (kinetic energy,
electromagnetism, sound and cold are NOT forms of energy he can absorb). He cannot absorb
psionic energy or magic spells, but he can absorb magic energy such as call lightning and
fireball. +2 to save vs. psionics and insanity, +4 to save vs. magic.
Educational Background: On the Job Training.
Common Skills: Read-Write/Speak English 92%/94%, Mathematics: Basic 90%, and
Pilot: Automobile 78%.
Physical Program: Athletics (general), Physical Labor, Body Building & Weightlifting, and
Hand to Hand: Basic.
Criminal Program: Streetwise 59%, I.D. Undercover Agent 69%, Find Contraband 65%,
Gambling (standard) 80%, and Concealment 59%.
Secondary Skills: Computer Operation 78%, Cook 75%, Appraise Antiques 60%, Law
(general) 55%, Research 70%, Computer Programming 68%, Public Speaking 70%,
Housekeeping 70%, Wardrobe & Grooming 54%, and T.V. & Video 40%
Money: His sole earnings are whatever the Prince feels like paying him.
Weapons: His body and two fists. Supernatural Bite (4D6 damage/2D6 to organic).
Ignore NAR 17 or less. He can carry 480 lbs (216 kg) and lift 960 lbs (432 kg).
Energy Flash, Range: 60 feet (18.2 m), Damage: 2D6, Attacks per Melee: Counts
as one attack, but can only be done once a melee round.
Blinding Light, Range: 2000 feet (610 m), Damage: If shot in the face, -8 to
strike, parry, and dodge for first melee round, then -6 for the next 1D6 melees.
Equipment & Vehicles: He has a difficult time finding a vehicle large enough to support
his girth. He usually ends sitting in the back a truck driven by someone else.


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Unread postPosted: Mon Jan 16, 2017 11:21 am
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3058
Location: LaPorte, In USA
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
The Tall One

Clay Todd was born to pretty average parents. He was the tallest of five children. He was taller
than his father by the age of 5, and in elementary school they have to make a special desk for
him due to his size. By time he entered into Middle School, he was 7 feet (2.13 m) tall and
strong enough to bully anyone half his size. When he went into high school he was ten feet (3
m) and still growing. It wasn’t long people suspected he wasn’t going to stop. At age 15 he was
over 12 feet (3.65 m) tall and if he wanted to could make himself even taller by stretching out
his body. After a while a G.I.G.M.A. agent arrived and told Clay and his parents that he could
no longer attend regular school because he was a security risk and a serious distraction. Clay
became upset and simply left his home to find his own way in the world. He made his way to
Century Station, believing it was the only place a “giant freak” like himself would find
acceptance. Instead, he was force to “hide” as best he could in the Dreadzones of Brisby Flats.
Fortunately his size kept most of the harden criminals away. Then one day he met another
mutant Abe Barber who told him about someone who took care of misfits like themselves. Clay
went to see the Prince who promised him a fulfilling life in exchange for his servitude. The life
he enjoys working for the Prince is more than he could ever dream. He enjoys the friendships
he’s made with the others and the good deeds that they’ve done for others. Now however the
Prince has been incarcerated unjustly and he agrees with the others it time to get him out of
there.

Real Name: Clay Todd
Occupation: Servant to the prince
Alignment: Scrupulous
Power Category: Mutant
Experience Level: 6th
Hit Points: 46 S.D.C.: 245 Armor Rating: A.R. 10
P.P.E.: 21
Appearance: Clay is tall and lanky. He is bald and lacks any body hair.
Attributes: I.Q. 14, M.E. 13, M.A. 11, P.S. 22, P.P. 24, P.E. 18, Spd. 33, P.B. 9.
Age: 22, Sex: Male, Height: 15 feet and 11 inches (4.84 m), Weight: 1358 lbs (611 kg).
Unusual Characteristics: He is whippet thin. His entire torso is slender and narrow at the
waist, the arms and legs are long and spindly. All hair on the head, face, and body has fallen
away and will never grow back.
Vulnerabilities: He is a giant, fortunately he able to compact himself into tight spaces.
Major Super Ability: Stretching
Minor Super Ability: Giant
Combat Training: Basic
Attacks per Melee: 5 (2 initial + 3 from Hand to Hand)
Combat Bonuses: +1 to initiative, +7 to strike, +10 to parry, +10 to dodge, +7 to
damage, +11 to roll with punch/fall, and +4 to pull punch
Combat Skills: Restrain Punch 2D4, Full Strength Punch 2D6, Power Punch 4D6 (counts
as two attacks), Elbow/Forearm 2D6, Knee 2D6, Karate Kick 3D6, Body Block/Tackle 3D6 +
P.S. damage bonus (must parry/dodge or knockdown), Pin 18-20, Crush 3D6, All Holds, Critical
strikes on an unmodified roll of 19-20, and Brawling Attacks.
Saving Throws: He takes half damage from physical and kinetic attacks. +6% to save
vs. coma/death, +2 to save vs. poison and magic.
Educational Background: High School (didn’t finish his senior year).
Common Skills: Read-Write/Speak English 87%/89%, Mathematics: Basic 73%, Pilot:
and Automobile 73%.
Physical Program: Wrestling, Physical Labor, Athletic (general), and Hand to Hand:
Basic.
Secondary Skills: Sports: Basketball 65%, Basic Mechanics 65%, Auto Mechanics 73%,
Basic Electronics 55%, Jury-Rig 50%, Land Navigation 55%, Streetwise 39%, Pilot: Truck 75%,
General Repair/Maintenance 70%, Law (general) 50%, W.P. Blunt (+2 to strike & parry),
Gardening 45%.
Money: His sole earnings are whatever the Prince feels like paying him.
Weapons: His body and two fists.
Equipment & Vehicles: He has a difficult time finding a vehicle large enough to support
his size. He usually uses his height and stretching to travel long distances in a short span.


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Unread postPosted: Mon Jan 16, 2017 11:55 am
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3058
Location: LaPorte, In USA
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
The Listener

Hans Potts by the time he was ten years old has ears twice the size of a normal person, yet his
hearing was exceptional. He would go to school in Century Station with earmuffs on in an effort
to cut down on the noise. He always heard the kids making fun of him. Nor did he prefer the
whispers of the kids calling him “Dumbo”. The one day while at school he heard some kids
scheming to steal the money from a bake sale. So he turned them in. The Principal sent the
school security guard at the appropriate time and caught the boys read handed. He then
informed informs Hans that although he appreciated what he did for the kids, that his gift could
one day get him into trouble with the wrong people. From that moment on, Hans ignored the
plight of others. After graduation, he got a job as a file clerk in the basement of an office
building. Nobody ever saw him and he didn’t have to listen in on others conversations and
secrets. One day the man known as the Prince came into the building and went into the
basement to get some important records. When he saw Hans, he asked him about the earmuffs
and his large ears. Hans showed him. The Prince was appalled that he allowed himself to waste
his gifts away in a darkened basement and that he should be seek his real fortune. A few days
later, Hans arrived at the Prince’s mansion and asked him, “If he could make use of him, for he
knew no other way to use his talents.” The Prince lead him inside to meet his other super being
servants. Hans was now among friend and likeminded individuals. Today Hans still hears the
grass grow so to speak, but he is enjoying his good fortunes. Now he must help his friend the
Prince by using his talents with the others to get his friend out of prison.

Real Name: Hans Potts
Occupation: Servant to the prince
Alignment: Scrupulous
Power Category: Mutant
Experience Level: 7th
Hit Points: 35 S.D.C.: 38
P.P.E.: 26
Appearance: He has a normal appearance accept for his large ears. He has blue eyes
and reddish blond hair.
Attributes: I.Q. 18, M.E. 12, M.A. 8, P.S. 10, P.P. 15, P.E. 13, Spd. 11, P.B. 9.
Age: 29, Sex: Male, Height: 5 feet and 10 inches (1.77 m), Weight: 158 lbs (71.1 kg).
Unusual Characteristics: Larger than normal ears (2x normal size).
Vulnerability: Has no initiative and bonuses to dodge or parry are half while keenly focus
on one sound source or trying to hear beyond 450 feet (137m). When he has to focus this
manner, it takes 1D6 melee round to locate a particular sound. Reduce the number of melee
attacks/actions, bonuses and skill proficiency by half when the character is listening in on
someone and taking some other action at the same time (distracted).
Minor Super Abilities: Heighten Sense of Hearing, Ultra Hearing, Motion Detection, and
Parabolic Hearing, and Impervious to Sound and Vibrations. Note: Range for all hearing
powers: 1400 feet (426 m) radius. He cannot be snuck upon or caught by surprise from
opponents nearby or within his hearing range.
Estimate Distance of Sound: 95%
Estimate Source and Location of subsonic/ultrasonic Sound: 95%
Estimate Speed & Direction of Sound: 85%
Recognize voice or sound by concentrating: 75% (65% if trying to disguise voice, 55%
using ventriloquism and/or imitate voice/impersonation.
Track Movement and Location using hearing: 70%/90% if the target is larger than a
human (robot, animal, or vehicle).
Penalties for being blind or fighting blind: -1 to strike, parry, and dodge.
Combat Training: Basic
Attacks per Melee: 5 (2 initial + 3 from Hand to Hand)
Combat Bonuses: +5 to Perception Rolls, +11 to initiative, +1 to strike, +7 to parry, +9
to dodge, +3 to roll with punch/fall, and +2 to pull punch
Combat Skills: Punch 1D4, Power Punch 2D4 (counts as two attacks), Elbow/Forearm
1D6, Knee 1D6, Karate Kick 2D4, All Holds, and Critical strikes on an unmodified roll of 19-20.
Saving Throws: Impervious to sound and vibration based attacks.
Educational Background: High School. Note: His skills are reduced by half when he is
focusing.
Common Skills: Read-Write/Speak English 98%/98%, Mathematics: Basic 98%, Pilot:
Automobile 87%, and First Aid 98%.
Science Program: Computer Operation 92%, Mathematics: Advance 87%, Chemistry
96%, Biology 86%, Astrophysics 81%, and Astronomy & Navigation 78%.
Investigation Program: Research 86%, Photography 81%, and Writing 71%.
Secondary Skills: Athletic (general), Prowl 66%, Hand to Hand: Basic, Swimming 91%,
Computer Programming 77%, Law (general) 76%, Business & Finance 76%, Land Navigation
70%, Public Speaking 91%, Sewing 81%, Ventriloquism 50%, Wardrobe & Grooming 76%, Sign
Language 41%, and Recognize Weapon Quality 41%.
Money: His sole earnings are whatever the Prince feels like paying him.
Weapons: His two fists.
Equipment & Vehicles: He wears earmuffs to drown out some of the extra noise. He drives a 2011 Ford F-150 Truck SuperCrew Cab.


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