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

If Super Heroes/Heroines & Super Villains are your game, discuss them here.

Moderators: Immortals, Supreme Beings, Old Ones

User avatar
Reagren Wright
Palladium Books® Freelance Writer
Posts: 3237
Joined: Sun Feb 10, 2002 2:01 am
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
Location: LaPorte, In USA

Unread post by Reagren Wright »

I'm pretty sure the warm up round is over. So let's see the Dark Tribunal,
Masters of Speed, and the new and "improve" Sentinels of
Liberty and Justice. I can't wait (rub hands).
User avatar
Cardiac
Adventurer
Posts: 436
Joined: Fri Dec 27, 2002 2:01 am
Location: Newfie-land

Unread post by Cardiac »

HELLBENT

Real Name: Drake Zaric
Aliases: Arthur Pennington (the president of his holding company), Devon Savic, David Hellstrom, and Hellbent.
Group Affiliation: The Masters of Speed.
Occupation: Professional super-criminal, leader of the Masters of Speed.

Alignment: Aberrant
Power Category: Mutant
Experience Level: 11th
Hit Points: 109 S.D.C.: 386
P.P.E.: 34
Attributes: IQ 16, ME 12, MA 24, PS 30, PP 18, PE 24, PB 20, Spd 1027 (700mph).
Age: 34 Sex: Male Height: 6ft. 5in. Weight: 240 lbs.

Unusual Physical Characteristics/Side Effects: Stocky/Unusually Broad.
Major Super Abilities: Sonic Speed, Bio-Ghost
Minor Super Abilities: Iron Will, Increased Durability, Lightning Reflexes.

Natural Abilities: Superhuman Strength. Must draw on the bio-energy of living creatures to live (temporarily turns intangible while feeding/touching a living thing). Can run at the speed of sound (Mach 1 or approx. 700 mph), and can turn/stop on a dime. Can swim at a max speed of 300mph and with a running start can leap 60ft high and 100ft lengthwise. His vision is 5 times better than a normal humans’, enabling him to recognize a face 1 mile distant. He also has passive nightvision with a range of 500ft. His mind is extremely disciplined – he needs only a 12 or higher to save vs psionic attack, and penalties for being confused/dazed/drugged are half normal.

Combat Training: Hand to Hand: Martial Arts
Attacks: 12
Combat Bonuses: +12 Initiative, +5 Strike, +11 Automatic Parry, +14 Dodge, +9 Automatic Dodge, +16 Roll with Punch/Fall/Impact, +13 Pull Punch, +19 Damage, +6 Disarm.

Combat Note - Bio-Ghost Superccharging: take note that the character receives additional bonuses (to Initiative, PS, SDC, HP, Attacks and saves vs Toxins) when he "supercharges" himself with bio-energy. However, also note that after the supercharging wears off he is weakened.

Saving Throws: 80% Trust/Intimidate, +7 vs Possession, +6 vs Mind Control (+14 vs Magic mind control), +5 vs Illusions of any kind (+13 vs Magic illusions), +5 vs Horror Factor, +3 vs Insanity, +8 vs Magic/Disease, +5 vs Toxins/Pain, +48% vs Coma/Death, 50% Charm/Impress.

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

Hand to Hand Damage:
Restrained Punch – 1D4+19. Karate Punch – 4D4+19. Power Punch (2A) – 4D8+19. Body Block/Tackle – 2D4+19 + knockdown. Karate Kick – 4D4+19. Snap Kick – 2D6+19. Roundhouse Kick – 6D6+19. Wheel Kick – 4D6+19. Tripping Leg Hook – knockdown. Crush/Squeeze – 2D4+19. Body Throw/Flip – 2D6+19 + knockdown. Jump Kick – 12D6+19. Flying Jump Kick – 8D6+19. Leap Attack – x2 normal damage.

Super-Fast Punch – 8D6+19
Super-Fast Kick – 10D6+19
Super-Fast Power Punch/Kick (2 attacks) – 2D6x10+19
Body Block/Ram at 400mph and greater – 4D4x10+19 + possible knockdown. Plus, the speedster takes 5D6 damage himself.

Education Level and Skills: 4 years of college
Communications Program: Radio-Basic, Radio-Scrambler, TV/Video, Surveillance Systems.
Electronics Program: Electrical Engineer, Basic Mechanics, Computer Operation, Computer Repair.
Physical Program: Boxing, Wrestling, Scuba, Gymnastics.

Secondary Skills: Hand to Hand Martial Arts, Optic Systems, Read Sensory Equipment, Cook, Detect Ambush, Intelligence, Basic Mechanics, First Aid, Athletics, Body Building, Climbing, Swimming, Pilot Truck, Land Navigation, Advanced Math, Business & Finance.

Money: Is a multi-millionaire, investing his spoils (and part of his teammate’s money) in his dummy corporation and business Arms Machining Inc.

Weapons: Doesn’t feel the need to use any – he is a weapon.

Equipment: Seldom uses any, but has access to a wide variety of items if necessary (or can purchase it/steal it easily). His trademark black costume has a radio transceiver built into it – 50 mile range. It can also be set to emit a homing signal.

Vehicles: Besides the MoS mobile base, he rarely uses any, preferring to use his own powers.
Last edited by Cardiac on Fri Sep 03, 2004 12:44 pm, edited 2 times in total.
"In every country and in every age, the priest has been hostile to liberty. He is always in alliance with the despot, abetting his abuses in return for protection to his own" - Thomas Jefferson

"I do not feel obliged to believe that the same god who has endowed us with senses, reason and intellect has intended us to forgo their use." - Galileo
User avatar
Cardiac
Adventurer
Posts: 436
Joined: Fri Dec 27, 2002 2:01 am
Location: Newfie-land

Unread post by Cardiac »

CHEETAH

Real Name: Dyan Sagan
Aliases: Cheetah.
Group Affiliation: The Masters of Speed.
Occupation: Professional super-criminal, former chemist.

Alignment: Unprincipled, with certain leanings toward Anarchist.
Power Category: Experiment
Experience Level: 6th
Hit Points: 41 S.D.C.: 102
P.P.E.: 31
Attributes: IQ 22, ME 14, MA 14, PS 14, PP 20, PE 12, PB 22, Spd 250/500 (170/340mph).
Age: 27 Sex: Female Height: 5ft. 8in. Weight: 130 lbs.

Unusual Physical Characteristics/Side Effects: Chemical Resistance.
Major Super Abilities: None
Minor Super Abilities: Extraordinary Spd, Extraordinary PP, Heightened Sense of Smell, Heightened Sense of Hearing, Super-Vision Nightvision

Power Notes - Speed Burst: Like her namesake animal, she is only capable of short bursts at her top speed of 340mph – no longer than 1 minute. Normally she travels at her energy-conserving “cruising speed” of 170mph – exactly one-half of her max burst speed. She can suddenly accelerate from her cruising speed to her maximum speed as often as every 2 minutes. However, this ability to suddenly and almost instantaneously accelerate has given her some special bonuses; +2 to strike/parry/dodge/auto-dodge/roll, but is -2 to pull punch. These bonuses are added to her normal bonuses only when she zips off from a standing start at max speed and last only for the first round of combat. She also gets a permanent +2 bonus to initiative.

Natural Abilities: Can run at incredible speeds (normal speed is 170 mph, but can run for short bursts at 340mph), and can turn/stop on a dime. She can see perfectly in even total darkness. Advanced Hearing allows him to hear a normal conversation at 360ft, or a whisper at 150ft (Estimate distance 90%, Estimate speed and direction of approach 80%, Recognize voice or sound 70%, Imitate Voice 60%). Exceptional sense of Smell (can recognize/identify specific odours 94%, recognize chemicals by scent 74%, recognize individuals by scent alone 68%, and track by scent 58%. Difficult to completely surprise her, especially if she is downwind). Her speed burst/acceleration ability has also made her twice as resistant against the effects of inertia/G-forces as a normal human. She is also resistant to the effects of foreign chemicals – half effect (even applies to beneficial drugs).

Combat Training: Hand to Hand: Martial Arts
Attacks: 7
Combat Bonuses: +15 Initiative, +7 Strike, +11 Automatic Parry, +16 Dodge, +11 Automatic Dodge, +10 Roll with Punch/Fall/Impact, +5 Pull Punch, +0 Damage, +2 Disarm.

Combat Note: +4 to damage per every 20mph of running speed. The best a standing-still punch or kick can do is +8 (40 mph). Also note her Speed Burst bonuses when applicable (see above).

Saving Throws: +5 vs all Drugs and Toxins, +2 vs Magic potions/toxins, 60% Charm/Impress.

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

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

Education Level and Skills: Master’s Degree
Science Program: Computer Operation, Advanced Math, Chemistry, Chemistry-Analytical, Biology, Botany.
Professional Thief Program: Locksmith, Prowl, Climbing, Surveillance Systems.
Physical Program: Hand to Hand Martial Arts, Athletics.
Language Program French, Spanish, German, Japanese.

Secondary Skills: Radio-Basic, Read Sensory Equipment, Land Navigation, First Aid, Body Building, Acrobatics, Swimming, Pilot Truck, Business & Finance, Art, Computer Programming, Computer Hacking, Research, WP Knife.

Money: Has amassed a fortune of several million – lets Hellbent take care of the investments and finances.

Weapons: Often uses a pair of Fabricators VK-421 Vibro-Blade Claw Gloves; 3D6 damage per attack and can damage the hardest substances. She generally uses these to disable opponents.

Equipment: Seldom uses any, but has access to a wide variety of items if necessary (or can purchase it/steal it easily). Her trademark cheetah-print costume has a radio transceiver built into it – 50 mile range. It can also be set to emit a homing signal. It also has built-in concealed armor and padding – AR 10, SDC 50 (this is more to protect her from collisions and high-speed slides than actual combat).

Vehicles: Besides the MoS mobile base, she rarely uses any, preferring to use her own powers.
"In every country and in every age, the priest has been hostile to liberty. He is always in alliance with the despot, abetting his abuses in return for protection to his own" - Thomas Jefferson

"I do not feel obliged to believe that the same god who has endowed us with senses, reason and intellect has intended us to forgo their use." - Galileo
User avatar
Cardiac
Adventurer
Posts: 436
Joined: Fri Dec 27, 2002 2:01 am
Location: Newfie-land

Unread post by Cardiac »

FULLBORE

Real Name: Harry Coyle
Aliases: Fullbore
Group Affiliation: The Masters of Speed.
Occupation: Professional super-criminal, former Sargeant in the Canadian military.

Alignment: Aberrant
Power Category: Mega-Experiment
Experience Level: 8th
Hit Points: 194 S.D.C.: 698
P.P.E.: 26
Attributes: IQ 15, ME 9, MA 19, PS 19, PP 12, PE 18, PB 11, Spd 557 (380mph).
Age: 32 Sex: Male Height: 5ft. 10in. Weight: 195 lbs.

Unusual Physical Characteristics/Side Effects: Odd skin texture – rubbery.
Mega-Power: Tremendous SDC
Major Super Abilities: Invulnerability
Minor Super Abilities: Extraordinary Spd, Radar.

Weakness - Lack of fine control: Fullbore is unable to make sharp turns easily or stop quickly. In order to make a sharp course change at speeds over 100mph, he must bounce off of objects, ricocheting himself in a different direction. To stop quickly, he must run into a solid object or person. His radar sense helps to perform the ricochets, and if that sense is fouled, he cannot effectively change course at high speeds (he either crashes into the object or bounces off, most likely in an unintended direction). While making high-speed attacks, his strike bonus is halved, unless he wears his specially designed armor.

Natural Abilities: Supernatural Strength. Can run at incredible speeds (up to 380mph). Senses are much sharper – 50% sharper than a normal human. Natural Radar Sense - 1800ft (Interpret Shapes 80%, Estimate Distance 84%, Estimate Direction 84%, Estimate Speed 64%, Estimate Exact Location 74%). Suffers no penalies while blinded. Immune to most forms of attack (Disease and Radiation have half effect, Poisins/Toxins have 1/4 effect, and cannot kill the character. Supernatural Strength does half damage. Magic and Psionics have full effect). SDC of body regenerates at a rate of 4D6 per 10 minutes. Can hold his breath and survive without sustenance for 4 times longer than normal. Recovers from physically debilitating spells, powers, drugs, disease, etc, twice as fast as normal (half duration). Considered to be a Supernatural Being.

Combat Training: Hand to Hand: Expert
Attacks: 8
Combat Bonuses: +11 Initiative, +6 Strike, +11 Automatic Parry, +14 Dodge, +4 Automatic Dodge, +10 Roll with Punch/Fall/Impact, +5 Pull Punch, +4 Damage, +4 Disarm.

Combat Note: +4 to damage per every 20mph of running speed. The best a standing-still punch or kick can do is +8 (40 mph). If the Radar sense is somehow negated, subtract 4 from initiative, 1 attack, and 2 from strike/parry/dodge/auto dodge bonuses. While making high-speed attacks, his strike bonus is halved, unless he is wearing his special armor.

Saving Throws: +2 vs Possession/Horror Factor, 55% Charm/Impress, +26% vs Coma/Death, +2 vs Poison/Disease/Pain, +3 vs Magic.

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

Hand to Hand Damage:
Restrained Punch – 1D6+4. Karate Punch – 4D6+4. Power Punch (2A) – 8D6+4. Body Block/Tackle – 2D6+4 + knockdown. Karate Kick – 4D6+4. Crescent Kick – 4D8+8. Roundhouse Kick - 6D8+4. Wheel Kick – 4D8+4. Tripping Leg Hook – knockdown. Jump Kick – 12D8+4. Flying Jump Kick – 8D8+4. Crush/Squeeze – 2D6+4. Leap Attack – x2 normal damage.

Ricochet Attack: Counts as 2 attacks, +1 per target/ricochet (so if Fullbore wants to hit 4 separate targets, it would cost him 6 attacks). Roll to strike each intended target. If struck, that particular target takes normal Body Block/Tackle damage (don’t forget the damage bonus added for high speed), and may be knocked down. If the target is knocked down they may also be dazed (70% chance) for 1D4 melees (losing initiative and -3 to strike/parry/dodge).
If Fullbore misses at any point, this may disrupt the entire attack, unless there is something in his path to deflect himself, in which case he may be able to continue his ricochet attack if the angle is right (GM’s discretion). If there is no such obstacle, Fullbore loses the appropriate number of attacks (2+number of previous strike attempts/ricochets) and will have to slow down, turn around, and try again.

Education Level and Skills: Military Specialist
Basic Military Program: Running, Climbing, Military Etiquette, Radio-Basic, WP Automatic Rifle, Camouflage.
Military Demolitions Program: Basic Electronics, Basic Mechanics, Demolitions, Demolitions-Disposal, Trap/Mine Detection.
Espionage Program: Hand to Hand Martial Arts, Detect Ambush, Intelligence, Wilderness Survival, Detect Concealment, Sniper.
WP Modern: WP Rifle, WP Auto Pistol, WP Heavy.
Physical Program Boxing, Wrestling, Athletics, Body Building.

Secondary Skills: Land Navigation, Advanced Math, First Aid, Prowl, Pilot Helicopter, Pilot Truck, Read Sensory Equipment, Safecracking, Computer Operation.

Money: Has amassed a fortune of several million – lets Hellbent take care of the investments and finances.

Weapons: Prefers to use his super-abilities.

Equipment: Seldom uses any, but has access to a wide variety of items if necessary (or can purchase it/steal it easily). His costume has a radio transceiver built into the helmet – 50 mile range, which can be set to emit a homing signal. Passive nightsight optics are built into the helmet as well – 500ft range. His outfit also consists of upper-body hard armor and padding designed to withstand high-speed collisions – AR 12, SDC 120 (protects his head, neck, shoulders and upper torso, and gauntlets protect his forearms/wrists). This armor has aerodynamic contours and stabilizer fins on the shoulders and helmet, which help him turn and make slight course corrections while running at high speed and while performing high-speed attacks (negates his strike penalty for making such attacks).

Vehicles: Besides the MoS mobile base, he rarely uses any, preferring to use his own powers.
"In every country and in every age, the priest has been hostile to liberty. He is always in alliance with the despot, abetting his abuses in return for protection to his own" - Thomas Jefferson

"I do not feel obliged to believe that the same god who has endowed us with senses, reason and intellect has intended us to forgo their use." - Galileo
User avatar
Reagren Wright
Palladium Books® Freelance Writer
Posts: 3237
Joined: Sun Feb 10, 2002 2:01 am
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
Location: LaPorte, In USA

Unread post by Reagren Wright »

8) 8-) Cardiac, you are the man! Fullbore a mega-villian!!!
And look he doesn't take damage when he crashes into
people. :ok: Keep'em coming.
User avatar
Cardiac
Adventurer
Posts: 436
Joined: Fri Dec 27, 2002 2:01 am
Location: Newfie-land

Unread post by Cardiac »

Reagren Wright wrote:8) 8-) Cardiac, you are the man! Fullbore a mega-villian!!!
And look he doesn't take damage when he crashes into
people. :ok: Keep'em coming.


Well, he seemed like the most "Tankish" of the MoS, and the Mega Template didn't really add much to him (besides a lot more SDC), so I decided to make him the designated "damage sponge" of the MoS. I might release a non-mega version of him for those who don't think he qualifies as a mega (I'm kind of split on the issue).

Even non-mega, he is still powerful, when you consider his powers and combat bonuses.

Oh - and the whole "he takes damage from impacts" bit was kind of lame in the old write-up - so I changed it. Now the armor actually has a specified purpose.
Last edited by Cardiac on Sun Sep 05, 2004 12:28 pm, edited 2 times in total.
"In every country and in every age, the priest has been hostile to liberty. He is always in alliance with the despot, abetting his abuses in return for protection to his own" - Thomas Jefferson

"I do not feel obliged to believe that the same god who has endowed us with senses, reason and intellect has intended us to forgo their use." - Galileo
User avatar
Cardiac
Adventurer
Posts: 436
Joined: Fri Dec 27, 2002 2:01 am
Location: Newfie-land

Unread post by Cardiac »

FULLBORE (Non-Mega version)

Real Name: Harry Coyle
Aliases: Fullbore
Group Affiliation: The Masters of Speed.
Occupation: Professional super-criminal, former Sargeant in the Canadian military.

Alignment: Aberrant
Power Category: Experiment
Experience Level: 8th
Hit Points: 194 S.D.C.: 358
P.P.E.: 26
Attributes: IQ 15, ME 9, MA 19, PS 19, PP 12, PE 18, PB 11, Spd 557 (380mph).
Age: 32 Sex: Male Height: 5ft. 10in. Weight: 195 lbs.

Unusual Physical Characteristics/Side Effects: Odd skin texture – rubbery.
Major Super Abilities: Invulnerability
Minor Super Abilities: Extraordinary Spd, Radar.

Power Note - Lack of fine control: Fullbore is unable to make sharp turns easily or stop quickly. In order to make a sharp course change at speeds over 100mph, he must bounce off of objects, ricocheting himself in a different direction. To stop quickly, he must run into a solid object or person. His radar sense helps to perform the ricochets, and if that sense is fouled, he cannot effectively change course at high speeds (he either crashes into the object or bounces off, most likely in an unintended direction). While making high-speed attacks, his strike bonus is halved, unless he wears his specially designed armor.

Natural Abilities: Superhuman Strength. Can run at incredible speeds (up to 380mph). Natural Radar Sense - 1200ft (Interpret Shapes 80%, Estimate Distance 84%, Estimate Direction 84%, Estimate Speed 64%, Estimate Exact Location 74%). Suffers no penalies while blinded. Immune to most forms of attack (Disease and Radiation have half effect, Poisins/Toxins have 1/4 effect, and cannot kill the character. Supernatural Strength does half damage. Magic and Psionics have full effect). SDC of body regenerates at a rate of 4D6 per 10 minutes. Can hold his breath and survive without sustenance for 4 times longer than normal.

Combat Training: Hand to Hand: Expert
Attacks: 8
Combat Bonuses: +11 Initiative, +6 Strike, +11 Automatic Parry, +14 Dodge, +4 Automatic Dodge, +10 Roll with Punch/Fall/Impact, +5 Pull Punch, +4 Damage, +4 Disarm.

Combat Note: +4 to damage per every 20mph of running speed. The best a standing-still punch or kick can do is +8 (40 mph). If the Radar sense is somehow negated, subtract 4 from initiative, 1 attack, and 2 from strike/parry/dodge/auto dodge bonuses. While making high-speed attacks, his strike bonus is halved, unless he is wearing his special armor.

Saving Throws: 55% Charm/Impress, +26% vs Coma/Death, +2 vs Magic/Poison/Disease/Pain.

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

Hand to Hand Damage:
Restrained Punch – 1D4+4. Karate Punch – 4D4+4. Power Punch (2A) – 8D4+4. Body Block/Tackle – 2D4+4 + knockdown. Karate Kick – 4D4+4. Crescent Kick – 4D6+8. Roundhouse Kick - 6D6+4. Wheel Kick – 4D6+4. Tripping Leg Hook – knockdown. Jump Kick – 12D6+4. Flying Jump Kick – 8D6+4. Crush/Squeeze – 2D4+4. Leap Attack – x2 normal damage.

Ricochet Attack: Counts as 2 attacks, +1 per target/ricochet (so if Fullbore wants to hit 4 separate targets, it would cost him 6 attacks). Roll to strike each intended target. If struck, that particular target takes normal Body Block/Tackle damage (don’t forget the damage bonus added for high speed), and may be knocked down. If the target is knocked down they may also be dazed (70% chance) for 1D4 melees (losing initiative and -3 to strike/parry/dodge).
If Fullbore misses at any point, this may disrupt the entire attack, unless there is something in his path to deflect himself, in which case he may be able to continue his ricochet attack if the angle is right (GM’s discretion). If there is no such obstacle, Fullbore loses the appropriate number of attacks (2+number of previous strike attempts/ricochets) and will have to slow down, turn around, and try again.

Education Level and Skills: Military Specialist
Basic Military Program: Running, Climbing, Military Etiquette, Radio-Basic, WP Automatic Rifle, Camouflage.
Military Demolitions Program: Basic Electronics, Basic Mechanics, Demolitions, Demolitions-Disposal, Trap/Mine Detection.
Espionage Program: Hand to Hand Martial Arts, Detect Ambush, Intelligence, Wilderness Survival, Detect Concealment, Sniper.
WP Modern: WP Rifle, WP Auto Pistol, WP Heavy.
Physical Program Boxing, Wrestling, Athletics, Body Building.

Secondary Skills: Land Navigation, Advanced Math, First Aid, Prowl, Pilot Helicopter, Pilot Truck, Read Sensory Equipment, Safecracking, Computer Operation.

Money: Has amassed a fortune of several million – lets Hellbent take care of the investments and finances.

Weapons: Prefers to use his super-abilities.

Equipment: Seldom uses any, but has access to a wide variety of items if necessary (or can purchase it/steal it easily). His costume has a radio transceiver built into the helmet – 50 mile range, which can be set to emit a homing signal. Passive nightsight optics are built into the helmet as well – 500ft range. His outfit also consists of upper-body hard armor and padding designed to withstand high-speed collisions – AR 12, SDC 120 (protects his head, neck, shoulders and upper torso, and gauntlets protect his forearms/wrists). This armor has aerodynamic contours and stabilizer fins on the shoulders and helmet, which help him turn and make slight course corrections while running at high speed and while performing high-speed attacks (negates his strike penalty for making such attacks).

Vehicles: Besides the MoS mobile base, he rarely uses any, preferring to use his own powers.
"In every country and in every age, the priest has been hostile to liberty. He is always in alliance with the despot, abetting his abuses in return for protection to his own" - Thomas Jefferson

"I do not feel obliged to believe that the same god who has endowed us with senses, reason and intellect has intended us to forgo their use." - Galileo
User avatar
Reagren Wright
Palladium Books® Freelance Writer
Posts: 3237
Joined: Sun Feb 10, 2002 2:01 am
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
Location: LaPorte, In USA

Unread post by Reagren Wright »

I suprised you choose Fullbore to be the Mega and not Hellbent. Then
again how scarier can you make a guy with Bio-ghost and Sonic Speed
who in a sneak way has Superhuman PS (love the stocky rule which
most people are unaware of).
User avatar
Cardiac
Adventurer
Posts: 436
Joined: Fri Dec 27, 2002 2:01 am
Location: Newfie-land

Unread post by Cardiac »

WHIPLASH

Real Name: Jackson Sieber
Aliases: Jack Sabre, Jacko, and Whiplash, among others.
Group Affiliation: The Masters of Speed.
Occupation: Professional super-criminal.

Alignment: Diabolic
Power Category: Mutant
Experience Level: 6th
Hit Points: 42 S.D.C.: 130
P.P.E.: 21
Attributes: IQ 11, ME 8, MA 8, PS 24, PP 15, PE 14, PB 10, Spd 500 (340mph).
Age: 26 Sex: Male Height: 6ft. 2in. Weight: 210 lbs.

Unusual Physical Characteristics/Side Effects: Ambidexterous
Major Super Abilities: None.
Minor Super Abilities: Extraordinary Speed, Adhesion, Impact Resistance, Super-vision – Advanced Sight.

Power Note – Enhanced Maneuverability: Due to his fine control over his adhesion power, he possesses an amazing degree of maneuverability even while running at hundreds of miles per hour. This gives him the following bonuses; +2 to Initiative, strike, parry and dodge, and all his dodge rolls are considered to be an automatic dodge.

Natural Abilities: Can run at incredible speeds (up to 340 mph), and can turn/stop instantly. His vision is far superior, enabling him to recognize a face 6 miles distant. Is extremely resistant to physical (kinetic) attack - the first 20 points of physical damage from an attack is ignored, and any additional damage is halved. Can stick to surfaces and can climb/run on even sheer vertical surfaces.

Combat Training: Hand to Hand: Assassin
Attacks: 9
Combat Bonuses: +8 Initiative, +6 Strike, +12 Automatic Parry, +14 Automatic Dodge, +10 Roll with Punch/Fall/Impact, +7 Pull Punch, +13 Damage, +3 Disarm.

Combat Note: +4 to damage per every 20mph of running speed. The best a standing-still punch or kick can do is +8 (40 mph). If his Adhesion ability is somehow negated, subtract his “Enhanced Maneuverability” bonuses, his Auto Dodge becomes his regular Dodge bonus, and he gains an Auto Dodge of +2.

Saving Throws: None

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

Hand to Hand Damage:
Punch – 1D4+13. Power Punch (2A) – 2D4+13. Body Block/Tackle – 1D4+13 + knockdown. Kick – 2D4+13. Crush/Squeeze – 1D4+13. Body Throw/Flip – 1D6+16 + knockdown.

Special Attacks:
1) Whiplash: Whiplash grabs a person while travelling at high speed and, while still holding on to them, stops abruptly. Roll a percentile dice and consult the following table to see what happens. This costs whiplash 7 attacks.
01-20% - The sudden deceleration snaps the neck of the victim, doing Whiplash’s speed bonus damage (4 per 20mph) directly to the victim’s HP, most likely killing or crippling them. Roll vs Coma/Death if applicable.
31-60% - Severe whiplash or concussion. The victim takes 4D6 damage to both HP and SDC (if applicable) and receives a neck and head injury that causes chronic neck pain, stiffness, and headaches for 2D4x10 days. During this period, the victim has no initiative and all of their combat bonuses, skill proficiencies and speed are halved. Multiple whiplashes simply inflict more damage.
61-90% - Whiplash or concussion. The victim takes 2D6 damage to both HP and SDC (if applicable) and receives a neck and head injury that causes chronic neck pain, stiffness, and headaches for 6D6 days. During this period, the victim is –4 on all combat rolls, and Spd is reduced by half. Multiple whiplashes simply inflict more damage.
91-00% - The victim is relatively unharmed (2D4 damage and a 50% chance to be dazed/stunned for 1D4 melees (losing initiative and -3 to strike/parry/dodge).

Note: The following powers add a 5% bonus to the roll (all bonuses are cumulative); Extraordinary PS, Extraordinary PE, Heavyweight, Increased Durability, Indestructible Bones, Superhuman PS, Supernatural PS or any flight power. Invulnerable characters, heroes with Stretching/Elasticity, other super-speedsters (Extraordinary Speed, Sonic Speed) or who are in forms that have no neck or vertebrae are immune as well (such as many of the APS powers). Characters wearing special armor/equipment designed to prevent neck injury get a 15% bonus.

2) Short Whip: Whiplash grabs a person while travelling at high speed and whips them into the ground or a solid object using a judo-style throwing motion. Does appropriate damage for a Body Throw/Flip (including the damage bonus for high speed). This also has a 01-30% chance of causing whiplash (or a concussion) – a neck and head injury that causes chronic neck pain, stiffness, and headaches for 3D6 days. During this period, the victim is –2 on all combat rolls, and Spd is reduced by half. Multiple whiplashes simply inflict more damage. This costs Whiplash 3 attacks.

3) Forward Crunch: Whiplash grabs a victim, runs with them for a short distance. He then stops instantly, releasing the victim and letting their momentum carry them into an object. This attack inflicts 1D6+1 damage per 20mph of speed (so at 100mph the victim takes 5D6+5 damage). The damage is halved if the victim does not hit an obstacle and simply slides along the ground. The victim may also be dazed (70% chance) for 1D4 melees (losing initiative and -3 to strike/parry/dodge). This costs whiplash 4 attacks.

4) Hook and Release: Whiplash grabs an opponent, runs up the side of a large building or other tall structure, and simply releases the victim, letting them fall. The victim may also be dazed (70% chance) for 1D4 melees (losing initiative and -3 to strike/parry/dodge). This typically costs Whiplash 4 attacks (but could cost more or less depending on the height travelled).

Education Level and Skills: Trade School
Espionage Program: Hand to Hand Assassin, Detect Ambush, Intelligence, Wilderness Survival, Escape Artist, Sniper.
Physical Program: Boxing, Wrestling, Prowl, Body Building.

Secondary Skills: Radio Basic, Optic Systems, Read Sensory Equipment, Basic Electronics, Automotive Mechanics, Athletics, Pilot Truck, Land Navigation, Find Contraband, Computer Operation, WP Rifle, WP Auto-Pistol, WP Submchinegun, WP Knife.

Money: Has amassed a fortune of several million – lets Hellbent (grudgingly and with much criticism) take care of the investments and finances.

Weapons: Doesn’t feel the need to use any – he is a weapon.

Equipment: Seldom uses any, but has access to a wide variety of items if necessary (or can purchase it/steal it easily). His costume has a radio transceiver built into the helmet – 50 mile range, which can be set to emit a homing signal. Passive nightsight optics are built into the helmet as well – 500ft range. His outfit also consists of full-body concealed armor/padding (to protect from collisions and slides) and upper-body hard armor/padding (covering his head, neck, shoulders and upper torso) designed to protect his head, neck and upper spine from any strain/damage due to collisions and his penchant for sudden stops – AR 13, SDC 150

Vehicles: Besides the MoS mobile base, he rarely uses any, preferring to use his own powers.
"In every country and in every age, the priest has been hostile to liberty. He is always in alliance with the despot, abetting his abuses in return for protection to his own" - Thomas Jefferson

"I do not feel obliged to believe that the same god who has endowed us with senses, reason and intellect has intended us to forgo their use." - Galileo
User avatar
ZEN
Rifter® Contributer
Posts: 1005
Joined: Wed Feb 27, 2002 2:01 am
Location: New Zealand

Unread post by ZEN »

My current gaming group has never encountered the original crime masters.. can't wait to see them converted.. stunning work Cardiac, absolutely brilliant. :ok:
8-)
Little Sculptures
Hand crafted fantasy miniatures.
User avatar
Uncle Servo
Champion
Posts: 2408
Joined: Thu Apr 18, 2002 1:01 am
Location: The Servodome, in downtown Servotopia
Contact:

Unread post by Uncle Servo »

Cardiac wrote:
Reagren Wright wrote:8) 8-) Cardiac, you are the man! Fullbore a mega-villian!!!
And look he doesn't take damage when he crashes into
people. :ok: Keep'em coming.


Well, he seemed like the most "Tankish" of the MoS, and the Mega Template didn't really add much to him (besides a lot more SDC), so I decided to make him the designated "damage sponge" of the MoS. I might release a non-mega version of him for those who don't think he qualifies as a mega (I'm kind of split on the issue).

Even non-mega, he is still powerful, when you consider his powers and combat bonuses.

Oh - and the whole "he takes damage from impacts" bit was kind of lame in the old write-up - so I changed it. Now the armor actually has a specified purpose.


You know, I never would have figured Fullbore as a Mega-Villain... until I saw your version. I think Mega status fits him perfectly. :ok:
My Artwork Samples Set on Deviant Art
Hi! I'm Danger, but today I'll be Uncle Servo's Sock Puppet. -- Danger
US <Uncle> saves the day again. -- RockJock
And Servo has engineered another good idea. -- Sentinel
User avatar
Reagren Wright
Palladium Books® Freelance Writer
Posts: 3237
Joined: Sun Feb 10, 2002 2:01 am
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
Location: LaPorte, In USA

Unread post by Reagren Wright »

Whiplash-Hook and Release. Evil very evil. :demon:
And we like evil.
User avatar
Reagren Wright
Palladium Books® Freelance Writer
Posts: 3237
Joined: Sun Feb 10, 2002 2:01 am
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
Location: LaPorte, In USA

Unread post by Reagren Wright »

Whirligig would be even nastier if he was miscreant and/or diabolic.
and if he had Body Weapons. Spin and have bladded arms. :demon:
Have to chance his name to Human Blender though.
User avatar
Uncle Servo
Champion
Posts: 2408
Joined: Thu Apr 18, 2002 1:01 am
Location: The Servodome, in downtown Servotopia
Contact:

Unread post by Uncle Servo »

Reagren Wright wrote:Whirligig would be even nastier if he was miscreant and/or diabolic.
and if he had Body Weapons. Spin and have bladded arms. :demon:
Have to chance his name to Human Blender though.


He'd be nastier, sure... but then he wouldn't be Whirligig.

One thing I've particularly liked about Cardiac's revisions is how even when characters become much more powerful they still remain true to their original 'spirit' or 'feel.'
My Artwork Samples Set on Deviant Art
Hi! I'm Danger, but today I'll be Uncle Servo's Sock Puppet. -- Danger
US <Uncle> saves the day again. -- RockJock
And Servo has engineered another good idea. -- Sentinel
User avatar
Zenvis
Megaversal® Ambassador Coordinator
Posts: 1134
Joined: Mon Feb 19, 2001 2:01 am
Location: Utah
Contact:

Unread post by Zenvis »

Reagren Wright wrote:Whirligig would be even nastier if he was miscreant and/or diabolic.
and if he had Body Weapons. Spin and have bladded arms. :demon:
Have to chance his name to Human Blender though.


And you have a problem with this what?.... Cardiac is making a VU2 of these guys and who says that he doesnt have blades or hasnt changed alignments? Just tell me that he got rid of that barber pole look, thats just me.
Everything you can imagine is real. - Pablo Picasso
Imagination is more important than knowledge." but knowledge does help. - Albert Einstein
The gift of fantasy has meant more to me than my talent for absorbing positive knowledge. - Albert Einstein
My Blog and My Other Blog
User avatar
Reagren Wright
Palladium Books® Freelance Writer
Posts: 3237
Joined: Sun Feb 10, 2002 2:01 am
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
Location: LaPorte, In USA

Unread post by Reagren Wright »

Yes the barber pole or candy cane look must go. I'm just not going
to be intimidated by any villian if he comes up to me
looking like a Christmas Tree decoration. Just imagine the
insults a guy like Spider Man would throw at him.
"Did Santa Claus give you that outfit?" :lol:
User avatar
Uncle Servo
Champion
Posts: 2408
Joined: Thu Apr 18, 2002 1:01 am
Location: The Servodome, in downtown Servotopia
Contact:

Unread post by Uncle Servo »

"Here, Whirligig... stand next to this barbershop quartet. They need some scenery." :lol:
My Artwork Samples Set on Deviant Art
Hi! I'm Danger, but today I'll be Uncle Servo's Sock Puppet. -- Danger
US <Uncle> saves the day again. -- RockJock
And Servo has engineered another good idea. -- Sentinel
User avatar
Zenvis
Megaversal® Ambassador Coordinator
Posts: 1134
Joined: Mon Feb 19, 2001 2:01 am
Location: Utah
Contact:

Unread post by Zenvis »

Uncle Servo wrote:"Here, Whirligig... stand next to this barbershop quartet. They need some scenery." :lol:


Hmmm.. evil barbershop quartet.... :demon:
Everything you can imagine is real. - Pablo Picasso
Imagination is more important than knowledge." but knowledge does help. - Albert Einstein
The gift of fantasy has meant more to me than my talent for absorbing positive knowledge. - Albert Einstein
My Blog and My Other Blog
User avatar
Uncle Servo
Champion
Posts: 2408
Joined: Thu Apr 18, 2002 1:01 am
Location: The Servodome, in downtown Servotopia
Contact:

Unread post by Uncle Servo »

Zenvis wrote:
Uncle Servo wrote:"Here, Whirligig... stand next to this barbershop quartet. They need some scenery." :lol:


Hmmm.. evil barbershop quartet.... :demon:


Enh... "Masters Of Song" really just doesn't sound evil enough to be a feared villain group.
My Artwork Samples Set on Deviant Art
Hi! I'm Danger, but today I'll be Uncle Servo's Sock Puppet. -- Danger
US <Uncle> saves the day again. -- RockJock
And Servo has engineered another good idea. -- Sentinel
User avatar
Zenvis
Megaversal® Ambassador Coordinator
Posts: 1134
Joined: Mon Feb 19, 2001 2:01 am
Location: Utah
Contact:

Unread post by Zenvis »

Uncle Servo wrote:
Zenvis wrote:
Uncle Servo wrote:"Here, Whirligig... stand next to this barbershop quartet. They need some scenery." :lol:


Hmmm.. evil barbershop quartet.... :demon:


Enh... "Masters Of Song" really just doesn't sound evil enough to be a feared villain group.


Hey, if Static Man can cause fear (in a matter of speaking), I dont see why the "Masters of Song" couldn't cause some fear. I mean four guys with sonic powers and some serious minors could "bring down the house" in a matter of speaking. :lol: Maybe they're the "three tenors". :lol: I'm sorry I just cant help myself.
Everything you can imagine is real. - Pablo Picasso
Imagination is more important than knowledge." but knowledge does help. - Albert Einstein
The gift of fantasy has meant more to me than my talent for absorbing positive knowledge. - Albert Einstein
My Blog and My Other Blog
User avatar
Reagren Wright
Palladium Books® Freelance Writer
Posts: 3237
Joined: Sun Feb 10, 2002 2:01 am
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
Location: LaPorte, In USA

Unread post by Reagren Wright »

Just out of curiosity, does anyone know if this is the longest running post
on the board?
User avatar
Reagren Wright
Palladium Books® Freelance Writer
Posts: 3237
Joined: Sun Feb 10, 2002 2:01 am
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
Location: LaPorte, In USA

Unread post by Reagren Wright »

Guess I just answered my own question, the New Powers post was done
on the same day. :lol:
User avatar
Cardiac
Adventurer
Posts: 436
Joined: Fri Dec 27, 2002 2:01 am
Location: Newfie-land

Unread post by Cardiac »

More updates on the way over the next few days! Stay tuned!
"In every country and in every age, the priest has been hostile to liberty. He is always in alliance with the despot, abetting his abuses in return for protection to his own" - Thomas Jefferson

"I do not feel obliged to believe that the same god who has endowed us with senses, reason and intellect has intended us to forgo their use." - Galileo
User avatar
Reagren Wright
Palladium Books® Freelance Writer
Posts: 3237
Joined: Sun Feb 10, 2002 2:01 am
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
Location: LaPorte, In USA

Unread post by Reagren Wright »

:D :D :D :D :D :D :D :D :D
User avatar
Sureshot
Champion
Posts: 2518
Joined: Sat Sep 06, 2003 10:42 pm
Comment: They Saved Sureshot's Brain!
Location: Montreal, Quebec

Unread post by Sureshot »

Reagren Wright wrote:Just out of curiosity, does anyone know if this is the longest running post
on the board?


No the Can you telport inot an environtmentally sealed vehicle is at 38 pages and counting. It's located in the Rifts forum.

Any chance these conversions will make it into the revised VU. I hope so because I like what I see.
User avatar
Reagren Wright
Palladium Books® Freelance Writer
Posts: 3237
Joined: Sun Feb 10, 2002 2:01 am
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
Location: LaPorte, In USA

Unread post by Reagren Wright »

38 pages :shock:
User avatar
Reagren Wright
Palladium Books® Freelance Writer
Posts: 3237
Joined: Sun Feb 10, 2002 2:01 am
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
Location: LaPorte, In USA

Unread post by Reagren Wright »

I've been thinking. Technically PU1 and PU2 have converted
HU 2nd edition into HU 2.5 Edition. So does anyone think any of the
heroes or villians from Century Station, GM Guide, Gramency Island,
or Mutant Underground need an updated revision?
User avatar
Cardiac
Adventurer
Posts: 436
Joined: Fri Dec 27, 2002 2:01 am
Location: Newfie-land

Unread post by Cardiac »

Just wanted to pop in to give you all a little update - I am currently putting together a website that will have a whole slew of rpg stuff on it, including the VU conversions I have started here. I hope to have it up soon, depending on how much free time I can spare working on it.

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

"I do not feel obliged to believe that the same god who has endowed us with senses, reason and intellect has intended us to forgo their use." - Galileo
User avatar
Zenvis
Megaversal® Ambassador Coordinator
Posts: 1134
Joined: Mon Feb 19, 2001 2:01 am
Location: Utah
Contact:

Unread post by Zenvis »

Cardiac,
Hows that website coming?
Everything you can imagine is real. - Pablo Picasso
Imagination is more important than knowledge." but knowledge does help. - Albert Einstein
The gift of fantasy has meant more to me than my talent for absorbing positive knowledge. - Albert Einstein
My Blog and My Other Blog
User avatar
Cardiac
Adventurer
Posts: 436
Joined: Fri Dec 27, 2002 2:01 am
Location: Newfie-land

Unread post by Cardiac »

Zenvis wrote:Cardiac,
Hows that website coming?


I'm working on it - but with so many things competing for my time it's hard to work on it. I also have to get in contct with my ISP because my account is frelled up, but hopefully I will have it straightened out soon.
"In every country and in every age, the priest has been hostile to liberty. He is always in alliance with the despot, abetting his abuses in return for protection to his own" - Thomas Jefferson

"I do not feel obliged to believe that the same god who has endowed us with senses, reason and intellect has intended us to forgo their use." - Galileo
User avatar
Zenvis
Megaversal® Ambassador Coordinator
Posts: 1134
Joined: Mon Feb 19, 2001 2:01 am
Location: Utah
Contact:

Unread post by Zenvis »

Cardiac wrote:
Zenvis wrote:Cardiac,
Hows that website coming?


I'm working on it - but with so many things competing for my time it's hard to work on it. I also have to get in contct with my ISP because my account is frelled up, but hopefully I will have it straightened out soon.


Again I ask Hows that website comming?
Everything you can imagine is real. - Pablo Picasso
Imagination is more important than knowledge." but knowledge does help. - Albert Einstein
The gift of fantasy has meant more to me than my talent for absorbing positive knowledge. - Albert Einstein
My Blog and My Other Blog
User avatar
Uncle Servo
Champion
Posts: 2408
Joined: Thu Apr 18, 2002 1:01 am
Location: The Servodome, in downtown Servotopia
Contact:

Unread post by Uncle Servo »

*Holds aloft 'Rubber Mallet of Justice'*

For those who have forgotten... for those who have never beheld its wonder... I hereby BUMP this thread out of obscurity and back to the top of the forum!

:thwak:


Of course, this also begs the question: Cardiac, how's that website coming? :lol:
My Artwork Samples Set on Deviant Art
Hi! I'm Danger, but today I'll be Uncle Servo's Sock Puppet. -- Danger
US <Uncle> saves the day again. -- RockJock
And Servo has engineered another good idea. -- Sentinel
Sentinel
Palladin
Posts: 12242
Joined: Tue Jul 09, 2002 1:01 am
Location: At the forefront of the War between Good & Evil.
Contact:

Unread post by Sentinel »

I am now inspired to build the Masters of Song.

Rapture: Female mutant with the powers Enenrgy Expulsion: Directed Sound, and Physical Perfection, Hold Breath, and Ultra-Hearing.
Skills of note:Singing X4. I thought this would be a good way to get a 16 octave range. Hey, it's better than trying to justify Boxing, Wrestling, Acrobatics and Gymnastics, eh?

Cacophany: Male mutant with the powers Sonic Power, Frequency Absorbtion, Energy Expulsion Ultrasonic Screech, and Ultra Hearing.

Discord: Male experiment with the powers Vibration, Sonic Absorbtion and Reflection, and Warp Sound.

They need a fourth to make a Barbershop Quartet.
when you get right down to it, Sentinel's right.~Uncle Servo.

Sentinel. you'll be always loved by the German Princess.~Nelly

That's twice in one day Sentinel has cleaned up my mess.~The Galactus Kid.

That's the best place to start. Otherwise, listen to Sentinel~lather

Listen to the Sentinel...he speaks truth.~ Shadyslug

Sentinel you have the biggest sig I've ever seen~Natasha
User avatar
Uncle Servo
Champion
Posts: 2408
Joined: Thu Apr 18, 2002 1:01 am
Location: The Servodome, in downtown Servotopia
Contact:

Unread post by Uncle Servo »

Well, I don't know about his singing ability... but you could put Whirligig alongside them and he could be the barbershop pole... :lol:
My Artwork Samples Set on Deviant Art
Hi! I'm Danger, but today I'll be Uncle Servo's Sock Puppet. -- Danger
US <Uncle> saves the day again. -- RockJock
And Servo has engineered another good idea. -- Sentinel
Sentinel
Palladin
Posts: 12242
Joined: Tue Jul 09, 2002 1:01 am
Location: At the forefront of the War between Good & Evil.
Contact:

Unread post by Sentinel »

Uncle Servo wrote:Well, I don't know about his singing ability... but you could put Whirligig alongside them and he could be the barbershop pole... :lol:


There you go, making Pole jokes.

If it were up to me: I'd change his costume as well: what were they thinking?
when you get right down to it, Sentinel's right.~Uncle Servo.

Sentinel. you'll be always loved by the German Princess.~Nelly

That's twice in one day Sentinel has cleaned up my mess.~The Galactus Kid.

That's the best place to start. Otherwise, listen to Sentinel~lather

Listen to the Sentinel...he speaks truth.~ Shadyslug

Sentinel you have the biggest sig I've ever seen~Natasha
User avatar
Uncle Servo
Champion
Posts: 2408
Joined: Thu Apr 18, 2002 1:01 am
Location: The Servodome, in downtown Servotopia
Contact:

Unread post by Uncle Servo »

Sentinel wrote:
Uncle Servo wrote:Well, I don't know about his singing ability... but you could put Whirligig alongside them and he could be the barbershop pole... :lol:


There you go, making Pole jokes.

If it were up to me: I'd change his costume as well: what were they thinking?


Kevin Long is a great artist, but it's pretty clear that designing superhero costumes is not his forté.

Case in point -- the Sentinels of Liberty & Justice. :ugh:
My Artwork Samples Set on Deviant Art
Hi! I'm Danger, but today I'll be Uncle Servo's Sock Puppet. -- Danger
US <Uncle> saves the day again. -- RockJock
And Servo has engineered another good idea. -- Sentinel
Sentinel
Palladin
Posts: 12242
Joined: Tue Jul 09, 2002 1:01 am
Location: At the forefront of the War between Good & Evil.
Contact:

Unread post by Sentinel »

Uncle Servo wrote:
Sentinel wrote:
Uncle Servo wrote:Well, I don't know about his singing ability... but you could put Whirligig alongside them and he could be the barbershop pole... :lol:


There you go, making Pole jokes.

If it were up to me: I'd change his costume as well: what were they thinking?


Kevin Long is a great artist, but it's pretty clear that designing superhero costumes is not his forté.

Case in point -- the Sentinels of Liberty & Justice. :ugh:



I had a long discussion with a couple of GM friends about costumes, especially for USA patriots.The Red Guy on HU Revised is cool. USA1 on HUII is very cool.
After that, you're left with the variations on Captain America (Ultimates version is very cool).
Too many stars and stripes are not cool. Bucket boots are not cool. Tri-corner hats are definitely not cool. I understand wanting a Patriotic motif, and a costume that's heavy on blue is rather standard and plain. But, really, you can go too far trying to get the motif across.
when you get right down to it, Sentinel's right.~Uncle Servo.

Sentinel. you'll be always loved by the German Princess.~Nelly

That's twice in one day Sentinel has cleaned up my mess.~The Galactus Kid.

That's the best place to start. Otherwise, listen to Sentinel~lather

Listen to the Sentinel...he speaks truth.~ Shadyslug

Sentinel you have the biggest sig I've ever seen~Natasha
User avatar
Uncle Servo
Champion
Posts: 2408
Joined: Thu Apr 18, 2002 1:01 am
Location: The Servodome, in downtown Servotopia
Contact:

Unread post by Uncle Servo »

There are elements of the SLJ uniforms I like... but overall there are a LOT of changes I'd make. Number one on the list would be to get rid of those stupid gloves/boots -- they look like they're wearing freakin' Wal-Mart bags on their feet! :nh:

As for the 'Captain America' effect -- well, just about any patriotic motif is going to get called on that. It's still possible to get a good look out of red/white/blue though.

Hmmm... you know, I actually at one point had started to re-design the SLJ costumes to something more along my liking. I may have to see if I still have those notes/sketches somewhere.
My Artwork Samples Set on Deviant Art
Hi! I'm Danger, but today I'll be Uncle Servo's Sock Puppet. -- Danger
US <Uncle> saves the day again. -- RockJock
And Servo has engineered another good idea. -- Sentinel
Sentinel
Palladin
Posts: 12242
Joined: Tue Jul 09, 2002 1:01 am
Location: At the forefront of the War between Good & Evil.
Contact:

Unread post by Sentinel »

Uncle Servo wrote:There are elements of the SLJ uniforms I like... but overall there are a LOT of changes I'd make. Number one on the list would be to get rid of those stupid gloves/boots -- they look like they're wearing freakin' Wal-Mart bags on their feet! :nh:

Amen. Number Two on the Hit List: The Buckled shoes and Tri-Corner hat were straight out of the Revolutionary War, and striped tights just don't do it.

As for the 'Captain America' effect -- well, just about any patriotic motif is going to get called on that. It's still possible to get a good look out of red/white/blue though.

As long as we stay away from Blue as the primary color, you won't look too much like a Cap rip-off.
Again, the main guy in red from HU Revised cover is a great costume.


Hmmm... you know, I actually at one point had started to re-design the SLJ costumes to something more along my liking. I may have to see if I still have those notes/sketches somewhere.


I'd like to see those myself.
when you get right down to it, Sentinel's right.~Uncle Servo.

Sentinel. you'll be always loved by the German Princess.~Nelly

That's twice in one day Sentinel has cleaned up my mess.~The Galactus Kid.

That's the best place to start. Otherwise, listen to Sentinel~lather

Listen to the Sentinel...he speaks truth.~ Shadyslug

Sentinel you have the biggest sig I've ever seen~Natasha
User avatar
Uncle Servo
Champion
Posts: 2408
Joined: Thu Apr 18, 2002 1:01 am
Location: The Servodome, in downtown Servotopia
Contact:

Unread post by Uncle Servo »

Sentinel wrote:Amen. Number Two on the Hit List: The Buckled shoes and Tri-Corner hat were straight out of the Revolutionary War, and striped tights just don't do it.


You know though, I have seen the tri-corner hat on other patriotic-styled characters. Not that I would keep it on anything I designed, mind you...

And who's wearing buckled shoes in the SLJ? Patriot, Constitution, Stars, & Stripes are all wearing "baggies," and Flagwaver and Minuteman are wearing more traditional "Hero Boots"

Sentinel wrote:As long as we stay away from Blue as the primary color, you won't look too much like a Cap rip-off.
Again, the main guy in red from HU Revised cover is a great costume.


Yep, as you said before the heroes from the HU book covers are pretty good indeed.

I still think though that the secret to avoiding looking like a Cap knock-off is in the overall design rather than the primary color. I could be wrong, but that's my take on it.


Sentinel wrote:
Hmmm... you know, I actually at one point had started to re-design the SLJ costumes to something more along my liking. I may have to see if I still have those notes/sketches somewhere.


I'd like to see those myself.


I found an old color study of Flagwaver, and looking back on it I probably wouldn't change much if anything on him:
My Artwork Samples Set on Deviant Art
Hi! I'm Danger, but today I'll be Uncle Servo's Sock Puppet. -- Danger
US <Uncle> saves the day again. -- RockJock
And Servo has engineered another good idea. -- Sentinel
Sentinel
Palladin
Posts: 12242
Joined: Tue Jul 09, 2002 1:01 am
Location: At the forefront of the War between Good & Evil.
Contact:

Unread post by Sentinel »

I love that Flagwaver shot. Tres cool.

I had a picture of Patroit (Marvel character) confused with one of the SLJ: my bad.
Too many supers in my brain.
Marvel Vs. DC Vs. Dell Vs. Charlton Vs. Eclipse Vs. Comico Vs. First Vs. Capital Vs. Hero Graphics Vs. Texas/Noble...
when you get right down to it, Sentinel's right.~Uncle Servo.

Sentinel. you'll be always loved by the German Princess.~Nelly

That's twice in one day Sentinel has cleaned up my mess.~The Galactus Kid.

That's the best place to start. Otherwise, listen to Sentinel~lather

Listen to the Sentinel...he speaks truth.~ Shadyslug

Sentinel you have the biggest sig I've ever seen~Natasha
User avatar
Uncle Servo
Champion
Posts: 2408
Joined: Thu Apr 18, 2002 1:01 am
Location: The Servodome, in downtown Servotopia
Contact:

Unread post by Uncle Servo »

Cardiac -- got any progress to report on that website???? :D
My Artwork Samples Set on Deviant Art
Hi! I'm Danger, but today I'll be Uncle Servo's Sock Puppet. -- Danger
US <Uncle> saves the day again. -- RockJock
And Servo has engineered another good idea. -- Sentinel
Sentinel
Palladin
Posts: 12242
Joined: Tue Jul 09, 2002 1:01 am
Location: At the forefront of the War between Good & Evil.
Contact:

Unread post by Sentinel »

Reagren Wright wrote:I've been thinking. Technically PU1 and PU2 have converted
HU 2nd edition into HU 2.5 Edition. So does anyone think any of the
heroes or villians from Century Station, GM Guide, Gramency Island,
or Mutant Underground need an updated revision?


Century Station, Gramercy Island and GMG characters don't really need to be updated. I especially like the GI and CS characters despite the fact that they do not conform to HU rules all the time (Kelvin, anyone?), and I wouldn't want them to be changed.
I don't own Mutant Underground, so I don't know how up-to-date those guys are.
when you get right down to it, Sentinel's right.~Uncle Servo.

Sentinel. you'll be always loved by the German Princess.~Nelly

That's twice in one day Sentinel has cleaned up my mess.~The Galactus Kid.

That's the best place to start. Otherwise, listen to Sentinel~lather

Listen to the Sentinel...he speaks truth.~ Shadyslug

Sentinel you have the biggest sig I've ever seen~Natasha
User avatar
Reagren Wright
Palladium Books® Freelance Writer
Posts: 3237
Joined: Sun Feb 10, 2002 2:01 am
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
Location: LaPorte, In USA

Unread post by Reagren Wright »

Well VU 2nd edition is on its way. I only hope the updated villians
are just as good as the ones Cardiac created, and to think you almost
converted everyone in the book. The last one I saw was Whiplash
from Masters of Speed. Did you ever get any others done?
User avatar
Cardiac
Adventurer
Posts: 436
Joined: Fri Dec 27, 2002 2:01 am
Location: Newfie-land

Unread post by Cardiac »

Hi everyone, as I mentioned in another post I've made the decision to finish off these character updates (it's not like I have a lot left to do IIRC). So hopefully you will be see seeing some new ones shortly.

Jaegermeister wrote:
Cardiac wrote:PING

Combat Training: Hand to Hand: Basic
Attacks: 4
Combat Bonuses: +0 Initiative, +0 Strike, +3 Automatic Parry, +3 Dodge, +3 Roll with Punch/Fall/Impact, +2 Pull Punch, +0 Damage, +0 Disarm.

Saving Throws:



Did you forget the Saving Throws?
I'll re-check but I don't think she has any Save bonuses
"In every country and in every age, the priest has been hostile to liberty. He is always in alliance with the despot, abetting his abuses in return for protection to his own" - Thomas Jefferson

"I do not feel obliged to believe that the same god who has endowed us with senses, reason and intellect has intended us to forgo their use." - Galileo
User avatar
Cardiac
Adventurer
Posts: 436
Joined: Fri Dec 27, 2002 2:01 am
Location: Newfie-land

Unread post by Cardiac »

WHIRLIGIG

Real Name: Klaus Muller
Aliases: "the Kid", Karl Windsong, and Whirligig.
Group Affiliation: The Masters of Speed.
Occupation: Former amateur figure skater, former burger-flipper, professional super-criminal.

Alignment: Unprincipled
Power Category: Mutant
Experience Level: 7th
Hit Points: 48 S.D.C.: 87
P.P.E.: 15
Attributes: IQ 17, ME 25, MA 13, PS 19, PP 20, PE 16, PB 13, Spd 250 (170mph) running.
Age: 24 Sex: Male Height: 5ft. 8in. Weight: 180 lbs.

Unusual Physical Characteristics/Side Effects: None
Major Super Abilities: Spin at High Velocity.
Minor Super Abilities: Extraordinary ME, Extraordinary PP, Nightvision.

Natural Abilities: Can spin his body at speeds of up to 360 mph, enabling him to "run" at incredible speeds (up to 170 mph). While spinning, he has the equivelent of 360 degree vision, can tunnel through the ground (70ft per melee), can rise up into the air (up to 70ft) and hover in mid-air, make spinning airbourne leaps (up to 70ft igh and 140ft long), can stop himself from falling and land softly, can deflect incoming projectiles and gas attacks (impervious to physical projectiles like bullets, arrows and thrown objects, and gasses are harmessly funelled away). He can see perfectly in even total darkness. Considered a Major Psionic - needs only a 12 or higher to save vs Psionic attack. Excellent Sense of Balance: 91%. Excellent Sense of Speed and Direction: 88%.

Combat Training: Hand to Hand: Martial Arts
Attacks: 8
Combat Bonuses: +5 Initiative, +6 Strike, +10 Automatic Parry, +12 Dodge, +6 Automatic Dodge, +7 Roll with Punch/Fall/Impact, +4 Pull Punch, +4 Damage, +4 Disarm.

Combat Note: +4 to damage per every 20mph of spinning speed.

Saving Throws: +5 vs Psionic Attack, +11 vs Possession/Horror Factor, +8 vs Insanity, +4% vs Coma/Death, +1 vs Poison/Disease/Pain/Magic, +7 vs Mind-Altering Drugs, +2 vs Magical Illusions.

Other Combat Info: Called KO/Stun - 20. Critical Strike – 18-20. Entangle. Holds (all). Paired Weapons.

Hand to Hand Damage:
Karate Punch – 2D4+4. Power Punch (2A) – 4D4+4. Body Block/Tackle – 1D4+4 + knockdown. Karate Kick – 2D4+4. Snap Kick - 1D6+4. Roundhouse Kick - 3D6+4. Backward Sweep - knockdown. Tripping Leg Hook - knockdown. Jump Kick - 6D6+4. Flying Jump Kick - 4D6+4

Special Attacks:
Mini-Tornado: Can create a small tornado - an area affect attack that snatches up everyone around (within a 5ft radius). This can be used to either incapacitate foes or to damage them.
1)Incapacitation: anyone caught by the twister is completely helpless while in the mini-tornado, and after it dissipates he/she is dizzy and disoriented for 1D4 melee rounds (combat bonuses and speed are halved and suffers from poor balance).
2)Damaging Attack: the twister picks them up and slams them into the ground or a nearby object - doing 6D6 damage and the victim loses initiative and one melee action.

Fusilade: Uses all attacks. Can use his vortex to suck up and hurl a multitude of small objects in a 20ft radius. Does 2D6 damage and temporarily obscures vision (-4 on initiative, strike, parry, dodge) for the full melee.

Whrilwind Strike: Uses 4 attacks. Anyone within reach may be attacked by Whirligig - a strike roll is made for each target. Damage is 1D6+4 plus the damage bonus for spinning.

Education Level and Skills: Three Years of College
Electrical Program: Electrical Engineer, Computer Operation, Computer Repair.
Mechanical Program: Mechanical Engineering, Locksmith, Weapons Engineer.
Physical Program: Boxing, Climbing, Prowl, Acrobatics.

Secondary Skills: Hand to Hand Martial Arts (3), Radio Basic, Optic Systems, Read Sensory Equipment, Athletics, Pilot Truck, Land Navigation, Body Building, Language - English (native lang is German), Swimming.

Money: Has amassed a fortune of several million – lets Hellbent take care of the investments and finances. He does send his parents money every so often (adds up to 1/4 million so far).

Weapons: Has been known to use a pistol, but tends to rely on his powers.

Equipment: Seldom uses any, but has access to a wide variety of items if necessary (or can purchase it/steal it easily). His costume has a radio transceiver built into the helmet – 50 mile range, which can be set to emit a homing signal. His outfit also has built-in concealed armor and padding – AR 10, SDC 50 (this is more to protect him from collisions and high-speed slides than actual combat).

Vehicles: He loves classic cars and hopes to collect them someday. Wants to drive all the time, but currently does not own any vehicles and is certainly not averse to using his own powers to get around.
"In every country and in every age, the priest has been hostile to liberty. He is always in alliance with the despot, abetting his abuses in return for protection to his own" - Thomas Jefferson

"I do not feel obliged to believe that the same god who has endowed us with senses, reason and intellect has intended us to forgo their use." - Galileo
User avatar
Cardiac
Adventurer
Posts: 436
Joined: Fri Dec 27, 2002 2:01 am
Location: Newfie-land

Unread post by Cardiac »

The BLUR

Real Name: Jake Fenton
Aliases: The Blur.
Group Affiliation: The Masters of Speed.
Occupation: Former construction worker, professional super-criminal.

Alignment: Aberrant
Power Category: Mutant
Experience Level: 9th
Hit Points: 51 S.D.C.: 195
P.P.E.: 19
Attributes: IQ 10, ME 13, MA 9, PS 29, PP 12, PE 15, PB 4, Spd 590 (400 mph) running.
Age: 25 Sex: Male Height: 6ft. Weight: 205 lbs.

Unusual Physical Characteristics/Side Effects: Power Lock - his Blur Power is on constantly - he cannot "turn it off". He is (minus) -60% to Prowl, and he finds it difficult to perform tasks that require manual dexterity (-40% penalty).
Major Super Abilities: Vibration
Minor Super Abilities: Extraordinary Speed, Energy Resistance, Blur, Supervision - IR/UV, Supervision - X-Ray.

Natural Abilities: Can run at incredible speeds (up to 400mph). Can generate intense shock waves for a variety of effects. Can vibrate himself to become effectively intangible for short periods of time. Is sensitive to motion and vibrations in the ground and air within 75ft (is difficult to catch unawares, can sense nearby movement, estimate numbers and speed of approach 84%). As a result of his Blur power, his body constantly vibrates - his facial features (and what he is wearing) are impossible to pick out, he leaves no identifiable fingerprints or tracks, is more difficult to hit in combat, and his voice is disguised (sounds like somene speaking through a spinning fan). The vibration also makes his body extremely resistant to most forms of energy - the first 20 points of Energy damage from an attack is ignored, and any additional damage is halved. An odd side-effect of his body's vibration, his vision is sensitive to a wider range of frequencies, allowing him to see into the IR, UV and X-Ray fields of the spectum. The IR and UV vision provides him with a form of nightvision, allowing him to see up to 300ft in te dark. The X-Ray vision allows him to see through most substances, but requires concentration to do so.

Combat Training: Hand to Hand: Expert
Attacks: 8
Combat Bonuses: +13 Initiative, +4 Strike, +11 Automatic Parry, +14 Dodge, +4 Automatic Dodge, +11 Roll with Punch/Fall/Impact, +6 Pull Punch, +14 Damage, +3 Disarm.

Combat Note: +4 to damage per every 20mph of running speed. The best a standing-still punch or kick can do is +8 (40 mph). Opponents trying to hit him have the following penalties (due to his Blur power); In hand to hand combat opponents are -3 to strike/parry/dodge against the Blurred character. Similarly, ranged attacks against him are -4 to strike and aimed or called shots are impossible against him.

Saving Throws: None.
Other Combat Info: Auto KO/Stun - 20. Critical Strike – 18-20. Entangle. Holds (all). Pin/Incapacitate - 18-20. Paired Weapons.

Hand to Hand Damage:
Punch – 1D4+14. Power Punch (2A) – 2D4+14. Body Block/Tackle – 1D4+14 + knockdown. Kick – 2D4+14. Axe Kick - 2D6+14. Wheel Kick - 2D6+14. Crush/Squeeze - 1D4+14. Body Throw/Flip - 1D6+14 + knockdown.

Special Attacks:
Shock Waves: 210ft long, 6ft wide, 2D6x9 damage along ground.

Shock Blast: 290ft, 4D6 damage.

Vibro-Strike: adds 1D6 damage to all physical attacks. Vibro field protects limb from harm due to impacts.

Vibro-Ram: Costs him 2 attacks. This is basically a power-Body-Block/Ram - considered a critical strike; he does double normal ram damage, plus double the vibro-strike damage, plus any damage bonus due to speed; 2D4+28+2d6+Spd bonus. However, he himself is immune from serious harm from the ram itself (just like the Vibro-Strike power but applies to his whole body), allowing him to ram into brick walls without fear of serious injury (may still be slightly bruised and/or dazed from large impacts however - especially if he brings up solid on the object and does not crash through).

Education Level and Skills: High School Graduate
Technical Program: Art, Computer Operation, General Repair/Maintenance, Writing.
Physical Program: Boxing, Wrestling, Climbing, Boby Building.

Secondary Skills: Hand to Hand Expert (2), Radio Basic, Optic Systems, Read Sensory Equipment, Athletics, Pilot Truck, Land Navigation, Swimming, Basic Electronics, Basic Mechanics, Carpentry, Cook, Demolitions, Demolitions-Disposal, Running.

Money: Has amassed a fortune of several million – lets Hellbent take care of the investments and finances.

Weapons: Has been known to use a pistol, but tends to rely on his powers.

Equipment: Seldom uses any, but has access to a wide variety of items if necessary (or can purchase it/steal it easily). His costume has a radio transceiver built into the helmet – 50 mile range, which can be set to emit a homing signal. His outfit also has built-in concealed armor and padding – AR 10, SDC 50 (this is more to protect him from collisions and high-speed slides than actual combat).

Vehicles: He loves big muscle cars, but uses a vehicle only when absolutely necessary.
"In every country and in every age, the priest has been hostile to liberty. He is always in alliance with the despot, abetting his abuses in return for protection to his own" - Thomas Jefferson

"I do not feel obliged to believe that the same god who has endowed us with senses, reason and intellect has intended us to forgo their use." - Galileo
User avatar
Cardiac
Adventurer
Posts: 436
Joined: Fri Dec 27, 2002 2:01 am
Location: Newfie-land

Unread post by Cardiac »

SLO-MO

Real Name: Johnny Blue
Aliases: Johnny "Fast-Hands" Blue, Slo-Mo
Group Affiliation: The Masters of Speed.
Occupation: Former professional Boxer and heavyweight champion of the world, professional super-criminal.

Alignment: Aberrant
Power Category: Mutant
Experience Level: 6th
Hit Points: 62 S.D.C.: 119
P.P.E.: 23
Attributes: IQ 12, ME 19, MA 9, PS 28, PP 14, PE 24, PB 23, Spd 30 running.
Age: 26 Sex: Male Height: 5ft. 9 inches. Weight: 225 lbs.

Unusual Physical Characteristics/Side Effects: Exceptionally Stocky/Broad.
Major Super Abilities: Slow Motion Control
Minor Super Abilities: Lightning Reflexes, Healing Factor.

Natural Abilities: PS is considered to be Superhuman. Can slow or distort time within a limited area for various effects (slowing down opponents, avoiding attacks, slowing down another's or one's own metabolism, controlling clocks, and also seems to slow down the character's aging process). Uncanny Sense of Time: knows the time of day down to the minute without referring to a timepiece. Accelerated Healing; 3 SDC/10 min and 1 HP/15 min. Super-Healing; can instantly regenerate 4D6 HP twice daily. Immune to Fatigue. Immune to Disease. Resistant to Fire and Cold (half damage). Resistant to Drugs/Poison/Toxins (1/3 effects).

Combat Training: Hand to Hand: Expert
Attacks: 8
Combat Bonuses: +7 Initiative, +3 Strike, +6 Automatic Parry, +6 Dodge, +5 Automatic Dodge, +6 Roll with Punch/Fall/Impact, +5 Pull Punch, +13 Damage, +1 Disarm.

Saving Throws: +5 vs Psionics, +2 vs possession/horror factor, +2 vs insanity, +38% vs Coma/Death, +5 vs pain, +8 vs Magic/Toxins (and an additional +3 vs time/speed altering powers/magic).

Other Combat Info: Auto KO/Stun - 20. Critical Strike – 18-20. Entangle. Holds (all). Pin/Incapacitate - 18-20. Paired Weapons.

Hand to Hand Damage:
Punch – 2D4+13. Power Punch (2A) – 4D4+13. Body Block/Tackle – 2D4+13 + knockdown. Kick – 4D4+13. Crescent Kick - 4D4+17. Roundhouse Kick - 6D6+13. Crush/Squeeze - 2D4+13.

Education Level and Skills: Two Years of College
Journalism Program: Computer Operation, Research, Photography, Writing.
Physical Program: Boxing, Wrestling, Hand to Hand Expert (2).

Secondary Skills: Radio-Basic, Optic Systems, Read Sensory Equipment, Athletics, Body Building, Climbing, Swimming, Scuba, Running, Pilot Truck, Pilot Motorcycle, Navigation, Card Sharp, Prowl.

Money: Has amassed a fortune of several million – lets Hellbent take care of the investments and finances.

Weapons: None - relies on his natural abilities.

Equipment: Seldom uses any, but has access to a wide variety of items if necessary (or can purchase it/steal it easily). His costume has a radio transceiver built into the helmet – 50 mile range, which can be set to emit a homing signal. His outfit also has built-in concealed armor and padding – AR 10, SDC 50 (this is more to protect him from collisions and high-speed slides than actual combat). He wears a special visor that provides protection for his eyes while flying at high speed and also has the following features; polarized sight, passive nightvision.

Vehicles: Specially designed Fabricators Inc "Whisper-Silent" Jet Pack. SDC: 150. Top Speed: 250 mph. Flight Duration: 1 hour per fuel pellet. Is extremely quiet and has special heat dampeners (making it difficult for heat sensors to get a fix). While flying, the wearer gets a +4 dodge bonus. Slo-Mo normally carries a number of extra fuel pellets with him in a utility belt.
"In every country and in every age, the priest has been hostile to liberty. He is always in alliance with the despot, abetting his abuses in return for protection to his own" - Thomas Jefferson

"I do not feel obliged to believe that the same god who has endowed us with senses, reason and intellect has intended us to forgo their use." - Galileo
User avatar
Uncle Servo
Champion
Posts: 2408
Joined: Thu Apr 18, 2002 1:01 am
Location: The Servodome, in downtown Servotopia
Contact:

Unread post by Uncle Servo »

Jaegermeister wrote:
Cardiac wrote:The BLUR

Power Category: Mutant
Unusual Physical Characteristics/Side Effects: Power Lock - his Blur Power is on constantly - he cannot "turn it off". He is (minus) -60% to Prowl, and he finds it difficult to perform tasks that require manual dexterity (-40% penalty).

Education Level and Skills: High School Graduate
Technical Program: Art, Computer Operation, General Repair/Maintenance, Writing.
Physical Program: Boxing, Wrestling, Climbing, Boby Building.

Secondary Skills: Hand to Hand Expert (2), Radio Basic, Optic Systems, Read Sensory Equipment, Athletics, Pilot Truck, Land Navigation, Swimming, Basic Electronics, Basic Mechanics, Carpentry, Cook, Demolitions, Demolitions-Disposal, Running.



You know, with him becoming Blurred (always on) at puberty, I wouldn't let him have a lot of those skills. My dad is on the first onsets of Parkinsons and he shakes something awful; really can't do chit when the shakes hit. Computer Operation with his hands constantly vibrating like a jackhammer. The man is accidently going to be pushing the wrong keys. Much less the Demolitions-Disposal! :eek: Any tactile skill he tries to learns after puberty he will give up in discouragement. The man is fracked up. That fella Blur in DP7 was the same way.


I thought this particular Blur got his powers in an accident while on the job as a construction worker? I can't remember for sure though, it's been a while since I've read MoS backgrounds.
My Artwork Samples Set on Deviant Art
Hi! I'm Danger, but today I'll be Uncle Servo's Sock Puppet. -- Danger
US <Uncle> saves the day again. -- RockJock
And Servo has engineered another good idea. -- Sentinel
User avatar
Reagren Wright
Palladium Books® Freelance Writer
Posts: 3237
Joined: Sun Feb 10, 2002 2:01 am
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
Location: LaPorte, In USA

Unread post by Reagren Wright »

The Masters are done. All we need now are the Sentinels, Dark
Tribinual, Brotherhood of Armageddon, and the Wizards of Chaos.
You are on the home stretch Cardiac, keep'em coming :ok:
Post Reply

Return to “Heroes Unlimited™”