On the topic of Revised to 2nd ed conversions.....
Moderators: Immortals, Supreme Beings, Old Ones
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3238
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
Wicked Angel
Sophie Montgomery was born to parents who pretended to be plastic surgeon when in real life were master con artists. They didn’t even perform surgeries but merely used their
psychic abilities (both were latent psychics) who used hypnotic suggestion and insert memory to make their patients believe they had surgery done to them. With the police were hot
on their tail, the two decided to seek employment with Fabricators Inc. The two doctors were hired to perform emergency care for much of the Victory City underworld. Mostly, they
stitched cuts and removed bullets from wounded organized crime hoodlums, never really performing any real plastic surgery. Finally, they were called upon to prove their skills or else
they would be face “elimination.” The patient was to be their daughter six-year old daughter Sophie. The two parents did what they could to alter their daughter’s face, but in order to
test their knowledge they were given the wrong drugs. The two showed their incompetents when Sophie face began to melt away. The two tried their best to fix her face but only
made it worse. Finally, real plastic surgeons stepped in and Sophie’s parents were executed. In the end in order to save her life, the young Sophie received experimental surgery
which saved her life, but left her face featureless.
Sophie now became a ward of multiple Fabricator employees. No one truly wanted her as their child but no one wanted to take the chance of her talking to people outside the
organization. As such, she grew up within the company. At the age of fifteen, she began displaying super abilities, so raising her became an even more harrowing experience.
Eventually she was passed on over to renown assassin Castor Moreau. He trained her to be a hit woman and the two developed a strong relationship. Castor then had her
demonstrate how effective she could be for the organization. To prove her worth, Damien Lazarus instructed her to kill Castor. To Castor’s horror, she did so without batting an
eyelash. Sophie earned her place among Fabricators most deadly Elimination teams even though she was just a teenager. Despite her blood thirty behaviors and love of making the
kill, she never betrayed or showed disloyalty to her teammates, as long as they did their job. Sophie became one of the many favorites of Damien Lazarus, much to the chagrin of
Voltic. However, her exalted position eventually fell out of favor when she tried to put the moves on him. She was replaced by Bellicose. When she tried to put the moves on him, he
fought back. Damien let the fight carry on until both where nearly dead before the Fabricator himself put a stop to it. Sophie awoke in the medical ward. She was visited by Voltaic
who offered her a position on a merc-team being assembled by a man named Lord Sinister. Sophie realized she was being kicked out in a nice way. A few days later, she walked into
the headquarters of Lord Sinister and his Slayers. He like every other man who has been forced to deal with her does so with extreme patience. However, she always proves to be a
team player and loyal follower. It’s all the extra stuff that gets rather tiresome with the Wicked Angel.
Real Name: Sophie Montgomery
Occupation: Freelance Assassin and Mercenary for Hire.
Alignment: Miscreant
Power Category: Experiment
Experience Level: 5th
Hit Points: 46 S.D.C. 104
P.P.E.: 20
Appearance: Her fine, straight, red hair is long and drapes over her face. She is tall and has an elegant build. Her skin is white. Her Gothic wardrobe is risqué yet classy. She
wears dozens of Kabuki masks.
Attributes: I.Q. 10, M.E. 14, M.A. 9, P.S. 18, P.P. 27, P.E. 27, P.B. 7, Spd. 40 (28 mph/45 km), 150 mph (241 km) running or 320 mph (515 km) spinning.
Age: 21, Sex: Female, Height: 5 foot, 10 inches (1.77 m), Weight: 134 lbs (60.3 kg)
Side Effects: No Facial Features: Except a slit for a mouth, she has tiny holes for nostrils, a slight ridge just above what used to be eye sockets, small narrow eyes, a button
size ear holes (no earlobes). The face is smooth and featureless. Despite this physical deformity, she can breathe, hear, and see as well, or better than ever. She is however a mute.
Insanity: Blood Thirsty: She loves to fight, hurt people, torture and kill. She is a sadistic bully who shows no mercy and intentionally strikes to do maximum damage. She
seeks to prove her superiority, as well as satisfying her cruel pleasures.
Natural Abilities: Vision: Perfect 20/20 vision, even if the person needed eyeglasses before. Can naturally see in the infrared and ultraviolet range (600 feet/183 m). Sense of
Hearing and Smell is much sharper and she can distinguish between different sounds.
Major Super Power: Spin at High Velocity
Minor Super Powers: Extraordinary Physical Prowess, Body Weapons, and Living Anatomy.
Combat Training: Hand to Hand: Assassin
Number of Attacks: 6 (2 Initial +4 from Hand Combat) +2 from super abilities
Combat Bonuses: +10 to initiative, +10 to strike, +9 to parry, +12 to dodge, +9 to auto dodge, +7 to damage (+6 while spinning), +4 to damage for every 20 mph (32 km)
of speed, +10 to roll with punch/fall, +8 to pull punch, +5 to disarm, and+2 to Perception. Note: She can add 1D6+4 extra points of damage if she chooses to do so.
Saving Throws: +24% to save vs. coma/death and +6 to save vs magic/poison.
Combat Skills: Punch 1D4, Power Punch 2D4 (counts as two attacks), Backhand 1D6, Roundhouse 3D6, Axe Kick 2D8, Leap Kick 3D8 (counts as two attacks) Kick Attack 1D6,
Power Kick (any kick, double damage, counts as two attacks), Elbow/Forearm 1D6, Knee 2D4, Paired Weapons, Critical from behind, and Critical on an unmodified roll of 17-20.
Education Level: On the Job Training
Common Skills: Read-Write/Speak English 90%/93%, Mathematics: Basic 87%, Pilot: Automobile 75%, Sign Language 93%, Estimate Speed & Direction 85%, First Aid
90%,
Criminal Program: Streetwise 50%, Pick Locks 75%, Pick Pocket 75%, Palming 65%, Prowl 85%
Physical Program: Acrobatics (Sense of Balance 98%, Walk Rope 98%, Climb Rope 98%), Gymnastics (Bars and Rings 98% & Back Flip 98%), Athletics (general), and Kick
Boxing.
Secondary Skills: Hand to Hand: Assassin, Climbing 95%, Running, Land Navigation 51%, W.P. Knife (+3 to strike/parry, and +2 to throw), W.P. Sword (+3 to strike/parry),
Swimming 70%, and Fencing (+1D6 damage to sword/knife).
Money: She has 3.5 million dollars in a bank account made by Fabricators. The majority of her money she has used to buy herself expensive jewelry, Goth clothes, and fancy
sports cars. Fabricators Inc pays him $20,000 a week when she is not on assignment, during an assignment she makes $1D4x10,000 with all his expenses paid.
Weapons: None, she is a living weapon. Hand knives 1D4, Bladed hand 4D4, Knuckle spikes 1D4 per finger, Blunt limb 2D6, or Blade arm 3D6.
Vehicles and Equipment: She has lost all her access right to any Fabricators Inc technology. She owns a 2015 Black Hennessey Venom GT (sports car). The car can go from 0–
186 miles per hour (0–300 km/h) with an average acceleration time of 13.63 seconds. With some additional tinkering by Fabriators Inc the car can reach speeds of 300 mph (483
mph) or cruise at speeds of 200 mph (322 km) thanks to super fuel efficiency. The car also has an auto pilot mode (Pilot: Race Car 86%), retractable ejection seat, thief proof locks,
alarm system, night sight windshield, armored tires/self-sealing tires, satellite stereo system, engine readout package, radar display, oil slick, and vehicle caltrops (4 canisters).
Sophie Montgomery was born to parents who pretended to be plastic surgeon when in real life were master con artists. They didn’t even perform surgeries but merely used their
psychic abilities (both were latent psychics) who used hypnotic suggestion and insert memory to make their patients believe they had surgery done to them. With the police were hot
on their tail, the two decided to seek employment with Fabricators Inc. The two doctors were hired to perform emergency care for much of the Victory City underworld. Mostly, they
stitched cuts and removed bullets from wounded organized crime hoodlums, never really performing any real plastic surgery. Finally, they were called upon to prove their skills or else
they would be face “elimination.” The patient was to be their daughter six-year old daughter Sophie. The two parents did what they could to alter their daughter’s face, but in order to
test their knowledge they were given the wrong drugs. The two showed their incompetents when Sophie face began to melt away. The two tried their best to fix her face but only
made it worse. Finally, real plastic surgeons stepped in and Sophie’s parents were executed. In the end in order to save her life, the young Sophie received experimental surgery
which saved her life, but left her face featureless.
Sophie now became a ward of multiple Fabricator employees. No one truly wanted her as their child but no one wanted to take the chance of her talking to people outside the
organization. As such, she grew up within the company. At the age of fifteen, she began displaying super abilities, so raising her became an even more harrowing experience.
Eventually she was passed on over to renown assassin Castor Moreau. He trained her to be a hit woman and the two developed a strong relationship. Castor then had her
demonstrate how effective she could be for the organization. To prove her worth, Damien Lazarus instructed her to kill Castor. To Castor’s horror, she did so without batting an
eyelash. Sophie earned her place among Fabricators most deadly Elimination teams even though she was just a teenager. Despite her blood thirty behaviors and love of making the
kill, she never betrayed or showed disloyalty to her teammates, as long as they did their job. Sophie became one of the many favorites of Damien Lazarus, much to the chagrin of
Voltic. However, her exalted position eventually fell out of favor when she tried to put the moves on him. She was replaced by Bellicose. When she tried to put the moves on him, he
fought back. Damien let the fight carry on until both where nearly dead before the Fabricator himself put a stop to it. Sophie awoke in the medical ward. She was visited by Voltaic
who offered her a position on a merc-team being assembled by a man named Lord Sinister. Sophie realized she was being kicked out in a nice way. A few days later, she walked into
the headquarters of Lord Sinister and his Slayers. He like every other man who has been forced to deal with her does so with extreme patience. However, she always proves to be a
team player and loyal follower. It’s all the extra stuff that gets rather tiresome with the Wicked Angel.
Real Name: Sophie Montgomery
Occupation: Freelance Assassin and Mercenary for Hire.
Alignment: Miscreant
Power Category: Experiment
Experience Level: 5th
Hit Points: 46 S.D.C. 104
P.P.E.: 20
Appearance: Her fine, straight, red hair is long and drapes over her face. She is tall and has an elegant build. Her skin is white. Her Gothic wardrobe is risqué yet classy. She
wears dozens of Kabuki masks.
Attributes: I.Q. 10, M.E. 14, M.A. 9, P.S. 18, P.P. 27, P.E. 27, P.B. 7, Spd. 40 (28 mph/45 km), 150 mph (241 km) running or 320 mph (515 km) spinning.
Age: 21, Sex: Female, Height: 5 foot, 10 inches (1.77 m), Weight: 134 lbs (60.3 kg)
Side Effects: No Facial Features: Except a slit for a mouth, she has tiny holes for nostrils, a slight ridge just above what used to be eye sockets, small narrow eyes, a button
size ear holes (no earlobes). The face is smooth and featureless. Despite this physical deformity, she can breathe, hear, and see as well, or better than ever. She is however a mute.
Insanity: Blood Thirsty: She loves to fight, hurt people, torture and kill. She is a sadistic bully who shows no mercy and intentionally strikes to do maximum damage. She
seeks to prove her superiority, as well as satisfying her cruel pleasures.
Natural Abilities: Vision: Perfect 20/20 vision, even if the person needed eyeglasses before. Can naturally see in the infrared and ultraviolet range (600 feet/183 m). Sense of
Hearing and Smell is much sharper and she can distinguish between different sounds.
Major Super Power: Spin at High Velocity
Minor Super Powers: Extraordinary Physical Prowess, Body Weapons, and Living Anatomy.
Combat Training: Hand to Hand: Assassin
Number of Attacks: 6 (2 Initial +4 from Hand Combat) +2 from super abilities
Combat Bonuses: +10 to initiative, +10 to strike, +9 to parry, +12 to dodge, +9 to auto dodge, +7 to damage (+6 while spinning), +4 to damage for every 20 mph (32 km)
of speed, +10 to roll with punch/fall, +8 to pull punch, +5 to disarm, and+2 to Perception. Note: She can add 1D6+4 extra points of damage if she chooses to do so.
Saving Throws: +24% to save vs. coma/death and +6 to save vs magic/poison.
Combat Skills: Punch 1D4, Power Punch 2D4 (counts as two attacks), Backhand 1D6, Roundhouse 3D6, Axe Kick 2D8, Leap Kick 3D8 (counts as two attacks) Kick Attack 1D6,
Power Kick (any kick, double damage, counts as two attacks), Elbow/Forearm 1D6, Knee 2D4, Paired Weapons, Critical from behind, and Critical on an unmodified roll of 17-20.
Education Level: On the Job Training
Common Skills: Read-Write/Speak English 90%/93%, Mathematics: Basic 87%, Pilot: Automobile 75%, Sign Language 93%, Estimate Speed & Direction 85%, First Aid
90%,
Criminal Program: Streetwise 50%, Pick Locks 75%, Pick Pocket 75%, Palming 65%, Prowl 85%
Physical Program: Acrobatics (Sense of Balance 98%, Walk Rope 98%, Climb Rope 98%), Gymnastics (Bars and Rings 98% & Back Flip 98%), Athletics (general), and Kick
Boxing.
Secondary Skills: Hand to Hand: Assassin, Climbing 95%, Running, Land Navigation 51%, W.P. Knife (+3 to strike/parry, and +2 to throw), W.P. Sword (+3 to strike/parry),
Swimming 70%, and Fencing (+1D6 damage to sword/knife).
Money: She has 3.5 million dollars in a bank account made by Fabricators. The majority of her money she has used to buy herself expensive jewelry, Goth clothes, and fancy
sports cars. Fabricators Inc pays him $20,000 a week when she is not on assignment, during an assignment she makes $1D4x10,000 with all his expenses paid.
Weapons: None, she is a living weapon. Hand knives 1D4, Bladed hand 4D4, Knuckle spikes 1D4 per finger, Blunt limb 2D6, or Blade arm 3D6.
Vehicles and Equipment: She has lost all her access right to any Fabricators Inc technology. She owns a 2015 Black Hennessey Venom GT (sports car). The car can go from 0–
186 miles per hour (0–300 km/h) with an average acceleration time of 13.63 seconds. With some additional tinkering by Fabriators Inc the car can reach speeds of 300 mph (483
mph) or cruise at speeds of 200 mph (322 km) thanks to super fuel efficiency. The car also has an auto pilot mode (Pilot: Race Car 86%), retractable ejection seat, thief proof locks,
alarm system, night sight windshield, armored tires/self-sealing tires, satellite stereo system, engine readout package, radar display, oil slick, and vehicle caltrops (4 canisters).
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3238
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
Lance Piercer
Lance Piercer origins begin with the ultra-cover agency the Sector developing yet another black project, this one involving the corpses of infamous criminals, many of them
decades or a century old, and resurrecting them using the DNA of the alien mutant designated Alien X. Whom exactly Lance Piercer was in former life he doesn’t know. He was given
the memory blue print of Master Force agent Dead Bolt. However, the process was flawed in that the subject developed his or her own personality from the memory pool. The
individual designed Franklin 3 inherited a basic education (roughly the equivalent of an alien with Some Familiarity with Earth, its major nations, cultures, customs and laws, and the
ability to understand, speak, and write English quite well and grasps the fundamentals of mathematics; 80% skill proficiency). Franklin soon demonstrated different interests, skills,
personality, and alignment than Dead Bolt, but more importantly he didn’t receive the unwavering devotion to The Sector. Unlike the other Nursery experiments created by the Sector,
he didn’t regard the Sector as his family and its values, norms, ideals, and standards weren’t accepted as his prime motivations. Nevertheless Franklin 3 went through a rigorous
course of education and training designed to prepare him for a life as a Sector Super Op.
One day Franklin was watching the classic movie the Good, the Bad, and the Ugly and something “clicked” in his head. He wandered out Sector’s secret headquarters in
Freedom, New Mexico went to a nearby tourist trap town and bought a cowboy costume. He started scouting potential target to rob when Sector Agent Ace Clark found him. The two
started to argue when Clark hit Franklin, stunning him. Clark believing the fight was over began walking away. Franklin pulled his pistol and yelled at him. Clark spun around and saw
the gun, he pulled his gun but it jammed and Franklin shot him dead between the eyes. At that moment what Sector loyal remained vanished and Franklin disappeared.
Weeks later, a masked bandit (dressed like a cowboy) calling himself Lance Piercer robbed nine banks in total, and killed 18 police officers. He demonstrated uncanny reflexes
and marksmanship, and exchanged insults with the police before effortlessly shooting them. He then breaks out into a song and hop on his motorcycle. A few days later, five Sector
agents tracked him down and were attempting to apprehend him when Lance dove out a window and in rapid succession shot four agents dead center in the head, and the fifth in
the gut. Still alive, the fifth agent held up his hand, to which Lance used his other gun to shoot off each of the fingers of his right hand before finishing him off with the sixth shot
delivered over-the-shoulder using a mirror.
Lance was eventually tracked down by members of the Mutant Underground because Lord Sinister was interested in having him work for him. At first Lance wasn’t interested
until he laid his eyes on the mutant Blindside. At first. she wanted nothing to do with him, but his singing and flamboyant behavior won her over. Lance is well-mannered and likable.
Money does not stay in his pockets for long. He has a taste for alcohol and women but since hooking up with Blindside has given women up. Lance’s loyalty remains as long as he is
getting something out of the alliance. Right now, he enjoys being a Slayer but if that should change, he won’t think twice about ditching everyone and leaving
them for dead, although he not sure about what to do about Blindside.
Classified Name: Franklin 3
Occupation: Former Special Operative for the Sector. Now a Slayer.
Alignment: Miscreant
Power Category: Experiment (with Special Training)
Experience Level: 8th
Hit Points: 51 S.D.C.: 85
P.P.E..: 25
Appearance: He is a handsome, superior, gifted athlete. He has long, black hair (tied in a pony tail) and blue eyes. He has a handlebar and goatee. He
wears “Hollywood” style cowboy outfits as if he could appear on any Wild West movie of the 1950s or 1960s. Across his chest is a bandoleer holding a large
number of clips for his gun. Two belts across his waist each one with a holster for pistols. He has knives, throwing stars, and extra ammo clips attached to
various places all over his body which are hard to tell because of the cowboy costume.
Attributes: I.Q. 11, M.E. 14, M.A. 7, P.S. 20, P.P. 27, P.E. 26, P.B. 13, Spd. 46 (32 mph/51 km).
Age: 33, Sex: Male, Height: 6 foot and 8 inch (1.82 m), Weight/b]: 200 lbs (90 kg)
[b]Side Effect: Requires Energy for Nourishment: Cannot eat or drink normal food; must absorb radiant energy such as electrical, light, or thermal (not
organic life energies). Must have 200,000 amps or six hours of light per day. As a bonus, he never gets hungry nor fatigues when exposed to sunlight or heat,
and is resistant to energy attacks (half damage). Physical attacks, magic and psionic energy attacks do full damage.
Minor Super Abilities: Targeting, Increase Movement (minor version of Control Kinetic Energy- #2), Multi-Tasking, Heighten Sense of Balance, Extra
P.P., and Heighten Sense of Touch. Note: All combat and W.P. bonuses are already applied below. He NEVER suffers a penalty for anything related to his
combat/physical skills, hand/eye coordination, manual dexterity, and combat/W.P. bonuses, regardless of the circumstance or situation.
Combat Training: Martial Arts
Attacks per Melee: 8/10 with guns/thrown (2 initial +3 from Hand to Hand +1 from boxing) +2 from powers.
Combat Bonuses: +5 to initiative/+8 to quick draw, +9 to strike, +14 to parry, +13 to dodge, +9 to auto dodge, +7 to damage, +12 to roll with
punch/fall, +7 to maintain balance, +7 to pull punch, +3 to disarm, and +3 to Perception.
Saving Throws: +22% to save vs coma/death, +6 to save vs magic & disease, and +6 to save vs Horror Factor.
Combat Skills: Karate Punch 2D4, Power Punch 4D4 (count as two attacks), Backhand Strike 1D6, Elbow/Forearm 1D6, Knee 1D6, Karate Kick 2D4,
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, Knockout on an unmodified roll of 20, and Critical strike on an unmodified roll of 18-20 (can also be applied
to W.P. Handgun—single shot only, and W.P. Targeting).
Educational Background: Military Specialist with Sector Training.
Common Skills: Read-Write/Speak English 98%/98%, Pilot: Automobile 94%, Pilot: Motorcycle 98%, Combat Driving, Mathematics: Basic 98%,
Language & Literacy: Spanish and Arabic 94%/98%, Estimate Speed and Trajectory of Moving Objects 89% (Note: He can utilize this skill to anticipate were
his opponent is going to dodge or maneuver; thus, all opponents are -3 to dodge and lose two attacks/actions spending time compensating for his amazing
sense of accuracy, using the skill while shooting/throwing weapons counts as two attacks), and Estimate the Direction and Trajectory of a projectile after
Impact 76%.
Military Program (special): Boxing, Running, Climbing 98%/98%, Forced March, Military Etiquette 85%, Radio: Basic 98%, W.P. Targeting (+7 to
throw, Critical strike on a unmodified roll of 19-20, throw two or four objects), W.P. Handgun (+8 to aim/+4 to burst), W.P. Sharpshooting: Handgun (+3 to
Called Shots, counts as two attacks), W.P. Trick shooting (all), Find Contraband 68%, and CBRN Warfare 85%.
Espionage Program: Hand to Hand: Martial Arts, Intelligence 84%, Wilderness Survival 90%, Detect Concealment 80%, Tracking (people) 80%,
and Detect Ambush 85%.
Rogue/Physical Program: Acrobatics (Sense of Balance 98% and Walk Rope 98%) Gymnastics (Bars & Rings 98% and Back Flip 98%) and I.D.
Undercover Agent 94%.
Secondary Skills: Athletics (general), Juggling 98%, Prowl 95%, Swimming 98%, Body Build & Weightlifting, Pick Locks 95%, Singing 85%,
Concealment 65%, Palming 85%, Law (general) 75%, Land Navigation 68%, Streetwise 44%, Recognize Weapon Quality 55%, General Repair & Maintenance
65%, and Outdoormanship.
Money: During his time as a Sector operative, he earned about $4000 a week, plus his expenses paid. Most of this money was put into secret offshore
accounts. Lance now gets his new equipment robbing and stealing and selling the goods via Fabricators Inc fence.
Weapons: All of his weapons are made and designed by Suspiria.
6 Military grade throwing knives, Length: 9 inches/22.5 cm, Weight: 7.36 oz/208 g, Damage: 1D6+2/+50% with power, Bonuses: +1 to throw.
6 Throwing Stars/Skurikens, Damage: 1D6/+50% with power
2 Galactic Autopistols with weapon balancing and recoil diminishers, Range: 200 feet (60 m), Damage: 5D6/+50% with power, Rate of Fire: Single shot
or semi-automatic, Feed: 15 shot clip, Bonus: +1 to aim/burst.
Vibro-Sabre, Damage: 5D6
Armor: His flamboyant cowboy costumes are actually concealed Body Armor with Extra S.D.C., and designer pockets over a flexible bodysuit. The
costumes fit like an athlete’s body suit, allowing him unrivaled protection and unhampered flexibility. He suffers no movement penalties while wearing the
armor. Weight: 12 lbs (5.4 kg). A.R.: 12, S.D.C.: 140.
Equipment & Vehicles: He no longer has access to the high-tech equipment and gear utilized by The Sector, but he has a chance of getting some
specialized weapons and gear via Fabricators Inc but always cost money or him performing some mission for them. He drives a 2013 Harley-Davidson Dyna
103 Wide Glide that has been specially modified with thief proof locks, armored tires, self-seal/inflating tires, super fuel efficiency, inertia dampeners (+10%
to control rolls), and a sound control exhaust (+15% to prowl with bike).
Lance Piercer origins begin with the ultra-cover agency the Sector developing yet another black project, this one involving the corpses of infamous criminals, many of them
decades or a century old, and resurrecting them using the DNA of the alien mutant designated Alien X. Whom exactly Lance Piercer was in former life he doesn’t know. He was given
the memory blue print of Master Force agent Dead Bolt. However, the process was flawed in that the subject developed his or her own personality from the memory pool. The
individual designed Franklin 3 inherited a basic education (roughly the equivalent of an alien with Some Familiarity with Earth, its major nations, cultures, customs and laws, and the
ability to understand, speak, and write English quite well and grasps the fundamentals of mathematics; 80% skill proficiency). Franklin soon demonstrated different interests, skills,
personality, and alignment than Dead Bolt, but more importantly he didn’t receive the unwavering devotion to The Sector. Unlike the other Nursery experiments created by the Sector,
he didn’t regard the Sector as his family and its values, norms, ideals, and standards weren’t accepted as his prime motivations. Nevertheless Franklin 3 went through a rigorous
course of education and training designed to prepare him for a life as a Sector Super Op.
One day Franklin was watching the classic movie the Good, the Bad, and the Ugly and something “clicked” in his head. He wandered out Sector’s secret headquarters in
Freedom, New Mexico went to a nearby tourist trap town and bought a cowboy costume. He started scouting potential target to rob when Sector Agent Ace Clark found him. The two
started to argue when Clark hit Franklin, stunning him. Clark believing the fight was over began walking away. Franklin pulled his pistol and yelled at him. Clark spun around and saw
the gun, he pulled his gun but it jammed and Franklin shot him dead between the eyes. At that moment what Sector loyal remained vanished and Franklin disappeared.
Weeks later, a masked bandit (dressed like a cowboy) calling himself Lance Piercer robbed nine banks in total, and killed 18 police officers. He demonstrated uncanny reflexes
and marksmanship, and exchanged insults with the police before effortlessly shooting them. He then breaks out into a song and hop on his motorcycle. A few days later, five Sector
agents tracked him down and were attempting to apprehend him when Lance dove out a window and in rapid succession shot four agents dead center in the head, and the fifth in
the gut. Still alive, the fifth agent held up his hand, to which Lance used his other gun to shoot off each of the fingers of his right hand before finishing him off with the sixth shot
delivered over-the-shoulder using a mirror.
Lance was eventually tracked down by members of the Mutant Underground because Lord Sinister was interested in having him work for him. At first Lance wasn’t interested
until he laid his eyes on the mutant Blindside. At first. she wanted nothing to do with him, but his singing and flamboyant behavior won her over. Lance is well-mannered and likable.
Money does not stay in his pockets for long. He has a taste for alcohol and women but since hooking up with Blindside has given women up. Lance’s loyalty remains as long as he is
getting something out of the alliance. Right now, he enjoys being a Slayer but if that should change, he won’t think twice about ditching everyone and leaving
them for dead, although he not sure about what to do about Blindside.
Classified Name: Franklin 3
Occupation: Former Special Operative for the Sector. Now a Slayer.
Alignment: Miscreant
Power Category: Experiment (with Special Training)
Experience Level: 8th
Hit Points: 51 S.D.C.: 85
P.P.E..: 25
Appearance: He is a handsome, superior, gifted athlete. He has long, black hair (tied in a pony tail) and blue eyes. He has a handlebar and goatee. He
wears “Hollywood” style cowboy outfits as if he could appear on any Wild West movie of the 1950s or 1960s. Across his chest is a bandoleer holding a large
number of clips for his gun. Two belts across his waist each one with a holster for pistols. He has knives, throwing stars, and extra ammo clips attached to
various places all over his body which are hard to tell because of the cowboy costume.
Attributes: I.Q. 11, M.E. 14, M.A. 7, P.S. 20, P.P. 27, P.E. 26, P.B. 13, Spd. 46 (32 mph/51 km).
Age: 33, Sex: Male, Height: 6 foot and 8 inch (1.82 m), Weight/b]: 200 lbs (90 kg)
[b]Side Effect: Requires Energy for Nourishment: Cannot eat or drink normal food; must absorb radiant energy such as electrical, light, or thermal (not
organic life energies). Must have 200,000 amps or six hours of light per day. As a bonus, he never gets hungry nor fatigues when exposed to sunlight or heat,
and is resistant to energy attacks (half damage). Physical attacks, magic and psionic energy attacks do full damage.
Minor Super Abilities: Targeting, Increase Movement (minor version of Control Kinetic Energy- #2), Multi-Tasking, Heighten Sense of Balance, Extra
P.P., and Heighten Sense of Touch. Note: All combat and W.P. bonuses are already applied below. He NEVER suffers a penalty for anything related to his
combat/physical skills, hand/eye coordination, manual dexterity, and combat/W.P. bonuses, regardless of the circumstance or situation.
Combat Training: Martial Arts
Attacks per Melee: 8/10 with guns/thrown (2 initial +3 from Hand to Hand +1 from boxing) +2 from powers.
Combat Bonuses: +5 to initiative/+8 to quick draw, +9 to strike, +14 to parry, +13 to dodge, +9 to auto dodge, +7 to damage, +12 to roll with
punch/fall, +7 to maintain balance, +7 to pull punch, +3 to disarm, and +3 to Perception.
Saving Throws: +22% to save vs coma/death, +6 to save vs magic & disease, and +6 to save vs Horror Factor.
Combat Skills: Karate Punch 2D4, Power Punch 4D4 (count as two attacks), Backhand Strike 1D6, Elbow/Forearm 1D6, Knee 1D6, Karate Kick 2D4,
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, Knockout on an unmodified roll of 20, and Critical strike on an unmodified roll of 18-20 (can also be applied
to W.P. Handgun—single shot only, and W.P. Targeting).
Educational Background: Military Specialist with Sector Training.
Common Skills: Read-Write/Speak English 98%/98%, Pilot: Automobile 94%, Pilot: Motorcycle 98%, Combat Driving, Mathematics: Basic 98%,
Language & Literacy: Spanish and Arabic 94%/98%, Estimate Speed and Trajectory of Moving Objects 89% (Note: He can utilize this skill to anticipate were
his opponent is going to dodge or maneuver; thus, all opponents are -3 to dodge and lose two attacks/actions spending time compensating for his amazing
sense of accuracy, using the skill while shooting/throwing weapons counts as two attacks), and Estimate the Direction and Trajectory of a projectile after
Impact 76%.
Military Program (special): Boxing, Running, Climbing 98%/98%, Forced March, Military Etiquette 85%, Radio: Basic 98%, W.P. Targeting (+7 to
throw, Critical strike on a unmodified roll of 19-20, throw two or four objects), W.P. Handgun (+8 to aim/+4 to burst), W.P. Sharpshooting: Handgun (+3 to
Called Shots, counts as two attacks), W.P. Trick shooting (all), Find Contraband 68%, and CBRN Warfare 85%.
Espionage Program: Hand to Hand: Martial Arts, Intelligence 84%, Wilderness Survival 90%, Detect Concealment 80%, Tracking (people) 80%,
and Detect Ambush 85%.
Rogue/Physical Program: Acrobatics (Sense of Balance 98% and Walk Rope 98%) Gymnastics (Bars & Rings 98% and Back Flip 98%) and I.D.
Undercover Agent 94%.
Secondary Skills: Athletics (general), Juggling 98%, Prowl 95%, Swimming 98%, Body Build & Weightlifting, Pick Locks 95%, Singing 85%,
Concealment 65%, Palming 85%, Law (general) 75%, Land Navigation 68%, Streetwise 44%, Recognize Weapon Quality 55%, General Repair & Maintenance
65%, and Outdoormanship.
Money: During his time as a Sector operative, he earned about $4000 a week, plus his expenses paid. Most of this money was put into secret offshore
accounts. Lance now gets his new equipment robbing and stealing and selling the goods via Fabricators Inc fence.
Weapons: All of his weapons are made and designed by Suspiria.
6 Military grade throwing knives, Length: 9 inches/22.5 cm, Weight: 7.36 oz/208 g, Damage: 1D6+2/+50% with power, Bonuses: +1 to throw.
6 Throwing Stars/Skurikens, Damage: 1D6/+50% with power
2 Galactic Autopistols with weapon balancing and recoil diminishers, Range: 200 feet (60 m), Damage: 5D6/+50% with power, Rate of Fire: Single shot
or semi-automatic, Feed: 15 shot clip, Bonus: +1 to aim/burst.
Vibro-Sabre, Damage: 5D6
Armor: His flamboyant cowboy costumes are actually concealed Body Armor with Extra S.D.C., and designer pockets over a flexible bodysuit. The
costumes fit like an athlete’s body suit, allowing him unrivaled protection and unhampered flexibility. He suffers no movement penalties while wearing the
armor. Weight: 12 lbs (5.4 kg). A.R.: 12, S.D.C.: 140.
Equipment & Vehicles: He no longer has access to the high-tech equipment and gear utilized by The Sector, but he has a chance of getting some
specialized weapons and gear via Fabricators Inc but always cost money or him performing some mission for them. He drives a 2013 Harley-Davidson Dyna
103 Wide Glide that has been specially modified with thief proof locks, armored tires, self-seal/inflating tires, super fuel efficiency, inertia dampeners (+10%
to control rolls), and a sound control exhaust (+15% to prowl with bike).
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3238
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
Blindside
The young woman who calls herself Blindside does her best to keep her past a secret. What she has let some a few
teammates know is that her step-father hated her for being a mutant (he loath and did everything he could to change her hair
color). One night he vowed to cut out her green eyes so she ran away from home and never returned. While trying to live on the
streets and do whatever she needed to do to survive, men were super attracted to her and she developed a strong hatred toward
them. One day a mutant tried to over-power her with his enhanced strength, but she managed to deactivate his powers and used
her own to brutalize him. She ran away again only to be found by members of the Mutant Underground. She stayed with them
and developed some friendships (all females) as she wanted nothing to do with men. She started participating in missions to
rescue mutants yet these always turned into confrontations with normals, and she especially like killing the police or whoever was
going after the mutant. One day a newcomer calling herself Mind Fry wanted to introduce Blindside to her boss and lover, Lord
Sinister. He invited her to join them but she wanted nothing to do with another male trying to dominate her life. Then the Mutant
Underground was joined by Lancer Piercer. The singing, cowboy managed to charm Blindside in a way no man had ever done
before. He convinced her that they should give Lord Sinister a try to see how it went, and because of him she agreed. So far it
was the best decision she’s ever made.
Blindside is a cold, cruel killer. She follows Lord Sinister’s order fully and completely. Unless there are challenging opponents
to go up against during a mission, she tends to get impatient or bored. She enjoys a good challenge in combat, and prefers to
put her skills against individuals with an impressive reputation. Toward the other teammates she’s mostly cold, blunt and to the
point. She is very much in love with Lance and enjoys the feelings they share between each other. If he did anything to betray
that love, she would massacre an entire city to take out her rage and never trust a man ever again.
Real Name: Kimberly Brady
Occupation: Mutant Underground Avenger and Mercenary
Alignment: Miscreant
Power Category: Mutant
Experience Level: 4th level
Hit Points: 69 S.D.C.: 182
P.P.E.: 20
Appearance: She is a stunningly beautiful woman (pin-up body) who engages in moderate exercise. She has long (mid-
back) green hair and green eyes. Her costume is a revealing yellow and blue body suit. She makes no attempt to conceal her
face.
Attributes: I.Q. 15, M.E. 12, M.A. 11, P.S. 26, P.P. 27, P.E. 35, P.B. 29, Spd. 42 (29 mph/47 km).
Age: 24, Sex: Female, Height: 5 foot and 7 inches (1.70 m), Weight: 118 lbs (53.1 kg).
Unnatural Characteristics: Ambidextrous, Angelic Face, Green Eyes, and Green Hair.
Major Super Ability: Negate Super Abilities
Minor Super Abilities: Extraordinary P.P., Extraordinary P.E., and Power Channel.
Combat Training: Martial Arts
Attacks per Melee: 7 (2 Initial +3 from Hand to Hand +1 from ambidextrous) +1 from powers.
Combat Bonuses: +2 to initiative, +8 to strike, +11 to parry, +10 to dodge, +9 to auto dodge, +11 to damage, +9 to roll
with punch/fall, +4 to pull punch, and +1 to disarm.
Saving Throws: Impervious to disease, +35% to save vs coma/death, +8 to save vs poison & magic.
Combat Skills: Head-butt 1D4, Karate Punch 2D4, Power Punch 4D4 (count as two attacks), Backhand Strike 1D6,
Elbow/Forearm 1D6, Knee 2D4, Karate Kick 2D4+2, Snap Kick 1D6+2, Crescent Kick 2D4+4, Wheel Kick 2D6+2, Roundhouse
Kick 3D6+2, Axe Kick 2D8+2, Tripping/Leg Hook (cannot be paired, must dodge or knockdown), Leap Kick 3D6+2 (counts as two
attacks), All Holds, and Paired Weapons.
Other Bonuses: 90% to charm/impress.
Educational Background: On the Job Training.
Common Skills: Read-Write/Speak English 88%/92%, Mathematics: Basic 84%, and Pilot: Automobile 72%.
Physical Program: Acrobatics (Sense of Balance 98%, Climb Rope 98%, and Walk Rope 98%), Gymnastics (Bars & Rings
98% and Back Flip 98%), Kick Boxing, and Prowl 70%.
2nd Physical Program: Hand to Hand: Martial Arts and Climbing 98%
Secondary: Athletics (general), Running, Body Building & Weightlifting, Swimming 70%, Aerobic Athletics, First Aid
65%, Sewing 65%, Wardrobe & Grooming 66%, Sports (Volleyball) 70%, Law (general) 50%, and Land Navigation 48%.
Money: Whatever she can get her hands on.
Weapons: She relies mainly on his super abilities.
Power Channel: Body Tackle 1D6+4D4, Headbutt 2D6, Punch 5D6, Power Punch 6D6x2 (counts as four attacks), Any Kick
6D6, and Leap/Jump Kick 1D6x10 (uses up all attacks/actions per melee.
Equipment & Vehicles: She owns a handmade smart phone designed by Charlie. It has all the high-end functions, but can
also work as a high-end compact digital/video camera. The signal is scrambled making it difficult to detect, intercept, and
interpret (requires electronic-countermeasures to unscramble). She drives a 2014 Ford Mustang V6 Premium Convertible.
The young woman who calls herself Blindside does her best to keep her past a secret. What she has let some a few
teammates know is that her step-father hated her for being a mutant (he loath and did everything he could to change her hair
color). One night he vowed to cut out her green eyes so she ran away from home and never returned. While trying to live on the
streets and do whatever she needed to do to survive, men were super attracted to her and she developed a strong hatred toward
them. One day a mutant tried to over-power her with his enhanced strength, but she managed to deactivate his powers and used
her own to brutalize him. She ran away again only to be found by members of the Mutant Underground. She stayed with them
and developed some friendships (all females) as she wanted nothing to do with men. She started participating in missions to
rescue mutants yet these always turned into confrontations with normals, and she especially like killing the police or whoever was
going after the mutant. One day a newcomer calling herself Mind Fry wanted to introduce Blindside to her boss and lover, Lord
Sinister. He invited her to join them but she wanted nothing to do with another male trying to dominate her life. Then the Mutant
Underground was joined by Lancer Piercer. The singing, cowboy managed to charm Blindside in a way no man had ever done
before. He convinced her that they should give Lord Sinister a try to see how it went, and because of him she agreed. So far it
was the best decision she’s ever made.
Blindside is a cold, cruel killer. She follows Lord Sinister’s order fully and completely. Unless there are challenging opponents
to go up against during a mission, she tends to get impatient or bored. She enjoys a good challenge in combat, and prefers to
put her skills against individuals with an impressive reputation. Toward the other teammates she’s mostly cold, blunt and to the
point. She is very much in love with Lance and enjoys the feelings they share between each other. If he did anything to betray
that love, she would massacre an entire city to take out her rage and never trust a man ever again.
Real Name: Kimberly Brady
Occupation: Mutant Underground Avenger and Mercenary
Alignment: Miscreant
Power Category: Mutant
Experience Level: 4th level
Hit Points: 69 S.D.C.: 182
P.P.E.: 20
Appearance: She is a stunningly beautiful woman (pin-up body) who engages in moderate exercise. She has long (mid-
back) green hair and green eyes. Her costume is a revealing yellow and blue body suit. She makes no attempt to conceal her
face.
Attributes: I.Q. 15, M.E. 12, M.A. 11, P.S. 26, P.P. 27, P.E. 35, P.B. 29, Spd. 42 (29 mph/47 km).
Age: 24, Sex: Female, Height: 5 foot and 7 inches (1.70 m), Weight: 118 lbs (53.1 kg).
Unnatural Characteristics: Ambidextrous, Angelic Face, Green Eyes, and Green Hair.
Major Super Ability: Negate Super Abilities
Minor Super Abilities: Extraordinary P.P., Extraordinary P.E., and Power Channel.
Combat Training: Martial Arts
Attacks per Melee: 7 (2 Initial +3 from Hand to Hand +1 from ambidextrous) +1 from powers.
Combat Bonuses: +2 to initiative, +8 to strike, +11 to parry, +10 to dodge, +9 to auto dodge, +11 to damage, +9 to roll
with punch/fall, +4 to pull punch, and +1 to disarm.
Saving Throws: Impervious to disease, +35% to save vs coma/death, +8 to save vs poison & magic.
Combat Skills: Head-butt 1D4, Karate Punch 2D4, Power Punch 4D4 (count as two attacks), Backhand Strike 1D6,
Elbow/Forearm 1D6, Knee 2D4, Karate Kick 2D4+2, Snap Kick 1D6+2, Crescent Kick 2D4+4, Wheel Kick 2D6+2, Roundhouse
Kick 3D6+2, Axe Kick 2D8+2, Tripping/Leg Hook (cannot be paired, must dodge or knockdown), Leap Kick 3D6+2 (counts as two
attacks), All Holds, and Paired Weapons.
Other Bonuses: 90% to charm/impress.
Educational Background: On the Job Training.
Common Skills: Read-Write/Speak English 88%/92%, Mathematics: Basic 84%, and Pilot: Automobile 72%.
Physical Program: Acrobatics (Sense of Balance 98%, Climb Rope 98%, and Walk Rope 98%), Gymnastics (Bars & Rings
98% and Back Flip 98%), Kick Boxing, and Prowl 70%.
2nd Physical Program: Hand to Hand: Martial Arts and Climbing 98%
Secondary: Athletics (general), Running, Body Building & Weightlifting, Swimming 70%, Aerobic Athletics, First Aid
65%, Sewing 65%, Wardrobe & Grooming 66%, Sports (Volleyball) 70%, Law (general) 50%, and Land Navigation 48%.
Money: Whatever she can get her hands on.
Weapons: She relies mainly on his super abilities.
Power Channel: Body Tackle 1D6+4D4, Headbutt 2D6, Punch 5D6, Power Punch 6D6x2 (counts as four attacks), Any Kick
6D6, and Leap/Jump Kick 1D6x10 (uses up all attacks/actions per melee.
Equipment & Vehicles: She owns a handmade smart phone designed by Charlie. It has all the high-end functions, but can
also work as a high-end compact digital/video camera. The signal is scrambled making it difficult to detect, intercept, and
interpret (requires electronic-countermeasures to unscramble). She drives a 2014 Ford Mustang V6 Premium Convertible.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3238
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
Malaise
Erin Bailey was born to wealthy family. Her father was a famed medical doctor and pathologist. When Erin was 16 years old,
she started to get ill. Some strange disease slowly ate away her body. Despite all kinds of various treatments, nothing seemed to
help her. On the day she was near death, a nurse tried to take her temperature, when Erin “ghosted” and started feeding off her
life force. She awoke to find the nurse lying on the floor nearly dead. Erin was healed completely. Showing no signs of the
disease, Erin was soon released to her family. But the disease started to return 24 hours after she left the hospital. Her father
soon learned what happened to the nurse, which led him to diagnosis his daughter as a mutant. He returned home to find Erin
missing and his wife acting very strangely. She soon started to show signs and symptoms of the very same condition as his
daughter. But quickly she would get better. This didn’t explain what happened to Erin or why the disease would randomly strike
his wife. Her father decided to diagnosis her condition as the Malaise Virus created by his daughter who apparently
dissolved/transformed into some kind of bacteria that infected his wife. What father didn’t realize was Erin corporal form
transformed into pure psionic energy. The only way for her to interact with the corporal world was to possess another humanoid,
but the moment she did, she started feeding on that person’s biological energies/life force. She watched her families start to
unravel. Her father tried to deal with the loss of his daughter by publishing a journal explaining his daughter unique situation.
Erin would try to limit possessing her mother, in order for her to get her health back, but to avoid killing her she would possess
other people. Soon a pandemic occurred throughout Victory City and her father would go on television warning people of the
deadly Malaise Virus
Once her father started getting a celebrity status Erin’s grip on her sanity started to fail. She turned sadistic and began
enjoying “infecting” people, making them appear crazy and suicidal. Erin would vacate a host body moments after she leapt from
the roof of a tall building, into an oncoming train, driving a vehicle straight into wall, and so on. When she started possessing
members of the Mutant Underground, she realized she could use their super powers to cause even more havoc, and if she took
over the body of someone with rapid healing, she could enjoy inhabiting that body longer than normal. It was during one
particular outing she started mentally communicating with a mutant psychic named Mind Fry who introduce Malaise to Lord
Sinister. Before she joined the Slayers, she decided to possess her father and on live television pull a gun out and shoot himself
in the gut. As he lay dying, Malaise realized he could see her hovering about him while paramedics feebly tried to save his life.
Malaise enjoys tormenting people. She plays all sorts of mind-tricks with her surroundings, i.e., takes over their body
rearranges the furniture in the house then releases the victim and watches the confusion. Her villainous behavior she reserved
for everyone but her teammates. She delights in the fact she can communicate with Mind Fry, Suspiria, and of course Lord
Sinister. They are the only ones who can see her in her true form. Malaise doesn’t think twice about staying in a host body long
enough to kill it to which she simply goes out and gets another. Although she prefers super beings above all, she has no qualms
about possessing anyone and inflicting them with the deadly Malaise Virus.
Real Name: Erin Bailey
Occupation: Mutant Underground Assassin and Disease, Member of the Slayers.
Alignment: Miscreant
Power Category: Mutant
Experience Level: 6th level
Hit Points: 46 S.D.C.: 117 energy body
P.P.E.: 20
Appearance: Malaise doesn’t have a corporal form. She is a being of pure psionic energy similar to an entity. Those who
can see the invisible will see a basketball size energy sphere. For her to have a physical form she has to possess other people.
Attributes: I.Q. 20, M.E. 16, M.A. 10, P.S. n/a, P.P. 16, P.E. 20, P.B. n/a, Spd. 670 mph/1078 km).
Age: 20, Sex: Female, Height: Varies, Weight: Not applicable.
Unnatural Characteristics: Psionic Energy Body: All non-magical physical attacks such as punches, kicks, clubbing attacks,
sword strikes, arrows, bullets, poison, and even explosives, simply pass harmlessly through her energy body. She is incapable of
normal physical attacks or the ability to pick up or carry physical objects. Her energy body is weightless. Non-magical energy
attacks do NO damage and cannot blind her. Her energy form is invisible and ethereal (-8 to strike, parry, or dodge her). She can
only be seen only by other psychics, young children under 13 years old, animals and most supernatural creatures/beings. Her
energy form can float and fly (mach one/670 mph maximum), she can see the invisible, and can see and hear as usual (not
smell, taste, or touch). She cannot communicate with the physical world. She can enter the Astral Plane if she chooses too,
however, in the Astral Plane her energy body is quite solid to other inhabitants of the Astral Plane. Her psychic energy body is
vulnerable to magic weapons, magic spells/abilities, and psychic powers, as well as physical assault by astral entities, creatures
of magic and supernatural beings.
Major Super Abilities: Bio-Ghost and Possession (Power Merge). Note: A Power Merge draws on one or several aspects
from two powers to create an entirely new super ability. The two super abilities are no longer separate or distinguishable, they
exist only as the Power Merge. When Malaise attempts to Bio-Ghost/Possess a living being, she automatically does both powers
simultaneously. Her psychic energy body enters the body (saving throw vs psionics or possession-15,12,10) and takes complete
control over it, suppressing the consciousness and personality (the mind) of the host body. She cannot access the host’s
memories/thoughts or experiences.
When inside a host body, Malaise can only access her own memories, personality and skills. Only the super abilities of the
host’s body (nothing mental or psionic) can be used as long as she remains in the body (she cannot Bio-Ghost or fly). She can
only use half the combat bonuses of the host body, but she gets to include half of her own combat bonus as well (G.M. Note:
Don’t bother trying to exclude all the different combat bonuses, keeping just her assassin hand to hand combat ones, and doing
the same for the host body, too much bookkeeping). She can leave the body at any time and attempt to take over another body
at any time. Remember Malaise’s energy body physically enters the body of those she is attempting to Bio-Ghost/Possess. She
has unlimited possession range.
The moment Malaise possesses a host body she starts to feed on its biological energy/life force. Each hour she possesses a
body, she drains it of 1D6+1 S.D.C., when the S.D.C. reaches zero she starts to feed on 1D6+1 Hit Points. Everyone looking at it
will see obvious signs/indications of a person suffering from some kind of debilitating illness (looks pale, feverish, low blood
pressure, diarrhea, bloody vomit and stool, internal and external bleeding, hair loss). None of this means anything to Malaise.
She feels nothing while inside the host body, which only starts to suffer physical/combat penalties when half its Hit Points are
lost. When she leaves the body, the victim has no initiative, loses two melee attacks/actions, reduce Spd by half and skills by
-10%. These penalties last equivalently in minutes for how many hours Malise stayed in their body. i.e., 10 hours would be 10
minutes of penalties (doing anywhere from 20-70 points of damage in total).
Malaise cannot Bio-Ghost super charge herself. She also can’t enjoy normal food/liquids (doesn’t need to breathe air) as
she lacks a flesh body. She has no choice but to draw upon biological/life force energy of other humanoids to sustain her
existence (minimum twice per 24 hours). If she fails to eat in that time frame, her energy body starts to lose cohesion. All melee
attacks, bonuses and speed are reduced to half. She can remain in this weakened state without feeding for 1D4 days before
dying – she simply dissipates into nothing. Her Bio-Ghost’s intangibility has difficulty passing through dense material. She can
pass through articles of clothing and normal skin. She cannot penetrate body armor with an A.R. higher than 12. Nor can he
absorb bio-energy from robots, cyborgs, mutants, aliens or supernatural beings with a natural A.R. of 13 or higher. This also
means she cannot possess such beings because her Bio-Ghost/Possession is not two separate powers but one single power with
aspects from both.
Combat Training: Assassin
Attacks per Melee: 7 (2 Initial +4 from Hand to Hand +1 from flight)
Combat Bonuses: +5 to initiative, +2 to strike/+3 in flight, +5 to parry/+7 in flight, +6 to dodge/+10 in flight, +4 to
damage, +8 to roll with punch/fall, +5 to pull punch, and +3 to disarm. Note: She acquires the physical attributes of whomever
she possesses, not their hand-to-hand combat skill or skill bonuses. She can only access one-half of their combat bonuses, and
utilize one-half of her own (nothing from flight unless the host body can fly).
Saving Throws: Impervious to organic attacks and possession, +10% to save vs coma/death, +3 to save vs magic (+5
against mind control magic), +3 to save vs mind control, and +1 to save vs psionics & insanity.
Combat Skills: Karate Punch 2D4, Power Punch 4D4 (count as two attacks), Backhand Strike 1D6, Elbow/Forearm 1D6,
Knee 2D4, Karate Kick 2D6, Roundhouse Kick 3D6, Axe Kick 2D8, Leap Kick 3D8 (counts as two attacks), Power Kick (any,
double damage counts as two attacks), 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), All Holds, and Paired Weapons. Note: She can only
engage in hand to hand while possessing a flesh body, but she can use combat skills against astral beings, creatures of magic,
and supernatural beings.
Other Bonuses: +6% to skills.
Educational Background: On the Job Training.
Common Skills: Read-Write/Speak English 98%/98%, Mathematics: Basic 96%, and Pilot: Automobile 84%.
Espionage Program: Hand to Hand: Assassin. Detect Ambush 81%, Intelligence 77%, Wilderness Survival 81%,
Detect Concealment 76%, and Prowl 86%/98% in energy form.
Physical Program: Acrobatics (Sense of Balance 98%, Climb Rope 98%, and Walk Rope 98%), Gymnastics (Bars &
Rings 98% and Back Flip 98%), Kick Boxing, and Climbing 98%.
Secondary: Athletics (general), Running, Swimming 86%, Pick Locks 66%, Pick Pocket 61%, Land Navigation 66%,
Pilot: Motorcycle 90%, Pilot: Airplane 80%, Pilot: Avtran 82%, Radio: Basic 76%, Streetwise 42%, Performance 36%, and
Computer Operation 69%.
Money: Whatever she can get her hands on.
Weapons: She relies on her super abilities and the fact she can take control over another person’s body which she slowly
destroys the longer she remains in it.
Equipment & Vehicles: She owns few things as she doesn’t have the means to physical touch anything, but she does enjoy
owning things that belong to her host body and getting the most out of their use.
Erin Bailey was born to wealthy family. Her father was a famed medical doctor and pathologist. When Erin was 16 years old,
she started to get ill. Some strange disease slowly ate away her body. Despite all kinds of various treatments, nothing seemed to
help her. On the day she was near death, a nurse tried to take her temperature, when Erin “ghosted” and started feeding off her
life force. She awoke to find the nurse lying on the floor nearly dead. Erin was healed completely. Showing no signs of the
disease, Erin was soon released to her family. But the disease started to return 24 hours after she left the hospital. Her father
soon learned what happened to the nurse, which led him to diagnosis his daughter as a mutant. He returned home to find Erin
missing and his wife acting very strangely. She soon started to show signs and symptoms of the very same condition as his
daughter. But quickly she would get better. This didn’t explain what happened to Erin or why the disease would randomly strike
his wife. Her father decided to diagnosis her condition as the Malaise Virus created by his daughter who apparently
dissolved/transformed into some kind of bacteria that infected his wife. What father didn’t realize was Erin corporal form
transformed into pure psionic energy. The only way for her to interact with the corporal world was to possess another humanoid,
but the moment she did, she started feeding on that person’s biological energies/life force. She watched her families start to
unravel. Her father tried to deal with the loss of his daughter by publishing a journal explaining his daughter unique situation.
Erin would try to limit possessing her mother, in order for her to get her health back, but to avoid killing her she would possess
other people. Soon a pandemic occurred throughout Victory City and her father would go on television warning people of the
deadly Malaise Virus
Once her father started getting a celebrity status Erin’s grip on her sanity started to fail. She turned sadistic and began
enjoying “infecting” people, making them appear crazy and suicidal. Erin would vacate a host body moments after she leapt from
the roof of a tall building, into an oncoming train, driving a vehicle straight into wall, and so on. When she started possessing
members of the Mutant Underground, she realized she could use their super powers to cause even more havoc, and if she took
over the body of someone with rapid healing, she could enjoy inhabiting that body longer than normal. It was during one
particular outing she started mentally communicating with a mutant psychic named Mind Fry who introduce Malaise to Lord
Sinister. Before she joined the Slayers, she decided to possess her father and on live television pull a gun out and shoot himself
in the gut. As he lay dying, Malaise realized he could see her hovering about him while paramedics feebly tried to save his life.
Malaise enjoys tormenting people. She plays all sorts of mind-tricks with her surroundings, i.e., takes over their body
rearranges the furniture in the house then releases the victim and watches the confusion. Her villainous behavior she reserved
for everyone but her teammates. She delights in the fact she can communicate with Mind Fry, Suspiria, and of course Lord
Sinister. They are the only ones who can see her in her true form. Malaise doesn’t think twice about staying in a host body long
enough to kill it to which she simply goes out and gets another. Although she prefers super beings above all, she has no qualms
about possessing anyone and inflicting them with the deadly Malaise Virus.
Real Name: Erin Bailey
Occupation: Mutant Underground Assassin and Disease, Member of the Slayers.
Alignment: Miscreant
Power Category: Mutant
Experience Level: 6th level
Hit Points: 46 S.D.C.: 117 energy body
P.P.E.: 20
Appearance: Malaise doesn’t have a corporal form. She is a being of pure psionic energy similar to an entity. Those who
can see the invisible will see a basketball size energy sphere. For her to have a physical form she has to possess other people.
Attributes: I.Q. 20, M.E. 16, M.A. 10, P.S. n/a, P.P. 16, P.E. 20, P.B. n/a, Spd. 670 mph/1078 km).
Age: 20, Sex: Female, Height: Varies, Weight: Not applicable.
Unnatural Characteristics: Psionic Energy Body: All non-magical physical attacks such as punches, kicks, clubbing attacks,
sword strikes, arrows, bullets, poison, and even explosives, simply pass harmlessly through her energy body. She is incapable of
normal physical attacks or the ability to pick up or carry physical objects. Her energy body is weightless. Non-magical energy
attacks do NO damage and cannot blind her. Her energy form is invisible and ethereal (-8 to strike, parry, or dodge her). She can
only be seen only by other psychics, young children under 13 years old, animals and most supernatural creatures/beings. Her
energy form can float and fly (mach one/670 mph maximum), she can see the invisible, and can see and hear as usual (not
smell, taste, or touch). She cannot communicate with the physical world. She can enter the Astral Plane if she chooses too,
however, in the Astral Plane her energy body is quite solid to other inhabitants of the Astral Plane. Her psychic energy body is
vulnerable to magic weapons, magic spells/abilities, and psychic powers, as well as physical assault by astral entities, creatures
of magic and supernatural beings.
Major Super Abilities: Bio-Ghost and Possession (Power Merge). Note: A Power Merge draws on one or several aspects
from two powers to create an entirely new super ability. The two super abilities are no longer separate or distinguishable, they
exist only as the Power Merge. When Malaise attempts to Bio-Ghost/Possess a living being, she automatically does both powers
simultaneously. Her psychic energy body enters the body (saving throw vs psionics or possession-15,12,10) and takes complete
control over it, suppressing the consciousness and personality (the mind) of the host body. She cannot access the host’s
memories/thoughts or experiences.
When inside a host body, Malaise can only access her own memories, personality and skills. Only the super abilities of the
host’s body (nothing mental or psionic) can be used as long as she remains in the body (she cannot Bio-Ghost or fly). She can
only use half the combat bonuses of the host body, but she gets to include half of her own combat bonus as well (G.M. Note:
Don’t bother trying to exclude all the different combat bonuses, keeping just her assassin hand to hand combat ones, and doing
the same for the host body, too much bookkeeping). She can leave the body at any time and attempt to take over another body
at any time. Remember Malaise’s energy body physically enters the body of those she is attempting to Bio-Ghost/Possess. She
has unlimited possession range.
The moment Malaise possesses a host body she starts to feed on its biological energy/life force. Each hour she possesses a
body, she drains it of 1D6+1 S.D.C., when the S.D.C. reaches zero she starts to feed on 1D6+1 Hit Points. Everyone looking at it
will see obvious signs/indications of a person suffering from some kind of debilitating illness (looks pale, feverish, low blood
pressure, diarrhea, bloody vomit and stool, internal and external bleeding, hair loss). None of this means anything to Malaise.
She feels nothing while inside the host body, which only starts to suffer physical/combat penalties when half its Hit Points are
lost. When she leaves the body, the victim has no initiative, loses two melee attacks/actions, reduce Spd by half and skills by
-10%. These penalties last equivalently in minutes for how many hours Malise stayed in their body. i.e., 10 hours would be 10
minutes of penalties (doing anywhere from 20-70 points of damage in total).
Malaise cannot Bio-Ghost super charge herself. She also can’t enjoy normal food/liquids (doesn’t need to breathe air) as
she lacks a flesh body. She has no choice but to draw upon biological/life force energy of other humanoids to sustain her
existence (minimum twice per 24 hours). If she fails to eat in that time frame, her energy body starts to lose cohesion. All melee
attacks, bonuses and speed are reduced to half. She can remain in this weakened state without feeding for 1D4 days before
dying – she simply dissipates into nothing. Her Bio-Ghost’s intangibility has difficulty passing through dense material. She can
pass through articles of clothing and normal skin. She cannot penetrate body armor with an A.R. higher than 12. Nor can he
absorb bio-energy from robots, cyborgs, mutants, aliens or supernatural beings with a natural A.R. of 13 or higher. This also
means she cannot possess such beings because her Bio-Ghost/Possession is not two separate powers but one single power with
aspects from both.
Combat Training: Assassin
Attacks per Melee: 7 (2 Initial +4 from Hand to Hand +1 from flight)
Combat Bonuses: +5 to initiative, +2 to strike/+3 in flight, +5 to parry/+7 in flight, +6 to dodge/+10 in flight, +4 to
damage, +8 to roll with punch/fall, +5 to pull punch, and +3 to disarm. Note: She acquires the physical attributes of whomever
she possesses, not their hand-to-hand combat skill or skill bonuses. She can only access one-half of their combat bonuses, and
utilize one-half of her own (nothing from flight unless the host body can fly).
Saving Throws: Impervious to organic attacks and possession, +10% to save vs coma/death, +3 to save vs magic (+5
against mind control magic), +3 to save vs mind control, and +1 to save vs psionics & insanity.
Combat Skills: Karate Punch 2D4, Power Punch 4D4 (count as two attacks), Backhand Strike 1D6, Elbow/Forearm 1D6,
Knee 2D4, Karate Kick 2D6, Roundhouse Kick 3D6, Axe Kick 2D8, Leap Kick 3D8 (counts as two attacks), Power Kick (any,
double damage counts as two attacks), 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), All Holds, and Paired Weapons. Note: She can only
engage in hand to hand while possessing a flesh body, but she can use combat skills against astral beings, creatures of magic,
and supernatural beings.
Other Bonuses: +6% to skills.
Educational Background: On the Job Training.
Common Skills: Read-Write/Speak English 98%/98%, Mathematics: Basic 96%, and Pilot: Automobile 84%.
Espionage Program: Hand to Hand: Assassin. Detect Ambush 81%, Intelligence 77%, Wilderness Survival 81%,
Detect Concealment 76%, and Prowl 86%/98% in energy form.
Physical Program: Acrobatics (Sense of Balance 98%, Climb Rope 98%, and Walk Rope 98%), Gymnastics (Bars &
Rings 98% and Back Flip 98%), Kick Boxing, and Climbing 98%.
Secondary: Athletics (general), Running, Swimming 86%, Pick Locks 66%, Pick Pocket 61%, Land Navigation 66%,
Pilot: Motorcycle 90%, Pilot: Airplane 80%, Pilot: Avtran 82%, Radio: Basic 76%, Streetwise 42%, Performance 36%, and
Computer Operation 69%.
Money: Whatever she can get her hands on.
Weapons: She relies on her super abilities and the fact she can take control over another person’s body which she slowly
destroys the longer she remains in it.
Equipment & Vehicles: She owns few things as she doesn’t have the means to physical touch anything, but she does enjoy
owning things that belong to her host body and getting the most out of their use.
- Stone Gargoyle
- Virtuoso of Variants
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- Contact:
Re: On the topic of Revised to 2nd ed conversions.....
Malaise is quite the interesting character. Well done.
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
- Reagren Wright
- Palladium Books® Freelance Writer
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- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
Blood Master
In the final days of the conflict taking place in Afghanistan, U.S. Special Force member Charles Carlin was gravely injured.
Despite the best effort doctors would not be able to save his life. However, before the mission, Charles signed a waiver allowing
the KLS Corporation, a U.S. Defense Contractor, all rights to his body if he became critically injured or deceased while on a
military mission. So it was a special team suddenly arrived at the military hospital and quickly put Charles in suspended
animation while they transported him to one of their many facilities. There they transferred his conscious mind, not his brain, into
an android body. When he awoke, instead of feeling grateful for being alive, he felt that he’d lost his humanity and that he was
just a machine. Since he wasn’t human anymore, he no longer needed to feel kinship, compassion or mercy toward flesh and
blood people. He became a sociopath. When assigned to any mission for the company he simply killed his target, even if the
mission required him to protect the target. When the company sent operatives to bring him in, he killed them as well and went
on the run becoming a freelance mercenary/assassin for hire.
At some point, he became the bodyguard for a powerful psychic named the Psychic Sovereign. This role had him pretend to
be a normal person while Psychic Sovereign was out and about in his secret identity, the wealthy socialite Wilford Hess. The two
of them were in a museum in Victory City in an attempt to steal several precious gemstones when they encountered a number of
super beings employed by a powerful alien psychic named Lord Sinister. Instead of a confrontation, Lord Sinister offered to pay
Blood Master double what his boss was paying him. Before Wilford could make a counter offer, Blood Master cut off his head with
a rapid clean strike. “Deal,” he said, “Besides you got some hot babes on your team.”
Blood Master now serves among the Slayer. He is a constant grinning, arrogant, sarcastic bodyguard with a streak of cruelty
and a genuine love for death dealing. He loves the challenge of the mission nearly as much as the kill. Lord Sinister and most of
the others know this sadistic fiend life has no meaning, no value, and he is completely without honor, who sells himself to the
highest bidder. Morality, justice, even vengeance has nothing to do with his motives, only money matters, and the occasional
companionship offered by Suspiria, Wicked Angel, or Malaise (in a flesh body of course). Which is find by Lord Sinister, as long as
Blood Master is amusing and does what he’s told, he will keep him around. If, however, he thinks he’s going to stab him or his
Slayers in the back, then he will feast upon his mind.
Real Name: Charles Charlin
Occupation: Freelance mercenary/assassin. Bodyguard/Slayer for Lord Sinister.
Alignment: Miscreant
Power Category: Android (Transferred Intelligence/Permanent)
Experience Level: 5th
Appearance: Blood Master has a handsome face and brown eyes. His body is hairless with the physique of an Olympic
swimmer. Nothing about his appearance suggests he is an android. His costume is really white and red battle armor.
Attributes: I.Q. 12, M.E. 14, M.A. 10, P.S. 24 (superhuman), P.P. 24, P.E. na, P.B. 10. Spd. 34.
Age: 48, Sex: Male, Height: 6 foot and 6 inch (2.01 m), Weight: 240 lbs (73.15 kg)
Combat Training: Assassin
Attacks per Melee: 7 (2 initial + 4 from Hand to Hand +1 from robotic body)
Combat Bonuses: +7 to initiative, +8 to strike, +7 to parry, +7 to dodge, +13 to damage, +3 to roll with punch/fall, +6
to pull punch, and +3 to disarm.
Saving Throws: He is impervious to organic attacks (poison, drugs, disease, gases, heat, and cold), +5 to save against
psionics and magic that affect the mind, and +4 to save vs Horror Factor.
Combat Skills: Karate Punch 2D6+2, Power Punch 4D6+4 (count as two attacks), Elbow/Forearm 2D6, Karate Kick 2D6,
Power Kick 4D6 (counts as two attacks), Knee 2D6, Body Flip/Throw 2D6 plus P.S. damage bonus (lose initiative and 1
attack/action), Body Block/Tackle 2D4+2 + P.S. damage bonus (must parry/dodge or knockdown), and All Holds.
Educational Background: Military Specialist
Common Skills: Read-Write/Speak English 90%/93%, Mathematics: Basic 87%, and Pilot: Automobile 75%.
Military Programs (Basic): Running, Climbing 85%/75%, Military Etiquette 85%, Forced March, Radio: Basic 95%, W.P.
Rifle (+3 to aim/+1 to burst), and W.P. Grenade (+2 to aim).
Second Military Program: Find Contraband 66%, Camouflage 65%, CBRN Warfare 80%, and Trap/Mine Detection 65%.
Espionage Program: Hand to Hand: Assassin, Detect Ambush 70%, Intelligence 67%, Wilderness Survival 75%,
Interrogation 70%, and Tracking 65%.
Modern Weapon Program: W.P. Handgun (+2 to aim/+1 to burst), W.P. Sub-machinegun (+2 to aim/+1 to burst), W.P.
Energy Pistol (+3 to aim/+1 to burst).
W.P. Ancient Program: Paired Weapons, W.P. Knife (+2 to strike, parry, and +4 to throw), W.P. Sword (+2 to
strike/parry), and W.P. Targeting +2 to throw/critical strike on an unmodified 18-20, throw two).
Learned Skill: Read/Write-Speak Arabic 75%/75%.
Secondary Skills: Prowl 50%, Streetwise 40%, Basic Electronics 50%, Language: French & Spanish 65%, Pilot:
Motorcycle 72%, and Pilot: Truck 68%.
Money: Blood Master has little use for money, but he does have around $65,000 hidden away in a Fabricators Inc bank
account.
Weapons:
Vibro Sword, Damage: 3D6+3.
Extendable Knife, Damage: 1D6 or 2D6.
Six Throwing Daggers, Damage: 1D6, Bonus: +1 to throw/damage. .
24 Throwing Spikes, Damage: 1D4
Armor: Blood Master wears a polycarbonated, form fitting body armor. It takes him one hour to put it on; 25 minutes to
undress. A.R.: 15, S.D.C.: 300
Equipment & Vehicles: Blood Master uses a combination of conventional and advance technology built at Susperia.
BLOOD MASTER’S ANDROID BODY
A.R.: 10
S.D.C. by location:
Hands (2)-20 each
Arms (2)-25 each
Legs (2)-45 each
* Head-30
** Main Body-225
* A difficult target to strike. An attacker must make a called shot to hit and even then its –2 to strike. Destroying the head of the
robot will eliminate all optics and sensory system. The robot will shut down as s safety feature. The eyes are even a smaller
target requiring a called shot to hit with a –4 to strike.
** Depleting the S.D.C. of the main body will effectively destroy the robot, shutting it down completely and making it useless. No
further modification can be done to the robots nor can they wear additional body armor or power armor.
Speed: Two Humanoid Legs. Speed 23.8 mph (38.3 km).
Statistical Data
Height: 6 foot and 6 inch (2.01 m),
Weight: 240 lbs (73.15 kg)
Physical Strength: Equal to a P.S. of 24 (considered superhuman), P.P. 24
Power System: Super-Solar Engine (includes a superior energy storage unit that can hold 8 hours' worth of power). His
emergency reserve has a four-hour storage capacity. When it engages, he immediately falls asleep, but he does not shut down
completely, he can be awakened but functions only at one-half his normal abilities. The moment he is exposed to solar light
energy, he will return to normal fully energized.
Combat Bonuses: +7 to initiative, +8 to strike, +7 to parry, +7 to dodge, +13 to damage, +3 to roll with punch/fall, +6
to pull punch, and +3 to disarm.
1. Sensor Systems of Note
Optics: Advance Robot Optic Systems (3-D analysis, nightsight, infrared and ultraviolet-2000 feet/610 m), Telescopic
Vision (1600 feet/488 m), Thermo-Vision (1600 feet/488 m) and Targeting System (+1 to aim/strike/called shots).
Audio: Basic Listening System (no difference between it a normal hearing)
Sensors: Combat Computer (Calculate trajectories of incoming attacks, he can attempt to dodge 10 arrows,
gunfire, energy blasts, and missiles without penalty (but without any bonuses either),
Determine weak points: He can deliver a critical strike on an unmodified 18-20), Analyze opponents’ responses:
Opponents suffer a -2 penalty on attempts to dodge or parry his hand to hand or melee attacks (no penalty to automatic dodge),
Chemical Analysis System (located in his nose and tongue, virtually no difference between it and a normal human sense of smell
and taste), and Motion Detector.
2. Special Features.
Underwater Capabilities
Modulating Voice Synthesizer
Locking Joints
360 Degree Rotating Body Segment
Flotation Device (self-activated)
Realistic Skin Overlay
Touch Sensing System
Realistic Eyes and Sculpted Facial Features. Anatomically correct as a male human facsimile programmed in multiple techniques.
A broad variety of pleasuring.
In the final days of the conflict taking place in Afghanistan, U.S. Special Force member Charles Carlin was gravely injured.
Despite the best effort doctors would not be able to save his life. However, before the mission, Charles signed a waiver allowing
the KLS Corporation, a U.S. Defense Contractor, all rights to his body if he became critically injured or deceased while on a
military mission. So it was a special team suddenly arrived at the military hospital and quickly put Charles in suspended
animation while they transported him to one of their many facilities. There they transferred his conscious mind, not his brain, into
an android body. When he awoke, instead of feeling grateful for being alive, he felt that he’d lost his humanity and that he was
just a machine. Since he wasn’t human anymore, he no longer needed to feel kinship, compassion or mercy toward flesh and
blood people. He became a sociopath. When assigned to any mission for the company he simply killed his target, even if the
mission required him to protect the target. When the company sent operatives to bring him in, he killed them as well and went
on the run becoming a freelance mercenary/assassin for hire.
At some point, he became the bodyguard for a powerful psychic named the Psychic Sovereign. This role had him pretend to
be a normal person while Psychic Sovereign was out and about in his secret identity, the wealthy socialite Wilford Hess. The two
of them were in a museum in Victory City in an attempt to steal several precious gemstones when they encountered a number of
super beings employed by a powerful alien psychic named Lord Sinister. Instead of a confrontation, Lord Sinister offered to pay
Blood Master double what his boss was paying him. Before Wilford could make a counter offer, Blood Master cut off his head with
a rapid clean strike. “Deal,” he said, “Besides you got some hot babes on your team.”
Blood Master now serves among the Slayer. He is a constant grinning, arrogant, sarcastic bodyguard with a streak of cruelty
and a genuine love for death dealing. He loves the challenge of the mission nearly as much as the kill. Lord Sinister and most of
the others know this sadistic fiend life has no meaning, no value, and he is completely without honor, who sells himself to the
highest bidder. Morality, justice, even vengeance has nothing to do with his motives, only money matters, and the occasional
companionship offered by Suspiria, Wicked Angel, or Malaise (in a flesh body of course). Which is find by Lord Sinister, as long as
Blood Master is amusing and does what he’s told, he will keep him around. If, however, he thinks he’s going to stab him or his
Slayers in the back, then he will feast upon his mind.
Real Name: Charles Charlin
Occupation: Freelance mercenary/assassin. Bodyguard/Slayer for Lord Sinister.
Alignment: Miscreant
Power Category: Android (Transferred Intelligence/Permanent)
Experience Level: 5th
Appearance: Blood Master has a handsome face and brown eyes. His body is hairless with the physique of an Olympic
swimmer. Nothing about his appearance suggests he is an android. His costume is really white and red battle armor.
Attributes: I.Q. 12, M.E. 14, M.A. 10, P.S. 24 (superhuman), P.P. 24, P.E. na, P.B. 10. Spd. 34.
Age: 48, Sex: Male, Height: 6 foot and 6 inch (2.01 m), Weight: 240 lbs (73.15 kg)
Combat Training: Assassin
Attacks per Melee: 7 (2 initial + 4 from Hand to Hand +1 from robotic body)
Combat Bonuses: +7 to initiative, +8 to strike, +7 to parry, +7 to dodge, +13 to damage, +3 to roll with punch/fall, +6
to pull punch, and +3 to disarm.
Saving Throws: He is impervious to organic attacks (poison, drugs, disease, gases, heat, and cold), +5 to save against
psionics and magic that affect the mind, and +4 to save vs Horror Factor.
Combat Skills: Karate Punch 2D6+2, Power Punch 4D6+4 (count as two attacks), Elbow/Forearm 2D6, Karate Kick 2D6,
Power Kick 4D6 (counts as two attacks), Knee 2D6, Body Flip/Throw 2D6 plus P.S. damage bonus (lose initiative and 1
attack/action), Body Block/Tackle 2D4+2 + P.S. damage bonus (must parry/dodge or knockdown), and All Holds.
Educational Background: Military Specialist
Common Skills: Read-Write/Speak English 90%/93%, Mathematics: Basic 87%, and Pilot: Automobile 75%.
Military Programs (Basic): Running, Climbing 85%/75%, Military Etiquette 85%, Forced March, Radio: Basic 95%, W.P.
Rifle (+3 to aim/+1 to burst), and W.P. Grenade (+2 to aim).
Second Military Program: Find Contraband 66%, Camouflage 65%, CBRN Warfare 80%, and Trap/Mine Detection 65%.
Espionage Program: Hand to Hand: Assassin, Detect Ambush 70%, Intelligence 67%, Wilderness Survival 75%,
Interrogation 70%, and Tracking 65%.
Modern Weapon Program: W.P. Handgun (+2 to aim/+1 to burst), W.P. Sub-machinegun (+2 to aim/+1 to burst), W.P.
Energy Pistol (+3 to aim/+1 to burst).
W.P. Ancient Program: Paired Weapons, W.P. Knife (+2 to strike, parry, and +4 to throw), W.P. Sword (+2 to
strike/parry), and W.P. Targeting +2 to throw/critical strike on an unmodified 18-20, throw two).
Learned Skill: Read/Write-Speak Arabic 75%/75%.
Secondary Skills: Prowl 50%, Streetwise 40%, Basic Electronics 50%, Language: French & Spanish 65%, Pilot:
Motorcycle 72%, and Pilot: Truck 68%.
Money: Blood Master has little use for money, but he does have around $65,000 hidden away in a Fabricators Inc bank
account.
Weapons:
Vibro Sword, Damage: 3D6+3.
Extendable Knife, Damage: 1D6 or 2D6.
Six Throwing Daggers, Damage: 1D6, Bonus: +1 to throw/damage. .
24 Throwing Spikes, Damage: 1D4
Armor: Blood Master wears a polycarbonated, form fitting body armor. It takes him one hour to put it on; 25 minutes to
undress. A.R.: 15, S.D.C.: 300
Equipment & Vehicles: Blood Master uses a combination of conventional and advance technology built at Susperia.
BLOOD MASTER’S ANDROID BODY
A.R.: 10
S.D.C. by location:
Hands (2)-20 each
Arms (2)-25 each
Legs (2)-45 each
* Head-30
** Main Body-225
* A difficult target to strike. An attacker must make a called shot to hit and even then its –2 to strike. Destroying the head of the
robot will eliminate all optics and sensory system. The robot will shut down as s safety feature. The eyes are even a smaller
target requiring a called shot to hit with a –4 to strike.
** Depleting the S.D.C. of the main body will effectively destroy the robot, shutting it down completely and making it useless. No
further modification can be done to the robots nor can they wear additional body armor or power armor.
Speed: Two Humanoid Legs. Speed 23.8 mph (38.3 km).
Statistical Data
Height: 6 foot and 6 inch (2.01 m),
Weight: 240 lbs (73.15 kg)
Physical Strength: Equal to a P.S. of 24 (considered superhuman), P.P. 24
Power System: Super-Solar Engine (includes a superior energy storage unit that can hold 8 hours' worth of power). His
emergency reserve has a four-hour storage capacity. When it engages, he immediately falls asleep, but he does not shut down
completely, he can be awakened but functions only at one-half his normal abilities. The moment he is exposed to solar light
energy, he will return to normal fully energized.
Combat Bonuses: +7 to initiative, +8 to strike, +7 to parry, +7 to dodge, +13 to damage, +3 to roll with punch/fall, +6
to pull punch, and +3 to disarm.
1. Sensor Systems of Note
Optics: Advance Robot Optic Systems (3-D analysis, nightsight, infrared and ultraviolet-2000 feet/610 m), Telescopic
Vision (1600 feet/488 m), Thermo-Vision (1600 feet/488 m) and Targeting System (+1 to aim/strike/called shots).
Audio: Basic Listening System (no difference between it a normal hearing)
Sensors: Combat Computer (Calculate trajectories of incoming attacks, he can attempt to dodge 10 arrows,
gunfire, energy blasts, and missiles without penalty (but without any bonuses either),
Determine weak points: He can deliver a critical strike on an unmodified 18-20), Analyze opponents’ responses:
Opponents suffer a -2 penalty on attempts to dodge or parry his hand to hand or melee attacks (no penalty to automatic dodge),
Chemical Analysis System (located in his nose and tongue, virtually no difference between it and a normal human sense of smell
and taste), and Motion Detector.
2. Special Features.
Underwater Capabilities
Modulating Voice Synthesizer
Locking Joints
360 Degree Rotating Body Segment
Flotation Device (self-activated)
Realistic Skin Overlay
Touch Sensing System
Realistic Eyes and Sculpted Facial Features. Anatomically correct as a male human facsimile programmed in multiple techniques.
A broad variety of pleasuring.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3238
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
Lord Sinister and the Slayers complete. Sometime next year will work on the Darclon Witch mentioned in Aliens Unlimited and few
associates of hers.
associates of hers.
Re: On the topic of Revised to 2nd ed conversions.....
Great, Love to see more Aliens.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3238
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
Someone asked me to take a look at Old Beth in Mutant Underground because her stats are incomplete. No skills listed and her
stats make no sense. Why does she have a +10 to parry and dodge with no abilities to make it possible.
OLD BETH
Real Name: She claims not to remember, but it is Elizabeth Pearson
Alias: Old Beth, Old Crone, and the Bag Lady.
Occupation: Founder of Great Lakes Mutant Underground faction, current 2nd in command of Great Lake faction. Mutant
Protector.
Alignment: Scrupulous
Power Category: Mutant (Continuous)
Experience Level: 13th
Hit Points: 89 S.D.C.: 115
P.P.E.: 26
Appearance: She makes herself appear as an elderly street person, pushing a shopping cart and carrying a 1920s
handbag. She looks craggy, weathered, and hunched over. In her youth, she had an Amazonian physique. Now she is muscular
and compact as a pit bull. Her clothes always look as disheveled as herself. For a lady over a hundred years old, Old Beth looks
like a strong and healthy 60-year-old, when she not covered in dirt and grime. Despite her homeless person appearance, Beth
prides in keeping up with her hygiene. She has sandy brown eyes and nutmeg brown hair that’s starting to turn gray.
Attributes: I.Q. 17, M.E. 10, M.A. 19, P.S. 20 (superhuman), P.P. 17, P.E. 22, P.B. 7, Spd. 18.
Age: Born in 1908, Sex: Female, Height: 6 foot (1.8 m), Weight: 320 lbs (144 kg).
Unusual Characteristics: Stocky, broad and muscular. She can carry 4000 lbs (1800 kg) and lift 6000 lbs (2700 kg).
Major Super Ability: Control Physical Structure and Bulletproof
Minor Super Abilities: Healing Factor, Iron Will, Bend Light, and Manipulate Kinetic Energy.
Combat Training: Basic
Attacks per Melee: 7 (2 initial + 5 from Hand to Hand)
Combat Bonuses: +1 to initiative, +3 to strike, +5 to parry, +5 to dodge, +7 to damage, +7 to roll with punch/fall, +4 to
pull punch, and +1 to disarm.
Saving Throws: Impervious to bullets, shells, and grenades, need a 12 or better to save vs psionics, +54% to save vs
coma/death, fire and cold do half damage, +7 to save vs poison/drugs, if fail save one-third the damage, duration, effect,
penalty, +10 to save vs magic/disease, half the penalty for being confused or dazed, +3 to save vs psionics/insanity, +7 to save
vs possession, +6 to save vs mind control, and +5 to save vs illusions and Horror Factor.
Combat Skills: Punch 1D4, Power Blow 2D4 (counts as two attack), Elbow/Forearm 1D6, Knee 1D6, Kick Attack 2D4, Snap
Kick 1D6, Body Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and 1 attack/action), All Holds, Critical strike/knockout
from behind, and Critical Strike on a roll of 19-20. Note: +1D6 physical damage when Copying Physical Structures.
Other Bonuses: +3% to skills and 55% to trust/intimidate.
Educational Background: On the Job Training with additional skills because of age.
Common Skills: Read-Write/Speak English 98%/98%, Pilot: Automobile 98%, Mathematics: Basic 98%, and Recognize
Weapon Quality 98%.
Physical Skills: Acrobatics (Sense of Balance 98%, Walk Rope 98%, Climb Rope 98%, Back Flip 98%), Prowl 98%,
Swimming 98%, and Athletics (general).
Criminal Program: Streetwise 90%, Pick Locks 98%, Find Contraband 96%, I.D. Undercover Agent 98%, and Tailing 98%.
Secondary Skills: Hand to Hand: Basic, Housekeeping 98%, Wardrobe & Grooming 98%, Performance 98%, Public
Speaking 98%, Climbing 98%, Recycle 98%, Wilderness Survival 98%, Outdoormanship, Land Navigation 85%, Salvage 98%,
Sewing 98%, Cook 78%, History 98%/98%, Concealment 43%, Appraise Antiques 58%, Law (general) 48%, and General
Repair/Maintenance 58%.
Money: She has $10,000 hidden away. Her purse typically has $4D4x10 dollars in it.
Weapons: None, she relies only on her super powers.
Equipment & Vehicles: Having spent most of her life as a wander, she has little attachment for things, except the double
handle artificial leather handbag her mother bought for .45 cents back in 1921.
stats make no sense. Why does she have a +10 to parry and dodge with no abilities to make it possible.
OLD BETH
Real Name: She claims not to remember, but it is Elizabeth Pearson
Alias: Old Beth, Old Crone, and the Bag Lady.
Occupation: Founder of Great Lakes Mutant Underground faction, current 2nd in command of Great Lake faction. Mutant
Protector.
Alignment: Scrupulous
Power Category: Mutant (Continuous)
Experience Level: 13th
Hit Points: 89 S.D.C.: 115
P.P.E.: 26
Appearance: She makes herself appear as an elderly street person, pushing a shopping cart and carrying a 1920s
handbag. She looks craggy, weathered, and hunched over. In her youth, she had an Amazonian physique. Now she is muscular
and compact as a pit bull. Her clothes always look as disheveled as herself. For a lady over a hundred years old, Old Beth looks
like a strong and healthy 60-year-old, when she not covered in dirt and grime. Despite her homeless person appearance, Beth
prides in keeping up with her hygiene. She has sandy brown eyes and nutmeg brown hair that’s starting to turn gray.
Attributes: I.Q. 17, M.E. 10, M.A. 19, P.S. 20 (superhuman), P.P. 17, P.E. 22, P.B. 7, Spd. 18.
Age: Born in 1908, Sex: Female, Height: 6 foot (1.8 m), Weight: 320 lbs (144 kg).
Unusual Characteristics: Stocky, broad and muscular. She can carry 4000 lbs (1800 kg) and lift 6000 lbs (2700 kg).
Major Super Ability: Control Physical Structure and Bulletproof
Minor Super Abilities: Healing Factor, Iron Will, Bend Light, and Manipulate Kinetic Energy.
Combat Training: Basic
Attacks per Melee: 7 (2 initial + 5 from Hand to Hand)
Combat Bonuses: +1 to initiative, +3 to strike, +5 to parry, +5 to dodge, +7 to damage, +7 to roll with punch/fall, +4 to
pull punch, and +1 to disarm.
Saving Throws: Impervious to bullets, shells, and grenades, need a 12 or better to save vs psionics, +54% to save vs
coma/death, fire and cold do half damage, +7 to save vs poison/drugs, if fail save one-third the damage, duration, effect,
penalty, +10 to save vs magic/disease, half the penalty for being confused or dazed, +3 to save vs psionics/insanity, +7 to save
vs possession, +6 to save vs mind control, and +5 to save vs illusions and Horror Factor.
Combat Skills: Punch 1D4, Power Blow 2D4 (counts as two attack), Elbow/Forearm 1D6, Knee 1D6, Kick Attack 2D4, Snap
Kick 1D6, Body Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and 1 attack/action), All Holds, Critical strike/knockout
from behind, and Critical Strike on a roll of 19-20. Note: +1D6 physical damage when Copying Physical Structures.
Other Bonuses: +3% to skills and 55% to trust/intimidate.
Educational Background: On the Job Training with additional skills because of age.
Common Skills: Read-Write/Speak English 98%/98%, Pilot: Automobile 98%, Mathematics: Basic 98%, and Recognize
Weapon Quality 98%.
Physical Skills: Acrobatics (Sense of Balance 98%, Walk Rope 98%, Climb Rope 98%, Back Flip 98%), Prowl 98%,
Swimming 98%, and Athletics (general).
Criminal Program: Streetwise 90%, Pick Locks 98%, Find Contraband 96%, I.D. Undercover Agent 98%, and Tailing 98%.
Secondary Skills: Hand to Hand: Basic, Housekeeping 98%, Wardrobe & Grooming 98%, Performance 98%, Public
Speaking 98%, Climbing 98%, Recycle 98%, Wilderness Survival 98%, Outdoormanship, Land Navigation 85%, Salvage 98%,
Sewing 98%, Cook 78%, History 98%/98%, Concealment 43%, Appraise Antiques 58%, Law (general) 48%, and General
Repair/Maintenance 58%.
Money: She has $10,000 hidden away. Her purse typically has $4D4x10 dollars in it.
Weapons: None, she relies only on her super powers.
Equipment & Vehicles: Having spent most of her life as a wander, she has little attachment for things, except the double
handle artificial leather handbag her mother bought for .45 cents back in 1921.
- Stone Gargoyle
- Virtuoso of Variants
- Posts: 10095
- Joined: Tue Jan 30, 2007 2:18 pm
- Comment: "Your inferiority complex might be justified."
- Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
- Contact:
Re: On the topic of Revised to 2nd ed conversions.....
If her stats were confusing, I am wondering if other characters in Mutant Underground might need a reworking. I've noticed that characters in the books are sometimes written badly depending on who the author was.
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3238
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
New and Improved
Warhawk 2.0.
Real Name: Devon Carboneaux
Alias: Warhawk, Demon of the Night, Danny Clark, and Deon Winnston. He has several others.
Occupation: Vigilante hero, protector of mutants, and leader of the Great Lakes Mutant Underground
Alignment: Unprincipled with leaning toward Aberrant.
Power Category: Mutant (Continuous)
Experience Level: 8th
Hit Points: 62 S.D.C.: 145/+50 at night
P.P.E.: 19
Appearance: A tall, rugged mountain of muscle and courage. He has large, round white eyes. He wears a grey suit with purple gloves, boots, cowl, and
cape, a yellow or black (or red, depending on his mood). Wing-shaped mask is over the eyes. It provides extra protection to the eyes and cheeks (extra
padding plus the “wings” help to defect and lessen blows to the eyes, nose and temples). He is a rather imposing figure, especially when emerging from the
shadows. Note: War Hawk does wear “white-face” to conceal his true identity. He is an African American with albinism.
Attributes: I.Q. 15, M.E. 14, M.A. 15, P.S. 23, P.P. 21, P.E. 22, P.B. 12, Spd. 34 (23.8 mph/38 km) running, 360 mph (576 km) flying.
Age: 31, Sex: Male, Height: 6 foot, 4 inches (1.93 m), Weight: 250 lbs (112 kg).
Unusual Characteristics: Albinism and white eyes.
Major Super Abilities: Animal Abilities: Nocturnal and Alter Metabolism. Note: He can control 2D4+8 types of nocturnal animals (American porcupine,
badgers, bats, beavers, cockroach, coyotes, crickets, fireflys, frogs, hamster, hedgehogs, kangaroo, leopards, moths, opossums, owls, rabbits, raccoons, rats,
scorpions, skunk, tarantula, toads, wolves, and etc). His enhance senses/skills become further heighten at night (+10% skill bonus).
Minor Super Abilities: Night Stalking (1000 feet/305 m true nightvision), Flight: Wingless, and Un-Trackable. He has an optional Horror Factor 13 at
night.
Combat Training: Commando
Attacks per Melee: 7/8 (2 Initial +4 from Hand to Hand +1 from boxing) +1 in flight. Note: His Alter Metabolism can increase his attacks/action
per melee.
Combat Bonuses: +4 to initiative/+5 at night, +5 to strike/+7 in flight, +9 to parry/+11 in flight, +9 to dodge/+13 when hovering/flying under 80 mph
(128 km)/+15 when flying 90 mph (144 km) or more, +6 to auto dodge/+10 to auto dodge while flying, +10 to damage/+1D6 damage at night/+4 to
damage for every 20 mph (32 km) of flight speed, +8 to roll with punch/fall, +5 to pull punch, +3 to disarm, and +4 to Perception Rolls. Note: He can carry
460 lbs (207 kg) and lift 920 lbs (414 kg). Note: Using his Alter Metabolism his combat bonuses are all subject to change.
Saving Throws: +14% to save vs coma/death, +5 to save vs Horror Factor, +3 to save magic, and +3 to save vs poison/disease.
Combat Skills: Karate Punch 2D4, Power Punch 4D4 (counts as two attacks), Elbow/Forearm 1D6, Knee 2D4, Karate Kick 2D6, Snap Kick 1D6, Crescent
Kick 2D4+2, Wheel Kick 2D6, Roundhouse Kick 3D6, Axe Kick 2D8, Leap Kick 3D8 (counts as two attacks), Backward Sweep (cannot be paired, must dodge or
knockdown, -2 to dodge), Tripping/Leg Hook (cannot be paired, must dodge or knockdown), Jump Kick 6D6 (use all attacks for melee), Power Kick x2 to
damage (counts as two attacks), +3 to 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), All Holds, Paired Weapons, and Critical strike/knockout from behind, and Knockout on an unmodified roll of
20 for 1D6 melees.
Educational Background: Special Training/Education: Free Agent—Private Eye (with two years of college)-See Ninjas and Super Spies sourcebook.
Common Skills: Read-Write/Speak English 96%/96%, Pilot: Automobile 92%, and Mathematics: Basic 96%.
Journalism Program: Research 95%, Computer Operation 98%, Writing (Professional) 85%, Photography 90%, Radio: Basic 98%, and Pilot: Motorcycle
98%.
Physical Program: Boxing, Acrobatics (Sense of Balance 98%, Walk Rope 98% Climb Rope 98%, and Back Flip 98%), SCUBA 98%, and Prowl
98%/108% at night.
Espionage Program: Security Specialist: Electronic Counter Measures 85%, Forgery 75%, Interrogation 85%, Optic Systems 85%, Sensory Equipment
85%, Surveillance 85%, T.V./Video 95%, and W.P. Handgun (+4 to aim/+2 to burst).
Espionage Program: Deep Cover: Streetwise 67%, Cryptography 80%, Disguise 87%, Escape Artist 85%, Impersonation 98%/95%, Imitate Voice &
Sounds 89%/83%, Undercover Ops 98%, Find Contraband 76%, I.D. Undercover Agent 97%, Athletics (General), and Swimming 98%
Military Program (Basic): Running, Climbing 98%, Military Etiquette 90%, Forced March, W.P. Rifle (+4 to aim/+2 to burst), and W.P. Grenade (+3 to
throw).
Military Program (Guerilla Warfare): Hand to Hand: Commando, Camouflage 80%, Detect Ambush 85%, Detect Concealment 80%, Land Navigation
83%/93% at night, Sniper (+2 to Aimed/Called shots, counts as two attacks), Tracking (people) 80%/90% at night, Wilderness Survival 85%, W.P. Paired
Weapons, W.P. Knife (+3 to strike/parry and +4 to throw), W.P. Sword (+3 to strike/parry), and Demolitions 98%.
Secondary Skills: Computer Programming 74%, Pilot: Motor Boat, Race, & Hydrofoil 80%, Palming 60%, Performance 72%, Wardrobe & Grooming
82%, Public Speaking 70%, Basic Electronics 70%, and Basic Mechanics 80%.
Money: Although money has not been his primary concern, it is a necessity for protecting mutants. Warhawk usually carries several thousand dollars
with him and has several thousand more stashed away in various secret locations. He has several Fabricators Inc bank accounts.
Weapons: He likes to use his own abilities but he has some personal favorites.
Gimmick Weapon, Clawed Gloves: +5% to climbing, Damage: 2D4 damage (+ P.S. damage bonus) as a slashing or clawing weapon.
Gimmick Weapon: Smoke & Tear Gas Pellets: The claw-like studs on his gloves, up on the forearm, can be pulled off, and thrown to release smoke for
cover, or tear gas to undermine opponents and create confusion. They have same basic stats as hand grenades of the same type, only the blast radius is 30%
smaller. Payload: Nine smoke, nine tear gas.
Gimmick Weapon: Boot Pellets: The claw-like studs on the boots of his lower leg can be pulled off and used to various purposes. There are nine on each
boot, 18 total.
Three are explosives (do 4D6 damage to a three foot/0.9 m area).
Three are sonic disruptors unleashing an ultrasonic squeal that disrupts characters with a Heightened Sense of Hearing, Radar and Sonic Power (hurts
their ears, confuses sound, prevents them from listening in, reduces the range of their hearing and powers by half, and inflicts a -1 penalty to all combat
bonuses).
Three are signal flares (burn for five minutes).
Three are stink bombs that disrupt characters with Heightened or Advanced Sense of Smell (makes them feel nauseous and want to puke, reduces all
scent/smell abilities by half, and is likely to make them lose a scent trail, at least temporarily; 1D6 minutes). Normal people have a 01-60% chance of
vomiting, while characters with a keen sense of smell have a 01-80% likelihood of vomiting (lose initiative, two melee attacks that round, and suffer the
following penalties) and everyone is -2 on initiative, -1 on all other combat skills and -10% on skill performance, plus they will all want to vacate the area to
escape the noxious fumes. Duration is 1D4+1 minutes.
Three are magnetic bugs that can be attached to a vehicle or slipped in a pocket.
Three are throwing spikes (1D4 damage each).
Other Weapons: Sometimes uses an old-fashion ball and chain (3D6 damage +P.S. bonus), sword, automatic pistol and a variety of rifles when called
for. Usually has 4-6 throwing knives (1D6+1 damage each) or shurikens (1D4+1 damage each) hidden in his cape or on a belt.
Armor: His body armor/costume is made of Flexi-Steel fabric using Fabricators Inc technology (A.R. 14, 60 S.D.C.), plus the head/cowl is reinforced to
function as a helmet (A.R. 16, 40 S.D.C.). The suit is insulated and fire retardant (half damage from fire/heat).
Equipment & Vehicles: Built into his mask/cowl is a Fabricator Inc designed two-way radio/communicator, satellite phone, and & GSM cell phone that
offers 1000 radio/cellular/Wi-Fi channels and frequencies, including the police band, emergency bands, and most NATO military bands, including the means to
intercept and unscramble U.S. SCRET and GIGMA coded messages and transmissions (-15% to Electronic Counter Measures). HUD Display.
Among the other things he keeps in his costume is a trick cape with concealed pockets to hold knives, shurikens, 1-4 pairs of handcuffs, $1,000-5,000 in
cash, and other extra stuff; all small items or things that fold or roll up.
Warhawk owns a soup-up 2020 Harley-Davidson Touring Ultra Limited (black) and allegedly has an entire fleet of other vehicles.
Warhawk 2.0.
Real Name: Devon Carboneaux
Alias: Warhawk, Demon of the Night, Danny Clark, and Deon Winnston. He has several others.
Occupation: Vigilante hero, protector of mutants, and leader of the Great Lakes Mutant Underground
Alignment: Unprincipled with leaning toward Aberrant.
Power Category: Mutant (Continuous)
Experience Level: 8th
Hit Points: 62 S.D.C.: 145/+50 at night
P.P.E.: 19
Appearance: A tall, rugged mountain of muscle and courage. He has large, round white eyes. He wears a grey suit with purple gloves, boots, cowl, and
cape, a yellow or black (or red, depending on his mood). Wing-shaped mask is over the eyes. It provides extra protection to the eyes and cheeks (extra
padding plus the “wings” help to defect and lessen blows to the eyes, nose and temples). He is a rather imposing figure, especially when emerging from the
shadows. Note: War Hawk does wear “white-face” to conceal his true identity. He is an African American with albinism.
Attributes: I.Q. 15, M.E. 14, M.A. 15, P.S. 23, P.P. 21, P.E. 22, P.B. 12, Spd. 34 (23.8 mph/38 km) running, 360 mph (576 km) flying.
Age: 31, Sex: Male, Height: 6 foot, 4 inches (1.93 m), Weight: 250 lbs (112 kg).
Unusual Characteristics: Albinism and white eyes.
Major Super Abilities: Animal Abilities: Nocturnal and Alter Metabolism. Note: He can control 2D4+8 types of nocturnal animals (American porcupine,
badgers, bats, beavers, cockroach, coyotes, crickets, fireflys, frogs, hamster, hedgehogs, kangaroo, leopards, moths, opossums, owls, rabbits, raccoons, rats,
scorpions, skunk, tarantula, toads, wolves, and etc). His enhance senses/skills become further heighten at night (+10% skill bonus).
Minor Super Abilities: Night Stalking (1000 feet/305 m true nightvision), Flight: Wingless, and Un-Trackable. He has an optional Horror Factor 13 at
night.
Combat Training: Commando
Attacks per Melee: 7/8 (2 Initial +4 from Hand to Hand +1 from boxing) +1 in flight. Note: His Alter Metabolism can increase his attacks/action
per melee.
Combat Bonuses: +4 to initiative/+5 at night, +5 to strike/+7 in flight, +9 to parry/+11 in flight, +9 to dodge/+13 when hovering/flying under 80 mph
(128 km)/+15 when flying 90 mph (144 km) or more, +6 to auto dodge/+10 to auto dodge while flying, +10 to damage/+1D6 damage at night/+4 to
damage for every 20 mph (32 km) of flight speed, +8 to roll with punch/fall, +5 to pull punch, +3 to disarm, and +4 to Perception Rolls. Note: He can carry
460 lbs (207 kg) and lift 920 lbs (414 kg). Note: Using his Alter Metabolism his combat bonuses are all subject to change.
Saving Throws: +14% to save vs coma/death, +5 to save vs Horror Factor, +3 to save magic, and +3 to save vs poison/disease.
Combat Skills: Karate Punch 2D4, Power Punch 4D4 (counts as two attacks), Elbow/Forearm 1D6, Knee 2D4, Karate Kick 2D6, Snap Kick 1D6, Crescent
Kick 2D4+2, Wheel Kick 2D6, Roundhouse Kick 3D6, Axe Kick 2D8, Leap Kick 3D8 (counts as two attacks), Backward Sweep (cannot be paired, must dodge or
knockdown, -2 to dodge), Tripping/Leg Hook (cannot be paired, must dodge or knockdown), Jump Kick 6D6 (use all attacks for melee), Power Kick x2 to
damage (counts as two attacks), +3 to 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), All Holds, Paired Weapons, and Critical strike/knockout from behind, and Knockout on an unmodified roll of
20 for 1D6 melees.
Educational Background: Special Training/Education: Free Agent—Private Eye (with two years of college)-See Ninjas and Super Spies sourcebook.
Common Skills: Read-Write/Speak English 96%/96%, Pilot: Automobile 92%, and Mathematics: Basic 96%.
Journalism Program: Research 95%, Computer Operation 98%, Writing (Professional) 85%, Photography 90%, Radio: Basic 98%, and Pilot: Motorcycle
98%.
Physical Program: Boxing, Acrobatics (Sense of Balance 98%, Walk Rope 98% Climb Rope 98%, and Back Flip 98%), SCUBA 98%, and Prowl
98%/108% at night.
Espionage Program: Security Specialist: Electronic Counter Measures 85%, Forgery 75%, Interrogation 85%, Optic Systems 85%, Sensory Equipment
85%, Surveillance 85%, T.V./Video 95%, and W.P. Handgun (+4 to aim/+2 to burst).
Espionage Program: Deep Cover: Streetwise 67%, Cryptography 80%, Disguise 87%, Escape Artist 85%, Impersonation 98%/95%, Imitate Voice &
Sounds 89%/83%, Undercover Ops 98%, Find Contraband 76%, I.D. Undercover Agent 97%, Athletics (General), and Swimming 98%
Military Program (Basic): Running, Climbing 98%, Military Etiquette 90%, Forced March, W.P. Rifle (+4 to aim/+2 to burst), and W.P. Grenade (+3 to
throw).
Military Program (Guerilla Warfare): Hand to Hand: Commando, Camouflage 80%, Detect Ambush 85%, Detect Concealment 80%, Land Navigation
83%/93% at night, Sniper (+2 to Aimed/Called shots, counts as two attacks), Tracking (people) 80%/90% at night, Wilderness Survival 85%, W.P. Paired
Weapons, W.P. Knife (+3 to strike/parry and +4 to throw), W.P. Sword (+3 to strike/parry), and Demolitions 98%.
Secondary Skills: Computer Programming 74%, Pilot: Motor Boat, Race, & Hydrofoil 80%, Palming 60%, Performance 72%, Wardrobe & Grooming
82%, Public Speaking 70%, Basic Electronics 70%, and Basic Mechanics 80%.
Money: Although money has not been his primary concern, it is a necessity for protecting mutants. Warhawk usually carries several thousand dollars
with him and has several thousand more stashed away in various secret locations. He has several Fabricators Inc bank accounts.
Weapons: He likes to use his own abilities but he has some personal favorites.
Gimmick Weapon, Clawed Gloves: +5% to climbing, Damage: 2D4 damage (+ P.S. damage bonus) as a slashing or clawing weapon.
Gimmick Weapon: Smoke & Tear Gas Pellets: The claw-like studs on his gloves, up on the forearm, can be pulled off, and thrown to release smoke for
cover, or tear gas to undermine opponents and create confusion. They have same basic stats as hand grenades of the same type, only the blast radius is 30%
smaller. Payload: Nine smoke, nine tear gas.
Gimmick Weapon: Boot Pellets: The claw-like studs on the boots of his lower leg can be pulled off and used to various purposes. There are nine on each
boot, 18 total.
Three are explosives (do 4D6 damage to a three foot/0.9 m area).
Three are sonic disruptors unleashing an ultrasonic squeal that disrupts characters with a Heightened Sense of Hearing, Radar and Sonic Power (hurts
their ears, confuses sound, prevents them from listening in, reduces the range of their hearing and powers by half, and inflicts a -1 penalty to all combat
bonuses).
Three are signal flares (burn for five minutes).
Three are stink bombs that disrupt characters with Heightened or Advanced Sense of Smell (makes them feel nauseous and want to puke, reduces all
scent/smell abilities by half, and is likely to make them lose a scent trail, at least temporarily; 1D6 minutes). Normal people have a 01-60% chance of
vomiting, while characters with a keen sense of smell have a 01-80% likelihood of vomiting (lose initiative, two melee attacks that round, and suffer the
following penalties) and everyone is -2 on initiative, -1 on all other combat skills and -10% on skill performance, plus they will all want to vacate the area to
escape the noxious fumes. Duration is 1D4+1 minutes.
Three are magnetic bugs that can be attached to a vehicle or slipped in a pocket.
Three are throwing spikes (1D4 damage each).
Other Weapons: Sometimes uses an old-fashion ball and chain (3D6 damage +P.S. bonus), sword, automatic pistol and a variety of rifles when called
for. Usually has 4-6 throwing knives (1D6+1 damage each) or shurikens (1D4+1 damage each) hidden in his cape or on a belt.
Armor: His body armor/costume is made of Flexi-Steel fabric using Fabricators Inc technology (A.R. 14, 60 S.D.C.), plus the head/cowl is reinforced to
function as a helmet (A.R. 16, 40 S.D.C.). The suit is insulated and fire retardant (half damage from fire/heat).
Equipment & Vehicles: Built into his mask/cowl is a Fabricator Inc designed two-way radio/communicator, satellite phone, and & GSM cell phone that
offers 1000 radio/cellular/Wi-Fi channels and frequencies, including the police band, emergency bands, and most NATO military bands, including the means to
intercept and unscramble U.S. SCRET and GIGMA coded messages and transmissions (-15% to Electronic Counter Measures). HUD Display.
Among the other things he keeps in his costume is a trick cape with concealed pockets to hold knives, shurikens, 1-4 pairs of handcuffs, $1,000-5,000 in
cash, and other extra stuff; all small items or things that fold or roll up.
Warhawk owns a soup-up 2020 Harley-Davidson Touring Ultra Limited (black) and allegedly has an entire fleet of other vehicles.
Re: On the topic of Revised to 2nd ed conversions.....
Continuous Mutant?
Does that mean his mutations are continuously changing?
("...souped-up 2020 Harley...")
Does that mean his mutations are continuously changing?
("...souped-up 2020 Harley...")
Fnord
Cool...I've been FAQed... atleast twice!
.sig count to date: 2
"May your day be as eventful as you wish, and may your life only hurt as much as it has to." - Me...
Normality is Relative, Sanity is Conceptual, and I am neither.
Cool...I've been FAQed... atleast twice!
.sig count to date: 2
"May your day be as eventful as you wish, and may your life only hurt as much as it has to." - Me...
Normality is Relative, Sanity is Conceptual, and I am neither.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3238
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
Borast wrote:Continuous Mutant?
Does that mean his mutations are continuously changing?
("...souped-up 2020 Harley...")
Continuous Mutant, see page 161 of HU 2nd edition. It's the only thing that make sense for him to have 2 major and 2 minor as indicated in Mutant
Underground, however as he's 8th level he should have two major and three minors, hence the newly acquired Un-trackable power.
Souped-up Harley. As his stat sheet says in Mutant Underground (page 94) "Known to use a souped-up black motorcycle". So now you have a "real" motorcycle
you can use for stats and then "soup-it up".
Re: On the topic of Revised to 2nd ed conversions.....
Ah, thank you... I *vaguely* remember something about that... It's been years since I did more than dip my toe in... lol
As for the Harley aside... I was indicating an edit.![Wink ;)](./images/smilies/wink.gif)
That all being said... Why not a REAL bike, like an Indian, instaead of that out of tune piece of iron! lol
(Personally, I'm not a fan of motorcycles. Closest I might seriously consider is a Can-Am Spyder, Polaris Slingshot, etc., although I'd want an electric version...still in effect only a 2 season ride, but still...
)
As for the Harley aside... I was indicating an edit.
![Wink ;)](./images/smilies/wink.gif)
That all being said... Why not a REAL bike, like an Indian, instaead of that out of tune piece of iron! lol
(Personally, I'm not a fan of motorcycles. Closest I might seriously consider is a Can-Am Spyder, Polaris Slingshot, etc., although I'd want an electric version...still in effect only a 2 season ride, but still...
![Big Grin :D](./images/smilies/biggrin.gif)
Fnord
Cool...I've been FAQed... atleast twice!
.sig count to date: 2
"May your day be as eventful as you wish, and may your life only hurt as much as it has to." - Me...
Normality is Relative, Sanity is Conceptual, and I am neither.
Cool...I've been FAQed... atleast twice!
.sig count to date: 2
"May your day be as eventful as you wish, and may your life only hurt as much as it has to." - Me...
Normality is Relative, Sanity is Conceptual, and I am neither.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3238
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
DREEJA
Dreeja is a member of the Darclons, a race of evil alien intergalactic arms dealer and slavers from another dimension, until the Splugorth and Naruni
(from Rifts Earth and Phase World) appeared in their dimension. These new, ruthless trans-dimensional competitors literally destroyed the Darclons to
eliminate the competition. Within 50 years, the Darclons had been extinguished as a force in their own universe. Those who weren’t slain, or put out of
business, were captured and enslaved. Although tens of thousands survived as free people (there had been billions), they were forced into hiding and live a
quiet existence. In an attempt to escape the Splugorth and Naruni Enterprises, the aliens turned their dwindling resources toward developing dimensional
travel. It took nearly a thousand years, but they have begun to master traversing the Megaverse. Dreeja took charge of one unit, a frigate that traveled
through the dimensional gate that sent their spacecraft to the universe/reality of Heroes Unlimited. The gate however formed a dimensional anomaly that
encapsulated a Xandu Class Passenger Transport. The frigate and Xandu collided together. Heavily damaged, the Xandu limped its way toward the only
habitable planet in the solar system, Earth. Just as one of the Xandu’s lifeboats was released before the ship exploded. The alien lifeboat crashed landed in
Nevada in the backyard of Triton Industries. Only one occupant survived a humanoid name Britonshael.
As for Dreeja and the rest of her Darclons, they landed their craft largely intact but damaged beyond repair. The Darclons realizing they were stranded
decided to investigate the lifeboat crash site to see if anything was salvageable. The Darclon watched as two US government agencies, Project Tyche and
Project Secure seized what was left of the lifeboat and the corpses of an estimated 47 alien occupants. They soon realized that Triton Industries would be
perfect for them to have access to primitive Earth technology that could still be utilized to help repair or rebuild parts of their ship, namely the Scerium
transwarp discriminator and kedion replicator.
Waiting several days, the Darclons meet in secret CEO Arthur Harding and Britonshael claiming they were aliens from the Milky Way galaxy who ship
likewise crash landed on earth and when they saw the Xandu exploded went to investigate hoping to salvage parts. To their surprise, Arthur demonstrated his
mutant powers (mechano link and holographic memory projection) to show what he managed to touch/bond with and replicate with holograms. Darclons
became fascinated by the phenomenon of “super beings” in this dimension. They saw such powers as a new marketing and military opportunity. They also
realized that if this nation’s government had two departments to investigate alien arrivals and technology, then multiple alien races have visited this planet on numerous occasions.
Arthur then informed them about the arrival of aliens in Century Station two years prior that confiscated all sorts of alien technology. Thus, it was Arthur,
Britonshael, and the Darclons forged a working relationship that would allow Triton Industries to save itself from financial ruin with the timely design of some
very profitable breakthrough laser technology which it quickly sold to US and Canada SCRET, and later Great Britain SCRET. Four years ago, it landed a
blockbuster contract to supply Century Station PD and Sector 10 with high tech weapons and body armor.
Today Trion Industries is the world’s leading developer and manufacturer of military, law enforcement and civilian weapons, ammunition, body armor, and
survival/electronic equipment. A mega-corporation loosely associated with the US government and Project Tyche. Presently it’s the only company in the world
that is capable of rapid production of E-clips and energy weapons, a boast no other company including KLS, Cyberworks, and SIGHT can make.
Dreeja and the Darclons are using Triton Industries as a pawn for their own schemes. It was Dreeja and the others who suggested the formation of the
TST (Triton Strike Teams) to study other aliens and to capture their technology (all the easier for them to learn about their potential opposition). There are six
teams, two based in Century Station, that get sent out to investigate situations that Project Tyche is unable to explore, either because the lead is too flimsy, or
because the investigation has been turned over to another agency, like Project Secure. In this way, Director Fores (of Project Tyche) has his fingers in the
investigation (or so he thinks). Meanwhile, Dreeja leads her own team often assisted by several civilian wire services and UFO watch groups to keep Triton
Industries (and the Darclons) apprised of alleged sightings and strange occurrences. Once there is a solid lead, her Triton Strike Team is usually the first to go
into action and try to beat the government at finding aliens, and seizing their technology. Captured aliens are a rarity. Dreeja wants them killed so they cannot
reveal to Arthur, Britney, or Triton Industries human subordinate executives (members of the board) that the Darclons are NOT from the Milky Way galaxy.
Dreeja tells them she often orders her team to kill aliens because she and her team identify them as one of the galaxy’s hostile races. Still her team collects
their weapons and equipment to be brought back to Triton Industries’ secret fortress or to the Harlequin skyscraper in Century Station. When the other teams
“occasionally” capture live alien, they are usually brought back to a base where they are often “mind probed” for information, and/or urged “to cooperate and
share/explain their equipment/technology”. Dreeja usually tells them, “Give us what we want or we’ll kill you,” or, “we’ll turn you over to the government
(namely Project Tyche).” Those who refuse to cooperate are terminated and their bodies are either cremated or turned over to Project Tyche. Occasionally they
are turned over to Project Tyche alive. But in most cases, Dreeja orders the identity of the aliens and their spacecraft kept secret to avoid incriminating
Harding or Triton Industries.
Deeja is also involved in dissecting and experimenting on aliens and earthling super beings in order to understand how to successful engineer (eugenic)
or instill (experiment or mutant) super abilities in normal humans—-so far, no experiments have been successful (even though they are aware the ultra-secret
spy agency The Sector has achieved all kinds of successes, how much they don’t know). Harding, Brittany, and the human board have no idea this is
happening or that the Darclons are also experimenting with genetic engineering on earth animals, humans, and Milky Way aliens, for the purpose of creating
an army (or slave force) of super beings to conquer the Heroes Unlimited universe and reclaim their own. Earth is just a potential stepping stone in this
campaign.
Using the engine from their ship (salvaged and rebuilt using earth tech and acquired HU alien tech) they managed to open a land-based dimension Rift
near TI Headquarters in Reno, Nevada to communicate with a hidden base in their universe where other Darclons are hiding from the Splugorth and Naruni.
The device can only remain functioning for no more than 1D6 minutes and only 1D4 times an Earth year. These moments are preplanned and always worry
Dreeja that her “bosses” might decide to reassign her (she is after all only a junior officer/supervisor in the overall management of the Dreeja hierarchy). It’s
only on HU Earth that she gets to play an important role in policy formation, corporate decision-making, and Triton Industries overall management and law
abidance. This is why she is so hands on because she’s the one who has to do most of the explaining during those intense times the Darclons on Earth report
back to the senior management/high ranking military officers of the Darclon race in their dimension. Failure and blunders are the easiest way to get
reassigned.
Real Name: Dreeja-Ti Nivocmo of Clan Teso
Occupation: Leader of Triton Industries Strike Team Phantom. Member of the TI Development Center and Testing Facility/Fortress. Triton Industries
Chief Information Officer (CIO).
Alignment: Aberrant
Power Category: Dimensional Alien-Natural Psionic (Darclon)
Experience Level: 9th level
Hit Points: 48 S.D.C.: 204 Armor Rating: 14
P.P.E.: 50
I.S.P.: 360
Appearance: Demonic looking with a tough insect-like exoskeleton. They have pointed teeth, bronze skin, jet black eyes, and four fingered hands with a
fully opposable thumb. They lack a nasal cavity, so they can only take in air through their mouth, and possess no vocal cords.
Attributes: I.Q. 20, M.E. 17, M.A. 13, P.S. 17, P.P. 11, P.E. 16, P.B. 4, Spd. 30.
Age: 90, Sex: Female, Height: 5 foot and 10 inches (1.77 m), Weight: 150 lbs (657.5 kg),
Originating Alien Environment: They came from a normal earth environment with double the normal amount of oxygen available in the atmosphere,
resulting in a planet in which insects became the dominate form of life, full of mosses and mushrooms, yet a high chance of combustion and the spread of any
fire.
Natural Abilities: Like all Darclons, she is ambidextrous, resistant to normal fire (half damage; but suffers full damage from magic fire or plasma), and
powerful natural psionic. All Darclons possess immense psionic powers (able to select five additional lesser powers and one additional super psionic power at
first level. At additional levels, they get twice the usual number of powers). Telepathic Transmission (Mental Speak) : Range 150 feet (45.7 m): Duration:
Unlimited. Saving Throw: None. All Darcons can perform a simple version of mind-to-mind, speech substitute. There is no saving throw because it is not an
attack. They can focus their thoughts so that only one specific character will receive it, or “speak” to several people at the same time, so long as everyone is
within the range limit of 150 feet (45.7 m). Non-psionics will assume that the Telepathic Transmission is normal speech. Note: This power cannot be used to
“read” minds or pick up empathic impressions, only communicate with mental words. This means it cannot work with microphones or audio devices.
Vulnerabilities: As they can only breathe via their mouths, -2 to save vs airborne gases, drugs and toxins.
Healing Psionics: Bio-Regeneration (6), Detect Psionics (6), Exorcism (10), Healing Touch (60, Induce Sleep (4), Psychic Diagnosis (4), Psychic
Purification (4), Psychic Surgery (14), Suppress Fear (8), Wound Transfer (12)
Physical Psionics: Alter Aura (2), Deaden Sense (4), Ectoplasm (varies), Float (8), Mind Block (4), Nightvision (4), Resist Fatigue (4), Summon Inner
Strength (4), Telekinetic Punch (6), Telekinetic Leap (8), Telekinetic Push (4), and Teleport Object (10).
Sensitive Psionics: Astral Projection (8), Clairvoyance (4), Empathy (4), Mimic Skills (12), Object Read (6), Read Dimensional Portal (6), See Aura (6),
Sense Evil (2), Sensory Link (10), Sixth Sense (2), Speed Reading (2), Telepathy (2), and Total Recall (2).
Super Psionic Powers: Bio-Alteration (10), Bio-Manipulation (10), Electrokinesis (varies), Empathic Transmission (6), Mental Illusion (20), Psychic Omni-
Sight (15), Remote View (10), Telemechanics (10), Telemechanic Mental Operation (12) and the three following special super psionics:
Mental Electronic Messaging, Range: Varies. Mind alone: 900 feet (274 m) and she must know the “target device” is within her range or visible; line of
sight. Using an electronic transmitter (smart phone/watch, tablet, radio, digital camera, or laptop) her range is 9000 miles (14,400 km). By channeling
through the device, she can send her mental message to any of the electronic devices listed, even if they are normally incompatible (e.g., a cell phone to a TV
or clock radio), Duration: One minute (four melee rounds), with each text message or image counting as one melee action/attack. She can choose to devote
that entire time to message sending, or loop the message to repeat over and over again (the latter uses up all her attacks/action for those four melee rounds).
Or each short message can count as one melee attacks/actions, enabling her to do other things than just send messages for the entire minute (four melee
rounds). Remember, each short message or phrase counts as one melee action/attack, I.S.P.: 8, this is a psychic influence over machines and electronic
devices enables her to send telepathic-like messages, not to another person’s mind, but to his smart phone, tablet, radio, computer, laptop, hearing aid, or
even the TV itself. It can be a text message or a mental image, like a still photograph, or, if an audio feature is available, spoken words. The correspondence is
limited to one minute maximum, although she can always call back at the cost of another 6 I.S.P.
Text & Image messages. Number sequences up to 24 digits and short phrases are most common, with each set of numbers or words counting as
one melee action/attack. This makes it easy to gauge and account for each message in a game setting. Her text message can be a single word to as many as
ten (“Go,” “die,” “get out,” “You’ve be warn,” “I’m coming for you,”), as well as send static/snow or an image or image sequence (one image per message sent,
each changing as a new image comes in, and each snapshot-like image counting as one melee action).
Her spoken words can be mentally sent to any electronic device that has audio capabilities, including radio alarm clocks, smart devices, CD players,
phones, computers, videogame devices, etc. The conversation is two-way like a telephone, only the incoming signal coming from her is impossible to trace and
may not involve a physical device at all! Similarly, the message is NOT stored on the receiving device and vanishes after one minute as if it never existed.
Telekinetic Bullets, Range: Touch, Duration: 9 minutes, or until fired, whichever comes first, I.S.P.: 20, she can mentally create 9 bullets out of sheer
mental force of will. This Telekinetic or TK bullet will inflict the same damage as the normal round for that weapon, because the physical gun is her frame of
reference and the bullet must fit within that weapon’s capabilities. Fires from any ordinary gun; bullets appear right in the chamber or magazine. (She cannot
create special bullets like dumdums and Teflon coated shells). TK bullets will work on mortals, magical and supernatural creatures, including Entities, spirits,
Astral Beings, and the undead/vampires.
Thought-Reading, Range: 30 feet (9.1 m), Duration: 9 minutes, I.S.P. 10, Saving Throw: -1 to save for humans/aliens; -3 to save for mega-beings,
most immortals, and lesser demons/deevils, -2 to save for demonic servants (witches, mystically bestowed, etc) and greater demons/deevils, standard save
for Ancient Evil and Alien Intelligences/Deities: This is a type of Telepathic probe (goes deeper than sensitive telepathic surface thoughts) that focuses on
searching the victim’s mind for answers to specific questions. One question can be sought for every minute of contact. If the victim knows the answer and fails
his saving throw, the answer is provided via thought. Note that only specific questions with specific answers will produce results. If the victim makes his saving
throw, he manages to mask his thoughts, producing no answer. Note: A Mind Block will prevent this power from working.
Attacks per Melee: 8 (3 Initial +4 from Hand to Hand +1 from ambidextrous)
Combat Training: Assassin
Combat Bonuses: +6 to initiative, +3 to strike, +5 to parry, +4 to dodge, +6 to damage, +3 to roll with punch/fall, +3 to pull punch, and +2 to entangle.
Saving Throws: Need a 10 or better to save vs psionics, +4% to save vs coma/death, +1 to save vs psionics, +1 to save vs insanity, +5 to save vs
possession, +1 to save vs magic/poison, +3 to save vs disease, and +8 to save vs Horror Factor.
Combat Skills: Karate Punch 2D4, Power Karate Punch 4D4 (Counts as two attacks), Backhand 1D6, Elbow/Forearm 1D6, Knee 2D4, Karate Kick 2D6,
Roundhouse 3D6, Power Kick x2 any kick (counts as two attacks), Axe Kick 2D8, Leap Kick 3D8 (counts as two attacks), Body Block Tackle 1D4+ P.S. damage
(knockdown, lose initiative and 1 attack/action), Body Flip/Throw 1D6 + P.S. damage bonus (lose initiative and 1 attack/action), Back Flip, Paired Weapons, All
Holds, and Knockout on an unmodified roll of 17-20, and Critical strike/Knockout from behind.
Other Bonuses: +6% to all skills
Educational Background: Special, Darcon Special Operative who has studied Earth extensively.
Common Skills: Read-Write/Speak Darcon 98%/98%, Mathematics: Basic 98%, Pilot: Personal Anti-Gravity Transportation 91%, Anthropology
(Earth) 91%, and Read-Write/Speak English, Chinese, Hindi, Spanish, and Russian 91%/83%.
Special Skills: Intelligence 94%, Prowl 91%, Escape Artist 96%, Tracking 91%, Surveillance 98%, Law (Professional, Corporate 98%), Zero
Gravity Combat: Basic, Pilot: Small Military Spacecraft 98%, W.P. Handgun (+6 to aim/+2 to burst), W.P. Energy Pistol (+6 to aim/+2 to burst), Hand to Hand:
Assassin, Undercover Ops 98%, Detect Ambush 96%, Detect Concealment 91%, Recognize Weapon Quality 91%, Find Contraband 83%, Radio: Basic 98%,
Sensory Equipment 91%, Computer Operation 98%, Athletics (General), Running, and Kick Boxing, W.P. Energy Rifle +5 to aim/+2 to burst, and W.P. Rifle +6
to aim/+3 to burst.
Secondary: Depressurization Training, Pilot: Hover Car 98%, Basic Electronics 81%, Business & Finance 86%, Streetwise 62%, Public Speaking
81%, Performance 71%, Lore: Alien 76%, Astronomy & Navigation 56%, Research 66%, History (Earth) 96%/76%, Appraise Antiques 56%, Earth Law
(General) 66%, T.V.& Video 46%, and Writing 36%.
Money: She has 60,000 US dollars in seven different bank accounts. She has $225,000 in precious stones and metals and $2.5 million in alien tech
trade goods. If necessary, she can successfully get her hands on $1D6x3 million in cash and resources without anyone at Triton Industries even knowing about
it.
Weapons: She relies on her psionic powers, but she won’t think twice about using alien tech or whatever is quickly available to her.
TKO .50, Range: 620 feet (186 m), Damage: 1D4x10, Rate of Fire: Single shot, Feed: One round (must be reloaded manually or use psionics). Bonus:
+1 to aim
Laser Pulse Rifle, Range: 4000 feet (1200 m), Damage: 3D6 single shot, 1D4x10+10 per triple pulse, Rate of Fire: Single shot or Three beam pulses,
Payload: 24 shot E-clip (triple pulse uses 3 shots).
Equipment & Vehicles: She has unlimited access to all Triton Industries technology.
Two Person Hover Platform, A.R.: 7, S.D.C.: 120. Speed: 90 mph (144 km), Hovers 3 to 300 feet (0.9 to 91 m) above the ground, Range: 500 miles
(800 km), Bonus: +1 to dodge.
Dreeja is a member of the Darclons, a race of evil alien intergalactic arms dealer and slavers from another dimension, until the Splugorth and Naruni
(from Rifts Earth and Phase World) appeared in their dimension. These new, ruthless trans-dimensional competitors literally destroyed the Darclons to
eliminate the competition. Within 50 years, the Darclons had been extinguished as a force in their own universe. Those who weren’t slain, or put out of
business, were captured and enslaved. Although tens of thousands survived as free people (there had been billions), they were forced into hiding and live a
quiet existence. In an attempt to escape the Splugorth and Naruni Enterprises, the aliens turned their dwindling resources toward developing dimensional
travel. It took nearly a thousand years, but they have begun to master traversing the Megaverse. Dreeja took charge of one unit, a frigate that traveled
through the dimensional gate that sent their spacecraft to the universe/reality of Heroes Unlimited. The gate however formed a dimensional anomaly that
encapsulated a Xandu Class Passenger Transport. The frigate and Xandu collided together. Heavily damaged, the Xandu limped its way toward the only
habitable planet in the solar system, Earth. Just as one of the Xandu’s lifeboats was released before the ship exploded. The alien lifeboat crashed landed in
Nevada in the backyard of Triton Industries. Only one occupant survived a humanoid name Britonshael.
As for Dreeja and the rest of her Darclons, they landed their craft largely intact but damaged beyond repair. The Darclons realizing they were stranded
decided to investigate the lifeboat crash site to see if anything was salvageable. The Darclon watched as two US government agencies, Project Tyche and
Project Secure seized what was left of the lifeboat and the corpses of an estimated 47 alien occupants. They soon realized that Triton Industries would be
perfect for them to have access to primitive Earth technology that could still be utilized to help repair or rebuild parts of their ship, namely the Scerium
transwarp discriminator and kedion replicator.
Waiting several days, the Darclons meet in secret CEO Arthur Harding and Britonshael claiming they were aliens from the Milky Way galaxy who ship
likewise crash landed on earth and when they saw the Xandu exploded went to investigate hoping to salvage parts. To their surprise, Arthur demonstrated his
mutant powers (mechano link and holographic memory projection) to show what he managed to touch/bond with and replicate with holograms. Darclons
became fascinated by the phenomenon of “super beings” in this dimension. They saw such powers as a new marketing and military opportunity. They also
realized that if this nation’s government had two departments to investigate alien arrivals and technology, then multiple alien races have visited this planet on numerous occasions.
Arthur then informed them about the arrival of aliens in Century Station two years prior that confiscated all sorts of alien technology. Thus, it was Arthur,
Britonshael, and the Darclons forged a working relationship that would allow Triton Industries to save itself from financial ruin with the timely design of some
very profitable breakthrough laser technology which it quickly sold to US and Canada SCRET, and later Great Britain SCRET. Four years ago, it landed a
blockbuster contract to supply Century Station PD and Sector 10 with high tech weapons and body armor.
Today Trion Industries is the world’s leading developer and manufacturer of military, law enforcement and civilian weapons, ammunition, body armor, and
survival/electronic equipment. A mega-corporation loosely associated with the US government and Project Tyche. Presently it’s the only company in the world
that is capable of rapid production of E-clips and energy weapons, a boast no other company including KLS, Cyberworks, and SIGHT can make.
Dreeja and the Darclons are using Triton Industries as a pawn for their own schemes. It was Dreeja and the others who suggested the formation of the
TST (Triton Strike Teams) to study other aliens and to capture their technology (all the easier for them to learn about their potential opposition). There are six
teams, two based in Century Station, that get sent out to investigate situations that Project Tyche is unable to explore, either because the lead is too flimsy, or
because the investigation has been turned over to another agency, like Project Secure. In this way, Director Fores (of Project Tyche) has his fingers in the
investigation (or so he thinks). Meanwhile, Dreeja leads her own team often assisted by several civilian wire services and UFO watch groups to keep Triton
Industries (and the Darclons) apprised of alleged sightings and strange occurrences. Once there is a solid lead, her Triton Strike Team is usually the first to go
into action and try to beat the government at finding aliens, and seizing their technology. Captured aliens are a rarity. Dreeja wants them killed so they cannot
reveal to Arthur, Britney, or Triton Industries human subordinate executives (members of the board) that the Darclons are NOT from the Milky Way galaxy.
Dreeja tells them she often orders her team to kill aliens because she and her team identify them as one of the galaxy’s hostile races. Still her team collects
their weapons and equipment to be brought back to Triton Industries’ secret fortress or to the Harlequin skyscraper in Century Station. When the other teams
“occasionally” capture live alien, they are usually brought back to a base where they are often “mind probed” for information, and/or urged “to cooperate and
share/explain their equipment/technology”. Dreeja usually tells them, “Give us what we want or we’ll kill you,” or, “we’ll turn you over to the government
(namely Project Tyche).” Those who refuse to cooperate are terminated and their bodies are either cremated or turned over to Project Tyche. Occasionally they
are turned over to Project Tyche alive. But in most cases, Dreeja orders the identity of the aliens and their spacecraft kept secret to avoid incriminating
Harding or Triton Industries.
Deeja is also involved in dissecting and experimenting on aliens and earthling super beings in order to understand how to successful engineer (eugenic)
or instill (experiment or mutant) super abilities in normal humans—-so far, no experiments have been successful (even though they are aware the ultra-secret
spy agency The Sector has achieved all kinds of successes, how much they don’t know). Harding, Brittany, and the human board have no idea this is
happening or that the Darclons are also experimenting with genetic engineering on earth animals, humans, and Milky Way aliens, for the purpose of creating
an army (or slave force) of super beings to conquer the Heroes Unlimited universe and reclaim their own. Earth is just a potential stepping stone in this
campaign.
Using the engine from their ship (salvaged and rebuilt using earth tech and acquired HU alien tech) they managed to open a land-based dimension Rift
near TI Headquarters in Reno, Nevada to communicate with a hidden base in their universe where other Darclons are hiding from the Splugorth and Naruni.
The device can only remain functioning for no more than 1D6 minutes and only 1D4 times an Earth year. These moments are preplanned and always worry
Dreeja that her “bosses” might decide to reassign her (she is after all only a junior officer/supervisor in the overall management of the Dreeja hierarchy). It’s
only on HU Earth that she gets to play an important role in policy formation, corporate decision-making, and Triton Industries overall management and law
abidance. This is why she is so hands on because she’s the one who has to do most of the explaining during those intense times the Darclons on Earth report
back to the senior management/high ranking military officers of the Darclon race in their dimension. Failure and blunders are the easiest way to get
reassigned.
Real Name: Dreeja-Ti Nivocmo of Clan Teso
Occupation: Leader of Triton Industries Strike Team Phantom. Member of the TI Development Center and Testing Facility/Fortress. Triton Industries
Chief Information Officer (CIO).
Alignment: Aberrant
Power Category: Dimensional Alien-Natural Psionic (Darclon)
Experience Level: 9th level
Hit Points: 48 S.D.C.: 204 Armor Rating: 14
P.P.E.: 50
I.S.P.: 360
Appearance: Demonic looking with a tough insect-like exoskeleton. They have pointed teeth, bronze skin, jet black eyes, and four fingered hands with a
fully opposable thumb. They lack a nasal cavity, so they can only take in air through their mouth, and possess no vocal cords.
Attributes: I.Q. 20, M.E. 17, M.A. 13, P.S. 17, P.P. 11, P.E. 16, P.B. 4, Spd. 30.
Age: 90, Sex: Female, Height: 5 foot and 10 inches (1.77 m), Weight: 150 lbs (657.5 kg),
Originating Alien Environment: They came from a normal earth environment with double the normal amount of oxygen available in the atmosphere,
resulting in a planet in which insects became the dominate form of life, full of mosses and mushrooms, yet a high chance of combustion and the spread of any
fire.
Natural Abilities: Like all Darclons, she is ambidextrous, resistant to normal fire (half damage; but suffers full damage from magic fire or plasma), and
powerful natural psionic. All Darclons possess immense psionic powers (able to select five additional lesser powers and one additional super psionic power at
first level. At additional levels, they get twice the usual number of powers). Telepathic Transmission (Mental Speak) : Range 150 feet (45.7 m): Duration:
Unlimited. Saving Throw: None. All Darcons can perform a simple version of mind-to-mind, speech substitute. There is no saving throw because it is not an
attack. They can focus their thoughts so that only one specific character will receive it, or “speak” to several people at the same time, so long as everyone is
within the range limit of 150 feet (45.7 m). Non-psionics will assume that the Telepathic Transmission is normal speech. Note: This power cannot be used to
“read” minds or pick up empathic impressions, only communicate with mental words. This means it cannot work with microphones or audio devices.
Vulnerabilities: As they can only breathe via their mouths, -2 to save vs airborne gases, drugs and toxins.
Healing Psionics: Bio-Regeneration (6), Detect Psionics (6), Exorcism (10), Healing Touch (60, Induce Sleep (4), Psychic Diagnosis (4), Psychic
Purification (4), Psychic Surgery (14), Suppress Fear (8), Wound Transfer (12)
Physical Psionics: Alter Aura (2), Deaden Sense (4), Ectoplasm (varies), Float (8), Mind Block (4), Nightvision (4), Resist Fatigue (4), Summon Inner
Strength (4), Telekinetic Punch (6), Telekinetic Leap (8), Telekinetic Push (4), and Teleport Object (10).
Sensitive Psionics: Astral Projection (8), Clairvoyance (4), Empathy (4), Mimic Skills (12), Object Read (6), Read Dimensional Portal (6), See Aura (6),
Sense Evil (2), Sensory Link (10), Sixth Sense (2), Speed Reading (2), Telepathy (2), and Total Recall (2).
Super Psionic Powers: Bio-Alteration (10), Bio-Manipulation (10), Electrokinesis (varies), Empathic Transmission (6), Mental Illusion (20), Psychic Omni-
Sight (15), Remote View (10), Telemechanics (10), Telemechanic Mental Operation (12) and the three following special super psionics:
Mental Electronic Messaging, Range: Varies. Mind alone: 900 feet (274 m) and she must know the “target device” is within her range or visible; line of
sight. Using an electronic transmitter (smart phone/watch, tablet, radio, digital camera, or laptop) her range is 9000 miles (14,400 km). By channeling
through the device, she can send her mental message to any of the electronic devices listed, even if they are normally incompatible (e.g., a cell phone to a TV
or clock radio), Duration: One minute (four melee rounds), with each text message or image counting as one melee action/attack. She can choose to devote
that entire time to message sending, or loop the message to repeat over and over again (the latter uses up all her attacks/action for those four melee rounds).
Or each short message can count as one melee attacks/actions, enabling her to do other things than just send messages for the entire minute (four melee
rounds). Remember, each short message or phrase counts as one melee action/attack, I.S.P.: 8, this is a psychic influence over machines and electronic
devices enables her to send telepathic-like messages, not to another person’s mind, but to his smart phone, tablet, radio, computer, laptop, hearing aid, or
even the TV itself. It can be a text message or a mental image, like a still photograph, or, if an audio feature is available, spoken words. The correspondence is
limited to one minute maximum, although she can always call back at the cost of another 6 I.S.P.
Text & Image messages. Number sequences up to 24 digits and short phrases are most common, with each set of numbers or words counting as
one melee action/attack. This makes it easy to gauge and account for each message in a game setting. Her text message can be a single word to as many as
ten (“Go,” “die,” “get out,” “You’ve be warn,” “I’m coming for you,”), as well as send static/snow or an image or image sequence (one image per message sent,
each changing as a new image comes in, and each snapshot-like image counting as one melee action).
Her spoken words can be mentally sent to any electronic device that has audio capabilities, including radio alarm clocks, smart devices, CD players,
phones, computers, videogame devices, etc. The conversation is two-way like a telephone, only the incoming signal coming from her is impossible to trace and
may not involve a physical device at all! Similarly, the message is NOT stored on the receiving device and vanishes after one minute as if it never existed.
Telekinetic Bullets, Range: Touch, Duration: 9 minutes, or until fired, whichever comes first, I.S.P.: 20, she can mentally create 9 bullets out of sheer
mental force of will. This Telekinetic or TK bullet will inflict the same damage as the normal round for that weapon, because the physical gun is her frame of
reference and the bullet must fit within that weapon’s capabilities. Fires from any ordinary gun; bullets appear right in the chamber or magazine. (She cannot
create special bullets like dumdums and Teflon coated shells). TK bullets will work on mortals, magical and supernatural creatures, including Entities, spirits,
Astral Beings, and the undead/vampires.
Thought-Reading, Range: 30 feet (9.1 m), Duration: 9 minutes, I.S.P. 10, Saving Throw: -1 to save for humans/aliens; -3 to save for mega-beings,
most immortals, and lesser demons/deevils, -2 to save for demonic servants (witches, mystically bestowed, etc) and greater demons/deevils, standard save
for Ancient Evil and Alien Intelligences/Deities: This is a type of Telepathic probe (goes deeper than sensitive telepathic surface thoughts) that focuses on
searching the victim’s mind for answers to specific questions. One question can be sought for every minute of contact. If the victim knows the answer and fails
his saving throw, the answer is provided via thought. Note that only specific questions with specific answers will produce results. If the victim makes his saving
throw, he manages to mask his thoughts, producing no answer. Note: A Mind Block will prevent this power from working.
Attacks per Melee: 8 (3 Initial +4 from Hand to Hand +1 from ambidextrous)
Combat Training: Assassin
Combat Bonuses: +6 to initiative, +3 to strike, +5 to parry, +4 to dodge, +6 to damage, +3 to roll with punch/fall, +3 to pull punch, and +2 to entangle.
Saving Throws: Need a 10 or better to save vs psionics, +4% to save vs coma/death, +1 to save vs psionics, +1 to save vs insanity, +5 to save vs
possession, +1 to save vs magic/poison, +3 to save vs disease, and +8 to save vs Horror Factor.
Combat Skills: Karate Punch 2D4, Power Karate Punch 4D4 (Counts as two attacks), Backhand 1D6, Elbow/Forearm 1D6, Knee 2D4, Karate Kick 2D6,
Roundhouse 3D6, Power Kick x2 any kick (counts as two attacks), Axe Kick 2D8, Leap Kick 3D8 (counts as two attacks), Body Block Tackle 1D4+ P.S. damage
(knockdown, lose initiative and 1 attack/action), Body Flip/Throw 1D6 + P.S. damage bonus (lose initiative and 1 attack/action), Back Flip, Paired Weapons, All
Holds, and Knockout on an unmodified roll of 17-20, and Critical strike/Knockout from behind.
Other Bonuses: +6% to all skills
Educational Background: Special, Darcon Special Operative who has studied Earth extensively.
Common Skills: Read-Write/Speak Darcon 98%/98%, Mathematics: Basic 98%, Pilot: Personal Anti-Gravity Transportation 91%, Anthropology
(Earth) 91%, and Read-Write/Speak English, Chinese, Hindi, Spanish, and Russian 91%/83%.
Special Skills: Intelligence 94%, Prowl 91%, Escape Artist 96%, Tracking 91%, Surveillance 98%, Law (Professional, Corporate 98%), Zero
Gravity Combat: Basic, Pilot: Small Military Spacecraft 98%, W.P. Handgun (+6 to aim/+2 to burst), W.P. Energy Pistol (+6 to aim/+2 to burst), Hand to Hand:
Assassin, Undercover Ops 98%, Detect Ambush 96%, Detect Concealment 91%, Recognize Weapon Quality 91%, Find Contraband 83%, Radio: Basic 98%,
Sensory Equipment 91%, Computer Operation 98%, Athletics (General), Running, and Kick Boxing, W.P. Energy Rifle +5 to aim/+2 to burst, and W.P. Rifle +6
to aim/+3 to burst.
Secondary: Depressurization Training, Pilot: Hover Car 98%, Basic Electronics 81%, Business & Finance 86%, Streetwise 62%, Public Speaking
81%, Performance 71%, Lore: Alien 76%, Astronomy & Navigation 56%, Research 66%, History (Earth) 96%/76%, Appraise Antiques 56%, Earth Law
(General) 66%, T.V.& Video 46%, and Writing 36%.
Money: She has 60,000 US dollars in seven different bank accounts. She has $225,000 in precious stones and metals and $2.5 million in alien tech
trade goods. If necessary, she can successfully get her hands on $1D6x3 million in cash and resources without anyone at Triton Industries even knowing about
it.
Weapons: She relies on her psionic powers, but she won’t think twice about using alien tech or whatever is quickly available to her.
TKO .50, Range: 620 feet (186 m), Damage: 1D4x10, Rate of Fire: Single shot, Feed: One round (must be reloaded manually or use psionics). Bonus:
+1 to aim
Laser Pulse Rifle, Range: 4000 feet (1200 m), Damage: 3D6 single shot, 1D4x10+10 per triple pulse, Rate of Fire: Single shot or Three beam pulses,
Payload: 24 shot E-clip (triple pulse uses 3 shots).
Equipment & Vehicles: She has unlimited access to all Triton Industries technology.
Two Person Hover Platform, A.R.: 7, S.D.C.: 120. Speed: 90 mph (144 km), Hovers 3 to 300 feet (0.9 to 91 m) above the ground, Range: 500 miles
(800 km), Bonus: +1 to dodge.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3238
- Joined: Sun Feb 10, 2002 2:01 am
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Re: On the topic of Revised to 2nd ed conversions.....
MINDO and THOUGHTIA
Alien Criminal duo
Mindo and Thoughtia are Darclon brother-sister twins. Darclons are a race of evil alien intergalactic arms dealer and slavers from another dimension,
until the Splugorth and Naruni (from Rifts Earth and Phase World) appeared in their dimension. These new, ruthless trans-dimensional competitors literally
destroyed the Darclons to eliminate the competition. Within 50 years, the Darclons had been extinguished as a force in their own universe. Those who
weren’t slain, or put out of business, were captured and enslaved. Although tens of thousands survived as free people (there had been billions), they were
forced into hiding and live a quiet existence. In an attempt to escape the Splugorth and Naruni Enterprises, the aliens turned their dwindling resources
toward developing dimensional travel. It took nearly a thousand years, but they have begun to master traversing the Megaverse.
Seven years ago, Has Julter and Dica Ze were two crew members aboard a Runner Ship that traveled through the dimensional gate. Their ship arrived
in the Ilta Quadrant of the Milky Way Galaxy of Heroes Unlimited Universe. Their ship soon encountered two TMC Interceptors on long range patrol. Their
ship not possessing any designs known in the FAR or TMC Charters was considered an authorized vehicle operating in TMC space. The Darclons believed
they were dealing with pirates or law enforcement decided to fire upon the two ships. The interceptors returned fire and gave chase. The Darclon ship
arrived at Earth’s solar system when its engines were destroyed by short range missiles. Out of control, the Darclon abandoned ship and jumped into the
various escape pods. Has and Dica managed to get most of their personal belongings before making it to theirs. The pod was the only one not captured by
the TMC. It eventually crashed landed on Earth in the swamps of Georgia. The duo salvaged what they could and made their way toward a hunting shack.
They soon took stock of their situation. Soon they were found by the super villain criminal Jake Gator and his buddy the Devil’s Knight. They explained the
situation and welcomed the alien duo to planet Earth. With their help, the twins arrived at Century Station.
Once in Century Station the alien twins became enamored with earth technology and the lawlessness taking place in Iron Beach (a.k.a. Napier Bay).
They found themselves an abandoned six-story reinforced concrete building full of banks of windows for natural lighting and ventilation. Once it was going
to produce the world first flying cars, but as the designs were based on “alien tech” the company went under. The facility was abandoned. Later it was
discovered the liquid element used to power the flying cars contaminated equipment, flooring, and soil, and was extremely toxic to normal human beings.
The EPA began removing and disposing of large quantities of soil and contaminated equipment, including sections of concrete and underground storage
tanks. Despite $4 million dollars of work, the site was still considered “contaminated” by the EPA and Council of Industry. The building is slowly being
broken down by natural elements. Several sections of the floor have caved in, the cement being eaten away by water and ground floor damage sustained
from Hurricane Boris (Category 6).
Has and Dica made the place their home as they were naturally immune to contaminated soil and in fact started using the soil to power their
equipment and salvage their hover vehicle. The duo used their psionic powers to convince the local vagabonds, criminals, and bad elements that they were
freelance information brokers who engage in espionage to collect information for the right price. They had a knack on how to find information, how to
identify fact from fiction and have a network of sources they can trust to obtain and pass on the information. What would you pay to know when and where
to be to take advantage of an opportunity, or where not to be to avoid a trap? How much is it worth to know you can trust this person but not that one?
They keep well informed on the activities and schedules of CSPD; even Sector 10 is not immune to their surveillance and research. They have learned the
secret identities of many known local heroes (no Centurion as of yet) and passed on that knowledge to rivals, enemies, and to Fabricators Inc. The duo is
not about to let any opportunity slip through their fingers or let competitors or the authorities get the upper hand on them. Already the Minotaur and
Sinistry utilizes them before they plan any caper. Word on the street is if Iron Mike had used them then Bloody Monday would have never happened.
Has and Dica have decided to expand their operations, exploring other parts of Earth in an effort to recruit more super beings to hire out to foreign
governments/rogue nations, crime syndicates, bio-tech companies, and super villains. If these super beings cannot be found, Has and Dica are
contemplating conducting experiments on normal people using the liquid element to induce mutation (experiments) or cause random mutation or breed
mutants. They are but certain they can unlock the secret in the DNA of earthlings that allows them to turn into super beings. Some of their early
experiments appear quite promising, one-quarter of healthy teenagers they’ve exposed toxic soil to have inexplicably developed superhuman
powers, ranging from incredible strength to the abilities to fly, move at sonic speed, unleash torrents of energy, and scores of others. Unfortunately, victims
ALWAYS develop 4 random mutations and terrible side effects (see Mutants Underground table 22-23). The question is should they try younger children or
try exposing the soil to those who are already mutated?
Real Name: Has Julter and Dica Ze of Clan Zar
Occupation: Alien Super Villain Duo. Information Brokers.
Alignment: Miscreant (Principled toward each other)
Power Category: Twin Dimensional Alien-Natural Psionics (Darclons)
Experience Level: 9th level
Hit Points: 50 S.D.C.: 204 Armor Rating: 14
P.P.E.: 30
I.S.P.: 380
Appearance: Demonic looking with a tough insect-like exoskeleton. They have pointed teeth, bronze skin, jet black eyes, and four fingered hands
with a fully opposable thumb. They lack a nasal cavity, so they can only take in air through their mouth, and possess no vocal cords. Mindo and Thoughtia
use their power to make other human see them as humans. They only trust a select few with their true appearance.
Attributes: I.Q. 14, M.E. 20, M.A. 9, P.S. 20, P.P. 14, P.E. 20, P.B. 1 (3D6 with psionic/illusion disguises), Spd. 25.
Age: 75, Sex: Male and Female, Height: Both are 5 foot and 10 inches (1.77 m), Weight: Both are150 lbs (657.5 kg)
Originating Alien Environment: They come from a normal earth environment with double the normal amount of oxygen available in the atmosphere,
resulting in a planet in which insects became the dominate form of life, full of mosses and mushrooms, yet a high chance of combustion and the spread of
any fire.
Natural Abilities: Like all Darclons, Mindo and Thoughtia are ambidextrous, resistant to normal fire (half damage; but suffers full damage from magic
fire or plasma), and powerful natural psionic. All Darclons possess immense psionic powers (able to select five additional lesser powers and one additional
super psionic power at first level. At additional levels, they get twice the usual number of powers). Telepathic Transmission (Mental Speak) : Range 150 feet
(45.7 m): Duration: Unlimited. Saving Throw: None. All Darclons can perform a simple version of mind-to-mind, speech substitute. There is no saving
throw because it is not an attack. They can focus their thoughts so that only one specific character will receive it, or “speak” to several people at the same
time, so long as everyone is within the range limit of 150 feet (45.7 m). Non-psionics will assume that the Telepathic Transmission is normal speech. Note:
This power cannot be used to “read” minds or pick up empathic impressions, only communicate with mental words. This means it cannot work with
microphones or audio devices.
Vulnerabilities: As they can only breathe via their mouths, -2 to save vs airborne gases, drugs and toxins.
Special Skills/Talents: Mindo and Thoughtia have a well place mole within Project Secure and Triton Industries that feed them information (including
classified/covert information) about the agency’s activities and opportunities that they might be able to exploit. The identity of this “mole” is their most
highly valued and protected secret asset that that they will never share with anyone. The duo has 10 street snitches petty criminals, low-life scoundrels and
underworld figures. Prostitutes, drug dealers, junkies, drunks, shady bartenders or pawnshop managers, auto mechanics, street punks, and low-ranking
underworld/syndicate enforcers who trade information for small amounts of cash, booze and small favors. These informants and snitches tell them about
the activities of known Legionnaires, Crime Syndicates, Super Villains, and other juicy secrets they might stumble across, share the word on the street, and
are happy to keep an eye open and an ear cocked for anything or anybody the duo might ask them to find or watch out for. This includes the whereabouts
of specific individuals, schedules for deliveries and patrols, and just about any data that can be learned from someone willing to carefully ask a few
questions, listen in on conversations and do a little tailing. These street informants don’t include the other 10 thugs, thieves, drug dealers, pimps,
streetwalkers, beggars, snitches, gamblers, gang-hangers, cutthroats, and lower echelon criminals and lowlifes within Century Station as well as contacts
within Fabricators Inc, Color Punks, and Crime Syndicates.
Psychic Twin Bond: The twin’s greatest psi-power is the ability to combine their I.S.P. points and share/use each other’s psionic powers when holding
hands. Furthermore, the union adds an extra 40 I.S.P. points (must be holding hands). Although each is 9th level, when they hold hands, their powers are
at the equivalent strength of an 18th level Natural Psionic! On the down side, their psychic connection is natural Empathic, Telepathic, and Sensory Link
(cost no I.S.P.) to each other and each has unrestrictive access to each other’s mind (no save against each other). This means they have no privacy from
each other. They cannot Mind Block unless they both agree to do so. If one twin dies the other will go into a coma, but will eventually recover, with all of his
or her skills, combat bonuses, psionic attacks per melee, Hit Points, and I.S.P. cut in half, and initiative will be -3. All changes are permanent.
Healing Psionics: Bio-Regeneration (6), Detect Psionics (6), Healing Touch (6), Psychic Diagnosis (4), Psychic Purification (8), Psychic Surgery (14),
and Wound Transfer (12).
Physical Psionics: Alter Aura (2), Deaden Senses (4), Death Trance (1), Ectoplasm (varies), Ectoplasm Disguises (12), Float (8), Impervious to Cold
(2), Impervious to Poison/Toxin (4), Levitation (varies), Mind Block (4), Nightvision (4), Resist Fatigue (4), Resist Thirst (6), Summon Inner Strength (4),
Telekinesis (Varies), Telekinetic Punch (6), Telekinetic Leap (8), Telekinetic Lift (6), Telekinetic Push (4), Teleport Object (10).
Sensitive Psionics: Astral Projection (8), Clairvoyance (4, +15% bonus if it involves each other), Empathy (4, none for each other, 10x normal range
for each other), Intuitive Combat (10), Machine Ghost (12), Mimic Skills (12), Object Read (6), Precognition (8), Presence Sense (4), Read Dimensional
Portal (6), See Aura (6), See the Invisible (4), Sense Evil (2), Sense Magic (3), Sense Time (2), Sensory Link (10, none for each other, 10x normal range
for each other), Sixth Sense (2), Speed Read (2), Telepathy (4, none for each other, 10x normal range for each other), and Total Recall (2).
Super Psionic Powers: Electrokinesis (varies), Hypnotic Suggestion (varies), Insert Memory (25), Mental Illusion (20), Mind Bolt (varies), Mind Wipe
(varies), Psychic Omni-Sight (15), Telemechanics (10), Telemechanics Mental Operation (12), and the following three powers:
Group Mental Illusion, Range: 120-foot (36.5 m) radius, Duration: 5 minutes, I.S.P. 30. Saving Throw: Standard save vs psionic; everyone in the
radius of effect get to make a save. This means some will be affected by the illusion while others may not. The power works just like Mental Illusion (HU,
page 311-312) only this version sends a powerful telepathic suggestion into the mind of everyone within the 120-foot (36.6 m) radius. The illusion is real
(see, hear, and feel, no smell or taste) and how everyone interacts with it might be different with each person. The illusion has to have basic structure and
imagery. You can’t make an illusion of an “orange blob of goo” and the illusion of a “baal-rog” only works on people who know what a baal-rog is, however
sending the telepathic image of a “demonic being” allows the victim’s own imagination, knowledge, and interpretation to let them see what they define as a
demonic being. Only problem is everyone who fails the save will see, hear, feel, and interact with something different. Those observing from video monitor
or recording it with their phone if they are in range have the image implanted in their head so they see and hear what they think they see and hear. Later
on when they playback the image they will see and hear nothing. An illusion that will cause trauma or pain must be saved twice, first to see and believe,
then again to cause physical pain. Mindo and Thoughtia could shoot “energy blasts” into a crowd of people and convince everyone affected that they been
blasted to death. See Illusion for more details in Powers Unlimited 3 (page 67-68).
Mental Electronic Messaging, Range: Varies. Mind alone: 900 feet (274 m) and they must know the “target device” is within her range or visible; line
of sight. Using an electronic transmitter (smart phone/watch, tablet, radio, digital camera, or laptop) their range is 9000 miles (14,400 km). By channeling
through the device, they can send a mental message to any of the electronic devices listed, even if they are normally incompatible (e.g., a cell phone to a
TV or clock radio), Duration: One minute (four melee rounds), with each text message or image counting as one melee action/attack. They can choose to
devote that entire time to message sending, or loop the message to repeat over and over again (the latter uses up all her attacks/action for those four
melee rounds). Or each short message can count as one melee attacks/actions, enabling them to do other things than just send messages for the entire
minute (four melee rounds). Remember, each short message or phrase counts as one melee action/attack, I.S.P.: 8, this is a psychic influence influence
over machines and electronic devices enables them to send telepathic-like messages, not to another person’s mind, but to a smart phone, tablet, radio,
computer, laptop, hearing aid, or even the TV itself. It can be a text message or a mental image, like a still photograph, or, if an audio feature is available,
spoken words. The correspondence is limited to one minute maximum, although they can always call back at the cost of another 6 I.S.P.
Text & Image messages. Number sequences up to 24 digits and short phrases are most common, with each set of numbers or words counting as one
melee action/attack. This makes it easy to gauge and account for each message in a game setting. Their text message can be a single word to as many as
ten (“Go,” “die,” “get out,” “You’ve be warn,” “I’m coming for you,”), as well as send static/snow or an image or image sequence (one image per message
sent, each changing as a new image comes in, and each snapshot-like image counting as one melee action).
Their spoken words can be mentally sent to any electronic device that has audio capabilities, including radio alarm clocks, smart devices, CD players,
phones, computers, videogame devices, etc. The conversation is two-way like a telephone, only the incoming signal coming from her is impossible to trace
and may not involve a physical device at all! Similarly, the message is NOT stored on the receiving device and vanishes after one minute as if it never
existed.
Telepathy: Superior, Range: 550 feet (167.6 m) or 1100 feet (335.2 m) for two-way communication. Note: The twins can perform two-way
communication with up to 5000 miles (8000 km) separating each other. Duration: 18 minutes, I.S.P.: 10. Saving Throw: None for those willing, standard for
those resisting. This version of telepathy works just like the sensitive version, allowing the user to hear surface thoughts or send/receive telepathic
messages. They can also see the thoughts and memories of other people as images, allowing them not only receive information from, but also see the
thoughts and memories as if they had been present at these events. This is not a Mind Bond! One has to know what they are looking for as they are
rummaging through the memories and thoughts of a person searching for information as one would search something up on the Internet or at the library
(Research skill—40% +5% per level of experience). Unfortunately, the unwanted intrusion into a person’s mind, especially going into their subconscious
thoughts, private details of their life, childhood memories, or thoughts & memories that they are trying to keep concealed (passwords, names of contacts,
the victim’s True Name, the location of the hidden base, mission plans, etc) is quite painful. If the initial Research skill rolls fails (roll once per minute), each
additional minute using the telepathic probe causes the victim’s head to suddenly throb, he can hear his heart beating in his ears and the sound of blood
rushing through blood vessels in the head. The overall sensation is that his head is going to explode with a massive headache (Lose initiative, -3 to strike,
parry, and dodge, and Speed and all skills are performed at -20%. Victim takes one point of damage of their Hit Points per minute affected). Moreover,
the person doing the mind probe has to keep concentrating and staying focused on their target. This means he/she can only perform two other
actions/attacks per melee (defensive moves not included), unless he/she drops the probe. Similarly, skill performance is -25% and the physical stress
causes damage to the psychic’s own body (bleeding from one or more cranial orifices) and the loss of 1D4 S.D.C. per minute. This is why most psychics
prefer “other” psychic tactics then the infamous “mind rape” as it hurts them just as much it does the victim.
Attacks per Melee: 7 (2 Initial +4 from Hand to Hand +1 from ambidextrous)
Combat Training: Basic
Combat Bonuses: +3 to initiative, +1 to strike, +3 to parry, +2 to dodge, +7 to damage, +2 to roll with punch/fall, +2 to pull punch, +1 to disarm,
and +3 to Perception Rolls (+5 in Century Station).
Saving Throws: Need a 10 or better to save vs psionics, +10% to save vs coma/death, +3 to save vs psionics, +3 to save vs insanity, +5 to save vs
possession, +3 to save vs magic/poison, +5 to save vs disease, +5 to save vs charm/impress/intimidation, and Seduction, and +5 to save vs Horror Factor.
Combat Skills: Punch 1D4, Power Punch 2D4 (Counts as two attacks), Elbow/Forearm 1D6, Knee 2D4, Karate Kick 2D4, Body Flip/Throw 1D6 + P.S.
damage bonus (lose initiative and 1 attack/action), Paired Weapons, All Holds, and Critical strike on a natural 19-20.
Educational Background: Special, Darcon Information Broker who has studied Earth extensively. Note: The duo enjoys an additional +5% to all skills
that apply to their familiarity with Century Station as their home territory/base of operations, including all Rogue skills, Barter, and Intelligence skills. It’s
also particularly useful in helping them avoid trouble, recognizing spies/undercover agents, rivals and enemies, finding the best deals and contraband, and so on.
Common Skills: Read-Write/Speak Darcon 98%/98%, Mathematics: Basic 98%, Pilot: Personal Anti-Gravity Transportation 91%, Anthropology
(Earth) 91%, Basic Electronics 98%, Locksmith 98%, and Read-Write/Speak English, Chinese, Hindi, Spanish, and Russian 91%/83%.
Special Skills: Computer Operation 98%, Computer Hacking 85%, Computer Programming 92%, Computer Repair 98%, Electronic
Countermeasures 95%, Streetwise 66%, Surveillance 95%, Impersonation 91%/77%, Find Contraband 87%, Intelligence 88%, Research 98%, Undercover
Ops 98%, Interrogation 90%, Tracking (people) 85%, I.D. Undercover Agent 98%, Tailing 95%, Imitate Voices and Sounds 93%/87%, Psychology 95%,
Xeno-Biology (humanoids) 90%, Radio: Basic 98%, Business & Finance 95%, Lore: Alien 98%, Law (Professional, Corporate) 95%, W.P. Energy Pistol (+4
to aim/+2 to burst), W.P. Super Ability (+3 to strike with any psionic attacks), CBRN Warfare 95%, and Military Etiquette 95%.
Secondary: Depressurization Training, Pilot: Hover Car 98%, Public Speaking 75%, Performance 75%, Prowl 75%, Hand to Hand: Basic, Barter
65%, Basic Mechanics 80%, Hover Vehicle Mechanics 75%, Astronomy & Navigation 50%, Earth Law (general) 60%, Earth History 85%/65%, Writing 45%,
T.V./Video 40%, and Running.
Money: Between the two of them they have 130,000 US dollars in four different bank accounts. They have $60,000 in precious stones and metals
and $3 million in alien tech trade goods. If they need to they can always “hack” additional money and deposit as they need it or get others to fund
operations for them.
Weapons: They both rely on their psionic powers, but neither won’t think twice about using alien tech or whatever is quickly available to them.
Ion Blaster, Range: 400 feet (122 m), Damage: 5D6, Rate of Fire: Single shot, Feed: 8 round E-clip.
Equipment & Vehicles: They will procure whatever it they need to complete the mission they need. +4 extra clips for Ion Blaster, top-of-the-line
computers including two tablets ($1200), a laptop ($10,000), a full-size desktop computer and monitor with all necessary peripherals and heavy filters
(A.R.: 17, S.D.C.: 75) $15,000, portable electronics tool kit, pocket recorder, language translator, digital camera, flashlight, pen flashlight, pocket-size
notepad, 1D4 pens, two spare sets of traveling clothes, one set of dress clothes, two high quality forgeries for various government agencies with different
names and identities along with weapons permits for the same identities.
Palm Bio-Unit, a palm-size biological analyzer. The digital display can indicate a humanoid’s body temperatures, blood pressure, respiration,
dehydration, and help diagnose disease and medical issues (88% for both percentiles).
Video Communicator (Part Smart Phone/Part Satellite Radio). This is a wristband. The alien programs installed on this device allow them a +10%
bonus to hack earth computers or smart phones.
Two Person Hover Platform, A.R.: 7, S.D.C.: 120. Speed: 90 mph (144 km), Hovers 3 to 300 feet (0.9 to 91 m) above the ground, Range: 500 miles
(800 km), Bonus: +1 to dodge.
Note: Mindo and Thoughtia know there are Darclons working at Triton Industries. They just choose not to involve themselves with them.
Alien Criminal duo
Mindo and Thoughtia are Darclon brother-sister twins. Darclons are a race of evil alien intergalactic arms dealer and slavers from another dimension,
until the Splugorth and Naruni (from Rifts Earth and Phase World) appeared in their dimension. These new, ruthless trans-dimensional competitors literally
destroyed the Darclons to eliminate the competition. Within 50 years, the Darclons had been extinguished as a force in their own universe. Those who
weren’t slain, or put out of business, were captured and enslaved. Although tens of thousands survived as free people (there had been billions), they were
forced into hiding and live a quiet existence. In an attempt to escape the Splugorth and Naruni Enterprises, the aliens turned their dwindling resources
toward developing dimensional travel. It took nearly a thousand years, but they have begun to master traversing the Megaverse.
Seven years ago, Has Julter and Dica Ze were two crew members aboard a Runner Ship that traveled through the dimensional gate. Their ship arrived
in the Ilta Quadrant of the Milky Way Galaxy of Heroes Unlimited Universe. Their ship soon encountered two TMC Interceptors on long range patrol. Their
ship not possessing any designs known in the FAR or TMC Charters was considered an authorized vehicle operating in TMC space. The Darclons believed
they were dealing with pirates or law enforcement decided to fire upon the two ships. The interceptors returned fire and gave chase. The Darclon ship
arrived at Earth’s solar system when its engines were destroyed by short range missiles. Out of control, the Darclon abandoned ship and jumped into the
various escape pods. Has and Dica managed to get most of their personal belongings before making it to theirs. The pod was the only one not captured by
the TMC. It eventually crashed landed on Earth in the swamps of Georgia. The duo salvaged what they could and made their way toward a hunting shack.
They soon took stock of their situation. Soon they were found by the super villain criminal Jake Gator and his buddy the Devil’s Knight. They explained the
situation and welcomed the alien duo to planet Earth. With their help, the twins arrived at Century Station.
Once in Century Station the alien twins became enamored with earth technology and the lawlessness taking place in Iron Beach (a.k.a. Napier Bay).
They found themselves an abandoned six-story reinforced concrete building full of banks of windows for natural lighting and ventilation. Once it was going
to produce the world first flying cars, but as the designs were based on “alien tech” the company went under. The facility was abandoned. Later it was
discovered the liquid element used to power the flying cars contaminated equipment, flooring, and soil, and was extremely toxic to normal human beings.
The EPA began removing and disposing of large quantities of soil and contaminated equipment, including sections of concrete and underground storage
tanks. Despite $4 million dollars of work, the site was still considered “contaminated” by the EPA and Council of Industry. The building is slowly being
broken down by natural elements. Several sections of the floor have caved in, the cement being eaten away by water and ground floor damage sustained
from Hurricane Boris (Category 6).
Has and Dica made the place their home as they were naturally immune to contaminated soil and in fact started using the soil to power their
equipment and salvage their hover vehicle. The duo used their psionic powers to convince the local vagabonds, criminals, and bad elements that they were
freelance information brokers who engage in espionage to collect information for the right price. They had a knack on how to find information, how to
identify fact from fiction and have a network of sources they can trust to obtain and pass on the information. What would you pay to know when and where
to be to take advantage of an opportunity, or where not to be to avoid a trap? How much is it worth to know you can trust this person but not that one?
They keep well informed on the activities and schedules of CSPD; even Sector 10 is not immune to their surveillance and research. They have learned the
secret identities of many known local heroes (no Centurion as of yet) and passed on that knowledge to rivals, enemies, and to Fabricators Inc. The duo is
not about to let any opportunity slip through their fingers or let competitors or the authorities get the upper hand on them. Already the Minotaur and
Sinistry utilizes them before they plan any caper. Word on the street is if Iron Mike had used them then Bloody Monday would have never happened.
Has and Dica have decided to expand their operations, exploring other parts of Earth in an effort to recruit more super beings to hire out to foreign
governments/rogue nations, crime syndicates, bio-tech companies, and super villains. If these super beings cannot be found, Has and Dica are
contemplating conducting experiments on normal people using the liquid element to induce mutation (experiments) or cause random mutation or breed
mutants. They are but certain they can unlock the secret in the DNA of earthlings that allows them to turn into super beings. Some of their early
experiments appear quite promising, one-quarter of healthy teenagers they’ve exposed toxic soil to have inexplicably developed superhuman
powers, ranging from incredible strength to the abilities to fly, move at sonic speed, unleash torrents of energy, and scores of others. Unfortunately, victims
ALWAYS develop 4 random mutations and terrible side effects (see Mutants Underground table 22-23). The question is should they try younger children or
try exposing the soil to those who are already mutated?
Real Name: Has Julter and Dica Ze of Clan Zar
Occupation: Alien Super Villain Duo. Information Brokers.
Alignment: Miscreant (Principled toward each other)
Power Category: Twin Dimensional Alien-Natural Psionics (Darclons)
Experience Level: 9th level
Hit Points: 50 S.D.C.: 204 Armor Rating: 14
P.P.E.: 30
I.S.P.: 380
Appearance: Demonic looking with a tough insect-like exoskeleton. They have pointed teeth, bronze skin, jet black eyes, and four fingered hands
with a fully opposable thumb. They lack a nasal cavity, so they can only take in air through their mouth, and possess no vocal cords. Mindo and Thoughtia
use their power to make other human see them as humans. They only trust a select few with their true appearance.
Attributes: I.Q. 14, M.E. 20, M.A. 9, P.S. 20, P.P. 14, P.E. 20, P.B. 1 (3D6 with psionic/illusion disguises), Spd. 25.
Age: 75, Sex: Male and Female, Height: Both are 5 foot and 10 inches (1.77 m), Weight: Both are150 lbs (657.5 kg)
Originating Alien Environment: They come from a normal earth environment with double the normal amount of oxygen available in the atmosphere,
resulting in a planet in which insects became the dominate form of life, full of mosses and mushrooms, yet a high chance of combustion and the spread of
any fire.
Natural Abilities: Like all Darclons, Mindo and Thoughtia are ambidextrous, resistant to normal fire (half damage; but suffers full damage from magic
fire or plasma), and powerful natural psionic. All Darclons possess immense psionic powers (able to select five additional lesser powers and one additional
super psionic power at first level. At additional levels, they get twice the usual number of powers). Telepathic Transmission (Mental Speak) : Range 150 feet
(45.7 m): Duration: Unlimited. Saving Throw: None. All Darclons can perform a simple version of mind-to-mind, speech substitute. There is no saving
throw because it is not an attack. They can focus their thoughts so that only one specific character will receive it, or “speak” to several people at the same
time, so long as everyone is within the range limit of 150 feet (45.7 m). Non-psionics will assume that the Telepathic Transmission is normal speech. Note:
This power cannot be used to “read” minds or pick up empathic impressions, only communicate with mental words. This means it cannot work with
microphones or audio devices.
Vulnerabilities: As they can only breathe via their mouths, -2 to save vs airborne gases, drugs and toxins.
Special Skills/Talents: Mindo and Thoughtia have a well place mole within Project Secure and Triton Industries that feed them information (including
classified/covert information) about the agency’s activities and opportunities that they might be able to exploit. The identity of this “mole” is their most
highly valued and protected secret asset that that they will never share with anyone. The duo has 10 street snitches petty criminals, low-life scoundrels and
underworld figures. Prostitutes, drug dealers, junkies, drunks, shady bartenders or pawnshop managers, auto mechanics, street punks, and low-ranking
underworld/syndicate enforcers who trade information for small amounts of cash, booze and small favors. These informants and snitches tell them about
the activities of known Legionnaires, Crime Syndicates, Super Villains, and other juicy secrets they might stumble across, share the word on the street, and
are happy to keep an eye open and an ear cocked for anything or anybody the duo might ask them to find or watch out for. This includes the whereabouts
of specific individuals, schedules for deliveries and patrols, and just about any data that can be learned from someone willing to carefully ask a few
questions, listen in on conversations and do a little tailing. These street informants don’t include the other 10 thugs, thieves, drug dealers, pimps,
streetwalkers, beggars, snitches, gamblers, gang-hangers, cutthroats, and lower echelon criminals and lowlifes within Century Station as well as contacts
within Fabricators Inc, Color Punks, and Crime Syndicates.
Psychic Twin Bond: The twin’s greatest psi-power is the ability to combine their I.S.P. points and share/use each other’s psionic powers when holding
hands. Furthermore, the union adds an extra 40 I.S.P. points (must be holding hands). Although each is 9th level, when they hold hands, their powers are
at the equivalent strength of an 18th level Natural Psionic! On the down side, their psychic connection is natural Empathic, Telepathic, and Sensory Link
(cost no I.S.P.) to each other and each has unrestrictive access to each other’s mind (no save against each other). This means they have no privacy from
each other. They cannot Mind Block unless they both agree to do so. If one twin dies the other will go into a coma, but will eventually recover, with all of his
or her skills, combat bonuses, psionic attacks per melee, Hit Points, and I.S.P. cut in half, and initiative will be -3. All changes are permanent.
Healing Psionics: Bio-Regeneration (6), Detect Psionics (6), Healing Touch (6), Psychic Diagnosis (4), Psychic Purification (8), Psychic Surgery (14),
and Wound Transfer (12).
Physical Psionics: Alter Aura (2), Deaden Senses (4), Death Trance (1), Ectoplasm (varies), Ectoplasm Disguises (12), Float (8), Impervious to Cold
(2), Impervious to Poison/Toxin (4), Levitation (varies), Mind Block (4), Nightvision (4), Resist Fatigue (4), Resist Thirst (6), Summon Inner Strength (4),
Telekinesis (Varies), Telekinetic Punch (6), Telekinetic Leap (8), Telekinetic Lift (6), Telekinetic Push (4), Teleport Object (10).
Sensitive Psionics: Astral Projection (8), Clairvoyance (4, +15% bonus if it involves each other), Empathy (4, none for each other, 10x normal range
for each other), Intuitive Combat (10), Machine Ghost (12), Mimic Skills (12), Object Read (6), Precognition (8), Presence Sense (4), Read Dimensional
Portal (6), See Aura (6), See the Invisible (4), Sense Evil (2), Sense Magic (3), Sense Time (2), Sensory Link (10, none for each other, 10x normal range
for each other), Sixth Sense (2), Speed Read (2), Telepathy (4, none for each other, 10x normal range for each other), and Total Recall (2).
Super Psionic Powers: Electrokinesis (varies), Hypnotic Suggestion (varies), Insert Memory (25), Mental Illusion (20), Mind Bolt (varies), Mind Wipe
(varies), Psychic Omni-Sight (15), Telemechanics (10), Telemechanics Mental Operation (12), and the following three powers:
Group Mental Illusion, Range: 120-foot (36.5 m) radius, Duration: 5 minutes, I.S.P. 30. Saving Throw: Standard save vs psionic; everyone in the
radius of effect get to make a save. This means some will be affected by the illusion while others may not. The power works just like Mental Illusion (HU,
page 311-312) only this version sends a powerful telepathic suggestion into the mind of everyone within the 120-foot (36.6 m) radius. The illusion is real
(see, hear, and feel, no smell or taste) and how everyone interacts with it might be different with each person. The illusion has to have basic structure and
imagery. You can’t make an illusion of an “orange blob of goo” and the illusion of a “baal-rog” only works on people who know what a baal-rog is, however
sending the telepathic image of a “demonic being” allows the victim’s own imagination, knowledge, and interpretation to let them see what they define as a
demonic being. Only problem is everyone who fails the save will see, hear, feel, and interact with something different. Those observing from video monitor
or recording it with their phone if they are in range have the image implanted in their head so they see and hear what they think they see and hear. Later
on when they playback the image they will see and hear nothing. An illusion that will cause trauma or pain must be saved twice, first to see and believe,
then again to cause physical pain. Mindo and Thoughtia could shoot “energy blasts” into a crowd of people and convince everyone affected that they been
blasted to death. See Illusion for more details in Powers Unlimited 3 (page 67-68).
Mental Electronic Messaging, Range: Varies. Mind alone: 900 feet (274 m) and they must know the “target device” is within her range or visible; line
of sight. Using an electronic transmitter (smart phone/watch, tablet, radio, digital camera, or laptop) their range is 9000 miles (14,400 km). By channeling
through the device, they can send a mental message to any of the electronic devices listed, even if they are normally incompatible (e.g., a cell phone to a
TV or clock radio), Duration: One minute (four melee rounds), with each text message or image counting as one melee action/attack. They can choose to
devote that entire time to message sending, or loop the message to repeat over and over again (the latter uses up all her attacks/action for those four
melee rounds). Or each short message can count as one melee attacks/actions, enabling them to do other things than just send messages for the entire
minute (four melee rounds). Remember, each short message or phrase counts as one melee action/attack, I.S.P.: 8, this is a psychic influence influence
over machines and electronic devices enables them to send telepathic-like messages, not to another person’s mind, but to a smart phone, tablet, radio,
computer, laptop, hearing aid, or even the TV itself. It can be a text message or a mental image, like a still photograph, or, if an audio feature is available,
spoken words. The correspondence is limited to one minute maximum, although they can always call back at the cost of another 6 I.S.P.
Text & Image messages. Number sequences up to 24 digits and short phrases are most common, with each set of numbers or words counting as one
melee action/attack. This makes it easy to gauge and account for each message in a game setting. Their text message can be a single word to as many as
ten (“Go,” “die,” “get out,” “You’ve be warn,” “I’m coming for you,”), as well as send static/snow or an image or image sequence (one image per message
sent, each changing as a new image comes in, and each snapshot-like image counting as one melee action).
Their spoken words can be mentally sent to any electronic device that has audio capabilities, including radio alarm clocks, smart devices, CD players,
phones, computers, videogame devices, etc. The conversation is two-way like a telephone, only the incoming signal coming from her is impossible to trace
and may not involve a physical device at all! Similarly, the message is NOT stored on the receiving device and vanishes after one minute as if it never
existed.
Telepathy: Superior, Range: 550 feet (167.6 m) or 1100 feet (335.2 m) for two-way communication. Note: The twins can perform two-way
communication with up to 5000 miles (8000 km) separating each other. Duration: 18 minutes, I.S.P.: 10. Saving Throw: None for those willing, standard for
those resisting. This version of telepathy works just like the sensitive version, allowing the user to hear surface thoughts or send/receive telepathic
messages. They can also see the thoughts and memories of other people as images, allowing them not only receive information from, but also see the
thoughts and memories as if they had been present at these events. This is not a Mind Bond! One has to know what they are looking for as they are
rummaging through the memories and thoughts of a person searching for information as one would search something up on the Internet or at the library
(Research skill—40% +5% per level of experience). Unfortunately, the unwanted intrusion into a person’s mind, especially going into their subconscious
thoughts, private details of their life, childhood memories, or thoughts & memories that they are trying to keep concealed (passwords, names of contacts,
the victim’s True Name, the location of the hidden base, mission plans, etc) is quite painful. If the initial Research skill rolls fails (roll once per minute), each
additional minute using the telepathic probe causes the victim’s head to suddenly throb, he can hear his heart beating in his ears and the sound of blood
rushing through blood vessels in the head. The overall sensation is that his head is going to explode with a massive headache (Lose initiative, -3 to strike,
parry, and dodge, and Speed and all skills are performed at -20%. Victim takes one point of damage of their Hit Points per minute affected). Moreover,
the person doing the mind probe has to keep concentrating and staying focused on their target. This means he/she can only perform two other
actions/attacks per melee (defensive moves not included), unless he/she drops the probe. Similarly, skill performance is -25% and the physical stress
causes damage to the psychic’s own body (bleeding from one or more cranial orifices) and the loss of 1D4 S.D.C. per minute. This is why most psychics
prefer “other” psychic tactics then the infamous “mind rape” as it hurts them just as much it does the victim.
Attacks per Melee: 7 (2 Initial +4 from Hand to Hand +1 from ambidextrous)
Combat Training: Basic
Combat Bonuses: +3 to initiative, +1 to strike, +3 to parry, +2 to dodge, +7 to damage, +2 to roll with punch/fall, +2 to pull punch, +1 to disarm,
and +3 to Perception Rolls (+5 in Century Station).
Saving Throws: Need a 10 or better to save vs psionics, +10% to save vs coma/death, +3 to save vs psionics, +3 to save vs insanity, +5 to save vs
possession, +3 to save vs magic/poison, +5 to save vs disease, +5 to save vs charm/impress/intimidation, and Seduction, and +5 to save vs Horror Factor.
Combat Skills: Punch 1D4, Power Punch 2D4 (Counts as two attacks), Elbow/Forearm 1D6, Knee 2D4, Karate Kick 2D4, Body Flip/Throw 1D6 + P.S.
damage bonus (lose initiative and 1 attack/action), Paired Weapons, All Holds, and Critical strike on a natural 19-20.
Educational Background: Special, Darcon Information Broker who has studied Earth extensively. Note: The duo enjoys an additional +5% to all skills
that apply to their familiarity with Century Station as their home territory/base of operations, including all Rogue skills, Barter, and Intelligence skills. It’s
also particularly useful in helping them avoid trouble, recognizing spies/undercover agents, rivals and enemies, finding the best deals and contraband, and so on.
Common Skills: Read-Write/Speak Darcon 98%/98%, Mathematics: Basic 98%, Pilot: Personal Anti-Gravity Transportation 91%, Anthropology
(Earth) 91%, Basic Electronics 98%, Locksmith 98%, and Read-Write/Speak English, Chinese, Hindi, Spanish, and Russian 91%/83%.
Special Skills: Computer Operation 98%, Computer Hacking 85%, Computer Programming 92%, Computer Repair 98%, Electronic
Countermeasures 95%, Streetwise 66%, Surveillance 95%, Impersonation 91%/77%, Find Contraband 87%, Intelligence 88%, Research 98%, Undercover
Ops 98%, Interrogation 90%, Tracking (people) 85%, I.D. Undercover Agent 98%, Tailing 95%, Imitate Voices and Sounds 93%/87%, Psychology 95%,
Xeno-Biology (humanoids) 90%, Radio: Basic 98%, Business & Finance 95%, Lore: Alien 98%, Law (Professional, Corporate) 95%, W.P. Energy Pistol (+4
to aim/+2 to burst), W.P. Super Ability (+3 to strike with any psionic attacks), CBRN Warfare 95%, and Military Etiquette 95%.
Secondary: Depressurization Training, Pilot: Hover Car 98%, Public Speaking 75%, Performance 75%, Prowl 75%, Hand to Hand: Basic, Barter
65%, Basic Mechanics 80%, Hover Vehicle Mechanics 75%, Astronomy & Navigation 50%, Earth Law (general) 60%, Earth History 85%/65%, Writing 45%,
T.V./Video 40%, and Running.
Money: Between the two of them they have 130,000 US dollars in four different bank accounts. They have $60,000 in precious stones and metals
and $3 million in alien tech trade goods. If they need to they can always “hack” additional money and deposit as they need it or get others to fund
operations for them.
Weapons: They both rely on their psionic powers, but neither won’t think twice about using alien tech or whatever is quickly available to them.
Ion Blaster, Range: 400 feet (122 m), Damage: 5D6, Rate of Fire: Single shot, Feed: 8 round E-clip.
Equipment & Vehicles: They will procure whatever it they need to complete the mission they need. +4 extra clips for Ion Blaster, top-of-the-line
computers including two tablets ($1200), a laptop ($10,000), a full-size desktop computer and monitor with all necessary peripherals and heavy filters
(A.R.: 17, S.D.C.: 75) $15,000, portable electronics tool kit, pocket recorder, language translator, digital camera, flashlight, pen flashlight, pocket-size
notepad, 1D4 pens, two spare sets of traveling clothes, one set of dress clothes, two high quality forgeries for various government agencies with different
names and identities along with weapons permits for the same identities.
Palm Bio-Unit, a palm-size biological analyzer. The digital display can indicate a humanoid’s body temperatures, blood pressure, respiration,
dehydration, and help diagnose disease and medical issues (88% for both percentiles).
Video Communicator (Part Smart Phone/Part Satellite Radio). This is a wristband. The alien programs installed on this device allow them a +10%
bonus to hack earth computers or smart phones.
Two Person Hover Platform, A.R.: 7, S.D.C.: 120. Speed: 90 mph (144 km), Hovers 3 to 300 feet (0.9 to 91 m) above the ground, Range: 500 miles
(800 km), Bonus: +1 to dodge.
Note: Mindo and Thoughtia know there are Darclons working at Triton Industries. They just choose not to involve themselves with them.
- Reagren Wright
- Palladium Books® Freelance Writer
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- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
If anyone is interested, I'll make the rest of the Triton Strike team that Dreeja leads.
- Stone Gargoyle
- Virtuoso of Variants
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- Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
- Contact:
Re: On the topic of Revised to 2nd ed conversions.....
That would be very cool, Reagren. Please do.
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3238
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
Then I shall endeavor to deliver said team.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3238
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
As promised Dreeja's Strike team
CADAVER
Scott Mcgee awoke to find himself a scientist finishing his surgery. He immediately asked what was going on. The man in the medical mask told him
his name and that he’d been involved in a radical experiment. Scott tried to think, and to his horror realized he had no memory or recall of his former life or
skills. As he started to panic, his skin secreted a powerful flesh-eating chemical which burned the hands of the doctor working on him. Scott broke free of
his bonds and fled the operating room. He fought numerous guards, ripping them apart with his bare hands and started eating their remains. He ran out of
the compound, turned around to see it in flames. He hid out in the wilderness for several weeks, feeding on the wild game that he caught and ate raw. It
wasn’t long before stories of a “zombie” roaming the wilds of the woods outside of Victory City that sent the Victory City Sentinels (later known as the Watch
Guard) to investigate. One of the champions (Claws) tracked him down and the two battled. Cadaver left him for dead and ventured into the city hoping to
find out about himself. He soon encountered another member of the team. They eventually subdued and captured him. Project Secure arrived on the scene
and took him away. Pulling some strings, Arthur Harding, the CEO and founder of Triton Industries convinced Special Agent Michael Sinder (Head of Project
Secure) to let them do studies on the man. In truth, Arthur saved Scott because the Darclon alien Dreeja asked him too. The reason she did is because she
recognized the tale tell signs of “alien experiments” done to the man. Scott started to lose his grip on sanity so Dreeja sent him to be trained with Triton
Strike Teams. The training helped in a big way to keep Scott from slipping away into complete madness, becoming nothing more than a ravenous animal.
Dreeja took a special interest in Scott who no longer wanted to go by his dead name but a new name, Cadaver.
Cadaver has found new meaning in his life, even though it involves beating the US government before they make contact with aliens, seizing the
technology, and taking their genetic material (corpses) back to the lab for further study. As far as he is concerned, aliens did what they did to him so he’s
giving them all a little pay back. He is not aware of the full scope of Darclons presence on Earth, and even if he did, he considers them all his friends for
they spared him becoming a lab rat for the U.S. government. He also vows revenge against the Watch Guard for now allowing him to just live in the
wilderness in peace. He also doesn’t reveal just how much he wants Brittany Shale (a.k.a Shatter) to be his and despite the fact she wants nothing to do
with him because he disgusts her. As far as Cadaver is concerned, he doesn’t care.
Real Name: Scott Mcgee
Occupation: Triton Industry Mercenary/Assassin, member of Dreeja Triton Industry Strike Team
Alignment: Miscreant
Power Category: Eugenics
Experience Level: 8th
Hit Points: 63 S.D.C.: 129 Armor Rating: A.R. 10
P.P.E.: 24
Appearance: Scott Mcgee has blonde hair, hazel eyes, and still bears all the scars on his body from his original autopsy and “eugenic” construction.
His skin color and general appearance is that of a 24 hour dead body. Scott is tall, heavily muscled, and usually dresses in biker clothing. Among normal
people his death like appearance gives him a Horror Factor of 10.
Attributes: I.Q. 10, M.E. 10, M.A. 6, P.S. 23 (extraordinary), P.P. 20, P.E. 23, P.B. 5, Spd. 40.
Age: 31 Sex: Male, Height: 6 foot and 9 inch (2.0 m), Weight: 300 lbs (135 kg)
Insanity: Cadaver has periodic episodes of extreme violence. As a result, in the heat of combat, or under stress, he may engage in acts of cruelty,
intimidation, torture, belittle others, kill an unarmed foe out of anger or spite (or even sheer pleasure), and so.
Eugenic Abilities: Brain: Combat/Motorhead, Psi-Blocker (take 1D4 melees to enter trance that blocks telepathy, empathy, and all forms of mind
control/possession, but loses all sense of the world around him), S.D.C. Augmentation (once), Calicifier, Butcher’s Gland, Quick Clothing Blood, NAR 10,
Enhanced Physical Attributes, Super Bio-Regeneration (2D6 Hit Points/S.D.C.), Extraordinary P.S., Living Anatomy, Nightvision, Toxic Skin (Flesh Eating
Chemical 2D6 to Hit Points), Enhanced Kidneys, Modified Appendix, Heart, and Polarized Eye Filter. He can carry 2300 lbs (1035 kg) and lift 4600 lbs (2070
kg).
Side Effects: Cadavar must consume at least three meals of rotting flesh every day, plus all types of fresh foods make him violently ill. To keep up his
resurrected metabolism, he must also take frequent naps during the daylight hours of at least 30 minutes each. He twitches and fidgets and has trouble
sleeping.
Combat Training: Martial Arts
Attacks per Melee: 6 (2 initial +3 from Hand to Hand +1 from eugenics)
Combat Bonuses: +6 to initiative, +6 to strike, +8 to parry, +8 to dodge, +6 to automatic dodge, +8 to damage, +6 to roll with punch/fall, +9 to
pull punch, and +3 to disarm.
Saving Throws: He takes half damage from fire and cold, +30% to save vs coma/death, +14 to save vs poison, +12 to save vs drugs/toxins, even if
fail save vs poison, drugs, and toxins damage, penalties, and duration is one-fourth, +4 to magic, and +3 to save vs mind control and possession, block out
telepathic/empathic transmissions and probes.
Combat Skills: Karate Punch 3D6+2, Power Punch 1D4x10 (counts as two attacks), Backhand 2D8, Knife Hand 2D8, Elbow/Forearm 1D6, Knee 1D6,
Karate Kick 2D4, Snap Kick 1D6, Roundhouse Kick 3D6, Crescent Kick 2D4+2, Tripping/Leghook (cannot be paired, must dodge or knockdown), Jump Kick
6D6, Flying Jump Kick 4D6, All Holds, Paired Weapons, Leap Attack, Critical strike from behind, and Critical strike on an unmodified roll of 17-20.
Educational Background: Street Skilled with a Military Program
Common Skills: Read-Write/Speak English 96%/96%, Mathematics: Basic 96%, Pilot: Automobile 84%, and First Aid 96%.
Street Skills: Streetwise 66%, Prowl 72%, W.P. Knife (+3 to strike & parry, +4 to throw), Find Contraband 63%, Tailing 80%, I.D. Undercover Agents
87%, Cook 98%, General Repair & Maintenance 90%, and Rope Works 75%.
Military Program (Basic): Running, Climbing 85%/75%, Forced March, Military Etiquette 80%, Radio: Basic 95%, W.P. Rifle (+4 to aim/+2 to burst),
and W.P. Grenade (+3 to throw).
Secondary Skills: Hand to Hand: Martial Arts, Athletics (General), Body Building & Weightlifting, Outdoormanship, Wilderness Survival 80%, Land
Navigation 68%, Track & Trap Animals 55%/65%, Hunting, Pick Locks 45%, and Swimming 65%.
Money: He has little use for money. He steals or just takes whatever he wants. He can also simply ask and his contacts within Triton Industries will
provide him what he needs.
Weapons: While he is trained to use military weapons, he tends to fight hand to hand unless the mission requires it.
Equipment & Vehicles: The only equipment he takes is whatever the missions require of him to complete it.
CADAVER
Scott Mcgee awoke to find himself a scientist finishing his surgery. He immediately asked what was going on. The man in the medical mask told him
his name and that he’d been involved in a radical experiment. Scott tried to think, and to his horror realized he had no memory or recall of his former life or
skills. As he started to panic, his skin secreted a powerful flesh-eating chemical which burned the hands of the doctor working on him. Scott broke free of
his bonds and fled the operating room. He fought numerous guards, ripping them apart with his bare hands and started eating their remains. He ran out of
the compound, turned around to see it in flames. He hid out in the wilderness for several weeks, feeding on the wild game that he caught and ate raw. It
wasn’t long before stories of a “zombie” roaming the wilds of the woods outside of Victory City that sent the Victory City Sentinels (later known as the Watch
Guard) to investigate. One of the champions (Claws) tracked him down and the two battled. Cadaver left him for dead and ventured into the city hoping to
find out about himself. He soon encountered another member of the team. They eventually subdued and captured him. Project Secure arrived on the scene
and took him away. Pulling some strings, Arthur Harding, the CEO and founder of Triton Industries convinced Special Agent Michael Sinder (Head of Project
Secure) to let them do studies on the man. In truth, Arthur saved Scott because the Darclon alien Dreeja asked him too. The reason she did is because she
recognized the tale tell signs of “alien experiments” done to the man. Scott started to lose his grip on sanity so Dreeja sent him to be trained with Triton
Strike Teams. The training helped in a big way to keep Scott from slipping away into complete madness, becoming nothing more than a ravenous animal.
Dreeja took a special interest in Scott who no longer wanted to go by his dead name but a new name, Cadaver.
Cadaver has found new meaning in his life, even though it involves beating the US government before they make contact with aliens, seizing the
technology, and taking their genetic material (corpses) back to the lab for further study. As far as he is concerned, aliens did what they did to him so he’s
giving them all a little pay back. He is not aware of the full scope of Darclons presence on Earth, and even if he did, he considers them all his friends for
they spared him becoming a lab rat for the U.S. government. He also vows revenge against the Watch Guard for now allowing him to just live in the
wilderness in peace. He also doesn’t reveal just how much he wants Brittany Shale (a.k.a Shatter) to be his and despite the fact she wants nothing to do
with him because he disgusts her. As far as Cadaver is concerned, he doesn’t care.
Real Name: Scott Mcgee
Occupation: Triton Industry Mercenary/Assassin, member of Dreeja Triton Industry Strike Team
Alignment: Miscreant
Power Category: Eugenics
Experience Level: 8th
Hit Points: 63 S.D.C.: 129 Armor Rating: A.R. 10
P.P.E.: 24
Appearance: Scott Mcgee has blonde hair, hazel eyes, and still bears all the scars on his body from his original autopsy and “eugenic” construction.
His skin color and general appearance is that of a 24 hour dead body. Scott is tall, heavily muscled, and usually dresses in biker clothing. Among normal
people his death like appearance gives him a Horror Factor of 10.
Attributes: I.Q. 10, M.E. 10, M.A. 6, P.S. 23 (extraordinary), P.P. 20, P.E. 23, P.B. 5, Spd. 40.
Age: 31 Sex: Male, Height: 6 foot and 9 inch (2.0 m), Weight: 300 lbs (135 kg)
Insanity: Cadaver has periodic episodes of extreme violence. As a result, in the heat of combat, or under stress, he may engage in acts of cruelty,
intimidation, torture, belittle others, kill an unarmed foe out of anger or spite (or even sheer pleasure), and so.
Eugenic Abilities: Brain: Combat/Motorhead, Psi-Blocker (take 1D4 melees to enter trance that blocks telepathy, empathy, and all forms of mind
control/possession, but loses all sense of the world around him), S.D.C. Augmentation (once), Calicifier, Butcher’s Gland, Quick Clothing Blood, NAR 10,
Enhanced Physical Attributes, Super Bio-Regeneration (2D6 Hit Points/S.D.C.), Extraordinary P.S., Living Anatomy, Nightvision, Toxic Skin (Flesh Eating
Chemical 2D6 to Hit Points), Enhanced Kidneys, Modified Appendix, Heart, and Polarized Eye Filter. He can carry 2300 lbs (1035 kg) and lift 4600 lbs (2070
kg).
Side Effects: Cadavar must consume at least three meals of rotting flesh every day, plus all types of fresh foods make him violently ill. To keep up his
resurrected metabolism, he must also take frequent naps during the daylight hours of at least 30 minutes each. He twitches and fidgets and has trouble
sleeping.
Combat Training: Martial Arts
Attacks per Melee: 6 (2 initial +3 from Hand to Hand +1 from eugenics)
Combat Bonuses: +6 to initiative, +6 to strike, +8 to parry, +8 to dodge, +6 to automatic dodge, +8 to damage, +6 to roll with punch/fall, +9 to
pull punch, and +3 to disarm.
Saving Throws: He takes half damage from fire and cold, +30% to save vs coma/death, +14 to save vs poison, +12 to save vs drugs/toxins, even if
fail save vs poison, drugs, and toxins damage, penalties, and duration is one-fourth, +4 to magic, and +3 to save vs mind control and possession, block out
telepathic/empathic transmissions and probes.
Combat Skills: Karate Punch 3D6+2, Power Punch 1D4x10 (counts as two attacks), Backhand 2D8, Knife Hand 2D8, Elbow/Forearm 1D6, Knee 1D6,
Karate Kick 2D4, Snap Kick 1D6, Roundhouse Kick 3D6, Crescent Kick 2D4+2, Tripping/Leghook (cannot be paired, must dodge or knockdown), Jump Kick
6D6, Flying Jump Kick 4D6, All Holds, Paired Weapons, Leap Attack, Critical strike from behind, and Critical strike on an unmodified roll of 17-20.
Educational Background: Street Skilled with a Military Program
Common Skills: Read-Write/Speak English 96%/96%, Mathematics: Basic 96%, Pilot: Automobile 84%, and First Aid 96%.
Street Skills: Streetwise 66%, Prowl 72%, W.P. Knife (+3 to strike & parry, +4 to throw), Find Contraband 63%, Tailing 80%, I.D. Undercover Agents
87%, Cook 98%, General Repair & Maintenance 90%, and Rope Works 75%.
Military Program (Basic): Running, Climbing 85%/75%, Forced March, Military Etiquette 80%, Radio: Basic 95%, W.P. Rifle (+4 to aim/+2 to burst),
and W.P. Grenade (+3 to throw).
Secondary Skills: Hand to Hand: Martial Arts, Athletics (General), Body Building & Weightlifting, Outdoormanship, Wilderness Survival 80%, Land
Navigation 68%, Track & Trap Animals 55%/65%, Hunting, Pick Locks 45%, and Swimming 65%.
Money: He has little use for money. He steals or just takes whatever he wants. He can also simply ask and his contacts within Triton Industries will
provide him what he needs.
Weapons: While he is trained to use military weapons, he tends to fight hand to hand unless the mission requires it.
Equipment & Vehicles: The only equipment he takes is whatever the missions require of him to complete it.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3238
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
VER-MAN
The man called Ver-Man awoke from his sleep to find himself in a cage. In a fit of rage he demanded to be let out. As he yelled and screamed in his
cell, several lab rats managed to escape out of their cages and started doing his bidding, attacking the people in the lab. He then had them snatch the keys
and bring them to him. Once out of his cage, he killed everyone in the lab then fled with his rats behind him. He then spent weeks living on the streets
avoiding Mutant Recovery Teams and the police. The media called him a threat to the public welfare and citizens demanded the strange mutant be captured
immediately. He eventually found a newspaper in the alley that showed his image and the headline read “Vermin Still at Large”. Unable to think clearly
enough or recall his real name or memories, the mutant decided that was his real name but he mispronounced it and would spell it wrong when giving the
opportunity. He also learned he can “summon” rats or other nocturnal animals to his location if they were not readily available for him to control. For a while
Ver-man found solace within the Mutant Underground, yet those who tried to befriend him continued to find a being more animals then human, and he
would attack those simply trying to communicate with them. He would also attack people on the street simply out of frustration or fear.
One day while prowling the city streets of Victory City, he for whatever reason attacked Jenny White (a.k.a. Psyche) of Victory City Sentinels (later
Watch Guard). Her powerful psychic power nearly killed him until she was stopped by her lover Shawn Gable (a.k.a. Paladin). The former S.C.R.E.T
operative thought Ver-Man was an alien so he contacted a friend within Project Secure. He didn’t know it but his friend was secretly working for Triton
Industries. Ver-Man again awoke to find himself in a lab but this time he was talked to telepathically by Darclons. For some reason, this had a calming effect
on him. He was soon introduced to Dreeja who rejoiced in his mutant appearance. For a while Ver-Man was monitored and released on test runs like an
animal in training. Before long he was working alongside other Triton Strike Teams but only if a Darclon was present. Dreeja soon theorized that one of her
kind might have been responsible for his creation. She eventually took him under her wing and now he serves her faithfully and works well in her special
strike unit.
Real name: Unknown
Occupation: Former member of the Mutant Underground, now member of Dreeja Triton Industry Strike Team
Alignment: Miscreant (Principled toward Dreeja)
Power Category: Experiment (Animal Genes).
Experience Level: 7th
Hit Points: 49 S.D.C.: 109
P.P.E.: 22
Appearance: Ver-Man looks like a humanoid rat. He has a partial; slightly muzzled head, small round ears, short thick neck, thick body, widely spaced
red eyes. He has thick 1 inch (2.54 cm) dark brown fur covering his body (except his face, hand, feet, and belly). He has sharp teeth and a long, naked tail
4.5 feet (1.3 m).
Attributes: I.Q. 8, M.E. 8, M.A. 7, P.S. 18, P.P. 21, P.E. 20, P.B. 5, Spd. 42 (29.4 mph/47 km).
Age: 38, Sex: Male, Height: 6 foot (1.82 m), Weight: 220 lbs (99 kg).
Side Effect: Animal appearance with feral like behavior.
Natural Abilities: Bite 2D4, Claws 1D6, and special glands in his body that continually produce a strong & stinky musk, a pungent scent recognizable
by other rats and noticeable to anyone with a good or keen sense of smell (+10% bonus to track). He can leap 15 feet (4.5 m) vertically or 17 feet (5.1 m)
lengthwise standing still, and can leap down from a height of 30 feet (9.1 m) (no injury, landing on his feet or all fours). Note: All Ver-man powers are
natural aspects of his experimental rat like body, like his five senses. His powers are not affected by Negate Super Power ability.
Major Super Ability: Animal Powers (Nocturnal): Extraordinary Vision, Nightvision 600 feet (183 m), Extraordinary Sense of Smell (common scents
88%, track by smell 70%, identify person by scent 40%, and Control 2D4+7 (Badgers, Bats, Cockroach, Coyote, Cricket, Fireflies, Hedgehogs, Leopard,
Moths, Nighthawks, Opossum, Owls, Rabbits, Raccoons, Rats, Scorpions, Skunk, Spiders, Toads, Wolves).
Minor Super Abilities: Summon & Control Small Animals, Feral (Urban), and Heighten Sense of Balance. Note: Animal Powers and Summon & Control
Small Animals are a Power Combo that allows him to summon (Appear out of nowhere as if teleported to his side) 2D4+7 and he can summon an additional
65 lbs (29.2 kg) of animals.
Combat Training: Assassin
Attacks per Melee: 7 (2 initial +4 from Hand to Hand +1 from powers)
Combat Bonuses: +4 to initiative, +5 to strike, +7 to parry, +7 to dodge, +7 to damage, +6 to roll with punch/fall, +5 to maintain balance, +5 to
pull punch, +3 to disarm.
Saving Throws: +10% to save vs coma/death and +3 to save vs poison/magic.
Combat Skills: Karate Punch 2D4, Power Punch 4D4 (counts as two attacks), Elbow/Forearm 1D6, Karate Kick 2D6, Knee 1D6, Body Block/Tackle 1D4
+ P.S. attribute (parry or dodge to avoid knockdown), Body Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and 1 attack/action), All Holds, and
Deathblow (use without limitation, counts as two attacks).
Educational Background: Street Skills with Professional Thief. He dropped out of school in the 9th grade.
Common Skills: Read-Write/Speak English 44%/95%
Street Skills: Streetwise 62%, Prowl 97%, Climbing 98%, Tailing 70%, Roadwise 59%, I.D. Undercover Agent 73%, Escape Artist 70%, Tracking
(people) 80%, Outdoormanship, and Physical Labor,
Professional Thief: Pick Locks 75%, Imitate Voice & Sounds 79%/73%, Ventriloquism 49%, and Palming 60%.
Secondary Skills: Hand to Hand: Assassin, Wilderness Survival 90%, Land Navigation 74%, Preserve Food 75%, Swimming 95%, Athletics (General),
Running, Hunting, Mathematics: Basic 58%, and Animal Husbandry 50%.
Money: He has no use for currency or the concept of asking for anything. He simply takes what he desires.
Weapons: He relies on his natural talents.
Equipment & Vehicles: He relies on his natural abilities and sees no value in additional gear.
The man called Ver-Man awoke from his sleep to find himself in a cage. In a fit of rage he demanded to be let out. As he yelled and screamed in his
cell, several lab rats managed to escape out of their cages and started doing his bidding, attacking the people in the lab. He then had them snatch the keys
and bring them to him. Once out of his cage, he killed everyone in the lab then fled with his rats behind him. He then spent weeks living on the streets
avoiding Mutant Recovery Teams and the police. The media called him a threat to the public welfare and citizens demanded the strange mutant be captured
immediately. He eventually found a newspaper in the alley that showed his image and the headline read “Vermin Still at Large”. Unable to think clearly
enough or recall his real name or memories, the mutant decided that was his real name but he mispronounced it and would spell it wrong when giving the
opportunity. He also learned he can “summon” rats or other nocturnal animals to his location if they were not readily available for him to control. For a while
Ver-man found solace within the Mutant Underground, yet those who tried to befriend him continued to find a being more animals then human, and he
would attack those simply trying to communicate with them. He would also attack people on the street simply out of frustration or fear.
One day while prowling the city streets of Victory City, he for whatever reason attacked Jenny White (a.k.a. Psyche) of Victory City Sentinels (later
Watch Guard). Her powerful psychic power nearly killed him until she was stopped by her lover Shawn Gable (a.k.a. Paladin). The former S.C.R.E.T
operative thought Ver-Man was an alien so he contacted a friend within Project Secure. He didn’t know it but his friend was secretly working for Triton
Industries. Ver-Man again awoke to find himself in a lab but this time he was talked to telepathically by Darclons. For some reason, this had a calming effect
on him. He was soon introduced to Dreeja who rejoiced in his mutant appearance. For a while Ver-Man was monitored and released on test runs like an
animal in training. Before long he was working alongside other Triton Strike Teams but only if a Darclon was present. Dreeja soon theorized that one of her
kind might have been responsible for his creation. She eventually took him under her wing and now he serves her faithfully and works well in her special
strike unit.
Real name: Unknown
Occupation: Former member of the Mutant Underground, now member of Dreeja Triton Industry Strike Team
Alignment: Miscreant (Principled toward Dreeja)
Power Category: Experiment (Animal Genes).
Experience Level: 7th
Hit Points: 49 S.D.C.: 109
P.P.E.: 22
Appearance: Ver-Man looks like a humanoid rat. He has a partial; slightly muzzled head, small round ears, short thick neck, thick body, widely spaced
red eyes. He has thick 1 inch (2.54 cm) dark brown fur covering his body (except his face, hand, feet, and belly). He has sharp teeth and a long, naked tail
4.5 feet (1.3 m).
Attributes: I.Q. 8, M.E. 8, M.A. 7, P.S. 18, P.P. 21, P.E. 20, P.B. 5, Spd. 42 (29.4 mph/47 km).
Age: 38, Sex: Male, Height: 6 foot (1.82 m), Weight: 220 lbs (99 kg).
Side Effect: Animal appearance with feral like behavior.
Natural Abilities: Bite 2D4, Claws 1D6, and special glands in his body that continually produce a strong & stinky musk, a pungent scent recognizable
by other rats and noticeable to anyone with a good or keen sense of smell (+10% bonus to track). He can leap 15 feet (4.5 m) vertically or 17 feet (5.1 m)
lengthwise standing still, and can leap down from a height of 30 feet (9.1 m) (no injury, landing on his feet or all fours). Note: All Ver-man powers are
natural aspects of his experimental rat like body, like his five senses. His powers are not affected by Negate Super Power ability.
Major Super Ability: Animal Powers (Nocturnal): Extraordinary Vision, Nightvision 600 feet (183 m), Extraordinary Sense of Smell (common scents
88%, track by smell 70%, identify person by scent 40%, and Control 2D4+7 (Badgers, Bats, Cockroach, Coyote, Cricket, Fireflies, Hedgehogs, Leopard,
Moths, Nighthawks, Opossum, Owls, Rabbits, Raccoons, Rats, Scorpions, Skunk, Spiders, Toads, Wolves).
Minor Super Abilities: Summon & Control Small Animals, Feral (Urban), and Heighten Sense of Balance. Note: Animal Powers and Summon & Control
Small Animals are a Power Combo that allows him to summon (Appear out of nowhere as if teleported to his side) 2D4+7 and he can summon an additional
65 lbs (29.2 kg) of animals.
Combat Training: Assassin
Attacks per Melee: 7 (2 initial +4 from Hand to Hand +1 from powers)
Combat Bonuses: +4 to initiative, +5 to strike, +7 to parry, +7 to dodge, +7 to damage, +6 to roll with punch/fall, +5 to maintain balance, +5 to
pull punch, +3 to disarm.
Saving Throws: +10% to save vs coma/death and +3 to save vs poison/magic.
Combat Skills: Karate Punch 2D4, Power Punch 4D4 (counts as two attacks), Elbow/Forearm 1D6, Karate Kick 2D6, Knee 1D6, Body Block/Tackle 1D4
+ P.S. attribute (parry or dodge to avoid knockdown), Body Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and 1 attack/action), All Holds, and
Deathblow (use without limitation, counts as two attacks).
Educational Background: Street Skills with Professional Thief. He dropped out of school in the 9th grade.
Common Skills: Read-Write/Speak English 44%/95%
Street Skills: Streetwise 62%, Prowl 97%, Climbing 98%, Tailing 70%, Roadwise 59%, I.D. Undercover Agent 73%, Escape Artist 70%, Tracking
(people) 80%, Outdoormanship, and Physical Labor,
Professional Thief: Pick Locks 75%, Imitate Voice & Sounds 79%/73%, Ventriloquism 49%, and Palming 60%.
Secondary Skills: Hand to Hand: Assassin, Wilderness Survival 90%, Land Navigation 74%, Preserve Food 75%, Swimming 95%, Athletics (General),
Running, Hunting, Mathematics: Basic 58%, and Animal Husbandry 50%.
Money: He has no use for currency or the concept of asking for anything. He simply takes what he desires.
Weapons: He relies on his natural talents.
Equipment & Vehicles: He relies on his natural abilities and sees no value in additional gear.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3238
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
MIRAGE
Gisele LaPierre is a French Canadian, born in Quebec, Canada. She has been deliberately quiet about her life. What she has revealed, her mutant
powers manifested around the age of fourteen. She had been using them to get by in life and doesn’t think twice about hurting people who try to hurt her or
if paid to hurt people. She’s not a killer by nature, and she done a lot of things in her life she immediately regrets afterward. She doesn’t regret joining
Triton Industries Strike Team or working with aliens even though they made her do some pretty awful stuff. To her it’s nothing that money and a shot of
Canadian Whisky or Caribou can’t fix. It is beginning to dawn on her that Cadaver and Ver-Man are stone cold killers, but the fact they haven’t tried to do
anything bad to her tells her they do have some kind of moral center. She regards Dreeja as a friend and mentor. She also happens to be the girlfriend in a
long-distance relationship with the famed super villain the Mechanic. They two don’t see each other that often, but when they do its fireworks. In her mind,
she plans to stay with Dreeja for at least another year or two before she decides to strike out on her own or join another corporate giant as one of its super
being enforcers. That of course might change if Mechanic ever does decide to pop the question or Triton Industries offers her a promotion of some kind.
Real Name: Gisele LaPierre
Occupation: Mercenary for Hire, member of Triton Strike Team
Alignment: Anarchist
Power Category: Mutant
Experience Level: 4th
Hit Points: 32 S.D.C.: 65
P.P.E.: 19
Appearance: She has super model looks. She is a busty, athletic woman with light blond hair (worn in a pony tail) and blue eyes. She wears a yellow
and sky-blue costume with a yellow face mask.
Attributes: I.Q. 15, M.E. 10, M.A. 24, P.S. 15, P.P. 27, P.E. 15, P.B. 19, Spd. 35/240 mph (386 km) in flight.
Age: 20, Sex: Female, Height: 5 foot and 7 inches (1.70 m), Weight: 100 lbs (45 kg)
Unusual Characteristics: Angelic Features
Major Super Ability: Holographic Memory Projection
Minor Super Abilities: Energy Expulsion: Light, Flight: Energy, and Bend Light.
Combat Training: Basic
Attacks per Melee: 5/6 (2 initial +3 from Hand to Hand) +1 in flight
Combat Bonuses: +1 to initiative, +6 to strike/+7 in flight, +9 to parry/+7 in flight, +9 to dodge/+11 in flight under 80 mph (128 km)/+13 in flight
over 80 mph (128 km), +4 to damage for every 20 mph (32 km) of flight speed, +1 to disarm, +3 to roll with punch/fall, and +3 to pull punch.
Saving Throws: Half damage from radiation and cannot be blinded by bright light.
Combat Skills: Punch 1D4, Power Blow 2D4 (counts as two attacks), Elbow/Forearm 1D6, Knee 1D6, and Karate Kick 2D4+2.
Other Bonuses: 80% trust/intimidate, 45% charm/impress.
Educational Background: High School
Common Skills: Read-Write/Speak English and French 88%/92%, Mathematics: Basic 84%, and Pilot: Automobile 72%.
Criminal Program: Streetwise 41%, Pick Locks 64%, Computer Hacking 45%, Safe Cracking 41%, and Concealment 41%.
Professional Thief: Locksmith 60%, Prowl 50%, Climbing 65%/55%, Basic Electronics 55%, and Surveillance 55%
Secondary Skills: Hand to Hand: Basic, Swimming 70%, Athletics (General), Running, Aerobic Athletics (Sense of Balance 50%), Computer Operation
72%, Computer Programming 62%, Radio: Basic 75%, Research 60%, Palming 40%, Photography 45%, and Cook 45%.
Money: She has personally amassed about $320,000. She has spent most of her money on top-of-the-line designer clothes and expensive cars. Any
mission she is involved in outside the Triton Strike Team the going rate is a minimum of $25,000.
Weapons: She relies on all her super powers.
Energy Expulsion Light, Range: 600 feet (182 m), Damage: 6D6 or blinding flash (-8 on all combat rolls for 1D4 melees, Bonus: +9 to aim/+1 to
wild.
Equipment & Vehicles: She owns several luxury and sports cars, her favorite being a Porsche 911 Turbo
Gisele LaPierre is a French Canadian, born in Quebec, Canada. She has been deliberately quiet about her life. What she has revealed, her mutant
powers manifested around the age of fourteen. She had been using them to get by in life and doesn’t think twice about hurting people who try to hurt her or
if paid to hurt people. She’s not a killer by nature, and she done a lot of things in her life she immediately regrets afterward. She doesn’t regret joining
Triton Industries Strike Team or working with aliens even though they made her do some pretty awful stuff. To her it’s nothing that money and a shot of
Canadian Whisky or Caribou can’t fix. It is beginning to dawn on her that Cadaver and Ver-Man are stone cold killers, but the fact they haven’t tried to do
anything bad to her tells her they do have some kind of moral center. She regards Dreeja as a friend and mentor. She also happens to be the girlfriend in a
long-distance relationship with the famed super villain the Mechanic. They two don’t see each other that often, but when they do its fireworks. In her mind,
she plans to stay with Dreeja for at least another year or two before she decides to strike out on her own or join another corporate giant as one of its super
being enforcers. That of course might change if Mechanic ever does decide to pop the question or Triton Industries offers her a promotion of some kind.
Real Name: Gisele LaPierre
Occupation: Mercenary for Hire, member of Triton Strike Team
Alignment: Anarchist
Power Category: Mutant
Experience Level: 4th
Hit Points: 32 S.D.C.: 65
P.P.E.: 19
Appearance: She has super model looks. She is a busty, athletic woman with light blond hair (worn in a pony tail) and blue eyes. She wears a yellow
and sky-blue costume with a yellow face mask.
Attributes: I.Q. 15, M.E. 10, M.A. 24, P.S. 15, P.P. 27, P.E. 15, P.B. 19, Spd. 35/240 mph (386 km) in flight.
Age: 20, Sex: Female, Height: 5 foot and 7 inches (1.70 m), Weight: 100 lbs (45 kg)
Unusual Characteristics: Angelic Features
Major Super Ability: Holographic Memory Projection
Minor Super Abilities: Energy Expulsion: Light, Flight: Energy, and Bend Light.
Combat Training: Basic
Attacks per Melee: 5/6 (2 initial +3 from Hand to Hand) +1 in flight
Combat Bonuses: +1 to initiative, +6 to strike/+7 in flight, +9 to parry/+7 in flight, +9 to dodge/+11 in flight under 80 mph (128 km)/+13 in flight
over 80 mph (128 km), +4 to damage for every 20 mph (32 km) of flight speed, +1 to disarm, +3 to roll with punch/fall, and +3 to pull punch.
Saving Throws: Half damage from radiation and cannot be blinded by bright light.
Combat Skills: Punch 1D4, Power Blow 2D4 (counts as two attacks), Elbow/Forearm 1D6, Knee 1D6, and Karate Kick 2D4+2.
Other Bonuses: 80% trust/intimidate, 45% charm/impress.
Educational Background: High School
Common Skills: Read-Write/Speak English and French 88%/92%, Mathematics: Basic 84%, and Pilot: Automobile 72%.
Criminal Program: Streetwise 41%, Pick Locks 64%, Computer Hacking 45%, Safe Cracking 41%, and Concealment 41%.
Professional Thief: Locksmith 60%, Prowl 50%, Climbing 65%/55%, Basic Electronics 55%, and Surveillance 55%
Secondary Skills: Hand to Hand: Basic, Swimming 70%, Athletics (General), Running, Aerobic Athletics (Sense of Balance 50%), Computer Operation
72%, Computer Programming 62%, Radio: Basic 75%, Research 60%, Palming 40%, Photography 45%, and Cook 45%.
Money: She has personally amassed about $320,000. She has spent most of her money on top-of-the-line designer clothes and expensive cars. Any
mission she is involved in outside the Triton Strike Team the going rate is a minimum of $25,000.
Weapons: She relies on all her super powers.
Energy Expulsion Light, Range: 600 feet (182 m), Damage: 6D6 or blinding flash (-8 on all combat rolls for 1D4 melees, Bonus: +9 to aim/+1 to
wild.
Equipment & Vehicles: She owns several luxury and sports cars, her favorite being a Porsche 911 Turbo
Last edited by Reagren Wright on Fri May 06, 2022 12:58 am, edited 1 time in total.
- taalismn
- Priest
- Posts: 48133
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: On the topic of Revised to 2nd ed conversions.....
Whole lot of Mad Science going on here.
Not a whole lot of ethical oversight.
Not a whole lot of ethical oversight.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
Re: On the topic of Revised to 2nd ed conversions.....
Hmmm, Mirage est une Quebequios, oui?
As a *French* Canadian, she should have French as her milk tongue, and English as a learned language.
Other than that, I can see some serious issues with her liver in her future, along with depression and bouts of soul crushing guilt. Short of that, if she starts "dealing" with her issues, slipping to Miscreant. (Alternatively, she could "climb the scale" so to speak, and if she doesn't walk way from her old life, she could turn her back on it, possibly with the aid of the Crown Prosecutor's office.)
As a *French* Canadian, she should have French as her milk tongue, and English as a learned language.
Other than that, I can see some serious issues with her liver in her future, along with depression and bouts of soul crushing guilt. Short of that, if she starts "dealing" with her issues, slipping to Miscreant. (Alternatively, she could "climb the scale" so to speak, and if she doesn't walk way from her old life, she could turn her back on it, possibly with the aid of the Crown Prosecutor's office.)
Fnord
Cool...I've been FAQed... atleast twice!
.sig count to date: 2
"May your day be as eventful as you wish, and may your life only hurt as much as it has to." - Me...
Normality is Relative, Sanity is Conceptual, and I am neither.
Cool...I've been FAQed... atleast twice!
.sig count to date: 2
"May your day be as eventful as you wish, and may your life only hurt as much as it has to." - Me...
Normality is Relative, Sanity is Conceptual, and I am neither.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3238
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
Borast wrote:Hmmm, Mirage est une Quebequios, oui?
As a *French* Canadian, she should have French as her milk tongue, and English as a learned language.
Other than that, I can see some serious issues with her liver in her future, along with depression and bouts of soul crushing guilt. Short of that, if she starts "dealing" with her issues, slipping to Miscreant. (Alternatively, she could "climb the scale" so to speak, and if she doesn't walk way from her old life, she could turn her back on it, possibly with the aid of the Crown Prosecutor's office.)
Hmm good catch sir. I will fix.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3238
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
As always Palladium Fantasy draws my attention to various other projects, but I will always make time for Heroes when I can. Got a few N.P.C.s that often
appear in my convention games and those I annoy my players with (whenever in a blue moon we PLAY Heroes) that I'm willing to share and post. Get them up when I can.
appear in my convention games and those I annoy my players with (whenever in a blue moon we PLAY Heroes) that I'm willing to share and post. Get them up when I can.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3238
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
Okay been gone way too long. Need to post something just to get rid of the guilt and feeling of lazyiness.
- Stone Gargoyle
- Virtuoso of Variants
- Posts: 10095
- Joined: Tue Jan 30, 2007 2:18 pm
- Comment: "Your inferiority complex might be justified."
- Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
- Contact:
Re: On the topic of Revised to 2nd ed conversions.....
What about a family of superbeings whose powers all complement each other?
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3238
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
Okay this guy is usually an NPC in my convention games that the players can meet and the dude the bad guys call as their freelance tech guy.
THE MECHANIC
He sits among the F.B.I and GIGMA Top Ten most wanted list. He is also been named by the United States Department of State a Specially Designated Global
Terrorist (SDGT) and by the Europol (European Union Agency for Law Enforcement Cooperation). Interpol has a Red Notice on him. Russian and Chinese
agents are actively looking to assassinate him. All of this for a man without super abilities, except he has a genius intellect even though at time he behaves
like an aloof, slacker who wear sunglasses. Yet he is also the same man responsible for building the nuclear device commissioned by Iron Mike that destroyed
parts of Century Station five years ago. He is known to have committed more than 29 murders just in the United States. He is linked to murder conspiracies,
money laundering and numerous other crimes in Europe, Russia, and China. He has evaded the police since more than ten years now, despite the fact he likes
to go to the beaches of Malvador (home of the Usurper/Emperor Danilek) and live like a playboy. He is a freelance operator for Fabricators Inc, the Dark
Tribunal, Doctor Fright, Helion Light and Power, Trition Industries, Chiang Six, and anyone who can pay his services ($25,000 a day).
Yet who is the Mechanic?
His real name is known to nobody and that is the way he wants to keep it.
Mechanic’s real name is Peter Nash and he hasn’t been born yet. Peter Nash was born in 2062 in the alternative reality of Rifts® Earth. He was a child prodigy
in mechanics, taking apart and repairing anything he could find at age 3. By ten he has built himself a small electric car, and by 13 a weapon he called the
Omni-Blaster. He felt unchallenged at high school and instead found way to get himself into trouble using his genius intellect. At age 16, he got caught by the
police, but he was soon bailed out by Professor Spencer Davis, one of the directors at Texas Dynamics, a massive a multinational industrial company and one
of the largest tech conglomerates in the world. Professor Davis wanted a young protégé who mirrored his own views of the world and Peter Nash seemed to
be that person.
At Texas Dynamics, Davis was working on a temporal gate device (a time machine) which could be used to journey beyond the temporal barriers into the far
past or the distant future. Professor Davis was obsessed with the device and passed on his obsession onto Peter. Yet Texas Dynamics soon began to embrace
other technological avenues namely extensive research and development of new biological weapons with an emphasis on genetic engineering. The Board was
seemingly replaced by men and women with ties to NEMA (Northern Eagle Military Alliance). Professor Davis and Peter were kept on but regulated to smaller
lab space and more isolated area and less money. To get the money needed to keep the research going Peter started committing high tech crimes and selling
cutting edge technology for criminal organizations and rogue nations, one in South America in particular was among his very favorites. Before long, Texas
Dynamic was renamed to Lone Star.
On December 22, 2098 just before Christmas, Professor Davis wanted to conduct a test of the device so wearing a space suit a subject managed to walk into
the Time Gate and traveled 480 million year ago during the Ordovician Period. The walker managed to collect several species of primitive fish before escaping
through the portal before getting eaten by a massive cephalopod (mollusk). Professor Davis wanted to conduct another test when something caused a
massive powerful flux to the machine and triggered a temporal explosion that teleported everyone in the complex except for Professor Davis and two people
(the only ones wearing a protective space suit) to vanish, including Peter Nash.
Peter soon found himself in the early part of the 21st century. Peter was trapped in a Stone Age as far as he was concerned. He had to do something to get
back. So he set about his task to assemble the technology he needed to build a build a portable time machine. He soon realized he would need about 20
million dollars' worth of technology to construct the device. So once again he started committing high tech crimes and selling cutting edge technology for
criminal organizations and rogue nations. Using his historical knowledge, he made sure to avoid taking any jobs that could result in a “time twist” or “temporal
mishap” that would prevent him from returning to his proper time line in 2098. However, it soon became apparent to him that he was in a parallel world filled
with comic book super heroes! Somethings were still the same (KLS Corporation, Cyberworks Network, Mayan Technology (will become Psyctronics in Brazil
and Argentina), but Texas Dynamics didn’t even exist nor could he find the ancestors of Professor Spencer Davis. This meant the time portal device must have
changed into a cross dimensional device and now he was trapped here in this reality.
Peter no longer thinks about getting back to his reality and instead has decided to embrace his new alien home. His abrasive personality made it difficult
to form relationships with people, and he eventually gave up trying. He is snarky, arrogant, and egocentric. He simply doesn’t see the value of people many of
whom he knows bad things are going to happen to them. He knows “some things” in the two timelines are similar so he embraces those that are different. He
also demands everyone acknowledge his brilliance and respect him. When asked he tells people all sorts of lies, that he’s immortal, an alien, or whatever to
get them to realize he is superior to them in all ways. People in general are insignificant and what the future has planned for everyone is their fate. He enjoys
the attention law enforcement and super hero/villain teams all around the world give him. He enjoyed seeing the nuclear bomb go off in Century Station and
how it changed the time line of this world. He considers it his badge of honor.
Recently Mechanic has started seeing a girl on and off named Helen Davis. When she informed him she was pregnant, Peter insisted they named the
child Spencer.
Real Name: Peter Nash
Occupation: Criminal super-scientist, arms-dealer, and inventor
Alignment: Aberrant
Power Category: Hardware Analytical Genius from Golden Age of Humanity (Chaos Earth 2098).
Experience Level: 12th
Hit Points: 62 S.D.C.: 32
P.P.E.: 7
Appearance: He is a middle-aged man, who looks and feels to be in his later 20s. He has hooded brown eyes that are like two acorns. His fine, straight,
soot-black hair is medium-length and is worn in an elegant style. He is very tall and has a slender build. His skin is light-colored. His wardrobe is unusual and
elegant, with a mostly green and blue color scheme. On missions, he always wears his battle suit. When he is out an about, he dresses for a night on the
town. When working he dresses in work clothes.
Attributes: I.Q. 26, M.E. 17, M.A. 13, P.S. 11, P.P. 20, P.E. 12, P.B. 10, Spd. 15.
Age: 53 (life expectancy 160), Sex: Male, Height: 6 foot and 8 inches (2.0 m), Weight: 220 lbs (99 kg).
Natural Abilities: Genetics Engineering Augmentation. Like all humans of the Golden Age era, Peter had his genes “tweaked” by his parents.
Cybernetics: Wireless router, smart phone, video-camera, and universal head jack and ear implant.
Combat Training: Basic
Attacks per Melee: 6 (2 initial + 4 from Hand to Hand)
Combat Bonuses: +1 to initiative, +5 to strike, +7 to parry, +8 to dodge, +2 to damage, +5 to roll with punch/fall, +4 to pull punch, and +2 to
disarm.
Saving Throws: +2 to save vs poison and drugs, +3 to save vs disease, +4 to save vs insanity, +1 to save vs psionics, and +2 to save vs Horror Factor.
Combat Skills: Punch 1D4, Power Blow 2D4 (counts as two attacks), Elbow/Forearm 1D6, Knee 1D6, Kick 2D4, Body Flip/Throw 1D6 plus P.S. damage
bonus (lose initiative and 1 attack/action), All Holds, and Critical strike on a unmodified 19-20
Other Bonuses: +12% to all skills.
Special Knowledge: Analyze and Operate Devices 116%, Build/Modify Armor 116%, and Electronic Countermeasures 106%.
Future Knowledge: Peter Nash comes from the future (2098) which means he is well aware of significant future events that will transpire, however his
knowledge of the future is the equivalent of what the average U.S. citizens knows about 18th century U.S. history. He knows specific dates of events and
people of significance, but knows nothing about general and trivia information (stuff found in an almanac for example). However, it also turns out that the two
alternative realities Chaos Earth history and Heroes Unlimited past and present differ by about 20-25%.
Educational Background: Special Education
Common Skills: Read-Write/Speak English 98%/98%, Pilot: Automobile 98%, Pilot: Hover Cycle 98%, Pilot: Avtran Vehicle 98%, and Mathematics:
Basic 98%.
Hardware Skills: Electrical Engineer 98%, Electricity Generation 98%, Jury-Rig 98%, Mechanical Engineer 98%, Weapons Engineer 98%, Robot
Mechanics 98%, Robot Electronics 98%, Radio: Basic 98%, Sensory Equipment 98%, Chemistry 98%, Chemistry: Analytical 98%, Nuclear Physics 98%,
Astrophysics 98%, Carpentry 98%, Computer Operation 98%, Computer Programming 98%, Computer Repair 98%, Computer Hacking 98%, Salvage 98%,
Art (Sculpture) 98%, Anthropology 98%, History (Chaos Earth and Heroes Unlimited) 98%, Biology 98%, Paramedic 98%, Intelligence 98%, Research 98%,
and Mathematics: Advanced 98%.
Technical Skills: Temporal Physics (the theoretical physics that explains all the weird things about time travel, including Coils, Twists, and Cycles—
98%), Temporal Navigation/Time Detection Equipment (knows how to read and evaluate the information from temporal detection equipment, read
instruments to pinpoint exact temporal location—98%), Time Machine Mechanics (assembling and repairing and kind of time travel device or time altering
technology—98%/78% for a rush job), and Pilot Time Machine 98%. Note: To try and get back to Chaos Earth Reality he must learn and study Cross-
Dimensional Physics, Piloting, Navigating, and Mechanics. He could attempt to do so but he chooses not to.
Secondary Skills: Hand to Hand: Basic, Appraise Goods 98%, Prowl 97%, W.P. Handgun (+6 to aim/+3 to burst), W.P. Energy Pistol (+6 to
aim/+3 to burst), General Repair & Maintenance 98%, Recycle 92%, Astronomy & Navigation 98%, Automotive Mechanics 93%, Cyberjacking 83%, Business
& Finance 67%, Combat Driving, Energy Rifle, and Law (General) 52%.
Money: The Mechanic has 42.9 million U.S. dollars in a Swiss Bank account. He has another 19 million U.S. dollars in a special checking account set up
by Fabricators Inc. He can access 1D4 million from 2D4 offshore bank accounts all under false names. He keeps about $1D4x10,000 in a dozen safe houses all
across the United States, as well as Europe and Asia. Most of the money he earns goes right back into his latest, high-tech inventions and devices.
Weapons: These are his favorite however it should be remembered Mechanic can build and design ANYTHING. As an Analytical Genius from the Golden
Age of Technology, he can create anything found in any Heroes Unlimited, Ninjas and Super Spies, and Chaos Earth sourcebook, and build/design any weapon
or electrical, robotic, and mechanical device for himself or others that the G.M. can possibly conceive of.
The Omni-Blaster, a large, slightly over-sized pistol with an ominous red button on the top and strange selector switch with various settings. The
weapon can fire a single shot or fire three different energy beams (short burst). A.R. 15, 200 S.D.C. Range: 300 feet, Payload: Unlimited. Equal to 6th level in
power. Repairable only by him or the most elite high-tech labs in the world. Cost: 3D6x100,000. He has at any time 2D4+2 available that he can sell to would
be buyers.
Tractor Beam (same as minor super power),
Particle Beam, Damage: 6D6 (Note: Like all PBW, the beam automatically by-pass the A.R. of a target, including all Natural Armor Ratings.
Objects destroyed or people killed by PB are disintegrated! Living things heal damage back three times slower and objects cannot be repaired by normal
means).
Melting Beam (from Control Radiation), Damage: 6D6 with a 01-30% of contracting radiation sickness. Can be used to melt iron, concrete, brick,
and rock.
Freeze Ray (Energy Expulsion: Cold), Damage: 1D4x10+2, Each time a character takes damage from a freeze ray, he must save vs non-lethal
poison (16 or better, using P.E. bonus only). A failed save means one of victims limbs temporarily goes numb from the cold (compassionate G.M.s can make it
the character’s leg or the arm that isn’t the character’s normal shooting arm). Of course, combat bonuses and/or speed may be reduced 10% to 60%
depending on the amount of impairment. Should the damage from a freeze ray reduce a character’s S.D.C. to zero, or all their limbs, including head and
chest, get frozen, the victim lapses into a frozen state, even if he or she has plenty of Hit Points left. Victim can often be revived in a cryo-stasis facility or
with even heat within 3D4 minutes and with little or no side effects. Those who lose S.D.C. and Hit Points are +25% to save vs coma and get 3D4 hit points
back when revived.
Light (Laser) Beam (same as Energy Expulsion: Light), 1D4x10+2 or blinding flash; the victim, (as many as five if grouped closely together) are
momentarily blinded (-8 on all combat rolls) for one melee round. The blinding flash is only effective at close range: 10 feet (3 m).
Stun Ray, Victims must save vs non-lethal poison (16 or better using P.E. bonus and any poison save) or suffer -8 to strike, parry, and dodge,
reduce speed by half, and attacks per melee round by two. Duration 2D4 melee rounds. Particularly tiny or frail creatures and children may suffer 2D6 damage
and double the duration for penalties. A successful save means the character has shaken the effects of the blast and only loses initiative for that one melee
round (initiative and one melee action from heavy stun blasts). Psionic characters will have a headache that lasts 4D6 minutes per each stunning blast, which
is the same as making a successful saving throw.
Trition Industries Laser Rifle, Range: 1150 feet (350 m), Damage: 6D6, Rate of Fire: Single shot, Payload: 12 shot E-clip.
Laser Scalpel, Range 6 inches (15.2 cm), Damage: 1 point or 1D6.
Vibro-Knife: Damage: 2D6+1
Colt .357 Magnum, Range: 165 feet (50 m), Damage: 5D6, Rate of Fire: Single shot, Feed: 6 chamber side-loading cylinder.
Armor: He has three types: He has a modified FA-70FF Ultra-Lite Flexi-Steel Body Armor with Force Field from Fabricators Inc. This is a full
environmental body armor made of Flexi-Steel. The suit’s helmet has an air filtration/exchanger system and can have an independent oxygen supply attached,
targeting sight (1600 feet/488 m), passive night vision (1600 ft/488 m), infrared vision (1600 feet/488 m), and telescopic vision (4000 feet/1219 m).
Bonuses: +1 to strike when optics are engaged. A.R. 17, S.D.C. 170 plus an additional 200 from the force field. Weight: 14 lbs (6.4 kg) for the armor plus 5
lbs (2. 3 kg) for the battery pack (the pack has an A.R. of 16 and 115 S.D.C), Force Field S.D.C.: 200 and can recharge lost S.D.C. at a rate of three per
minute. Limited to protecting the wearer of the armor only, the field cannot be expanded to cover a larger area. Force Field Payload: 12 hours of use before
battery needs recharging. Note: Pistols and other small weapons cannot be used while the force field is engaged, but rifles and large melee weapons are
not contained within the field and can be used.
His second body armor is a full body suit made of hardened Kevlar 2000 plates on titanium-dipped tri-weave fibers and is broken into multiple pieces of
armor over a flexible bodysuit. The armor fits like an athlete’s body suit, allowing him unrivaled protection and unhampered flexibility. He suffers no
movement penalties while wearing the armor. The armor is also chemically treated with a non-reflective coating, making its wearer invisible to radar and
sends confusing signals to motion, thermal, and infrared systems. The dark coating helps him prowl (+10%) at night. Instead of a helmet, he chooses to wear
a ski mask. Weight: 12 lbs (5.4 kg). A.R.: 15, S.D.C.: 155.
The third body armor is normal looking clothes, but they all have concealed body armor to them to provide protection from all kinds of attack. A.R. 12,
S.D.C. 50. He sells these outfits at the cost of $4000.
Equipment & Vehicles: He has half a dozen workshops all across the country, each with 4D6 million dollars of equipment, tools, mechanical parts, book,
drawings, schematics, gizmos, computers, etc. Most of it he has purchased from Fabricators Inc or stolen. He owns numerous automobiles but these two are
his favorites, the 2020 Porsche Taycan however he updated the 800-volt electrical system and replaced it with a micro fusion power system. Two-Man Hover
Cycle: The hover version of Earth street bikes. A.R.: 8, S.D.C.: 150, Speed: 180 mph (288 km). Hovers 3 to 20 feet (0.9 to 6.1 m) above the ground.
Bonuses: +2 to dodge. Range: 600 miles (960 km).
Temporal Field Emitter, these are super inventions that Mechanic can build that replicate any of the Major or Minor Super Powers involving time
manipulation (Pause Temporal Flow, Stretch Time, or Slow Motion Control). The temporal fields these devices emit can ONLY be used for the purpose of
manipulating time and cannot be used for time travel. Using these devices for that purpose has 01-85% chance of exposure to chroniton radiation or
chroniton particles that have a 01-50% chance of accelerating the age of a mortal humanoid or animal until they transform into an older, decrepit version of
his/herself: -5 to strike, -4 to damage, -8 to dodge/parry, all physical attributes and attacks per melee are halved, -25% to all skills (memory is bad, will have
trouble remembering friend’s names) OR has 51-00% of reversing the age of a mortal humanoid or animals until they transform into a small child: reduce all
physical attributes and attacks per melee by half (round down), as well as -3 to strike, parry, and dodge, -5 to damage, and only one quarter normal S.D.C.
The effects are PERMANENT (no saving throw) but Mechanic has built technology that has reversed the effects.
Thaesium, Mechanic has the knowledge to grow in a lab setting an alien radioactive crystalline mineral that can be used to provide nuclear power
to anything he so devises. Exposure to thaesium radiation has the strong potential to induce mutation in Earth humans and animals (need to wear a
protective suit when working with). Mechanic has sold the secret to create thaesium to a number of high-tech labs in the world (KLS Corporation, Cyberworks
Network, SIGHT, and Fabricators Inc).
Flying Probes, Mechanic seems to have hundreds of these things. Based on the 2098 NEMA Flying Probe, he made some slight improvements.
They can be used for surveillance and reconnaissance all around his labs or sent on missions, and because of his cybernetic implants, he can observe (see)
whatever they are monitoring or see in two different directions at once (although this would be a severe distractions in combat, no combat bonuses). He can
switch from different views from multiple probes as easy as changing the channel on a remote control. He will never sell his mechanic drones.
FLYING PROBE’S ROBOTIC BODY
A.R.: 12
S.D.C. by location:
Legs (6)—10 each
* Optic and Sensor Bulb (10)—6 each
**Main Body—50
* Destroying one of the sensor bulbs in the main body destroys one of its many optic systems, cameras, communications and sensory systems. When eight or
more are lost, particularly video feed, the probe leaves its post unless commanded to do otherwise, and returns to base camp. These sensor bulbs are small
and difficult to hit, especially on a moving target. Thus, they can only be hit when a character makes a “called shot,” and the attacker is -5 to strike.
** Depleting the S.D.C. of the main body will effectively destroy the robot and destroys its electronic systems completely.
Speed
Flying: 20 mph (32 km). Range of Broadcast & Control: 3.5 miles (5 km) but with GPS capabilities they can be programmed to stay within set
boundaries.
Underwater Capabilities: Travel at half speed. Maximum depth 800 feet (244 m)
Statistical Data
Size: Grapefruit size with a small hover system; roughly six inches in diameter. .
Weight: 4.5 lbs (2 kg).
Power System: Thaesium micro-fusion, giving it a life span of four years.
Combat Bonuses: +1 to initiative, +1 to strike, +3 to automatic dodge (flight), and +3 to roll with impact/fall. Impervious to organic attacks.
Standard A.I./Skill Programs of Note: Basic Math 98%, Radio: Basic 98%, TV/Video (internal system), Prowl 72%, Astronomy & Navigation 92%, I.D.
Undercover Agent 88%, Tracking 60%, and Land Navigation 86%. Each can identify all United States, Canada, Europe, and Asia SCRET, police and military
uniforms, insignia, soldiers, robots, power armor, vehicles, weapon, equipment, and officers. Memory also includes the identification of 2000 different enemy
targets including known super teams/member such as the SLJ and Centurions, as well as operatives of Dark Tribunal, Fabricators Inc, Masters of Speed,
Brotherhood of Armageddon, also includes the latest information of mutants, aliens, experiments, robots, magic users, and vehicle designs from GIGMA, U.S.,
Canadian, Great Britain, and Russia SCERT, Malvador (Usurper/Emperor Danilek) and Century Station Police Department and Sector 10.
1. Sensor Systems of Note
Optics: Full optic system, including visible light spectrum, infrared (1600 feet/487 m), polarization, passive night vision (light amplification-1600
feet/487 m), ultraviolet sight (1600 feet/487 m), telescopic (1600 feet/487 m), micro-magnifying len with x2, x10, and x50 magnifcation, thermo-optics and
heat sensors (1000 feet/305 m) and targeting sight (1600 feet/487 m). Camera Eye: External Video and Audio Surveillance System (Range 2 miles (3.2 km).
Audio: Basic Hearing System, Human Voice Synthesizer, Wide Band Radio Receiver & Transmitter (5 miles/8 km), and Language Translator.
Sensors: Laser Rangefinder, Micro-Radar (range: 1 mile/1.6 km), Motion Detector and Warning System, Sensory Antenna, Gyro-Compass, GPS,
Radar Detector, Radiation Detector, Molecular Analyzer, and Bio-Scan Medical Survey Unit (can monitor up to eight different patients/subjects.
2. Special Features
SIGINT (Signal Intelligence) GEAR: Enables to robot to receive radio or cell phone frequencies. It 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 robot’s 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.
Retractable Utility Arms (6): P.S. 8, P.P. 16.
Self-Destruct System: Will blow up the robot, inflicting 2D6x10 damage to a 40 foot (12.2 m) area.
THE MECHANIC
He sits among the F.B.I and GIGMA Top Ten most wanted list. He is also been named by the United States Department of State a Specially Designated Global
Terrorist (SDGT) and by the Europol (European Union Agency for Law Enforcement Cooperation). Interpol has a Red Notice on him. Russian and Chinese
agents are actively looking to assassinate him. All of this for a man without super abilities, except he has a genius intellect even though at time he behaves
like an aloof, slacker who wear sunglasses. Yet he is also the same man responsible for building the nuclear device commissioned by Iron Mike that destroyed
parts of Century Station five years ago. He is known to have committed more than 29 murders just in the United States. He is linked to murder conspiracies,
money laundering and numerous other crimes in Europe, Russia, and China. He has evaded the police since more than ten years now, despite the fact he likes
to go to the beaches of Malvador (home of the Usurper/Emperor Danilek) and live like a playboy. He is a freelance operator for Fabricators Inc, the Dark
Tribunal, Doctor Fright, Helion Light and Power, Trition Industries, Chiang Six, and anyone who can pay his services ($25,000 a day).
Yet who is the Mechanic?
His real name is known to nobody and that is the way he wants to keep it.
Mechanic’s real name is Peter Nash and he hasn’t been born yet. Peter Nash was born in 2062 in the alternative reality of Rifts® Earth. He was a child prodigy
in mechanics, taking apart and repairing anything he could find at age 3. By ten he has built himself a small electric car, and by 13 a weapon he called the
Omni-Blaster. He felt unchallenged at high school and instead found way to get himself into trouble using his genius intellect. At age 16, he got caught by the
police, but he was soon bailed out by Professor Spencer Davis, one of the directors at Texas Dynamics, a massive a multinational industrial company and one
of the largest tech conglomerates in the world. Professor Davis wanted a young protégé who mirrored his own views of the world and Peter Nash seemed to
be that person.
At Texas Dynamics, Davis was working on a temporal gate device (a time machine) which could be used to journey beyond the temporal barriers into the far
past or the distant future. Professor Davis was obsessed with the device and passed on his obsession onto Peter. Yet Texas Dynamics soon began to embrace
other technological avenues namely extensive research and development of new biological weapons with an emphasis on genetic engineering. The Board was
seemingly replaced by men and women with ties to NEMA (Northern Eagle Military Alliance). Professor Davis and Peter were kept on but regulated to smaller
lab space and more isolated area and less money. To get the money needed to keep the research going Peter started committing high tech crimes and selling
cutting edge technology for criminal organizations and rogue nations, one in South America in particular was among his very favorites. Before long, Texas
Dynamic was renamed to Lone Star.
On December 22, 2098 just before Christmas, Professor Davis wanted to conduct a test of the device so wearing a space suit a subject managed to walk into
the Time Gate and traveled 480 million year ago during the Ordovician Period. The walker managed to collect several species of primitive fish before escaping
through the portal before getting eaten by a massive cephalopod (mollusk). Professor Davis wanted to conduct another test when something caused a
massive powerful flux to the machine and triggered a temporal explosion that teleported everyone in the complex except for Professor Davis and two people
(the only ones wearing a protective space suit) to vanish, including Peter Nash.
Peter soon found himself in the early part of the 21st century. Peter was trapped in a Stone Age as far as he was concerned. He had to do something to get
back. So he set about his task to assemble the technology he needed to build a build a portable time machine. He soon realized he would need about 20
million dollars' worth of technology to construct the device. So once again he started committing high tech crimes and selling cutting edge technology for
criminal organizations and rogue nations. Using his historical knowledge, he made sure to avoid taking any jobs that could result in a “time twist” or “temporal
mishap” that would prevent him from returning to his proper time line in 2098. However, it soon became apparent to him that he was in a parallel world filled
with comic book super heroes! Somethings were still the same (KLS Corporation, Cyberworks Network, Mayan Technology (will become Psyctronics in Brazil
and Argentina), but Texas Dynamics didn’t even exist nor could he find the ancestors of Professor Spencer Davis. This meant the time portal device must have
changed into a cross dimensional device and now he was trapped here in this reality.
Peter no longer thinks about getting back to his reality and instead has decided to embrace his new alien home. His abrasive personality made it difficult
to form relationships with people, and he eventually gave up trying. He is snarky, arrogant, and egocentric. He simply doesn’t see the value of people many of
whom he knows bad things are going to happen to them. He knows “some things” in the two timelines are similar so he embraces those that are different. He
also demands everyone acknowledge his brilliance and respect him. When asked he tells people all sorts of lies, that he’s immortal, an alien, or whatever to
get them to realize he is superior to them in all ways. People in general are insignificant and what the future has planned for everyone is their fate. He enjoys
the attention law enforcement and super hero/villain teams all around the world give him. He enjoyed seeing the nuclear bomb go off in Century Station and
how it changed the time line of this world. He considers it his badge of honor.
Recently Mechanic has started seeing a girl on and off named Helen Davis. When she informed him she was pregnant, Peter insisted they named the
child Spencer.
Real Name: Peter Nash
Occupation: Criminal super-scientist, arms-dealer, and inventor
Alignment: Aberrant
Power Category: Hardware Analytical Genius from Golden Age of Humanity (Chaos Earth 2098).
Experience Level: 12th
Hit Points: 62 S.D.C.: 32
P.P.E.: 7
Appearance: He is a middle-aged man, who looks and feels to be in his later 20s. He has hooded brown eyes that are like two acorns. His fine, straight,
soot-black hair is medium-length and is worn in an elegant style. He is very tall and has a slender build. His skin is light-colored. His wardrobe is unusual and
elegant, with a mostly green and blue color scheme. On missions, he always wears his battle suit. When he is out an about, he dresses for a night on the
town. When working he dresses in work clothes.
Attributes: I.Q. 26, M.E. 17, M.A. 13, P.S. 11, P.P. 20, P.E. 12, P.B. 10, Spd. 15.
Age: 53 (life expectancy 160), Sex: Male, Height: 6 foot and 8 inches (2.0 m), Weight: 220 lbs (99 kg).
Natural Abilities: Genetics Engineering Augmentation. Like all humans of the Golden Age era, Peter had his genes “tweaked” by his parents.
Cybernetics: Wireless router, smart phone, video-camera, and universal head jack and ear implant.
Combat Training: Basic
Attacks per Melee: 6 (2 initial + 4 from Hand to Hand)
Combat Bonuses: +1 to initiative, +5 to strike, +7 to parry, +8 to dodge, +2 to damage, +5 to roll with punch/fall, +4 to pull punch, and +2 to
disarm.
Saving Throws: +2 to save vs poison and drugs, +3 to save vs disease, +4 to save vs insanity, +1 to save vs psionics, and +2 to save vs Horror Factor.
Combat Skills: Punch 1D4, Power Blow 2D4 (counts as two attacks), Elbow/Forearm 1D6, Knee 1D6, Kick 2D4, Body Flip/Throw 1D6 plus P.S. damage
bonus (lose initiative and 1 attack/action), All Holds, and Critical strike on a unmodified 19-20
Other Bonuses: +12% to all skills.
Special Knowledge: Analyze and Operate Devices 116%, Build/Modify Armor 116%, and Electronic Countermeasures 106%.
Future Knowledge: Peter Nash comes from the future (2098) which means he is well aware of significant future events that will transpire, however his
knowledge of the future is the equivalent of what the average U.S. citizens knows about 18th century U.S. history. He knows specific dates of events and
people of significance, but knows nothing about general and trivia information (stuff found in an almanac for example). However, it also turns out that the two
alternative realities Chaos Earth history and Heroes Unlimited past and present differ by about 20-25%.
Educational Background: Special Education
Common Skills: Read-Write/Speak English 98%/98%, Pilot: Automobile 98%, Pilot: Hover Cycle 98%, Pilot: Avtran Vehicle 98%, and Mathematics:
Basic 98%.
Hardware Skills: Electrical Engineer 98%, Electricity Generation 98%, Jury-Rig 98%, Mechanical Engineer 98%, Weapons Engineer 98%, Robot
Mechanics 98%, Robot Electronics 98%, Radio: Basic 98%, Sensory Equipment 98%, Chemistry 98%, Chemistry: Analytical 98%, Nuclear Physics 98%,
Astrophysics 98%, Carpentry 98%, Computer Operation 98%, Computer Programming 98%, Computer Repair 98%, Computer Hacking 98%, Salvage 98%,
Art (Sculpture) 98%, Anthropology 98%, History (Chaos Earth and Heroes Unlimited) 98%, Biology 98%, Paramedic 98%, Intelligence 98%, Research 98%,
and Mathematics: Advanced 98%.
Technical Skills: Temporal Physics (the theoretical physics that explains all the weird things about time travel, including Coils, Twists, and Cycles—
98%), Temporal Navigation/Time Detection Equipment (knows how to read and evaluate the information from temporal detection equipment, read
instruments to pinpoint exact temporal location—98%), Time Machine Mechanics (assembling and repairing and kind of time travel device or time altering
technology—98%/78% for a rush job), and Pilot Time Machine 98%. Note: To try and get back to Chaos Earth Reality he must learn and study Cross-
Dimensional Physics, Piloting, Navigating, and Mechanics. He could attempt to do so but he chooses not to.
Secondary Skills: Hand to Hand: Basic, Appraise Goods 98%, Prowl 97%, W.P. Handgun (+6 to aim/+3 to burst), W.P. Energy Pistol (+6 to
aim/+3 to burst), General Repair & Maintenance 98%, Recycle 92%, Astronomy & Navigation 98%, Automotive Mechanics 93%, Cyberjacking 83%, Business
& Finance 67%, Combat Driving, Energy Rifle, and Law (General) 52%.
Money: The Mechanic has 42.9 million U.S. dollars in a Swiss Bank account. He has another 19 million U.S. dollars in a special checking account set up
by Fabricators Inc. He can access 1D4 million from 2D4 offshore bank accounts all under false names. He keeps about $1D4x10,000 in a dozen safe houses all
across the United States, as well as Europe and Asia. Most of the money he earns goes right back into his latest, high-tech inventions and devices.
Weapons: These are his favorite however it should be remembered Mechanic can build and design ANYTHING. As an Analytical Genius from the Golden
Age of Technology, he can create anything found in any Heroes Unlimited, Ninjas and Super Spies, and Chaos Earth sourcebook, and build/design any weapon
or electrical, robotic, and mechanical device for himself or others that the G.M. can possibly conceive of.
The Omni-Blaster, a large, slightly over-sized pistol with an ominous red button on the top and strange selector switch with various settings. The
weapon can fire a single shot or fire three different energy beams (short burst). A.R. 15, 200 S.D.C. Range: 300 feet, Payload: Unlimited. Equal to 6th level in
power. Repairable only by him or the most elite high-tech labs in the world. Cost: 3D6x100,000. He has at any time 2D4+2 available that he can sell to would
be buyers.
Tractor Beam (same as minor super power),
Particle Beam, Damage: 6D6 (Note: Like all PBW, the beam automatically by-pass the A.R. of a target, including all Natural Armor Ratings.
Objects destroyed or people killed by PB are disintegrated! Living things heal damage back three times slower and objects cannot be repaired by normal
means).
Melting Beam (from Control Radiation), Damage: 6D6 with a 01-30% of contracting radiation sickness. Can be used to melt iron, concrete, brick,
and rock.
Freeze Ray (Energy Expulsion: Cold), Damage: 1D4x10+2, Each time a character takes damage from a freeze ray, he must save vs non-lethal
poison (16 or better, using P.E. bonus only). A failed save means one of victims limbs temporarily goes numb from the cold (compassionate G.M.s can make it
the character’s leg or the arm that isn’t the character’s normal shooting arm). Of course, combat bonuses and/or speed may be reduced 10% to 60%
depending on the amount of impairment. Should the damage from a freeze ray reduce a character’s S.D.C. to zero, or all their limbs, including head and
chest, get frozen, the victim lapses into a frozen state, even if he or she has plenty of Hit Points left. Victim can often be revived in a cryo-stasis facility or
with even heat within 3D4 minutes and with little or no side effects. Those who lose S.D.C. and Hit Points are +25% to save vs coma and get 3D4 hit points
back when revived.
Light (Laser) Beam (same as Energy Expulsion: Light), 1D4x10+2 or blinding flash; the victim, (as many as five if grouped closely together) are
momentarily blinded (-8 on all combat rolls) for one melee round. The blinding flash is only effective at close range: 10 feet (3 m).
Stun Ray, Victims must save vs non-lethal poison (16 or better using P.E. bonus and any poison save) or suffer -8 to strike, parry, and dodge,
reduce speed by half, and attacks per melee round by two. Duration 2D4 melee rounds. Particularly tiny or frail creatures and children may suffer 2D6 damage
and double the duration for penalties. A successful save means the character has shaken the effects of the blast and only loses initiative for that one melee
round (initiative and one melee action from heavy stun blasts). Psionic characters will have a headache that lasts 4D6 minutes per each stunning blast, which
is the same as making a successful saving throw.
Trition Industries Laser Rifle, Range: 1150 feet (350 m), Damage: 6D6, Rate of Fire: Single shot, Payload: 12 shot E-clip.
Laser Scalpel, Range 6 inches (15.2 cm), Damage: 1 point or 1D6.
Vibro-Knife: Damage: 2D6+1
Colt .357 Magnum, Range: 165 feet (50 m), Damage: 5D6, Rate of Fire: Single shot, Feed: 6 chamber side-loading cylinder.
Armor: He has three types: He has a modified FA-70FF Ultra-Lite Flexi-Steel Body Armor with Force Field from Fabricators Inc. This is a full
environmental body armor made of Flexi-Steel. The suit’s helmet has an air filtration/exchanger system and can have an independent oxygen supply attached,
targeting sight (1600 feet/488 m), passive night vision (1600 ft/488 m), infrared vision (1600 feet/488 m), and telescopic vision (4000 feet/1219 m).
Bonuses: +1 to strike when optics are engaged. A.R. 17, S.D.C. 170 plus an additional 200 from the force field. Weight: 14 lbs (6.4 kg) for the armor plus 5
lbs (2. 3 kg) for the battery pack (the pack has an A.R. of 16 and 115 S.D.C), Force Field S.D.C.: 200 and can recharge lost S.D.C. at a rate of three per
minute. Limited to protecting the wearer of the armor only, the field cannot be expanded to cover a larger area. Force Field Payload: 12 hours of use before
battery needs recharging. Note: Pistols and other small weapons cannot be used while the force field is engaged, but rifles and large melee weapons are
not contained within the field and can be used.
His second body armor is a full body suit made of hardened Kevlar 2000 plates on titanium-dipped tri-weave fibers and is broken into multiple pieces of
armor over a flexible bodysuit. The armor fits like an athlete’s body suit, allowing him unrivaled protection and unhampered flexibility. He suffers no
movement penalties while wearing the armor. The armor is also chemically treated with a non-reflective coating, making its wearer invisible to radar and
sends confusing signals to motion, thermal, and infrared systems. The dark coating helps him prowl (+10%) at night. Instead of a helmet, he chooses to wear
a ski mask. Weight: 12 lbs (5.4 kg). A.R.: 15, S.D.C.: 155.
The third body armor is normal looking clothes, but they all have concealed body armor to them to provide protection from all kinds of attack. A.R. 12,
S.D.C. 50. He sells these outfits at the cost of $4000.
Equipment & Vehicles: He has half a dozen workshops all across the country, each with 4D6 million dollars of equipment, tools, mechanical parts, book,
drawings, schematics, gizmos, computers, etc. Most of it he has purchased from Fabricators Inc or stolen. He owns numerous automobiles but these two are
his favorites, the 2020 Porsche Taycan however he updated the 800-volt electrical system and replaced it with a micro fusion power system. Two-Man Hover
Cycle: The hover version of Earth street bikes. A.R.: 8, S.D.C.: 150, Speed: 180 mph (288 km). Hovers 3 to 20 feet (0.9 to 6.1 m) above the ground.
Bonuses: +2 to dodge. Range: 600 miles (960 km).
Temporal Field Emitter, these are super inventions that Mechanic can build that replicate any of the Major or Minor Super Powers involving time
manipulation (Pause Temporal Flow, Stretch Time, or Slow Motion Control). The temporal fields these devices emit can ONLY be used for the purpose of
manipulating time and cannot be used for time travel. Using these devices for that purpose has 01-85% chance of exposure to chroniton radiation or
chroniton particles that have a 01-50% chance of accelerating the age of a mortal humanoid or animal until they transform into an older, decrepit version of
his/herself: -5 to strike, -4 to damage, -8 to dodge/parry, all physical attributes and attacks per melee are halved, -25% to all skills (memory is bad, will have
trouble remembering friend’s names) OR has 51-00% of reversing the age of a mortal humanoid or animals until they transform into a small child: reduce all
physical attributes and attacks per melee by half (round down), as well as -3 to strike, parry, and dodge, -5 to damage, and only one quarter normal S.D.C.
The effects are PERMANENT (no saving throw) but Mechanic has built technology that has reversed the effects.
Thaesium, Mechanic has the knowledge to grow in a lab setting an alien radioactive crystalline mineral that can be used to provide nuclear power
to anything he so devises. Exposure to thaesium radiation has the strong potential to induce mutation in Earth humans and animals (need to wear a
protective suit when working with). Mechanic has sold the secret to create thaesium to a number of high-tech labs in the world (KLS Corporation, Cyberworks
Network, SIGHT, and Fabricators Inc).
Flying Probes, Mechanic seems to have hundreds of these things. Based on the 2098 NEMA Flying Probe, he made some slight improvements.
They can be used for surveillance and reconnaissance all around his labs or sent on missions, and because of his cybernetic implants, he can observe (see)
whatever they are monitoring or see in two different directions at once (although this would be a severe distractions in combat, no combat bonuses). He can
switch from different views from multiple probes as easy as changing the channel on a remote control. He will never sell his mechanic drones.
FLYING PROBE’S ROBOTIC BODY
A.R.: 12
S.D.C. by location:
Legs (6)—10 each
* Optic and Sensor Bulb (10)—6 each
**Main Body—50
* Destroying one of the sensor bulbs in the main body destroys one of its many optic systems, cameras, communications and sensory systems. When eight or
more are lost, particularly video feed, the probe leaves its post unless commanded to do otherwise, and returns to base camp. These sensor bulbs are small
and difficult to hit, especially on a moving target. Thus, they can only be hit when a character makes a “called shot,” and the attacker is -5 to strike.
** Depleting the S.D.C. of the main body will effectively destroy the robot and destroys its electronic systems completely.
Speed
Flying: 20 mph (32 km). Range of Broadcast & Control: 3.5 miles (5 km) but with GPS capabilities they can be programmed to stay within set
boundaries.
Underwater Capabilities: Travel at half speed. Maximum depth 800 feet (244 m)
Statistical Data
Size: Grapefruit size with a small hover system; roughly six inches in diameter. .
Weight: 4.5 lbs (2 kg).
Power System: Thaesium micro-fusion, giving it a life span of four years.
Combat Bonuses: +1 to initiative, +1 to strike, +3 to automatic dodge (flight), and +3 to roll with impact/fall. Impervious to organic attacks.
Standard A.I./Skill Programs of Note: Basic Math 98%, Radio: Basic 98%, TV/Video (internal system), Prowl 72%, Astronomy & Navigation 92%, I.D.
Undercover Agent 88%, Tracking 60%, and Land Navigation 86%. Each can identify all United States, Canada, Europe, and Asia SCRET, police and military
uniforms, insignia, soldiers, robots, power armor, vehicles, weapon, equipment, and officers. Memory also includes the identification of 2000 different enemy
targets including known super teams/member such as the SLJ and Centurions, as well as operatives of Dark Tribunal, Fabricators Inc, Masters of Speed,
Brotherhood of Armageddon, also includes the latest information of mutants, aliens, experiments, robots, magic users, and vehicle designs from GIGMA, U.S.,
Canadian, Great Britain, and Russia SCERT, Malvador (Usurper/Emperor Danilek) and Century Station Police Department and Sector 10.
1. Sensor Systems of Note
Optics: Full optic system, including visible light spectrum, infrared (1600 feet/487 m), polarization, passive night vision (light amplification-1600
feet/487 m), ultraviolet sight (1600 feet/487 m), telescopic (1600 feet/487 m), micro-magnifying len with x2, x10, and x50 magnifcation, thermo-optics and
heat sensors (1000 feet/305 m) and targeting sight (1600 feet/487 m). Camera Eye: External Video and Audio Surveillance System (Range 2 miles (3.2 km).
Audio: Basic Hearing System, Human Voice Synthesizer, Wide Band Radio Receiver & Transmitter (5 miles/8 km), and Language Translator.
Sensors: Laser Rangefinder, Micro-Radar (range: 1 mile/1.6 km), Motion Detector and Warning System, Sensory Antenna, Gyro-Compass, GPS,
Radar Detector, Radiation Detector, Molecular Analyzer, and Bio-Scan Medical Survey Unit (can monitor up to eight different patients/subjects.
2. Special Features
SIGINT (Signal Intelligence) GEAR: Enables to robot to receive radio or cell phone frequencies. It 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 robot’s 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.
Retractable Utility Arms (6): P.S. 8, P.P. 16.
Self-Destruct System: Will blow up the robot, inflicting 2D6x10 damage to a 40 foot (12.2 m) area.
- Reagren Wright
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Re: On the topic of Revised to 2nd ed conversions.....
It's that time again. Have to dip into the well to come up with something.
- Reagren Wright
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Re: On the topic of Revised to 2nd ed conversions.....
Lord Brain and his Psi-Borgs will soon make an appearance.
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Re: On the topic of Revised to 2nd ed conversions.....
Glad to hear it.
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
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Re: On the topic of Revised to 2nd ed conversions.....
So I actually did Brain King already as the entry Headcase in Gramercy Island way back on page 8-12 I believe. Anyway I never included his
Psi-borgs because HU 2nd rules didn't allow for psionics and cyborgs to exist, however Kevin's first creations the Mechanoids have defied those rules
since Palladium early existence. Furthermore, I'm more than ever committed to the Eric Wujcik principle of doing whatever for the purpose of telling a story
and never being confined by game mechanics (even if they're your own rules). So here they are as I first created them way back in HU first edition with some
modern updates.
BRAIN KING
Leopold Girard was born with a severe mutation that allowed his head to become very large (macrocephaly). Later it was determined he was born with
megalencephaly (MEG) a growth development disorder in which the brain is abnormally large. In Leapold’s case, he didn’t develop any neuropsychiatric
disorders; on the contrary he seemed to be perfectly normal. In fact, by six months old he was not only talking but speaking in complete sentences. His family
tried their best to deal with their son’s physical deformity yet support his enhanced intellect by sending him to private schools yet they face numerous
obstacles thus Leopold went to a public school.
His genius level intellect put him above his peers but his head continued growing at abnormal proportions to the point it became difficult for him to walk
without assistance. It was long before kids started to bully and poke fun at his appearance. He tried to make friends by giving his classmates amazing
inventions that he built at home or at school. But these devices would always stop working without his presence. The humiliation soon began to make Leopold
a little crazy. In the 10th grade his science experiment failed and his teacher gave him a failing grade, his first ever. Leopold went home and designed a toxic
gas that he released in the classroom killing his teacher and everyone else, except him. In the 11th grade he started to realize he could make people do
whatever he wanted or he could severely stun them. These abilities he tried his best to conceal to avoid scrutiny by GIGMA agents. Leopold graduated
skipping his senior year and won an academic scholarship at Copernicus University in Century Station. Here at last nobody seemed to care about his
enormous head, just his supreme intellect when it came to robotics and cybernetics.
By this time, it became increasingly difficult for Leopold to walk so he built himself an exo-skeleton suit that he also wanted to sell to the world as the
latest innovation to solve physical impairments. The medical community in Century Station marveled at his invention and the young company he tried to
startup in Century Station. Yet the suit wouldn’t work without Leopold’s presence. The exo-skeleton was a total failure, that is until several engineers from the
KLS Corporation reengineered it, and turned it into a power armor that the company sold to the US military. Leopold became so enraged when he learned his
invention for the physical impaired would be turned into a military weapon. He therefore made some rapid alterations to his exoskeleton, turning it
into power armor, in order to fly to the air field to destroy the KLS exo-skeleton. The confrontation with KLS security and the panic-stricken audience
summoned the super hero group called Earth Defenders. As he was a novice, they managed to defeat Leopold, he was arrested, and sent to a maximum-
security prison. US SCRET wanted him sent to a hold facility, but the assumption was the suit provided him super abilities, so it was decided to keep him with
the population of “normal criminals” despite his physical deformity.
Subjected to a life in prison caused Leopold to begin a mental downward spiral into insanity. Three years later, he managed to build a device that allowed
him to control the minds of multiple individuals. He reclaimed his power armor and started calling himself Brain King. He confronted the Earth Defenders again
with the sole purpose of destroying them. He learned their secret identities and held their family's hostage, vowing they would die unless they committed
suicide. Just before one of the heroes was about to put his gun to his head, GIGMA agent Scott Benter managed to escape, turned the device against
Leopold, resulting in a powerful feedback loop that put Leopold into a coma for the next twenty years.
Leopold awoke to find himself in a hospital with his body almost withered down to nothing. This was the final straw and his sanity snapped. He managed
to escape (controlling a nurse) and made his way back to a hidden laboratory he had in Century Station. There he took on the name Headcase as he
recognized his own insanity. He wanted to take out his revenge against the Earth Defenders but its members had retired or died in battle. So he became a full
time criminal in Century Station, engaging in countless battles with numerous champions of the years. At one time, he was an ally to Iron Mike,
and he continues to be a part time advisor to the Minotaur. Yet his great crime would be when he used his mind control device to enslave the hero
Galahad and make him an evil villain called Blackguard. In the end Sector 10 defeated Blackguard. Humbled and mentally defeated,
Galahad allowed himself to be sent to Gramercy Island for his crimes even though he could have ensured his freedom by testifying on his behalf.
Instead, he chose to punish himself for allowing Headcase to take control of him. Headcase remains at large plotting new ideas to use his evil genius and mind
controlling technology. Recently he has decided to once again start calling himself Brain King again as he sees his Psi-Borgs as knights in shining armor.
Real Name: Leopold Girard
Alias: The Brain King, Headcase
Occupation: Evil genius and criminal mastermind
Alignment: Aberrant
Power Category: Unstable Mutant
Experience Level: 10th
Hit Points: 47 S.D.C.: 30
P.P.E.: 27
Appearance: He is an older white male with an enormous shaped head covered with large pulsating veins. His skull and brain are extended upwards the
size of five normal skull volumes. His skull is semi-transparent. His body is extremely frail because of his extreme skull size, his age, and weak physical state.
He wears a white light, exo-skeleton/power armor covered with quotes from famous geniuses (Albert Einstein, Leonardo da Vinci, etc).
Attributes: I.Q. 30, M.E. 31, M.A. 20, P.S. 7, P.P. 5, P.E. 4, P.B. 5, Spd. 3
Age: 59, Sex: Male, Height: 5 feet and 10 inches (1.77 m), Weight: 149 lbs (67.05 kg)
Insanity: He suffers from megalomania and sophomania (obsession with being a genius-think Wile E Coyote). He is also fascinated with watching or
studying those who attempt suicide.
Unusual Characteristics: Leopold suffers from megacephaloid physiology (his skull and brain is bigger than all his other body parts). He has a bulbous
skull 5x bigger than a normal human and it’s filled with an enormous brain. His skull is semi-transparent so it can be easily seen.
Major Super Abilities: Control Others and Reconstruction (Note: Whenever he builds a super invention, something beyond the scope of normal
21st century technology, the parts he uses to build and repair his inventions are called things like a tripolymer ops module or a magnatomic pulse relay. The
truth of the matter is none of these parts are real. All of his super technology is powered by his enhanced intelligence and reconstruction.
Minor Super Abilities: Extraordinary Intelligence, Extraordinary Mental Endurance, and Mental Stun.
Combat Training: Non-combatant
Attacks per Melee: 3 attacks/6 non-combat actions.
Combat Bonuses: Without the power armor, he is -1 on initiative, -2 to strike, parry, dodge, disarm, entangle, pull punch, and role with impact.
Saving Throws: He needs a 12 or better to save vs psionics, +8 to save vs psionics, +13 to save vs insanity, +15 to save vs possession, +16 to save vs
mind control, +14 to save vs mind altering drugs, +6 to save vs Horror Factor, +10 to save vs illusion, and +11 to save vs. magical illusion. On the downside,
he is -6 to save vs disease, -5 to save vs drugs, poison, and magic. -10% to save vs coma/death and fatigues 50% faster than normal. The duration of illness
and side effects of all drugs and poison will last 25% longer.
Combat Skills: Punch 1D4 and Power Punch 2D4 (counts as two attacks).
Other Bonuses: +16% to all skills and 60% to trust/intimidate.
Educational Background: Ph.D. and Heightened Intelligence. Note: Without his armor, he is -15% to skills that require a high level of manual dexterity
or grace and -5% to skills requiring a normal level of manual dexterity.
Common Skills: Read-Write/Speak English 98%/98%, Pilot: Automobile 98%, Robot Electronics 116%, and Robot/Bioware Mechanics 111%.
Cybernetic Medical Doctor: Mathematics: Basic 98%, Biology 98%, Chemistry 98%, Computer Operation 98%, Cybernetic Medicine 98%/98%,
Electrical Engineer 98%, Medical Doctor 98%/98%, and Pathology 98%.
Science Program: Mathematics: Advance 98%, Astrophysics 98%, Artificial Intelligence 98%, and Psychology 98%.
Advance Pilot Program: Navigation 98%, Sensory Equipment 98%, Weapon Systems 98%, Pilot: Airplanes 98%, Pilot: Racecar 98%, Pilot: Robot &
Power Armor 98%, and Pilot Jet Packs 98%.
Mechanical Program: Mechanical Engineer 98%, Basic Electronics 98%, and Locksmith 98%.
Secondary Skills: Computer Programming 96%, Radio: Basic 98%, Public Speaking 98%, T.V. & Video 98%, Business & Finance 98%, Jury-Rig 98%,
Law (general) 91%, Research 98%, Writing 91%, Automotive Mechanics 98%, History 98%/96%, Streetwise 68%, Appraise Antiques 86%, Language:
Japanese 91%, Literacy: Japanese 91%, Play Chess 71%, Language: German 82%, Literacy: German 76%, and W.P. Handgun (+1 to aim/burst).
Money: 3D6x10 million in ready liquid assets (cash, stocks, bonds, etc) and 1D4x100 million in hard assets (real estate, equipment, etc). Most of his
stuff in kept in Swiss Bank accounts and other concealed banks accounts in foreign nations (Japan and Germany).
Weapons: He relies on his mental genius and his power armor.
Equipment & Vehicles: His main technology is his power armor and mind control devices.
Light Power Armor: Armor Rating: 12, S.D.C. 200, P.S. 22 (superhuman), P.P. 10, Spd. 45 (30 mph/48 km). Optics: Advance Robotic Optic System and
Targeting Sight (+1 with ranged attacks), Audio: Advance Audio System, Jet Pack: 250 mph (400 km), Range: 350 miles (560 km), Altitude: 10,000 feet
(3048 m), Leap 12 feet (3.65 m) up and 24 feet (7.31 m) across Environmental System, and Force Field Generator (100 S.D.C., regenerates 10 per hour. It
provides him a +5 to dodge while in flight. +6 to initiative, +1 to parry, and +3 to dodge.
All his mind controlling technology are basically the same as his own super ability only these devices have an unlimited duration and/or he is able to affect
large groups of people at once. The most he has ever controlled with a single device is 14,000 people attending a rock concert. His favorite tactic is to try for
the suicide factor, not that he has been ever been able to get some to simply kill themselves, but he has gotten them to do perform reckless actions that have
brought about their apparent death. “Close your eyes and put your fingers in your ears, I also want you to count slowly until you reach the number 50, then
scream as loud as you can.” Unknowingly, the person strolls into oncoming traffic and is hit by a Gray Hound bus.
Psi-borgs because HU 2nd rules didn't allow for psionics and cyborgs to exist, however Kevin's first creations the Mechanoids have defied those rules
since Palladium early existence. Furthermore, I'm more than ever committed to the Eric Wujcik principle of doing whatever for the purpose of telling a story
and never being confined by game mechanics (even if they're your own rules). So here they are as I first created them way back in HU first edition with some
modern updates.
BRAIN KING
Leopold Girard was born with a severe mutation that allowed his head to become very large (macrocephaly). Later it was determined he was born with
megalencephaly (MEG) a growth development disorder in which the brain is abnormally large. In Leapold’s case, he didn’t develop any neuropsychiatric
disorders; on the contrary he seemed to be perfectly normal. In fact, by six months old he was not only talking but speaking in complete sentences. His family
tried their best to deal with their son’s physical deformity yet support his enhanced intellect by sending him to private schools yet they face numerous
obstacles thus Leopold went to a public school.
His genius level intellect put him above his peers but his head continued growing at abnormal proportions to the point it became difficult for him to walk
without assistance. It was long before kids started to bully and poke fun at his appearance. He tried to make friends by giving his classmates amazing
inventions that he built at home or at school. But these devices would always stop working without his presence. The humiliation soon began to make Leopold
a little crazy. In the 10th grade his science experiment failed and his teacher gave him a failing grade, his first ever. Leopold went home and designed a toxic
gas that he released in the classroom killing his teacher and everyone else, except him. In the 11th grade he started to realize he could make people do
whatever he wanted or he could severely stun them. These abilities he tried his best to conceal to avoid scrutiny by GIGMA agents. Leopold graduated
skipping his senior year and won an academic scholarship at Copernicus University in Century Station. Here at last nobody seemed to care about his
enormous head, just his supreme intellect when it came to robotics and cybernetics.
By this time, it became increasingly difficult for Leopold to walk so he built himself an exo-skeleton suit that he also wanted to sell to the world as the
latest innovation to solve physical impairments. The medical community in Century Station marveled at his invention and the young company he tried to
startup in Century Station. Yet the suit wouldn’t work without Leopold’s presence. The exo-skeleton was a total failure, that is until several engineers from the
KLS Corporation reengineered it, and turned it into a power armor that the company sold to the US military. Leopold became so enraged when he learned his
invention for the physical impaired would be turned into a military weapon. He therefore made some rapid alterations to his exoskeleton, turning it
into power armor, in order to fly to the air field to destroy the KLS exo-skeleton. The confrontation with KLS security and the panic-stricken audience
summoned the super hero group called Earth Defenders. As he was a novice, they managed to defeat Leopold, he was arrested, and sent to a maximum-
security prison. US SCRET wanted him sent to a hold facility, but the assumption was the suit provided him super abilities, so it was decided to keep him with
the population of “normal criminals” despite his physical deformity.
Subjected to a life in prison caused Leopold to begin a mental downward spiral into insanity. Three years later, he managed to build a device that allowed
him to control the minds of multiple individuals. He reclaimed his power armor and started calling himself Brain King. He confronted the Earth Defenders again
with the sole purpose of destroying them. He learned their secret identities and held their family's hostage, vowing they would die unless they committed
suicide. Just before one of the heroes was about to put his gun to his head, GIGMA agent Scott Benter managed to escape, turned the device against
Leopold, resulting in a powerful feedback loop that put Leopold into a coma for the next twenty years.
Leopold awoke to find himself in a hospital with his body almost withered down to nothing. This was the final straw and his sanity snapped. He managed
to escape (controlling a nurse) and made his way back to a hidden laboratory he had in Century Station. There he took on the name Headcase as he
recognized his own insanity. He wanted to take out his revenge against the Earth Defenders but its members had retired or died in battle. So he became a full
time criminal in Century Station, engaging in countless battles with numerous champions of the years. At one time, he was an ally to Iron Mike,
and he continues to be a part time advisor to the Minotaur. Yet his great crime would be when he used his mind control device to enslave the hero
Galahad and make him an evil villain called Blackguard. In the end Sector 10 defeated Blackguard. Humbled and mentally defeated,
Galahad allowed himself to be sent to Gramercy Island for his crimes even though he could have ensured his freedom by testifying on his behalf.
Instead, he chose to punish himself for allowing Headcase to take control of him. Headcase remains at large plotting new ideas to use his evil genius and mind
controlling technology. Recently he has decided to once again start calling himself Brain King again as he sees his Psi-Borgs as knights in shining armor.
Real Name: Leopold Girard
Alias: The Brain King, Headcase
Occupation: Evil genius and criminal mastermind
Alignment: Aberrant
Power Category: Unstable Mutant
Experience Level: 10th
Hit Points: 47 S.D.C.: 30
P.P.E.: 27
Appearance: He is an older white male with an enormous shaped head covered with large pulsating veins. His skull and brain are extended upwards the
size of five normal skull volumes. His skull is semi-transparent. His body is extremely frail because of his extreme skull size, his age, and weak physical state.
He wears a white light, exo-skeleton/power armor covered with quotes from famous geniuses (Albert Einstein, Leonardo da Vinci, etc).
Attributes: I.Q. 30, M.E. 31, M.A. 20, P.S. 7, P.P. 5, P.E. 4, P.B. 5, Spd. 3
Age: 59, Sex: Male, Height: 5 feet and 10 inches (1.77 m), Weight: 149 lbs (67.05 kg)
Insanity: He suffers from megalomania and sophomania (obsession with being a genius-think Wile E Coyote). He is also fascinated with watching or
studying those who attempt suicide.
Unusual Characteristics: Leopold suffers from megacephaloid physiology (his skull and brain is bigger than all his other body parts). He has a bulbous
skull 5x bigger than a normal human and it’s filled with an enormous brain. His skull is semi-transparent so it can be easily seen.
Major Super Abilities: Control Others and Reconstruction (Note: Whenever he builds a super invention, something beyond the scope of normal
21st century technology, the parts he uses to build and repair his inventions are called things like a tripolymer ops module or a magnatomic pulse relay. The
truth of the matter is none of these parts are real. All of his super technology is powered by his enhanced intelligence and reconstruction.
Minor Super Abilities: Extraordinary Intelligence, Extraordinary Mental Endurance, and Mental Stun.
Combat Training: Non-combatant
Attacks per Melee: 3 attacks/6 non-combat actions.
Combat Bonuses: Without the power armor, he is -1 on initiative, -2 to strike, parry, dodge, disarm, entangle, pull punch, and role with impact.
Saving Throws: He needs a 12 or better to save vs psionics, +8 to save vs psionics, +13 to save vs insanity, +15 to save vs possession, +16 to save vs
mind control, +14 to save vs mind altering drugs, +6 to save vs Horror Factor, +10 to save vs illusion, and +11 to save vs. magical illusion. On the downside,
he is -6 to save vs disease, -5 to save vs drugs, poison, and magic. -10% to save vs coma/death and fatigues 50% faster than normal. The duration of illness
and side effects of all drugs and poison will last 25% longer.
Combat Skills: Punch 1D4 and Power Punch 2D4 (counts as two attacks).
Other Bonuses: +16% to all skills and 60% to trust/intimidate.
Educational Background: Ph.D. and Heightened Intelligence. Note: Without his armor, he is -15% to skills that require a high level of manual dexterity
or grace and -5% to skills requiring a normal level of manual dexterity.
Common Skills: Read-Write/Speak English 98%/98%, Pilot: Automobile 98%, Robot Electronics 116%, and Robot/Bioware Mechanics 111%.
Cybernetic Medical Doctor: Mathematics: Basic 98%, Biology 98%, Chemistry 98%, Computer Operation 98%, Cybernetic Medicine 98%/98%,
Electrical Engineer 98%, Medical Doctor 98%/98%, and Pathology 98%.
Science Program: Mathematics: Advance 98%, Astrophysics 98%, Artificial Intelligence 98%, and Psychology 98%.
Advance Pilot Program: Navigation 98%, Sensory Equipment 98%, Weapon Systems 98%, Pilot: Airplanes 98%, Pilot: Racecar 98%, Pilot: Robot &
Power Armor 98%, and Pilot Jet Packs 98%.
Mechanical Program: Mechanical Engineer 98%, Basic Electronics 98%, and Locksmith 98%.
Secondary Skills: Computer Programming 96%, Radio: Basic 98%, Public Speaking 98%, T.V. & Video 98%, Business & Finance 98%, Jury-Rig 98%,
Law (general) 91%, Research 98%, Writing 91%, Automotive Mechanics 98%, History 98%/96%, Streetwise 68%, Appraise Antiques 86%, Language:
Japanese 91%, Literacy: Japanese 91%, Play Chess 71%, Language: German 82%, Literacy: German 76%, and W.P. Handgun (+1 to aim/burst).
Money: 3D6x10 million in ready liquid assets (cash, stocks, bonds, etc) and 1D4x100 million in hard assets (real estate, equipment, etc). Most of his
stuff in kept in Swiss Bank accounts and other concealed banks accounts in foreign nations (Japan and Germany).
Weapons: He relies on his mental genius and his power armor.
Equipment & Vehicles: His main technology is his power armor and mind control devices.
Light Power Armor: Armor Rating: 12, S.D.C. 200, P.S. 22 (superhuman), P.P. 10, Spd. 45 (30 mph/48 km). Optics: Advance Robotic Optic System and
Targeting Sight (+1 with ranged attacks), Audio: Advance Audio System, Jet Pack: 250 mph (400 km), Range: 350 miles (560 km), Altitude: 10,000 feet
(3048 m), Leap 12 feet (3.65 m) up and 24 feet (7.31 m) across Environmental System, and Force Field Generator (100 S.D.C., regenerates 10 per hour. It
provides him a +5 to dodge while in flight. +6 to initiative, +1 to parry, and +3 to dodge.
All his mind controlling technology are basically the same as his own super ability only these devices have an unlimited duration and/or he is able to affect
large groups of people at once. The most he has ever controlled with a single device is 14,000 people attending a rock concert. His favorite tactic is to try for
the suicide factor, not that he has been ever been able to get some to simply kill themselves, but he has gotten them to do perform reckless actions that have
brought about their apparent death. “Close your eyes and put your fingers in your ears, I also want you to count slowly until you reach the number 50, then
scream as loud as you can.” Unknowingly, the person strolls into oncoming traffic and is hit by a Gray Hound bus.
- Reagren Wright
- Palladium Books® Freelance Writer
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Re: On the topic of Revised to 2nd ed conversions.....
The Psi Borgs
Brain King once again found himself defeated by a group of heroes but thanks to his super genius he figured out a plan that allowed him to escape.
Frustrated and humbled he was making his way down an alley when he encountered five teenagers (four males and girl) who started to poke fun at his huge
head and his damaged exoskeleton. One of them shouted, “Look at the broken cyborg, whoever built you is an idiot.” Lord Brain responded, “I am not a
cyborg, I am Brain King, the greatest criminal mind in our time. A cyborg, you idiots, is a normal human enhanced by mechanical elements. I am a superior
intellect, enhanced by an exoskeleton. For you to confuse me with that of a person with mechanical augmentation provides further proof why you are lesser
beings to a mental Juggernaut like me.” Then the girl said, “So with that big head of yours can you do any psychic stuff, like read minds?” Brain King
responded, “Psychic stuff, as if I was a charlatan on a street corner trying to amaze you with a card trick? I am Lord Brain. I possess super genius intelligence.
I am a god compared to you nitwits.” Then one of the street kids said, “If you’re so smart then make this trash can levitate.” Brain King became even more
irate. “Using my maximum enhanced brain capacity, I could easily make that and anything I want float on air, it would only require I convert some of my
genius and apply it toward mental/psychic abilities. I could tap into the psi-factor of my brain, but that would lessen my intelligence drastically to a level near
my enemies, and yet it would seem I need such power to increase my odds of victory. But wait, my tactical genius has just formulated a plan and I owe it all
to you.” The tall teenage guy says, “What did we do? All we asked is if you’re a cyborg.” Brain King smiled and said, “Yes you did and I answer I am not a
cyborg. But I have the know-how to turn each one of you buffoons into a cybernetically augmented individual, but what would be the point, as you have the
brain of imbeciles. But what if I used my genius to stimulate locations in your brains to unlock your potential and grant your psychic powers while giving you
cybernetic bodies?” The five looked at him unsure. “What’s that you are unsure, never mind I will make the decision for you.”
And so, Brain King used his mind control on the five individuals and departed with them to a new hidden lair he created for himself. In the weeks that
followed, he would create robotic bodies for each of them to house their brain (turning them into Brain Transplant Cyborgs). He also performed additional
experiments on their brains to increase their mental capacity and grant them psionic powers. He also built into their cybernetic bodies a psibernetic control
rod giving him permanent mind control over each of them, making it impossible for any of them to formulate any thoughts of betrayal, they are 100% loyal
and subservient to his wishes. He can also mentally trigger a self-destruct device housed within their cybernetic bodies to destroy them if he chose to do so.
HOWEVER what Brain King failed to realize was the five street level thugs were not teenage humans, but escaped mutant animals (chimpanzees) created
at Genelabs, one of subsidiary companies for BIO-Spawn. The experiments he performed on their brains awaken latent psionic powers but not
those that he’d anticipated. Nonetheless, he is still very pleased with the outcome. His Psi-Borgs are completely linked to their robotic bodies, allowing them
to move with far greater speed and agility than any standard brain transplant cyborg. He also raised their intellect to make them smart, quick thinking, and
resourceful. This has also made them far removed from their mutant animal/human origins. The Psi-Borgs sees themselves superior to “organics” and when
giving the order to delight in all sadistic torture, vivisection, degradation, and eventually death to those they encounter or the enemies of Brain King. Each Psi-
Borg has his or her own unique style and approach to torture and punishment. Some prefer mind games, others straightforward eradication, while others
combine aspects of them all.
The Psi-Borgs, like their creator, are flawed in believing that “normals” cannot be their equal or superior. They underestimate their foes, failing to see
how cunning, courage, ingenuity, and strength of will are tools that can beat them just as easily as physical weapons. They refuse to surrender or negotiate
unless ordered to by Brain King. They take foolish risks, engage in rash behavior, and are careless because they assume they're invincible and immortal.
Should their bodies be destroyed, their brains can make a quick get way by flying away until they reach one of Brain King's numerous hideouts where he’s
previously constructed bodies for them to reattach themselves too. Here they will brood and pout, questioning how they can be superior to organics yet taste
defeat, which Brain King has no answer because such is his fate as well.
The Psi-Borgs
Real Names: None, as lab specimens they only had serial numbers and went by their first number. Cardiac, Harlot, AMP (Advance Macro Probability),
Impetus, and Psitronic.
Occupation: Body Guards and Enforcers
Alignment: Diabolic (Principled toward Brain King and each other)
Power Category: Mutant Animal Cyborg (Brain Transplant)
Experience Level: 8th
Hit Points: 12 (the brain) S.D.C.: 350 cyborg body
Armor Rating: A.R.: 14 (18 bionic body armor) S.D.C.: 900 (bionic body armor)
P.P.E.: 15
Appearance: It has a large humanoid form with a head that appears to have a large brain case. The face which is very skull like is always depicted as
smiling. Harlot’s cyborg body has two metal orbs (for show) in the chest to suggest that this is a female robot. Without the orbs she looks no different than
the others. The way to tell the other four apart is the color patterns. Cardiac is white. Harlot is gray. AMP is yellow, Impetus is blue and white. Psitronic is
black and yellow.
Attributes: I.Q. 20, M.E. 20, M.A. 16, P.S. 30 (superhuman), P.P. 15, P.E. n/a, P.B. 8. Spd. 70 mph (112.6 km).
Age: 5 years old, Sex: Four males/One female. Height: 13 foot (3.9 m). Weight: 1200 lbs (540 kg)
Animal Psionics: Telepathic Transmission (Mental Speak), Empathy, See Aura, Danger Sense, and each has his or her own special power (see below).
Attacks per Melee: 5 (all combat skills and hand to hand combat have been programmed and recorded into their knowledge and memory (including
muscle memory).
Combat Bonuses: +1 to initiative, +4 to strike, +4 to parry, +4 to dodge, +15 to damage, +2 to pull punch, and +2 to roll with punch/fall.
Saving Throws: Need a 10 or better to save vs psionics, impervious to organic attacks (disease, poison, toxins, gases, heat, cold unless the
containment chamber is breach by depleting its SDC, not the main body SDC), impervious to psionics and magic that affect the physical body (unless the
brain case/life support chamber is breach by depleting its SDC, not the main body SDC), +5 to save vs magic & Horror Factor, and +6 to save vs psionics.
Combat Skills: Restrained Punch 2D4+2, Power Blow 3D6+2 (counts as two attacks), Kick 2D6+2, Leap Kick 3D8 (counts as two attacks), Head Butt
1D4+1, and Body Block/Ram 2D6 + P.S. damage bonus (must parry/dodge or knockdown). Include P.S. damage bonus for all physical hand to hand attacks.
Other Bonuses: +6% to all skills and 40% to trust/intimidate,
Education Level: Special, skills have been programmed/recorded into their knowledge and memory (including muscle memory).
Common Skills: All communication skills at 98%, all electrical, mechanical, and pilot: related skills at 90%, mathematics: basic and advance
98%, computer operation and programming at 90%, computer hacking 40%, pilot: automobile and pilot: all aircraft 85%, and intelligence, forgery, tracking,
wilderness survival, and land navigation, all at 75%. W.P. energy pistol (+6 to aim/+3 to burst) and W.P. energy rifle (+6 to aim/+3 to burst).
Money: They have no use for any form of currency or need for monetary exchange.
Weapons: They rely on their weapons and psionics, however it will substitute other weapons in an emergency or as a back-up weapon.
Vehicles and Equipment: They have access to whatever Lord Brain provides for them or anything they want that they take by force or stealing. They
have little use for most conventional human needs.
FULL CONVERSION CYBORG BODY
A.R.: 14 (18 with Bionic Body Armor)
S.D.C. by location:
Laser Rod (1)-20
Hands (1 or 2)-20 each
Lower Arms (2)-20 each
Upper Arms (2)-50 each
Legs (2)-60 each
* Head-80
**Main Body-350
* A difficult target to strike. An attacker must make a called shot to hit and even then its –2 to strike. Destroying the head of the cyborg will eliminate all
optics and sensory systems, and reduces the maximum speed, attacks per melee, and all bonuses by half. The Brain Case/Life Support unit is not located in
the head.
**Depleting the S.D.C. of the main body will effectively destroy the Psi-borg’s mechanical body, however his brain remains safe in a environmental
containment chamber (effectively the pilot’s compartment, A.R. 19, S.D.C. 300). The Brain Case/Life Support Unit operates on a small hover craft. The craft is
mobile by a series of powerful hover jets. Flying: Hover jet system, 45 mph (128.8 km) maximum, Range: 500 miles (800 km) at maximum mph before
overheating-otherwise runs indefinitely, Altitude: 3000 feet (914.4 m). Except for its psionic powers, the creature is totally helpless. Hitting the cybernetic
body with an explosion does not transfer damage to the Brain Case/Life Support Unit.
Speed
Running: 70 mph (112.6 km) maximum.
Leaping: The powerful psi-borg legs can leap up to 20 feet (6 m) high or across.
Statistical Data
Height: 13 foot (3.9 m)
Width: 4 feet (1.2 m)
Length: 3 feet (0.9 m)
Weight: 1200 lbs (540 kg)
Power System: The nuclear power pack gives the psi-borg a power supply of 5 years even under the most strenuous and constant amount of use.
Combat Bonuses: +1 to initiative, +4 to strike, +4 to parry, +4 to dodge, +15 to damage, +2 to pull punch, and +2 to roll with punch/fall.
Weapons: Does not include targeting or other bonuses to strike.
Multi-Purpose Forearm Laser Rod, Range: Long-range laser 5200 feet (1560 m), short-range laser: 1000 feet (305 m), laser scalpel: 1 foot (0.3 m).
Damage: Long-range laser 3D6 or 5D6, short-range laser: 2D6 or 4D6, laser scalpel: 1D4 point, 1D6 or 2D6. Rate of Fire: Single shot, Payload: Effectively
unlimited.
1. Sensor Systems of Note
Optics: Full optic system, including visible light spectrum, infrared & ultraviolet polarization, passive night-vision (light amplification), thermo-
imaging, laser targeting (+3 to aim/called shots), and telescopic (2 miles/3.2 km). All other optic systems have a range of about 5200 feet (1560 m).
Audio: Basic Hearing System and Human Voice Synthesizer.
Sensors: Radar (identify and track 72 targets, range: 2 mile/3.2 km) Applicable to flying targets at 500 feet (152.4 m), above the ground or
higher. The radar cannot track ground movement. The Psi-Borg internal computer can do anything the world most sophisticated cellular/satellite phone can
do.
Radio/Cellular Communications: Range: 100 miles (160 km) or world-wide communication. Enables the psi-borg to receive/send radio or cell
phone frequencies. It 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 (60%); tracking range is limited to 20 miles (32 km).
Built in Language Translator:
Laser Rangefinder: This allows the psi-borg to track and determine the distance of a target, even while it’s moving. This results in no penalty
when firing at a moving target or one at maximum distance.
Special Psionic Attacks:
Cardiac: Bio-Manipulation: Pain and Paralysis (combo): Range: 160 feet (48.7 m) and requires line of sight or if victim’s exact location is known
(Using sensors or psionics), Duration: 3D4 minutes. The victim’s body reacts as if he or she is having a heart attack (save vs psionics). Intense chest pain
(tightness, squeezing, pressure), break out in a cold sweat, fatigue, nausea, shortness of breath (difficulty breathing), and sudden dizziness. The victim
cannot move, he or she is completely incapacitated. He/she can still see, hear, speak, and think. Victim suffers one (1) point of Hit Point damage per minute
of the attack. Because the victim feels he or she is suffering a heart attack, the victim must also roll a traumatic Horror Factor roll of 16 or better. Failure
means the victim will still believe for the next 24 hours that he or she will need medical attention and is still suffering lingering symptoms for the next 24
hours (Lose one attack per melee round, speed is reduced by one-half, and is -4 on initiative and -4 to strike, parry, and dodge. Note: Elderly or ill humans
(heart disease for example) may suffer 1D4 Hit Point damage per minute of the attack and the duration for penalties maybe doubled!
Harlot: Empathic Transmission and Bio-Alteration (Brain Chemistry) Combo: Range: 100 feet (30.5 m), Area of Effect: She can target up to 20
individuals away from her as long as she can see them or is aware of their exact location using psionics or sensors. Duration: 2D6 minutes. Using her two
psionic powers simultaneously, the victim must save vs psionics or experience intense feeling of sexual pleasure, powerful involuntary contractions, and loss of
some bodily fluids. Victims suffer -4 to strike, parry, and dodge, reduce speed by half and reduce attack per melee round by two. Elderly or ill humans may
suffer 2D6 damage and the duration for penalties maybe doubled! After the initial duration, victims has a 01-60% chance of still being so enthralled by the
“ecstasy” that he or she cannot continue attacking or doing anything aggressive or hostile, will get up and leave, with a huge smile on their face, and will be
complete docile for the next 4D4 minutes (double for those with M.E. less than
. Those with a M.E. of 8 or less must also save vs insanity (12 or better) or
he or she becomes addicted to the effects and for the next 1D4 days (+1 day per M.E. point less than
will be a state of mania demanding that she do it to
them again. The victims will endure any hardship, insult, even physical harm as long as he or she promises to use her power on them. They will try to win her
favor by incessantly offering gifts, favors, and services, even going as far as to threaten or attack those that threaten her. At any given time she has 2D4 love
interest henchmen/thugs around her.
AMP: Advance Macro Probability: Range: 100 feet, Duration: 2D6 minutes. Victims must make a saving throw vs psionics or AMP does a
combination Telepathic Probe (Mind Bond) and Intuitive Combat. He can only perform this on a single person at a time. Those who fail to save, he can
intuitively read that person’s actions, body language, and expression, allowing him to anticipate any aggressive activity and respond accordingly, meaning he
can predict his opponent’s hand to hand attacks (no combat bonuses and is +4 to parry and automatic dodge), avoid any linear attacks (from projectiles or
energy weapons/attacks) by positioning himself away from the path of the attack before his victim can fire (no combat bonuses and -3 to strike/aim), predict
and interpret other’s defenses (no combat bonus and is -3 to parry and dodge his attacks), he can see and find any flaws, weakness, and anticipate any
combat move his opponent may take (no combat bonuses, +3 on initiative, opponents are -3 to parry and dodge his attacks, lose two melee attacks/actions
fighting him, he can inflict an extra 1D6+4 points of damage, and do critical strike (double damage) from behind or on a natural, unmodified roll of 17-20).
Opponents attempting to perform any skill in his presence can only do so at one-half proficiency as he can interpret and predict their actions (this works on
skills used against him such a detect ambush, prowl, climbing, pick pocket, etc).
Impetus: Invisible Haze and Danger Sense Combo: Whenever a living being comes within 90 feet (27.4 m) of Impetus and intends to cause him
imminent harm or danger to himself or someone near him (within 30 feet/9.1 m), they automatically alert Impetus of their presence up to one minute (4
melee rounds) before it happens. This gives him Flash Precognition, allowing him to anticipate a threat one minute (60 seconds) before it happens and given
him a heightened advantage in order to respond to the threat (+2 on initiative, parry & dodge, he cannot be attacked by surprise). Furthermore, everyone in
that 90 feet (27.4 m) range must save against a powerful hypnotic suggestion that basically says “you don’t see me. I do not exist.” To everyone who fails the
psionic attack, Impetus is invisible to them, even if they have psionic powers like See Invisible or See Aura, or possess electronic/sensory detection devices.
Impetus’ mind attacks their able to perceive him, thus he is invisible to those who fail, making them -6 to strike, parry and dodge, and -6 on initiative against
him. He can attack from behind (critical strike) and whatever he picks up, wears or carries likewise becomes invisible. On the other hand, if he stands in view
of a camera, anyone outside of the 90-foot (27.4 m) range of the Invisible Haze/Sixth Sense will be able to see his image on a monitor perfectly well.
Likewise, making a successful save vs psionics means seeing him without any difficulty.
Psitronic: Multiple Mind Trap: Psitronic can perform a Mind Trap on as many as four people simultaneously. His Mind Traps are equal to the
Terror Bear---Nightmare Bear. He creates complex and torturous mind traps that are extremely bizarre and defy logic until they overwhelm the conscious
mind. Each person can experience a different Mind Trap or the same Mind Trap.
Mind Trap is without question one the most vicious psionic attacks known to exist. A bizarre combination of Mental Illusion and Insert Memory that
attacks the victim’s sub consciousness, making them experience an artificial reality (for 2D6 minutes) of whatever the user desires. This reality is the same
effect as dreaming only far more real and powerful and the person is fully awake. Maintaining the false reality for the user is relatively easy as long as the
fantasy is simple and the effect does not have a traumatic outcome on the victim. Because the artificial reality takes place in the victim’s mind, he/she can
see, hear, feel, smell, and taste whatever he’s experiencing. For Example, if Psitronic places a victim inside a locked steel cage (like the one he spent in at
Genelabs), the victim suddenly finds himself locked in a cage. One minute a hero could be approaching the Psi-Borg, suddenly he’s trapped inside a 48-inch
(1.21 m) animal cage. A terrible side effect of the mind trap is for every minute the victim is subjected to the false reality (2D6 minutes); he experiences one
hour of subjective time. In other words, in the hero’s mind, he thinks he’s been locked in a cell for 10 hours when in reality he’s only been in the cell for ten
minutes. The initial use of this psychic attack counts as a single melee attack, plus it costs the user one attack/action per melee round to maintain as long as
the environment and effect on the user are relatively simple.
The saving grace is if the victim makes a second saving throw against psionics (the initial roll is use to see if the victim can resist the mind trap attack in
the first place), he realizes this experience is an illusion, a false reality, and nothing can hurt you. The downside is it doesn’t help you escape the mental
illusion, but the passing of time is less distorted (seems like ten minutes for every one minute of real time within the trap).
Because the psionic attack affects its victim on both a conscious and subconscious level, regardless of what the victim does, his/her subconscious mind
does not allow anything to alter the false reality. Therefore, if a character possesses supernatural strength, he cannot bend the bars of the cage or damage
the cage in any fashion (unless it’s part of the story line in the trap). If he/she tries to fly out of the cage, in the real world he/she doesn’t move, while inside
the trap he or she flies within the physical limits of the cage. If he/she tries to fire a super energy expulsion blast at the cage, in the trap he/she sees himself
release the energy blast, but in the real world, the power never gets activated (so no innocent bystanders will be harmed or property get destroyed). The
character just stands there with their hands outstretched. Whenever the victim of a mind trap tries to run, his/her physical body does nothing but stand in
place.
Meanwhile, while the victim is subjected to this false reality, their companions back in the real world can do nothing to affect the situation. In the trap,
the victim might even see them standing outside the cage, screaming and yelling that there is no cage. Yet if they manage to convince their friend the
experience isn’t real (i.e., he makes the second saving throw), it doesn’t help him get out of the false reality. Hence, the reason it’s called a mind trap.
Fortunately, once the victim realizes the experience is a complete fantasy, he’ll not suffer any lasting effects.
Psitronic, like the Terror Bears, uses this psychic attack not to subject victims to a simple environment or influence. They both delight in complex,
twisted delusions that attack a person’s sanity. These experiences differ from the simple mentally generated environment. (1) They remove the individual
from having any sensory interaction with the real world. (2) fantasy can be any elaborate scenario the user can imagine (3), if the scenario cause the
victim to experience intense pain, mutilation, or death, or if the experience is traumatic or particularly upsetting (i.e. he watches his family get run over by a
steam roller) then the victim himself can be driven temporarily insane. Because this sort of mental attack requires so much out of its user, he loses all melee
attacks and movement (user cannot move, fight, or speak) for as long as the fantasy he is inflicting on someone remains in place.
Brain King once again found himself defeated by a group of heroes but thanks to his super genius he figured out a plan that allowed him to escape.
Frustrated and humbled he was making his way down an alley when he encountered five teenagers (four males and girl) who started to poke fun at his huge
head and his damaged exoskeleton. One of them shouted, “Look at the broken cyborg, whoever built you is an idiot.” Lord Brain responded, “I am not a
cyborg, I am Brain King, the greatest criminal mind in our time. A cyborg, you idiots, is a normal human enhanced by mechanical elements. I am a superior
intellect, enhanced by an exoskeleton. For you to confuse me with that of a person with mechanical augmentation provides further proof why you are lesser
beings to a mental Juggernaut like me.” Then the girl said, “So with that big head of yours can you do any psychic stuff, like read minds?” Brain King
responded, “Psychic stuff, as if I was a charlatan on a street corner trying to amaze you with a card trick? I am Lord Brain. I possess super genius intelligence.
I am a god compared to you nitwits.” Then one of the street kids said, “If you’re so smart then make this trash can levitate.” Brain King became even more
irate. “Using my maximum enhanced brain capacity, I could easily make that and anything I want float on air, it would only require I convert some of my
genius and apply it toward mental/psychic abilities. I could tap into the psi-factor of my brain, but that would lessen my intelligence drastically to a level near
my enemies, and yet it would seem I need such power to increase my odds of victory. But wait, my tactical genius has just formulated a plan and I owe it all
to you.” The tall teenage guy says, “What did we do? All we asked is if you’re a cyborg.” Brain King smiled and said, “Yes you did and I answer I am not a
cyborg. But I have the know-how to turn each one of you buffoons into a cybernetically augmented individual, but what would be the point, as you have the
brain of imbeciles. But what if I used my genius to stimulate locations in your brains to unlock your potential and grant your psychic powers while giving you
cybernetic bodies?” The five looked at him unsure. “What’s that you are unsure, never mind I will make the decision for you.”
And so, Brain King used his mind control on the five individuals and departed with them to a new hidden lair he created for himself. In the weeks that
followed, he would create robotic bodies for each of them to house their brain (turning them into Brain Transplant Cyborgs). He also performed additional
experiments on their brains to increase their mental capacity and grant them psionic powers. He also built into their cybernetic bodies a psibernetic control
rod giving him permanent mind control over each of them, making it impossible for any of them to formulate any thoughts of betrayal, they are 100% loyal
and subservient to his wishes. He can also mentally trigger a self-destruct device housed within their cybernetic bodies to destroy them if he chose to do so.
HOWEVER what Brain King failed to realize was the five street level thugs were not teenage humans, but escaped mutant animals (chimpanzees) created
at Genelabs, one of subsidiary companies for BIO-Spawn. The experiments he performed on their brains awaken latent psionic powers but not
those that he’d anticipated. Nonetheless, he is still very pleased with the outcome. His Psi-Borgs are completely linked to their robotic bodies, allowing them
to move with far greater speed and agility than any standard brain transplant cyborg. He also raised their intellect to make them smart, quick thinking, and
resourceful. This has also made them far removed from their mutant animal/human origins. The Psi-Borgs sees themselves superior to “organics” and when
giving the order to delight in all sadistic torture, vivisection, degradation, and eventually death to those they encounter or the enemies of Brain King. Each Psi-
Borg has his or her own unique style and approach to torture and punishment. Some prefer mind games, others straightforward eradication, while others
combine aspects of them all.
The Psi-Borgs, like their creator, are flawed in believing that “normals” cannot be their equal or superior. They underestimate their foes, failing to see
how cunning, courage, ingenuity, and strength of will are tools that can beat them just as easily as physical weapons. They refuse to surrender or negotiate
unless ordered to by Brain King. They take foolish risks, engage in rash behavior, and are careless because they assume they're invincible and immortal.
Should their bodies be destroyed, their brains can make a quick get way by flying away until they reach one of Brain King's numerous hideouts where he’s
previously constructed bodies for them to reattach themselves too. Here they will brood and pout, questioning how they can be superior to organics yet taste
defeat, which Brain King has no answer because such is his fate as well.
The Psi-Borgs
Real Names: None, as lab specimens they only had serial numbers and went by their first number. Cardiac, Harlot, AMP (Advance Macro Probability),
Impetus, and Psitronic.
Occupation: Body Guards and Enforcers
Alignment: Diabolic (Principled toward Brain King and each other)
Power Category: Mutant Animal Cyborg (Brain Transplant)
Experience Level: 8th
Hit Points: 12 (the brain) S.D.C.: 350 cyborg body
Armor Rating: A.R.: 14 (18 bionic body armor) S.D.C.: 900 (bionic body armor)
P.P.E.: 15
Appearance: It has a large humanoid form with a head that appears to have a large brain case. The face which is very skull like is always depicted as
smiling. Harlot’s cyborg body has two metal orbs (for show) in the chest to suggest that this is a female robot. Without the orbs she looks no different than
the others. The way to tell the other four apart is the color patterns. Cardiac is white. Harlot is gray. AMP is yellow, Impetus is blue and white. Psitronic is
black and yellow.
Attributes: I.Q. 20, M.E. 20, M.A. 16, P.S. 30 (superhuman), P.P. 15, P.E. n/a, P.B. 8. Spd. 70 mph (112.6 km).
Age: 5 years old, Sex: Four males/One female. Height: 13 foot (3.9 m). Weight: 1200 lbs (540 kg)
Animal Psionics: Telepathic Transmission (Mental Speak), Empathy, See Aura, Danger Sense, and each has his or her own special power (see below).
Attacks per Melee: 5 (all combat skills and hand to hand combat have been programmed and recorded into their knowledge and memory (including
muscle memory).
Combat Bonuses: +1 to initiative, +4 to strike, +4 to parry, +4 to dodge, +15 to damage, +2 to pull punch, and +2 to roll with punch/fall.
Saving Throws: Need a 10 or better to save vs psionics, impervious to organic attacks (disease, poison, toxins, gases, heat, cold unless the
containment chamber is breach by depleting its SDC, not the main body SDC), impervious to psionics and magic that affect the physical body (unless the
brain case/life support chamber is breach by depleting its SDC, not the main body SDC), +5 to save vs magic & Horror Factor, and +6 to save vs psionics.
Combat Skills: Restrained Punch 2D4+2, Power Blow 3D6+2 (counts as two attacks), Kick 2D6+2, Leap Kick 3D8 (counts as two attacks), Head Butt
1D4+1, and Body Block/Ram 2D6 + P.S. damage bonus (must parry/dodge or knockdown). Include P.S. damage bonus for all physical hand to hand attacks.
Other Bonuses: +6% to all skills and 40% to trust/intimidate,
Education Level: Special, skills have been programmed/recorded into their knowledge and memory (including muscle memory).
Common Skills: All communication skills at 98%, all electrical, mechanical, and pilot: related skills at 90%, mathematics: basic and advance
98%, computer operation and programming at 90%, computer hacking 40%, pilot: automobile and pilot: all aircraft 85%, and intelligence, forgery, tracking,
wilderness survival, and land navigation, all at 75%. W.P. energy pistol (+6 to aim/+3 to burst) and W.P. energy rifle (+6 to aim/+3 to burst).
Money: They have no use for any form of currency or need for monetary exchange.
Weapons: They rely on their weapons and psionics, however it will substitute other weapons in an emergency or as a back-up weapon.
Vehicles and Equipment: They have access to whatever Lord Brain provides for them or anything they want that they take by force or stealing. They
have little use for most conventional human needs.
FULL CONVERSION CYBORG BODY
A.R.: 14 (18 with Bionic Body Armor)
S.D.C. by location:
Laser Rod (1)-20
Hands (1 or 2)-20 each
Lower Arms (2)-20 each
Upper Arms (2)-50 each
Legs (2)-60 each
* Head-80
**Main Body-350
* A difficult target to strike. An attacker must make a called shot to hit and even then its –2 to strike. Destroying the head of the cyborg will eliminate all
optics and sensory systems, and reduces the maximum speed, attacks per melee, and all bonuses by half. The Brain Case/Life Support unit is not located in
the head.
**Depleting the S.D.C. of the main body will effectively destroy the Psi-borg’s mechanical body, however his brain remains safe in a environmental
containment chamber (effectively the pilot’s compartment, A.R. 19, S.D.C. 300). The Brain Case/Life Support Unit operates on a small hover craft. The craft is
mobile by a series of powerful hover jets. Flying: Hover jet system, 45 mph (128.8 km) maximum, Range: 500 miles (800 km) at maximum mph before
overheating-otherwise runs indefinitely, Altitude: 3000 feet (914.4 m). Except for its psionic powers, the creature is totally helpless. Hitting the cybernetic
body with an explosion does not transfer damage to the Brain Case/Life Support Unit.
Speed
Running: 70 mph (112.6 km) maximum.
Leaping: The powerful psi-borg legs can leap up to 20 feet (6 m) high or across.
Statistical Data
Height: 13 foot (3.9 m)
Width: 4 feet (1.2 m)
Length: 3 feet (0.9 m)
Weight: 1200 lbs (540 kg)
Power System: The nuclear power pack gives the psi-borg a power supply of 5 years even under the most strenuous and constant amount of use.
Combat Bonuses: +1 to initiative, +4 to strike, +4 to parry, +4 to dodge, +15 to damage, +2 to pull punch, and +2 to roll with punch/fall.
Weapons: Does not include targeting or other bonuses to strike.
Multi-Purpose Forearm Laser Rod, Range: Long-range laser 5200 feet (1560 m), short-range laser: 1000 feet (305 m), laser scalpel: 1 foot (0.3 m).
Damage: Long-range laser 3D6 or 5D6, short-range laser: 2D6 or 4D6, laser scalpel: 1D4 point, 1D6 or 2D6. Rate of Fire: Single shot, Payload: Effectively
unlimited.
1. Sensor Systems of Note
Optics: Full optic system, including visible light spectrum, infrared & ultraviolet polarization, passive night-vision (light amplification), thermo-
imaging, laser targeting (+3 to aim/called shots), and telescopic (2 miles/3.2 km). All other optic systems have a range of about 5200 feet (1560 m).
Audio: Basic Hearing System and Human Voice Synthesizer.
Sensors: Radar (identify and track 72 targets, range: 2 mile/3.2 km) Applicable to flying targets at 500 feet (152.4 m), above the ground or
higher. The radar cannot track ground movement. The Psi-Borg internal computer can do anything the world most sophisticated cellular/satellite phone can
do.
Radio/Cellular Communications: Range: 100 miles (160 km) or world-wide communication. Enables the psi-borg to receive/send radio or cell
phone frequencies. It 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 (60%); tracking range is limited to 20 miles (32 km).
Built in Language Translator:
Laser Rangefinder: This allows the psi-borg to track and determine the distance of a target, even while it’s moving. This results in no penalty
when firing at a moving target or one at maximum distance.
Special Psionic Attacks:
Cardiac: Bio-Manipulation: Pain and Paralysis (combo): Range: 160 feet (48.7 m) and requires line of sight or if victim’s exact location is known
(Using sensors or psionics), Duration: 3D4 minutes. The victim’s body reacts as if he or she is having a heart attack (save vs psionics). Intense chest pain
(tightness, squeezing, pressure), break out in a cold sweat, fatigue, nausea, shortness of breath (difficulty breathing), and sudden dizziness. The victim
cannot move, he or she is completely incapacitated. He/she can still see, hear, speak, and think. Victim suffers one (1) point of Hit Point damage per minute
of the attack. Because the victim feels he or she is suffering a heart attack, the victim must also roll a traumatic Horror Factor roll of 16 or better. Failure
means the victim will still believe for the next 24 hours that he or she will need medical attention and is still suffering lingering symptoms for the next 24
hours (Lose one attack per melee round, speed is reduced by one-half, and is -4 on initiative and -4 to strike, parry, and dodge. Note: Elderly or ill humans
(heart disease for example) may suffer 1D4 Hit Point damage per minute of the attack and the duration for penalties maybe doubled!
Harlot: Empathic Transmission and Bio-Alteration (Brain Chemistry) Combo: Range: 100 feet (30.5 m), Area of Effect: She can target up to 20
individuals away from her as long as she can see them or is aware of their exact location using psionics or sensors. Duration: 2D6 minutes. Using her two
psionic powers simultaneously, the victim must save vs psionics or experience intense feeling of sexual pleasure, powerful involuntary contractions, and loss of
some bodily fluids. Victims suffer -4 to strike, parry, and dodge, reduce speed by half and reduce attack per melee round by two. Elderly or ill humans may
suffer 2D6 damage and the duration for penalties maybe doubled! After the initial duration, victims has a 01-60% chance of still being so enthralled by the
“ecstasy” that he or she cannot continue attacking or doing anything aggressive or hostile, will get up and leave, with a huge smile on their face, and will be
complete docile for the next 4D4 minutes (double for those with M.E. less than
![Cool 8)](./images/smilies/cool.gif)
he or she becomes addicted to the effects and for the next 1D4 days (+1 day per M.E. point less than
![Cool 8)](./images/smilies/cool.gif)
them again. The victims will endure any hardship, insult, even physical harm as long as he or she promises to use her power on them. They will try to win her
favor by incessantly offering gifts, favors, and services, even going as far as to threaten or attack those that threaten her. At any given time she has 2D4 love
interest henchmen/thugs around her.
AMP: Advance Macro Probability: Range: 100 feet, Duration: 2D6 minutes. Victims must make a saving throw vs psionics or AMP does a
combination Telepathic Probe (Mind Bond) and Intuitive Combat. He can only perform this on a single person at a time. Those who fail to save, he can
intuitively read that person’s actions, body language, and expression, allowing him to anticipate any aggressive activity and respond accordingly, meaning he
can predict his opponent’s hand to hand attacks (no combat bonuses and is +4 to parry and automatic dodge), avoid any linear attacks (from projectiles or
energy weapons/attacks) by positioning himself away from the path of the attack before his victim can fire (no combat bonuses and -3 to strike/aim), predict
and interpret other’s defenses (no combat bonus and is -3 to parry and dodge his attacks), he can see and find any flaws, weakness, and anticipate any
combat move his opponent may take (no combat bonuses, +3 on initiative, opponents are -3 to parry and dodge his attacks, lose two melee attacks/actions
fighting him, he can inflict an extra 1D6+4 points of damage, and do critical strike (double damage) from behind or on a natural, unmodified roll of 17-20).
Opponents attempting to perform any skill in his presence can only do so at one-half proficiency as he can interpret and predict their actions (this works on
skills used against him such a detect ambush, prowl, climbing, pick pocket, etc).
Impetus: Invisible Haze and Danger Sense Combo: Whenever a living being comes within 90 feet (27.4 m) of Impetus and intends to cause him
imminent harm or danger to himself or someone near him (within 30 feet/9.1 m), they automatically alert Impetus of their presence up to one minute (4
melee rounds) before it happens. This gives him Flash Precognition, allowing him to anticipate a threat one minute (60 seconds) before it happens and given
him a heightened advantage in order to respond to the threat (+2 on initiative, parry & dodge, he cannot be attacked by surprise). Furthermore, everyone in
that 90 feet (27.4 m) range must save against a powerful hypnotic suggestion that basically says “you don’t see me. I do not exist.” To everyone who fails the
psionic attack, Impetus is invisible to them, even if they have psionic powers like See Invisible or See Aura, or possess electronic/sensory detection devices.
Impetus’ mind attacks their able to perceive him, thus he is invisible to those who fail, making them -6 to strike, parry and dodge, and -6 on initiative against
him. He can attack from behind (critical strike) and whatever he picks up, wears or carries likewise becomes invisible. On the other hand, if he stands in view
of a camera, anyone outside of the 90-foot (27.4 m) range of the Invisible Haze/Sixth Sense will be able to see his image on a monitor perfectly well.
Likewise, making a successful save vs psionics means seeing him without any difficulty.
Psitronic: Multiple Mind Trap: Psitronic can perform a Mind Trap on as many as four people simultaneously. His Mind Traps are equal to the
Terror Bear---Nightmare Bear. He creates complex and torturous mind traps that are extremely bizarre and defy logic until they overwhelm the conscious
mind. Each person can experience a different Mind Trap or the same Mind Trap.
Mind Trap is without question one the most vicious psionic attacks known to exist. A bizarre combination of Mental Illusion and Insert Memory that
attacks the victim’s sub consciousness, making them experience an artificial reality (for 2D6 minutes) of whatever the user desires. This reality is the same
effect as dreaming only far more real and powerful and the person is fully awake. Maintaining the false reality for the user is relatively easy as long as the
fantasy is simple and the effect does not have a traumatic outcome on the victim. Because the artificial reality takes place in the victim’s mind, he/she can
see, hear, feel, smell, and taste whatever he’s experiencing. For Example, if Psitronic places a victim inside a locked steel cage (like the one he spent in at
Genelabs), the victim suddenly finds himself locked in a cage. One minute a hero could be approaching the Psi-Borg, suddenly he’s trapped inside a 48-inch
(1.21 m) animal cage. A terrible side effect of the mind trap is for every minute the victim is subjected to the false reality (2D6 minutes); he experiences one
hour of subjective time. In other words, in the hero’s mind, he thinks he’s been locked in a cell for 10 hours when in reality he’s only been in the cell for ten
minutes. The initial use of this psychic attack counts as a single melee attack, plus it costs the user one attack/action per melee round to maintain as long as
the environment and effect on the user are relatively simple.
The saving grace is if the victim makes a second saving throw against psionics (the initial roll is use to see if the victim can resist the mind trap attack in
the first place), he realizes this experience is an illusion, a false reality, and nothing can hurt you. The downside is it doesn’t help you escape the mental
illusion, but the passing of time is less distorted (seems like ten minutes for every one minute of real time within the trap).
Because the psionic attack affects its victim on both a conscious and subconscious level, regardless of what the victim does, his/her subconscious mind
does not allow anything to alter the false reality. Therefore, if a character possesses supernatural strength, he cannot bend the bars of the cage or damage
the cage in any fashion (unless it’s part of the story line in the trap). If he/she tries to fly out of the cage, in the real world he/she doesn’t move, while inside
the trap he or she flies within the physical limits of the cage. If he/she tries to fire a super energy expulsion blast at the cage, in the trap he/she sees himself
release the energy blast, but in the real world, the power never gets activated (so no innocent bystanders will be harmed or property get destroyed). The
character just stands there with their hands outstretched. Whenever the victim of a mind trap tries to run, his/her physical body does nothing but stand in
place.
Meanwhile, while the victim is subjected to this false reality, their companions back in the real world can do nothing to affect the situation. In the trap,
the victim might even see them standing outside the cage, screaming and yelling that there is no cage. Yet if they manage to convince their friend the
experience isn’t real (i.e., he makes the second saving throw), it doesn’t help him get out of the false reality. Hence, the reason it’s called a mind trap.
Fortunately, once the victim realizes the experience is a complete fantasy, he’ll not suffer any lasting effects.
Psitronic, like the Terror Bears, uses this psychic attack not to subject victims to a simple environment or influence. They both delight in complex,
twisted delusions that attack a person’s sanity. These experiences differ from the simple mentally generated environment. (1) They remove the individual
from having any sensory interaction with the real world. (2) fantasy can be any elaborate scenario the user can imagine (3), if the scenario cause the
victim to experience intense pain, mutilation, or death, or if the experience is traumatic or particularly upsetting (i.e. he watches his family get run over by a
steam roller) then the victim himself can be driven temporarily insane. Because this sort of mental attack requires so much out of its user, he loses all melee
attacks and movement (user cannot move, fight, or speak) for as long as the fantasy he is inflicting on someone remains in place.
Re: On the topic of Revised to 2nd ed conversions.....
Great,I love to see more Heroes.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3238
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
The Holiday season is here. Time to listen to some holiday music and come up with some heroes for the post. An idea has been whirling in my head and I
nearly ready to bring the concept to life. Time for some alien heroes who fly around in a space ship and perform lots of good deeds.
nearly ready to bring the concept to life. Time for some alien heroes who fly around in a space ship and perform lots of good deeds.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3238
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
Yes running late with the Pirates of Infinity, but with Christmas here next. I'll devote the whole week to getting them done.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3238
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
PIRATES OF INFINITY
TARREN JACK-THE FOREVER PIRATE
Tarren Jack comes from the Pinwheel Galaxy, a distant 21 million light years away in the constellation Ursa Major, the same galaxy that’s home to
GIGMA Agent Scott Benter’s alien friend Gunter (Ucizaian). Tarren comes from the planet Elninope, and like their Ucizaian allies they are humanoids
with Universal Age technology and science. Both alien races utilize technology that transcends any scientific laws or rules that make up reality. Their
scientific knowledge grants them total dominion over the cause and effect to the rules of science, allowing them the means to alter or ignore scientific
law and limitation. The difference between them, for the last 3000 Earth years the Ucizaians can travel from one galaxy to another via infra space (a
distorted sub-space that allows for interstellar travel by reducing the distance between any two objects by 78%). Meanwhile, the Elninopeians for over
100,000 Earth years were Immortal (aliens) and for the last 75,000 Earth years traveled from one galaxy to another via ultra-space, a bizarre parallel
universe where spatial distance between any two points can be traverse almost instantaneously, while ignoring all physical obstacles in between.
Nothing organic can travel through ultra-space without being bombarded with vast amounts of cosmic radiation to which even Immortals can die from,
therefore, wearing protective power armor is absolutely necessary.
Tarren first came to the Milky Way galaxy (SGC 5457) 9000 Earth years ago. He served as a soldier/pilot onboard the ST (space transporter)
Yarnar. This was his first time coming to the Milky Way galaxy, having served 500 years on the front line fighting the Marvdarons, the bio-metallic beings
who control the Andromeda Galaxy (the Death Spiral). Yarnar just arrived in the Ilta Quadrant of the Milky Way when a Marvdaron operative Proboscis
manage to infiltrate the ship and merge with Multidimensional Gateway Stabilizer just as a dozen Dark Breezes started attacking the ship. The order was
given to return the ship to Elninope. Terren stayed behind onboard his shuttle craft to serve as a beacon for the Yarnar to locate in order to return to the
precise spot they left. The moment the Yarnar activated the Ultra Space Gateway Array, Proboscis altered the navigational computer and shut down the
momentum decelerator, the result the Yarnar emerged out of ultra-space and crashed into the planet. This caused a cataclysmic chain reaction that
destroyed the planet and its nearby moon. Around 99.7% of the Elninopeians were killed by the terrorist act. Tarren waited a few hours before making
the choice to go back on his own. He returned to the asteroid remnants of his home planet. A short distance away on the uninhabited planet of Donerth,
Tarren docked his shuttle at Shepherd Station. Only a handful of Elninopeian worked there but they witnessed the destruction. Terren vowed to get help,
he only needed use of the Medium Cargo Transporter, but those at Shepherd wanted to come with, fearing that he would not return. Tarren argued with
Elninope destroyed, nobody could use their Ultra Space Gateways on their ships because they would have no way of returning to this exact point in the
galaxy. Yet those on the station also made the point that there was no world to return to. Tarren eventually convinced the station commander they
needed to stay behind and be the “lighthouse that brings Elninopians home.” Terran then went to the transporter and traveled across the galaxy to the
planet Uciza.
Shortly after his arrival, Tarren found himself surrounded by Ucizaian space fighters. He was told to leave immediately or else they would fire upon
him. The Ucizaians were fully aware of what transpired and did not want a similar fate to happen to them. They were planning on erecting Transduction
Barriers thereby protecting themselves from any invasion force. When asked about any Elninopians on Uciza, if he could transport them back to be
among their people, the Ucizaians allowed each one to contact Tarran. None wanted to leave the safety of Uciza, so Terren returned to Shepherd Station
only to find it abandoned yet still online. Rejected Tarren decided to explore the rest of the galaxy to find his people. He spent the next 9000 Earth years
searching, but om the rare moment he found a fellow Elninopian, none of them wanted anything to do with their fellow immortals. At long last, a
dejected Tarren decided he would carry out the Elninopian Exploratory Force final mission; he flew the transporter across ultra-space and into the Milky
Way galaxy to do a 100-year-old exploratory mission.
Shortly after Tarren returned, his ship was hailed by a group of space pirates led at the time by a Chedak (an Atorian male). Tarren, thinking they
were friendly, let them onboard his ship. He was soon attacked and made a prisoner. Put in the brig, Tarran decided to let them try to figure things out
on his ship before he made an example out of them. Unable to make the ship work, the Chedak threatened his life. In one quick motion, Terran dodged
all his gunfire, disarmed him, and used his own weapon to shoot him in the head. Stunned, he offered the remaining pirates a choice; join him, leave, or
die. All the pirates except for Go-Voc (Fredulian), Jaulgon (Pume), Orguus (Dragonoid), Setha (Hathas), Zein (Manarr), and Avvix (Relogian) fled back to
their ship and left. Those who stayed behind, Tarran offered the gift of high adventure and exploration of the galaxy. As the days passed by Tarren told
them he was one of the last of his people and he didn’t have a home world to return to. When they told him what they were, Tarren decided he wanted
to be a different kind of pirate, to only plunder ships of money hungry corporations, competitors, and other pirates. Sometimes, they’d offer themselves
as mercenaries for anyone who pay them a worthwhile fee. When it was time to give their group a name, the only thing that came to mind was Pirates
of Infinity. For nine years, the Pirates have pillaged the galaxy and laughed all the way. They’ve made countless enemies and numerous alliances.
Officially, they are wanted by the TMC, yet at the same time, they’ve help out law enforcement agents who are well aware of their anti-hero nature.
Terran fell in love the moment he laid eyes on Emeneta. As far as he is concerned, they will be together for as long as she wants him. He knows he
will outlive her, and that could become a problem (as it has before) but perhaps this time it will be different.
Recently Terran was visiting Earth when he had a chance encounter with a Marvdaron scout Kamvoid. Thanks to Ementha he soon learned the
weakness of the Marvdarons was psychic powers. He decided to try and warn whomever that the Marvdaron would soon be arriving to destroy the
planet, but he and Emeneta were captured and arrested by Project Secure. They were taken to SCRET Maximum Holding Facility to be interrogated.
Tarran knows his fellow pirates will soon come to break him out, but what’s worrying him even more is knowing his arch enemies the Marvdarons will
soon target or perhaps have already set their sights on this galaxy and this planet. Tarren knows he can get out but he's waiting to be interviewed by
Alpha Prime, hoping she will realize he’s only trying to help. Then again if she is a TMC operative (he is violating Covenant Law by coming to
Earth), she might know him as the Forever Pirate, leader of the Pirates of Infinity who are wanted by the TMC and she might send the TMC to arrest him
(Century Station all over again). He might have to break himself and Emeneta out before that happens. However, what is more important is that he
convinces her the Milky Way galaxy is in danger.
Real Name: Tarren Jack
Occupation: Military Specialist and Deep Space Pilot/Pirate
Alignment: Scrupulous
Power Category: Immortal (Alien)
Experience Level: 15th
Hit Points: 117 S.D.C.: 105
P.P.E.: 191. He recovers at a rate of 5 P.P.E. per hours resting, 10 P.P.E. sleeping or meditating.
Appearance: He is a handsome man with light gold skin, dark brown hair, and blue eyes. He dresses in half shirt of hard leather armor, boots,
and black cargo pants. He usually carries a lot of weapons in holsters around his belt. He looks very much like a mercenary. His battle staff is his
primary weapon. If he needs too he will don his environmental battle armor.
Attributes: I.Q. 15, M.E. 17, M.A. 16, P.S. 16, P.P. 19, P.E. 24, P.B. 15, Spd 22.
Age: 11,000 Earth years old, Sex: Male, Height: 6 foot and 4 inches (1.93 m), Weight: 180 lbs (81 kg).
Originating Alien Environment: Normal Earth Environment (Universal Age Technology)
Natural Abilities: Immortal (See page 181-182 of HU 2nd edition). He bio-regenerates 2D6 Hit Points/3D6 S.D.C. every 10 minutes. He is
immune to all diseases, sickness, and natural radiation. Natural toxic gases and poisons do only one third their normal damage and effects last only one
third as long. Man-made poisons, drugs, chemicals and toxins last half as long and are half as effective and damaging.
Major Super Abilities: Reconstruction and Mechano-Link
Minor Super Abilities: Mechanical Awareness, Heighten Sense of Balance, and Multi-Tasking. Note: He can fire an aimed, Called Shot, or burst
without penalty while moving, running, riding a horse, driving a car, somersaulting, standing on his head, hanging upside down and so on. He can use
his right and left hands with equal skill and dexterity. He can also split his mind so he can concentrate or perform two separate tasks simultaneously.
Under the right circumstance, he can engage in a full set of melee attacks while simultaneously performing a non-combat skill or melee action (things
like searching files or reading the information off a computer, grabbing an object while shooting, read a book while shooting at multiple opponents
(without penalty). However, the two sects of actions must occur within the same field of vision, so while he could shot a gun behind his head with a
mirror (no penalty), if he tried it while reading a book, his shot could go wild without the benefit of his usual bonuses. Two contradictory actions cancel
each other out and the skill or action fails.
Reputation and Horror Factor: 16/17 only works on aliens. His reputation hasn’t grown enough on planet Earth.
Combat Training: Hand to Hand: Expert with high specialized firearms training.
Attacks per Melee: 9 (2 Initial +5 from Hand to Hand Combat +1 from boxing +1 from multi-tasking). He can choose to perform 4 attacks with
his left and 4 separate actions with his right. Single shots, double tap, and short burst only count as one action/attack. Long burst count as two
attacks/actions. Empty clip counts as four attacks/actions.
Combat Bonuses: +4 to Initiative/+7 against modern guns & machines/+8 against A.I, computers, and automated defense systems, +1 when
quick drawing with a handgun/rifles, +4 to strike, +12 to parry, +10 to dodge, +6 to auto dodge modern technology, +4 to damage, +5 to pull punch,
+8 to roll with punch/fall, +5 to maintain balance, and +2 disarm. Note: His opponents are -3 to dodge his fire arms attacks at the cost of two attacks
due to time compensating for his amazing instinct, agility, and moves from Mechanical awareness.
Saving Throws: +18% to save vs coma/death, +5 to save vs magic & insanity, +3 to save vs psionics, +1 to save vs insanity, and +10 to save vs
Horror Factor.
Combat Skills: Punch 1D4, Power Punch 2D4 (counts as two attacks), Karate kick 2D4, Wheel kick 2D6, Tripping/leg hook (cannot be paired,
must dodge or knockdown) Elbow/Forearm 1D6, Knee 1D6, +8 to Pistol Whip (victim is slapped with barrel of handgun, 3D6), Body throw/flip 1D6 plus
P.S. damage bonus (lose initiative and 1 attack or action), All Holds, Paired Weapons, Critical strike on an unmodified roll of 18-20, Knockout/stun on an
unmodified roll of 18-20, Critical strike (triple damage) or knockout from behind, Death blow on a natural roll of 19-20 (if desired; must announce his
intention). Note: He can apply the use of modern firearm directly into his hand-to-hand combat training, meaning he can perform any combat skill with
modern firearms (critical strike, knockout, or death blow).
Other Bonuses: 40% to trust/intimidate
Education Level: Military Specialist (No familiarity with Earth).
Common Skills: Read-Write/Speak Native Language 98%/98%, Mathematics: Basic 98%, and Pilot: Hover Car 98%.
Military Program (Basic): Running, Climbing 98%/98%, Forced March, Military Etiquette 98%, Radio: Basic 98%, W.P. Energy Rifle (+9 to
aim/burst), and W.P. Grenade (+4 to throw).
2nd Military Program: Depressurization Training, Zero Gravity Combat: Basic,
Pilot: Military Spacecraft: Small 98%, and Military: Hyperthusters 98%.
Physical Program: Hand to Hand: Expert, Acrobatics (Sense of Balance 98%, Walk Rope 98%, Back Flip 98%, Pole Vault 98%, 36 feet (10.9
m), and Boxing.
W.P. Program: W.P. Blunt (+5 to strike/parry, +1 to throw), W.P. Sword (+6 to strike/+5 to parry), W.P. Energy Pistol (+11 to aim/burst),
W.P. Heavy Energy Weapons (+6 to aim/burst), W.P. Rifle (+9 to aim/burst), and W.P. Handgun (+10 to aim/burst).
Advance Pilot Program: Navigation: Space 98%, Sensory Equipment 98%, Navigation: Faster than Light 98%, Pilot: Personal Anti-Gravity
Transportation 98%, Pilot: Airplane 98%, Pilot: Robot and Power Armor 98%, and Pilot: Military Spacecraft: Medium 98%.
2nd Pilot Program: Weapon Systems 98%, Command Structure Etiquette 98%, Pilot: Civilian Spacecraft: Small 98%, and Civilian
Hyperthrusters 98%.
Secondary Skills: Astronomy & Navigation 98%, Body Building & Weightlifting, Athletics (General), Computer Operation 98%, Computer
Programming 98%, Basic Electronics 98%, Lore: Alien 98%, Basic Mechanics 98%, Hover Vehicle Mechanics 98%, Wilderness Survival 98%, Recognize
Weapon Quality 98%, General Repair & Maintenance 98%, History (Earth History) 98%/98%, Law (General Earth) 98%, Gemology 98%, Language and
Literacy: English 98%/98%, T.V./Video 85%, Pilot: Civilian Spacecraft: Medium 98%, Cook 70%, Land Navigation 64%, First Aid 65%, Mathematics:
Advance 70%, Research 45%, and Pilot: Civilian Spacecraft: Large 82%.
Money: Terrean has $57,000 US dollars in precious metals and stones, and 3D6x1000 galactic credits within the Milky Way Galaxy.
Weapons: Besides his standard weapon and full environmental battle armor, he has 1D6 laser pistols, 1D4 laser rifles, 2D4 ion pistols, 1D6+4
miscellaneous energy weapons, 1D6+2 miscellaneous blunt or bladed weapons, 1D4x10 additional grenades (each type), and 1D4x10 E-clips for every
weapon on the space ship and his person.
Two Modified Galactic Automatic Pistols with A.R. Rounds, Range: 250 feet (76.2 m), Damage 6D6, Rate of Fire: Single shot (x2), short burst
(x4), or one long (x7), Feed: 17 round magazine. Bonuses: +2 to strike to penetrate armor or -2 to the A.R. overall, choose one. He has 1D4 clips on
his person. More back on the ship.
Modified Galactic Shotgun with A.R. Rounds, Range: 375 feet ((114 m), Damage: 1D4x10+8, Rate of Fire: Single shot or short burst (x2), Feed:
32 round box mag (fire 8 short burst, 4 round each). Bonuses: +2 to strike to penetrate armor or -2 to the A.R. overall, choose one. He has 1D4 clips
on his person.
Enochian Blaster (Super Invention/Reconstruction), this one of a kind weapon built by Tarren and powered by Reconstruction. The weapon can
only function when held by Tarren or within 425 feet (129 m) of his presence, Otherwise the weapons falls apart in 2D6 hours. Weight: 4 lbs (1.8 kg),
Damage: See below, Rate of Fire: Equal to the total number of hand to hand attacks, Range: 400 feet (122 m), Payload: P.P.E. requirement.
1. Stun Ray, Victim must make a saving throw vs non-lethal poison (16 or better, using P.E. bonus only or suffer -6 to strike, parry, and dodge, lose
initiative and one melee action. Duration 1D6 melee rounds. Failure to save accumulates the duration.
2. Energy Expulsion: Heat, Damage: 5D6, The Heat Ray is nearly invisible, it looks like a ray of heat haze, making opponents -3 to parry or dodge.
3. Energy Expulsion: Cold, Damage: 8D6 or 1D4x10+8, Each time a character takes damage from a freeze ray, he must save vs non-lethal poison (16
or better, using P.E. bonus only). A failed save means one of the victim’s limbs temporarily goes numb from the cold, reducing combat bonuses and/or
Speed by 1D6x10%. A character that loses all their S.D.C. from freezing damage or has all limbs, including head and chest, frozen, lapses into a frozen
state, even if he has plenty of Hit Points left. He can often be revived in a cryo-stasis facility or exposed to heat within 3D4 minutes and with little or no
side effects. Those who lose S.D.C. and Hit Points are +25% to save vs coma and get 3D4 hit points back when revived.
4. Energy Expulsion: Electromagnetic Pulse, 88% success ratio. Damage: Can temporarily knockout/take offline electronic devices/electrical systems via
the directed narrow beam (hits one specific item) for 1D4x10+30 minutes.
Confessor Staff (Super Invention/Reconstruction), a 6 foot (1.82 ) quarter staff made of Feclaonium (near equivalent of Kisentite) a very light
weight metal found exclusively on low gravity world. The metal is close to indestructible and can withstand incredible amounts of damage and heat
without ill effect. A.R. 19, S.D.C. 500, Weight: 2.3 lbs (1 kg), Damage: 3D6+6, Bonus: +2 to strike/parry. -6 to parry single bullets/energy blast. Super
Abilities: Re-Channel Kinetic Energy (can be added to Power Weapon force blast), Enhanced Leaping (Pole Vault 360 feet/(109 m), Power Weapon (24
minutes, +3D6 damage or once a melee round fire a force bolt that does 62 points of damage, Range: 600 feet/182 m), Loses charge and must wait
one melee to regain), and Weightlessness (+1 attack per melee round, +1 on initative, +1 to roll with punch/impact, +2 to strike, parry, dodge, +2 to
disarm, +2 to pull punch. He suffers half damage from physical attack/kinetic impacts. No fall damage).
Atorian Heavy Ion Blaster, Range: 360 feet (109 m), Damage: 1D4x10, Feed: 10 shot energy clip, Rate of Fire: Single shot,
FAR Laser Rifle, Range: 5600 feet (1706.8 m), Damage: 5D6, Feed: 28 shot E-clip, Rate of Fire: Semi-automatic,
Energy Sword, Damage: 4D6+3,
Eight Mini-Explosive Grenades, Range: 90 feet (27 m), Damage: 1D4x10 (Blast radius of 12 feet/3.7 m).
Armor: He can only wear one at a time.
Far Light EBA Armor, A.R.: 13, S.D.C.: 110
Black Armored Long Coat (his favorite), A.R.: 15, S.D.C. 200. It has Laser Resistant Coating and Cold/Heat Insulation. Wearing the coat is -5% to
prowl, swim, and climb.
Equipment & Vehicles:
Antigravity Ring, Range: Unlimited, Speed: 90-160 mph (144-256 km), Unlimited altitude, A.R.: 5 and S.D.C.:40. Bonus: +3 to dodge.
Micro-Translator
Stealth Boots (+10% to Prowl rolls)
Binoculars (3000 feet/914.4 m)
Galactic Communicator (a cell phone size communicator with satellite/low orbiting communication capabilities). Range: 300 miles (480 km) range
extends into space.
FULL ENVIRONMENTAL BATTLE ARMOR
A.R.: 16
S.D.C. by Location:
Hands (2)-45 each
Arms (2)-60 each.
Legs (2)-120 each.
*Head-75
Main Body: 600 (body plates are replaceable, spare in spaceship)
*Destroy the head/helmet will eliminates all optics and sensory systems as well as negate all power armor combat bonuses. The pilot will have to
rely on his own human vision and senses. The head is relatively small and difficult to hit, especially when the robot is moving. Thus, they can only be hit
when a character makes a “called shot,” and even than the attacker is –3 to strike.
Speed: 30
Leaping: 20 feet (6 m) high and 40 feet long (12.1 m).
Flying: Mini-Jet Pack (Speed 45 mph/72.45.4 km), Duration: 30 minutes of fuel, Height: 1000 feet (304.8 m).
Statistical Data
Height: 7 foot (2.13 m),
Width: 3.5 feet (1.06 m)
Weight: 540 lbs (243 kg)
Length: 4 feet, 6 inches (1.4 m)
Type: Exoskeleton/Power Armor
Physical Attributes: Equal to a P.S. of 24 (considered superhuman), P.P. 21
Power System: Micro-Fusion (strange matter, average life 30-40 years)
Weapons: These are the following weapons he has on his suit or carries with him.
Retractable Vibro Blades (2) in each glove above the knuckles, 2D6+4 per blade (4D6+8 max). Length: 1 foot (.3 m), Bonuses: +1 to
strike/parry.
Projectile Wrist Blaster (2), Range: 90 feet (27.4), Damage: Explosive Projectile (4D6 or 6D6) or Tranquilizer Darts (save vs. non-lethal poison
[16] or will render victim unconscious within 1D4 melees. Even if make the save, victim will feel woozy in 1D4 melees making him -2 to strike, parry,
and doge and -10% to skill rolls for 4D4 minutes. Rate of Fire: Volley of 2, 4, or 6 (use volley rules), Payload: 6; reload takes 2 melees (30 seconds).
Bonus: +1 to strike.
Laser Rod (concealed in left boot), Range: 1200 feet (366 m0, Damage: 3D6, Rate of Fire: Single shot or semi-auto, Payload; 20 charges per E-
clip, Bonus: +1 to strike.
Mini-Grenades (attached to the cuff of the gloves, designed to explode only after the proper code has been punched on the particular grenade),
Range: Throw 80 feet (24.3 m), Damage: Explosive (1D6x10 to a 10 foot/3 m blast radius) and Knockout-Gas, Nerve Gas, and Tear Gas (Blast Radius
15x15 feet/4.5x4.5 m cloud), See Heroes Unlimited 2nd edition, page 341 for details. Payload: 10 grenades on each arm, 5 of each type.
Heavy Particle Beam Rifle, Range: 3300 feet (1005.8 m), Damage: 1D6x10+6, Note: Like all PBW, the beam automatically by-pass the A.R. of a
target, including all Natural Armor Ratings. Objects destroyed or people killed by PB are disintegrated! Living things heal damage back three times
slower and objects cannot be repaired by normal means, Rate of Fire: Single shot, Payload: 12 shot E-clip.
Cumulative Exoskeleton Bonuses (includes bonus from her regular attributes): +10 to Initiative/+12 against modern guns & machines/+13
against A.I, computers, and automated defense systems, +5 to strike, +15 to parry, +15 to dodge, +8 to auto dodge modern/alien technology, +12
damage, +10 to roll with punch/fall, and +7 to pull punch. 10 attacks per melee. Punch 2D4+2 + P.S. damage bonus. Power Punch 3D6+2 + P.S.
Damage bonus (counts as two attacks).
1. Sensor Systems of Note
Optics: Full optic system, including visible light spectrum, infrared (1600 feet/487 m), polarization, passive night vision (light amplification-1600
feet/487 m), ultraviolet sight (1600 feet/487 m), thermo-vision (1600 feet/488 m) telescopic (1600 feet/487 m).
Audio System: Advance Audio System, Micro-Translator, and Wide Band Radio Receiver and Transmitter (50 miles/80 km).
Sensors: Biometric Scanner, Bug Detector, Explosive Detector, Motion Detector and Warning System, Radar Detector, Radiation Detector, and Sensory Antenna.
2. Special Features:
Complete environmental battle armor, suitable for use in any alien or hostile environments, including underwater (1000 foot/304 m maximum depth
tolerance), outer space, and vacuum.
Full high and cold temperature insulation (Normal fire and cold do no damage. Nuclear, plasma, and magic fire and cold do full damage).
Computer controlled life support system. Internal cooling and temperature control.
Ambient Elemental Converter (converts all gases matter into Elninope/Earth breathable atmosphere, 3 days before replacing cylinder).
Backup independent oxygen supply and purge system for low oxygen or contaminated air environments and atmosphere.
Computer control gravitational compensator (maintains gravity equal to that of Elniope/Earth when on an alien planet or high/low gravity situation. 16
hours before replace power cylinder.
Cosmic Radiation Shielding (zero damage from any hard or cosmic radiation).
Magnetic boots
Electro-adhesive Pads (same function as boots),
Laser Resistant Coating (light and laser attacks inflict only half damage)
Navigation Mini-Computer.
TERREN JACK’S SPACECRAFT
Note: This spacecraft is 200 years more advance than any current technology within the Milky Way galaxy and that includes the Atorians!!! They
and just about anyone else in the galaxy would do about anything to get their hands it, namely because the modules requirement is reduce by one-half.
Intergalactic Shuttle, An intergalactic travel version of the Atlantis Class Shuttle.
Type: Modified Personal Intergalactic Transporter
Dimensions: 60 feet (18.2 m); 40 tons.
Crew: Two, Terran can pilot the craft by himself or utilize the autopilot.
A.R.: 13, S.D.C.: 600.
Total S.D.C.: 1800 including the armor.
Variable Force Field: 300
Maximum Speed: FTL 200 in space!!! Mach 6 (3960 mph/6373 km) in atmosphere environments. Cruise Mode/Trans Light Travel (using ultra
space technology) can be used to travel 2 light years per hour, needs Navigational: Space skill roll.
Range: Effectively unlimited, limited only by the pilot’s endurance and oxygen supply, (life support for 10 days for two pilots). (Note: The ship
can make use of Point-to-Point travel for further long distance, from one galaxy to another). Take 24 hours to recharge if do so.
Total Bonuses: +2 to initiative, +2 to strike with mounted weapons, +7 to dodge (+9 to dodge incoming missiles), and +20% to pilot control
rolls.
Weapons: Forward Lasers Cannons (2) Range: 7.2 miles (11.52 km), Damage: 4D4x10 (includes damage from both, Rate of Fire: Equal to
the pilot’s number of attacks, the weapons are fire-linked and fire at the same time), Payload effectively unlimited.
Wingtip Mini-Missile Launcher (2): Contained in each tip of the wings is a mini-missile launcher. Range: +20% greater than normal mini-
missiles, Damage: +25% greater, Blast Radius; +20% greater than normal, Rate of Fire: 2, 4, or 8. Payload: 16 in each launcher.
Special Systems: (See Alien Unlimited Galaxy Guide for more details)
Advance Sensor Package
Autopilot Computer (90%/50%)
Targeting Radar and Combat Computer
Maneuvering Enhancement Package (2)
Super Navigation Computer 90%/90%
Satellite Uplink Computer
Atmosphere Recycling Systems
Crew Quarters/Luxury Accommodations (1 but 2 can coupe)
Long Range Gravity Communications
Automatic Hull-Breach Sealing Systems
Trans-Atmospheric Capabilities, atmosphere tanks (2)
Gateway Activation Equipment, Sleep, and Stasis systems (2).
Pressurized Cabin
Escape Pods (2)
Power Armor and Survival Suit (See his Battle Armor)
Self-Destruct System
Electronic Counter Measures
Force Field Generators (2)
Missile Warning System and Anti-Missile Chaff: Enough to decoy 10 heat seeking or radar guided missiles. The system provides a +5 bonus to
Initiative whenever any missiles or rockets are propelled at the vehicle. There is a 75% chance of confusing the missile, resulting in an automatic miss.
The Black Jack. This Roundabout-Class Medium Cargo Transport serves as the Pirates of Infinity home and transportation. This particular ship is
220 years more advanced than any current technology within the Milky Way galaxy and that includes the Atorians!!! They and just about anyone else in
the galaxy would do about anything to get their hands it, namely because the modules requirement is reduced by one-half. It possesses military
upgrades (armor and weapons) and trans-atmospheric capabilities, which allow it to function as a mercenary vessel (not nearly equal to a light
destroyer). The ship is near invulnerable to most forms of energy attack. Impervious to fire and cosmic radiation/energy: All plasma, fire and heat
attacks (except magic fire) cosmic rays, and radiation attacks do NO damage. The ship can fly through the enveloping corona of a star, the center of a
thermo-nuclear bomb, or survive traveling an energy reality like ultra-space. All other non-magical energy attacks, including laser, particle beams, ion
beams, and other beam weapons do only ONE-HUNDRETH damage; in other words, divide any energy damage by 100 before applying it to the ship’s
S.D.C. total. This means the Black Jack can take on any Milky Way galaxy battleship without suffering a single scratch unless it uses missiles or Mass
Drivers (launches meteors and asteroids). Against Earth technology, however, the ship is nothing short of a near indestructible space battleship (NAR 19
same as APS-Metal). It has an Ultra Space Fusion Drive (Maximum Speed: Factor 500!). Cruise Mode/Trans-Light Travel (10 light years per hour). The
ship has a Point-to-Point Travel (using ultra space technology) that can be used to travel from one galaxy to another, needs Navigational: Space skill
roll. This mode cannot be used to travel within the galaxy.
TARREN JACK-THE FOREVER PIRATE
Tarren Jack comes from the Pinwheel Galaxy, a distant 21 million light years away in the constellation Ursa Major, the same galaxy that’s home to
GIGMA Agent Scott Benter’s alien friend Gunter (Ucizaian). Tarren comes from the planet Elninope, and like their Ucizaian allies they are humanoids
with Universal Age technology and science. Both alien races utilize technology that transcends any scientific laws or rules that make up reality. Their
scientific knowledge grants them total dominion over the cause and effect to the rules of science, allowing them the means to alter or ignore scientific
law and limitation. The difference between them, for the last 3000 Earth years the Ucizaians can travel from one galaxy to another via infra space (a
distorted sub-space that allows for interstellar travel by reducing the distance between any two objects by 78%). Meanwhile, the Elninopeians for over
100,000 Earth years were Immortal (aliens) and for the last 75,000 Earth years traveled from one galaxy to another via ultra-space, a bizarre parallel
universe where spatial distance between any two points can be traverse almost instantaneously, while ignoring all physical obstacles in between.
Nothing organic can travel through ultra-space without being bombarded with vast amounts of cosmic radiation to which even Immortals can die from,
therefore, wearing protective power armor is absolutely necessary.
Tarren first came to the Milky Way galaxy (SGC 5457) 9000 Earth years ago. He served as a soldier/pilot onboard the ST (space transporter)
Yarnar. This was his first time coming to the Milky Way galaxy, having served 500 years on the front line fighting the Marvdarons, the bio-metallic beings
who control the Andromeda Galaxy (the Death Spiral). Yarnar just arrived in the Ilta Quadrant of the Milky Way when a Marvdaron operative Proboscis
manage to infiltrate the ship and merge with Multidimensional Gateway Stabilizer just as a dozen Dark Breezes started attacking the ship. The order was
given to return the ship to Elninope. Terren stayed behind onboard his shuttle craft to serve as a beacon for the Yarnar to locate in order to return to the
precise spot they left. The moment the Yarnar activated the Ultra Space Gateway Array, Proboscis altered the navigational computer and shut down the
momentum decelerator, the result the Yarnar emerged out of ultra-space and crashed into the planet. This caused a cataclysmic chain reaction that
destroyed the planet and its nearby moon. Around 99.7% of the Elninopeians were killed by the terrorist act. Tarren waited a few hours before making
the choice to go back on his own. He returned to the asteroid remnants of his home planet. A short distance away on the uninhabited planet of Donerth,
Tarren docked his shuttle at Shepherd Station. Only a handful of Elninopeian worked there but they witnessed the destruction. Terren vowed to get help,
he only needed use of the Medium Cargo Transporter, but those at Shepherd wanted to come with, fearing that he would not return. Tarren argued with
Elninope destroyed, nobody could use their Ultra Space Gateways on their ships because they would have no way of returning to this exact point in the
galaxy. Yet those on the station also made the point that there was no world to return to. Tarren eventually convinced the station commander they
needed to stay behind and be the “lighthouse that brings Elninopians home.” Terran then went to the transporter and traveled across the galaxy to the
planet Uciza.
Shortly after his arrival, Tarren found himself surrounded by Ucizaian space fighters. He was told to leave immediately or else they would fire upon
him. The Ucizaians were fully aware of what transpired and did not want a similar fate to happen to them. They were planning on erecting Transduction
Barriers thereby protecting themselves from any invasion force. When asked about any Elninopians on Uciza, if he could transport them back to be
among their people, the Ucizaians allowed each one to contact Tarran. None wanted to leave the safety of Uciza, so Terren returned to Shepherd Station
only to find it abandoned yet still online. Rejected Tarren decided to explore the rest of the galaxy to find his people. He spent the next 9000 Earth years
searching, but om the rare moment he found a fellow Elninopian, none of them wanted anything to do with their fellow immortals. At long last, a
dejected Tarren decided he would carry out the Elninopian Exploratory Force final mission; he flew the transporter across ultra-space and into the Milky
Way galaxy to do a 100-year-old exploratory mission.
Shortly after Tarren returned, his ship was hailed by a group of space pirates led at the time by a Chedak (an Atorian male). Tarren, thinking they
were friendly, let them onboard his ship. He was soon attacked and made a prisoner. Put in the brig, Tarran decided to let them try to figure things out
on his ship before he made an example out of them. Unable to make the ship work, the Chedak threatened his life. In one quick motion, Terran dodged
all his gunfire, disarmed him, and used his own weapon to shoot him in the head. Stunned, he offered the remaining pirates a choice; join him, leave, or
die. All the pirates except for Go-Voc (Fredulian), Jaulgon (Pume), Orguus (Dragonoid), Setha (Hathas), Zein (Manarr), and Avvix (Relogian) fled back to
their ship and left. Those who stayed behind, Tarran offered the gift of high adventure and exploration of the galaxy. As the days passed by Tarren told
them he was one of the last of his people and he didn’t have a home world to return to. When they told him what they were, Tarren decided he wanted
to be a different kind of pirate, to only plunder ships of money hungry corporations, competitors, and other pirates. Sometimes, they’d offer themselves
as mercenaries for anyone who pay them a worthwhile fee. When it was time to give their group a name, the only thing that came to mind was Pirates
of Infinity. For nine years, the Pirates have pillaged the galaxy and laughed all the way. They’ve made countless enemies and numerous alliances.
Officially, they are wanted by the TMC, yet at the same time, they’ve help out law enforcement agents who are well aware of their anti-hero nature.
Terran fell in love the moment he laid eyes on Emeneta. As far as he is concerned, they will be together for as long as she wants him. He knows he
will outlive her, and that could become a problem (as it has before) but perhaps this time it will be different.
Recently Terran was visiting Earth when he had a chance encounter with a Marvdaron scout Kamvoid. Thanks to Ementha he soon learned the
weakness of the Marvdarons was psychic powers. He decided to try and warn whomever that the Marvdaron would soon be arriving to destroy the
planet, but he and Emeneta were captured and arrested by Project Secure. They were taken to SCRET Maximum Holding Facility to be interrogated.
Tarran knows his fellow pirates will soon come to break him out, but what’s worrying him even more is knowing his arch enemies the Marvdarons will
soon target or perhaps have already set their sights on this galaxy and this planet. Tarren knows he can get out but he's waiting to be interviewed by
Alpha Prime, hoping she will realize he’s only trying to help. Then again if she is a TMC operative (he is violating Covenant Law by coming to
Earth), she might know him as the Forever Pirate, leader of the Pirates of Infinity who are wanted by the TMC and she might send the TMC to arrest him
(Century Station all over again). He might have to break himself and Emeneta out before that happens. However, what is more important is that he
convinces her the Milky Way galaxy is in danger.
Real Name: Tarren Jack
Occupation: Military Specialist and Deep Space Pilot/Pirate
Alignment: Scrupulous
Power Category: Immortal (Alien)
Experience Level: 15th
Hit Points: 117 S.D.C.: 105
P.P.E.: 191. He recovers at a rate of 5 P.P.E. per hours resting, 10 P.P.E. sleeping or meditating.
Appearance: He is a handsome man with light gold skin, dark brown hair, and blue eyes. He dresses in half shirt of hard leather armor, boots,
and black cargo pants. He usually carries a lot of weapons in holsters around his belt. He looks very much like a mercenary. His battle staff is his
primary weapon. If he needs too he will don his environmental battle armor.
Attributes: I.Q. 15, M.E. 17, M.A. 16, P.S. 16, P.P. 19, P.E. 24, P.B. 15, Spd 22.
Age: 11,000 Earth years old, Sex: Male, Height: 6 foot and 4 inches (1.93 m), Weight: 180 lbs (81 kg).
Originating Alien Environment: Normal Earth Environment (Universal Age Technology)
Natural Abilities: Immortal (See page 181-182 of HU 2nd edition). He bio-regenerates 2D6 Hit Points/3D6 S.D.C. every 10 minutes. He is
immune to all diseases, sickness, and natural radiation. Natural toxic gases and poisons do only one third their normal damage and effects last only one
third as long. Man-made poisons, drugs, chemicals and toxins last half as long and are half as effective and damaging.
Major Super Abilities: Reconstruction and Mechano-Link
Minor Super Abilities: Mechanical Awareness, Heighten Sense of Balance, and Multi-Tasking. Note: He can fire an aimed, Called Shot, or burst
without penalty while moving, running, riding a horse, driving a car, somersaulting, standing on his head, hanging upside down and so on. He can use
his right and left hands with equal skill and dexterity. He can also split his mind so he can concentrate or perform two separate tasks simultaneously.
Under the right circumstance, he can engage in a full set of melee attacks while simultaneously performing a non-combat skill or melee action (things
like searching files or reading the information off a computer, grabbing an object while shooting, read a book while shooting at multiple opponents
(without penalty). However, the two sects of actions must occur within the same field of vision, so while he could shot a gun behind his head with a
mirror (no penalty), if he tried it while reading a book, his shot could go wild without the benefit of his usual bonuses. Two contradictory actions cancel
each other out and the skill or action fails.
Reputation and Horror Factor: 16/17 only works on aliens. His reputation hasn’t grown enough on planet Earth.
Combat Training: Hand to Hand: Expert with high specialized firearms training.
Attacks per Melee: 9 (2 Initial +5 from Hand to Hand Combat +1 from boxing +1 from multi-tasking). He can choose to perform 4 attacks with
his left and 4 separate actions with his right. Single shots, double tap, and short burst only count as one action/attack. Long burst count as two
attacks/actions. Empty clip counts as four attacks/actions.
Combat Bonuses: +4 to Initiative/+7 against modern guns & machines/+8 against A.I, computers, and automated defense systems, +1 when
quick drawing with a handgun/rifles, +4 to strike, +12 to parry, +10 to dodge, +6 to auto dodge modern technology, +4 to damage, +5 to pull punch,
+8 to roll with punch/fall, +5 to maintain balance, and +2 disarm. Note: His opponents are -3 to dodge his fire arms attacks at the cost of two attacks
due to time compensating for his amazing instinct, agility, and moves from Mechanical awareness.
Saving Throws: +18% to save vs coma/death, +5 to save vs magic & insanity, +3 to save vs psionics, +1 to save vs insanity, and +10 to save vs
Horror Factor.
Combat Skills: Punch 1D4, Power Punch 2D4 (counts as two attacks), Karate kick 2D4, Wheel kick 2D6, Tripping/leg hook (cannot be paired,
must dodge or knockdown) Elbow/Forearm 1D6, Knee 1D6, +8 to Pistol Whip (victim is slapped with barrel of handgun, 3D6), Body throw/flip 1D6 plus
P.S. damage bonus (lose initiative and 1 attack or action), All Holds, Paired Weapons, Critical strike on an unmodified roll of 18-20, Knockout/stun on an
unmodified roll of 18-20, Critical strike (triple damage) or knockout from behind, Death blow on a natural roll of 19-20 (if desired; must announce his
intention). Note: He can apply the use of modern firearm directly into his hand-to-hand combat training, meaning he can perform any combat skill with
modern firearms (critical strike, knockout, or death blow).
Other Bonuses: 40% to trust/intimidate
Education Level: Military Specialist (No familiarity with Earth).
Common Skills: Read-Write/Speak Native Language 98%/98%, Mathematics: Basic 98%, and Pilot: Hover Car 98%.
Military Program (Basic): Running, Climbing 98%/98%, Forced March, Military Etiquette 98%, Radio: Basic 98%, W.P. Energy Rifle (+9 to
aim/burst), and W.P. Grenade (+4 to throw).
2nd Military Program: Depressurization Training, Zero Gravity Combat: Basic,
Pilot: Military Spacecraft: Small 98%, and Military: Hyperthusters 98%.
Physical Program: Hand to Hand: Expert, Acrobatics (Sense of Balance 98%, Walk Rope 98%, Back Flip 98%, Pole Vault 98%, 36 feet (10.9
m), and Boxing.
W.P. Program: W.P. Blunt (+5 to strike/parry, +1 to throw), W.P. Sword (+6 to strike/+5 to parry), W.P. Energy Pistol (+11 to aim/burst),
W.P. Heavy Energy Weapons (+6 to aim/burst), W.P. Rifle (+9 to aim/burst), and W.P. Handgun (+10 to aim/burst).
Advance Pilot Program: Navigation: Space 98%, Sensory Equipment 98%, Navigation: Faster than Light 98%, Pilot: Personal Anti-Gravity
Transportation 98%, Pilot: Airplane 98%, Pilot: Robot and Power Armor 98%, and Pilot: Military Spacecraft: Medium 98%.
2nd Pilot Program: Weapon Systems 98%, Command Structure Etiquette 98%, Pilot: Civilian Spacecraft: Small 98%, and Civilian
Hyperthrusters 98%.
Secondary Skills: Astronomy & Navigation 98%, Body Building & Weightlifting, Athletics (General), Computer Operation 98%, Computer
Programming 98%, Basic Electronics 98%, Lore: Alien 98%, Basic Mechanics 98%, Hover Vehicle Mechanics 98%, Wilderness Survival 98%, Recognize
Weapon Quality 98%, General Repair & Maintenance 98%, History (Earth History) 98%/98%, Law (General Earth) 98%, Gemology 98%, Language and
Literacy: English 98%/98%, T.V./Video 85%, Pilot: Civilian Spacecraft: Medium 98%, Cook 70%, Land Navigation 64%, First Aid 65%, Mathematics:
Advance 70%, Research 45%, and Pilot: Civilian Spacecraft: Large 82%.
Money: Terrean has $57,000 US dollars in precious metals and stones, and 3D6x1000 galactic credits within the Milky Way Galaxy.
Weapons: Besides his standard weapon and full environmental battle armor, he has 1D6 laser pistols, 1D4 laser rifles, 2D4 ion pistols, 1D6+4
miscellaneous energy weapons, 1D6+2 miscellaneous blunt or bladed weapons, 1D4x10 additional grenades (each type), and 1D4x10 E-clips for every
weapon on the space ship and his person.
Two Modified Galactic Automatic Pistols with A.R. Rounds, Range: 250 feet (76.2 m), Damage 6D6, Rate of Fire: Single shot (x2), short burst
(x4), or one long (x7), Feed: 17 round magazine. Bonuses: +2 to strike to penetrate armor or -2 to the A.R. overall, choose one. He has 1D4 clips on
his person. More back on the ship.
Modified Galactic Shotgun with A.R. Rounds, Range: 375 feet ((114 m), Damage: 1D4x10+8, Rate of Fire: Single shot or short burst (x2), Feed:
32 round box mag (fire 8 short burst, 4 round each). Bonuses: +2 to strike to penetrate armor or -2 to the A.R. overall, choose one. He has 1D4 clips
on his person.
Enochian Blaster (Super Invention/Reconstruction), this one of a kind weapon built by Tarren and powered by Reconstruction. The weapon can
only function when held by Tarren or within 425 feet (129 m) of his presence, Otherwise the weapons falls apart in 2D6 hours. Weight: 4 lbs (1.8 kg),
Damage: See below, Rate of Fire: Equal to the total number of hand to hand attacks, Range: 400 feet (122 m), Payload: P.P.E. requirement.
1. Stun Ray, Victim must make a saving throw vs non-lethal poison (16 or better, using P.E. bonus only or suffer -6 to strike, parry, and dodge, lose
initiative and one melee action. Duration 1D6 melee rounds. Failure to save accumulates the duration.
2. Energy Expulsion: Heat, Damage: 5D6, The Heat Ray is nearly invisible, it looks like a ray of heat haze, making opponents -3 to parry or dodge.
3. Energy Expulsion: Cold, Damage: 8D6 or 1D4x10+8, Each time a character takes damage from a freeze ray, he must save vs non-lethal poison (16
or better, using P.E. bonus only). A failed save means one of the victim’s limbs temporarily goes numb from the cold, reducing combat bonuses and/or
Speed by 1D6x10%. A character that loses all their S.D.C. from freezing damage or has all limbs, including head and chest, frozen, lapses into a frozen
state, even if he has plenty of Hit Points left. He can often be revived in a cryo-stasis facility or exposed to heat within 3D4 minutes and with little or no
side effects. Those who lose S.D.C. and Hit Points are +25% to save vs coma and get 3D4 hit points back when revived.
4. Energy Expulsion: Electromagnetic Pulse, 88% success ratio. Damage: Can temporarily knockout/take offline electronic devices/electrical systems via
the directed narrow beam (hits one specific item) for 1D4x10+30 minutes.
Confessor Staff (Super Invention/Reconstruction), a 6 foot (1.82 ) quarter staff made of Feclaonium (near equivalent of Kisentite) a very light
weight metal found exclusively on low gravity world. The metal is close to indestructible and can withstand incredible amounts of damage and heat
without ill effect. A.R. 19, S.D.C. 500, Weight: 2.3 lbs (1 kg), Damage: 3D6+6, Bonus: +2 to strike/parry. -6 to parry single bullets/energy blast. Super
Abilities: Re-Channel Kinetic Energy (can be added to Power Weapon force blast), Enhanced Leaping (Pole Vault 360 feet/(109 m), Power Weapon (24
minutes, +3D6 damage or once a melee round fire a force bolt that does 62 points of damage, Range: 600 feet/182 m), Loses charge and must wait
one melee to regain), and Weightlessness (+1 attack per melee round, +1 on initative, +1 to roll with punch/impact, +2 to strike, parry, dodge, +2 to
disarm, +2 to pull punch. He suffers half damage from physical attack/kinetic impacts. No fall damage).
Atorian Heavy Ion Blaster, Range: 360 feet (109 m), Damage: 1D4x10, Feed: 10 shot energy clip, Rate of Fire: Single shot,
FAR Laser Rifle, Range: 5600 feet (1706.8 m), Damage: 5D6, Feed: 28 shot E-clip, Rate of Fire: Semi-automatic,
Energy Sword, Damage: 4D6+3,
Eight Mini-Explosive Grenades, Range: 90 feet (27 m), Damage: 1D4x10 (Blast radius of 12 feet/3.7 m).
Armor: He can only wear one at a time.
Far Light EBA Armor, A.R.: 13, S.D.C.: 110
Black Armored Long Coat (his favorite), A.R.: 15, S.D.C. 200. It has Laser Resistant Coating and Cold/Heat Insulation. Wearing the coat is -5% to
prowl, swim, and climb.
Equipment & Vehicles:
Antigravity Ring, Range: Unlimited, Speed: 90-160 mph (144-256 km), Unlimited altitude, A.R.: 5 and S.D.C.:40. Bonus: +3 to dodge.
Micro-Translator
Stealth Boots (+10% to Prowl rolls)
Binoculars (3000 feet/914.4 m)
Galactic Communicator (a cell phone size communicator with satellite/low orbiting communication capabilities). Range: 300 miles (480 km) range
extends into space.
FULL ENVIRONMENTAL BATTLE ARMOR
A.R.: 16
S.D.C. by Location:
Hands (2)-45 each
Arms (2)-60 each.
Legs (2)-120 each.
*Head-75
Main Body: 600 (body plates are replaceable, spare in spaceship)
*Destroy the head/helmet will eliminates all optics and sensory systems as well as negate all power armor combat bonuses. The pilot will have to
rely on his own human vision and senses. The head is relatively small and difficult to hit, especially when the robot is moving. Thus, they can only be hit
when a character makes a “called shot,” and even than the attacker is –3 to strike.
Speed: 30
Leaping: 20 feet (6 m) high and 40 feet long (12.1 m).
Flying: Mini-Jet Pack (Speed 45 mph/72.45.4 km), Duration: 30 minutes of fuel, Height: 1000 feet (304.8 m).
Statistical Data
Height: 7 foot (2.13 m),
Width: 3.5 feet (1.06 m)
Weight: 540 lbs (243 kg)
Length: 4 feet, 6 inches (1.4 m)
Type: Exoskeleton/Power Armor
Physical Attributes: Equal to a P.S. of 24 (considered superhuman), P.P. 21
Power System: Micro-Fusion (strange matter, average life 30-40 years)
Weapons: These are the following weapons he has on his suit or carries with him.
Retractable Vibro Blades (2) in each glove above the knuckles, 2D6+4 per blade (4D6+8 max). Length: 1 foot (.3 m), Bonuses: +1 to
strike/parry.
Projectile Wrist Blaster (2), Range: 90 feet (27.4), Damage: Explosive Projectile (4D6 or 6D6) or Tranquilizer Darts (save vs. non-lethal poison
[16] or will render victim unconscious within 1D4 melees. Even if make the save, victim will feel woozy in 1D4 melees making him -2 to strike, parry,
and doge and -10% to skill rolls for 4D4 minutes. Rate of Fire: Volley of 2, 4, or 6 (use volley rules), Payload: 6; reload takes 2 melees (30 seconds).
Bonus: +1 to strike.
Laser Rod (concealed in left boot), Range: 1200 feet (366 m0, Damage: 3D6, Rate of Fire: Single shot or semi-auto, Payload; 20 charges per E-
clip, Bonus: +1 to strike.
Mini-Grenades (attached to the cuff of the gloves, designed to explode only after the proper code has been punched on the particular grenade),
Range: Throw 80 feet (24.3 m), Damage: Explosive (1D6x10 to a 10 foot/3 m blast radius) and Knockout-Gas, Nerve Gas, and Tear Gas (Blast Radius
15x15 feet/4.5x4.5 m cloud), See Heroes Unlimited 2nd edition, page 341 for details. Payload: 10 grenades on each arm, 5 of each type.
Heavy Particle Beam Rifle, Range: 3300 feet (1005.8 m), Damage: 1D6x10+6, Note: Like all PBW, the beam automatically by-pass the A.R. of a
target, including all Natural Armor Ratings. Objects destroyed or people killed by PB are disintegrated! Living things heal damage back three times
slower and objects cannot be repaired by normal means, Rate of Fire: Single shot, Payload: 12 shot E-clip.
Cumulative Exoskeleton Bonuses (includes bonus from her regular attributes): +10 to Initiative/+12 against modern guns & machines/+13
against A.I, computers, and automated defense systems, +5 to strike, +15 to parry, +15 to dodge, +8 to auto dodge modern/alien technology, +12
damage, +10 to roll with punch/fall, and +7 to pull punch. 10 attacks per melee. Punch 2D4+2 + P.S. damage bonus. Power Punch 3D6+2 + P.S.
Damage bonus (counts as two attacks).
1. Sensor Systems of Note
Optics: Full optic system, including visible light spectrum, infrared (1600 feet/487 m), polarization, passive night vision (light amplification-1600
feet/487 m), ultraviolet sight (1600 feet/487 m), thermo-vision (1600 feet/488 m) telescopic (1600 feet/487 m).
Audio System: Advance Audio System, Micro-Translator, and Wide Band Radio Receiver and Transmitter (50 miles/80 km).
Sensors: Biometric Scanner, Bug Detector, Explosive Detector, Motion Detector and Warning System, Radar Detector, Radiation Detector, and Sensory Antenna.
2. Special Features:
Complete environmental battle armor, suitable for use in any alien or hostile environments, including underwater (1000 foot/304 m maximum depth
tolerance), outer space, and vacuum.
Full high and cold temperature insulation (Normal fire and cold do no damage. Nuclear, plasma, and magic fire and cold do full damage).
Computer controlled life support system. Internal cooling and temperature control.
Ambient Elemental Converter (converts all gases matter into Elninope/Earth breathable atmosphere, 3 days before replacing cylinder).
Backup independent oxygen supply and purge system for low oxygen or contaminated air environments and atmosphere.
Computer control gravitational compensator (maintains gravity equal to that of Elniope/Earth when on an alien planet or high/low gravity situation. 16
hours before replace power cylinder.
Cosmic Radiation Shielding (zero damage from any hard or cosmic radiation).
Magnetic boots
Electro-adhesive Pads (same function as boots),
Laser Resistant Coating (light and laser attacks inflict only half damage)
Navigation Mini-Computer.
TERREN JACK’S SPACECRAFT
Note: This spacecraft is 200 years more advance than any current technology within the Milky Way galaxy and that includes the Atorians!!! They
and just about anyone else in the galaxy would do about anything to get their hands it, namely because the modules requirement is reduce by one-half.
Intergalactic Shuttle, An intergalactic travel version of the Atlantis Class Shuttle.
Type: Modified Personal Intergalactic Transporter
Dimensions: 60 feet (18.2 m); 40 tons.
Crew: Two, Terran can pilot the craft by himself or utilize the autopilot.
A.R.: 13, S.D.C.: 600.
Total S.D.C.: 1800 including the armor.
Variable Force Field: 300
Maximum Speed: FTL 200 in space!!! Mach 6 (3960 mph/6373 km) in atmosphere environments. Cruise Mode/Trans Light Travel (using ultra
space technology) can be used to travel 2 light years per hour, needs Navigational: Space skill roll.
Range: Effectively unlimited, limited only by the pilot’s endurance and oxygen supply, (life support for 10 days for two pilots). (Note: The ship
can make use of Point-to-Point travel for further long distance, from one galaxy to another). Take 24 hours to recharge if do so.
Total Bonuses: +2 to initiative, +2 to strike with mounted weapons, +7 to dodge (+9 to dodge incoming missiles), and +20% to pilot control
rolls.
Weapons: Forward Lasers Cannons (2) Range: 7.2 miles (11.52 km), Damage: 4D4x10 (includes damage from both, Rate of Fire: Equal to
the pilot’s number of attacks, the weapons are fire-linked and fire at the same time), Payload effectively unlimited.
Wingtip Mini-Missile Launcher (2): Contained in each tip of the wings is a mini-missile launcher. Range: +20% greater than normal mini-
missiles, Damage: +25% greater, Blast Radius; +20% greater than normal, Rate of Fire: 2, 4, or 8. Payload: 16 in each launcher.
Special Systems: (See Alien Unlimited Galaxy Guide for more details)
Advance Sensor Package
Autopilot Computer (90%/50%)
Targeting Radar and Combat Computer
Maneuvering Enhancement Package (2)
Super Navigation Computer 90%/90%
Satellite Uplink Computer
Atmosphere Recycling Systems
Crew Quarters/Luxury Accommodations (1 but 2 can coupe)
Long Range Gravity Communications
Automatic Hull-Breach Sealing Systems
Trans-Atmospheric Capabilities, atmosphere tanks (2)
Gateway Activation Equipment, Sleep, and Stasis systems (2).
Pressurized Cabin
Escape Pods (2)
Power Armor and Survival Suit (See his Battle Armor)
Self-Destruct System
Electronic Counter Measures
Force Field Generators (2)
Missile Warning System and Anti-Missile Chaff: Enough to decoy 10 heat seeking or radar guided missiles. The system provides a +5 bonus to
Initiative whenever any missiles or rockets are propelled at the vehicle. There is a 75% chance of confusing the missile, resulting in an automatic miss.
The Black Jack. This Roundabout-Class Medium Cargo Transport serves as the Pirates of Infinity home and transportation. This particular ship is
220 years more advanced than any current technology within the Milky Way galaxy and that includes the Atorians!!! They and just about anyone else in
the galaxy would do about anything to get their hands it, namely because the modules requirement is reduced by one-half. It possesses military
upgrades (armor and weapons) and trans-atmospheric capabilities, which allow it to function as a mercenary vessel (not nearly equal to a light
destroyer). The ship is near invulnerable to most forms of energy attack. Impervious to fire and cosmic radiation/energy: All plasma, fire and heat
attacks (except magic fire) cosmic rays, and radiation attacks do NO damage. The ship can fly through the enveloping corona of a star, the center of a
thermo-nuclear bomb, or survive traveling an energy reality like ultra-space. All other non-magical energy attacks, including laser, particle beams, ion
beams, and other beam weapons do only ONE-HUNDRETH damage; in other words, divide any energy damage by 100 before applying it to the ship’s
S.D.C. total. This means the Black Jack can take on any Milky Way galaxy battleship without suffering a single scratch unless it uses missiles or Mass
Drivers (launches meteors and asteroids). Against Earth technology, however, the ship is nothing short of a near indestructible space battleship (NAR 19
same as APS-Metal). It has an Ultra Space Fusion Drive (Maximum Speed: Factor 500!). Cruise Mode/Trans-Light Travel (10 light years per hour). The
ship has a Point-to-Point Travel (using ultra space technology) that can be used to travel from one galaxy to another, needs Navigational: Space skill
roll. This mode cannot be used to travel within the galaxy.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3238
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
EMENETA
Emeneta was born on the planet Syri where all the beautiful humanoid inhabitants are natural psionics. In fact, mind-to-mind speech is preferred
over vocal. Syrienas possess superior telepathic and empathic abilities. Because the thoughts and emotions of each Syriena are known to each other,
the Syri have evolved into peaceful race who seek only a diplomatic coexistence with everyone else. They remain neutral in regards to everything,
However, they allow anyone the use of their huge market area where everything and anything can be bought and sold.
It was here Emeneta met Terren Jack shopping around for cheap fuel for his spacecraft and for fresh supplies. Already enchanted by all the
beautiful Syri, something about Emeneta made her stand out in his mind. He asked her for assistance. Scanning his aura and his emotional state,
Emeneta agreed to aid him for a while. However, as the hours passed, something about Terren attracted her. The more time she spent with the
swashbuckler, the harder it was to leave. Time seems to be standing still. Before long, she spent three wonderful days with him. When he proclaimed it
was time for him to leave, he asked her to come with him and see the stars. Syrienas almost never leave their home world, for they believe the vast
majority of other races are savages and incapable of pure thought (psychic communication). However, the endearment she developed for Terren won
out against her better judgment. She packed her belongings and left with him against her family’s wishes.
Emeneta not only saw the stars but countless worlds and experienced the life of being a pirate and adventurer. If anything, she’s made him more
consciously aware of how his actions might affect others, which has changed him from a selfish person to an honorable one. Emeneta also understands
the deep-rooted feeling of guilt he developed for being the sole survivor of his race. She’s also supported his growing obsession for the planet called
Earth and its inhabitants which remind him of his people.
Occupation: Girlfriend of Tarren Jack
Alignment: Principled (Her race is 90% Principled, 5% Scrupulous, 3% Aberrant, and 2% comprises the other alignments.
Power Category: Alien Humanoid/Natural Psychic (Syriena)
Experience Level: 7th
Hit Points: 51 S.D.C.: (20 base) 30
P.P.E.: (3D6) 15
I.S.P.: M.E. attribute x2 + 3D6x10. +12 I.S.P per level of experience (260).
Appearance: Emeneta like all Syriena’s is angelically beautiful. She is tall, slender, built like a top female fashion model. A thin brown headband
keeps her long blond hair in place. Her skin is a nice medium tan. She has drowning blue eyes. Most of her clothes consist of gold-colored dresses and
long-sleeved blouses that are unbuttoned to mid-chest. She is always showing lots of skin. Syrienas don’t wear clothes on their home world but
Emeneta has learned to adapt to a life off world.
Attributes: I.Q. 21 (3D6+3), M.E. 23 (5D6+3), M.A. 20 (4D6), P.S. 8 (3D6), P.P. 15 (3D6), P.E. 23 (3D6), P.B. 28 (5D6 with 15 being the
minimum), Spd. 24 (3D6)
Age: 21, Sex: Female, Height: 6 foot and 1 inch (1.85 m), Weight: 123 lbs (55.35 kg)
Originating Alien Environment: Normal Earth Environment with higher-than-normal magic levels.
Special Syriena Abilities: Understand (and speak) all Languages: Emeneta’s telepathic abilities help her to understand and speak virtually all
languages with astonishing proficiency; equal to a universal language skill of 70% +1 per level of experience (77%), +3 to save vs mind control and
mind probes, +5 to save vs possession, +5 to save vs Horror Factor (+1 to at levels 6 and 12), and psionics (see below). Mental Speak (special): This
power acts as a simple, mind to mind substitute for speech, (approximately 300 feet/91.5 m), except that it is not muffled by ambient noise. There is
no saving throw because it is not an attack. At worst, she can shout curses and the receiver can choose to ignore the message. She can focus this
limited Telepathic Transmission so that only one specific person receives it, or she can “speak” to several people at the same time, so long as everyone
is within the limited range of 150 feet (45.7 in). Non-psionics will assume that transmission is normal speech, psychics will know better. Note: This is not
telepathy, so she CANNOT use it read minds or pick up empathic impressions, only to communicate with words, i.e., for speaking. One problem with
Mental Speak is that it does not work with modern form of r communication devices, like smart phones, radios, etc.
Natural Psionics: Telepathy (10x normal range and double duration) Cost: 0 I.S.P.
Empathy (3x normal range and double duration) Cost: 0 I.S.P.
See Aura (6)
Object Read (6)
Mental Illusion (20)
Precognition (8)
Mind Block Auto Defense
Group Mind Block (22)
Group Trance (15)
Sixth Sense (2)
Clairvoyance (4, +15% for friend or love one)
Presence Sense (4)
Advance Trance State (10)
Sensory Link (10, 3x normal range and double duration).
Mimic Skills (12, Sensitive Psionics)
Two abilities of choice from Sensitive Category and two from Healing)
Two lesser psionic abilities from any of the three categories or one from the Super Psionics category at levels 3, 6, 10, and 14.
Note: Emeneta has chosen the following psionics in addition to her Natural Psionics (see above). Sense Evil (2), Mask I.S.P. & Psionics (7),
Healing Touch (6), Lust for Life (15), Bio-Manipulation (10), and Mind Bolt (varies).
Combat Training: Basic
Attacks per Melee: 5 (2 initial + 3 from Hand to Hand)
Combat Bonuses: +1 to initiative, +1 to strike, +3 to parry, +3 to dodge/+6 with antigravity ring, +2 to damage, +3 to roll with punch/fall, and
+2 to pull punch
Saving Throws: She needs a 10 or better to save vs psionics, +4 to save vs psionics, +6 to save vs insanity, +16% to save vs coma/death, +4 to
save vs magic and poison, +7 to save vs mind control and mind probes, +5 to save vs possession, and +6 to save vs Horror Factor.
Combat Skills: Punch 1D4, Power Punch 2D4 (counts as two attacks), Elbow/Forearm 1D6, Knee 1D6, Snap Kick 1D6, all Holds, and Critical
strike on an unmodified roll of 19-20.
Other Bonuses: +7% to all skills, 60% to trust/intimidate, and 86% to charm/impress.
Educational Background: General Studies (Some Familiarity with Earth)
Common Skills: Read-Write/Speak Native Tongue 98%/98%, Read/Write/Speak FAR Pilian 97%, Mathematics: Basic 98%, Pilot:
Horsemanship 75%/55%, Read-Write/Speak English, Spanish, Chinese, and Russian 98%
Special Program: Anthropology: Alien (human) 67%, Astronomy & Navigation 77%, Astrophysics 82%, Pilot: Personal Anti-Gravity Devices
87%, Pilot: Civilian Spacecraft: Small 98%, Pilot: Civilian Hyperthrusters 97%, Laser Communications 77%, Radio: Basic 97%, and Sensory Equipment
77%
Secondary Skills: Hand to Hand: Basic, Athletics (general), Swimming 97%, Prow 72%l, Climbing 87%/77%, Running, Dance 77%, Cook
82%, Wardrobe & Grooming 90%, Singing 82%, First Aid 92%, Computer Operation 87%, Land Navigation 68%, Streetwise 40%, and Law (general)
47%.
Money: He has $32,000 in US dollars in precious metal/stones. On board the Blackjack in a secret compartment she has 70,000 credits. Since
arriving on Earth he is slowly being introduced to the concept of Earth money. Presently she has $1300 US dollars.
Weapons: None, she hates guns and swords.
Armor: She is not a fan, but when necessary.
Far Light EBA Armor, A.R.: 13, S.D.C.: 110. She wears it only when Jarion makes her.
Equipment & Vehicles:
Antigravity Ring, Range: Unlimited, Speed: 90-160 mph (144-256 km), Unlimited altitude, A.R.: 5 and S.D.C.:40. Bonus: +3 to dodge.
Galactic Communicator (a cellphone size communicator with satellite/low orbiting communication capabilities). Range: 300 miles (range extends into space).
Emeneta was born on the planet Syri where all the beautiful humanoid inhabitants are natural psionics. In fact, mind-to-mind speech is preferred
over vocal. Syrienas possess superior telepathic and empathic abilities. Because the thoughts and emotions of each Syriena are known to each other,
the Syri have evolved into peaceful race who seek only a diplomatic coexistence with everyone else. They remain neutral in regards to everything,
However, they allow anyone the use of their huge market area where everything and anything can be bought and sold.
It was here Emeneta met Terren Jack shopping around for cheap fuel for his spacecraft and for fresh supplies. Already enchanted by all the
beautiful Syri, something about Emeneta made her stand out in his mind. He asked her for assistance. Scanning his aura and his emotional state,
Emeneta agreed to aid him for a while. However, as the hours passed, something about Terren attracted her. The more time she spent with the
swashbuckler, the harder it was to leave. Time seems to be standing still. Before long, she spent three wonderful days with him. When he proclaimed it
was time for him to leave, he asked her to come with him and see the stars. Syrienas almost never leave their home world, for they believe the vast
majority of other races are savages and incapable of pure thought (psychic communication). However, the endearment she developed for Terren won
out against her better judgment. She packed her belongings and left with him against her family’s wishes.
Emeneta not only saw the stars but countless worlds and experienced the life of being a pirate and adventurer. If anything, she’s made him more
consciously aware of how his actions might affect others, which has changed him from a selfish person to an honorable one. Emeneta also understands
the deep-rooted feeling of guilt he developed for being the sole survivor of his race. She’s also supported his growing obsession for the planet called
Earth and its inhabitants which remind him of his people.
Occupation: Girlfriend of Tarren Jack
Alignment: Principled (Her race is 90% Principled, 5% Scrupulous, 3% Aberrant, and 2% comprises the other alignments.
Power Category: Alien Humanoid/Natural Psychic (Syriena)
Experience Level: 7th
Hit Points: 51 S.D.C.: (20 base) 30
P.P.E.: (3D6) 15
I.S.P.: M.E. attribute x2 + 3D6x10. +12 I.S.P per level of experience (260).
Appearance: Emeneta like all Syriena’s is angelically beautiful. She is tall, slender, built like a top female fashion model. A thin brown headband
keeps her long blond hair in place. Her skin is a nice medium tan. She has drowning blue eyes. Most of her clothes consist of gold-colored dresses and
long-sleeved blouses that are unbuttoned to mid-chest. She is always showing lots of skin. Syrienas don’t wear clothes on their home world but
Emeneta has learned to adapt to a life off world.
Attributes: I.Q. 21 (3D6+3), M.E. 23 (5D6+3), M.A. 20 (4D6), P.S. 8 (3D6), P.P. 15 (3D6), P.E. 23 (3D6), P.B. 28 (5D6 with 15 being the
minimum), Spd. 24 (3D6)
Age: 21, Sex: Female, Height: 6 foot and 1 inch (1.85 m), Weight: 123 lbs (55.35 kg)
Originating Alien Environment: Normal Earth Environment with higher-than-normal magic levels.
Special Syriena Abilities: Understand (and speak) all Languages: Emeneta’s telepathic abilities help her to understand and speak virtually all
languages with astonishing proficiency; equal to a universal language skill of 70% +1 per level of experience (77%), +3 to save vs mind control and
mind probes, +5 to save vs possession, +5 to save vs Horror Factor (+1 to at levels 6 and 12), and psionics (see below). Mental Speak (special): This
power acts as a simple, mind to mind substitute for speech, (approximately 300 feet/91.5 m), except that it is not muffled by ambient noise. There is
no saving throw because it is not an attack. At worst, she can shout curses and the receiver can choose to ignore the message. She can focus this
limited Telepathic Transmission so that only one specific person receives it, or she can “speak” to several people at the same time, so long as everyone
is within the limited range of 150 feet (45.7 in). Non-psionics will assume that transmission is normal speech, psychics will know better. Note: This is not
telepathy, so she CANNOT use it read minds or pick up empathic impressions, only to communicate with words, i.e., for speaking. One problem with
Mental Speak is that it does not work with modern form of r communication devices, like smart phones, radios, etc.
Natural Psionics: Telepathy (10x normal range and double duration) Cost: 0 I.S.P.
Empathy (3x normal range and double duration) Cost: 0 I.S.P.
See Aura (6)
Object Read (6)
Mental Illusion (20)
Precognition (8)
Mind Block Auto Defense
Group Mind Block (22)
Group Trance (15)
Sixth Sense (2)
Clairvoyance (4, +15% for friend or love one)
Presence Sense (4)
Advance Trance State (10)
Sensory Link (10, 3x normal range and double duration).
Mimic Skills (12, Sensitive Psionics)
Two abilities of choice from Sensitive Category and two from Healing)
Two lesser psionic abilities from any of the three categories or one from the Super Psionics category at levels 3, 6, 10, and 14.
Note: Emeneta has chosen the following psionics in addition to her Natural Psionics (see above). Sense Evil (2), Mask I.S.P. & Psionics (7),
Healing Touch (6), Lust for Life (15), Bio-Manipulation (10), and Mind Bolt (varies).
Combat Training: Basic
Attacks per Melee: 5 (2 initial + 3 from Hand to Hand)
Combat Bonuses: +1 to initiative, +1 to strike, +3 to parry, +3 to dodge/+6 with antigravity ring, +2 to damage, +3 to roll with punch/fall, and
+2 to pull punch
Saving Throws: She needs a 10 or better to save vs psionics, +4 to save vs psionics, +6 to save vs insanity, +16% to save vs coma/death, +4 to
save vs magic and poison, +7 to save vs mind control and mind probes, +5 to save vs possession, and +6 to save vs Horror Factor.
Combat Skills: Punch 1D4, Power Punch 2D4 (counts as two attacks), Elbow/Forearm 1D6, Knee 1D6, Snap Kick 1D6, all Holds, and Critical
strike on an unmodified roll of 19-20.
Other Bonuses: +7% to all skills, 60% to trust/intimidate, and 86% to charm/impress.
Educational Background: General Studies (Some Familiarity with Earth)
Common Skills: Read-Write/Speak Native Tongue 98%/98%, Read/Write/Speak FAR Pilian 97%, Mathematics: Basic 98%, Pilot:
Horsemanship 75%/55%, Read-Write/Speak English, Spanish, Chinese, and Russian 98%
Special Program: Anthropology: Alien (human) 67%, Astronomy & Navigation 77%, Astrophysics 82%, Pilot: Personal Anti-Gravity Devices
87%, Pilot: Civilian Spacecraft: Small 98%, Pilot: Civilian Hyperthrusters 97%, Laser Communications 77%, Radio: Basic 97%, and Sensory Equipment
77%
Secondary Skills: Hand to Hand: Basic, Athletics (general), Swimming 97%, Prow 72%l, Climbing 87%/77%, Running, Dance 77%, Cook
82%, Wardrobe & Grooming 90%, Singing 82%, First Aid 92%, Computer Operation 87%, Land Navigation 68%, Streetwise 40%, and Law (general)
47%.
Money: He has $32,000 in US dollars in precious metal/stones. On board the Blackjack in a secret compartment she has 70,000 credits. Since
arriving on Earth he is slowly being introduced to the concept of Earth money. Presently she has $1300 US dollars.
Weapons: None, she hates guns and swords.
Armor: She is not a fan, but when necessary.
Far Light EBA Armor, A.R.: 13, S.D.C.: 110. She wears it only when Jarion makes her.
Equipment & Vehicles:
Antigravity Ring, Range: Unlimited, Speed: 90-160 mph (144-256 km), Unlimited altitude, A.R.: 5 and S.D.C.:40. Bonus: +3 to dodge.
Galactic Communicator (a cellphone size communicator with satellite/low orbiting communication capabilities). Range: 300 miles (range extends into space).
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3238
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
ZOVIS
Zovis is a Utrom, a reclusive alien located in the Titrana Quadrant in the same solar system as the expanding Triceraton Empire. Having fled his
home world (Utromis) along with the rest of his pacifist race, Zovis found a home on a TMC hub station as the head of their robotics division. Like all
Utrom, he moved about using a humanoid robot body in which he fit into the abdominal cavity. With a devotion to scientific research, Zovis was happy
doing what he did. Then one day, the TMC brought a wanted space pirate to the hub that went by the name the Forever Pirate. Hours later Zovis was
sent to investigate what the robots that were supposed to be guarding the prisoner were not responding to communications. When he arrived, he
discovered the Forever Pirate somehow managed to convince the A.I. robots that he was one of them accidentally locked into the prisoner cell. He then
jumps at him and seizes his robotic humanoid by the shoulders. Suddenly Zovis lost all control over his robot. The pirate riding him like a domestic
animal steered Zovis into an escape capsule and launched it without any alarms going off. Zovis was irate that he been kidnapped, but things got
worse when he received word that he was now wanted as well for the security footage made it look like he was helping the prisoner. The Forever Pirate
was soon picked up by his associates. Zovis thought they were going to kill him, instead they offered to drop him off wherever he wanted. Zovis
instead chose to stay with the pirates since he had no choice but to flee TMC authority. Since that faithful day, Zovis has not only joined the Infinity
Pirates, but he has become a close friend to Terran Jack and his girlfriend Emeneta. Zovis being a neat freak has taken up the responsibility of being
the Blackjack Housekeeper, so he is always cleaning and repairing the ship as needed. He spends more time on the ship while the others visit offworld
and do their pirate thing. On the few times he does join his companion. Zovis tried to avoid doing anything that would attract serious attention,
especially if it means involving the TMC. However, it seems wherever his friend Terran goes, trouble soon follows. Nevertheless, whenever he needs to,
Zovis is there to pull his friend out of the fire again.
Occupation: Scientist, Housekeeper, and Pirate
Alignment: Scrupulous
Power Category: Alien (Utrom)
Experience Level: 7th
Hit Points: 20 S.D.C.: None
P.P.E.: 18
Appearance: Zovis like all Utrom is a small (roughly the size and shape of a basketball), stubby tentacle alien, vaguely resembling a brain.
Attributes: I.Q. 18, M.E. 18, M.A. 12, P.S. 5, P.P. 8, P.E. 9, P.B. 5, Spd. 4
Age: Unknown, Sex: Male, Height: 18 inches (45.7 cm) in diameter, Weight: 13 lbs (5.85 kg).
Originating Alien Environment: A mysterious, mist-shrouded, swampy planet, mostly covered in swamps and bogs.
Combat Training: Non-Combatant
Attacks per Melee: Two attacks per melee round/five non-combat actions. Pilot Robot Vehicle (any) Three with additional attacks based on
design of robot.
Combat Bonuses: +1 to initiative, +1 to dodge.
Saving Throws: +2 to save vs psionics/mind control and +2 to save vs insanity.
Combat Skills: Punch/Crush 1 points, Bite 1D4.
Other Bonuses: +4% to all skills, +10% to all skills involving robotics, genetics, medicine, engineering, or science.
Educational Background: Xeno-Robotics with (Some Familiarity with Earth)
Common Skills: Read-Write/Speak Native Tongue 98%/98%, Read-Write/Speak TMC Timerian Code 94%, Pilot Robot Vehicle (any) 92%,
Robot Combat: Basic, W.P. Energy Pistol (+4 to aim/+2 to burst), and Read-Write/Speak English 84%.
Special Program: Alien Technology Mechanics (Bio-energy Vehicles) 84%, Robot/Bioware Mechanics 94%, Robot Electronics 98%,
Mechanical Engineer 94%, Computer Operation 98%, Computer Programming 98%, Computer Repair 94%, Mathematics: Basic 98%, Mathematics:
Advance 98%, Hover Vehicle Mechanics 89%, Space Craft Mechanics (Nuclear Fusion & Photon/Ion/Fission Drives 94%, Electrical Engineer 89%,
Electricity Generation 94%, Lore: Alien 79%, Sensory Equipment 79%, Radio: Basic 98%, Surveillance 84%, Wardrobe & Grooming 82%, and Dance
69%.
Secondary Skills: Performance 66%, Law (General) 69%, Pilot: Civilian Spacecraft: Small 91%, Pilot: Personal Anti-Gravity Transportation
79%, Hyperthrusters (Civilian) 89%, Housekeeping 64%, Cook 64%, Astronomy & Navigation 64%, and Navigation: Space 54%.
Money: He has $38,000 in precious metal/stones. On board the Blackjack in a secret compartment he has 70,000 credits.
Weapons: None, the body serves as only weapon.
Armor: The alien robot body
Equipment and Technology: In his room onboard the Blackjack, every square inch of space is covered with electronic equipment, wire, robotic
and bio-mechanical parts, tools, books, drawings, and schematics. He already has 14 million credits of gear sitting all over the place. There are 2 extra
robot bodies, sometimes in various states of upgrade or repair. As well as 700,000 credits in gizmos, additional computers, electronics, and equipment.
ZOVIS ROBOTIC BODY
A bipedal, humanoid body with a space in the abdominal cavity for the Utrom operator.
A.R.: 12
S.D.C. by location:
Hands (2)-21
Arms (2)-42
Legs (2)-55
* Head-30
** Main Body-210
* A difficult target to strike. An attacker must make a called shot to hit and even then its –2 to strike. Destroying the head of the robot will eliminate
all optics and sensory system. The robot will shut down as s safety feature. The single eye is even a smaller target requiring a called shot to hit with a
–4 to strike.
** Depleting the S.D.C. of the main body will effectively destroy the robot, shutting it down completely and making it useless. No further modification
can be done to the robots nor can they wear additional body armor or power armor.
Speed
Running: 17 (11.9 mph/19.1 km). This speed can be maintained indefinitely.
Leaping: Approximately 25 feet (7.6 m) high or lengthwise.
Flying: Concealed hover jet system (feet). 80 mph (128.8 km). Range: 100 miles (160 km)
Statistical Data
Height: 6 foot and 6 inches (1.82 m).
Width: 3 feet (.9 m)
Weight: 280 lbs (126 kg)
Physical Strength: Equal to a P.S. of 22 (considered superhuman).
Cargo: None
Power System: Micro-Fusion.
Attacks per Melee: Five
Combat Skills: Punch 2D4+2 or Super Brawling/Power Attacks.
Weapons:
Variable Blaster, Range: 600 feet (182 m), Damage: ¼ Power—Medium Stun, victims must save vs non-lethal poison (16 or better using P.E.
bonus only) or suffer -6 to strike, parry, and dodge, lose initiative and one melee action, Duration: 1D6 melee rounds. ½ Power—Heavy Stun, victims
must save vs non-lethal poison (16 or better using P.E bonus only) or suffer -8 to strike, parry, and dodge, reduce speed by half, and attacks per
melee round by two, Duration: 2D4 melee rounds. ¾ Power—Laser, Damage: 4D6, Full Power—Particle Beam, Damage: 8D6 or 1D4x10+8, Note: Like
all PBW, the beam automatically by-pass the A.R. of a target, including all Natural Armor Ratings. Objects destroyed or people killed by PB are
disintegrated! Living things heal damage back three times slower and objects cannot be repaired by normal means. Rate of Fire: Single Shot, Payload:
88 shots at stun setting, 44 shot at laser (counts as two), 22 shots at particle beam (count as four). Special Bonus Features: At the rear of the gun is a
special targeting display screen. This displays an infrared, ultraviolet, and sonar image of the area the weapon is pointed at. Given time to set up a
shot (two uninterrupted, melee rounds of concentration), the targeting screen will give the user a +8 to strike. Without the two rounds of
concentration, the best it can do is +2 to strike for aimed shots.
Combat Bonuses: +3 to initiative, +1 to strike (+1 with range/modern weapons), +3 to parry, +3 to dodge/+5 in flight, +4 to damage, +2 to
roll with impact/fall, and +1 to pull punch.
1. Sensor Systems of Note
Optics: Full optic system, including visible light spectrum, infrared (1600 feet/487 m), polarization, passive night vision (light amplification-1600
feet/487 m), thermo-imaging (1600 feet/487 m), and telescopic (1600 feet/487 m).
Audio: Basic Hearing System and Human Voice Synthesizer.
Sensors: Telemental Controls, Micro-Radar (Range: 1 mile/1.6 km), Radiation Detector, Chemical Analysis System (located in his nose and
tongue, virtually no difference between it and a normal human sense of smell and taste). Touch Sensing System (identical to normal human touch). All
sensory data can be transmitted to the control cavity, allowing the Ultrom pilot to see, hear, taste (not eat) touch, and smell. All senses are in the
normal human range.
2. Special Features
Flotation Device
Underwater Capabilities
Pressurized Cabin
Life Support Unit
Reinforced Pilot’s Compartment
Escape Capsule
Zovis is a Utrom, a reclusive alien located in the Titrana Quadrant in the same solar system as the expanding Triceraton Empire. Having fled his
home world (Utromis) along with the rest of his pacifist race, Zovis found a home on a TMC hub station as the head of their robotics division. Like all
Utrom, he moved about using a humanoid robot body in which he fit into the abdominal cavity. With a devotion to scientific research, Zovis was happy
doing what he did. Then one day, the TMC brought a wanted space pirate to the hub that went by the name the Forever Pirate. Hours later Zovis was
sent to investigate what the robots that were supposed to be guarding the prisoner were not responding to communications. When he arrived, he
discovered the Forever Pirate somehow managed to convince the A.I. robots that he was one of them accidentally locked into the prisoner cell. He then
jumps at him and seizes his robotic humanoid by the shoulders. Suddenly Zovis lost all control over his robot. The pirate riding him like a domestic
animal steered Zovis into an escape capsule and launched it without any alarms going off. Zovis was irate that he been kidnapped, but things got
worse when he received word that he was now wanted as well for the security footage made it look like he was helping the prisoner. The Forever Pirate
was soon picked up by his associates. Zovis thought they were going to kill him, instead they offered to drop him off wherever he wanted. Zovis
instead chose to stay with the pirates since he had no choice but to flee TMC authority. Since that faithful day, Zovis has not only joined the Infinity
Pirates, but he has become a close friend to Terran Jack and his girlfriend Emeneta. Zovis being a neat freak has taken up the responsibility of being
the Blackjack Housekeeper, so he is always cleaning and repairing the ship as needed. He spends more time on the ship while the others visit offworld
and do their pirate thing. On the few times he does join his companion. Zovis tried to avoid doing anything that would attract serious attention,
especially if it means involving the TMC. However, it seems wherever his friend Terran goes, trouble soon follows. Nevertheless, whenever he needs to,
Zovis is there to pull his friend out of the fire again.
Occupation: Scientist, Housekeeper, and Pirate
Alignment: Scrupulous
Power Category: Alien (Utrom)
Experience Level: 7th
Hit Points: 20 S.D.C.: None
P.P.E.: 18
Appearance: Zovis like all Utrom is a small (roughly the size and shape of a basketball), stubby tentacle alien, vaguely resembling a brain.
Attributes: I.Q. 18, M.E. 18, M.A. 12, P.S. 5, P.P. 8, P.E. 9, P.B. 5, Spd. 4
Age: Unknown, Sex: Male, Height: 18 inches (45.7 cm) in diameter, Weight: 13 lbs (5.85 kg).
Originating Alien Environment: A mysterious, mist-shrouded, swampy planet, mostly covered in swamps and bogs.
Combat Training: Non-Combatant
Attacks per Melee: Two attacks per melee round/five non-combat actions. Pilot Robot Vehicle (any) Three with additional attacks based on
design of robot.
Combat Bonuses: +1 to initiative, +1 to dodge.
Saving Throws: +2 to save vs psionics/mind control and +2 to save vs insanity.
Combat Skills: Punch/Crush 1 points, Bite 1D4.
Other Bonuses: +4% to all skills, +10% to all skills involving robotics, genetics, medicine, engineering, or science.
Educational Background: Xeno-Robotics with (Some Familiarity with Earth)
Common Skills: Read-Write/Speak Native Tongue 98%/98%, Read-Write/Speak TMC Timerian Code 94%, Pilot Robot Vehicle (any) 92%,
Robot Combat: Basic, W.P. Energy Pistol (+4 to aim/+2 to burst), and Read-Write/Speak English 84%.
Special Program: Alien Technology Mechanics (Bio-energy Vehicles) 84%, Robot/Bioware Mechanics 94%, Robot Electronics 98%,
Mechanical Engineer 94%, Computer Operation 98%, Computer Programming 98%, Computer Repair 94%, Mathematics: Basic 98%, Mathematics:
Advance 98%, Hover Vehicle Mechanics 89%, Space Craft Mechanics (Nuclear Fusion & Photon/Ion/Fission Drives 94%, Electrical Engineer 89%,
Electricity Generation 94%, Lore: Alien 79%, Sensory Equipment 79%, Radio: Basic 98%, Surveillance 84%, Wardrobe & Grooming 82%, and Dance
69%.
Secondary Skills: Performance 66%, Law (General) 69%, Pilot: Civilian Spacecraft: Small 91%, Pilot: Personal Anti-Gravity Transportation
79%, Hyperthrusters (Civilian) 89%, Housekeeping 64%, Cook 64%, Astronomy & Navigation 64%, and Navigation: Space 54%.
Money: He has $38,000 in precious metal/stones. On board the Blackjack in a secret compartment he has 70,000 credits.
Weapons: None, the body serves as only weapon.
Armor: The alien robot body
Equipment and Technology: In his room onboard the Blackjack, every square inch of space is covered with electronic equipment, wire, robotic
and bio-mechanical parts, tools, books, drawings, and schematics. He already has 14 million credits of gear sitting all over the place. There are 2 extra
robot bodies, sometimes in various states of upgrade or repair. As well as 700,000 credits in gizmos, additional computers, electronics, and equipment.
ZOVIS ROBOTIC BODY
A bipedal, humanoid body with a space in the abdominal cavity for the Utrom operator.
A.R.: 12
S.D.C. by location:
Hands (2)-21
Arms (2)-42
Legs (2)-55
* Head-30
** Main Body-210
* A difficult target to strike. An attacker must make a called shot to hit and even then its –2 to strike. Destroying the head of the robot will eliminate
all optics and sensory system. The robot will shut down as s safety feature. The single eye is even a smaller target requiring a called shot to hit with a
–4 to strike.
** Depleting the S.D.C. of the main body will effectively destroy the robot, shutting it down completely and making it useless. No further modification
can be done to the robots nor can they wear additional body armor or power armor.
Speed
Running: 17 (11.9 mph/19.1 km). This speed can be maintained indefinitely.
Leaping: Approximately 25 feet (7.6 m) high or lengthwise.
Flying: Concealed hover jet system (feet). 80 mph (128.8 km). Range: 100 miles (160 km)
Statistical Data
Height: 6 foot and 6 inches (1.82 m).
Width: 3 feet (.9 m)
Weight: 280 lbs (126 kg)
Physical Strength: Equal to a P.S. of 22 (considered superhuman).
Cargo: None
Power System: Micro-Fusion.
Attacks per Melee: Five
Combat Skills: Punch 2D4+2 or Super Brawling/Power Attacks.
Weapons:
Variable Blaster, Range: 600 feet (182 m), Damage: ¼ Power—Medium Stun, victims must save vs non-lethal poison (16 or better using P.E.
bonus only) or suffer -6 to strike, parry, and dodge, lose initiative and one melee action, Duration: 1D6 melee rounds. ½ Power—Heavy Stun, victims
must save vs non-lethal poison (16 or better using P.E bonus only) or suffer -8 to strike, parry, and dodge, reduce speed by half, and attacks per
melee round by two, Duration: 2D4 melee rounds. ¾ Power—Laser, Damage: 4D6, Full Power—Particle Beam, Damage: 8D6 or 1D4x10+8, Note: Like
all PBW, the beam automatically by-pass the A.R. of a target, including all Natural Armor Ratings. Objects destroyed or people killed by PB are
disintegrated! Living things heal damage back three times slower and objects cannot be repaired by normal means. Rate of Fire: Single Shot, Payload:
88 shots at stun setting, 44 shot at laser (counts as two), 22 shots at particle beam (count as four). Special Bonus Features: At the rear of the gun is a
special targeting display screen. This displays an infrared, ultraviolet, and sonar image of the area the weapon is pointed at. Given time to set up a
shot (two uninterrupted, melee rounds of concentration), the targeting screen will give the user a +8 to strike. Without the two rounds of
concentration, the best it can do is +2 to strike for aimed shots.
Combat Bonuses: +3 to initiative, +1 to strike (+1 with range/modern weapons), +3 to parry, +3 to dodge/+5 in flight, +4 to damage, +2 to
roll with impact/fall, and +1 to pull punch.
1. Sensor Systems of Note
Optics: Full optic system, including visible light spectrum, infrared (1600 feet/487 m), polarization, passive night vision (light amplification-1600
feet/487 m), thermo-imaging (1600 feet/487 m), and telescopic (1600 feet/487 m).
Audio: Basic Hearing System and Human Voice Synthesizer.
Sensors: Telemental Controls, Micro-Radar (Range: 1 mile/1.6 km), Radiation Detector, Chemical Analysis System (located in his nose and
tongue, virtually no difference between it and a normal human sense of smell and taste). Touch Sensing System (identical to normal human touch). All
sensory data can be transmitted to the control cavity, allowing the Ultrom pilot to see, hear, taste (not eat) touch, and smell. All senses are in the
normal human range.
2. Special Features
Flotation Device
Underwater Capabilities
Pressurized Cabin
Life Support Unit
Reinforced Pilot’s Compartment
Escape Capsule
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3238
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
GO-VOC
The alien Fredulian called Go-Vac left its home world to travel the stars and seek a life among organics. Its first contact was a spacecraft under
the leadership of a Chedak (an Atorian male). It received permission to come aboard and was quickly introduced to the other members of the crew.
The Chedak captain knew about the capabilities of the Fredulian and their eagerness to participate with organics, meaning the mineraloid would be
gullible to do whatever the pirate wanted him too. For several months Go Voc never questioned the tactics and behaviors of the pirates, as they
attacked ships to disable them, boarded them, took what they wanted, and left the ship crippled to drift in space with their crew to suffer. Never once
did Go Voc think about what the pirates did or ask why they did what they did. It wasn’t until they attacked Terran Jack and tried to take his ship did
Go Voc really listened to what the victim had to say. After hearing Terran’s speech, Go Voc decided to side with the Forever Pirate. Since that day Go
Voc tries not to be gullible and follows the lead provided for him by Terran and his girlfriend Emeneta. Among the crew, he also has a special
connection with Setha because of their similar elemental nature.
Real Name: Go Voc-Saat
Occupation: Space Pirate/Protector
Alignment: Scrupulous
Power Category: Alien Mineraloid (Fredulian),
Experience Level: 6th
Hit Points: 57 S.D.C.: 514 Armor Rating: A.R.: 16
P.P.E.: 4
Appearance: Go Voc like Fredulians is a humanoid being composed of wind weathered hard rock. It has no facial features, gender identity, or
sexual organs. Horror Factor 13
Attributes: I.Q. 11, M.E. 15, M.A. 15, P.S. 33 (extraordinary), P.P. 13, P.E. 16, P.B. 10, Spd. 25/320 mph (515 km) in flight/double in outer
space.
Age: 135 (Go Voc lives for about 6000 years), Sex: Asexual, Height: 8 foot (2.4), Weight: 870 lbs (391 kg)
Originating Alien Environment: Abrasive Atmosphere
Major Super Powers: Energy Absorb and Control Elemental Force: Earth
Minor Super Powers: Mental Stun, Energy Expulsion: Energy, and Flight: Wingless. Note: It can carry 3300 lbs (1485 kg) or 1.6 tons. It can lift
6600 lbs (2970kg) or 3.3 tons.
Note: All the super abilities of Fredulian are natural abilities, common to all members of their race, making them unaffected by the Negate
Super Power Ability.
Natural Abilities: Kinetic energy and impact weapons (bullets, projectiles, physical attacks, falls, thrown weapons, and explosives) only do half
damage if they can by-pass his A.R (even when bathe in flame). It is impervious to harm that would befall organic creatures (toxins, disease, poisons,
chemicals, drugs, etc), nor does he need to breath or eat (survive on ambient energy). Bio-regenerate 2D6 S.D.C/hit points per 24 hours. It can go
into a healing trance that doubles the heal rate each day.
Combat Training: Hand to Hand: Expert
Attacks per Melee: 6/7 (2 Initial + 3 from Hand Combat + 1 from boxing) +1 in flight
Combat Bonuses: +1 to initiative (+2 in flight), +2 to strike (+3 in flight), +6 to parry (+1 to flight), +6 to dodge/+13 when flying under 80
mph (128 km)/+15 when flying above 90 mph (144 km), +18 to damage/+4 for damage for every 20 mph (32 km) during flight, +5 to pull punch, +6
to roll with punch/fall, and disarm (+1 in flight).
Saving Throws: +4% save vs coma/death and +1 to save vs magic.
Combat Skills: Punch 2D4, Power Punch 4D4 (counts as two attacks), Elbow/Forearm 1D10, Knee 1D10, Karate Kick 3D4, Snap Kick 1D10,
Tripping/Leg Hook (cannot be paired, must dodge or knockdown), All Holds, Critical strike on an unmodified roll of 18-20, and Knockout on an
unmodified 20. Super Brawling and Power Attack.
Education Level: Combat Specialist with No Familiarity with Earth
Common Skills: Read-Write/Speak Native Language 94%/92%, Mathematics: Basic 90%, Astronomy & Navigation 60%, Read-Write Speak FAR
Pilian Tongue 85%, and Read/Write/Speak English 80%. Can recognize virtually all natural minerals from gold to iron with amazing accuracy; 74%,
Sense tremors in the earth from quakes, explosions, heavy equipment and similar seismic disturbances within a 40-mile area (64km). Sense danger
located in the earth 56%.
Special Skills: Hand to Hand: Expert, Physical Labor, Outdoormanship, Athletic (General), Boxing, W.P. Super Powers (+2 to strike with
any super ability), Navigation: Space 80%, and First Aid 85%.
Secondary: Lore: Alien 60%, Read-Write/Speak TMC Thimerian Code 85%, Wilderness Survival 60%, Land Navigation 60%, Identify Plants &
Fruits 55%, Track & Trap Animals 50%/60%, Radio: Basic 70%, Recognize Weapon Quality 45%, Body Building & Weightlifting, and Zero Gravity
Combat: Basic.
Money: It has 21,000 US dollars in precious gems/metals. These are gems stones taken from his home world. It also has 10,000 Galactic
credits hidden on the Blackjack.
Weapons:
Energy Expulsion: Energy, Range: 600 feet (183 m), Damage: 8D6 or 1D4x10+8, Bonus: +3 to aim/+1 wild.
Light Beam, Range: 2000 feet (610 m), Width one hand: 8-12 inches (20-30 cm), Both hands: 2 feet (0.6 m), Damage: None, but it’s so bright
that it can be used to temporarily blind an opponent (for 1D4+1 melee rounds) if shot at the face. Blinded opponents are -8 on all melee actions for
the first melee round, -6 to strike, parry and dodge for the remaining ones in which vision.
Energy Flash, Range: 60 feet (18.2 m), Damage: 2D6.
Hurl Earth, Range: 160 feet (48.7 m), Damage: Varies.
Mental Stun, Range: 60 feet (18.3 m) or touch, Damage: Saving throw of 15 or better or victims lose one attack per melee round, have no
initiative and are -3 to strike, parry, and dodge, -6 to roll with punch, fall or impact, and skill performance and speed are reduced by 40%. Duration:
Two melee rounds. Attacks per Melee: Counts as three attacks. Note: Non-corporal super powered beings and entities suffer 3D6 damage direct to Hit
Points plus disorientation penalties at doubled the duration. They must also make a concentration save (14 or better, using any available M.E. bonus)
or they lose concentration and revert back to their normal, solid, physical body or are exorcised from a host body until the duration of the mental stun
expires.
Vehicles and Equipment: Relies on others for transportation, but it will use whatever equipment is necessary to complete a mission.
The alien Fredulian called Go-Vac left its home world to travel the stars and seek a life among organics. Its first contact was a spacecraft under
the leadership of a Chedak (an Atorian male). It received permission to come aboard and was quickly introduced to the other members of the crew.
The Chedak captain knew about the capabilities of the Fredulian and their eagerness to participate with organics, meaning the mineraloid would be
gullible to do whatever the pirate wanted him too. For several months Go Voc never questioned the tactics and behaviors of the pirates, as they
attacked ships to disable them, boarded them, took what they wanted, and left the ship crippled to drift in space with their crew to suffer. Never once
did Go Voc think about what the pirates did or ask why they did what they did. It wasn’t until they attacked Terran Jack and tried to take his ship did
Go Voc really listened to what the victim had to say. After hearing Terran’s speech, Go Voc decided to side with the Forever Pirate. Since that day Go
Voc tries not to be gullible and follows the lead provided for him by Terran and his girlfriend Emeneta. Among the crew, he also has a special
connection with Setha because of their similar elemental nature.
Real Name: Go Voc-Saat
Occupation: Space Pirate/Protector
Alignment: Scrupulous
Power Category: Alien Mineraloid (Fredulian),
Experience Level: 6th
Hit Points: 57 S.D.C.: 514 Armor Rating: A.R.: 16
P.P.E.: 4
Appearance: Go Voc like Fredulians is a humanoid being composed of wind weathered hard rock. It has no facial features, gender identity, or
sexual organs. Horror Factor 13
Attributes: I.Q. 11, M.E. 15, M.A. 15, P.S. 33 (extraordinary), P.P. 13, P.E. 16, P.B. 10, Spd. 25/320 mph (515 km) in flight/double in outer
space.
Age: 135 (Go Voc lives for about 6000 years), Sex: Asexual, Height: 8 foot (2.4), Weight: 870 lbs (391 kg)
Originating Alien Environment: Abrasive Atmosphere
Major Super Powers: Energy Absorb and Control Elemental Force: Earth
Minor Super Powers: Mental Stun, Energy Expulsion: Energy, and Flight: Wingless. Note: It can carry 3300 lbs (1485 kg) or 1.6 tons. It can lift
6600 lbs (2970kg) or 3.3 tons.
Note: All the super abilities of Fredulian are natural abilities, common to all members of their race, making them unaffected by the Negate
Super Power Ability.
Natural Abilities: Kinetic energy and impact weapons (bullets, projectiles, physical attacks, falls, thrown weapons, and explosives) only do half
damage if they can by-pass his A.R (even when bathe in flame). It is impervious to harm that would befall organic creatures (toxins, disease, poisons,
chemicals, drugs, etc), nor does he need to breath or eat (survive on ambient energy). Bio-regenerate 2D6 S.D.C/hit points per 24 hours. It can go
into a healing trance that doubles the heal rate each day.
Combat Training: Hand to Hand: Expert
Attacks per Melee: 6/7 (2 Initial + 3 from Hand Combat + 1 from boxing) +1 in flight
Combat Bonuses: +1 to initiative (+2 in flight), +2 to strike (+3 in flight), +6 to parry (+1 to flight), +6 to dodge/+13 when flying under 80
mph (128 km)/+15 when flying above 90 mph (144 km), +18 to damage/+4 for damage for every 20 mph (32 km) during flight, +5 to pull punch, +6
to roll with punch/fall, and disarm (+1 in flight).
Saving Throws: +4% save vs coma/death and +1 to save vs magic.
Combat Skills: Punch 2D4, Power Punch 4D4 (counts as two attacks), Elbow/Forearm 1D10, Knee 1D10, Karate Kick 3D4, Snap Kick 1D10,
Tripping/Leg Hook (cannot be paired, must dodge or knockdown), All Holds, Critical strike on an unmodified roll of 18-20, and Knockout on an
unmodified 20. Super Brawling and Power Attack.
Education Level: Combat Specialist with No Familiarity with Earth
Common Skills: Read-Write/Speak Native Language 94%/92%, Mathematics: Basic 90%, Astronomy & Navigation 60%, Read-Write Speak FAR
Pilian Tongue 85%, and Read/Write/Speak English 80%. Can recognize virtually all natural minerals from gold to iron with amazing accuracy; 74%,
Sense tremors in the earth from quakes, explosions, heavy equipment and similar seismic disturbances within a 40-mile area (64km). Sense danger
located in the earth 56%.
Special Skills: Hand to Hand: Expert, Physical Labor, Outdoormanship, Athletic (General), Boxing, W.P. Super Powers (+2 to strike with
any super ability), Navigation: Space 80%, and First Aid 85%.
Secondary: Lore: Alien 60%, Read-Write/Speak TMC Thimerian Code 85%, Wilderness Survival 60%, Land Navigation 60%, Identify Plants &
Fruits 55%, Track & Trap Animals 50%/60%, Radio: Basic 70%, Recognize Weapon Quality 45%, Body Building & Weightlifting, and Zero Gravity
Combat: Basic.
Money: It has 21,000 US dollars in precious gems/metals. These are gems stones taken from his home world. It also has 10,000 Galactic
credits hidden on the Blackjack.
Weapons:
Energy Expulsion: Energy, Range: 600 feet (183 m), Damage: 8D6 or 1D4x10+8, Bonus: +3 to aim/+1 wild.
Light Beam, Range: 2000 feet (610 m), Width one hand: 8-12 inches (20-30 cm), Both hands: 2 feet (0.6 m), Damage: None, but it’s so bright
that it can be used to temporarily blind an opponent (for 1D4+1 melee rounds) if shot at the face. Blinded opponents are -8 on all melee actions for
the first melee round, -6 to strike, parry and dodge for the remaining ones in which vision.
Energy Flash, Range: 60 feet (18.2 m), Damage: 2D6.
Hurl Earth, Range: 160 feet (48.7 m), Damage: Varies.
Mental Stun, Range: 60 feet (18.3 m) or touch, Damage: Saving throw of 15 or better or victims lose one attack per melee round, have no
initiative and are -3 to strike, parry, and dodge, -6 to roll with punch, fall or impact, and skill performance and speed are reduced by 40%. Duration:
Two melee rounds. Attacks per Melee: Counts as three attacks. Note: Non-corporal super powered beings and entities suffer 3D6 damage direct to Hit
Points plus disorientation penalties at doubled the duration. They must also make a concentration save (14 or better, using any available M.E. bonus)
or they lose concentration and revert back to their normal, solid, physical body or are exorcised from a host body until the duration of the mental stun
expires.
Vehicles and Equipment: Relies on others for transportation, but it will use whatever equipment is necessary to complete a mission.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3238
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
JAULGON
Jaulgon on his home world of Gorthia studied the ancient philosophy of Subjugation, the idea that we cannot truly understand ourselves or the
universe around us, unless one obtains firsthand experience. To know one place in the universe, one commits acts of good and evil in order to gain
experience and determine which “action” provides satisfaction, pleasure, and happiness. He also had to figure out which actions did he feel a kinship
toward, to act in his own self-interest, or to act in the interest of others, or to act out in the interest of all concerned, including himself. This is why
when he had the chance, he joined the Chedak space pirate and his crew. He spent two years following a path of stealing, murder, torture, debauchery,
and other crimes. Yet the moment he met Terren, he decided that he had reached the end of his chaotic period. He had ridden the storm of chaos,
but now he wanted to do the opposite. This is why he helped Terren escape capture and fought against his fellow pirates. He finished his chaos arc.
Jaulgon is often fond of speaking about ll the evil and atrocities he committed, but then says, “The chaos however in the end wasn’t for me. I don’t like
it and try to avoid it now.” Jaulgon is now fully committed to helping others and being good for himself. Terran sees him like some of kind schizophrenic
knight-errant; a soft-spoken, friendly, courteous person, who can suddenly turn into a cocky, Wildman, with cruel and vicious tendencies when it
comes to confrontations with “the enemy”. Terran knows he can count on Jaulgon to also serve as a protector to both Emeneta and Setha.
Real Name: Jaulgon Longfang
Occupation: Pirate and Adventurer
Alignment: Scrupulous, formerly Miscreant.
Power Category: Alien Feline (Pume)
Experience Level: 6th
Hit Points: 101 S.D.C.: 139
P.P.E.: 7
I.S.P.: 36
Appearance: He is a tall, feline humanoid that resembles an Earth tiger.
Attributes: I.Q. 22, M.E. 9, M.A. 16, P.S. 26, P.P. 17, P.E. 26, P.B. 17, Spd. 39 (27.3 mph/43.9 km).
Age: 29, Sex: Male, Height: 9 foot and 10 inches (2.99 m), Weight: 440 lbs (198 kg)
Originating Alien Environment: Toxic Environment
Vulnerability: He has no a sense of smell or taste.
Natural Ability: Like all Pume he doesn’t have to breathe air, making him immune to the effects of gases, odors and many toxic airborne
substances, but strong liquid poisons and acids will still harm him.
Combat Training: (Special) Subjugation, equal to Hand to Hand: Commando.
Special Combat Abilities:
Withering Flesh, This attack reduces a victim’s natural S.D.C., leaving them vulnerable to attacks directly on Hit Points. The victim can
attempt to Roll with Punch/Fall/Impact and, if successful, reduce the damage to only 1D6 S.D.C. Otherwise, the first successful Withering Flesh punch
leaves the victim with half (1/2) of his S.D.C. The second punch reduces the S.D.C. to ONE point. This attack never does any damage to Hit Points. The
punch only works on organic flesh, not altered flesh (i.e. Alter Physical Structure) and those with the major super ability Invulnerability are impervious
to the attack.
Karumi-Jutsu, He has the mystic ability that allows him to reduce his body’s weight by 95% (or 22 lbs/99 kg). There are only a few
restrictions. First, it only works on his body, not on any possessions or clothing he wears. Second, it works only when invoked, and definitely does not
work if he is in combat or unconscious. It requires total concentration, meaning he can perform no other attacks, defenses or actions during the melee
round when using the power. The ability allows him to do the following:
1. Fall: He can fall from up to 2000ft (610m) distance and land without suffering more than 2D4 damage. Greater distances will do one (1)
point of damage for every additional 20 feet (6.1m) of height.
2. Jump: He can to jump great distances, up to 10 times his normal distance (usually about 50ft/15m).
3. Climb: He can climb any surface without fear of failure/falling.
4. Tread Lightly: He can walk across delicate surfaces, or extremely fragile bridges, without fear of collapse. He can also walk on objects as
delicate as china teacups without causing damage or disturbance.
Note: Duration is indefinite, as long as he continues to concentrate on being lightweight. Combat will break the concentration.
Vibrating Palm, The vibrating palm move shatters any material object by setting up sympathetic vibrations that are destructive. The first
melee round of a Vibrating Palm will result in disrupting just 1 point of S.D.C. However, each succeeding melee round doubles the amount of disruption
damage. So that the second melee round destroys 2 points of S.D.C., the third round gets rid of another 4 points, the fourth round wipes out 8 points,
and by the tenth melee round, the character is able to destroy 512 points of S.D.C., the maximum possible. Uninterrupted, Jaulgon can shake virtually
any object to pieces. Vibrating Palm requires his complete and undivided attention. No other attacks, actions, or defenses can be performed, nor can
he even talk without withdrawing from the vibrations. He can maintain concentration even when under attack, enduring up to 20 S.D.C. or 8 Hit Points
before the pain ruins his concentration. If he gets knocked down, pulled away, knocked out, and so on, will interrupt the power of the vibrating palm. If
a Vibrating Palm is stopped or interrupted, all vibrations stop and no more damage is added. He will have to start up again back at the beginning, with
1 S.D.C. on the first melee round. Note: He must focus his attention on each specific target, thus he cannot juice up on one target and then switch to
another without having to start the whole process again, beginning with one S.D.C. of damage. The vibrating palm will only affect inanimate, non-
living, objects; not people! It also takes the place of all melee attacks and/or actions.
Chi Blast, a blast of heat and force, Range: 30 feet (9.1 m), Damage: 3D6+12, Bonus: +6 to strike. Counts as four attacks.
Kime Kata, A gathering of all of his body’s physical and psychic forces in one spot, to be channeled into one use. Kime can be used to add
to a Strike roll, any Damage roll, a Parry roll, or a Dodge roll. Using Kime Kata limits him to only offensive (attacks) or defensive actions per melee
round. If used, it must be his first (and only) action/attack that entire melee.
As an attack, Kime can be used to enhance one attack per melee. The ability doubles either the total Strike roll or the Damage roll of any one of
his attacks that melee; his choice (it can be a karate punch, a vibro sword strike, a chi-blast, etc.) All remaining attacks are normal without benefit of
any bonuses of any kind. If the Kime is used for attacking, he cannot engage in any defensive moves for the remainder of the round (only a roll with
punch/fall or impact is possible).
Defending by using the Kime works much the same way. It can be used to double the total Parry or Dodge roll that melee. If used for defense, he
cannot attack/strike and can only make defensive moves like parries, dodges and rolls (all have his normal bonuses).
Note: He can only use the Kime Kata enhancement once per melee round.
Attacks per Melee: 6 (2 initial +3 from Hand to Hand +1 from boxing)
Combat Bonuses: +4 to initiative, +3 to strike, +7 to parry, +7 to dodge, +3 to auto dodge, +11 to damage, +10 to roll with punch/fall, +3 to
pull punch, and +1 disarm.
Saving Throws: +22% to save vs coma/death, +6 to save vs magic & poison, and +4 to save vs Horror Factor.
Combat Skills: Karate Punch 3D4, Power Punch 4D6 (counts as two attacks), Elbow/Forearm 2D6, Knee 2D6, Karate Kick 3D6, Power Kick (any
kick attack doubled, counts as two attacks), Snap Kick 2D, Wheel Kick 3D6, Axe Kick 3D8+2, Roundhouse Kick 4D6, Crescent Kick 3D4+2,
Tripping/Leghook (cannot be paired, must dodge or knockdown), Backward Sweep (cannot be paired, must dodge or knockdown, -2 to dodge), +1 to
Body Flip/Throw 2D6 plus P.S. damage bonus (lose initiative and 1 attack/action), Body Block/Tackle 2D4 (parry or dodge to avoid knockdown), Crush
2D4 +P.S. damage, Pin 18-20, Paired Weapons (all), all Holds, Critical strike/Knockout from behind, and Knockout on an unmodified roll of 20.
Other Bonuses: +8% to all skills, 40% trust/intimidate, 35% charm/impress.
Educational Background: Professional Combat Athlete with No Familiarity with Earth
Common Skills: Read-Write/Speak Native Language 98%/98%, Read-Write/Speak Far Pilian Tongue 93%, Mathematics: Basic 95%,
Gymnastics (Bars & Rings 88%), Hand to Hand: Subjugation, Stone Ox, and Read-Write/Speak English 80%.
Special Program: Boxing, Wrestling, Acrobatics (Sense of Balance 98%, Walk Rope 96%, Climb Rope 98%, Back Flip 98%),
Depressurization Training (half damage from space), Zero Gravity Combat: Elite (+1 attack, +1 to strike, parry, dodge, disarm, pull punch, and +10 to
Spd), Pilot Hover Cycle 90%, W.P. Knife +3 to strike, +4 to parry, +5 to throw), W.P. Blunt +3 to strike/parry), W.P. Targeting (+2 to throw, throw 2
objects, critical strike on 19-20), W.P. Sword (+4 strike/+3 to parry), W.P. Chain (+2 to strike/+1 to parry), W.P. Staff (+2 to strike/parry), Climbing
98%, Prowl 83%, Tailing 83%, Detect Ambush 78%, Tracking (people) 73%, and Pilot: Personal Anti-Gravity Transportation 88%.
Secondary Skills: Athlete (General), Running, Wilderness Survival 68%, Land Navigation 68%, Law (General) 73%, Astronomy &
Navigation 68%, Whittling & Sculpting 68%, First Aid 83%, Lore Alien 58%, Radio: Basic 78%, Fencing (+1D6 to sword), and Philosophy 53%.
Money: He has $20,000 US dollars in precious metals/stones. He has 9000 Galactic credits on the ship.
Weapons: The following are his favorite.
Vibro-Sword, Damage: 3D6+3. -6 to parry single bullet or energy beam.
12 Energy Shurikens, Range: 200 feet (61 m), Damage: 4D6.
Kisentite Knife, Damage: 2D6. -6 to parry single bullet or energy beam.
Two Energy Nunchakus, Damage: 3D6+3 or stun (1D4 plus save vs non-lethal poison, 16 or better with P.E. bonus only, Failed roll means victim
loses initiative, -5 to strike, parry, and dodge, -10% to skill performance for 1D6 melee rounds).
Fighting Pike, a retractable metal-alloy staff about 5 feet (1.5 m) long when fully extended, otherwise 5 inches (12.5 cm), Damage: 3D6 or
1D6+2 projection attack. -6 to parry single bullet or energy beam.
Armor: Light weight, fiber suit that looks like silk, but is tough as steal; A.R. 15, S.D.C. 42, no prowl or climb penalties. He owns two of them.
Full Environmental Hard Armor, A.R. 17, S.D.C. 280, -15% to prowl, climb, and acrobatics/gymnastics.
Equipment & Vehicles: He uses whatever is required of him. The following he always keeps on his person.
Antigravity Ring, Range: Unlimited, Speed: 90-160 mph (144-256 km), Unlimited altitude, A.R.: 5 and S.D.C.:40. Bonus: +3 to dodge.
Galactic Communicator (a smart phone size communicator with satellite/low orbiting communication capabilities). Range: 300 miles
(range extends into space).
Jaulgon on his home world of Gorthia studied the ancient philosophy of Subjugation, the idea that we cannot truly understand ourselves or the
universe around us, unless one obtains firsthand experience. To know one place in the universe, one commits acts of good and evil in order to gain
experience and determine which “action” provides satisfaction, pleasure, and happiness. He also had to figure out which actions did he feel a kinship
toward, to act in his own self-interest, or to act in the interest of others, or to act out in the interest of all concerned, including himself. This is why
when he had the chance, he joined the Chedak space pirate and his crew. He spent two years following a path of stealing, murder, torture, debauchery,
and other crimes. Yet the moment he met Terren, he decided that he had reached the end of his chaotic period. He had ridden the storm of chaos,
but now he wanted to do the opposite. This is why he helped Terren escape capture and fought against his fellow pirates. He finished his chaos arc.
Jaulgon is often fond of speaking about ll the evil and atrocities he committed, but then says, “The chaos however in the end wasn’t for me. I don’t like
it and try to avoid it now.” Jaulgon is now fully committed to helping others and being good for himself. Terran sees him like some of kind schizophrenic
knight-errant; a soft-spoken, friendly, courteous person, who can suddenly turn into a cocky, Wildman, with cruel and vicious tendencies when it
comes to confrontations with “the enemy”. Terran knows he can count on Jaulgon to also serve as a protector to both Emeneta and Setha.
Real Name: Jaulgon Longfang
Occupation: Pirate and Adventurer
Alignment: Scrupulous, formerly Miscreant.
Power Category: Alien Feline (Pume)
Experience Level: 6th
Hit Points: 101 S.D.C.: 139
P.P.E.: 7
I.S.P.: 36
Appearance: He is a tall, feline humanoid that resembles an Earth tiger.
Attributes: I.Q. 22, M.E. 9, M.A. 16, P.S. 26, P.P. 17, P.E. 26, P.B. 17, Spd. 39 (27.3 mph/43.9 km).
Age: 29, Sex: Male, Height: 9 foot and 10 inches (2.99 m), Weight: 440 lbs (198 kg)
Originating Alien Environment: Toxic Environment
Vulnerability: He has no a sense of smell or taste.
Natural Ability: Like all Pume he doesn’t have to breathe air, making him immune to the effects of gases, odors and many toxic airborne
substances, but strong liquid poisons and acids will still harm him.
Combat Training: (Special) Subjugation, equal to Hand to Hand: Commando.
Special Combat Abilities:
Withering Flesh, This attack reduces a victim’s natural S.D.C., leaving them vulnerable to attacks directly on Hit Points. The victim can
attempt to Roll with Punch/Fall/Impact and, if successful, reduce the damage to only 1D6 S.D.C. Otherwise, the first successful Withering Flesh punch
leaves the victim with half (1/2) of his S.D.C. The second punch reduces the S.D.C. to ONE point. This attack never does any damage to Hit Points. The
punch only works on organic flesh, not altered flesh (i.e. Alter Physical Structure) and those with the major super ability Invulnerability are impervious
to the attack.
Karumi-Jutsu, He has the mystic ability that allows him to reduce his body’s weight by 95% (or 22 lbs/99 kg). There are only a few
restrictions. First, it only works on his body, not on any possessions or clothing he wears. Second, it works only when invoked, and definitely does not
work if he is in combat or unconscious. It requires total concentration, meaning he can perform no other attacks, defenses or actions during the melee
round when using the power. The ability allows him to do the following:
1. Fall: He can fall from up to 2000ft (610m) distance and land without suffering more than 2D4 damage. Greater distances will do one (1)
point of damage for every additional 20 feet (6.1m) of height.
2. Jump: He can to jump great distances, up to 10 times his normal distance (usually about 50ft/15m).
3. Climb: He can climb any surface without fear of failure/falling.
4. Tread Lightly: He can walk across delicate surfaces, or extremely fragile bridges, without fear of collapse. He can also walk on objects as
delicate as china teacups without causing damage or disturbance.
Note: Duration is indefinite, as long as he continues to concentrate on being lightweight. Combat will break the concentration.
Vibrating Palm, The vibrating palm move shatters any material object by setting up sympathetic vibrations that are destructive. The first
melee round of a Vibrating Palm will result in disrupting just 1 point of S.D.C. However, each succeeding melee round doubles the amount of disruption
damage. So that the second melee round destroys 2 points of S.D.C., the third round gets rid of another 4 points, the fourth round wipes out 8 points,
and by the tenth melee round, the character is able to destroy 512 points of S.D.C., the maximum possible. Uninterrupted, Jaulgon can shake virtually
any object to pieces. Vibrating Palm requires his complete and undivided attention. No other attacks, actions, or defenses can be performed, nor can
he even talk without withdrawing from the vibrations. He can maintain concentration even when under attack, enduring up to 20 S.D.C. or 8 Hit Points
before the pain ruins his concentration. If he gets knocked down, pulled away, knocked out, and so on, will interrupt the power of the vibrating palm. If
a Vibrating Palm is stopped or interrupted, all vibrations stop and no more damage is added. He will have to start up again back at the beginning, with
1 S.D.C. on the first melee round. Note: He must focus his attention on each specific target, thus he cannot juice up on one target and then switch to
another without having to start the whole process again, beginning with one S.D.C. of damage. The vibrating palm will only affect inanimate, non-
living, objects; not people! It also takes the place of all melee attacks and/or actions.
Chi Blast, a blast of heat and force, Range: 30 feet (9.1 m), Damage: 3D6+12, Bonus: +6 to strike. Counts as four attacks.
Kime Kata, A gathering of all of his body’s physical and psychic forces in one spot, to be channeled into one use. Kime can be used to add
to a Strike roll, any Damage roll, a Parry roll, or a Dodge roll. Using Kime Kata limits him to only offensive (attacks) or defensive actions per melee
round. If used, it must be his first (and only) action/attack that entire melee.
As an attack, Kime can be used to enhance one attack per melee. The ability doubles either the total Strike roll or the Damage roll of any one of
his attacks that melee; his choice (it can be a karate punch, a vibro sword strike, a chi-blast, etc.) All remaining attacks are normal without benefit of
any bonuses of any kind. If the Kime is used for attacking, he cannot engage in any defensive moves for the remainder of the round (only a roll with
punch/fall or impact is possible).
Defending by using the Kime works much the same way. It can be used to double the total Parry or Dodge roll that melee. If used for defense, he
cannot attack/strike and can only make defensive moves like parries, dodges and rolls (all have his normal bonuses).
Note: He can only use the Kime Kata enhancement once per melee round.
Attacks per Melee: 6 (2 initial +3 from Hand to Hand +1 from boxing)
Combat Bonuses: +4 to initiative, +3 to strike, +7 to parry, +7 to dodge, +3 to auto dodge, +11 to damage, +10 to roll with punch/fall, +3 to
pull punch, and +1 disarm.
Saving Throws: +22% to save vs coma/death, +6 to save vs magic & poison, and +4 to save vs Horror Factor.
Combat Skills: Karate Punch 3D4, Power Punch 4D6 (counts as two attacks), Elbow/Forearm 2D6, Knee 2D6, Karate Kick 3D6, Power Kick (any
kick attack doubled, counts as two attacks), Snap Kick 2D, Wheel Kick 3D6, Axe Kick 3D8+2, Roundhouse Kick 4D6, Crescent Kick 3D4+2,
Tripping/Leghook (cannot be paired, must dodge or knockdown), Backward Sweep (cannot be paired, must dodge or knockdown, -2 to dodge), +1 to
Body Flip/Throw 2D6 plus P.S. damage bonus (lose initiative and 1 attack/action), Body Block/Tackle 2D4 (parry or dodge to avoid knockdown), Crush
2D4 +P.S. damage, Pin 18-20, Paired Weapons (all), all Holds, Critical strike/Knockout from behind, and Knockout on an unmodified roll of 20.
Other Bonuses: +8% to all skills, 40% trust/intimidate, 35% charm/impress.
Educational Background: Professional Combat Athlete with No Familiarity with Earth
Common Skills: Read-Write/Speak Native Language 98%/98%, Read-Write/Speak Far Pilian Tongue 93%, Mathematics: Basic 95%,
Gymnastics (Bars & Rings 88%), Hand to Hand: Subjugation, Stone Ox, and Read-Write/Speak English 80%.
Special Program: Boxing, Wrestling, Acrobatics (Sense of Balance 98%, Walk Rope 96%, Climb Rope 98%, Back Flip 98%),
Depressurization Training (half damage from space), Zero Gravity Combat: Elite (+1 attack, +1 to strike, parry, dodge, disarm, pull punch, and +10 to
Spd), Pilot Hover Cycle 90%, W.P. Knife +3 to strike, +4 to parry, +5 to throw), W.P. Blunt +3 to strike/parry), W.P. Targeting (+2 to throw, throw 2
objects, critical strike on 19-20), W.P. Sword (+4 strike/+3 to parry), W.P. Chain (+2 to strike/+1 to parry), W.P. Staff (+2 to strike/parry), Climbing
98%, Prowl 83%, Tailing 83%, Detect Ambush 78%, Tracking (people) 73%, and Pilot: Personal Anti-Gravity Transportation 88%.
Secondary Skills: Athlete (General), Running, Wilderness Survival 68%, Land Navigation 68%, Law (General) 73%, Astronomy &
Navigation 68%, Whittling & Sculpting 68%, First Aid 83%, Lore Alien 58%, Radio: Basic 78%, Fencing (+1D6 to sword), and Philosophy 53%.
Money: He has $20,000 US dollars in precious metals/stones. He has 9000 Galactic credits on the ship.
Weapons: The following are his favorite.
Vibro-Sword, Damage: 3D6+3. -6 to parry single bullet or energy beam.
12 Energy Shurikens, Range: 200 feet (61 m), Damage: 4D6.
Kisentite Knife, Damage: 2D6. -6 to parry single bullet or energy beam.
Two Energy Nunchakus, Damage: 3D6+3 or stun (1D4 plus save vs non-lethal poison, 16 or better with P.E. bonus only, Failed roll means victim
loses initiative, -5 to strike, parry, and dodge, -10% to skill performance for 1D6 melee rounds).
Fighting Pike, a retractable metal-alloy staff about 5 feet (1.5 m) long when fully extended, otherwise 5 inches (12.5 cm), Damage: 3D6 or
1D6+2 projection attack. -6 to parry single bullet or energy beam.
Armor: Light weight, fiber suit that looks like silk, but is tough as steal; A.R. 15, S.D.C. 42, no prowl or climb penalties. He owns two of them.
Full Environmental Hard Armor, A.R. 17, S.D.C. 280, -15% to prowl, climb, and acrobatics/gymnastics.
Equipment & Vehicles: He uses whatever is required of him. The following he always keeps on his person.
Antigravity Ring, Range: Unlimited, Speed: 90-160 mph (144-256 km), Unlimited altitude, A.R.: 5 and S.D.C.:40. Bonus: +3 to dodge.
Galactic Communicator (a smart phone size communicator with satellite/low orbiting communication capabilities). Range: 300 miles
(range extends into space).
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3238
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
ORGUUS
Orguus loves to make a first impression. The moment people see him for the first time, and the awe/terror comes across their face, it always
puts a smile on his face. He spent many years exploring and experiencing life in the galaxy. He joined the Chedak space pirates because he thought it
would be fun to be a pirate, to plunder ships and leave those who encountered him a permanent memory. After a while though, the whole pirate thing
started to bore him. He thought about leaving until they captured Terran Jack—the Forever Pirate. Watching him escape custody and retake his ship
was amazing and made Orguus eager for more adventure. Each week with Terren Jack and his girlfriend Emeneta seems to provide him continuous fun
and excitement, what sort of crazy antics with Terren do next that will require the rest of the Infinity Pirates to save his ass yet again. There is never a
dull moment with Terren, oh there might be a week when nothing happens, and if that seems to be the case, Orguus will find a way to initiate mayhem
and chaos, for they are always good ways to start adventure and new quests. Orguus remains an Infinity Pirate for the entertainment value. He does
have some loyalty and friendship within the group, but to be quite honest he likes being the observer and watching events unfold around Terren who
continues to amuse him. Orguss thinks in a year or so he will leave the group and start to settle down on some planet. He does think Heroes Unlimited
Earth might be a good place for him to spend the rest of his days.
Real Name: Orguus Sacrath
Occupation: Pirate and Adventurer
Alignment: Unprincipled
Power Category: Alien (Dragonoid)
Experience Level: 8th
Hit Points: 103 S.D.C.: 235 Armor Rating: A.R.: 12
P.P.E.: 72
Appearance: He looks like a humanoid reptile, a bipedal golden dragon with large leathery wings (24 feet/7.3 m), long neck, yellow eyes, and
serpentine tail (9 feet/2.7 m). Horror Factor 14.
Attributes: I.Q. 19, M.E. 24, M.A. 16, P.S. 33 (extraordinary), P.P. 18, P.E. 20, P.B. 5, Spd. 23 (running), 240 mph/3486 km in flight.
Age: 220, Sex: Male, Height: 17 feet (5.1 m), Weight: 1000 lbs (450 kg)
Originating Alien Environment: Low Gravity
Natural Ability: Resistant to fire, heat, and cold (half damage), see the invisible, and impervious to disease. All the super abilities of Dragonoids
are natural abilities, common to all members of their race, making them unaffected by the Negate Super Power Ability.
Minor Super Abilities: Energy Expulsion: Fire (breath), Flight: Winged, Heighten Sense of Smell, Extraordinary P.S., and Healing Factor.
Combat Training: Hand to Hand: Basic
Attacks per Melee: 6/7 (3 initial +3 from Hand to Hand) +1 in flight
Combat Bonuses: +2 to Perception Rolls (+5 involving smell),+4 to initiative, +5 to strike (+7 in flight), +10 to parry (+12 in flight), +12 to
dodge/+16 in flight under 80 mph (128 km)/+18 in flight over 90 mph (144 km), +20 to damage/+4 to damage for every 20 mph (32.2 km) of flight
speed, +8 to roll with punch/fall, +2 to pull punch, and +1 disarm.
Saving Throws: +30% to save vs coma/death, +6 to save vs magic, poison and disease, 1/3 damage, effect, duration, and penalties from
poison, drugs, disease, and toxins, +8 to save vs psionics, and +4 to save vs Horror Factor.
Combat Skills: Punch/Stomp 2D4, Claws 2D6, Power Punch 4D4 (counts as two attacks), Power Claws 4D6 (counts as two attacks), Kick 2D6,
Tail Slap 3D6, Bite 2D4+2, Body Flip/Throw 2D6 plus P.S. damage bonus (lose initiative and 1 attack/action), Critical strike/knockout from behind, and
Critical strike on an unmodified roll of 19-20.
Other Bonuses: +5% to all skills and 40% trust/intimidate.
Educational Background: Space Pirate with No Familiarity with Earth
Common Skills: Read-Write/Speak Native Language 98%/98%, Read-Write/Speak Far Pilian Tongue 93%, Mathematics: Basic 98%, and
Read-Write/Speak English 85%.
Special Program: Find Contraband & Illegal Weapons 83%, Interrogation 85%, Detect Concealment 90%, Intelligence 84%, Gambling
(standard) 95%, Zero Gravity Combat: Basic, Hand to Hand: Basic, I.D. Undercover Agents 87%, Imitate Voice & Sounds 89%/83%, Prowl (in flight)
85%, Ventriloquism 63%, Detect Ambush 80%, Wilderness Survival 85%, Tracking (people) 75%, Astronomy & Navigation 90%, Land Navigation
78%, Tailing 85%, W.P. Super Ability (+2 to strike/aim/wild), Outdoormanship, Physical Labor, and Acrobatics (Sense of Balance 98%, Back Flip 98%).
Secondary Skills: Athlete (General), Swimming 95%, Lore: Alien 78%, Depressurization Training (half damage from space), Singing 90%,
Appraise Antiques 65%, Mathematics: Advance 81%, Law (General) 55%, and Track & Trap Animal 40%/50%.
Money: He has 280,000 US dollars in precious stones/metals. He has 56,000 Galactic credits on the ship.
Weapons: He relies on his natural abilities.
Energy Expulsion: Fire, Range: 300 feet (91.5 m), Damage: 10D6 or 1D6x10, Bonus: +5 to aim/+3 to shot wild.
Armor: None.
Equipment & Vehicles: He has no aversion to modern travel, especially spacecraft. He uses technology when it suited him or if the mission calls
for it.
Orguus loves to make a first impression. The moment people see him for the first time, and the awe/terror comes across their face, it always
puts a smile on his face. He spent many years exploring and experiencing life in the galaxy. He joined the Chedak space pirates because he thought it
would be fun to be a pirate, to plunder ships and leave those who encountered him a permanent memory. After a while though, the whole pirate thing
started to bore him. He thought about leaving until they captured Terran Jack—the Forever Pirate. Watching him escape custody and retake his ship
was amazing and made Orguus eager for more adventure. Each week with Terren Jack and his girlfriend Emeneta seems to provide him continuous fun
and excitement, what sort of crazy antics with Terren do next that will require the rest of the Infinity Pirates to save his ass yet again. There is never a
dull moment with Terren, oh there might be a week when nothing happens, and if that seems to be the case, Orguus will find a way to initiate mayhem
and chaos, for they are always good ways to start adventure and new quests. Orguus remains an Infinity Pirate for the entertainment value. He does
have some loyalty and friendship within the group, but to be quite honest he likes being the observer and watching events unfold around Terren who
continues to amuse him. Orguss thinks in a year or so he will leave the group and start to settle down on some planet. He does think Heroes Unlimited
Earth might be a good place for him to spend the rest of his days.
Real Name: Orguus Sacrath
Occupation: Pirate and Adventurer
Alignment: Unprincipled
Power Category: Alien (Dragonoid)
Experience Level: 8th
Hit Points: 103 S.D.C.: 235 Armor Rating: A.R.: 12
P.P.E.: 72
Appearance: He looks like a humanoid reptile, a bipedal golden dragon with large leathery wings (24 feet/7.3 m), long neck, yellow eyes, and
serpentine tail (9 feet/2.7 m). Horror Factor 14.
Attributes: I.Q. 19, M.E. 24, M.A. 16, P.S. 33 (extraordinary), P.P. 18, P.E. 20, P.B. 5, Spd. 23 (running), 240 mph/3486 km in flight.
Age: 220, Sex: Male, Height: 17 feet (5.1 m), Weight: 1000 lbs (450 kg)
Originating Alien Environment: Low Gravity
Natural Ability: Resistant to fire, heat, and cold (half damage), see the invisible, and impervious to disease. All the super abilities of Dragonoids
are natural abilities, common to all members of their race, making them unaffected by the Negate Super Power Ability.
Minor Super Abilities: Energy Expulsion: Fire (breath), Flight: Winged, Heighten Sense of Smell, Extraordinary P.S., and Healing Factor.
Combat Training: Hand to Hand: Basic
Attacks per Melee: 6/7 (3 initial +3 from Hand to Hand) +1 in flight
Combat Bonuses: +2 to Perception Rolls (+5 involving smell),+4 to initiative, +5 to strike (+7 in flight), +10 to parry (+12 in flight), +12 to
dodge/+16 in flight under 80 mph (128 km)/+18 in flight over 90 mph (144 km), +20 to damage/+4 to damage for every 20 mph (32.2 km) of flight
speed, +8 to roll with punch/fall, +2 to pull punch, and +1 disarm.
Saving Throws: +30% to save vs coma/death, +6 to save vs magic, poison and disease, 1/3 damage, effect, duration, and penalties from
poison, drugs, disease, and toxins, +8 to save vs psionics, and +4 to save vs Horror Factor.
Combat Skills: Punch/Stomp 2D4, Claws 2D6, Power Punch 4D4 (counts as two attacks), Power Claws 4D6 (counts as two attacks), Kick 2D6,
Tail Slap 3D6, Bite 2D4+2, Body Flip/Throw 2D6 plus P.S. damage bonus (lose initiative and 1 attack/action), Critical strike/knockout from behind, and
Critical strike on an unmodified roll of 19-20.
Other Bonuses: +5% to all skills and 40% trust/intimidate.
Educational Background: Space Pirate with No Familiarity with Earth
Common Skills: Read-Write/Speak Native Language 98%/98%, Read-Write/Speak Far Pilian Tongue 93%, Mathematics: Basic 98%, and
Read-Write/Speak English 85%.
Special Program: Find Contraband & Illegal Weapons 83%, Interrogation 85%, Detect Concealment 90%, Intelligence 84%, Gambling
(standard) 95%, Zero Gravity Combat: Basic, Hand to Hand: Basic, I.D. Undercover Agents 87%, Imitate Voice & Sounds 89%/83%, Prowl (in flight)
85%, Ventriloquism 63%, Detect Ambush 80%, Wilderness Survival 85%, Tracking (people) 75%, Astronomy & Navigation 90%, Land Navigation
78%, Tailing 85%, W.P. Super Ability (+2 to strike/aim/wild), Outdoormanship, Physical Labor, and Acrobatics (Sense of Balance 98%, Back Flip 98%).
Secondary Skills: Athlete (General), Swimming 95%, Lore: Alien 78%, Depressurization Training (half damage from space), Singing 90%,
Appraise Antiques 65%, Mathematics: Advance 81%, Law (General) 55%, and Track & Trap Animal 40%/50%.
Money: He has 280,000 US dollars in precious stones/metals. He has 56,000 Galactic credits on the ship.
Weapons: He relies on his natural abilities.
Energy Expulsion: Fire, Range: 300 feet (91.5 m), Damage: 10D6 or 1D6x10, Bonus: +5 to aim/+3 to shot wild.
Armor: None.
Equipment & Vehicles: He has no aversion to modern travel, especially spacecraft. He uses technology when it suited him or if the mission calls
for it.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3238
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
SETHA
Setha grew up on the world of Hatha deep in the caves away from the 200-degree F (93 C) oppressive surface heat. Here she developed her
deep connection with water and moisture. When the Bane Star Division of the Triceraton Empire arrived on Hatha to recruit indentured
operatives, Setha reluctantly went along having been pressured by her parents. Once aboard it soon became clear the Triceraton were looking for
some planets in the Ilta Quadrant to conquer. She started to have some serious misgivings about working with these extremely hostile aliens, and at
the first opportunity, she managed to escape, but not before sabotaging their engines. Their ship exploded killing everyone onboard. Setha snuck
aboard another spacecraft only to learn it was full of pirates with their leader being a ruthless Chedak who took an immediate liking to her. Setha not
having a way of escaping her current plight, did all that she could to fit in with the pirate crew, refusing to participate in their “pirate actions”. She also
noticed Jaulgon while he seemed to be one of the most violent and evil, he was always tender and kind to her and her situation. When Terran Jack
managed to escape and reclaim his ship, Setha to her amazement saw Jaulgon helping him. She likewise decided to aid the Forever Pirate. Once the
Chedak was defeated and Terran gave everyone a choice to leave or stay, Setha briefly thought about leaving, but instead decided she wanted to stay
and see how everything played out. She is so glad that she did. Now she has a close friendship with Emeneta (Terran’s girlfriend) and close confident
in Jaulgon. Sometimes Terran does stuff that makes her eyes roll and Orguus deliberately stirs up unnecessary trouble just for his amusement.
Nonetheless she doesn’t see herself going anywhere. However, she is terrified that the Triceratons will find her and punish her for what she did.
Occupation: Former indentured servant, now pirate and adventurer.
Alignment: Scrupulous
Power Category: Alien (Cave Hathas)
Experience Level: 7th
Hit Points: 35 S.D.C.: 70
P.P.E.: 6
Appearance: She has pale skin. Her narrow eyes are a fine gold color. She has neck-length, straight, silky black hair worn in a dignified style.
She has a wide-hipped build. Her outfit is purple and white in even proportions, vaguely resembles a gypsy dress.
Attributes: I.Q. 19, M.E. 16, M.A. 20, P.S. 16, P.P. 15, P.E. 13, P.B. 14, Spd. 30.
Age: 21, Sex: Female, Height: 5 foot and 7 inch (1.7 m), Weight: 136 lbs (62 kg)
Originating Alien Environment: Thermal World.
Vulnerability: She suffers cold exposure at 75 degrees F (24 C).
Natural Abilities: She takes half damage from fire and heat. She can sense the location and direction of a body of water, river, lake, etc, within
100 miles (160 km); 74%. She can accurately calculate the amount of moisture in the air and predict the likelihood of rain, fog, snow, etc., and when
a storm will hit (accurate within 6D6 minutes). When crossing a body of water, she can sense the shallowest, deepest, and/or safest path to cross, as
well as tell whether the water is contaminated by taking a tiny sip; 65%.
Major Super Abilities: Control Elemental Force: Water and Matter Expulsion: Liquid
(Special) based in part from Rifter #19 by Ed Sauerland). Note: The two powers do not work in tandem and cannot be combined together. Only one
can be active or any aspect of it be utilized at a time.
Matter Expulsion: Liquid. Setha is able to summon or absorb water (or moisture) in all its forms from the atmosphere, bodies of water (pond,
lake, ocean, bathtub, swimming pool, or fountain), living (organic) creatures, or an underground source (sewer, water pipeline, underground stream).
After summoning or absorbing the water from its source, she can manipulate it or absorb it into her body then use it in various ways. The more
moisture in the air (humidity), the more abundant water she can generate. Theoretically she has an almost unlimited supply of moisture at all times
since it is always present in the surrounding air or environment, however in places like her home planet (a vast desert) or high elevations require more
concentration (half her actions per melee round) instead of one. She draws moisture in from a 350-foot (106 m) area of effect in all directions,
including underground. If there is not enough moisture in the air, she can choose to draw in oxygen and hydrogen atoms to make water. The process
does not release any by-products or unused atoms.
1. Dehydration Attack: Setha can draw moisture out of a living being causing them to become very hot very quickly, causing headache,
disorientation, hot, dry skin, and difficulty breathing. If the victim is not cooled off quickly (within 4D4 melees), the victim has a 01-60% of lapsing
into a coma like unconsciousness. Those who fall into this coma like state are subject to the normal survivability coma/death rules without any side
effects. Those who fail to save coma/death will die. Range: Touch, Damage: Lose initiative, reduce all skill and combat bonuses by one-half, lose two
attacks per melee round, and reduce Spd by 70%. Failure to cool the victim down can result in unconsciousness. Saving Throw: Roll a 14 or better
using only P.E. attribute bonuses. A successful save results in immunity to the attack.
2. Water Aura. The power can be used to surround Setha with an aura of water. The water envelops her entire body and is 6 inches (15.24
cm) thick however it provides the same barrier as if the water was three feet (.9 m) deep. The water barrier provides a Natural Armor Rating of 10,
however any melee or physical blunt force attack that pass the armor rating will still have its damage reduces by 70%. All attacks from high
powered rifles (including a .50 caliber) are instantly negated and inflict no damage against the water aura even if they by-pass the Natural Armor
Rating. Projectiles from handguns and shot guns will inflict zero damage unless they are fired at point blank range (less than 10 feet/3 m) and will still
have their damage reduced by one-half. Bladed, spear-shaped throwing, and projectile weapons have no problem penetrating the water aura and the
Natural Armor Rating and S.D.C. is ineffective. Energy attacks do full damage, however fire and heat (plasma) attacks do half damage. Light/laser
attacks inflict half damage. Explosions, high speed car crashes, falls from great heights, and force bolts all have their damage reduced by 70%. S.D.C.
Protection: The aura provides 30 S.D.C., plus 10 per level of experience. If there is ample supply of moisture (water), the aura regenerates at a rate of
10 S.D.C. per melee and as long as she is conscious (cost one action to maintain per melee round). Once the S.D.C. of the aura is reduce to zero, the
aura is gone and cannot be replenished for one hour. The S.D.C. of the water aura must be destroyed first in order to harm Setha, however bladed,
throwing, and projectile weapons can ignore the NAR and S.D.C. of the water aura.
3. Hurl Water. Setha can shoot a stream of water from her finger tips like a fire hose. This has a variety of uses, from damaging
electronics to blinding opponents. Range; 50 feet (15.2 m), Duration: Instant, Damage: Minimal to most people, just 1D6 S.D.C., plus may blind
temporarily (-4 to strike, parry, and dodge for 1D4 melees), Bonus: +1 to strike.
4. Water Jet: This is a much more powerful stream of water, like a high-pressure water jet. It’s strong enough to knock most people over,
smash down a stone wall, wooden door, or cut through soft materials. Range: 80 feet (24.4 m), Duration: Instant, Damage: 3D6. S.D.C., plus it’s very
likely that they’ll be knocked down. Opponents must roll a 14 or better to maintain their balance, Bonus: +1 to strike.
5. Water Walk: Setha can walk or run on water as easily as if it was the ground. She doesn’t sink unless she wants to or is rendered
unconscious. Reduce Spd by 25%
6. Water Affinity: Setha can draw in oxygen from water. This enables her to remain submerged without air indefinitely. She retains her full
vision underwater. She can slip in and out of water without a sound or even making a splash.
7. Hydro-Magnet: She can cause any source of fresh or salt water (no other liquids) in a 140 foot (42.6 m) radius to flow toward her and
keep coming, up to 700 gallons (2649 L or 93 cubic feet), about 5830 lbs (2623 kg) or 2.9 tons, per melee round! This is enough water to fill a 5.5 x
5.5 x 3.5 foot (1.6 x 1.6 x 1 m) hot tub. The water at once starts to cover and soak a 20 foot (6.1 m) diameter around her. If in a room or vehicle that
is not water/airtight, it starts to fill up. If in a boat or a room on a boat, it starts to fill up, and depending on its size, could be in jeopardy of sinking.
She typically does this to create panic and confusion, to chase people away, or dowse a fire, but depending on the circumstances, she can use it to
drown people. Note: When she summons water, she is controlling the movement of water by manipulating surface tension, dowsing the water from the
ground and causing it to flow towards her. Author Note: Drawing water from a sealed container, a building, or an underground source (river, sewer,
water pipeline, hydrant, etc) can be done as long as the source is no more than 140 feet (42.6 m) away from her position. She doesn’t require line of
sight. Whatever the source, it will disgorge the water in a spraying burst (think a shaken can of carbonated soda pop) regardless if its open or sealed,
Unfortunately, bursting a container, draining a swimming pool, or breaking a water main is going to draw IMMEDIATE attention and cause significant
water damage to an area, especially indoors. It will also make everyone stop and stare in bewilderment as the water flows toward her regardless of
any physical barriers. It is also the G.Ms. discretion to determine “any” immediate cause and effects of her “breaking and damaging” the surrounding
area as she draws in hundreds of gallons of water towards her continuously.
8. Create Water: This is the ability to super-condense moisture from the air to create water as a sudden concentrated downpour. It can be
made to cover a wide area—60-foot (18.2 m) radius, or a tiny area—2-foot (0.6 m) radius. A maximum of 300 gallons (1135 L) enough water to fill a
5 x 5 x 3 foot (1.5 x 1.5 .9 m) hot tub can be created at a single time. Range: The water can be created up to 120 feet (36.5 m); Duration of the
downpour: One melee/15 seconds for under 100 gallons, three melees for all 300 gallons. Savings Throw: Dodge out of the way; Damage: None;
Attacks Per Melee: One.
9. Create Fog: By manipulating the moisture in the air she can create a fog. Those caught in the fog cannot see clearly for more than four
feet (1.2 m) in front of their noses and are at -4 to strike, parry and dodge or perform any long-range combat maneuvers while inside the fog. Visual
details are distorted and it is very hard to tell a friend from a foe (45% chance). Both radar and sonar are also impaired. Reduce range by one third
and impose a -20% penalty on sensing abilities. Area affected: 80-foot (24.3 m) radius; Range: Can be cast up to 300 feet (640 m), Duration: 35
minutes.
Combat Training: Basic
Attacks per Melee: 5 (2 initial + 3 from Hand to Hand)
Combat Bonuses: +1 to initiative, +1 to strike, +3 to parry, +3 to dodge/+6 with antigravity ring, +3 to damage, +3 to roll with punch/fall, and
+2 to pull punch
Saving Throws: +1 to save vs psionics & insanity and +3 to save vs Horror Factor.
Combat Skills: Punch 1D4, Power Punch 2D4 (counts as two attacks), Elbow/Forearm 1D6, Knee 1D6, Snap Kick 1D6, all Holds, and Critical
strike on an unmodified roll of 19-20.
Other Bonuses: +5% to all skills and 60% to trust/intimidate
Educational Background: General Studies with No Familiarity with Earth.
Common Skills: Read-Write/Speak Native Tongue 98%/98%, Read/Write/Speak FAR Pilian 95%, Mathematics: Basic 91%, Read-
Write/Speak English 85%, Wilderness Survival 75%, Excavation 80%, and Spelunking 90%.
Special Program: Meteorology 75%, Astronomy & Navigation 75%, Chemistry 95%, Xeno-Botany 70%, Pilot: Personal Anti-Gravity
Transportation 85%, Pilot: Kayaking & Canoes 88%, Radio: Basic 95%, Sensory Equipment 75%, and Surveillance 75%.
Secondary Skills: Hand to Hand: Basic, Athletics (general), Outdoormanship, Prowl 70%, Climbing 85%/75%, Running, Lore: Alien 75%,
Land Navigation 74%, First Aid 90%, Gardening 74%, Identify Plants & Fruits 75%, Computer Operation 85%, Public Speaking 75%, Research 60%,
and Law (General) 60%.
Money: He has 60,000 in US dollars in precious metal/stones. On board the Blackjack in a secret compartment she has 6000 credits.
Weapons: None, she is not a fan of guns and sword.
Armor: Hostile Environment Survival Suits (H.E.S.S.): An unarmored, light survival suit that protects her from hostile environments. A.R.
6, S.D.C. 20.
Far Light EBA Armor, A.R.: 13, S.D.C.: 110. She wears it only when Terran makes her.
Equipment & Vehicles:
Antigravity Ring, Range: Unlimited, Speed: 90-160 mph (144-256 km), Unlimited altitude, A.R.: 5 and S.D.C.:40. Bonus: +3 to dodge.
Galactic Communicator (a smart phone size communicator with satellite/low orbiting communication capabilities). Range: 300 miles
(range extends into space).
Setha grew up on the world of Hatha deep in the caves away from the 200-degree F (93 C) oppressive surface heat. Here she developed her
deep connection with water and moisture. When the Bane Star Division of the Triceraton Empire arrived on Hatha to recruit indentured
operatives, Setha reluctantly went along having been pressured by her parents. Once aboard it soon became clear the Triceraton were looking for
some planets in the Ilta Quadrant to conquer. She started to have some serious misgivings about working with these extremely hostile aliens, and at
the first opportunity, she managed to escape, but not before sabotaging their engines. Their ship exploded killing everyone onboard. Setha snuck
aboard another spacecraft only to learn it was full of pirates with their leader being a ruthless Chedak who took an immediate liking to her. Setha not
having a way of escaping her current plight, did all that she could to fit in with the pirate crew, refusing to participate in their “pirate actions”. She also
noticed Jaulgon while he seemed to be one of the most violent and evil, he was always tender and kind to her and her situation. When Terran Jack
managed to escape and reclaim his ship, Setha to her amazement saw Jaulgon helping him. She likewise decided to aid the Forever Pirate. Once the
Chedak was defeated and Terran gave everyone a choice to leave or stay, Setha briefly thought about leaving, but instead decided she wanted to stay
and see how everything played out. She is so glad that she did. Now she has a close friendship with Emeneta (Terran’s girlfriend) and close confident
in Jaulgon. Sometimes Terran does stuff that makes her eyes roll and Orguus deliberately stirs up unnecessary trouble just for his amusement.
Nonetheless she doesn’t see herself going anywhere. However, she is terrified that the Triceratons will find her and punish her for what she did.
Occupation: Former indentured servant, now pirate and adventurer.
Alignment: Scrupulous
Power Category: Alien (Cave Hathas)
Experience Level: 7th
Hit Points: 35 S.D.C.: 70
P.P.E.: 6
Appearance: She has pale skin. Her narrow eyes are a fine gold color. She has neck-length, straight, silky black hair worn in a dignified style.
She has a wide-hipped build. Her outfit is purple and white in even proportions, vaguely resembles a gypsy dress.
Attributes: I.Q. 19, M.E. 16, M.A. 20, P.S. 16, P.P. 15, P.E. 13, P.B. 14, Spd. 30.
Age: 21, Sex: Female, Height: 5 foot and 7 inch (1.7 m), Weight: 136 lbs (62 kg)
Originating Alien Environment: Thermal World.
Vulnerability: She suffers cold exposure at 75 degrees F (24 C).
Natural Abilities: She takes half damage from fire and heat. She can sense the location and direction of a body of water, river, lake, etc, within
100 miles (160 km); 74%. She can accurately calculate the amount of moisture in the air and predict the likelihood of rain, fog, snow, etc., and when
a storm will hit (accurate within 6D6 minutes). When crossing a body of water, she can sense the shallowest, deepest, and/or safest path to cross, as
well as tell whether the water is contaminated by taking a tiny sip; 65%.
Major Super Abilities: Control Elemental Force: Water and Matter Expulsion: Liquid
(Special) based in part from Rifter #19 by Ed Sauerland). Note: The two powers do not work in tandem and cannot be combined together. Only one
can be active or any aspect of it be utilized at a time.
Matter Expulsion: Liquid. Setha is able to summon or absorb water (or moisture) in all its forms from the atmosphere, bodies of water (pond,
lake, ocean, bathtub, swimming pool, or fountain), living (organic) creatures, or an underground source (sewer, water pipeline, underground stream).
After summoning or absorbing the water from its source, she can manipulate it or absorb it into her body then use it in various ways. The more
moisture in the air (humidity), the more abundant water she can generate. Theoretically she has an almost unlimited supply of moisture at all times
since it is always present in the surrounding air or environment, however in places like her home planet (a vast desert) or high elevations require more
concentration (half her actions per melee round) instead of one. She draws moisture in from a 350-foot (106 m) area of effect in all directions,
including underground. If there is not enough moisture in the air, she can choose to draw in oxygen and hydrogen atoms to make water. The process
does not release any by-products or unused atoms.
1. Dehydration Attack: Setha can draw moisture out of a living being causing them to become very hot very quickly, causing headache,
disorientation, hot, dry skin, and difficulty breathing. If the victim is not cooled off quickly (within 4D4 melees), the victim has a 01-60% of lapsing
into a coma like unconsciousness. Those who fall into this coma like state are subject to the normal survivability coma/death rules without any side
effects. Those who fail to save coma/death will die. Range: Touch, Damage: Lose initiative, reduce all skill and combat bonuses by one-half, lose two
attacks per melee round, and reduce Spd by 70%. Failure to cool the victim down can result in unconsciousness. Saving Throw: Roll a 14 or better
using only P.E. attribute bonuses. A successful save results in immunity to the attack.
2. Water Aura. The power can be used to surround Setha with an aura of water. The water envelops her entire body and is 6 inches (15.24
cm) thick however it provides the same barrier as if the water was three feet (.9 m) deep. The water barrier provides a Natural Armor Rating of 10,
however any melee or physical blunt force attack that pass the armor rating will still have its damage reduces by 70%. All attacks from high
powered rifles (including a .50 caliber) are instantly negated and inflict no damage against the water aura even if they by-pass the Natural Armor
Rating. Projectiles from handguns and shot guns will inflict zero damage unless they are fired at point blank range (less than 10 feet/3 m) and will still
have their damage reduced by one-half. Bladed, spear-shaped throwing, and projectile weapons have no problem penetrating the water aura and the
Natural Armor Rating and S.D.C. is ineffective. Energy attacks do full damage, however fire and heat (plasma) attacks do half damage. Light/laser
attacks inflict half damage. Explosions, high speed car crashes, falls from great heights, and force bolts all have their damage reduced by 70%. S.D.C.
Protection: The aura provides 30 S.D.C., plus 10 per level of experience. If there is ample supply of moisture (water), the aura regenerates at a rate of
10 S.D.C. per melee and as long as she is conscious (cost one action to maintain per melee round). Once the S.D.C. of the aura is reduce to zero, the
aura is gone and cannot be replenished for one hour. The S.D.C. of the water aura must be destroyed first in order to harm Setha, however bladed,
throwing, and projectile weapons can ignore the NAR and S.D.C. of the water aura.
3. Hurl Water. Setha can shoot a stream of water from her finger tips like a fire hose. This has a variety of uses, from damaging
electronics to blinding opponents. Range; 50 feet (15.2 m), Duration: Instant, Damage: Minimal to most people, just 1D6 S.D.C., plus may blind
temporarily (-4 to strike, parry, and dodge for 1D4 melees), Bonus: +1 to strike.
4. Water Jet: This is a much more powerful stream of water, like a high-pressure water jet. It’s strong enough to knock most people over,
smash down a stone wall, wooden door, or cut through soft materials. Range: 80 feet (24.4 m), Duration: Instant, Damage: 3D6. S.D.C., plus it’s very
likely that they’ll be knocked down. Opponents must roll a 14 or better to maintain their balance, Bonus: +1 to strike.
5. Water Walk: Setha can walk or run on water as easily as if it was the ground. She doesn’t sink unless she wants to or is rendered
unconscious. Reduce Spd by 25%
6. Water Affinity: Setha can draw in oxygen from water. This enables her to remain submerged without air indefinitely. She retains her full
vision underwater. She can slip in and out of water without a sound or even making a splash.
7. Hydro-Magnet: She can cause any source of fresh or salt water (no other liquids) in a 140 foot (42.6 m) radius to flow toward her and
keep coming, up to 700 gallons (2649 L or 93 cubic feet), about 5830 lbs (2623 kg) or 2.9 tons, per melee round! This is enough water to fill a 5.5 x
5.5 x 3.5 foot (1.6 x 1.6 x 1 m) hot tub. The water at once starts to cover and soak a 20 foot (6.1 m) diameter around her. If in a room or vehicle that
is not water/airtight, it starts to fill up. If in a boat or a room on a boat, it starts to fill up, and depending on its size, could be in jeopardy of sinking.
She typically does this to create panic and confusion, to chase people away, or dowse a fire, but depending on the circumstances, she can use it to
drown people. Note: When she summons water, she is controlling the movement of water by manipulating surface tension, dowsing the water from the
ground and causing it to flow towards her. Author Note: Drawing water from a sealed container, a building, or an underground source (river, sewer,
water pipeline, hydrant, etc) can be done as long as the source is no more than 140 feet (42.6 m) away from her position. She doesn’t require line of
sight. Whatever the source, it will disgorge the water in a spraying burst (think a shaken can of carbonated soda pop) regardless if its open or sealed,
Unfortunately, bursting a container, draining a swimming pool, or breaking a water main is going to draw IMMEDIATE attention and cause significant
water damage to an area, especially indoors. It will also make everyone stop and stare in bewilderment as the water flows toward her regardless of
any physical barriers. It is also the G.Ms. discretion to determine “any” immediate cause and effects of her “breaking and damaging” the surrounding
area as she draws in hundreds of gallons of water towards her continuously.
8. Create Water: This is the ability to super-condense moisture from the air to create water as a sudden concentrated downpour. It can be
made to cover a wide area—60-foot (18.2 m) radius, or a tiny area—2-foot (0.6 m) radius. A maximum of 300 gallons (1135 L) enough water to fill a
5 x 5 x 3 foot (1.5 x 1.5 .9 m) hot tub can be created at a single time. Range: The water can be created up to 120 feet (36.5 m); Duration of the
downpour: One melee/15 seconds for under 100 gallons, three melees for all 300 gallons. Savings Throw: Dodge out of the way; Damage: None;
Attacks Per Melee: One.
9. Create Fog: By manipulating the moisture in the air she can create a fog. Those caught in the fog cannot see clearly for more than four
feet (1.2 m) in front of their noses and are at -4 to strike, parry and dodge or perform any long-range combat maneuvers while inside the fog. Visual
details are distorted and it is very hard to tell a friend from a foe (45% chance). Both radar and sonar are also impaired. Reduce range by one third
and impose a -20% penalty on sensing abilities. Area affected: 80-foot (24.3 m) radius; Range: Can be cast up to 300 feet (640 m), Duration: 35
minutes.
Combat Training: Basic
Attacks per Melee: 5 (2 initial + 3 from Hand to Hand)
Combat Bonuses: +1 to initiative, +1 to strike, +3 to parry, +3 to dodge/+6 with antigravity ring, +3 to damage, +3 to roll with punch/fall, and
+2 to pull punch
Saving Throws: +1 to save vs psionics & insanity and +3 to save vs Horror Factor.
Combat Skills: Punch 1D4, Power Punch 2D4 (counts as two attacks), Elbow/Forearm 1D6, Knee 1D6, Snap Kick 1D6, all Holds, and Critical
strike on an unmodified roll of 19-20.
Other Bonuses: +5% to all skills and 60% to trust/intimidate
Educational Background: General Studies with No Familiarity with Earth.
Common Skills: Read-Write/Speak Native Tongue 98%/98%, Read/Write/Speak FAR Pilian 95%, Mathematics: Basic 91%, Read-
Write/Speak English 85%, Wilderness Survival 75%, Excavation 80%, and Spelunking 90%.
Special Program: Meteorology 75%, Astronomy & Navigation 75%, Chemistry 95%, Xeno-Botany 70%, Pilot: Personal Anti-Gravity
Transportation 85%, Pilot: Kayaking & Canoes 88%, Radio: Basic 95%, Sensory Equipment 75%, and Surveillance 75%.
Secondary Skills: Hand to Hand: Basic, Athletics (general), Outdoormanship, Prowl 70%, Climbing 85%/75%, Running, Lore: Alien 75%,
Land Navigation 74%, First Aid 90%, Gardening 74%, Identify Plants & Fruits 75%, Computer Operation 85%, Public Speaking 75%, Research 60%,
and Law (General) 60%.
Money: He has 60,000 in US dollars in precious metal/stones. On board the Blackjack in a secret compartment she has 6000 credits.
Weapons: None, she is not a fan of guns and sword.
Armor: Hostile Environment Survival Suits (H.E.S.S.): An unarmored, light survival suit that protects her from hostile environments. A.R.
6, S.D.C. 20.
Far Light EBA Armor, A.R.: 13, S.D.C.: 110. She wears it only when Terran makes her.
Equipment & Vehicles:
Antigravity Ring, Range: Unlimited, Speed: 90-160 mph (144-256 km), Unlimited altitude, A.R.: 5 and S.D.C.:40. Bonus: +3 to dodge.
Galactic Communicator (a smart phone size communicator with satellite/low orbiting communication capabilities). Range: 300 miles
(range extends into space).
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3238
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
ZEIN
He is dark and mysterious. He speaks very little about his past, although many are familiar with the history of the Manarr. What he doesn’t share
is that he spent 15 years as a bounty hunter for the TMC, capturing many dangerous aliens and criminals. Some he took as prisoners; others will be
seen in this life again. At one point, he seriously started to consider just killing criminals instead of capturing them, hunting them down like the law
break scum that they are, especially those who don’t appreciate life and all that it has to offer. Then he decided to infiltrate a group of space pirates
hoping to take down their leader. He played the role of a traitor to the Manarr race, a pirate, a killer, death itself. He was such a good actor; he became
a close confidant of the Chedak space captain (the one he was after all along). Then one day they meet an unidentifiable humanoid alien who went by
the name Terren Jack. In no time at all, Terren managed to escape (with some help thanks to Setha and Jaulgon) and reclaim his ship. Zein decided at
that moment to lend some assistance and help them take out a few others without anyone knowing the wiser. He then in public switched sides and
joined up with Terren and the others. His plan at first was to lay low and capture and turn in Terren to the proper authorities, but as it turned out,
Terren pirarcy was more like a knight-errant who stole from those with too much or what they had/own was a danger to others. In the end Zein
decided he would remain with the Infinity Pirate to act as their unseen guardian. As long as they acted like the Infinity Pirates, he would allow them
their lives and their freedom, but if they ever start toward the path of being true pirates, villainous scum bags, or breaking laws that should never be
broken, he won’t hesitate to take them down and if necessary, take them all out for good.
Real Name: Zein Th'rhavor
Occupation: Pirate and Bounty Hunter
Alignment: Scrupulous who tends to be reactionary, cruel, and strike with deadly force.
Power Category: Alien (Manarr)
Experience Level: 8th
Hit Points: 39 S.D.C.: 97
P.P.E.: 28
Appearance: When he is not in his grim reaper armor (very rare), he looks like a typical humanoid, with large burgundy eyes and long, straight,
fine, brown hair worn in a dignified style. He is tall and has a graceful build. His skin color is china-white. His grim reaper appearance is enough to
unease most people (Horror Factor 8/10 with shadow cloak), but those who know the Manarr reputation are even more wary (Horror Factor 12/14 with
shadow cloak).
Attributes: I.Q. 20, M.E. 22, M.A. 9, P.S. 15, P.P. 19, P.E. 13, P.B. 14, Spd. 31.
Age: 38, Sex: Male, Height: 7 feet and 9 inches (2.36 m), Weight: 300 lbs (135 kg)
Originating Alien Environment: Low Gravity
Natural Ability: Impervious to Mind Control and Possession
Major Super Ability: Distort Space
Minor Super Abilities: Doorway and Shadow Cloak. Note: Nightvision 100 feet (30.4 m) with Shadow Cloak.
Combat Training: Hand to Hand: Expert
Attacks per Melee: 5 (2 initial +3 from Hand to Hand)
Combat Bonuses: +2 to Perception Rolls, +4 to initiative, +2 to strike, +4 to parry, +4 to dodge, + to damage, +3 to roll with punch/fall, +3 to
pull punch, and +3 disarm. Note: With the shadow clock on, all attackers see their bonuses to strike, parry, dodge, disarm, and entangle, as well as
initiative and perception reduced by half).
Saving Throws: +4 to save vs psionics, +5 to save vs insanity, and +8 to save vs Horror Factor.
Combat Skills: Punch 1D4, Power Punch 2D4 (counts as two attacks), Karate Kick 2D4+2, Roundhouse Kick 3D6+2, Snap Kick 1D6+2,
Tripping/Leghook (cannot be paired, must dodge or knockdown), Elbow/Forearm 1D6, Knee 1D6, Body Flip/Throw 1D6 plus P.S. damage bonus (lose
initiative and 1 attack/action), All Holds, Paired Weapons, Critical strike/knockout from behind, and Critical strike on an unmodified roll of 18-20.
Other Bonuses: +5% to all skills
Educational Background: Intergalactic Bounty Hunter with Some Familiarity with Earth
Common Skills: Read-Write/Speak Native Language 98%/98%, Read-Write/Speak TMC’s Thimerian Code 98%, Mathematics: Basic 93%,
Pilot: Personal Anti-Gravity Transportation 85%, and Read-Write/Speak English, Chinese, Hindi, & Spanish 95%.
Special Program: Computer Operation 98%, Streetwise 72%, Find Contraband & Illegal Weapons 78%, Prowl 80%/98% with shadow
cloak, Tracking (people) 95%, Surveillance 95%, Tailing 98%, Pilot: Civilian Spacecraft: Small 98%, W.P. Energy Rifle (+4 to aim/+2 to burst), Hand to
Hand: Expert, Zero Gravity: Basic, Intelligence (79%), Undercover Ops 85%, Detect Concealment 80%, I.D. Undercover Agents 97%, Sensory
Equipment 85%, Radio: Basic 98%, Pilot: Robot Vehicle/Power Armor 95%, Pilot Hover Cycle 98%, Navigation: Space 95%, Wilderness Survival 85%,
Land Navigation 83%, W.P. Pole Arm +3 to strike/parry +4 to damage), and W.P. Targeting (+3 to throw, critical strike on unmodified 19-2, throw 2).
Secondary Skill: Athlete (General), Running, Body Build & Weightlifting, Depressurization Training (half damage from space), Aerobic
Athletics, Law (General) 70%, Recognize Weapon Quality 60%, Lore: Alien 59%, and Hover Vehicle Mechanics 45%.
Money: He has 80,000 US dollars in precious stones/metals. He has 36,000 Galactic credits on the ship.
Weapons: He utilizes the following.
Energy Scythe, Damage: 6D6. Laser Blast, Range: 100 feet (30.5), Damage: 6D6, Rate of Fire: Single shot, Payload: 8 per hour (recharge 1
per hour). Stun Blast, Range: 135 feet (41 m), Damage: Saving throw vs lethal poison 14, using P.E bonus only). Fail save reduce speed and the
number of attacks per melee by half, -8 to strike, parry, and dodge for 1D4+1 melee rounds; multiple stun blasts may extend the duration of the stun
effect but not the penalties. Rate of Fire: Single Shot, Payload: 12 shots (recharge 1 blast every 30 minutes).
Ten Energy Shurikens, Range: 120 feet (36.6 m), Damage: 2D6 with a 1-80% likelihood of knocking their victim off his feet! Not applicable to
beings who weigh 500 lbs (225 kg) or more. The knockdown impact causes the victim to lose initiative and one melee action/attack each time he is
knocked off his feet. These don’t cut but do force damage.
Six Concussion Grenades, Designed to knock down and stun victims. When detonated, the grenade erupts in a 30-foot (9.1 m) blast radius
causing 1D4 points of damage to everyone within. Individuals caught in the blast must roll above a 15 on a d20 (P.E. bonus apply) or they will be
knocked off their feet and stunned (01-65%). If only knocked down, the victim will experience ringing ears and a headache, but only lose one melee
action/attack and initiative. If stunned, the victim is dazed, -10 to strike, parry, and dodge, roll with impact or pull punch, is the last to attack (no
initiative) and reduce Spd and attack/actions per melee round by one-half for 1D4 melee rounds
10 Mini-Tear Gas Grenades (golf ball size), the gas will instantly affect all characters without protective masks or environmental body armor. The
eyes burn, sting and water profusely, causing great discomfort and making seeing clearly impossible. The gas also makes breathing difficult and
irritates exposed skin. The effect lasts for about 3D4 minutes. The 20 x 20 foot (6.1 x 6.1m) cloud dissipates in about three minutes unless blown
away by wind (dissipates in about 1D4 minutes). There is no saving throw for tear gas. Victims are –10 to strike, parry, and dodge, -3 on initiative,
and lose one melee attack/action for each of the next 1D6+1 melee rounds. Those in environmental armor are completely safe and not affected.
Armor: He only wears one suit and almost never takes it off.
Grim Reaper Armor, (light exoskeleton): A.R. 19, S.D.C. 160, P.S. 24 (superhuman, +9 on damage). Spd 61 (42.7 mph/68.7 km), Leap 12 feet
(3.6 m) high or 18 feet (5.5 m) lengthwise, and Flight via detachable silent (sound suppressor), zero emissions out-take jet backpack (50 mph/80 km
or hover stationary; maximum altitude is 1000 feet (305 m), long-range radio (150 miles/240 km), enhanced optics: see into the infrared and
ultraviolet spectrums (600 foot (183 m range), built-in language translator, full environmental body armor with independent oxygen supply, air
purification and circulation system, an internal cooling system, stealth coating (he is invisible to radar, infrared, and thermal sensors/camera. He is
virtually undetectable in darkness by traditional night optics or passive Nightvison), and has most of the features common to environmental body
armor.
Laser beams, (fired from the eyes): Range: 500 feet (152 m), Damage, 2D6 from one eye beam, 4D6 from both. Rate of Fire: Single shot
one from each eye, counts as one attack per melee. Payload: 20 blast per hour. Bonuses: +2 to strike,
Equipment & Vehicles: He utilizes whatever is available to him to get the job done. He mostly relies on his gear and his super abilities.
He is dark and mysterious. He speaks very little about his past, although many are familiar with the history of the Manarr. What he doesn’t share
is that he spent 15 years as a bounty hunter for the TMC, capturing many dangerous aliens and criminals. Some he took as prisoners; others will be
seen in this life again. At one point, he seriously started to consider just killing criminals instead of capturing them, hunting them down like the law
break scum that they are, especially those who don’t appreciate life and all that it has to offer. Then he decided to infiltrate a group of space pirates
hoping to take down their leader. He played the role of a traitor to the Manarr race, a pirate, a killer, death itself. He was such a good actor; he became
a close confidant of the Chedak space captain (the one he was after all along). Then one day they meet an unidentifiable humanoid alien who went by
the name Terren Jack. In no time at all, Terren managed to escape (with some help thanks to Setha and Jaulgon) and reclaim his ship. Zein decided at
that moment to lend some assistance and help them take out a few others without anyone knowing the wiser. He then in public switched sides and
joined up with Terren and the others. His plan at first was to lay low and capture and turn in Terren to the proper authorities, but as it turned out,
Terren pirarcy was more like a knight-errant who stole from those with too much or what they had/own was a danger to others. In the end Zein
decided he would remain with the Infinity Pirate to act as their unseen guardian. As long as they acted like the Infinity Pirates, he would allow them
their lives and their freedom, but if they ever start toward the path of being true pirates, villainous scum bags, or breaking laws that should never be
broken, he won’t hesitate to take them down and if necessary, take them all out for good.
Real Name: Zein Th'rhavor
Occupation: Pirate and Bounty Hunter
Alignment: Scrupulous who tends to be reactionary, cruel, and strike with deadly force.
Power Category: Alien (Manarr)
Experience Level: 8th
Hit Points: 39 S.D.C.: 97
P.P.E.: 28
Appearance: When he is not in his grim reaper armor (very rare), he looks like a typical humanoid, with large burgundy eyes and long, straight,
fine, brown hair worn in a dignified style. He is tall and has a graceful build. His skin color is china-white. His grim reaper appearance is enough to
unease most people (Horror Factor 8/10 with shadow cloak), but those who know the Manarr reputation are even more wary (Horror Factor 12/14 with
shadow cloak).
Attributes: I.Q. 20, M.E. 22, M.A. 9, P.S. 15, P.P. 19, P.E. 13, P.B. 14, Spd. 31.
Age: 38, Sex: Male, Height: 7 feet and 9 inches (2.36 m), Weight: 300 lbs (135 kg)
Originating Alien Environment: Low Gravity
Natural Ability: Impervious to Mind Control and Possession
Major Super Ability: Distort Space
Minor Super Abilities: Doorway and Shadow Cloak. Note: Nightvision 100 feet (30.4 m) with Shadow Cloak.
Combat Training: Hand to Hand: Expert
Attacks per Melee: 5 (2 initial +3 from Hand to Hand)
Combat Bonuses: +2 to Perception Rolls, +4 to initiative, +2 to strike, +4 to parry, +4 to dodge, + to damage, +3 to roll with punch/fall, +3 to
pull punch, and +3 disarm. Note: With the shadow clock on, all attackers see their bonuses to strike, parry, dodge, disarm, and entangle, as well as
initiative and perception reduced by half).
Saving Throws: +4 to save vs psionics, +5 to save vs insanity, and +8 to save vs Horror Factor.
Combat Skills: Punch 1D4, Power Punch 2D4 (counts as two attacks), Karate Kick 2D4+2, Roundhouse Kick 3D6+2, Snap Kick 1D6+2,
Tripping/Leghook (cannot be paired, must dodge or knockdown), Elbow/Forearm 1D6, Knee 1D6, Body Flip/Throw 1D6 plus P.S. damage bonus (lose
initiative and 1 attack/action), All Holds, Paired Weapons, Critical strike/knockout from behind, and Critical strike on an unmodified roll of 18-20.
Other Bonuses: +5% to all skills
Educational Background: Intergalactic Bounty Hunter with Some Familiarity with Earth
Common Skills: Read-Write/Speak Native Language 98%/98%, Read-Write/Speak TMC’s Thimerian Code 98%, Mathematics: Basic 93%,
Pilot: Personal Anti-Gravity Transportation 85%, and Read-Write/Speak English, Chinese, Hindi, & Spanish 95%.
Special Program: Computer Operation 98%, Streetwise 72%, Find Contraband & Illegal Weapons 78%, Prowl 80%/98% with shadow
cloak, Tracking (people) 95%, Surveillance 95%, Tailing 98%, Pilot: Civilian Spacecraft: Small 98%, W.P. Energy Rifle (+4 to aim/+2 to burst), Hand to
Hand: Expert, Zero Gravity: Basic, Intelligence (79%), Undercover Ops 85%, Detect Concealment 80%, I.D. Undercover Agents 97%, Sensory
Equipment 85%, Radio: Basic 98%, Pilot: Robot Vehicle/Power Armor 95%, Pilot Hover Cycle 98%, Navigation: Space 95%, Wilderness Survival 85%,
Land Navigation 83%, W.P. Pole Arm +3 to strike/parry +4 to damage), and W.P. Targeting (+3 to throw, critical strike on unmodified 19-2, throw 2).
Secondary Skill: Athlete (General), Running, Body Build & Weightlifting, Depressurization Training (half damage from space), Aerobic
Athletics, Law (General) 70%, Recognize Weapon Quality 60%, Lore: Alien 59%, and Hover Vehicle Mechanics 45%.
Money: He has 80,000 US dollars in precious stones/metals. He has 36,000 Galactic credits on the ship.
Weapons: He utilizes the following.
Energy Scythe, Damage: 6D6. Laser Blast, Range: 100 feet (30.5), Damage: 6D6, Rate of Fire: Single shot, Payload: 8 per hour (recharge 1
per hour). Stun Blast, Range: 135 feet (41 m), Damage: Saving throw vs lethal poison 14, using P.E bonus only). Fail save reduce speed and the
number of attacks per melee by half, -8 to strike, parry, and dodge for 1D4+1 melee rounds; multiple stun blasts may extend the duration of the stun
effect but not the penalties. Rate of Fire: Single Shot, Payload: 12 shots (recharge 1 blast every 30 minutes).
Ten Energy Shurikens, Range: 120 feet (36.6 m), Damage: 2D6 with a 1-80% likelihood of knocking their victim off his feet! Not applicable to
beings who weigh 500 lbs (225 kg) or more. The knockdown impact causes the victim to lose initiative and one melee action/attack each time he is
knocked off his feet. These don’t cut but do force damage.
Six Concussion Grenades, Designed to knock down and stun victims. When detonated, the grenade erupts in a 30-foot (9.1 m) blast radius
causing 1D4 points of damage to everyone within. Individuals caught in the blast must roll above a 15 on a d20 (P.E. bonus apply) or they will be
knocked off their feet and stunned (01-65%). If only knocked down, the victim will experience ringing ears and a headache, but only lose one melee
action/attack and initiative. If stunned, the victim is dazed, -10 to strike, parry, and dodge, roll with impact or pull punch, is the last to attack (no
initiative) and reduce Spd and attack/actions per melee round by one-half for 1D4 melee rounds
10 Mini-Tear Gas Grenades (golf ball size), the gas will instantly affect all characters without protective masks or environmental body armor. The
eyes burn, sting and water profusely, causing great discomfort and making seeing clearly impossible. The gas also makes breathing difficult and
irritates exposed skin. The effect lasts for about 3D4 minutes. The 20 x 20 foot (6.1 x 6.1m) cloud dissipates in about three minutes unless blown
away by wind (dissipates in about 1D4 minutes). There is no saving throw for tear gas. Victims are –10 to strike, parry, and dodge, -3 on initiative,
and lose one melee attack/action for each of the next 1D6+1 melee rounds. Those in environmental armor are completely safe and not affected.
Armor: He only wears one suit and almost never takes it off.
Grim Reaper Armor, (light exoskeleton): A.R. 19, S.D.C. 160, P.S. 24 (superhuman, +9 on damage). Spd 61 (42.7 mph/68.7 km), Leap 12 feet
(3.6 m) high or 18 feet (5.5 m) lengthwise, and Flight via detachable silent (sound suppressor), zero emissions out-take jet backpack (50 mph/80 km
or hover stationary; maximum altitude is 1000 feet (305 m), long-range radio (150 miles/240 km), enhanced optics: see into the infrared and
ultraviolet spectrums (600 foot (183 m range), built-in language translator, full environmental body armor with independent oxygen supply, air
purification and circulation system, an internal cooling system, stealth coating (he is invisible to radar, infrared, and thermal sensors/camera. He is
virtually undetectable in darkness by traditional night optics or passive Nightvison), and has most of the features common to environmental body
armor.
Laser beams, (fired from the eyes): Range: 500 feet (152 m), Damage, 2D6 from one eye beam, 4D6 from both. Rate of Fire: Single shot
one from each eye, counts as one attack per melee. Payload: 20 blast per hour. Bonuses: +2 to strike,
Equipment & Vehicles: He utilizes whatever is available to him to get the job done. He mostly relies on his gear and his super abilities.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3238
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
AVVIX
Avvix left his homeworld of Relo to follow the path set for him by the great goddess Arsta, to aid and defend less advance cultures. He was
recruited by the TMC to join their Piracy Division, a job that required him to stop, prevent, and investigate instances of piracy as well as recover stolen
goods, and track and apprehend space pirates. He often explored derelict and suspicious spacecraft, space stations, and outposts. He questions
squatters and colonists looking for signs of piracy. One day he found what he thought was an abandoned ship only it turned out to be full of pirates
under the leadership of a Chedak space captain. They shot and killed him. His natural ability, however, brought him back to life. When he was found
again, this time he pretended to be “reborn” with a new outlook on life. When in truth he was biding his time looking for avenues for escape as well as
taking the pirates down. As luck would have it, pirates tried to take possession of a highly advanced spacecraft of Terren Jack. The Forever Pirate
however turned out to be quite crafty and not only managed to escape but defeated the pirates to reclaim his vessel. He then offered them a choice,
join him or leave. Avvix jumped at the opportunity to switch sides. Avvix had the opportunity to rejoin the TMC but choose instead to stay with the
Infinity Pirates. There was something about the antics of Terren that Avvix found more appealing than the TMC. He is also convinced the reason Terren
is immortal is because he has received a blessing from the goddess Arsta. Avvis is always trying to get Terren to visit Relo so the planet can bless him
and make him her Divine Champion to bring truth, justice, and peace across the galaxy. At times he questions whether or not the great goddess would
give immortality to a strange humanoid yet only grants so many rebirths to her chosen people, but one does not question the decisions of the goddess.
Right now, Avvix is happy to do whatever he can to help spread aid and assistance across the galaxy, even though he doesn’t understand the motives
and strange behaviors of its champion.
Real Name: Avvix
Occupation: Soldier and Space Pirate
Alignment: Scrupulous who tried his best to avoid violence and hurt others.
Power Category: Alien (Relogian)
Experience Level: 8th
Hit Points: 109 S.D.C.: 303 Armor Rating: A.R.: 16
P.P.E.: 8
Appearance: He is an insect humanoid with a compound eye, antennae (two horn-like protrusions), and a hard chitinous exoskeleton
black/white. Horror Factor 14
Attributes: I.Q. 11, M.E. 13, M.A. 10, P.S. 30, P.P. 18, P.E. 23, P.B. 2, Spd. 37 (25.9 mph/41 km).
Age: 38, Sex: Male, Height: 10 feet and 1 inch (3.0 m), Weight: 350 lbs (157.5 kg)
Originating Alien Environment: Low Gravity/Vegetation World.
Natural Abilities: Compound Eye (50 S.D.C.): 180 degree area of sight, Ultraviolet vision: Can see that spectrum of light, Polarized sight:
Can tell direction (95%) by the position of the sun and by the direction of sunlight. Not adversely affected by bright light and glare.
Antennae—Smell: Track and maneuver by smell alone: 75%.; roll once for every 1000 feet (305 m). Double range to follow the chemical
secretions of his people, and four miles (6.4 km) for smelling the chemical alarm of his species (automatically recognizes alarm chemicals). Identify common, known
smells, and insect chemical smells: 90%. Range: 1200 feet (365 m). Remember and identify a specific unusual scent: 50%. Range: 1200 feet (365
m). Smell the coming of rain and large fires: 60%; two miles (3.2 km) range. Antenna—Touch: Identify common, known objects/substances
0%/40%, Identify temperature within1D6 degrees 90%, and Identify wind direction 70%. Antennae—Hearing: Track by Sound Alone 54%,
Range: 1000 feet (305 m), Motion detection and track by motion detection alone 50%, Range: 500 feet (152 m). Feel the vibrations of approaching
ground vehicle(s), giant bots, herd of animals, and giant animals, up to 6 miles 9.6 km) away. Running or walking humanoids (2000 feet/365 m) away.
Flying vehicles or animals (4000 feet/122 m) away. Hear ultrasonic sounds: Range: 2000 feet (610 m). Communicate with ultrasonic sounds: 2000
feet (610). Chemical Secretion: Warning and Death
Vulnerabilities: Like all insect humanoids with compound eyes, his vision is crude, offering shapes, shadows, and limited color range. He cannot
read or see details. Limited color vision, he sees the world like a human looking through a tightly woven screen window. Sonic and vibration weapons
and super powers inflict additional 1D6 damage and temporarily knock out all his special antenna abilities for 3D4 melee rounds per blast.
Major Super Ability: Multiple Lives (he has already died 4 times)
Minor Super Abilities: Adhesion, Healing Factor, and Radar.
Note: All the super abilities of Relogians are natural abilities, common to all members of their race, making them unaffected by the Negate
Super Power Ability.
Combat Training: Hand to Hand: Expert
Attacks per Melee: 7 (2 initial +3 from Hand to Hand +1 from boxing) +1 from radar.
Combat Bonuses: +6 to Perception Rolls not involving sight, +9 to initiative, +7 to strike, +10 to parry, +12 to dodge, +15 to damage, +7 to
roll with punch/fall, +3 to pull punch, and +2 disarm. Note: If blinded he would suffer no penalty thanks to antenna and radar.
Saving Throws: +46% to save vs coma/death, +7 to save vs poison/disease, 1/3 the damage, duration, penalty, and effect of poison, toxins,
disease, and drugs, fire and cold do half damage, +7 to save vs magic, +3 to save vs psionics, and +6 to save vs Horror Factor.
Combat Skills: Punch 3D4, Power Punch 4D6 (counts as two attacks), Body Slam 4D6, Karate Kick 4D6, Roundhouse Kick 5D6+2, Snap Kick
3D6, Tripping/Leghook (cannot be paired, must dodge or knockdown), Elbow/Forearm 2D6, Knee 2D6, Body Flip/Throw 2D6 plus P.S. damage bonus
(lose initiative and 1 attack/action), Bite 4D6, All Holds, Paired Weapons, Critical strike/knockout from behind, Knockout on an unmodified roll of 20,
and Critical strike on an unmodified roll of 18-20.
Other Bonuses: +5% to all skills
Educational Background: Mercenary (Space) with Some Familiarity with Earth
Common Skills: Speak Native Language 98%/98%, Speak TMC’s Thimerian Code 98%, Mathematics: Basic 96%, Pilot: Personal Anti-
Gravity Transportation 85%, Climbing 85%, Acrobatics (Sense of Balance 98%, Walk Rope 89%, Back Flip 98%), Swimming 65%, Outdoormanship,
and Speak English, Chinese, Hindi, & Spanish 95%.
Special Program: Military Etiquette 90%, Tracking (people) 80%, Laser Communications 80%, Pilot Personal Anti-Gravity Transportation
95%, Field Armorer & Munitions Expert 95%, Basic Mechanics 70%, Depressurization Training (half damage from space), Zero Gravity Combat: Basic,
Hand to Hand: Expert, W.P. Energy Pistol (+4 to aim/+2 to burst), W.P. Energy Rifle (+4 to aim/+2 to burst), Detect Ambush 80%, Detect
Concealment 75%, Intelligence 74%, Wilderness Survival 85%, Forced March, CBRN Warfare 85%, Camouflage 84%, Trap/Mine Detection 70%, Prowl
80%, Boxing, I.D. Undercover Agents 72%, Surveillance 80%, Tailing 85%, W.P. Blunt (+3 to strike/parry), W.P. Targeting (+3 to throw, critical strike
on unmodified 19-20, throw 2).
Secondary Skills: Athlete (General), Running, Body Build & Weightlifting, Law (General) 75%, Recognize Weapon Quality 65%, Lore: Alien
70%, Radio: Basic 80%, Identity Plants & Fruits 60%, Physical Labor, and Land Navigation 52%
Money: He has 11,000 US dollars in precious stones/metals. He has 110,000 Galactic credits on the ship.
Weapons: The following are his personal favorite,
Glop Rifle, this weapon fires globs of quick drying resin similar to the concrete-like material.
Each glob represents about three feet (0.9 m) of resin which is enough to cover roughly half of a human-sized target. A creature must be covered
halfway to suffer the penalties listed below. And to be restrained completely, the character must be “globbed” twice, once at the feet and legs, and
once above the waist. Meanwhile, a twelve-foot (3.6 m) creature would have to be hit twice just to cover the feet and legs, and four times to have his
entire body covered from shoulders to toes. Weight: 40 lbs 918 kg). Need a P.S. of 22 or better to carry round or suffer -4 to aim, He can carry one
handed, Range: 240 feet (73 m), Damage: See Stick Globs (minor power), however after 1D4+1 melee rounds, the globs harden (100 S.D.C.). Having
one’s legs and feet encased in cement makes mobility impossible. Speed is zero, and all combat bonuses (if any) are reduced to +1. Obviously
running, leaping, dodging, swimming, acrobatics and gymnastics are impossible! The only climbing one can do is rappelling at -50% due to the
awkward weight holding one down and the inability to use one’s legs. Having one’s upper body and arms encased in cement has the limbs frozen in
whatever position where were in when the glob hardened. Speed and balance are reduced by half, all combat bonuses (if any) are reduced to +1, and
attacks per round are down to only two! Climbing and using one's arms and hands are impossible, as is performing any skills that require the use of
one’s hands. Note: If the head is targeted, the glop makes it impossible to see (blind), hear, or speak. -10 to all combat moves and-80% on
performance of most physical skills. When it hardens, victim will begin to suffocate (losing consciousness in two-three minutes, dying in five). Rate of
Fire: Twice every round (15 seconds) with each globe attack counting as one attack/action, Payload: 8 blasts (per canister). Note: He carries with him
several spray cans with an enzyme that dissolves even harden resin, but does 1D6 points of damage to organics. He has 4 reload canisters on the
ship.
Air Cannon, this large cannon releases a blast of compressed air (similar to a Wind Rush), Range: 300 feet (91.5 m), Damage: 01-70%
knockdown target under 300 lbs (136 kg), wide blast (20 feet/6 m) has 01-60%. Those knocked down lose initiative and lose two attacks. They are
also propelled 3D6 feet (m) away (object weighing less than 30 lbs/13.6 kg) get sent 1D6x10 yards/meters away. Those not knocked down for the rest
of the melee round reduce Spd to one-quarter normal, lose one attack, and -6 to strike. Those over 300 lbs (136kg) will not be knocked down, but Spd
is still reduced by one-half and suffer -6 to strike. Rate of Fire: Each blast lasts for one melee round (15 seconds), Payload: 6 shots before need to
recharge (1 per hour). Bonus: +3 to strike.
Dart Gun, this pistol-size weapon fires metal darts that deliver an incapacitating electric shock. Each capacitor dart modulates a discharge of
voltage that disrupts all neural signals sent by the brain. Range: 85 feet (26 m), Weight: 4.5 lbs (2 kg), Damage: 1 point of damage from the dart
plus the victim must make a save vs 16 (non-lethal poison) or suffer –8 to strike, parry, and dodge. Reduce Spd and number of attacks per melee by
one-half. The victim has no initiative. The effects last for 2D4 melees, Rate of Fire: Single shot, Feed: 8 shot clip. Note: The darts have a P.V. of 2. The
dart affects those impervious to poison, unless they’re impervious to electricity. Victims cannot use additional bonuses to save vs poison (only P.E.
attribute bonuses are applicable). He has about a dozen clips on the ship.
Energy stun-club, Length: 2.5 feet (0.8 m). Weight: 2.7 pounds (1.2 kg). Damage: 1D6 plus the victim must save vs non-lethal poison (16 or
better, using P.E. bonus only) or be stunned to the effect of losing initiative and is -4 to strike, parry, and dodge for 1D6 melee rounds.
Armor: None.
Equipment & Vehicles: He utilized the following,
Antigravity Suit: A.R.: 8, S.D.C. 60. Maximum Speed: 120 mph (192 km), maximum altitude: unlimited, maximum weight allowance: 800
pounds (360 kg).
Environmental Helmet, the helmet is sealed to the anti-gravity suit by a neck addition, and includes an independent air supply with an air
purification and circulation system incorporated in a portable backpack (A.R.: 10, S.D.C. 50). All this provides an airtight environment with a
breathable atmosphere that can be cleaned and breathed without getting stale for 1D4 days.
Avvix left his homeworld of Relo to follow the path set for him by the great goddess Arsta, to aid and defend less advance cultures. He was
recruited by the TMC to join their Piracy Division, a job that required him to stop, prevent, and investigate instances of piracy as well as recover stolen
goods, and track and apprehend space pirates. He often explored derelict and suspicious spacecraft, space stations, and outposts. He questions
squatters and colonists looking for signs of piracy. One day he found what he thought was an abandoned ship only it turned out to be full of pirates
under the leadership of a Chedak space captain. They shot and killed him. His natural ability, however, brought him back to life. When he was found
again, this time he pretended to be “reborn” with a new outlook on life. When in truth he was biding his time looking for avenues for escape as well as
taking the pirates down. As luck would have it, pirates tried to take possession of a highly advanced spacecraft of Terren Jack. The Forever Pirate
however turned out to be quite crafty and not only managed to escape but defeated the pirates to reclaim his vessel. He then offered them a choice,
join him or leave. Avvix jumped at the opportunity to switch sides. Avvix had the opportunity to rejoin the TMC but choose instead to stay with the
Infinity Pirates. There was something about the antics of Terren that Avvix found more appealing than the TMC. He is also convinced the reason Terren
is immortal is because he has received a blessing from the goddess Arsta. Avvis is always trying to get Terren to visit Relo so the planet can bless him
and make him her Divine Champion to bring truth, justice, and peace across the galaxy. At times he questions whether or not the great goddess would
give immortality to a strange humanoid yet only grants so many rebirths to her chosen people, but one does not question the decisions of the goddess.
Right now, Avvix is happy to do whatever he can to help spread aid and assistance across the galaxy, even though he doesn’t understand the motives
and strange behaviors of its champion.
Real Name: Avvix
Occupation: Soldier and Space Pirate
Alignment: Scrupulous who tried his best to avoid violence and hurt others.
Power Category: Alien (Relogian)
Experience Level: 8th
Hit Points: 109 S.D.C.: 303 Armor Rating: A.R.: 16
P.P.E.: 8
Appearance: He is an insect humanoid with a compound eye, antennae (two horn-like protrusions), and a hard chitinous exoskeleton
black/white. Horror Factor 14
Attributes: I.Q. 11, M.E. 13, M.A. 10, P.S. 30, P.P. 18, P.E. 23, P.B. 2, Spd. 37 (25.9 mph/41 km).
Age: 38, Sex: Male, Height: 10 feet and 1 inch (3.0 m), Weight: 350 lbs (157.5 kg)
Originating Alien Environment: Low Gravity/Vegetation World.
Natural Abilities: Compound Eye (50 S.D.C.): 180 degree area of sight, Ultraviolet vision: Can see that spectrum of light, Polarized sight:
Can tell direction (95%) by the position of the sun and by the direction of sunlight. Not adversely affected by bright light and glare.
Antennae—Smell: Track and maneuver by smell alone: 75%.; roll once for every 1000 feet (305 m). Double range to follow the chemical
secretions of his people, and four miles (6.4 km) for smelling the chemical alarm of his species (automatically recognizes alarm chemicals). Identify common, known
smells, and insect chemical smells: 90%. Range: 1200 feet (365 m). Remember and identify a specific unusual scent: 50%. Range: 1200 feet (365
m). Smell the coming of rain and large fires: 60%; two miles (3.2 km) range. Antenna—Touch: Identify common, known objects/substances
0%/40%, Identify temperature within1D6 degrees 90%, and Identify wind direction 70%. Antennae—Hearing: Track by Sound Alone 54%,
Range: 1000 feet (305 m), Motion detection and track by motion detection alone 50%, Range: 500 feet (152 m). Feel the vibrations of approaching
ground vehicle(s), giant bots, herd of animals, and giant animals, up to 6 miles 9.6 km) away. Running or walking humanoids (2000 feet/365 m) away.
Flying vehicles or animals (4000 feet/122 m) away. Hear ultrasonic sounds: Range: 2000 feet (610 m). Communicate with ultrasonic sounds: 2000
feet (610). Chemical Secretion: Warning and Death
Vulnerabilities: Like all insect humanoids with compound eyes, his vision is crude, offering shapes, shadows, and limited color range. He cannot
read or see details. Limited color vision, he sees the world like a human looking through a tightly woven screen window. Sonic and vibration weapons
and super powers inflict additional 1D6 damage and temporarily knock out all his special antenna abilities for 3D4 melee rounds per blast.
Major Super Ability: Multiple Lives (he has already died 4 times)
Minor Super Abilities: Adhesion, Healing Factor, and Radar.
Note: All the super abilities of Relogians are natural abilities, common to all members of their race, making them unaffected by the Negate
Super Power Ability.
Combat Training: Hand to Hand: Expert
Attacks per Melee: 7 (2 initial +3 from Hand to Hand +1 from boxing) +1 from radar.
Combat Bonuses: +6 to Perception Rolls not involving sight, +9 to initiative, +7 to strike, +10 to parry, +12 to dodge, +15 to damage, +7 to
roll with punch/fall, +3 to pull punch, and +2 disarm. Note: If blinded he would suffer no penalty thanks to antenna and radar.
Saving Throws: +46% to save vs coma/death, +7 to save vs poison/disease, 1/3 the damage, duration, penalty, and effect of poison, toxins,
disease, and drugs, fire and cold do half damage, +7 to save vs magic, +3 to save vs psionics, and +6 to save vs Horror Factor.
Combat Skills: Punch 3D4, Power Punch 4D6 (counts as two attacks), Body Slam 4D6, Karate Kick 4D6, Roundhouse Kick 5D6+2, Snap Kick
3D6, Tripping/Leghook (cannot be paired, must dodge or knockdown), Elbow/Forearm 2D6, Knee 2D6, Body Flip/Throw 2D6 plus P.S. damage bonus
(lose initiative and 1 attack/action), Bite 4D6, All Holds, Paired Weapons, Critical strike/knockout from behind, Knockout on an unmodified roll of 20,
and Critical strike on an unmodified roll of 18-20.
Other Bonuses: +5% to all skills
Educational Background: Mercenary (Space) with Some Familiarity with Earth
Common Skills: Speak Native Language 98%/98%, Speak TMC’s Thimerian Code 98%, Mathematics: Basic 96%, Pilot: Personal Anti-
Gravity Transportation 85%, Climbing 85%, Acrobatics (Sense of Balance 98%, Walk Rope 89%, Back Flip 98%), Swimming 65%, Outdoormanship,
and Speak English, Chinese, Hindi, & Spanish 95%.
Special Program: Military Etiquette 90%, Tracking (people) 80%, Laser Communications 80%, Pilot Personal Anti-Gravity Transportation
95%, Field Armorer & Munitions Expert 95%, Basic Mechanics 70%, Depressurization Training (half damage from space), Zero Gravity Combat: Basic,
Hand to Hand: Expert, W.P. Energy Pistol (+4 to aim/+2 to burst), W.P. Energy Rifle (+4 to aim/+2 to burst), Detect Ambush 80%, Detect
Concealment 75%, Intelligence 74%, Wilderness Survival 85%, Forced March, CBRN Warfare 85%, Camouflage 84%, Trap/Mine Detection 70%, Prowl
80%, Boxing, I.D. Undercover Agents 72%, Surveillance 80%, Tailing 85%, W.P. Blunt (+3 to strike/parry), W.P. Targeting (+3 to throw, critical strike
on unmodified 19-20, throw 2).
Secondary Skills: Athlete (General), Running, Body Build & Weightlifting, Law (General) 75%, Recognize Weapon Quality 65%, Lore: Alien
70%, Radio: Basic 80%, Identity Plants & Fruits 60%, Physical Labor, and Land Navigation 52%
Money: He has 11,000 US dollars in precious stones/metals. He has 110,000 Galactic credits on the ship.
Weapons: The following are his personal favorite,
Glop Rifle, this weapon fires globs of quick drying resin similar to the concrete-like material.
Each glob represents about three feet (0.9 m) of resin which is enough to cover roughly half of a human-sized target. A creature must be covered
halfway to suffer the penalties listed below. And to be restrained completely, the character must be “globbed” twice, once at the feet and legs, and
once above the waist. Meanwhile, a twelve-foot (3.6 m) creature would have to be hit twice just to cover the feet and legs, and four times to have his
entire body covered from shoulders to toes. Weight: 40 lbs 918 kg). Need a P.S. of 22 or better to carry round or suffer -4 to aim, He can carry one
handed, Range: 240 feet (73 m), Damage: See Stick Globs (minor power), however after 1D4+1 melee rounds, the globs harden (100 S.D.C.). Having
one’s legs and feet encased in cement makes mobility impossible. Speed is zero, and all combat bonuses (if any) are reduced to +1. Obviously
running, leaping, dodging, swimming, acrobatics and gymnastics are impossible! The only climbing one can do is rappelling at -50% due to the
awkward weight holding one down and the inability to use one’s legs. Having one’s upper body and arms encased in cement has the limbs frozen in
whatever position where were in when the glob hardened. Speed and balance are reduced by half, all combat bonuses (if any) are reduced to +1, and
attacks per round are down to only two! Climbing and using one's arms and hands are impossible, as is performing any skills that require the use of
one’s hands. Note: If the head is targeted, the glop makes it impossible to see (blind), hear, or speak. -10 to all combat moves and-80% on
performance of most physical skills. When it hardens, victim will begin to suffocate (losing consciousness in two-three minutes, dying in five). Rate of
Fire: Twice every round (15 seconds) with each globe attack counting as one attack/action, Payload: 8 blasts (per canister). Note: He carries with him
several spray cans with an enzyme that dissolves even harden resin, but does 1D6 points of damage to organics. He has 4 reload canisters on the
ship.
Air Cannon, this large cannon releases a blast of compressed air (similar to a Wind Rush), Range: 300 feet (91.5 m), Damage: 01-70%
knockdown target under 300 lbs (136 kg), wide blast (20 feet/6 m) has 01-60%. Those knocked down lose initiative and lose two attacks. They are
also propelled 3D6 feet (m) away (object weighing less than 30 lbs/13.6 kg) get sent 1D6x10 yards/meters away. Those not knocked down for the rest
of the melee round reduce Spd to one-quarter normal, lose one attack, and -6 to strike. Those over 300 lbs (136kg) will not be knocked down, but Spd
is still reduced by one-half and suffer -6 to strike. Rate of Fire: Each blast lasts for one melee round (15 seconds), Payload: 6 shots before need to
recharge (1 per hour). Bonus: +3 to strike.
Dart Gun, this pistol-size weapon fires metal darts that deliver an incapacitating electric shock. Each capacitor dart modulates a discharge of
voltage that disrupts all neural signals sent by the brain. Range: 85 feet (26 m), Weight: 4.5 lbs (2 kg), Damage: 1 point of damage from the dart
plus the victim must make a save vs 16 (non-lethal poison) or suffer –8 to strike, parry, and dodge. Reduce Spd and number of attacks per melee by
one-half. The victim has no initiative. The effects last for 2D4 melees, Rate of Fire: Single shot, Feed: 8 shot clip. Note: The darts have a P.V. of 2. The
dart affects those impervious to poison, unless they’re impervious to electricity. Victims cannot use additional bonuses to save vs poison (only P.E.
attribute bonuses are applicable). He has about a dozen clips on the ship.
Energy stun-club, Length: 2.5 feet (0.8 m). Weight: 2.7 pounds (1.2 kg). Damage: 1D6 plus the victim must save vs non-lethal poison (16 or
better, using P.E. bonus only) or be stunned to the effect of losing initiative and is -4 to strike, parry, and dodge for 1D6 melee rounds.
Armor: None.
Equipment & Vehicles: He utilized the following,
Antigravity Suit: A.R.: 8, S.D.C. 60. Maximum Speed: 120 mph (192 km), maximum altitude: unlimited, maximum weight allowance: 800
pounds (360 kg).
Environmental Helmet, the helmet is sealed to the anti-gravity suit by a neck addition, and includes an independent air supply with an air
purification and circulation system incorporated in a portable backpack (A.R.: 10, S.D.C. 50). All this provides an airtight environment with a
breathable atmosphere that can be cleaned and breathed without getting stale for 1D4 days.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3238
- Joined: Sun Feb 10, 2002 2:01 am
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Re: On the topic of Revised to 2nd ed conversions.....
You know I never realized all Infinity Pirates were "giants" it just sort of happened that way and most came from Low Gravity. Well enjoy folks. Have to
go back to fantasy to do some more work of stuff.
go back to fantasy to do some more work of stuff.
- Reagren Wright
- Palladium Books® Freelance Writer
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- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Re: On the topic of Revised to 2nd ed conversions.....
March so that means it's time to post something. Any suggestions from the peanut gallery.
Re: On the topic of Revised to 2nd ed conversions.....
Reagren Wright wrote:March so that means it's time to post something. Any suggestions from the peanut gallery.
An all tech group... whether it is Hardware, cyborgs, robots, alien combinations of the previous, etc...Though NOTHING should be more advanced than the Atorian Empire....
"Freedom is the recognition that no single person, no single authority or government has a monopoly on the truth, but that every individual life is infinitely precious, that every one of us put on this world has been put there for a reason and has something to offer."
Megaversal Ambassador Coordinator
My GoFund Me - Help Me Walk Again
Megaversal Ambassador Coordinator
My GoFund Me - Help Me Walk Again
- Glistam
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Re: On the topic of Revised to 2nd ed conversions.....
Reagren Wright wrote:March so that means it's time to post something. Any suggestions from the peanut gallery.
An all tech group... whether it is Hardware, cyborgs, robots, alien combinations of the previous, etc...And EVERYTHING should be more advanced than the Atorian Empire....
Zerebus: "I like MDC. MDC is a hundred times better than SDC."
kiralon: "...the best way to kill an old one is to crash a moon into it."
![Image](https://78.media.tumblr.com/39aee277ab5858b20f9b57e4e124c602/tumblr_ovm2ktjSPF1tty1jho3_r1_400.png)
Temporal Wizard O.C.C. update 0.8 | Rifts random encounters
New Fire magic | New Temporal magic
Grim Gulf, the Nightlands version of Century Station
Let Chaos Magic flow in your campaigns.
kiralon: "...the best way to kill an old one is to crash a moon into it."
![Image](https://78.media.tumblr.com/39aee277ab5858b20f9b57e4e124c602/tumblr_ovm2ktjSPF1tty1jho3_r1_400.png)
Temporal Wizard O.C.C. update 0.8 | Rifts random encounters
New Fire magic | New Temporal magic
Grim Gulf, the Nightlands version of Century Station
Let Chaos Magic flow in your campaigns.