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

Posted: Tue Apr 27, 2004 6:31 pm
by Cardiac
Magna

Real Name: Tranicia Jordan
Aliases: Little T and Magna
Group Affiliation: Partnered with Magno and Primal Force, and is the recognized team leader.
Occupation: Professional Criminal/Mob Enforcer.

Alignment: Miscreant
Power Category: Experiment
Experience Level: 7th
Hit Points: 42 S.D.C.: 62
P.P.E.: 24
Attributes: IQ 17, ME 14, MA 13, PS 25, PP 21, PE 15, PB 11, Spd 24
Age: 26 Sex: Female Height: 5ft. 5in. Weight: 120 lbs.

Unusual Physical Characteristics/Side Effects: Chemical Resistance.
Major Super Abilities: Magnetism
Minor Super Abilities: Extraordinary PS, Energy Expulsion - Plasma.

Natural Abilities: Strength is considered Extraordinary. Has a great tolerance to chemicals and toxins; she only suffers half effects. Can manipulate magnetic forces and move metallic objects (up to 3140 lbs). Can also generate a magnetic field around herself for protection (small metallic projectiles like bullets are stopped, damage from speeding vehicles/missiles/characters w/ metal on them are halved and the character is +2 to dodge the attacks, electrical/plasma/particle beam attacks are halved) and will erase magnetic tapes and disrupt electrical frequencies. She can fly using the magnetic field (20mph) and can use it to cling to magnetic substances. She can accurately sense magnetic north, can sense the presence and location of magnetic fields up to 1000ft away, and can sense Iron and other ferrous metals within 30ft (or up to 7ft below the ground). Is Impervious to Magnetic Forces herself.

Combat Training: Hand to Hand: Basic
Attacks: 5
Combat Bonuses: +1 Initiative, +4 Strike, +6 Automatic Parry, +6 Dodge, +5 Roll with Punch/Fall/Impact, +2 Pull Punch, +12 Damage, +0 Disarm.

Saving Throws: +5 vs Poison, +2 vs Magic potions.

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

Hand to Hand Damage:
Full-Strength Punch – 2D4+12. Power Punch (2A) – 4D4+12. Body Block/Tackle – 2D4+12 + knockdown. Karate Kick – 4D4+12.

Magnetic Manipulation: Damage can be anywhere from 1D6 to 1D6x100.
Magnetic Bolt: Can fire a bolt of pure magnetic force. Ferrous metals take 7D6 damage, ignoring any AR.

Plasma Bolts: 210ft, 11D8 (or 2D4x10+10). Each blast counts as 2 attacks.

Education Level and Skills: High School
Physical Program: Hand to Hand Basic, Athletics, Body Building, Running.
Criminal Program: Streetwise, Pick Locks, Prowl, Pick Pockets, Concealment.

Secondary Skills: Languages (Spanish, Italian, French), Radio-Basic, Intelligence, Pilot Motorcycle, First Aid, Escape Artist, Gymnastics, Photography, Advanced Math, Business & Finance, WP Auto Pistol, WP Knife.

Money: Makes a good living as a mob enforcer – Over $250,000 a year, not including “perks”. Handles both her and her brother Magno’s money. Although she enjoys the good life, she has managed to save over half-a-million dollars between her and her brother’s accounts. She loves to visit luxurious foreign places like the French Riviera and the Caribbean.

Weapons, Vehicles and Other Equipment:
Costume has metallic arm bands – she can use these to parry melee weapons without damage to herself. It also has light concealed armor (padding and strategically placed molded plates); AR 10, SDC 60, Weight 10 lbs.

Has been known to use auto-pistols, but prefers to use her powers.

Has a Mercedes sports car and a limo.

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

Posted: Tue Apr 27, 2004 9:58 pm
by Cardiac
Rhinok

Real Name: Brock Wayneright
Aliases: The Rhinok
Group Affiliation: None. Was considered for membership with the Dark Tribunal, but was marked for death when they realized that Rhinok was not the monster he is reputed to be.
Occupation: Vigilante Crime-Fighter, mortal enemy of the Dark Tribunal.

Alignment: Scrupulous
Power Category: Mystically Bestowed
Experience Level: 6th
Hit Points: 42 S.D.C.: 71 (plus Natural AR 16 & 832 SDC in Rhinok form)
P.P.E.: 40
Attributes: IQ 15, ME 19, MA 15/17, PS 24/55, PP 19/21, PE 18, PB 11, Spd 21/150
Age: 44 (but looks 34) Sex: Male Height: 6ft. 3in. (9ft as Rhinok) Weight: 180 lbs. (1440 lbs as Rhinok)
Horror Factor (Optional): 14

Major Super Abilities: APS-Stone
Minor Super Abilities: Extraordinary Speed, Heavyweight.

Power Note: Power by Association: Brock mistakenly believes that his ability to transform into the Rhinok is induced by the Talisman his old mentor gave to him. This is not the case; it is only a symbol of the power that has been bestowed upon him. Should it ever be destroyed or lost, he will at first be depressed and despondent, at least until he gets that familiar feeling that he or another person nearby is in trouble and finds he can still transform.

Natural Abilities in Rhinok Form: Strength is considered Supernatural. Can run at a max speed of 102 mph (-70% due to APS-Stone & Heavyweight). Fatigues at 1/10 the normal rate. Is extremely resistant to many forms of attack (Normal PS/Melee Weapons/Projectile Weapons - no damage. Extraordinary PS/Superhuman PS under AR - 1/4 damage. Supernatural PS/Armor Peircing Projectiles/Explosives/Energy Attacks under AR - half damage. Impervious to Cold). SDC regenerates at a rate of 4D6 per 10 minutes. Can endure underwater pressure of up to 800ft. Immune to the effects of a vacuum. Can hold his breath for twice as long. Radiates no heat (unless actively heated).

Weakness: Power Negation: A Negate Magic/Anti-Magic Cloud spell, if he fails his save, will temporarily strip the character of his abilities, momentarily transforming Rhinok back into his vulnerable human form. A Negate Magic spell inhibits his powers for 1D6 melee rounds, while an Anti-Magic Cloud negates his powers as long as it lasts or until he leaves the affected area.

Combat Training: Hand to Hand: Expert
Normal Human Form:
Attacks: 5
Combat Bonuses: +2 Initiative, +4 Strike, +6 Automatic Parry, +6 Dodge, +4 Roll with Punch/Fall/Impact, +2 Pull Punch, +9 Damage, +0 Disarm.

Saving Throws: +2 vs Psionics/Horror Factor/Possession, +2 vs Insanity, +6% vs Coma/Death, +2 vs Poison/Disease/Pain/Magic.

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

Hand to Hand Damage:
Punch – 1D4+9. Power Punch (2A) – 2D4+9. Body Block/Tackle – 1D4+9 + knockdown. Karate Kick – 2D4+9. Snap Kick – 1D6+9. Tripping Leg Hook – Knockdown. Crush/Squeeze – 1D4+9.

Rhinok Form:
Attacks: 6
Combat Bonuses: +6 Initiative, +6 Strike, +9 Automatic Parry, +10 Dodge, +4 Automatic Dodge, +7 Roll with Punch/Fall/Impact, +6 Pull Punch, +50 Damage, +0 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).

Saving Throws: +2 vs Psionics, +2 vs Insanity, +5 vs Possession, +8 vs Horror Factor, 45% Trust/Intimidate (mostly intimidate), +6% vs Coma/Death, +2 vs Poison/Disease/Pain, +3 vs Magic, +7 vs Magic Negation.

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

Hand to Hand Damage:
Restrained Punch – 5D6+50. Full-Strength Punch – 2D4x10+50. Power Punch (2A) – 3D6x10+50. Body Block/Tackle – 2D4x10+50 + knockdown. Karate Kick – 4D4x10+50. Snap Kick – 2D6x10+50. Tripping Leg Hook – Knockdown. Crush/Squeeze – 2D4x10+50.

Education Level and Skills: Trade School
Physical Program: Athletics, Body Building, Running, Swimming.
Survival/Wilderness Program: Wilderness Survival, Hunting, Land Navigation, Track Animals, Identify Plants.

Secondary Skills: Hand to Hand Expert (2), Radio-Basic, Cook, Fishing, Detect Ambush, Automotive Mechanics, First Aid, Climbing, Prowl, Wrestling, WP Rifle.

Money: Has a quarter-million in his personal savings – tends to loot the criminals he stops for money and other amenities.

Weapons, Vehicles and Other Equipment:
Really needs no weapons or equipment (or even a vehicle) in his Rhinok form.

However, he has been known to use a hunting rifle, basic body armor (Riot Jacket or Riot Armor) and a Jeep (or other vehicle) while in human form, along with other basic equipment.

And, of course, the Talisman his old friend gave him, and the source of his powers (or so he thinks).

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

Posted: Wed Apr 28, 2004 3:10 pm
by Cardiac
Commander Gryybkk

Real Name: Gryybkk
Aliases: None known.
Race: The Toogarth
Group Affiliation: Commander in the Toogarth military/police force.
Occupation: Professional Soldier and Bounty Hunter (currently hunting the intergalactic fugitive Evil Eye).

Alignment: Anarchist
Power Category: Alien (Racial Powers)
Species: Humanoid Reptilian
Experience Level: 11th
Hit Points: 81 S.D.C.: 165
P.P.E.: 29
Attributes: IQ 19, ME 20, MA 15, PS 37, PP 25, PE 27, PB 6, Spd 18
Age: 33 (46 earth years) Sex: Female Height: 11ft 3in. Weight: 874 lbs.
Horror Factor (Optional): 12

Native Environment: Low Gravity
Major Super Abilities: Create Force Field (2,700 SDC)
Minor Super Abilities: Extraordinary PS, Supervision – Thermal Vision, Venomous Attack (Toxin).

Natural Abilities: Extraordinary Strength. Can see heat emanations (210 ft max under perfect conditions, and can even determine how long ago a motor or device has been used; 92%). Bite is Poisonous (see Venomous Attack – Toxin in PU 1). Can create force fields for protection and capture of targets.

Combat Training: Hand to Hand: Assassin
Attacks: 7
Combat Bonuses: +3 Initiative, +7 Strike, +9 Automatic Parry, +9 Dodge, +5 Roll with Punch/Fall/Impact, +5 Pull Punch, +26 Damage, +3 Disarm.

Saving Throws: +3 vs Psionics/Insanity/Possession/Horror Factor, +24% vs coma/death, +6 vs Magic/disease/poison/pain.

Other Combat Info: Called knockout/stun – 17-20. Holds (all). Critical Strike - 18 to 20. Entangle. Pin/Incapacitate 18-20. Death Blow.

Hand to Hand Damage:
Punch - 2D4+26. Claw – 2D6+26. Power Punch (2A) - 4D4+26. Body Block/Tackle - 2D4+26 + knockdown. Karate Kick – 4D4+26. Crescent Kick – 4D4+30. Wheel Kick – 4D6+26. Body Throw/Flip - 2D6+26 + knockdown. Bite – 1D6+26 + poison, Crush/Squeeze – 2D4+26.

Force Bolts: 150ft, 2D6 damage for one bolt, 4D6 for two simultaneous bolts at the same target.

Education Level and Skills: Intergalactic Bounty Hunter Program (Professional)
Program Skills: Computer Operation, Streetwise, Find Contraband, Prowl, Tracking, Surveillance Systems, Pilot Civilian Spacecraft – Medium, WP Energy Rifle, Hand to Hand Assassin (-1 secondary skill), Zero-G Combat - Basic.
Professional Skills: Detect Ambush, Intelligence, Military Etiquette, Radio-Basic, Radio-Laser, Read Sensory Equipment, Weapon Systems, Navigation-Space, Navigation – FTL, Wilderness Survival, Hunting, WP Energy Pistol, WP Sword.

Secondary Skills: Camouflage, Pilot Civilian Spacecraft – Small, Personal A-G Transportation – Medium, WP Knife, Wrestling, Athletics, Body Building, Running, General Repair/Maintenance, Interrogation.

Money: Wouldn’t be worth anything on this planet, and has no interest in earth money.

Weapons, Vehicles and Other Equipment: (Note – all equipment is Giant-Sized)

Molecular-Reinforced Light Body Armor. AR 15, SDC 200, 50 lbs. Energy Resistant (half damage). Comm link.

Particle Beam Rifle: 4,000ft, 2D4x10 damage, 20 shot clip.
Ion Pistol: 2,000ft, 1D4x10 damage, 12 shot clip.
Vibro-Long Sword: 5D6+29 damage.
Vibro-Knife: 3D6+29 damage.

Antigrav Disks (2 – one for each foot): 90mph, max altitude is 1200ft. AR 10, SDC 80.

Spacecraft: Effectively equal to an Atlantis-Class Shuttle in the GG p 183/4 (keeping in mind the owners/operators are twice the size of a human), except for the following modifications; Giant Crew Quarters (6 – equal to 12 normal-sized ones), 2 holding cells (equal to crew quarters), Self Destruct System, Advanced Sensor Package, Reflective Coating, Medium Particle Beam (5D6x10 damage, 12 miles).

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

Posted: Wed Apr 28, 2004 10:56 pm
by Cardiac
Sergeant Tucarth

Real Name: Tucarth
Aliases: None known.
Race: The Toogarth
Group Affiliation: Sergeant in the Toogarth military/police force.
Occupation: Professional Soldier and Bounty Hunter (currently hunting the intergalactic fugitive Evil Eye).

Alignment: Miscreant
Power Category: Alien (Racial Powers)
Species: Humanoid Reptilian
Experience Level: 8th
Hit Points: 57 S.D.C.: 150
P.P.E.: 23
Attributes: IQ 10, ME 9, MA 8, PS 31, PP 22, PE 21, PB 5, Spd 14
Age: 25 (38 earth years) Sex: Male Height: 9ft 7in. Weight: 694 lbs.
Horror Factor (Optional): 12

Native Environment: Low Gravity
Major Super Abilities: Create Force Field (2,100 SDC)
Minor Super Abilities: Extraordinary PS, Supervision – Thermal Vision, Venomous Attack (Toxin).

Natural Abilities: Extraordinary Strength. Can see heat emanations (180 ft max under perfect conditions, and can even determine how long ago a motor or device has been used; 86%). Bite is Poisonous (see Venomous Attack – Toxin in PU 1). Can create force fields for protection and capture of targets.

Combat Training: Hand to Hand: Assassin
Attacks: 7
Combat Bonuses: +3 Initiative, +6 Strike, +8 Automatic Parry, +8 Dodge, +5 Roll with Punch/Fall/Impact, +5 Pull Punch, +20 Damage, +3 Disarm.

Saving Throws: +12% vs coma/death, +3 vs Magic/disease/poison/pain.

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

Hand to Hand Damage:
Punch - 2D4+20. Claw – 2D6+20. Power Punch (2A) - 4D4+20. Body Block/Tackle - 2D4+20 + knockdown. Kick – 2D4+20. Body Throw/Flip - 2D6+20 + knockdown. Bite – 1D6+20 + poison, Crush/Squeeze – 2D4+20.

Force Bolts: 120ft, 2D6 damage for one bolt, 4D6 for two simultaneous bolts at the same target.

Education Level and Skills: Intergalactic Bounty Hunter Program (Professional)
Program Skills: Computer Operation, Streetwise, Find Contraband, Prowl, Tracking, Surveillance Systems, Pilot Civilian Spacecraft – Medium, WP Energy Rifle, Hand to Hand Assassin (-1 secondary skill), Zero-G Combat - Basic.
Professional Skills: Detect Ambush, Intelligence, Military Etiquette, Radio-Basic, Radio-Laser, Read Sensory Equipment, Weapon Systems, Navigation-Space, Navigation-FTL, Wilderness Survival, Hunting, WP Energy Pistol, WP Sword.

Secondary Skills: Camouflage, Pilot Civilian Spacecraft – Small, Personal A-G Transportation – Medium, WP Knife, Wrestling, Athletics, Body Building, Running.

Money: Wouldn’t be worth anything on this planet, and has no interest in earth money.

Weapons, Vehicles and Other Equipment: (Note – all equipment is Giant-Sized)

Molecular-Reinforced Light Body Armor. AR 15, SDC 200, 50 lbs. Energy Resistant (half damage). Comm link.

Particle Beam Rifle: 4,000ft, 2D4x10 damage, 20 shot clip.
Ion Pistol: 2,000ft, 1D4x10 damage, 12 shot clip.
Vibro-Long Sword: 5D6+23 damage.
Vibro-Knife: 3D6+23 damage.

Antigrav Disks (2 – one for each foot): 90mph, max altitude is 1200ft. AR 10, SDC 80.

Posted: Fri May 07, 2004 10:43 pm
by Cardiac
Tyrano-Rex

Real Name: Rex Flint
Aliases: Rex, The Dino-Man, Dino-Might.
Group Affiliation: None.
Occupation: Vigilante Crime-Fighter, Archaologist/college professor. Nemesis of Vukubbu the Dark Shaman.

Alignment: Prinipled
Power Category: Mystically Bestowed
Experience Level: 5th
Hit Points: 41 S.D.C.: 47 (plus AR 14 ,+510 SDC in Dino Form)
P.P.E.: 50
Attributes: IQ 14, ME 23, MA 17/22, PS 20/47, PP 15/17, PE 20, PB 11/5, Spd 12/68
Age: 25 Sex: Male Height: 6ft. 6in. (17ft tall and 28 ft long as Tyranno-Rex) Weight: 200 lbs. (3,240 lbs as Tyranno Rex)
Horror Factor (Optional - in Dinosaur Form): 15

Major Super Abilities: None
Minor Super Abilities: Giant, Hardened Skin, Heightened Sense of Smell, Energy Expulsion - Electricity (fired from the mouth).

Power Note: When the character transforms, he looks very similar to a large predatory dinosaur, like the famous T-Rex, except his arms are more proportional to his body size and not tiny vestgal limbs.

Natural Abilities in Tyranno-Rex Form: Strength is considered Supernatural. Fatigues at 1/10 the normal rate. SDC in Dino-form regenerates at a rate of 4D6 per 10 minutes. Exceptional sense of Smell (can recognize/identify specific odors, recognize chemicals by scent, recognize individuals by scent alone, and track by scent. Difficult to completely surprise him, especially if he is downwind).

Weakness: Power Negation: A Negate Magic/Anti-Magic Cloud spell, if he fails his save, will temporarily strip the character of his abilities, momentarily transforming Tyrano-Rex back into his vulnerable human form. A Negate Magic spell inhibits his powers for 1D6 melee rounds, while an Anti-Magic Cloud negates his powers as long as it lasts or until he leaves the affected area.

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

Saving Throws: +4 vs Psionics/Horror Factor/Possession, +6 vs Insanity, 45% Trust/Intimidate, +10% vs Coma/Death, +3 vs Poison/Disease/Pain/Magic.

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

Hand to Hand Damage:
Punch – 1D4+5. Power Punch (2A) – 2D4+5. Body Block/Tackle – 1D4+5 + knockdown. Karate Kick – 2D4+5. Snap Kick – 1D6+5. Wheel Kick - 2D6+5.

Tyranno-Rex Form:
Attacks: 5
Combat Bonuses: +5 Initiative, +3 Strike, +5 Automatic Parry, +3 Dodge, +2 Roll with Punch/Fall/Impact, +6 Pull Punch, +32 Damage, +0 Disarm.

Saving Throws: +4 vs Psionics, +10 vs Horror Factor, +6 vs Possession, +6 vs Insanity, 70% Intimidate, +10% vs Coma/Death, +3 vs Poison/Disease/Pain, +4 vs Magic, +7 vs Magic Negation.

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

Hand to Hand Damage:
Restrained Punch/Claw – 4D6+32. Full-Strength Punch/Claw - 1D6x10+32, Power Punch/Claw (2A) – 2D6x10+32. Body Block/Tackle – 1D6x10+32 + knockdown. Kick/Stomp – 2D4x10+32. Tail Slap - 1D6x10+32. Bite - 2D4x10+32.

EE-Electricity: 400ft, 8D6 damage (or 2D4x5+5).

Education Level and Skills: PhD
Science Program: Computer Operation, Advanced Math, Chemistry, Archaology, Biology, Botany.
Investigative Program: Research, Photography, Writing, Language-Spanish.
Survival/Wilderness Program: Wilderness Survival, Hunting, Land Navigation, Track Animals, Identify Plants.
Physical Program: Swimming, Body Building, Athletics, Climbing.

Secondary Skills: Radio-Basic, Cook, Play Musical Instrument (Guitar), Sewing, Tracking, Automotive Mechanics, First Aid, Pilot Motor Boat, Pilot Truck, Pilot Airplane, General Repair/Maintenance, WP Revolver.

Money: Only what he has saved away on his college professor income and various other legit sources

Weapons, Vehicles and Other Equipment:
Needs no weapons or equipment in his Dino form (nor can he use many items, not unless they are giant-sized).

However, in his human form, he has been known to use the following equipment;

A revolver for a sidearm if he feels it's necessary.
Basic light body armor if he fells he needs it.
Jeep or Cargo Van (something to stow his equipment in)
Camouflage Suit
Portable Labratory
Digging Tools
First-Aid kit
Portable Computer/Lap-top w/ remote modem and scanner/printer
Binoculars
Nightvision Goggles
High-Quality Digital Camera
Radio Transceiver in vehicle (CB Radio and Police Band Scanner).

Posted: Sat May 08, 2004 12:04 am
by Cardiac
Vukubbu, The Dark Shaman

Real Name: Raa Kichevuu
Aliases: The Dark Shaman and The Feared One.
Group Affiliation: None.
Occupation: Spirit of Evil, ex-wilderness guide. Nemesis of Tyranno-Rex.

Alignment: Diabolic
Power Category: Enchanted Weapon
Experience Level: 6th
Hit Points: 52 S.D.C.: 48 (plus +80 SDC in Vukubbu Form)
P.P.E.: 34
Attributes: IQ 12, ME 20, MA 18, PS 22, PP 24, PE 20, PB 12, Spd 32
Age: 20 Sex: Male Height: 5ft. 6in. Weight: 160

Natural Abilities in Vukubbu Form: Can See the Invisible, has perfect Nightvision (300ft), can Fly at speeds of up to 50 mph, can turn invisible at will (identical to the Invisibility - Superior spell).

Weakness: Power Negation: An Anti-Magic Cloud spell, if he fails his save, will temporarily strip the character of his abilities, momentarily transforming Vukubbu back into his vulnerable human form and rendering the weapon powerless. An Anti-Magic Cloud negates his powers as long as it lasts or until he leaves the affected area. Also, if he is seperated from the weapon for more than 72 hours, he will lose his powers until he can be rejoined with it.

Combat Training: Hand to Hand: Assassin
Normal Human Form:
Attacks: 6
Combat Bonuses: +3 Initiative, +7 Strike, +8 Automatic Parry, +8 Dodge, +5 Roll with Punch/Fall/Impact, +5 Pull Punch, +11 Damage, +3 Disarm.

Saving Throws: +3 vs Psionics/Horror Factor/Possession/Insanity, 50% Trust/Intimidate, +10% vs Coma/Death, +3 vs Poison/Disease/Pain/Magic.

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

Hand to Hand Damage:
Punch – 1D4+11. Power Punch (2A) – 2D4+11. Body Block/Tackle – 1D4+11 + knockdown. Kick – 1D6+11. Body Flip/Throw – 1D6+11.

Vukubbu Form:
Attacks: 6
Combat Bonuses: +3 Initiative, +7 Strike, +8 Automatic Parry, +8 Dodge, +5 Roll with Punch/Fall/Impact, +5 Pull Punch, +17 Damage, +3 Disarm.

Bonuses in Flight: +1 to Parry, +2 to Dodge, +2 damage per 10mph of speed.

Saving Throws: +3 vs Psionics/Insanity, +7 vs Horror Factor/Possession, 50% Trust/Intimidate, +10% vs Coma/Death, +3 vs Poison/Disease/Pain, +5 vs Magic.

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

Hand to Hand Damage:
Punch – 1D4+17. Power Punch (2A) – 2D4+17. Body Block/Tackle – 1D4+17 + knockdown. Kick – 1D6+17. Body Flip/Throw – 1D6+17.

Magic Mace: 6D6+17 damage.

Power Bolt: 1000ft, 6D6+6 damage.

Education Level and Skills: Trade School
Survival/Wilderness Program: Wilderness Survival, Hunting, Land Navigation, Track Animals, Identify Plants.
Physical Program: HtoH Assassin (3), Gymnastics.

Secondary Skills: WP Blunt, WP Knife, WP Rifle, Languages (Mayan, English - Native Language is Spanish), Climbing, Swimming, Fishing, Prowl, Carpentry, Hollistic Medicine, Tracking, Escape Artist, Running.

Money: Has no real need for it - steals what he needs. May keep some in order to hire henchmen.

Weapons, Vehicles and Other Equipment:
Has been known to use knives, hunting rifles, and various kinds of wilderness equipment. Is an accomplished trap-maker.

Vukubbu - Enchanted Weapon
Type/Appearance: Wooden Club/Mace
Special Abilities:
- Is Indestructible
- Well-Balanced & Lightweight; +1 to strike and parry with the weapon.
- Damage: Inflicts 6D6 damage (or 6D6+17 in Vukubbu's hands)
- Owner can See the Invisible.
- Powers: Damage Bonus, Power Bolt (6D6+6 Damage), Turn Self and Weilder Invisible, Fly (50 mph), Nightvision, Animate & Control Dead.
- Spellcasting: Sense Magic (4), Darkness (6), Armor of Ithan (10), Magic Net (7), Shadow Meld (10), Horrific Illusion (10), Call Lightning (15), Heal Self (20), Negate Magic (30). Max PPE Available for Spellcasting; 132.

Posted: Sat May 08, 2004 10:58 pm
by Uncle Servo
Troy Xavier wrote:Wow, we're almost thru all of them. Great stuff. Good thinking of a lot of the abilities. (One thing I hated about the original VU was that so many characters had Extra PS, PP or PE)


Well, for what it's worth... back then we didn't have other powers that had similar effects, so we were pretty much stuck with those. I've noticed that I rarely get characters similar to one another now when folks roll up characters. The ever-broadening selection is something HU needed.

Posted: Wed May 12, 2004 1:33 pm
by Cardiac
U235

Real Name: Johnny Taggert
Aliases: Johnathan Tagg, J.T. Treggat, and U235.
Group Affiliation: None (but the Dark Tribunal is looking to recruit him as a freelance agent).
Occupation: Professional Criminal - mostly Armed Robberies.

Alignment: Diabolic
Power Category: Mutant
Experience Level: 7th
Hit Points: 91 S.D.C.: 199
P.P.E.: 13
Attributes: IQ 13, ME 26, MA 15, PS 19, PP 15, PE 26, PB 8, Spd 27
Age: 23 Sex: Male Height: 6ft. 2in. Weight: 195 lbs.

Unusual Physical Characteristics/Side Effects: Glowing Green Eyes.
Major Super Abilities: Control Radiation
Minor Super Abilities: Extraordinary ME, Extraordinary PE, Ultra-Hearing.

Natural Abilities: Considered a Major Psionic - needs only a 12 or higher to save vs Psionic attack. Fatigues at 1/10 the normal rate. Can hear into the sub-sonic and ultra-sonic frequencies (estimate source and location of sub/ultrasonic sound 95%). Can sense radiation and radioactive elements (340 ft). Can see into the X-Ray part of the spectrum, giving him X-Ray vision. Can generate extreme levels of radiation (50ft radius), absorb ambient radiation into his own body (170ft radius), can generate an intens light/glow from his body (to light an area or to blind attackers), discharge nucleear fire, generate extreme levels of heat (which can melt matter and provide protection) and hurl heat bolts. Impervious to all types of Radiation and Heat (including visible light/lasers and even magic fire).

Power Notes: Disadvantages: The character constantly radiates small but potentially dangerous amounts of radiation, unless he concentrates to contain it (uses half his attacks). In addition, lead will block the effects of radiation (but could still be melted by his heat powers).

Combat Training: Hand to Hand: Basic
Attacks: 6
Combat Bonuses: +2 Initiative, +1 Strike, +5 Automatic Parry, +6 Dodge, +5 Roll with Punch/Fall/Impact, +2 Pull Punch, +6 Damage, +0 Disarm.

Saving Throws: +6 vs Psionics, +12 vs Possession/Horror Factor, +9 vs Insanity, +22 vs Coma/Death, +6 vs Poison/Magic/Pain/Disease, +12 vs mind-altering drugs, +7 vs magical illusions.

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

Hand to Hand Damage:
Punch – 1D4+6. Power Punch (2A) – 2D4+6. Body Block/Tackle – 1D4+6 + knockdown. Karate Kick – 2D4+6. Crush/Squeeze - 1D4+6

Generate Radiation: 50ft radius, 3D6/melee plus 30% chance of radiation sickness.

Nuclear Fire: 170ft, 10D6 damage (or 1D6x10).

Heat Bolts: 135ft, 7D6 damage (or 1D4x10) plus 30% chance of radiation sickness.

Heat Aura: 20ft radius. see p269 for effects of extreme heat, plus 30% chance of radiation sickness. Most matter entering the field will melt, vaporizing before they can hit the character (even bursts of bullets).

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

Secondary Skills: Radio-Basic, Running, Athletics, Body Building, Streetwise, Pilot Truck, Find Contraband, Concealment, Computer Operation, WP Auto-Pistol, WP Sub-Machinegun, WP Blunt.

Money: Has little - lives on the run and generally steals what he needs.

Weapons, Vehicles and Other Equipment:
Uses little - relys almost exclusively on his powers.

If he needs a vehicle - he steals it.

Posted: Wed May 12, 2004 6:04 pm
by The Artist Formerly
Well I'm a little late to the party, but I must say I think the Mega-Onslaught is the truer conversion. Onslaught was, in my never humble opinion, the original Mega-villian for Heroes. The guy was supposed to slap PCs around like it was going out of style. So I say good work.

Posted: Wed May 12, 2004 9:53 pm
by Cardiac
Note: I switched her powers around somewhat to get out of the all-too-common APS-Water + CEF-Water combo.

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

UNDERTOW

Real Name: Pamela Neimic
Aliases: Mermaid, Athena the Super-Mermaid, and Undertow (US Navy code-name).
Group Affiliation: None, but the Dark Tribunal is looking to recruit her (it's not clear she would join them).
Occupation: Ex-Navy Comm Specialist. Currently on the run from the navy and frequently sabotages or damages Navy property. She is also suspected of helping people in distress at sea.

Alignment: Anarchist (but could slide towards good or evil depending on her experiences)
Power Category: Experiment.
Experience Level: 4th
Hit Points: 38 S.D.C.: 116 (+100 SDC while in water)
P.P.E.: 27
Attributes: IQ 15, ME 11, MA 13, PS 17/24, PP 19, PE 14, PB 24, Spd 22 (110 swimming).
Age: 19 Sex: Female Height: 5ft. 10in. Weight: 130 lbs.

Unusual Physical Characteristics/Side Effects: Light Green Skin.
Major Super Abilities: Control Elemental Force - Water
Minor Super Abilities: Underwater Abilities, Sonar, Physical Perfection.

Natural Abilities: While in water, her strength and durability is increased (and PS is considered Extraordinary). Can breathe underwater. Can instinctively swim 5 times faster than her max running speed (up to 75 mph). Resistant to depths of up to 1.7 miles. Resistant to Cold (1/2 damage). Accurately sense depth and direction underwater. Like a Dolphin, she can "see" her surroundings through the use of sonar (800ft in water, 90ft on dry land), and suffers no penalty for being blinded. Can manipulate water - creating gysers, whirlpools, waves and water walls, or she can calm water. Can create air bubbles under water. Can walk on water.

Power Notes: Disadvantages: Sonar is not as precice on dry land - percentages for estimating distance, shape, etc, are at -30%, and is -2 to strike/parry/dodge when blinded.

Combat Training: Hand to Hand: Basic
Attacks: 5 (6 in water)
Combat Bonuses: +1 Initiative, +3 Strike, +5 Automatic Parry, +6 Dodge, +5 Roll with Punch/Fall/Impact, +2 Pull Punch, +2 Damage, +0 Disarm.

Bonuses in water (in addition to the bonuses above): +1 attack, +1 Initiative, +3 Strike, +2 Parry, +5 Dodge, +7 to damage.

Saving Throws: +5% vs Coma/Death.

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

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

Hand to Hand Damage - In Water:
Punch – 2D4+9. Power Punch (2A) – 4D4+9. Body Block/Tackle – 2D4+9 + knockdown. Karate Kick – 4D4+9.

Create Waves: 1D6 to 10D6 damage.

Water Slam: 2D6+4 damage.

Whirlpool: 4D6 per melee.

Education Level and Skills: 2 years of college
Physical Program: Hand to Hand Basic, Prowl, Gymnastics, Athletics.
Communications Program: Basic Electronics, Radio-Basic, Radio-Scrambler, TV/Video, Read Sensory Equipment.

Secondary Skills: Computer Operation, Cook, Swimming, Scuba, Detect Ambush, Wilderness Survival, Military Etiquette, Pilot Motor Boat, Pilot Water Scooter, Navigation, Body Building, WP Auto-Pistol.

Money: None - has no need for money at the moment. Catches and prepares her food or steals what she needs.

Weapons, Vehicles and Other Equipment:
Generally none - relys almost exclusively on her powers.

Posted: Wed May 12, 2004 10:40 pm
by Uncle Servo
Cardiac wrote:Note: I switched her powers around somewhat to get out of the all-too-common APS-Water + CEF-Water combo.


Excellent job. I like this power combination a whole lot better. It just makes more sense. :ok:

Posted: Fri May 14, 2004 11:13 am
by guardsys_prime
I know these were co-posted on another website. Will that be updated as well?

Posted: Fri May 14, 2004 1:50 pm
by NMI
Yes that website you speak of is mine...

Villains Unlimited - Revised
Yes it will be updated soon. More then likely tonite.

Posted: Fri May 14, 2004 3:04 pm
by NMI
Yes, I was sent 3 color pics (or was it 2). Dr. Vossen and Iron Golem. I will have to double check to see if I was sent a 3rd pic. The pics are going to be place to the right of the character Bio's.

PS: Does anyone know how to disable rightclicking on a site/ image on a site? I have been to several sites in the past where this was implemented in order to prevent image leeching/ stealing. I would like to do the same here.

Posted: Fri May 14, 2004 10:37 pm
by Yukon
The Deific NMI wrote:Yes, I was sent 3 color pics (or was it 2). Dr. Vossen and Iron Golem. I will have to double check to see if I was sent a 3rd pic. The pics are going to be place to the right of the character Bio's.

PS: Does anyone know how to disable rightclicking on a site/ image on a site? I have been to several sites in the past where this was implemented in order to prevent image leeching/ stealing. I would like to do the same here.


im guessing it would be done in javascript.. havent seen it in my schoolbook yet, but i've wondered about that myself.

Posted: Tue May 18, 2004 9:42 pm
by Uncle Servo
The Deific NMI wrote:Yes, I was sent 3 color pics (or was it 2). Dr. Vossen and Iron Golem. I will have to double check to see if I was sent a 3rd pic. The pics are going to be place to the right of the character Bio's.


If memory serves, I sent you three -- those two and Voltaic. I'm also working on an AWESOME version of Soundwave (basically doing a completely realistic airbrush rendering using the b/w line art as a basis), but thanks to some horrific deadlines production has been slowed considerably. :nh:

Posted: Tue May 18, 2004 10:09 pm
by NMI
The Deific NMI wrote:PS: Does anyone know how to disable rightclicking on a site/ image on a site? I have been to several sites in the past where this was implemented in order to prevent image leeching/ stealing. I would like to do the same here.
I have the code in an html book I bought. It includes some javascript codes as well, but I cant seem to get it work. Yet.

Posted: Fri May 28, 2004 3:38 pm
by Reagren Wright
I'm anxious to see the Masters of Speed and Sentinels modified.
The Micro Wizards, don't need to be tinckered with, nor
should the J.P. Gang, however if your improvements
are like those done to some of the other Villians Unlimited
folks, let's see them. :ok:

Posted: Fri May 28, 2004 6:54 pm
by Yukon
i was reading the new catalog i got in the mail, and i saw they are planning on releasing a Villains Unlimited Second Edition this year. so if it really does ever get made, we can probably start getting tired of waiting in 2005, then maybe see it in 2006.

im just wondering, if they do update all the characters, how close might Cardiac have gotten to what ends up in print.

anyone else read about that? i'd type a quote form the catalog, but its out in my car and i've walked on my healing (previously broken) ankle enough today.

Posted: Sat May 29, 2004 11:50 am
by Cardiac
Reagren Wright wrote:I'm anxious to see the Masters of Speed and Sentinels modified.
The Micro Wizards, don't need to be tinckered with, nor
should the J.P. Gang, however if your improvements
are like those done to some of the other Villians Unlimited
folks, let's see them. :ok:


I WILL get to the rest very soon. It's just that most of my free time is being consumed by the electronic crack known as City of Heroes. Hopefully I'll have a few more stats up soon. Honest!

Wonder Full

Posted: Sat May 29, 2004 1:32 pm
by Hell knight
Thank you. Mwaaa more power, Yess Those heroes will beg for mercy.
:D Great work dude, very impressive.





HELL KNIGHT

Power is not corruption, Corruption is power

Posted: Tue Jun 01, 2004 6:58 pm
by Reagren Wright
Hmm, possible new book for HU called City of Heroes or updated
Villians Unlimited Characters? :-? Which would I rather see done
first. I'll have to get back to you on that. Good luck :ok:

Posted: Tue Jun 01, 2004 7:10 pm
by Tinker Dragoon
Reagren Wright wrote:Hmm, possible new book for HU called City of Heroes or updated
Villians Unlimited Characters? :-? Which would I rather see done
first. I'll have to get back to you on that. Good luck :ok:


City of Heroes isn't an HU supplement, it's a comic book styled MMORPG.

Posted: Wed Jun 09, 2004 6:04 pm
by Reagren Wright
Hmm, still a tough a choice. :-)

Posted: Wed Jun 09, 2004 6:41 pm
by Uncle Servo
Reagren Wright wrote:Hmm, still a tough a choice. :-)


Hmmm... since CoH isn't owned by Palladium Books, and therefore any unlicensed attempt to put out a sourcebook for HU based on it would be an infringement upon CoH's copyrights, it might be an easier choice than you think... ;)

Posted: Thu Jun 10, 2004 12:29 pm
by Cardiac
thagema wrote:What happened to the website? Did I miss something? I tried going there and it says page can't be displayed?


Not to fear - between work, revelry and City of Heroes, I am finally putting together my website. And I'll include some new updated stats here and there.

Posted: Thu Jun 10, 2004 10:03 pm
by Uncle Servo
thagema wrote:Good to hear. I thought maybe the project had fallen to the wayside, and that would be a shame since you're doing such awesome work.


Which reminds me... I need to get back to work coloring those illustrations. My rendering of Soundwave should look seven different shades of awesome if I ever get done with it. 8)

Posted: Fri Jul 09, 2004 11:56 pm
by Reagren Wright
Hey Cardiac, anything new to report on the revisions of Villians? Its
been a while.

Posted: Sat Jul 10, 2004 12:19 pm
by Cardiac
Reagren Wright wrote:Hey Cardiac, anything new to report on the revisions of Villians? Its
been a while.


Starting monday the 12th I have a week off so expect some new conversions. I apologize for the delay but my job requires me to pull some insane shifts (damn surveillance....). Very very soon I promise!

Posted: Tue Jul 13, 2004 12:21 pm
by Reagren Wright
Nothing worst then a job that gets in the way of spending
quality time in front of a computer monitor.

Posted: Fri Jul 16, 2004 11:39 am
by Cardiac
The VEHEMENT

Real Name: Jean-Claude Dupre
Aliases: Many, but the most common are Pierre Faucher, LaMont Dunham, and Vehement.
Group Affiliation: None.
Occupation: Ex-Canadian Military Anti-Terrorist and Espionage Specialist. Professional criminal, assassin and espionage agent.

Alignment: Miscreant
Power Category: Mutant.
Experience Level: 9th
Hit Points: 65 S.D.C.: 90
P.P.E.: 14
Attributes: IQ 12, ME 9, MA 13, PS 30, PP 13, PE 20, PB 19, Spd 26.
Age: 24 Sex: Male Height: 6ft. 4in. Weight: 235 lbs.

Unusual Physical Characteristics/Side Effects: Glowing Eyes.
Major Super Abilities: Disruptive Touch
Minor Super Abilities: Extraordinary Strength, Energy Resistance, Impact Resistance.

Natural Abilities: PS is considered Extraordinary. Is extremely resistant to most forms of attack - the first 20 points of Physical or Energy damage from an attack is ignored, and any additional damage is halved. Radiation, cold, and many (but not all) magic and psionic powers bypass the resistance and affect him normally. Poisons/Toxins have half normal effects. Can disrupt the nervous system of others with a touch, causing blindness, paralysis, pain or even death (immune to his own powers).

Combat Training:
Hand to Hand: Assassin
Attacks: 7
Combat Bonuses: +3 Initiative, +2 Strike, +4 Automatic Parry, +4 Dodge, +4 Roll with Punch/Fall/Impact, +5 Pull Punch, +19 Damage, +3 Disarm.

Saving Throws: +20% vs Coma/Death, +3 vs Poison/Disease/Pain/Magic. 45% Charm/Impress.

Other Combat Info: Called knockout/stun – 20. Critical Strike – 20. Entangle. Death Blow.

Hand to Hand Damage:
Punch – 1D6+19. Power Punch (2A) – 2D6+19. Body Block/Tackle – 1D6+19 + knockdown. Karate Kick – 2D6+19. Axe Kick - 2D8+19. Roundhouse Kick - 3D8+19. Body Flip/Throw - 1D8+19 + knockdown.

Education Level and Skills: Military Specialist
Basic Military Program: Trap/Mine Detection, Running, Climbing, Military Etiquette, Radio-Basic, WP Automatic Rifle.
Military Demolitions Program: Basic Electronics, Basic Mechanics, Demolitions, Demolitions Disposal, Underwater Demolitions.
Espionage Program: Hand To Hand Assassin, Detect Ambush, Intelligence, Wilderness Survival, Escape Artist, Interrogation.
WP Modern: WP Auto-Pistol, WP Energy Pistol, WP Energy Rifle.
Professional Thief Program: Locksmith, Prowl, Safecracking, Surveillance Systems.

Secondary Skills: Computer Operation, Read Sensory Instruments, Cryptography, Language - English (native language is french), Athletics, Swimming, Scuba, Body Building, Pilot Motorcycle, WP Knife, WP Paired Weapons.

Money: Has a personal fortune of almost 2 million - half of which is invested.

Weapons: Commonly carries a Heavy Ion Blaster, a Laser Rifle, .45 Auto Pistol (with Flash supressor and scilencer), and a pair of Knives (balanced for throwing). Also has a selection of Automatic and Semi-Automatic Rifles, like AK-47s and M-16s, with which he uses specialty rounds (armor piercing, hollow point, etc).

Equipment: Normally carries a small lock pick set, small electronic toolkit, smoke and knockout gas micro-grenades, a spike/grapnel launcher and 200ft of high-test micro-fiber line on a utility belt. Costume incorporates concealed armor (AR 10, SDC 50). He will use heavier types of armor if the situation warrants it, but he pefers maximum mobility.

Vehicles: Modified Mercedes Benz (+50 mph to top speed, AR 15, +350 SDC, Oil Slick projector, forward-mounted 7.62mm Machine Gun). He will also rent or steal any type of vehicle he needs.

Posted: Fri Jul 16, 2004 12:42 pm
by Cardiac
JACKHAMMER

Real Name: Johnathan Lewis
Aliases: Jack Lewis, Big Jack, and Jackhammer.
Group Affiliation: The JP Gang.
Occupation: Gang Leader, professional criminal. Self-styled kingpin of crime.

Alignment: Miscreant
Power Category: Mutant
Experience Level: 6th
Hit Points: 48 S.D.C.: 170 Natural A.R.: 8
P.P.E.: 19
Attributes: IQ 18, ME 15, MA 14, PS 50, PP 20, PE 20, PB 10, Spd 28.
Age: 20 Sex: Male Height: 6ft. Weight: 314 lbs.

Unusual Physical Characteristics/Side Effects: Ambidexterous, Grows in power with experience.
Major Super Abilities: Supernatural Strength, Vibration.
Minor Super Abilities: Heavyweight.

Natural Abilities: PS is considered Supernatural. Is resistant to fatigue - tires at half the normal rate. 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 60ft (is difficult to catch unawares, can sense nearby movement, estimate numbers and speed of approach 78%).

Combat Training: Hand to Hand: Basic
Attacks: 7
Combat Bonuses: +5 Initiative, +4 Strike, +11 Automatic Parry, +10 Dodge, +7 Roll with Punch/Fall/Impact, +5 Pull Punch, +45 Damage, +0 Disarm.

Saving Throws: +10% vs Coma/Death, +3 vs Poison/Disease/Pain/Magic.

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

Hand to Hand Damage:
Restrained Punch - 4D6+45. Punch – 1D6x10+45. Power Punch (2A) – 2D6x10+45. Body Block/Tackle – 1D6x10+45 + knockdown. Karate Kick – 2D6x10+45. Body Flip/Throw - 1D8x10+45 + knockdown. Crush/Squeeze - 1D6x10+45.

Shock Waves: 180ft long, 6ft wide, 2D6x6 damage along ground.

Shock Blast: 260ft, 4D6 damage.

Vibro-Punch: adds 1D6 damage to hand/arm attacks. Vibro field protects limb from harm due to impacts.

Education Level and Skills: Trade School/On the job training
Criminal Program: Streetwise, Pick Locks, Prowl, Find Contraband, Concealment.
Physical Program: Boxing, Athletics, Wrestling, Body Building.

Secondary Skills: Radio-Basic, Computer Operation, Detect Ambush, Detect Concealment, Intelligence, Interrogation, Automotive Mechanics, Recognize Weapon Quality, Climbing, Hand to Hand Basic, WP Blunt, WP Sub-Machinegun.

Money: Through his extensive criminal operations, he personally makes several million a year, but a lot of this is spent to maintain his lavish style of living.

Weapons: When he doesn't want to get his fists messy, he will use any weapon that is appropriate for the job.

Equipment: Seldom uses any, but has access to a wide variety of items (or can purchase it/steal it easily). He will sometimes wear armor if appropriate.

Vehicles: Black fully-outfitted Strech Limo (armored; AR 15, +500 SDC), a black Hum-Vee (armored; AR 15, +500 SDC), and a small collection of expensive sports and luxury cars.

Posted: Fri Jul 16, 2004 2:08 pm
by Reagren Wright
He's back and better then ever :ok:

Posted: Sat Jul 17, 2004 12:53 pm
by Cardiac
PING

Real Name: Felicia Rodriguez
Aliases: Ping
Group Affiliation: The JP Gang.
Occupation: Gang second-in command, professional criminal.

Alignment: Anarchist
Power Category: Mutant
Experience Level: 3rd
Hit Points: 28 S.D.C.: 48
P.P.E.: 25
Attributes: IQ 11, ME 10, MA 14, PS 15, PP 14, PE 13, PB 12, Spd 18.
Age: 18 Sex: Female Height: 5ft. 3in. Weight: 125 lbs.

Unusual Physical Characteristics/Side Effects: None.
Major Super Abilities: Gravity Manipulation.
Minor Super Abilities: Bend Light, Gravitational Plane, Personal Force Field (graviton shield - 56 SDC).

Natural Abilities: Can reduce or increase gravity affecting a single target or all within an area. My manipulating gravity, she can fly at speeds of up to 20 mph (altitude is unlimited). She can change the direction of gravity along a surface; encompasses a 30ft area (30x30x30ft). She can surround herself with an intense field of gravitons, protecting her from harm. Can bend light, seperating the colors, parry/deflect light beams/lasers, and can create a "blank spot" by bending light around her, effectively making her invisible (as long as she concentrates). Can see into the IR and UV spectrum - 300ft.

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: None

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

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

Education Level and Skills: High School
Criminal Program: Streetwise, Pick Locks, Prowl, Pick Pockets, Concealment.
Domestic Program: Basic Math, Dance, Cook, Sewing.

Secondary Skills: Radio-Basic, Computer Operation, Hand to Hand Basic, Intelligence, First Aid, Athletics, Body Building, Climbing, Pilot Motorcycle, Language English (native language is Spanish), WP Knife, WP Auto Pistol.

Money: She makes a great deal of mone doing what she does, but she also spends it freely. She has over a million in the bank, and several thousand on her at all times.

Weapons: She prefers to use her powers, but has been known to use handguns and knives.

Equipment: Seldom uses any, but has access to a wide variety of items (or can purchase it/steal it easily). She will sometimes wear body armor if appropriate (prefers the light varieties).

Vehicles: Loves expensive cars and motorcycles, and has several of each.

Posted: Sat Jul 17, 2004 1:25 pm
by Cardiac
PONG

Real Name: Maryanna Rodriguez
Aliases: Pong
Group Affiliation: The JP Gang.
Occupation: Gang lieutenant, professional criminal.

Alignment: Miscreant
Power Category: Mutant
Experience Level: 2nd
Hit Points: 132 S.D.C.: 210
P.P.E.: 29
Attributes: IQ 9, ME 8, MA 15, PS 12, PP 13, PE 16, PB 26, Spd 28.
Age: 17 Sex: Female Height: 5ft. 5in. Weight: 110 lbs.

Unusual Physical Characteristics/Side Effects: None.
Major Super Abilities: Invulnerability.
Minor Super Abilities: Super Bounce, Extraordinary PB.

Natural Abilities: Superhuman Strength. Immune to most forms of attack (Radiation has half effect, Poisons/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. Body is rubber-like in nature and can perform various feats by bouncing, such as bouncing/leaping great heights, ricocheting off of different targets, etc.

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: +24% vs Coma/Death, +1 vs Poison/Disease/Pain/Magic, 80% Charm/Impress.

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

Hand to Hand Damage:
Punch – 2D4. Power Punch (2A) – 4D4. Body Block/Tackle – 2D4+ knockdown. Kick – 2D4.

Bounce Attack - 4D6 damage + knockdown.

Education Level and Skills: High School Dropout/Street Schooled
Street Skills: Streetwise, Prowl, WP Knife, Pick Locks, Pick Pockets, Seduction, Cook, Dance, Language English (native language is Spanish), Art.

Secondary Skills: Radio-Basic, Computer Operation, Hand to Hand Basic, First Aid, Athletics, Climbing, Pilot Motorcycle, WP Auto Pistol.

Money: She makes a great deal of money doing what she does, but she also spends it freely (much more freely than her older sister). She has just over a half million in the bank, and usually has several thousand on her at all times.

Weapons: She prefers to use her powers, but has been known to use handguns and knives.

Equipment: Seldom uses any, but has access to a wide variety of items (or can purchase it/steal it easily).

Vehicles: Loves expensive cars, and has several different models.

Posted: Thu Aug 12, 2004 10:49 pm
by NMI
Hey people, I am back.
Sorry the site VU2 site died. I had lost my previous job and could no longer afford my internet access. And unfortunately, my ISP was also my site host. But fear not, I shall soon ressurect the VU2 site and "NMI's Megaversal Database".

Posted: Sat Aug 14, 2004 11:48 pm
by NMI
Troy Xavier wrote:Good luck, NMI.
Luck has ... errr had nothing to do with it.

Back in the their full glory... The Cast of Friends... err Villains Unlimited

Posted: Sun Aug 15, 2004 2:37 pm
by Dr. Doom III
The Deific NMI wrote:Luck has ... errr had nothing to do with it.

Back in the their full glory... The Cast of Friends... err Villains Unlimited


Not that I want this shut down or anything, far from it but how does this not violate Palladium's copyright?

Posted: Sun Aug 15, 2004 2:41 pm
by NMI
Becuase I asked permission about it.

Posted: Sun Aug 15, 2004 2:53 pm
by Dr. Doom III
The Deific NMI wrote:Becuase I asked permission about it.


The way Palladium guards it copyrights I'm surprised they let you.

Posted: Mon Aug 16, 2004 3:16 am
by Tinker Dragoon
As I understood it (I may be wrong) Cardiac's revisions were considered derivative works rather than reprints of the official copyrighted material.

Posted: Mon Aug 16, 2004 10:47 am
by Cardiac
.....and more stats are on the way...got some time off coming up.

Posted: Mon Aug 16, 2004 1:58 pm
by Skiles99
As everyone else has said, awesome work, Cardiac. I'm really looking forward to the Crime Masters!

Posted: Mon Aug 16, 2004 3:07 pm
by Zenvis
Skiles99 wrote:As everyone else has said, awesome work, Cardiac. I'm really looking forward to the Crime Masters!


Hello what? What is the Crime Masters?

Cardiac I would also submit your VU2 to the Rifter as a paralell world version. Change the names and keep what you have created. Players will like it. Hey I do.

Posted: Mon Aug 16, 2004 3:17 pm
by Damian Magecraft
Zenvis wrote:
Skiles99 wrote:As everyone else has said, awesome work, Cardiac. I'm really looking forward to the Crime Masters!


Hello what? What is the Crime Masters?

a super villan group originally intrduced in the original HU book. and updated in HU revised
and i must say i would be interested in seeing some one elses ideas of what they would be like in HU2.

Posted: Mon Aug 16, 2004 4:24 pm
by Zenvis
Oh yeah, the guys that held up the mall... right? I remember doing that adventure. They got away in my episode.

Posted: Mon Aug 16, 2004 4:50 pm
by Reagren Wright
Hey don't forget Gold Falcon and Brain Storm. Although Brain Storm
was a little tougher when Hydrokinesis could actual do something
other then boil water to cook with.

Posted: Tue Aug 17, 2004 1:29 am
by Damian Magecraft
hey cardiac

i know your prolly busy converting but how about the masters of speed man! im dying to see how you convert them.

Posted: Wed Aug 25, 2004 1:24 pm
by MADMANMIKE
..Bringing this thread back into the current fold, as it's still a good topic, and Cardiac is da-Man.

-Mike >8]

Posted: Fri Aug 27, 2004 12:16 am
by Cardiac
THE READER

Real Name: Isaiah Washington
Aliases: The Reader
Group Affiliation: The JP Gang
Occupation: Gang lieutenant, assistant to Jackhammer, professional criminal.

Alignment: Miscreant
Power Category: Natural Psionic
Experience Level: 6th
Hit Points: 41 S.D.C.: 30
P.P.E.: 8
I.S.P.: 180
Attributes: IQ 12, ME 25, MA 11, PS 12, PP 10, PE 12, PB 8, Spd 15
Age: 27 Sex: Male Height: 5ft. 8in Weight: 138 lbs.

Healing Psionics: Detect Psionics, Mask ISP & Psionics
Physical Psionics: Alter Aura, Mind Block, Levitation
Senstive Psionics: Astral Projection, Clairvoyance, Empathy, Mimic Skills, Object Read, Presence Sence, See Aura, See The Invisible, Sense Magic, Sense Time, Sensory Link, Sixth Sense, Speed Reading, Total Recall, Telepathy.
Super Psionics: Group Mind Block, Mind Block Auto-Defense, Mind Bond, Psychic Omni-Sight, Remote Viewing.

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

Combat Training: Basic
Attacks: 5 physical or psionic attacks.
Combat Bonuses: +1 Initiative, +1 Strike, +2 Automatic Parry, +2 Dodge, +2 Roll with Punch/Fall/Impact, +2 Pull Punch, +0 Damage, +0 Disarm.

Saving Throws: +5 vs Psionics/Possession/Horror Factor, +8 vs Insanity.

Other Combat Info: Critical Strike - 19 or 20. Called K.O./Stun - Nat 20. Entangle.

Hand to Hand Damage:
Punch - 1D4. Snap Kick - 1D6. Power Punch (2A) - 2D4. Body Block/Tackle - 1D4 + knockdown

Education Level and Skills: On the Job Training
Investigation Program: Computer Operation, Research, Surveillance Systems, Writing.
Investigation Program: Cryptography, Intelligence, Interrogation, Streetwise.

Secondary Skills: Radio-Basic, Radio-Scrambler, Optic Systems, Basic Electronics, Auto Mechanics, First Aid, Hand to Hand Basic, Read Sensory Equipment, Business & Finance, Law, WP Auto Pistol, WP Submachinegun.

Money: He makes a great deal of money doing what he does, but he also spends it freely. He has a bad gambling habit (and ironically, considering his powers, often finds himself losing more than he wins), and loves to buy expensive jewlery. He has over half-a-million in the bank as his personal savings and retirement fund which he will not touch, and several thousand in cash on him at all times (not including the jewlery he is probably wearing).

Weapons
Usually has some type of Automatic Pistol as a sidearm (usually a .45), and if he expects trouble has a submachinegun within easy reach.

Equipment
Seldom uses any, but has access to a wide variety of items (or can purchase it/steal it easily). He will sometimes wear body armor if appropriate (usually nothing more than a flak jacket or concealed vest for maximum mobility).

Vehicles
His favorite is a brand-new fully loaded Jaguar he received as a gift from Jackhammer. But he can get his hands on almost any common or not-so-common vehicle easily. Even the rare ones will take a bit of time.