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

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Reagren Wright
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Posts: 3238
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Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
Location: LaPorte, In USA

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

Unread post by Reagren Wright »

Okay I'm taking a break from doing my usual conversions of NPCs to fully flush out
characters this time to do a tribute and post some very old characters of mine who
I recently converted into 2nd edition rules. As I've mentioned before, my friend Tom
introduced me to Palladium back in 1989 and we played HU. We did the two basic
adventures from the HU revised book (Mall of Terror and One Damn Thing). I used
some conversion characters based on a comic book. Afterward we started doing TMNT.
I made my first Palladium characters, a group of mutant animals I called the Totally
Cool Animals. We did all the adventures in the TMNT book (although I had to create
completely different animals because 1/2 of the group go anniilated by the Terror Bears)
and we did most of the adventures in the TMNT adventure book (two characters died
on the White Ronin adventure). Afterward we went on to to Robotech. But those
mutant animals where my first Palladium characters which meant Erick Wujik is
responsible for their generation. I thought what a cool system and its so simple. Since
then the TCA have been collecting dust for the most part. But with Erick's passing I
thought I'd give them to the board for anyone to use. I enjoyed playing them in TMNT
and HU adventures and I would have loved to talk to Erick about them and discuss the
whole creating character process. So here are the TCA, and within a few days you can
expect more fleshed out NPC from GI.

THE TOTALLY COOL ANIMALS.

Francis Flynn was driving home from his job as a vet at the Wonderland Zoo when he
witnessed something streak across the sky and crash into a field. He ran threw the field
to investigate. It turned out to be a green meteorite. Francis picked it up but it
crumbled into dust. He went back to his car to suddenly see that his hair, fingerntails,
and eyes where green. He began to worry about radiation and decided he call the zoo
and tell them he was feeling ill and take some time off. When he got home he feed his
pet animals (a rabbit, a beagle dog, a cat, a parrot, and a iguana). The next day the
animals grew in size. The following day they where bigged and seem to be making weird
noises. The next day they where walking up right and trying to repeat what he said.
Something about the meteorite charged Francis with a mysterious power to turn normal
animals into humanoids. Two days later Francis went to work and told his mentor
Doctor Gordon Botch. Together the two of them trained and educated not only his
pet but several other animals that Francis laid his hands upon. Francis touch never
effected humans. Francis called these animals the Totally Cool Animals. Gordon and
Francis worked for years training the animals secretly at Francis' farm, which in
time became the animals base of operation. The animals would go out and perform
benevolent actions to help humankind from all sorts of threats. Unfortunately half of
the original animals and Francis pets where permanently mentally damaged by an
encounter with the Terror Bears. Luckly new animals took their place. The last of
original animals where killed during a encounter with the White Ronin. Still later
Francis died from a mutation that caused his body to decompose. This meant no new
animals yet Gordon decided to carry on as the TCA human leader. Things went bad
when after an incident with a second encounter with the Terror Bears at a nuclear
missile base. The TCA stopped the threat but the Gordon was arrested. The TCA went
in search of him but he seeminlgy disappeared. The TCA continue their job as protectors
of humankind, but they are angry with the U.S. government for taking Gordon. They
have vowed to find him (they now think it was G.I.G.M.A. who took him and he might
be in a SCRET Holding Facility or in Gramercy Island). The TCA want to help humans
but they want nothing to do with government agencies or law enforcement, they can't
be trusted. The TCA have come to Century Station in hopes of learning if Gordon is at
he island prision, they also want to investigate Genesys while their in the city.

QUILL

Quill is a 2nd generation mutant animal. He was at the Wonderland Zoo medical facility
when Francis touched him. Francis and Gordon monitored him over the next several
days as he evolved into a mutant porcupine. He took a liking to television, particullary
kunfu-movies and ones involving ninjas. Gordon called a friend in Japan and who asked
a ninjitsu instructor to come to the zoo. At first Master Inoue was taken back by all the
mutant animals, but something about Quill's personally stuck a cord with him. So he
spent the next month training the porcupine in the art of Ninjitsu. Like all the mutant
animals, Quill had some kind of accelerated learning ability and picked it up and was
able to adapt and improvised his techniques. Master Inoue went back to Japan, but a
week later sent a package to the farm. Inside was a specially made costume for Quill.
On his 1st mission with the TCA, he ended up leading the team as Major Rabbit was
mentally incapacitated by the Terror Bears along with 1/2 the team. Major Rabbit
never recovered and because of his leadership skills Quill assumed the role as leader
which he holds to this day. He vows to rescue Gordon and discover whatever
wrongdoings are going on in Genesys. Sometimes his leadership skills are put int question
as he seems to have a knack for getting the TCA in very bad situations that they barely
seem to be able to get away from.

Real Name: Quill
Occupation: Team Leader of the Ultra Cool Animals
Alignment: Unprincipled (formerly anarchist)
Power Category: Mutant Animal (Porcupine)
Experience Level: 5th
Hit Points: 42 S.D.C.: 128 Armor Rating: A.R.: 12
P.P.E.: 38
Appearance: Quill looks like a humanoid porcupine. His body is cover with quills
He has a snouted face, round, heavy body and limbs, and furry tail.
Attributes: I.Q. 11, M.E. 21, M.A. 13, P.S. 18, P.P. 22, P.E. 19, Spd. 21, P.B. 9
Age: 8 (20 in human years), Sex: Male, Height: 5 foot and 3
inches (1.60 m), Weight: 98 lbs (44.1 kg)
Size Level: 7. Build: Medium.
Human Features: Hands (full), Biped (full), Speech (full), Looks (None).
Vestigial Disadvantages: Vestigial Tail and Odd Smelling Musk
Natural Weapons: Climbing Claws (1D6 damage)
Mutant Animal Powers: Advance Vision, Quill Defense (physical attacks with
limbs can cause 2D6 damage if fail to by-pass NAR), Advance Smell, and Advance
Hearing.
Animal Psionics: Danger Sense (+2 to Initiative and +1 to dodge).
Combat Training: Ninjitsu.
Attacks per Melee: 5 (2 initial + 3 from Hand to Hand)
Combat Bonuses: +3 to initiative, +5 to strike, +6 to parry, +7 to dodge, +5 to
damage, +7 to roll with punch/fall, maintain balance, +1 to disarm, +3 to pull punch,
Combat Skills: Punch 1D4, Power Punch 2D4 (2), Knife Hand 2D4, Palm Strike
2D4, Claws 1D6, Kick 1D6+2, Snap Kick 1D6+2, Tripping/Leg Hook (cannot be paired,
must dodge or knockdown), Backward Sweep (cannot be paired, must dodge or
knockdown, -2 to dodge), Elbow & Forearm 2D6, Knee 1D6, +2 Cartwheel, +2 to Back
Flip, Drop Kick (dodge/snap kick) 1D6+2, Body Flip/Throw 1D6 plus P.S. damage bonus
(lose initiative and 1 attack/action), Body Block/Tackle 4D6 + P.S. damage bonus (must
parry/dodge or knockdown), All Holds, Leap Attack, and W.P Paired Weapons.
Saving Throws: +3 to save vs. psionics, +4 to save vs. insanity, +8 to save vs.
coma/death, +2 to save vs. magic/poison.
Educational Background: Highly trained as a Specialist.
Common Skills: Read-Write/Speak English and Japanese 90%/93% and Mathematics: Basic 87%
Espionage Program: Hand to Hand: Ninjitsu, Detect Ambush 75%,
Intelligence 72%, Wilderness Survival 85%, Escape Artist 75%, and Pick Locks
75%/80% with quill.
Professional Thief: Locksmith 80%, Climbing 98%/98%, Prowl 82%,
Surveillance Systems 75%, and Basic Electronics 75%.
Physical Program: Acrobatics (Sense of Balance 98%, Walk Rope 95%)
Gymnastics (Back Flip 98%), Athlete, and Aerobics Athletics.
Secondary Skills: W.P. Knives (+2 strike, +2 to parry, +4 to throw),
W.P. Targeting (+2 to throw), W.P. Forked (+3 to strike or entangle, +2 to parry),
Hunting, Land Navigation 56%, Streetwise 35%, Outdoorsmanship, Palming 45%,
Concealment 40%, Track & Trap Animals 50%/60%, Bonsai 77%, and Floral
Arrangement 45%.
Money: He has no need for human currency. He steals whatever he needs or wants.
Weapons: Besides his quills (1D6) which can be used as hand held or throwing
weapons, he has two bush knives (1D6 damage) and a pair of Sai (1D6, +1 to parry).
Equipment & Vehicles: He wears special made ninja clothes and boots. He has 2
ninja emergency kits, 4 eggshell bombs (save vs. non-lethal poison or victim becomes
disoriented for 1 melee round (lose initiative, -9 to strike, parry, dodge and lose 1
attack/action). If make the save, only suffer a 15 second penalty for the blinding cloud
(-6 to strike, parry, and dodge), and one Kawanga with 25 feet (7.62 m) of rope.
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Reagren Wright
Palladium Books® Freelance Writer
Posts: 3238
Joined: Sun Feb 10, 2002 2:01 am
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
Location: LaPorte, In USA

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

Unread post by Reagren Wright »

GREEN BOW

Green Bow is a 2nd generation mutant animal. He was at the Wonderland Zoo medical
facility when Francis touched him. Francis and Gordon monitored him over the next
several days as he evolved into a mutant weasel. He never developed the ability to talk,
but he could do so with his mind. Watching T.V. one day the cartoon of Robin Hood
became a major influence on him. He began to learn more about this man of legend.
He like the idea of a bandit being a hero. So Francis and Gordon brough in an Olympic
Archer to teach him the use of a bow and arrow. At first the man was frighten by what
was happening on the farm, but the money kept him quiet and eager to help. Chase like
all of the animals learned the skills rather fast. He also picked up on some of the martial
arts training from Master Inoue, but not to the extent of Quill. Chase took up the mantle
of Green Bow after the first group of TCA where defeated by the Terror Bears. Green
Bow has been an active member ever since, however he is prone to taking off on his
own and doing sole missions. Quill doesn't repremand him much which annoys the other
TMA. Green Bow tries to be a team player but since he is not a talker he works in the
background for the most part.

Real Name: Chase
Occupation: Member of the Ultra Cool Animals
Alignment: Anarchist
Power Category: Mutant Animal (Weasel)
Experience Level: 5th
Hit Points: 50 S.D.C.: 61
P.P.E.: 50
Appearance: Green Bow looks like a humanoid weasel. He has a pointed,
triangular head with a pointed snout, long flexible furry body, short arms and legs, and
a long furry tail. His fur is dark brown accept for his belly which is white, but all of his
fur turns white in the winter.
Attributes: I.Q. 15, M.E. 9, M.A. 12, P.S. 21, P.P. 33, P.E. 25, Spd. 41, P.B. 12
Age: 8 (20 in human years), Sex: Male, Height: 6 foot and 1
inches (1.85 m), Weight: 123 lbs (55.35 kg).
Size Level: 8. Build: Long
Human Features: Hands (full), Biped (full), Speech (none), Looks (None).
Vestigial Disadvantages: Vestigial Tail, Odd Smelling Musk, Diet: Carnivore, and
he must consume meat equal to his weight every day.
Natural Weapons: Teeth (1D6 damage)
Mutant Animal Powers: Increased Metabolic Rate, Nightvision, Advance Smell,
Advance Hearing, and Leaping: Rodent (12.16 feet/3.70 m) up or across and leap from
a 24.33 feet (7.41 m) height and land on feet without injury.
Animal Psionics: Telepathic Transmission.
Combat Training: Martial Arts
Attacks per Melee: 6 (3 initial + 3 from Hand to Hand)
Combat Bonuses: +5 to initiative, +10 to strike, +12 to parry, +14 to dodge, +6
to damage, +8 to roll with punch/fall, disarm, and +3 to pull punch.
Combat Skills: Karate Punch 2D4, Backhand 1D6, Power Punch 4D4 (2), Karate
Kick 2D4, Snap Kick 1D6, Roundhouse Kick 3D6, Tripping/Leg Hook (cannot be paired,
must dodge or knockdown), Backward Sweep (cannot be paired, must dodge or
knockdown, -2 to dodge), Jump Kick 6D6, Flying Jump Kick 4D6, Elbow/Forearm 1D6,
Knee 1D6, and All Holds.
Saving Throws: +20% to save vs. coma/death and +5 to save vs. poison/magic.
Educational Background: Highly trained as a Specialist.
Common Skills: Read-Write/Telepathic Speak English 90%/93% and Mathematics: Basic 87%
Espionage Program: Hand to Hand: Martial Arts, Detect Ambush 75%,
Intelligence 72%, Wilderness Survival 85%, Escape Artist 80%, and Sniper (+2 to called and aimed shots).
Physical Program: Acrobatics (Sense of Balance 98%, Climb Rope 98%,
and Walk Rope 95%), Gymnastics (Back Flip 98%), Athlete, and Prowl 80%.
Ancient Weapons Proficiencies: Paired Weapons, Archery (+3 to strike,
+2 to disarm, rate of fire 5), Targeting (+2 to throw), and Staff (+2 to strike & parry).
Secondary Skills: Track & Trap Animals 50%/60%, Hunting, Skin &
Prepare Animal Hides 60%, Climbing 85%, Land Navigation 56%, Preserve Food 55%,
Cook 60%/65%, Sign Language 50%, Outdoormanship, Streetwise 40%, Fishing 55%,
and Running.
Money: He has no need for human currency. He steals whatever he needs or wants.
Weapons:
Modified Composite Bow, Damage: 3D6, Range: 1200 feet (365 m).
Modified Short staff, Damage: 1D6+2 (+1 to strike, +2 to parry/total +3 to strike/+4 to parry).
2 throwing knives, and a quiver of 16 arrows.
Equipment & Vehicles: He wears a special made green costume that allows him
to blend in the forest, but during winter. He has a lock picking set and a set of climbing claws (15%).
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Reagren Wright
Palladium Books® Freelance Writer
Posts: 3238
Joined: Sun Feb 10, 2002 2:01 am
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
Location: LaPorte, In USA

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

Unread post by Reagren Wright »

PK (pretty kool) WOLVERINE

PK is a 2nd generation mutant animal. He was at the Wonderland Zoo medical
facility when Francis touched him. He was monitored by Francis and Gordon as he
changed into a mutant wolverine. He spent most of his time watching cop shows and
actions movies. Francis contacted a friend who use to be a drill sargeant in the military
and got him to come to the farm and train PK. Like the other humans who came to the
farm, he absorbed a great deal of knowledge as well as some leadership skills. He and
Quill bicker about how the group should be run, but PK doesn't deliberately try to usurp
control of the group. He follows Quill and does as he told, although he grumbles and
complains. PK is more interested in helping other mutants than helping normal people
unless its mutant hurting normals who have done nothing to them.

Real Name: PK
Occupation: Member of the Ultra Cool Animals
Alignment: Scrupulous
Power Category: Mutant Animal (Wolverine)
Experience Level: 5th
Hit Points: 63 S.D.C.: 95
P.P.E.: 70
Appearance: PK is a humanoid wolverine. He has a snouted head with small,
widely space eyes, dark fur with a lighter band running over his eyes and along the
sides of his thick, bushy tail. He always wears his red bandanna.
Attributes: I.Q. 19, M.E. 15, M.A. 14, P.S. 36, P.P. 27, P.E. 35, Spd. 27, P.B. 10
Age: 8 (20 in human years), Sex: Male, Height: 3 foot and 6
inches (1.06 m), Weight: 147 lbs (66.15 kg)
Size Level: 8. Build: Short
Human Features: Hands (full), Biped (full), Speech (full), Looks (None).
Vestigial Disadvantages: Odd Smelling Musk and Diet: Carnivore.
Mutant Animal Powers: Advance Vision, Nightvision, Advance Smell, Extra
Physical Endurance, and Advance Hearing.
Combat Training: Expert
Attacks per Melee: 5 (2 initial + 3 from Hand to Hand)
Combat Bonuses: +3 to initiative, +8 to strike, +10 to parry, +10 to dodge, +21
to damage, +3 to roll with punch/fall, and +2 to pull punch.
Combat Skills: Punch 1D4, Power Punch 2D4 (2), Karate Kick 2D4, Snap Kick
1D6, Tripping/Leg Hook (cannot be paired, must dodge or knockdown), Elbow/Forearm
1D6, Knee 1D6, and All Holds.
Saving Throws: He takes ½ damage from cold, he is impervious to disease,
+35% to save vs. coma/death and +10 to save vs. poison/magic.
Other Bonuses: +5% to all skills.
Educational Background: Highly trained as a Specialist.
Common Skills: Read-Write/Speak English 95%/98% and Mathematics:
Basic 92%
Espionage Program: Hand to Hand: Expert, Detect Ambush 80%,
Intelligence 77%, Wilderness Survival 85%, Escape Artist 85%, and Detect
Concealment 75%.
Military Program: Running, Climbing 90%/80%, Military Etiquette 85%,
Forced March, Radio: Basic 98%, and W.P. Rifle (+3 to aim, +1 to burst).
Modern Weapons Program: W.P. Handgun (+2 to aim/+1 to burst),
W.P. Sub-machinegun (+2 to aim/+1 to burst), and W.P. Heavy Military Weapons (+2
to aim/+1 to burst).
Secondary Skills: Athlete, Outdoorsmanship, Physical Labor, Land
Navigation 61%, Streetwise 45%, Prowl 55%, Astronomy & Navigation 60%, Basic
Mechanics 70%, Basic Electronics 60%, Jury-Rig 55%, General Repair/Maintenance
65%, and Track & Trap Animals 40%/50%.
Money: He has no need for human currency. He steals whatever he needs or wants.
Weapons:
Glock 18 with A.R. Bullets, Range: 165 feet (50.2 m), Damage: 4D6,
Rate of Fire: Single shot or semi-automatic, Feed: 15 rounds, (PV 6) -2 to A.R. or +2 to
aim. He carries 4 clips of this ammo.
MP-5, Range: 660 feet (201 m), Damage: 4D6, Rate of Fire: Single
shot, semi-automatic, or full, Feed: 30 round box mag. He carries 3 clips of ammo.
SIG SG 550 (Sturmgewehr 90), Range: 1640 feet (500 m), Damage:
5D6, Rate of Fire: Single shot, 3 round short burst, and full automatic, Feed: 30 rounds.
Note: Whenever he can he loves to get his hands on grenades.
Armor: Modified Point Blank Vest, A.R.: 10, 70 S.D.C.
Equipment & Vehicles: He wears a web belt with holster (military style), two
wrist cartridge bandoleers, and battle harness. He has a field gun cleaning kit, a gun
repair kit, a belt radio, ear protection headphones, and a climbing kit.
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Reagren Wright
Palladium Books® Freelance Writer
Posts: 3238
Joined: Sun Feb 10, 2002 2:01 am
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
Location: LaPorte, In USA

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

Unread post by Reagren Wright »

RAMMER (Based on the ideas by Kinthalis Silverbow)

Rammer is a 3rd generation mutant animal. He spent his early days hidden away on the
farm after Francis had no choice but to touch him after getting an illness. Gordon and
Francis had to fake his death. As the largest animal on the farm, Rammy became the
odd person out. He watched the television but nothing really developed or interest
came. When Bubba (mutant bear) was killed by the White Ronin, Rammer was recruited
to be a TCA. About this time a Hardware weapon guy who been to the farm before
(and designed Green Bow's bow) built him a giant club. With this weapon in hand,
Rammy seem to come out of his shell and develop a true personality. Rammy is not the
brightest animal on the farm, but his heart is full of gold. He will do whatever he has to
do to help out his teammates. Of course is usually involves smashing or breaking
something. His friends also know not to make him mad for his first instinct is to smash
or break it.

Real Name: Rammy
Occupation: Member of the Ultra Cool Animals
Alignment: Scrupulous
Power Category[/b]: Mutant Animal (Rhinoceros)
Experience Level: 5th
Hit Points: 54 S.D.C.: 152 Armor Rating: A.R.: 9
P.P.E.: 37
Appearance: PK is a humanoid rhinoceros. He has a huge head with massive jaws
and muzzle, tiny eyes and large ears, long, massive body with thick powerful legs. He
has three toes of his feet and three fingers on each hand.
Attributes: I.Q. 5, M.E. 17, M.A. 15, P.S. 52 (Crushing), P.P. 13, P.E. 31, Spd. 31, P.B. 13
Age: 8 (20 in human years), Sex: Male, Height: 5 foot and 6
inches (1.67 m), Weight: 374 lbs (168. 3kg)
Size Level: 14. Build: Short
Human Features: Hands (full), Biped (full), Speech (partial), Looks (None).
Vestigial Disadvantages: Color Blindness, Vestigial Tail, Odd Smelling Musk, Diet:
Herbivore, Vestigial Horns, Really Big & Slow, and Reptile Brain: Charge (whenever he
fails his insanity save, he will charge down his opponent or whatever is making him
angry, he gains a +2 to initiative and +2 to strike, however he cannot perform
defensive actions while in this state. Rammer will continue charging until he makes a
save vs. insanity or everything is dead or the item is destroyed.
Natural Weapons: Horn (1D10).
Mutant Animal Powers: Advance Hearing, Advance Smell, Crushing Strength, and
Light Natural Body Armor. Note: He can carry 15,600 lbs (7020 kg) and lift 26,000 lbs 11,700 kg).
Combat Training: Expert
Attacks per Melee: 6 (2 initial + 3 from Hand to Hand +1 from boxing)
Combat Bonuses: +3 to initiative, +2 to strike, +6 to parry, +6 to dodge, +37 to
damage, +5 to roll with punch/fall, and +2 to pull punch.
Combat Skills: Restrained Punch 5D6, Full Strength Punch 2D4x10, Power Punch
3D6x10 (2), Karate Kick 3D6x10, Snap Kick 2D4x10, Axe Kick 3D6x10, Elbow/Forearm
2D6x10, Knee 2D4x10, Body Block/Tackle 1D6x10 + P.S. damage bonus (must
parry/dodge or knockdown), All Holds, Knockout on an unmodified 20, and Power
Attacks (he loves the Power Slam/Body Block and Running Power Ram.
Saving Throws: He is impervious to disease, +1 to save vs. psionics and
insanity, +31% to save vs. coma/death, and +8 to save vs. poison/magic.
Educational Background: Highly trained as a Specialist (with limited intelligence)
Common Skills: Read-Write/Speak English 45%/46%
Physical Program: Body Build & Weightlifting, Athlete, Boxing, and Physical Labor.
Ancient Weapon Program: Paired Weapons, W.P. Blunt (+2 to strike &
parry), W.P. Improvised, and W.P. Axe (+2 to strike & parry).
Secondary Skills: Hand to Hand: Expert, Running, Forced March,
Outdoormanship, Hunting, Identify Plants & Fruits 55%, Land Navigation 56%, Track &
Trap Animals 50%/60%, Wilderness Survival 65%, Gardening 66%, Sports: Football
65%, Streetwise 36%, and Rope Works 45%.
Money: He has no need for human currency. He steals whatever he needs or wants.
Weapons:
A 50 lb (22.5 kg) Modified Hercules Club, Damage: 4D6+2 (+1 to strike,
+2 to parry/total +3 to strike, +4 to parry). Anyone trying to use this weapon needs a
P.S. of 17 or better or suffers a -3 to strike and parry, double if they try it with one
hand). Yes he can add his supernatural damage with this modified weapon (ouch!).
Two modified small hatchets. Damage: 1D6+2.
Equipment & Vehicles: He wears a military field jacket and battle dress (jungle camouflage).
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Reagren Wright
Palladium Books® Freelance Writer
Posts: 3238
Joined: Sun Feb 10, 2002 2:01 am
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
Location: LaPorte, In USA

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

Unread post by Reagren Wright »

ROC

Roc is a 3rd generation mutant animal. He is also the last of the mutant animals to be
touched by Francis before he fell ill. Roc is also one of the animals who received all of
his training from the other mutant animals. He hung out with Quill and Karate Kat. He
became good friends with Karate Kat (a member of the original TCA) until he was killed
by the White Ronin. Rocky was recruited to take his place. Roc continues to believe he
is trying to live up to the standards set up Karate Kat. He also thinks what he would
have done in his place. Roc also plays the role of being the scout for the team, a role
he takes great pride in. He finds most of the missions for the group. Roc is also the one
who is not as hard on humans as the others. He has more human friends than anyone
else. Since coming to Century Station, Rocky is working on many as many contacts as
possible, one being an alliance with a street gangs.

Real Name: Rocky
Occupation: Member of the Ultra Cool Animals
Alignment: Scrupulous
Power Category: Mutant Animal (Golden Eagle)
Experience Level: 5th
Hit Points: 39 S.D.C.: 72
P.P.E.: 38
Appearance: PK is a humanoid golden eagle. He has wings, a sharp curved beak,
and his eyes are on the side of the head, black-brown feathers, with a striking golden-
buff crown and nape. His body is long and his legs are skinny with taloned feet.
Attributes: I.Q. 10, M.E. 11, M.A. 9, P.S. 19, P.P. 24, P.E. 19, Spd. 14/120 mph
(192 km) flight, P.B. 16
Age: 8 (20 in human years), Sex: Male, Height: 5 foot and 1
inches (1.54 m), Weight: 95 lbs (42.75 kg)
Size Level: 7. Build: Medium
Human Features: Hands (full) on his Wings, Biped (full), Speech (full), Looks
(None).
Vestigial Disadvantages: Diet: Carnivore and Reptile Brain: Predator.
Natural Weapons: Talons on hands (2D6) and Break (3D4).
Mutant Animal Powers: Advance Vision, Soaring Flight, and Extra Physical Prowess.
Combat Training: Martial Arts
Attacks per Melee: 6 (3 initial + 3 from Hand to Hand)
Combat Bonuses: +2 to initiative, +7 to strike, +9 to parry, +9 to dodge, +4 to
damage (flyby attacks +1 damage for every 30 mph/64 km), +8 to roll with punch/fall,
disarm, and +2 to pull punch.
Combat Skills: Karate Punch 2D4, Power Punch 4D4 (2), Karate Kick 2D4,
Roundhouse 3D6, Axe Kick 2D8, Leap Kick 3D8 (2) Snap Kick 1D6, Crescent Kick 2D4+2,
Tripping/Leg Hook (cannot be paired, must dodge or knockdown), Backward Sweep
(cannot be paired, must dodge or knockdown, -2 to dodge), Elbow/Forearm 1D6, Knee
2D4, Jump Kick 6D6, Flying Jump Kick 4D6, All Holds, and Paired Weapons.
Saving Throws: +8% to save vs. coma/death and +2 to save vs. poison/magic.
Other Bonuses: 30% charm/impress.
Educational Background: Highly trained as a Specialist.
Common Skills: Read-Write/Speak English 95%/98% and Mathematics: Basic 92%.
Espionage Program: Hand to Hand: Expert, Detect Ambush 80%,
Intelligence 77%, Wilderness Survival 85%, Escape Artist 85%, and Tracking 70%.
Law Enforcement Program: W.P. Handgun (+2 to aim/+1 to burst),
Radio: Basic 90%, Crime Scene Investigation 80%, Law (general) 70%, and Streetwise
60%.
Physical Program: Gymnastics, Acrobatics, Kick Boxing, and Prowl 82%.
Secondary Skills: Hand to Hand: Martial Arts, Athlete,
Outdoorsmanship, Land Navigation 56%%, Climbing 85%, Track and Trap Animals
50%/60%, Astronomy & Navigation 55%, W.P. Knives (+2 to strike, parry, and throw),
Wilderness Survival 65%, and Hunting.
Money: He has no need for human currency. He steals whatever he needs or wants.
Weapons:
2 Glock 18 with A.R. Bullets, Range: 165 feet (50.2 m), Damage: 4D6,
Rate of Fire: Single shot or semi-automatic, Feed: 15 rounds, (PV 6) -2 to A.R. or +2 to
aim. He carries 3 clips of this ammo.
4 Belt Throwing Knives , 1D6 damage.
Armor: Modified Point Blank Vest, A.R.: 10, 70 S.D.C.
Equipment & Vehicles: He has a web belt and a second side holster. He also wears a battle harness that holds his knives.
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Re: On the topic of Revised to 2nd ed conversions.....

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This guy is mentioned in GI (page 167) in reference to Flamebait. Enjoy as always.

THE SUPPRESSOR

Almost nothing is known about this hired killer turned vigilante. He used to work for
Fabricators Inc as a Elimination Team (E-Team) operative. However, something
happened to him that required him to take a leave of absence (not the accident that
permanently scared up his face). He took four months off before returning asking to be
put on a more irregular schedule and not to used as an assassin (he will used strong
arm tactics like threats, beatings, break bones, and non-lethal shootings). He will not
harm family members (including pets), but he will hurt close friends. Some of his time is
working on developing weapons which he sells to anyone who can afford them. It is not
known what caused Suppressor to have the change of heart. It may have something to
do with when he was on a mission in Century Station when the villain Flamebait when
on a killing spree. Suppressor for reasons unknown joined up with Particle Man and
Firefly to help bring him down. Particle Man treated him like a fellow hero and so did the
public. Months later he meet with Voltaic, overseer of the E-Team to request the
reassignment. Soon Suppressor started acting like a vigilante engaging in strong street
justice yet retaining his link to the criminal underworld and Fabricators (holds a strong
allegiance) towards. So far Voltaic has not seen any reason to expel him, but he and
other Fabricators operatives are always keeping their eye on him for any other change
in behavior of if his loyalty to the company should waver, if so they will take him out.
Suppressor continue to prowl the streets looking to deal out street justice against
meta-beings, super villains, and anyone who threatens the impoverished and innocent.
He will never sell his weapons to those who seek to use them in this way. If so he will
hunt them down, kill them, and remove the weapon.

Real Name: Unknown
Occupation: Fabricators E-Team and Vigilante. Seller of custom built weapon on
the blackmarket and toward the criminal world in Century Station.
Alignment: Formerly Miscreant now Anarchist
Power Category: Hardware (Weapons)
Experience Level: 7th level
Hit Points: 47 S.D.C.: 54
P.P.E.: 10
Appearance: The Suppressor’s face is horribly burned by acid. He wears a mask
to conceal his face from everyone. He always wears the mask so he doesn’t have to
see himself. There are those in Fabricators who have offered to repair his face (can be
done with plastic surgery, cybernetics, or eugenics, but the Suppressor has refused.
Attributes: I.Q. 18, M.E. 13, M.A. 8, P.S. 15, P.P. 22, P.E. 15, Spd. 26, P.B. 5
Age: 37, Sex: Male, Height: 6 foot and 2 inches (1.87 m), Weight: 197 lbs (88.65 kg)
Insanity: He suffers from eisoptropphobia (fear of seeing oneself in a mirror). He
breaks mirrors whenever he can. This doesn’t mean he goes out and destroys mirrors,
he destroys them if there is a chance he will see his reflection. He also suffers from a
compulsion to conceal his face with a mask.
Combat Training: Martial Arts
Attacks per Melee: 5/6 (2 initial + 3 from Hand to Hand) +1 if use firearms
Combat Bonuses: +2 to initiative, +5 with handguns & rifle, +4 to strike, +8 to
parry, +8 to dodge, +2 disarm, +4 to roll with punch/fall, and +3 to pull punch.
Saving Throws: +4 to save vs. Horror Factor.
Combat Skills: Karate Punch 2D4, Power Blow 4D4 (2), Backhand 1D6,
Elbow/Forearm 1D6, Knee 1D6, Kick 2D4, Roundhouse 3D6, Snap Kick 1D6, Crescent
kick 2D4+2, Tripping/Leg Hook (cannot be paired, must dodge or knockdown), Jump Kick
6D6, Flying Jump Kick 4D6, All Holds, Paired Weapons, and Critical strikes on an
unmodified roll of 18-20.
Other Bonuses: +4% to all skills.
Special Hardware Skills: Make & Modify Weapons 102%, Recognize Weapon
Quality 64%/89%, Paired Weapons Handguns/Energy Pistols, Quickdraw Handguns and
Rifle W.P. Sharpshooting, +3 to disarm on a called shot with any gun, and Reputation &
Horror Factor 11.
Educational Background: Military Specialist and Hardware Skills
Common Skills: Read-Write/Speak English 98%/98%, Mathematics:
Basic 97%, Pilot: Automobile 85%.
Military Program (Basic): Running, Climbing 99%/89%, Military Etiquette
98%, Forced March, Radio: Basic 98%, and W.P. Rifle (+5 to aim/+2 to burst).
Military Program (Advance)-Combat Aircraft: Aircraft Mechanics 98%,
Navigation 98%, Pilot: Aircraft: Jet Fighter 98%, Pilot: Jet Pack 94%, Parachuting 98%,
Sensory Equipment 89%, and Weapon Systems 98%.
Espionage Program: Hand to Hand: Martial Arts, Detect Ambush 84%,
Intelligence 79%, Wilderness Survival 84%, Forgery 74%, and Disguise 81%.
W.P. Modern Weapons: W.P. Heavy Military Weapons (+4 to aim/+2 to
burst), W.P. Sub-Machinegun (+4 to aim/+2 burst), and W.P. Heavy Energy Weapons
(+4 to aim/+2 to burst).
Hardware Program: Sniper(+2 to aim/called shots-2), W.P. Handgun
(+4 to aim/+2 to burst), W.P. Energy Pistol (+5 to aim/+2 to burst), W.P. Energy Rifle
(+4 to aim/+2 to burst), W.P. Shotgun (+4 to aim/+2 to burst), W.P. Military
Flamethrower (+3 to aim/+1 to burst), W.P. Knife (+4 to strike, parry, and throw), W.P.
Blunt (+4 to strike & parry), Demolitions 98%, Demolitions Disposal 98%, Find
Contraband 78%, Basic Electronics 79%, and Basic Mechanics 98%
Secondary Skills: Athlete, Wardrobe & Grooming 82%, Prowl 64%,
Jury-Rig 64%, Swimming 89%, Streetwise 44%, Law (basic) 54%, Computer Operation
70%, and Research 79%.
Money: The Suppressor has allowed Fabricators to set up a Swiss bank for him
where he stashes his secret funds (roughly $8.7 million dollars). He also has half a
dozen bank accounts under assumed names throughout the United States and Canada
that he set up himself, each accounts has about $120,000 in them. The company pays
him a salary of $3,000 a week with an annual bonus of $150,000 year. He use to make
more but he cut his time down by 70%. This of course doesn’t include his income he
earns from selling his weapons. Fabricators Inc pays for all of his expenses whenever
he’s on a mission.
Weapons: Suppressor has access to all types conventional weapons, energy
weapons, gimmicked weapons, and explosives. However, his favorite weapons are the
ones he builds himself.
Home Made CornerShot, a special purpose weapon designed to fire
around corner. A modified Glock 20 is mounted in the front end of the weapon, which
bends horizontally at a mid-gun sixty-degree hinge. There is a remote linkage to the
trigger mechanism in the rear part. There is a high-resolution digital camera and a
flashlight attached to the barrel in the bayonet position. On the butt side of the hinge
are the trigger, a 2.5 in. color LCD monitor, (which is on a horizontal hinge just like the
mid-gun hinge but it is off of the left side of the gun), and controls for the camera and
light. The camera providing a video observation and sighting system with transmission
capabilities. He has a variety of optional interchangeable cameras and the stock can
fold. The gun also has a 40 mm grenade launcher. The spent cartridges are ejected for
easier reloading, Range: 181 feet (55.1 m) for pistol, 492 feet (149 m) for single target,
precision fire or 1148 feet (349 m) for fragmentation grenades, Damage: 4D6+2 for
pistol, 2D4x10 for grenade/1D6x10 for fragmentation, Blast Radius: 20 feet (6 m) for
single shot or 50 feet (15.24 m) for frag, Rate of Fire: Single Shot or semi-auto for
pistol, only single shot for grenade launcher, Payload: 20 rounds for pistol, single shot
manually loaded for grenades, Bonuses: +6 to aim/+3 to burst), the gun suffers no
penalty when using its corner shooting capabilities. Note: The pistol can be removed so
he can mount a custom-built assault pistol that fires 5.56mm rifle cartridges (Range:
217 feet (66.2 m)/Damage: 5D6). Any variety of 40 mm grenades can be used in this
gun.
Browning BDM (Double Action Pistol), Range: 135 feet (41 m), Damage:
3D6, Rate of Fire: Single shot or semi-auto, Payload: 15 shot. Uses standard E-clips.
Custom Built Ion Blaster, Range: 400 feet (122 m), Damage: 5D6, Rate
of Fire: Single shot, Payload: 10 shot e-clip.
FW-255 Plume Cannon (two-handed weapon that looks like a LAW
except it a little large and fires 5 mini-missiles, Range: 2000 feet (610 m), Damage:
1D4x10, Blast Radius 2 feet (.6 m), Rate of Fire: Volley 1-5), Bonuses: +3 (heat
seeking). It has a laser range finder. This allows the shooter to track and determine the
distance of a target, even while it’s moving. This results in no penalty when firing at a
moving target or one at maximum distance. The cannon has a variety of mini-missiles it
can use.
Armor: Several Full Suit of Hard Armor (A.R. 16 with 286 S.D.C.). He
has access to any of the Fabriactors Flex-Steel body armors. Note: He still wears a
mask even though the suits are full environmental body armors.
Equipment & Vehicles: Fabricators allows him to have any type of equipment. It
doesn’t include clothes, but he has full range of clothes granted to him, including armor
and $10,000 budget per assignment for gimmick clothing. Any request for half a million
dollars worth of equipment for an assignment is subject to review and final approval.
However, the following is always standard for him.
FS-34 Stealth Boots, +3 to initiative, +2 to strike (during sneak attack
or from behind), +20% to prowl. These only occur when the boots are turned on (10
hours for the cells).
WS-12 High Velocity Mini Jet Pack, 250 mph (400 km), 1 hour of flight
per pellet (usually puts in 4-5), It has a heat dampening make it difficult to pick up on
infrared or thermal (-3 to strike). It gives him a +4 bonus to dodge. S.D.C. 130.
He drives around in a 2001 Ford Supercrew XLT 4x4 with the trailer package
. It has Light Armor (A.R 14 with 350 S.D.C., total 700S.D.C.), The fuel
compartment is also armored (A.R. 10 with 200 SDC). The engines has been modified to
allow him speeds of up to 135 mph (217 km) with improved steering and maneuverability
(+10% to all control rolls). It has night sight camera/monitor, theft alarm system, theft
proof locks, winch and cable, ram-prow, armored tires, satellite radio/full stereo
system, radio locator, fuel efficiency modification, vehicle caltrops, oil slick, and a
smoke screen with special properties that allow it to gravitate toward metallic objects
(duration 1D4+1 minutes).
Note: All equipment made by him has a special GPS tracer/locator chip within it
that allows him to find the weapon on computer and track/locate their whereabouts.
They draw power from tiny devices that allow them to transmit indefinitely. They
cannot be easily located by simple electronic bug detectors or easily removed (-15% on
all such skills).
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Reagren Wright
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Re: On the topic of Revised to 2nd ed conversions.....

Unread post by Reagren Wright »

Your praise is much appreciated. Cardiac hasn't been involved with the site for long
time, but I know he would thank you as well. Not to worry I'm always working on
converting more NPCs into 2nd edition or fleshing characters who names appears in a book.
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Reagren Wright
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Location: LaPorte, In USA

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

Unread post by Reagren Wright »

Been doing a lot of heroes lately so it time to do some villains. This guy is made
reference to on page 85 of GI in reference to Twinkletoes. Please enjoy.

HEAVYSET

Whickham Lartlett spent his adolescents believing in physical fitness. He always
watched his calories when he ate and engaged in frequent exercises, especially since
he was on his high school track team. In fact, he broke his schools record for the 100
m and 200 m dash. He received a scholarship to attend a university in New York where
he hoped to get on the college soccer team. Then he started to notice he was gaining
weight, an amazing ten to fifteen pounds each week, even though he not changed his
diet or exercise routine. His body started to become large and pudgy, yet his stamina
and overall heath did not diminish, if anything they seem to be increasing. Conversely
his lost of speed tore at his soul. He tried every sort of new fad diet and exercise
routine, nothing seemed to work. He was turning into an immense blubbery man. Then
he watching T.V. late on night and saw an add for an new experimental drug capable of
liquidating adipose tissue safely off the human body. It cost him his college savings but
he ordered it. The first injection made him lose 50 lbs (22.5 kg) in a single day, but the
next day he put on 200 lbs (90 kg). He tried it again, this time he lost 100 lbs (45 kg),
but the next day he added 400 lbs (180 kg). He also started to notice his body had
become imperious to conventional injury and could absorb non-organic inanimate
objects into his body. The drug and his apparent mutant existence turned him into a fat
freak of nature. He took his anger out on the world. He destroyed his high school
stadium and killed three of his former teammates from the track team. Grabbing a
television reporter, he appeared on live T.V. and declared himself to be Heavyset, the
man who’d come to throw his weight around. A few years later, Heavyset received a
letter from a woman calling herself Twinkletoes, a member of the supervillain team the
Fun Bunch. Whickham was not sure how she found his location, but he was intrigued by
her letters. Later a number of disreputable newspapers began publishing these strange
lover letters. Before long his contacts in the blackmarket and criminal underworld began
to poke fun at the whole thing. This was not to his liking at all, he was Heavyset and
he demanded respect. Recently Twinkletoes has appeared on a number of trashy
daytime talk shows to express her love for him. Seeing her for the first time, Whickham
has started to develop a true fondness for her. The problem is she is locked away on
Gramery Island, there’s no way for him to be able to get to her. He cares for her but
he’s not stupid enough to risk getting caught. Nonetheless he is investing the possibility
of using others to help him get her (and her alone) out of there. Meanwhile he’s also
become aware that G.I.G.M.A. and the MTF are attempting to use his communications
with Twinkletoes to locate him and bring him to justice, thus the reason he wants a
more sophisticated means of reaching out too her.

Real Name: Whickham Lartlett
Occupation: Super Villain
Alignment: Miscreant
Power Category: Mutant
Experience Level: 6th
Hit Points: 57 S.D.C.: 169 Armor Rating: A.R.: 8
P.P.E.: 26
Appearance: Whickham is morbidly obese. His arms and legs are weighted by
thick blobs of flesh, the fat on them is so out of place, it makes his wrist and ankles
look like bags out of which his feet and hands have grown. His neck is a pale roll of fat,
his cheeks hang in jowls. His stomach is huge and swollen.
Attributes: I.Q. 12, M.E. 15, M.A. 15, P.S. 27, P.P. 12, P.E. 27, Spd. 8, P.B. 8
Age: 28, Sex: Male, Height: 5 feet and 10 inches (1.77 m),
Weight: 1197 lbs (538.6 kg). Note: His chest measures 106 inches (2.69 m)
and his waist at 110 inches (2.79 m).
Unusual Characteristics: Horrendously obese and Stocky & Exceptionally Broad.
Major Super Abilities: Absorb Matter (790 lbs/355 kg).
Minor Super Abilities: Heavyweight, Impact Resistance, and Immune to Melee
Attacks. Note: He can carry 5400 lbs (2430 kg) and lift 8100 lbs (364.5 kg).
Combat Training: Basic
Attacks per Melee: 5 (2 initial + 3 from Hand to Hand)
Combat Bonuses: +1 to initiative, +1 to strike, +3 to parry, +2 to dodge, +22 to
damage, +4 to roll with punch/fall, and +2 to pull punch
Combat Skills: Punch 1D4, Power Punch 2D4 (2), Elbow/Forearm 1D6, Knee 1D6,
Karate Kick 2D4, All Holds, Critical strikes on an unmodified roll of 19-20, and Brawling
Attacks.
Saving Throws: +24% to save vs. coma/death and +6 to save vs. poison & magic.
Educational Background: On the Job Training.
Common Skills: Read-Write/Speak English 92%/94%, Mathematics:
Basic 90%, and Pilot: Automobile 78%.
Physical Program: Athlete, Running, Body Building & Weightlifting, and
Hand to Hand: Basic.
Criminal Program: Streetwise 59%, I.D. Undercover Agent 69%, Find
Contraband 65%, Gambling (standard) 75%, and Concealment 59%.
Secondary Skills: Sports (Soccer) 60%, Cook 75%, Appraise Antiques
60%, Law (general) 55%, Research 70%, Computer Operation 78%, Public Speaking
80%, Housekeeping 70%, Wardrobe & Grooming 54%, and Computer Programming 53%.
Money: Heavyset presently has 3 million dollars stashed away in his hideout. He
spends most of his money on food and trying to live in criminal luxury. He enjoys
gambling and eating, so he continues his criminal to keep up both habits.
Weapons: His body and two fists.
Equipment & Vehicles: He is paying Fabriacators Inc, to design him a secret hide
out large enough to support his girth and keep his money safe. He also wants a
sophisticated computer station so he can be kept up to date on everything going on in
the world.
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Re: On the topic of Revised to 2nd ed conversions.....

Unread post by Reagren Wright »

This guy can be found in reference on page 134 on GI in regards to Britannia

JAEGAR (The Sharpshooter)

His alias and real name are known to those who are World War 2 history buffs. He is
also monitored closely by the CIA, Interpol, the British Secret Service, MOSSAD, and
the Sector. The man is 83 years old yet he is still one of the most feared assassins in
the world, yet he has never served a day in jail nor has he ever been convicted of a
crime. Sepp Hetzenauer was born in Berlin, Germany in 1924. His father taught him how
to hunt and survive in the wilderness. He even took the boy all over Africa and Asia to
hunt big game at the age of nine. His father was easily impressed by the ideals of the
Nazis and when Hitler rose to power, Sepp was indoctrinated into their values. Sepp
not only took them to heart, he held them as his core belief. When WW2 started, Sepp
was not old enough to join but this did not stop him from practicing. Everyday for an
hour or two he practiced his marksmanship on paper and against “living targets”. When
he turned 18, he was trained as a sniper and sent out on the Eastern Front. By April
1945 he had over 400 kills with the longest being a U.S. Army Colonel at 1300 yards
(1188 m). So feared was Jaegar that the U.S. Central Intelligence Group (forerunner to
the CIA) listed him as a meta and sent their best meta agents/operatives after him.
Jaegar was given the secret mission to kill the British Prime Minister. Fortunately, he
was foiled by the super-powered heroine known as Britannia. Having suffered his worst
defeat, Jaegar swore revenge. Time and time again Jagear was foiled by Britannia and
other members of Euroforce. He even joined forces with other Axis super-operatives in
an effort to destroy her. In the end, the war was lost. Sepp disappeared to Australia
where he lived in the outback, yet on occasion, he picked up an assassination order
from various underworld contacts, especially for the Brotherhood of Armageddon.
Hoffmeijer regards him as a living legend. Sepp managed to stay “dead” for almost 60
years. Then one day at his range, he was greeted by three old friends, Die Panzer,
Ubermensch, and V2. Ubermensch and Die Panzer had been captured by the Russians in
45 and put into stasis in Siberia. V2 had managed to avoid being captured or discover,
and become an ally to both Doctor Heinrich Vossen and Lady Hydra. When the
Brotherhood learned of Ubermensch and Die Panzer being held in stasis in a forgotten
research facility in Russia, they sent operatives to free them. Now the three of them
were reunited and with the famous Britannia being very much alive, they wanted
revenge and asked if Sepp wanted in on it. Though he was well past his prime, Sepp
agreed. The four Nazi criminals sent word to the mega lady and dared her to face them
in Century Station. A massive super brawl ensued. Ubermensch and V2 were killed. Die
Panzer and Jaegar were critically wounded, but Jaegar had the last laugh. He convinced
Die Panzer to join him in pressing charges against her. Although no one thought it
possible, Jaegar plot worked and Britannia was convicted of two counts of murder and
two counts of attempted murder with meta abilities. She was sent away to Gramercy
Island to be locked away with other super villains and meta-being criminals. Jaegar fled
to a quiet retirement community in Florida where he lives a “normal” life now. Various
agents from numerous agencies are just waiting to catch him doing something. So far,
Sepp appears to be enjoying his criminal free retirement, but his trigger finger is
beginning to itch.

Real Name: Sepp Hetzenauer
Occupation: Former German Sniper on the Eastern Front of WW2, Former
Assassin for Hire, and former full time operative for the Brotherhood of Armageddon.
Alignment: Aberrant
Power Category: Special Training-Hunter
Experience Level: 12th
Hit Points: 66 S.D.C.: 25
P.P.E.: 12
Appearance: Jaegar is an odd-looking tall elderly man in a shabby old frock coat
and rather baggy check trousers with a cane (he doesn’t need it, it’s for show). His hair
is salt and pepper color and he has blue eyes. At one time, he was a handsome German
male who was at the epitome physical condition.
Attributes: I.Q. 20, M.E. 8, M.A. 10, P.S. 14, P.P. 21, P.E. 11, Spd. 19, P.B. 10.
Age: 83, Sex: Male, Height: 6 foot (1.82 m), Weight: 178
lbs (80.1 kg)
Vulnerability: Jaegar is 83 years old and his physical attributes, hit points,
S.D.C., attacks per melee, as well as his mental endurance have decline over the
years. His vision is still perfect and his mind is the same as it was during his youth.
Combat Training: Expert
Attacks per Melee: 4 (2 initial +2 from Hand to Hand)
Combat Bonuses: +2 to initiative, +5 to strike, +9 to parry, +9 to dodge, +3 to
damage, +3 to roll with punch/fall, +4 to pull punch, and +2 to disarm.
Combat Skills: Karate Punch 2D4, Power Punch 4D4 (2), Backhand Strike 1D6,
Elbow/Forearm 1D6, Knee 1D6, Karate Kick 2D4, Snap Kick 1D6, Tripping/Leghook
(cannot be paired, must dodge or knockdown), Body Flip/Throw 1D6 plus P.S. damage
bonus (lose initiative and 1 attack/action), All Holds, Critical strike on a unmodified roll
of 18-20, Knockout/stun on an unmodified roll of 18-20, and W.P. Paired Weapons.
Other Bonuses: +6% to all skills
Special Hunter Skills: Disguise Scent 97%, Trap/Snare Animals 97%, Modify
Weapon Cartridge 79%, Quick Draw Initiative +1 with rifles, and W.P. Sharpshooter
(Any Rifle).
Educational Background: Special Training with some military training as well.
Common Skills: Read-Write/Speak German 98%/98%, Mathematics:
Basic 98%, Pilot: Automobile 98%, Pilot: Motor Boat 98%, Pilot: Airplane 98%, and
Speak English & French 98%.
Wilderness & Hunting Programs: Camouflage 98%, Detect Ambush 98%,
Detect Concealment 98%, Fishing 98%, Land Navigation 98%, Wilderness Survival 98%,
Hunting, Trap & Track Animals 98%/98%, Preserve Food 98%, and Identify Plants &
Fruits 98%.
W.P. Program: W.P. Knife (+4 to strike, +5 to parry and throw), W.P.
Rifle (+7 to aim/+4 to burst), W.P. Handgun (+6 to aim/+3 to burst, and W.P. Sub-
machinegun (+5 to aim/+2 to burst).
Special Military Program (Nazi Germany): Military Etiquette 98% and
Sniper (+3 to called and aimed shots).
Manhunter Program: Hand to Hand: Expert, Tracking 98%, I.D.
Undercover Agents 98%, Find Contraband 98%, Intelligence 98%, Streetwise 96%,
Tailing 98%, Prowl 91%, Optic Systems 96%, and Surveillance 96%.
Secondary Skills: Outdoormanship, Athlete, Swimming 98%, Climbing
98%/96% Running, Radio: Basic 98%, Recognize Weapon Quality 91%, Pilot: Airplane
98%, Concealment 74%, History 98%/98%, Photography 98%, Literacy: French &
English 96%, Law (General) 66%, Research 81%, Astronomy & Navigation 56%,
Performance 51%, Computer Operation 69%, and Gardening 46%.
Money: Jaegar has 1.7 million Eurodollars (1,098,333 US dollars) hidden away in
a Swiss Bank account. He has about 3 million U.S dollars with a secure bank account
established by Fabricators Inc. In a secret stash hidden in Paris, he keeps an
emergency fund of $360,000 U.S. dollars. He also has 15 million dollars worth of art and
antiques that he stole during the final months of the war that he has hidden away in
various safe houses.
Weapons: These are his favorites.
Karabiner 98 Kurz (K98 Rifle) with four or six powered telescopic sight (can
include bayonette)
, Range: 2625 feet (800 m), Damage: 5D6, Rate of Fire: Single
shot bolt action, Payload: 5-round stripper clip, internal magazine, Bonuses: The
Brotherhood of Armageddon had this authentic WW2 rifle modified by a Weapons Expert
(perfectly balanced) giving it a +1 to aim/called shots for a grand total +8 or +10 (with
sniper skill) on an aimed shot).
MP 44 (Sturmgewehr 43), Range: 984 feet (300 m), Damage: 4D6,
Rate of Fire: Semi-Automatic, Payload: 30 round detachable box mag.
Two Survival knives 1D6 damage
Four perfectly balance throwing knives (+6 to throw) 1D6 damage
Equipment & Vehicles: Jaegar lives in the United States but he will only buy
German vehicles and he will only shop in places if the owner/manager is German as well.
His home has the basic essentials of an elderly person needing assistance.
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Re: On the topic of Revised to 2nd ed conversions.....

Unread post by Reagren Wright »

This gus comes from the same place as the other.

DIE PANZER (The Tank)

Horaz Weil was born in Germany in 1914. His father had been a high-ranking officer in
the German army but when Germany was defeated in W.W, I he became so distraught
he committed suicide. For the rest of his life Horaz blamed the U.S. for the death of his
father and he vowed revenge. As soon as he could, he enlisted in the new developed
German Army under the Nazi regime. He worked his way commanding various vehicles.
His skill as a leader with the Panzer IV tank was demonstrated in the invasion of
France. His tactics were able to overcome the problems presented with French and
British superior armored units. He became very critical of the German tanks weakness,
insisting the German Army’s Panzer arm needed a heavier and better-armed tank with
greater armor protection. The Germans military did take notice, eventually Horaz Weil
was allowed to command a Tiger I tank. His tank single handily destroyed 25 Allied
vehicles, including several tanks. He was so successful he was able to hold up the
advance of an entire armored division until his tank was knocked out. Unable to accept
the lost, Horaz stayed beside his damage tank, then he was hit by a nearby exploding
tank shell. Horaz was taken to a medical hospital. Most of his limbs were amputated.
However, Germany was facing invasion and all the brilliant minds were needed to endure
this assault. Doctor Heinrich Vossen asked Horaz if he wanted to be apart of his latest
experiments to create the perfect Aryan fighting man. Horaz agreed as long as he could
be the one to destroy the American forces. Though it has never been confirmed,
Vossen turned Horaz into one of the earliest known cyborgs (partial). He was given the
name Die Panzer. He led several counter attacks against the Allies forces, kills hundreds
of Allied troops, destroying tanks and other vehicles. In time, he encountered Allied
meta-beings namely those belonging to Euroforce. Horaz was also partnered with other
Axis super-operatives all of which he believed he was superior too. Eventually, Die
Panzer and the meta Ubermensch were captured by the Russians and put into a
sophisticated stasis chamber in Siberia. There they were to be examined upon a later
date, yet that moment never came. A few years ago, the Brotherhood of Armageddon
learned of this abandoned facility and sent agents to free both men. The two metas
teamed up with fellow Nazi operatives V2 and Jaegar and plotted to take down the one
person they tough responsible for Germany’s defeat, the super-heroine Britannia. A
massive super brawl occurred in Century Station where the four men challenged the
mega hero. Not only where they soundly defeated, V2 and Ubermensche were killed
while Jaegar and Die Panzer suffered critical wounds. In the hospital, Jaegar convince
Die Panzer that they must press charges against Britannia. The plot worked, Britannia
was arrested. Since Die Panzer and Jaegar never received criminal charges (and where
presumed dead) and because they committed no crimes on U.S. soil their story as
improbable as it seemed was able to convince a jury to declare Britannia guilty and sent
her to life in prison at Gramercy Island.

Yet Horaz paid the price with his fight with Britannia. His cybernetics started to
malfunction meaning he was going to die, yet no one wanted in the United States
wanted anything to do with the Nazi criminal, furthermore G.I.G.M.A. and C.I.A. agents
were monitoring him closely in Koan Memorial. One night the meta criminal Phaze of the
super villian group Sinistry had been paid to get him out of Century Station and away
from the eyes of the U.S. government. He teleported Horaz to a secure location and
drove him to Chicago to met his creator Heinrich Vossen. Reunited the two villains
spent little time catching up. Vossen agreed to repair the damages done, but as before,
he asked Horaz to participate in new kind of experiment. Horaz agreed without
question. Vossen removed nearly all the cybernetics from his body and using the latest
in genetic engineering, cloning, and gene splicing recreated most of his original organic
body destroyed in the war, later he introduced a bio-metallic bonding agent that turned
his body into a living metal cyborg. Now with the ability to morph his body parts into
weapons and absorb metal projectiles, Die Panzer became an even deadlier villain. He
returned to Germany and reconnected with the Brotherhood of Armageddon who
continues to use him as an instrument of their terrorist operations. He is also an
assistant to Freak Maker and will always come whenever he is summoned. Though
Britannia is behind bars, Die Panzer still wants revenge against her, and hopes one day
she will be released or escape so he can get even with her. He also thrills at any
opportunity to commit terrorist acts against Russia, Great Britain, and the U.S. Die
Panzer is wanted dead/alive by all three countries S.C.R.E.T.

Real Name: Horaz Weil
Occupation: Former SS-Hauptsturmführer (Captain) in the Germany Army,
Former Nazi Special Operative, now Part Time Agent for the Brotherhood of Armageddon
and ally to Freak Maker.
Alignment: Miscreant
Power Category: Former Partial Cyborg, now Experiment.
Experience Level: He was a 4th level Partial Cyborg, now he is a 4th level Experiment.
Hit Points: 96 S.D.C.: 205
P.P.E.: 12
Appearance: Die Panzer looks like he is a partial cyborg, but in reality, his body
has a bio-metallic endoskeleton which protrudes out of his skin in random places all
over his body (especially his right arm) and makes him look like a half man, half machine
(a cybernetic Frankenstein monster or a back lot cyborg). His left eye is cybernetic. His
skin has a grayish appearance and has only a dozen or so strands of blond hair on his
head.
Attributes: I.Q. 14, M.E. 14, M.A. 11, P.S. 39, P.P. 15, P.E. 31, Spd. 25 or 105
mph/169 km on tank treads, P.B. 6.
Age: 39, Sex: Male, Height: 6 feet and 2 inches (1.88 m), Weight: 390 lbs (175.5 kg)
Side Effects: Increased mass and freakish appearance.
Major Super Abilities: Bulletproof and Alter Limbs. Note: He can launch
bullets/shells/grenades from his Altered Limbs with full combat bonuses.
Minor Super Abilities: Healing Factor & Indestructible Bones. Note: He can carry
780 lbs (351 kg) and lift 1560 lbs (702 kg).
Cybernetics: Multi-Optics Eye (Telescopic 4-8x30 magnification, range 6000
feet/1829 m, Macro Lens 2x to 8x magnification, range 3 feet (0.9 m), Passive
Nightvision 2000 feet/610 m, Thermo-Imaging 2000 feet/610 m, Light Filters, Targeting
Display +1 with range weapons), Iron Jaw (1D4 damage)/the jaw was implanted before
his bones become indestructible/, and Gruesome Cuts and Guts.
Combat Training: Expert
Attacks per Melee: 5 (2 initial + 3 from Hand to Hand).
Combat Bonuses: +2 to initiative, +2 to strike, +4 to parry, +4 to dodge, +24 to
damage, +3 to roll with punch/fall, and +3 to pull punch
Combat Skills: Punch 4D4, Power Punch 5D6+2 (2), Elbow/Forearm 2D6+6, Knee
2D6+6, All Holds, and Super Brawling.
Saving Throws: Impervious to disease, fire & cold do half damage, drugs, toxins,
and poison inflict 1/3 damage, duration, effect, and penalty even if he fails to save,
+51% to save vs. coma/death, +11 to save vs. magic & poison, and +3 to save vs.
psionics.
Educational Background: Military. Note. His military knowledge comes from Nazi
Germany in the 1930s and 1940s.
Common Skills: Read-Write/Speak German 88%/92%, Mathematics:
Basic 84%, Pilot: Automobile 72%, and Recognize Weapon Quality of
bullets/shells/grenades 96%
Military Program: Running, Climbing 60%/50%, Military Etiquette 65%,
Forced March, Radio: Basic 80%, and W.P. Rifle (+2 to aim/+1 to burst).
Advance Military Program-Armor & Artillery: Armorer (Field) 70%, Basic
Mechanics 60%, Land Navigation 62%, Pilot: Tank and APC 78%, Pilot: Truck 82%,
Pilot: Tracked Vehicles 84%, Sensory Equipment 60%, and Weapon Systems 70%.
W.P. Modern Program: W.P. Heavy Military Weapons (+2 to aim/+1 to
burst), W.P. Handgun (+2 to aim/+1 to burst), and W.P. Sub-Machinegun (+2 to aim/+1
to burst).
Secondary Skills: Athlete, Language: English 77%, Language: French
62%, Literacy: English & France 70%, Physical Labor, Basic Electronics 50%, Astronomy
& Navigation 50%, 2nd History 70%/50%, and General Repair/Maintenance 55%.
Money: Horaz Weil is paid well by the BoA ($50,000 per successful assignment)
and has been given $31,000 dollars by D.R. Vossen to do with as he pleases. Horaz has
little use for money, he rather steal whatever he needs.
Weapons: He relies on his own body as his weapon as well as the projectiles
others shoot as him.
Bio-Bullets do 3D6 damage single shot or 6D6 with three rounds burst. Range: 580 feet/176.7 m.
Bio-Grenade do 1D6x10 damage with a 4 foot/1.2 m blast radius.
Bio-Gun Bonuses: +5 to aim/+2 to burst.
Equipment & Vehicles: He doesn’t need vehicles as he is a motorized vehicle.
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Reagren Wright
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Re: On the topic of Revised to 2nd ed conversions.....

Unread post by Reagren Wright »

This guy comes GI and is made reference to on page 200 along with Savage Fury.
Enjoy.

MAXIMUM MAN

Bruce Newcomb was a small and puny boy for most of his life. He was always getting
picked on in school. The bullying was so great it developed into a severe psychological
disorder for him. Finally at age fifteen, a high school gym teacher took pity on him and
took him under his wing after school. He started having Bruce lift weights to increase
his size so he could but on the football team by his senior year. Bruce gained muscle at
an amazing speed, in fact by his sixteenth birthday he had put on 90 lbs (40.5 kg) of
muscle. Nobody picked on him any more and he became a star player on the football.
However, Bruce continued to feel small and puny, so instead of going to college with
his scholarship, he decided to become a bodybuilder. When he was 19, he won his first
bodybuilding competition. Six years later, he was able to turn pro winning a
championship in Germany. He joined the International Federation of Bodybuilding &
Fitness (IFBB). For the next five years, his pro placing had a lackluster showing namely
because he was so worried about how he thought he looked than how he actually
looked. Because of his mental disorder, when he looked at himself in the mirror he never
saw or developed an aesthetically pleasing body and balanced physique, one side was
always disportionate to the other because of over training. Each time he never placed.
This drove Bruce in a frenzy. He was determined to try any means to improve on his
physique. Finally, he agreed to allow a hack scientist to experiment on his body. The
result cause him to become even more overdeveloped to the point of absurd. He could
alter the size of his body parts, he also gained superhuman strength, endurance, and
resistance to injury. When he showed up at a competition, he was looked at in awe yet
laughed at. This was too much for him so he attacked his fellow competors, literally
ripping their limbs off.

A few days later he appeared again this time attacking an armor car. He took the
money and ran. He appeared again a few days later wearing only skimpy bathing suit
and called himself Maximum Man, the strongest man in the world. Since then he has
gone out of his way to prove to it the world., by commiting all sorts of crimes involving
strength. One day he was in a bar celebrating another successful crime caper when he
got invovled in a barroom brawl with another big brusier, Sergio Molinari. In the ensuing
melee, the entire bar was destroyed and over 30 people were injuried when the building
collapsed. Bruce escaped, but not Sergio, he was too drunk and battered to escape
and took the fall for it all. Today Maximum Man is still trying to prove his worth and be
the strongest man on Earth. Heroes who encounter him soon learn he is all muscle with
almost no heart to match.

Real Name: Bruce Newcomb
Occupation: Former Professional Body Builder, now Super Villain.
Alignment: Miscreant
Power Category: Experiment.
Experience Level: 6th level
Hit Points: 225 S.D.C.: 1241 Armor Rating: A.R.: 11
P.P.E.: 30
Appearance: Bruce Newcomb is built like a professional bodybuilder, except his
muscles are hugely over-developed. His skin is caramel color because of his excessive
tanning. He keeps his peroxide blond hair in a crew cut. His eyes are green in color.
Attributes: I.Q. 10, M.E. 6, M.A. 15, P.S. 62/72, P.P. 15, P.E. 23, Spd. 15, P.B. 9.
Age: 35, Sex: Male, Height: 5 feet and 9 inches (1.75 m),
Weight: 425 lbs (191.25 kg). Note: His chest is 72 inches (1.82 m) and
his arms are 30 inches (73.66 cm) in size.
Insanity: Bruce suffers from muscle dysmorphia, a metnal disorder in which he is
obsessed with the idea that he is not muscular enough. In his mind, he holds a delusion
that he is “skinny” or “too small” but in reality he is beyond average in musculature.
Side Effects: Increased mass and overly developed muscles.
Vulnerability: Magic spells and magic weapons inflict double damage. The
effects/penalties and duration of magic spells are doubled when used against him.
Major Super Abilities: Massive Damage Capacity
Minor Super Abilities: Superhuman P.S., Enlarge Body Parts, and Extraordinary
P.E. Note: He can carry 12,400 lbs (5580 kg) and lift 18,600 lbs (8370 lbs), but
if he increases the size of his arms, he can carry 14,400 lbs (6480 kg) and lift 21,600
lbs (9720 kg).
Combat Training: Expert
Attacks per Melee: 5 (2 initial + 3 from Hand to Hand).
Combat Bonuses: +2 to initiative, +2 to strike, +4 to parry, +4 to dodge, +47 to
damage, +4 to roll with punch/fall, and +2 to pull punch
Combat Skills: Punch 2D6+2, Power Punch 4D6+4 (2), Karate Kick 3D6+2, Snap
Kick 3D6, Roundhouse Kick 5D6, Elbow/Forearm 2D6+6, Knee 2D6+6, Body Block/Tackle
2D6 (parry or dodge to avoid knockdown), Pin 18-20, Crush 2D6, All Holds, Super
Brawling, and Critical strike on an unmodified roll of 18-20. Note: He can enlarge his
feet or hands (not both at the same time) to add +2D6 damage.
Saving Throws: +26% to save vs. coma/death, +4 to save vs. magic & poison,
-3 to save vs. Horror Factor, -2 to save vs. illusion, -1 to save vs. any battle of wills,
-1 to save vs. psionics, any form of mind control, insanity, and possession.
Educational Background: High School
Common Skills: Read-Write/Speak English 92%/94%, Mathematics:
Basic 95%, and Pilot: Automobile 78%.
Physical Program: Body Building & Weightlifting, Physical Labor,
Wrestling, and Athlete.
Criminal Program: Streetwise 49%, Pick Locks 65%, Find Contraband
55%, I.D. Undercover Agents 79%, and Gambling (Standard) 65%.
Secondary Skills: Hand to Hand: Expert, Wardrobe & Grooming 74%,
Sports: Football 60%, First Aid 80%, Law (general) 55%, Business & Finance 65%, W.P.
Blunt (+2 to strike/parry), Performance 52%, Public Speaking 70%, Cook 65%, and
Sewing 55%.
Money: Before turning into a professional criminal, Bruce won a numerous
amateur bodybuilding contests that brought him some fame and a upper middle class
income. Since turning into a super villain, Maximum Man has stolen $2D4x100,000
dollars. Most of this money he has used to live a life of luxury and to improve on his
looks.
Weapons: He relies on his own body as a weapon.
Equipment & Vehicles: The only equipment he relies on is anything that makes
him look good.
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Reagren Wright
Palladium Books® Freelance Writer
Posts: 3238
Joined: Sun Feb 10, 2002 2:01 am
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Location: LaPorte, In USA

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

Unread post by Reagren Wright »

This guy is made reference to in GI on page 169 in reference to Galahad. Enjoy

HEADCASE

Leopold Girard was born with a severe mutation that allowed his head to become very
large, yet his mental capacity became extraordinary. Yet his parents refused to send
him to a school for the gifted. Instead Leopold had to endure being in public school and
looking like a freak of nature By the time he was 12 years old, he started to punish
those who treated him poorly with his amazing intellect. In the 8th grade, he murdered
his English teacher and most of his classmates with a toxic gas just because he’d been
humiliated at a middle school dance. He was never caught for the deed. When he
turned 17, he began developing the power to control people or severely stun them. He
swore revenge against MIT for refusing him entrance. So he went to Copernicus
University in Century Station and spent four years at the schooling becoming the top
student in the country, his knowledge of robotics and cybernetics was light years
ahead of everyone else. However, as his mental abilities grew, his physical body began
to deteriorate as if he where a sickly old man. So he built himself an exo-skeleton. The
medical community marveled at his invention and a young company in Century Station
developing cybernetics brought the design from him. Now that he regain his mobility,
Leopold thought for sure he would get accepted into MIT Master’s Degree program in
Mechanical Engineering. He was rejected. Enraged he learned the names of two
individuals who had been accepted so he hunted them down and forced them to do
perform an act that lead to their death, making it appear they committed suicide. Now
that there was an opening for him, Leopold was able to take a spot in the program. He
received his Masters and Ph.d in record time. Yet his physical condition continued to
worsen. Soon he had no choice but to live full time in his exo-skeleton. Then one day
he learned his exo-skeleton had been sold to the KLS Corporation to be used as a
military weapon instead of being used to help the sick and needy. He became so
enraged he redesigned one of his exo-skeletons into power armor and attacked the
airfield in which a demonstration was taking place. This led to confrontation with a
super hero group called Earth Defenders. He was defeated and sent to prison. This sent
him into a mental downward spiral into insanity. Within three years, he managed to
build a device that allowed him to control the minds of multiple individuals. He reclaimed
his power armor and started calling himself Brain King. He confronted the Earth
Defenders again with the sole purpose of destroying them. He learned their secret
identities and held their families hostage, vowing they would die unless they committed
suicide. Just before one of the heroes was about to put his gun to his head, his young
son who had managed to escape and turned the Leopold device against him. The
machine caused a powerful feedback loop that put Leopold into a coma for the next
twenty years.

He awoke to find himself in a hospital with his body almost withered down to nothing.
This was the final straw and his sanity snapped. He managed to escape (controlling a
a nurse) and made his way back to a hidden laboratory he had in Century Station.
There he took on the name Headcase as he recognized his own insanity. He wanted to
take out his revenge against the Earth Defenders but its members had retired or died in
battle. So he became a full time criminal in Century Station, engaging in countless
battle with numerous champions of the years. At one time, he was an ally to Iron Mike,
and he continues to be a part time advisor to the Minotaur. Yet his great crime would
be when he used his mind control device to enslave the hero Galahad and make him an
evil villain called Blackguard. In the end Sector 10 defeated Blackguard. Humbled and
mentally defeated, Galahad allowed himself to be sent to Gramercy Island for his crimes
even though he could have ensured his freedom by testifying on his behalf. Instead, he
choose to punish himself for allowing Headcase to take control of him. Headcase is still
at large plotting new ideas to use his evil genius and mind controlling technology.

Real Name: Leopold Girard
Alias: The Brain King.
Occupation: Evil genius and criminal mastermind
Alignment: Aberrant
Power Category: Mutant
Experience Level: 10th
Hit Points: 47 S.D.C.: 30
P.P.E.: 27
Appearance: He is an older white male with an enormous shaped head covered
with large pulsating veins. His skull is semi-transparent. His body is extremely frail
because of his extreme skull size, his age, and weak physical state. He wears a white
light, exo-skeleton/power armor covered with quotes from famous geniuses (Albert
Einstein, Leonardo da Vinci, etc).
Attributes: I.Q. 30, M.E. 31, M.A. 20, P.S. 7, P.P. 5, P.E. 4, Spd. 3, P.B. 5
Age: 59, Sex: Male, Height: 5 feet and 10 inches (1.77 m),
Weight: 149 lbs (67.05 kg)
Insanity: He suffers from megalomania and sophomania (obsession with being a
genius-think Wile E Coyote). He is also fascinated with watching or studying those who
attempt suicide.
Unusual Characteristics: His brain cranium is 3x bigger than normal human skull.
Major Super Abilities: Control Others
Minor Super Abilities: Extraordinary Intelligence, Extraordinary Mental Endurance,
and Mental Stun.
Combat Training: Non-combatant
Attacks per Melee: 3 attacks/6 non-combat actions.
Combat Bonuses: Without the power armor, he is -1 on initiative, -2 to strike,
parry, dodge, disarm, entangle, pull punch, and role with impact.
Combat Skills: Punch 1D4 and Power Punch 2D4 (2).
Other Bonuses: +16% to all skills and 60% to trust/intimidate.
Saving Throws: He needs a 12 or better to save vs. psionics, +8 to save vs.
psionics, +13 to save vs. insanity, +15 to save vs. possession, +16 to save vs. mind
control, +14 to save vs. mind altering drugs, +6 to save vs. Horror Factor, +10 to save
vs. illusion, and +11 to save vs. magical illusion. On the downside, he is -6 to save vs.
disease, -5 to save vs. drugs, poison, and magic. -10% to save vs. coma/death and
fatigues 50% faster than normal. The duration of illness and side effects of all drugs
and poison will last 25% longer.
Educational Background: Ph.D. and Heightened Intelligence. Note: Without his
armor, he is -15% to skills that require a high level of manual dexterity or grace and
-5% to skills requiring a normal level of manual dexterity.
Common Skills: Read-Write/Speak English 98%/98%, Pilot: Automobile
98%, Robot Electronics 116%, and Robot/Bioware Mechanics 111%.
Cybernetic Medical Doctor: Mathematics: Basic 98%, Biology 98%,
Chemistry 98%, Computer Operation 98%, Cybernetic Medicine 98%/98%, Electrical
Engineer 98%, Medical Doctor 98%/98%, and Pathology 98%.
Science Program: Mathematics: Advance 98%, Astrophysics 98%,
Artificial Intelligence 98%, and Psychology 98%.
Advance Pilot Program: Navigation 98%, Read Sensory Equipment
98%, Weapon Systems 98%, Pilot: Airplanes 98%, Pilot: Racecar 98%, Pilot: Robot &
Power Armor 98%, and Pilot Jet Packs 98%.
Mechanical Program: Mechanical Engineer 98%, Basic Electronics 98%,
and Locksmith 98%.
Secondary Skills: Computer Programming 96%, Radio: Basic 98%, Public
Speaking 98%, T.V. & Video 98%, Business & Finance 98%, Jury-Rig 98%, Law
(general) 91%, Research 98%, Writing 91%, Automotive Mechanics 98%, History
98%/96%, Streetwise 68%, Appraise Antiques 86%, Language: Japanese 91%,
Literacy: Japanese 91%, Play Chess 71%, Language: German 82%, Literacy: German
76%, and W.P. Handgun (+1 to aim/burst).
Money: 3D6x10 million in ready liquid assets (cash, stocks, bonds, etc) and
1D4x100 million in hard assets (real estate, equipment, etc). Most of his stuff in kept in
Swiss Bank accounts and other concealed banks accounts in foreign nations (Japan and Germany).
Weapons: He relies on his mental genius and his power armor.
Equipment & Vehicles: His main technology is his power armor and mind control
devices.
Light Power Armor: Armor Rating: 12, S.D.C. 200, P.S. 22
(superhuman), P.P. 10, Spd: 45 (30 mph/48 km). Optics: Advance Robotic Optic
System and Targeting Sight (+1 with ranged attacks), Audio: Advance Audio System,
Jet Pack: 250 mph (400 km), Range: 350 miles (560 km), Altitude: 10,000 feet (3048
m), Leap 12 feet (3.65 m) up and 24 feet (7.31 m) across Environmental System, and
Force Field Generator (100 S.D.C., regenerates 10 per hour. It provides him a +5 to
dodge while in flight. +6 to initiative, +1 to parry, and +3 to dodge.

All his mind controlling technology are basically the same as his own super ability only
these devices have an unlimited duration and/or he is able to affect large groups of
people at once. The most he has ever controlled with a single device is 14,000 people
attending a rock concert. He favorite tactic it to try for the suicide factor, not that he
has been ever been able to get some to simply kill themselves, but he has gotten them
to do perform reckless actions that have brought about their apparent death. “Close
your eyes and put your fingers in your ears, I also want you to count slowly until you
reach the number 50, then scream as loud as you can.” Unknowingly, the person strolls
into oncoming traffic and is hit by a Gray Hound bus.
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Reagren Wright
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Location: LaPorte, In USA

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

Unread post by Reagren Wright »

This guy is mentioned in GI on page 173 in regard with Hazmat.

THE SCORCHER

Dixon Switt use to be a janitor at Golden Crescent, Inc. Dixon got the job because one
of the company’s board members gave it to him as a favor to his sister, namely
because he was never able to hold a job at anywhere he went. Dixon liked to drink and
be a lazy as he could. Dixon drinking problem was well known by others, in fact he used
to brag that he could stomach just about anything. One day at work, Dixon was slightly
intoxicated but still doing a very competent level of work. A lab tech invited him into a
laboratory to take a short break. He and his assistant asked Dixon if he wouldn’t mind
playing a quick drinking game. They blinded folded him and asked him to identify and
drink four different types of alcohol, if he could identify and drink all four he get $200.
Dixon was up to the challenge. However, Dixon didn’t know that the fourth drink as a
practical joke was a beaker glass full of Hypertane, a flammable, corrosive, and deadly
chemical. Dixon successful identified and drank the first 3 alcohols. The lab tech and his
assistant “claimed” they wanted to pull a prank on him. The moment he inhaled the
acidic vapors of the Hypertane he’d put it down or drop it and they all have a few
laughs (still giving him the #200 bucks). Instead, Dixon took a whiff and didn’t complain
at all. “Hmm,” he said, “smells like Crème de Menthe.” And before the two techs could
do anything, he downed the liquid contents. Immediately Dixon complained of a burning
sensation in his throat and stomach. Suddenly his skin started boiling like water and
turning green. Right before their eyes, Dixon melted into a puddle of green go. They
fled the room to go get medical help. Dixon however retained his consciousness. The
two tech returned with a medical team and everyone had believed Dixon had died. In
an effort to cover it, Dixon was Shopvac and poured into hazardous container full of
other hazardous chemicals. The experience was maddening to Dixon. An hour later the
full nature of his transformation occurred, he melted out of the container resulting in a
massive explosion. Several minutes later, Dixon sloshed himself together and escaped.
Angry and bit over what had occurred to him, Dixon tracked down the lab tech and
slaughtered the man’s entire family, even all the pets. He also liquefied the man’s
house. When a dozen police officers arrived on the scene, he killed them and destroyed
all of their vehicles. Since then Dixon Switt, now dubbed the Scorcher by the media has
been on the run. He is on SCRET and GIGMA top ten most wanted list (along with
Earthmover and Cremator). Everyone and anyone who has encountered this man has
died. Talks are already underway at Gramercy Island to build a special cell just to hold
him. There are some in SCRET who simply want the man destroyed (he’s responsible for
killing half a dozen SCRET agents).

Real Name: Dixon Switt
Occupation: Former janitor at Golden Crescent, Inc (GCI) now Super Villain
Alignment: Diabolic
Power Category: Mega Mutant
Experience Level: 5th
Hit Points: 50 S.D.C.: 121, it would be 41 if he where normal person.
P.P.E.: 24
Appearance: Scorcher has a green gelatinous body (like lime Jell-O) with glowing
blue dots for eyes. He has acidic fumes coming off his body. The transformation into
Scorcher has removed all trace of his humanoid features.
Attributes: I.Q. 9, M.E. 8, M.A. 9, P.S. 21 (supernatural), P.P. 12, P.E. 31, Spd. 13, P.B. 2
Age: 40, Sex: Male, Height: 6 feet and 4 inches (1.93 m), Weight: 549 lbs (247.05 kg)
Unusual Characteristics: Protoplasmic being. He is unable to revert to his a
normal form. He has a Horror Factor of 12.
Achilles’ Heel: Water and ice based attacks do double damage. Gasses, fire,
heat, cold, electricity, magic, psionics, poisons, lasers, and all other energy attacks do
full damage. If he is immersed in water, his body begins to dilute and neutralize (taking
3D6 damage per melee round).
Special Mega Powers: All standard Mega Abilities and he doesn’t need to eat or
drink for nourishment. He heals 3x faster then normal.
Major Super Abilities: Alter Physical Structure: Acid.
Minor Super Abilities: Cellular Rot & Decay and Immune to High Speed Kinetic Attacks.
Combat Training: Basic
Attacks per Melee: 5 (2 initial + 3 from Hand to Hand)
Combat Bonuses: +1 to initiative, +1 to strike/+2 with powers, +2 to parry, +2
to dodge, +6 to damage, +2 to roll with punch/fall, and +2 to pull punch.
Combat Skills: Punch 3D6, Power Punch 6D6 (2), Elbow/Forearm 4D6, Knee 3D6,
Karate Kick 6D6, and All Holds,
Saving Throws: Impervious to disease, stabbing weapons inflict only one-third
normal damage, physical attacks inflict only one-third normal damage, +31% to save
vs. coma/death, +8 to save vs. poison, +9 to save vs. magic, +2 to save vs.
possession, and +4 to save vs. Horror Factor
Educational Background: On the Job Training.
Common Skills: Read-Write/Speak English 90%%/93%, Mathematics: Basic 87%, and Pilot: Automobile 75%.
Factory/Construction Worker Program: Basic Mechanics 80%,
Carpentry 65%, Construction 80% (Based on John C. Philpott in Rifter #25), General
Repair/Maintenance 85%, Physical Labor, and Pilot: Tracked Vehicles 94%.
Criminal Program: Streetwise 55%, Pick Locks 70%, Prowl 65%,
Concealment 55%, and Roadwise 61%.
Secondary Skills: Hand-to-Hand Combat: Basic, Gambling (standard)
55%, Jury-Rig 50%, Rope Works 55%, Whittling & Sculpting 65%, Land Navigation 56%,
Fishing 65%, and Housekeeping 70%
Money: His very nature makes it nearly impossible for him to handle any form of currency.
Weapons:
Acid Touch/Spray: 6D6 to inorganic material for 1D4+1 melee rounds.
Range: 225 feet (68.58 m). If sprayed into eyes causes temporarily blindness, -10 to
strike, parry, and dodge for 2D4 minutes or until the liquid is thoroughly flushed from his
eyes.
Wither Flesh: 2D6+5 damage, hit points cannot be reduced below 6.
Equipment & Vehicles: Again, he has a difficult time getting into any vehicle because
his acid body starts destroying its interior and eventually the vehicles itself. The same
goes with equipment.
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Re: On the topic of Revised to 2nd ed conversions.....

Unread post by Reagren Wright »

This guys is mentioned in GI on page 215. Adventure 09%

SIDESLIDE

Since he was little boy growing up in Ireland, Tiernan has been too slippery to catch.
He used to steal things all the time in the farmers’ market or out of people homes. As
he grew older, he joined the Provisional Irish Republican Army (IRA) along with his older
brother Sheary. He and his brother were armed activist for several years, but after
being involved in a bombing incident that caused the death of several children, Tiernan
and Sheary decided to get out of IRA. They went to the United States. Sheary decided
to settle down, but Tiernan continue to use his mutant abilities to become a
professional thief. His claim to fame became that he never paid for anything he didn’t
want. For years GIGMA and the British Secret Service where attempting to track down
the two brothers. Finally, Sheary was captured by the FBI. He was sent to Gramercy
Island, but at the time there was no room for him to be held in the Super-Being
Containment wing so instead Warden Harcker decided to put him in the Cell-Block B
(Bedlam). Sheary mutant powers did not amount to much, but that didn’t stop some
anti-meta inmates from deciding he was a threat. He was stabbed to death by several
home made knives. Word of his brother’s demise reached Tiernan who immediately
blamed it on Warden Harcker. To get even with the man who killed is brother, Tiernan
has allowed himself to be captured and sent to Gramercy Island. He plans on slipping
his bonds en route and escaping the moment his transport craft lands on the Airlock.
During his capture, Tiernan made a public statement that he plans of killing the warden
the moment he gets to GI. The warden doesn’t seem all that worried and neither is
anyone else on the island.

Real Name: Tiernan Kilbride
Occupation: Cat Burglar, Former Terrorist for the IRA.
Alignment: Miscreant, he was leading toward anarchist until his brother was killed.
Power Category: Mutant
Experience Level: 6th
Hit Points: 40 S.D.C.: 86
P.P.E.: 27
Appearance: Sideslide looks like a normal human being. He is a handsome,
slender male, with brown eyes and brown hair that has shaved-in designs of four
arrows on his head. He has a thick Irish accent.
Attributes: I.Q. 11, M.E. 12, M.A. 17, P.S. 21, P.P. 26, P.E. 16, Spd. 48 (33.6 mph/54 km), P.B. 23
Age: 26, Sex: Male, Height: 5 feet and 10 inches (1.75 m), Weight: 174 lbs (60 kg).
Unusual Characteristics: Perfect eyes and extraordinary reflexes.
Major Super Abilities: Friction Control
Minor Super Abilities: Extraordinary P.P., Sidestep, and Physical Perfection.
Combat Training: Basic
Attacks per Melee: 7 (3 initial + 3 from Hand to Hand) +1 from super powers.
Combat Bonuses: +3 to initiative, +7 to strike, +10 to parry, +10 to dodge, +17
to auto dodge, +12 to auto dodge bullets and energy blasts, +6 to damage, +7 to roll
with punch/fall, and +2 to pull punch.
Combat Skills: Punch 1D4, Power Punch 2D4 (2), Elbow/Forearm 1D6, Knee 1D6,
Karate Kick 2D4, Snap Kick 1D6, Roundhouse Kick 3D6, Axe Kick 2D8, Tripping/Leg Hook
(cannot be paired, must dodge or knockdown), All Holds, and Critical strike on a natural
19-20.
Saving Throws: +9% to save vs. coma/death and +1 to save vs. poison and magic.
Other Bonuses: 45% to trust/intimidate & 65% charm/impress.
Educational Background: On the Job Training.
Common Skills: Read-Write/Speak English/Irish 92%%/94%,
Mathematics: Basic 95%, and Pilot: Automobile 78%.
Professional Thief Program: Locksmith 80%, Prowl 95%, Climbing 98%,
Surveillance 75%, and Basic Electronics 75%.
Physical Program: Acrobatics (Backflip 98%, Climb Rope 98%, and
Sense of Balance 98%), Gymnastics, Kick Boxing, and Hand to Hand: Basic.
Secondary Skills: Athlete, Running, Pick Pocket 70%, Pick Lock 70%,
Palming 60%, Concealment 44%, Streetwise 44%, W.P. Handgun (+3 to aim/+1 to
burst), Juggling 55%, Pilot: Rollerblades & Skateboards 62%, Cardsharp 34%, and
Gambling (Standard) 35%.
Money: He has a secret stash of $300,000 hidden away in an apartment in
Lennox of Century Station. He was working with Fabricators Inc to set him up a secret
checking account when he was captured.
Weapons:
Double Eagle (.45 ACP), Range: 150 feet (46 m), Damage: 4D6, Rate of
Fire: Single shot/semi-automatic, Payload: 8.
Armor: He never goes out on a mission without a Light Armor Vest A.R.: 10 and 50 S.D.C.
Equipment & Vehicles: He uses all kinds of lock picking tools. Over the years he
has acquire $35,000 of various types of surveillance equipment he use to scope a place
out before he decides to break into it.
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Re: On the topic of Revised to 2nd ed conversions.....

Unread post by Reagren Wright »

This guy is mentioned on page 180 of GI in regards to Mire.

HEAVY GAUGE

Hunter Grave grew up in Liverpool, England, before his father moved the family to the
United States. Hunter didn’t like America. He preferred his home back in England. The
only thing he did like was his father taking him big game hunting in the wilderness.
When he was 13 years old, his father took him into wilds of Montana to hunt moose.
While they where out hunting, they came across an abandoned campsite and the body
of a dead park ranger. His father and him fled to their truck only to be taken hostage
by several armed men wanted for bank robbery. They were living out in the wilderness
hoping for the heat to die down. They demanded the key to the truck. His father
handed them over. As the robber fled with their vehicle, one shot his father in the leg.
Hunter led his father back to the campsite. He did some basic first aid on his father
then left to go get help. By the time he was found by other park rangers and lead them
back to his father, he’d died. After his father’s death, his mother moved back to
England. When Hunter was old enough, he enlisted in the British Army. He served six
years before coming home. During his time in the military he demonstrated amazing
mechanical aptitude, able to not only take apart his rifle blindfolded, but do things to it
to improve its range, damage, etc. He left England and went back to the United States.
He got a job working at a gun store near Detroit, Michigan. With a shop and tool to
apply his craft, Hunter began building his own guns and selling them in the store. The
owner was quite pleased and soon they where doing special orders. One day a man
walked in the store. Hunter recognized him as the man who shot his father. Without
hesitation, Hunter shot in the face. He took the man’s wallet, some money out of the
cash register and disappeared.

Later Hunter found the man’s apartment and over $30,000 in cash. Using the money,
Hunter set up shop in a run down two-story house and became a bounty hunter,
vowing to bring all criminals to justice or leaved them dead in the street. Within two
years, he developed a serious reputation for gunning escaped felons down with large
caliber guns earning him the nick name Heavy Gauge. His most famous capture is the
mutant criminal Mire. Knowing his weapons would not work on the man, he went after
the man’s family and took them hostage. He vowed if Heavy Gauge did not turn himself
in, he kill off his family. Mire agreed. However, G.I.G.M.A. agents didn’t appreciate the
length Gauge and his cronies (fellow hunters and sub-contracted posses members)
went to capture the meta-criminal. Gauge was arrested and sentenced to three years
on assault charges. When Gauge got out, he immediately went back to work. Gauge is
married now and has a three- year old daughter. He is still working though not as often
as he’d like (wife worries about him). Gauge knows he’s made some enemies (Mire for
one). He is always on the look out for those who might try to do him or his family harm.
Heaven help anyone who tries.

Real Name: Hunter Grave
Occupation: Freelance Mercenary
Alignment: Anarchist (some of his tactics might be considered aberrant)
Power Category: Hardware (Weapons)
Experience Level: 5th
Hit Points: 32 S.D.C.: 59
P.P.E.: 14
Appearance: Heavy Gauge is a good looking, brown hair, and brown eye male. He
is always armed to teeth and sporting his dino rifle.
Attributes: I.Q. 21, M.E. 15, M.A. 13, P.S. 15, P.P. 19, P.E. 16, Spd. 29, P.B. 14
Age: 36, Sex: Male, Height: 6 foot and 1 inch (1.85 m), Weight: 175 lbs (78.75 kg)
Combat Training: Basic
Attacks per Melee: 5/6 (2 initial + 3 from Hand to Hand) +1 if use firearms
Combat Bonuses: +2 to initiative (+3 with guns), +3 to strike, +5 to parry, +5 to
dodge, +3 to roll with punch/fall, and +2 to pull punch.
Saving Throws: 4% to save vs. coma/death, +1 to save vs. magi & poison,
and +3 to save vs. Horror Factor.
Combat Skills: Punch 1D4, Power Blow 2D4 (2), Elbow/Forearm 1D6, Knee 1D6,
Kick 2D4, and All Holds.
Other Bonuses: +7% to all skills.
Special Hardware Skills: Make & Modify Weapons 101%, Recognize Weapon
Quality 52%/82%, Paired Weapons Handguns/Energy Pistols, W.P. Sharpshooting
(Rifles), +3 to disarm on a called shot, Reputation & Horror Factor 10.
Educational Background: Military and Hardware Skills
Common Skills: Read-Write/Speak British English 92%/94%,
Mathematics: Basic 90%, Pilot: Automobile 78%.
Military Program (Basic): Hand to Hand: Basic, Running, Climbing
82%/72%, Force March, Military Etiquette 87%, Radio: Basic 92%, and W.P. Rifle (+4 to
aim/+2 to burst).
Bodyguard/Assassin Program: Detect Ambush 72%, Detect
Concealment 67%, Escape Artist 67%, Optic Systems 67%, Sniper (+3 to aim/called
shots-2), Surveillance 67%, Tracking 62%, W.P. Handgun (+3 to aim/+1 to burst), W.P.
Shotgun (+3 to aim/+1 to burst), and W.P. Heavy Military Weapons (+3 to aim/+1 to
burst).
Hardware Program: W.P. Energy Pistol (+4 to aim/+2 to burst), W.P.
Energy Rifle (+3 to aim/+1 to burst), W.P. Sub-machinegun (+3 to aim/+1 to burst),
W.P. Heavy Energy Weapons (+3 to aim/+1 to burst), W.P. Knife (+2 to strike, parry,
and throw), W.P. Blunt (+2 to strike & parry), Demolitions 98%, Demolitions Disposal
98%, Find Contraband 73%, Basic Electronics 72%, and Basic Mechanics 92%.
Secondary Skills: Athlete, Running, Climbing 72%/62%, Body Build &
Weightlifting, Swimming 82%, Computer Operation 82%, General Repair/Maintenance
87%, Jury-Rig 67%, Business & Finance 57%, and Pilot: Truck 75%.
Money: Heavy Gauge has a Swiss bank account to stash his own private funds
(roughly $131,000). He has $51,210 in his shared checking account with his wife. He
has stashed away in an secret apartment in Hannigan about $79,000 that he considers
his work spending money.
Weapons:
.577 T-Rex Hunting Rifle, A double-barreled rifle. Range: 1300 feet (396
m), Damage: 1D6x10, Rate of Fire: Single Shot, Payload: 2 shots. The recoil of this
gun is so powerful unless one has W.P. training in using a big game hunting rifles, the
person will always be shooting wild with it. The power of its bullets are so strong, they
can reduce the A.R. of a Natural Armor Rating by two and all body armor by four,
Bonuses: +5 to aim. He always carries at least 12 rounds for the gun plus two in the
gun. PV of 9
Two AMT Automag V (fires .50 action express), Range: 165 feet (50
m), Damage: 6D6, Rate of Fire: Single shot/Semi-Auto, Feed: 7 round magazine.
Theese weapons have special recoil diminishers, Bonuses: +3 to aim/+2 to burst. He
carries 3 magazines for each, plus one in the gun. He has made exploding bullets for
them as well (9D6 damage). PV of 7 with the gun goes to 10).
Home Made Semi-Automatic Shotgun, Range: 130 feet (36 m) for shot,
Damage: 4D6, Rate of Fire: Single shot or Semi Automatic (6 short burst), Feed: 12
round tubular mag.
4 Homemade Explosive Grenades, 1D4x10 damage with a 10 foot (3 m) blast
radius
1 Survival knife 1D6
2 Small boot knives 1D4
Spring-loaded, collapsible billy club 1D6+1 (gains +2 to damage if it is
extended into an opponent, +1 to parry).
Armor: Full Suit of Hard Armor (A.R. 16, S.D.C. 260).
Equipment & Vehicles: He wears a black battle harness and two web belts with
holsters. Heavy Gauge is always designing new types of big game hunting rifles and
ammo to take down those he is hunting. He uses most of his money to purchase is gun
designing and ammo making kit. He drives around in a 1998 Dodge Ram 1500 4x4 that
he keeps in excellent condition. His apartment in Hannigan is where he does all his
bounty hunter work and where he makes his weapons.
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Re: On the topic of Revised to 2nd ed conversions.....

Unread post by Reagren Wright »

This guy is made reference to on page 151 in GI regarding the Cuttlefish.

DOCTOR ATOMIC

Who do criminals go to when their injured or want to be modified, they go see the infamous
Doctor Atomic. He has done some amazing life and death surgeries and made sure some of the
world’s worst criminals have lived for another day. Some swear by him so much, they have
him secretly brought to their headquarters for a check-up. He spent two weeks with the
Masters of Speed after they had a run with the Sentinels of Liberty and Justice. Many super
villains and meta-criminals in Century Station have his number on speed dial. But who exactly
is Doctor Atomic? He comes from Earth’s future or an alternative future Earth (Rifts Earth 103
P.A/2389 A.D.). How he came here he never says, but he was working with at the now
defunct crime factory organization called Darkhold with the mysterious Doctor Alexander.
Apparently, they arrived via a dimensional rift. Doctor Alexander had difficulty living in what he
called “the stone age” but Arndt Burger loved it here. He was always “a little off” but he
seemed to know a great deal of Earth present history and was able to predict future events
before they happened. Darkhold was raided by Canadian and US S.C.R.E.T. Doctor Alexander
refused to be imprisoned and choose death instead. He destroyed the complex but not before
Arndt escaped. A few weeks later Arndt made contact with Fabricators Inc asking for
assistance. The Fabricator learned of him and set up shop for him at the Bryne Building. The
two would talk for hours. Claude was so intrigued to hear about this so-called future.
Everyone else dismissed Arndt as a lunatic. A few years later, Ardnt was constantly going on
calls for medical emergencies, or being asked to help with Fabricators Inc new eugenics
experiments. Finally, Arndt decided he wanted to break out on his own. The Fabricator agreed
but asked if Arndt could always be counted on if the company needed him. Doctor Atomic sold
himself not only as a medical doctor, but as a scientist capable of infusing humans with animal
DNA and organs, granting them the powers and abilities of that particular animal. Doctor
Atomic’s first client was Harvey Huckleby. He paid Arndt 12 million to infuse him with the
powers of a Cuttlefish. Arndt took the money and turned Huckleby into an inhuman freak,
known as the Cuttlefish. It’s not known if Doctor Atomic was being serious with Huckleby or
not. Since then Doctor Atomic has been involved more in being a criminal medical doctor than
a secretive scientist conducting experiments in ultra-eugenics.

Real Name: Arndt Burger
Occupation: Criminal super-scientist/medical doctor.
Alignment: Aberrant
Power Category: Body Fixer from Rifts Earth
Experience Level: 12th
Hit Points: 62 S.D.C.: 32
P.P.E.: 7
Appearance: He is a middle-aged man, who looks like he is in his mid 40s instead of
50s. He wears tailored suits that complement his wire-thin frame. His auburn hair is thin and
combed back from his blue eyes. When performing surgery or crimes he wears a blue surgeon
gown with the picture of an atomic explosion on the front.
Attributes: I.Q. 22, M.E. 17, M.A. 13, P.S. 11, P.P. 20, P.E. 12, Spd. 15, P.B. 10
Age: 53, Sex: Male, Height: 5 foot and 8 inches (1.65 m), Weight: 160 lbs (72 kg)
Insanity: He is obsessed with the future, specifically developing future medical
procedures. He wears three watches on his wrist (even though he has a cybernetic clock
calendar). He is always concerned about time and dates.
Cybernetics: Clock calendar, gyro-compass, and universal headjack and ear implant.
Combat Training: Basic
Attacks per Melee: 6 (2 initial + 4 from Hand to Hand)
Combat Bonuses: +1 to initiative, +5 to strike, +7 to parry, +8 to dodge, +2 to
damage, +5 to roll with punch/fall, +4 to pull punch, and +2 to disarm.
Saving Throws: +2 to save vs. poison and drugs, +3 to save vs. disease, +4 to save
vs. insanity, +1 to save vs. psionics, and +2 to save vs. Horror Factor.
Combat Skills: Punch 1D4, Power Blow 2D4 (2), Elbow/Forearm 1D6, Knee 1D6, Kick
2D4, Body Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and 1 attack/action), All
Holds, and Critical strike on a unmodified 19-20
Other Bonuses: +8% to all skills.
Special Knowledge: Familiarity with Meta-Beings/D-Bees (no penalty), -20% when
dealing with aliens, -20% when working on bionic modifications, -30% when dealing with alien
cybernetics, and -50% on alien bionics. Disease Diagnostic Specialist: He can reduce the
symptoms (penalties and duration) by half. Can also recognize possession and magical illness.
+2 to Perception Rolls, +4 when making an observation about a medical condition,
diagnosis/health or medical procedures, as well as when dealing with drugs/chemicals, and
poisons.
Educational Background: Special Education
Common Skills: Read-Write/Speak English 98%/98%, Speak Spanish 98%,
Speak Techno-Can 98%, Mathematics: Basic 98%, Athlete, Biology 98%, Medical Brewing
98%/98%, Chemistry 98%, Lore: Meta Beings & D-Bees 98%, Medical Doctor 98%/98%,
Outdoormanship, Pathology 98%, Pilot: Automobile 98%, Sensory Equipment
98%/98%, W.P. Knife (+5 to strike, parry, and throw), and Xenology 98%
Other Skills: Cybernetic Medicine 98%/98%, Field Surgery 98% (86% for
cybernetics), Veterinary Science 98%, Animal Husbandry 98%, Basic Electronics 98%,
History: Pre-Rifts 98%/95%, History: Post-Apocalypse 98%/98%, Basic Mechanics 98%,
Computer Operation 98%, Research 98%, Anthropology 98%, Wilderness Survival 98%,
Mathematics: Advance 98%, Chemistry: Analytical 78%, Chemistry: Pharmaceutical 83%, Law
(general) 63%, Computer Programming 68%, Streetwise 36%, Astronomy & Navigation 53%.
Secondary Skills: Hand to Hand: Basic, Photography 98%, Salvage 98%,
Recycling 98%, Jury-Rig 93%, Appraise Goods 98%, Housekeeping 93%, Prowl 75%, W.P.
Handgun (+2 to aim/+1 to burst), and Barter 42%.
Money: Doctor Atomic has 4.3 million dollars in a Swiss Bank account. He has another
$1.8 million in a special checking account set up by Fabricators Inc. He keeps about
$1D4x10,000 in his house/laboratory in Kilgore, Century Station for easy access spending
money.
Weapons:
Wilk’s Laser Scalpel: Range 6 inches (15.2 cm), Damage: 1 point or 1D6.
Two Super Sharp Scalpels: 1D4+1 damage.
Vibro-Knife: 2D6+1 damage.
Colt .357 Magnum, Range: 165 feet (50 m), Damage: 5D6, Rate of Fire: Single shot,
Feed: 6 chmaber side-loading cylinder.
Equipment & Vehicles: He has a 40x40 foot (12x12 m) medical laboratory, scrubbing
room, operating room, and recovery area. All four rooms have the latest in scientific and
medical equipment. Most of it he has purchased from Fabricators or stolen. He drives around
in a 2004 Chrysler Sebring Convertible (Inferno red).
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Reagren Wright
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Location: LaPorte, In USA

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

Unread post by Reagren Wright »

Funny you should ask. There are 15 identified NPCs left as of 9/24/08. I'm hoping to get all of
these guys done before the winter holidays. There are also 5 super hero teams. The number of
people on those teams is not revealed (which means they can number between 2-whatever).
That's it. I've combed over GI and CS looking for any more notable NPC. I'm not doing the
Colorgangs, drug dealers, serial killers, or crime families etc mentioned in 101 Adventures. All
those people are pretty much normal and can be stated out using material from CS (page 16-
22). I'm sticking to super villains/heroes, meta-criminals/terrorists, and criminal masterminds.
Of course if anyone finds a name mentioned in any of the HU or TMNT books I've not done
stats for late me now and I'll see what I can to bring that person to life "so to speak".
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Reagren Wright
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Location: LaPorte, In USA

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

Unread post by Reagren Wright »

There is something about this villain I've just grown to love :D. Anyway she can be found in GI on page 187 in regard to Raptor Red.

DOCTOR LOVEJOY

Constance Lovejoy was born from a famous US fashion photographer and English super model.
Her parents moved to Los Angles so her mother could start working on an acting career.
Constance at an early age showed a gifted intellect. By the time she was 15 years old, she
graduated from high school and went to college at Copernicus University in Century Station.
Unfortunately Constance found it difficult to fit in with all the 18 and over crowd, especially
the boys who wanted nothing to do with the rather plan looking brainy girl (who legally was a
minor). Longing to be noticed, Constance decided to take a week off and spent time with her
mother. While her mother was on a movie set, Constance talked to one of the make-up artists
and asked her the secret of how to make a person beautiful. The woman told her all make-up
really does is highlight the beauty that is already there. She gave Constance a number of
things to try and told her how to apply them. Yet the effect Constance wanted didn’t
happen. Eventually she decided to create her own type of make-up. The experimental
substance was added to water and she soaked her body in it. The result was it produced a
gloss that brought attention to her from those of the opposite sex (increased P.B by 4). Right
away Constance became the center of attention. No one looked at her as the adolescent
brainy kid going to college. She became one of the most popular and well-liked students on
campus, with dozens of different boy friends all over the age of 18. By the time she was
nineteen, she graduated from Copernicus and went off to medical school in California. She
wanted to become a plastic surgeon. During this time, Constance noticed her body was
recovering very rapidly from minor injuries. Small cuts healed in seconds. Her capacity to learn
and apply her knowledge of medicine and chemistry went beyond the level of genius. Yet
none of this compared to her ability to reshape and sculpt the flesh of living beings and
animals that brought the reality of what her experimental make-up had done to her. Using
her “healing touch” and sculpting abilities, she excelled in medical school at a rapid pace and
eventually became a licensed practicing physician. She met another plastic surgeon and
together they opened a practice together. In their, first year, they’d become physicians to
many of Hollywood’s celebrities and elites in the entertainment business.

Then one day Constance awoke to find her skin and flesh aged by ten years. Thinking she
made a bad batch of make-up, she quickly whipped out a new batch, called in sick, and
stayed at a hotel to avoid her fiancé (the other plastic surgeon). The next day, her skin and
flesh looked as if she was a woman in her mid forties. Something was wrong. She tried
another version of the formula. It didn’t help. Constance’s flesh appeared to be that of a
woman in her 60s, but none of her physical attributes diminished, just the look of her flesh
and skin. She contacted her fiancé and told him the truth. At first, he appeared sympathetic
and vowed to do whatever he could to help her. The very next day he revealed the truth
about her to the world in a public interview. Hollywood panicked; hundred of people were
alarmed that they been worked on by a freak mutant doctor. Hundreds of medical malpractice
suits were filed against her. G.I.G.M.A. started an intense investigation into her life. Her
career fell into ruin and she lost her license to practice medicine. Constance went into hiding,
enraged at the man she loved for betraying her and at those who abandoned her. While
staying at a cheap hotel, a man named Jackob Ellis approached her. Ellis was a freelance
hitman/assassin (7th level Hardware Weapons Expert). He heard about her peril and told her
that he would take care of her problems, if she could change the way he looked. He had
enemies hunting after him and he wanted to disappear. She agreed. She performed a back
alley surgery and reshaped his face. He in returned killed her ex-fiance and several models and
actresses who filed lawsuits against her. After one such mission, she picked up an injured Ellis
after he’d been shot by a police officer. She examined the wound and told him if he was going
to do this kind of thing, he needed to be able to heal rapidly like her, and suddenly without
using her flesh powers, he did. Ellis apparently gained her healing ability but only temporarily.
After a trial and error period, Constance realized she could give her powers to any non-meta
person or randomly bestow a random minor super ability. Ellis told her it was time for her to
join in his freelance operation. Liking the thrill of danger, she agreed. For the next couple of
years, Jackob Ellis and Constance Lovejoy were a duo engaging in numerous armed robberies
and break ins. Two years later and with several million dollars in her pocket, Constance set up
a criminal medical practice in Century Station to help those in the underworld. Some people
paid her handsomely to give them a temporarily super ability in order to commit an
untraceable crime.

A year later after Ellis had another tough run in with the police, he told Constance there had
to be a way for her to bestow abilities onto a person permanently. She also wanted to find a
way to make her flesh sculpting changes last forever. After several intense weeks, she found
an answer. She injected people with a formula that consisted primarily of her blood and a
special biological binding agent. She also acquired a machine she purchased from Fabriactors
Inc that exposed individuals to a short, intense blast of thaesium radiation. This process made
her flesh sculpting changes permanent but also made any super power she bestowed
permanent. This provided Constance a brand new marketability. She decided to breakaway
from Ellis and set out on her own simply as Doctor Loverjoy. Ellis didn’t like the idea at all. Also
around this time, she learned she could steal powers from other meta-beings and give them to
herself or transfer them over to someone else. If she used her formula and radiation device,
she could give make the changes permanent. On one particular day, Ellis confronted her,
unknowing that she’d just finished working on her latest patient, the former Centurion known
as Raptor Red. Instead of a short, intense blast of radiation, he insisted on a long dose. The
result turned him into a mega-being. When Ellis threatened Constance, Raptor Red attacked
him, killing him with his new weapon energy extension power that she took from a paid mutant
who volunteered his services. Raptor Red then killed the mutant. The only reason he didn’t
attack Dr. Lovejoy was she threatened to kill him with her flesh power (actually a bluff). He
agreed and left. Afterwards, Lovejoy moved her practiced to Iron Beach and paid for the
protection services of the colorgang known as the Madjacks. Using her connections with
Fabricators Inc and the Minotaur, Lovejoy setup up her own criminal medical organization,
which is involved in many illegal medical practices, in particular the study of eugenics. Lovejoy
makes a killing in turning petty, street criminals into super villains. She has very well paid
mercenaries (typical syndicate enforcers) who track down and capture meta-beings (both
good and evil) so she can steal their powers (or sometimes their body parts) to give them to
her clients. This super being body-chop shop is making a major name for itself in the criminal
underworld. Dr. Lovejoy has been in touch with William Monant (the evil meta-genius behind
Bioforms Genetic Laboratories), the Grand Inquistor (Chief Medical Officer of the Dark
Tribunal), and Larry Mindstone (Triple Threat). Rex Taylor (CEO of Taylor Oil) and Emperor
Danilek (The Usurper) are also looking too met with her and perhaps form an alliance. Dr.
Lovejoy thinks all of these villainous men (including the alien reptile) all want to court her
because she is brilliant and beautiful. If one of these super villain bachelors tries to woe her,
Constance will do almost anything to please them. Yet she would kill any of them in a
heartbeat if she thought they didn’t truly love her and wanted her only for her knowledge.

Real Name: Constance Lovejoy
Occupation: Mad scientist/doctor and kidnapper of super beings
Alignment: Miscreant
Power Category: Mutant (Unstable Powers)
Experience Level: 9th
Hit Points: 108 S.D.C.: 75
P.P.E.: 30
Appearance: Dr. Lovejoy looks like an elderly woman in her mid 60s, but physically she
is a woman in her 30s. She has snow-white hair and looks attractive despite her weathered
facial features. Her eyes are a cool blue. She wears a black robe with a big hood that covers
her head. She is usually crouched over.
Attributes: I.Q. 27, M.E. 14, M.A. 14, P.S. 11, P.P. 15, P.E. 20, Spd. 29, P.B. 15
Age: 30 (looks 65), Sex: Female, Height: 5 foot and 5 inches (1.65 m),
Weight: 110 lbs (49.5 kg)
Unnatural Characteristics: Angelic, elderly features, Ambidextrous, Long, Delicate
Sensitive Fingers, and Natural Talent (medical doctor program).
Insanity: She hates young, beautiful women. Their beauty must be marred and
destroyed whenever possible. She is obsessed with being around handsome men (all her
underlings must have P.B, of 15 or better) and men of power and authority. She will doing
whatever she can to serve such men, hoping they will fall in love with her. She tries her best
to hide her elderly appearance. Those who spurn her love will pay the ultimate price.
Major Super Abilities: Flesh Works, Grant Powers, and Borrow Powers: Note:
Doctor Lovejoy can use her Borrow Power and Grant Powers in tandem. She can borrow a
power from one individual and while touching another transfer it to him or her (minor or
major). The duration is the same as Grant Powers. She can also borrow a power and
exchange it for one of her own or a random minor super ability. If she wants to give a person
permanently abilities or take them away forever, she must inject them with her blood formula
and subject them to her radiation machine (see below).
Minor Super Abilities: Extraordinary Intelligence and Healing Factor. Note:
Constance will gain another minor power at level 10 and 15.
Combat Training: Basic
Attacks per Melee: 7 (3 initial + 4 from Hand to Hand)
Combat Bonuses: +1 to initiative, +1 to strike, +4 to parry, +3 to dodge, +2 to
damage, +3 to roll with punch/fall, +2 to pull punch, and +1 to disarm.
Saving Throws: Fire and cold inflict ½ damage. Drugs, toxins, poisons even if she
doesn’t saves against them inflict 1/3 their normal damage, duration, penalty, and effect,
+45% to save vs. coma/death, +2 to save vs. mind control, +2 to save vs. possession, and
+2 to save vs. illusion, +6 to save vs. poison, drugs, disease, and magic, +3 to save vs.
psionics, and +5 to save vs. attacks to borrow, negate, or cancel her abilities.
Combat Skills: Punch 1D4, Power Blow 2D4 (2), Elbow/Forearm 1D6, Knee 1D6, Snap
Kick 1D6, Body Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and 1 attack/action),
+4 to all Holds or entangle, and Critical strike on a unmodified 19-20
Other Bonuses: +13% to all skills.
Educational Background: Ph.D. with an acquired Criminal Program. * These skills are
augmented by her Extra I.Q.
Common Skills: Read-Write/Speak English 98%/98%, Mathematics: Basic
98%, and Pilot: Automobile 98%.
Medical Doctor: Biology 98%, *Chemistry 163%, Pathology 98%, and *Plastic
Surgery (See N&SS) 192%
Science Program: Computer Operation 98%, Mathematics: Advance 98%,
Genetics 98%, Chemistry: Analytical 98%, and Chemistry: Pharmaceutical 98%.
Investigation Program: Research 98%, Surveillance 98%, and Writing 98%.
Mechanical Program: Mechanical Engineer 98%, Basic Electronics 98%, and
Locksmith 98%.
Leaned Criminal Program: Streetwise 66%, Pick Locks 93%, Find Contraband
72%, I.D. Undercover Agents 96%, and Seduction 61%.
Secondary Skills: Hand to Hand: Basic, Running, Athlete, Swimming 98%,
Public Speaking 98%, Cook 93%, Wardrobe & Grooming 98%, Housekeeping 93%, Sewing 98%,
Law (basic) 83%, Business & Finance 93%, First Aid 93%, Prowl 73%, Concealment 61%,
Performance 50%, Pick Pocket 53%/58%, and Palming 43%.
Money: Doctor Lovejoy has 4 million dollars in a Swiss Bank account. She has another
$16 million in a special checking account set up by Fabricators Inc. She has spent about 50
million dollars worth on genetic, medical, and lab equipment at her hideout out in Iron Beach
(Century Station). Her underground medical facility has a total net worth of 300 million dollars
in cash and resources.
Weapons: None, she relies on the powers she steals from others and her loyal male underlings.
Equipment & Vehicles: She has a multi-million dollar laboratory and medical facility with
all the latest scientific and medical equipment. One could call her lab/office the equivalent of
a high price location of a licensed practicing medical physician/plastic surgeon. She has a
number of nurses/assistants and male bodyguards working for her.

The Radiation Machine.

This device is used whenever Dr. Lovejoy wants to permanently bestow or remove super
powers from a meta person. First, she must inject the subject(s) with her blood formula which
is .06 teaspoons (.3mL) of her blood and a special binding agent (prevents tissue/organ
rejection). Then she uses her Grant and/or Borrow Super Powers ability.

The subject is then placed inside the machine and exposed to thaesium radiation, which
permanently bonds the transfer or removal of super powers. In the incident involving Raptor
Red, Dr, Lovejoy borrowed the major super power from a mutant and gave it to Raptor Red,
whom she injected with the blood forumula and placed inside the machine. If she wanted too,
she could have injected he mutant with her blood forumula, borrowed the power, then put the
mutant in the machine and permanely erased the major power from his body. If she wants
too, she can use her Flesh Works power on an individual, inject them with her blood formula,
then put them into the machine to make the alterations permanent. However, whenever
normal people are exposed to thaesium radiation, there is a 01-16% chance the person will
develop 1D4 random unusual characteristics. If meta beings are exposed to thaesium
radiation, they have a 01-33% chance of gaining an unusual characteristics and 01-16% of
an unstable side effect (roll on the unstable powers table in the Mutant section of HU2nd
edition, page 161-162). The incident involving the transformation of Raptor Red into a mega-
being has yet to occur again. Dr. Lovejoy is convince the transformation was a freak accident
do to Raptor’s Red gene structure (a ten million in one chance). However, she is curious to
find out what would happen if non magical/psionic mega-beings like Apex or various members
of the Slaughterhouse Seven where exposed to the machine and her abilities.
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Reagren Wright
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Re: On the topic of Revised to 2nd ed conversions.....

Unread post by Reagren Wright »

Nothing worst for a group of heroes to do then battle with two rivaling villains.
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Reagren Wright
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Re: On the topic of Revised to 2nd ed conversions.....

Unread post by Reagren Wright »

This guy is mentioned on page 224 on 99% of adventure ideas in GI

ALI BABA and the 40 THIEVES

Lieutenant Felix Joseph and member of his Special Ops team where doing a covert operation in
Afghanistan where they got caught in an ambush. Their so-called informant had given them
up to the enemy. They became pinned down and blanketed with motor fire. An air strike was
called and the enemy ambush where eliminated. However, Felix and three other men were the
only survivors. Back in the United States, Felix came home to a hero’s welcome, but everyone
could tell he wasn’t the same any more. He couldn’t hold a job for more than a week without
having some kind of flash back or panic attack. Finally, he got a job in Kerguelen. As he was
driving, several street punks blocked his car. They smashed out his windows and pulled him
out of the vehicle. Just then he pulled out a switchblade and took out five of them, before
getting shot in the back. He found himself in the hospital. While in the hospital, he dreams
about being back in Afghanistan with his squad and finding a cave. Some one says “Open
Sesame” and the cave glows. Inside is a vast treasure. “This is what we came for,” someone
says and then every one gets gun down. Felix gun jams. He grabs a scimitar and goes after
the enemy. Like a crazed warrior, he slaughters the enemy. Covered in blood, he turns to the
cave and shouts, “Its all mine.” A few days later, he awaken and sneaks out of the hospital,
he goes down into his mom and dad basement and builds himself two hand made scimitars. He
then goes back to Kerguelen to the same neighborhood. He same gang comes out. He goes
after them. In a matter of minutes, he kills them all. He takes over their turf and proclaims
everything in it belong to him. A few days later, a motorcycle colorgang (40 strong) come to
check out the strange white guy wearing a white turban and white pants who took out their
rivals. He declares them his 40 thieves and with his help, they will soon take over the city.
Though it took some convincing, the colorgang learn to accept their leader who starts to call
himself Ali Baba. The 40 thieves terrorize the people of Kerguelen, Zericho, and Drummond.
Eventually though, CSPD and several Legionnaires manage to capture the entire gang after a
month long campaign, with Felix Joseph apprehended by Iron Lotus. The gang gets separated
and sent to Gramercy Island. Some are put in Cell Block A and others end up in Cell Block B.
Three end up in Cell Block C while Joseph himself ends up in the Super Being Containment
Wing. His lawyers eventually convince a judge he doesn’t belong in the super being ward
because he is not a meta-being so he ends up in Cell Block C. This goes on for three years.
Some shuffling happens and unintentionally, those in the Cage get moved to Cell Block B. It is
here Felix gets reunited with his most loyal thieves. They send word to the others. Those in
Cell Block A cause enough problems that they get admitted to Cell Block B. Now the 40
thieves and Ali Baba are reunited. Its only a matter of time before they attempt something to
cause trouble.

Real Name: Felix Joseph
Occupation: Criminal Mastermind
Alignment: Aberrant
Power Category: Ancient Weapon Master
Experience Level: 7th
Hit Points: 56 S.D.C.: 63
P.P.E.: 9
Appearance: Ali-Baba looks like an middle age white male. He is thin and angular. He
wears white linen coat and flappy linen pants and red silk slippers. His hair is shaved short,
but he has a long black beard with spiral curls. He wears a red tarboosh. Whenever he is
going into battle, he wears a snow-white turban and thick woollen djellabas.
Attributes: I.Q. 12, M.E. 12, M.A. 17, P.S. 22, P.P. 22, P.E. 27, Spd. 26, P.B. 11
Age: 41, Sex: Male, Height: 5 foot and 10 inches (1.77 m), Weight: 170 lbs (76.5 kg)
Insanity: Felix Joseph suffers from post-traumatic stress disorder. Under the guise of
Ali Baba he’s been fine. However, whenever he gets into a large gunfight (with more then four
individuals), he begins to suffer a panic disorder (same as Phobic Panic).
Special Skills: Expert in Recognizing Weapon Quality 74%/59%, Craft Weapons
91%/98%, Weapon Master (one or two) +4 to strike or parry, +3 to parry and +1 to disarm
with paired weapons, Resist Disarm Attack, Parry Projectile Bonus (thrown objects -2, single
shot projectile or energy attack -6), and Disabling Strike (half damage but the victim loses
initiative, two melee action, and 01-33% victim loses whatever he is holding, and the victim is
susceptible to a renew attack (can still parry or dodge).
Combat Training: Commando
Attacks per Melee: 5/7 (2 initial +3 from Hand to Hand) +2 when using melee weapon
Combat Bonuses: +5 to initiative, +6 to strike, +8 to parry, +8 to dodge, +7 to auto dodge,
+9 to damage, +4 to roll with punch/fall, +7 to pull punch, and +7 to disarm.
Saving Throws: +3 to save vs. Horror Factor, +24% to save vs. coma/death, and +6
to save vs. magic and poison.
Combat Skills: Karate Punch 2D4, Power Blow 4D4 (2), Elbow/Forearm 1D6, Knee 1D6,
Backward Sweep (cannot be paired, must dodge or knockdown, -2 to dodge), Karate Kick
2D6, Snap Kick 1D6, Crescent kick 2D4+2, Roundhouse Kick 3D6, Axe Kick 2D6, Wheel Kick
2D6, Tripping/Leg Hook (cannot be paired, must dodge or knockdown), +1 to Body Flip/Throw
1D6 plus P.S. damage bonus (lose initiative and 1 attack/action), Body Block/Tackle 2D4+2 +
P.S. damage bonus (must parry/dodge or knockdown), and all Holds.
Other Bonuses: 45% trust/intimidate.
Educational Background: Military
Common Skills: Read-Write/Speak English 95%/94%, Mathematics: Basic
93%, and Pilot: Automobile 81%.
Military, Basic: Running, Climbing 80%/70%, Military Etiquette 75%, Forced
March, Radio: Basic 95%, and W.P. Rifle (+4 to aim/+2 to burst).
Military, Advance: Special Forces Program: (Based on John C. Philpott in
Rifter #25). Hand to Hand: Commando, Demolitions 91%, Demolition Disposal 91%,
Demolitions: Underwater 94%, Parachuting 85%, Prowl 70%, S.C.U.B.A. 95%, Swimming 95%,
Trap/Mine Detection 65%, and W.P. Sub-machinegun (+3 to aim/+1 to burst).
Secondary Skills: Athlete, Body Building & Weightlifting, Language: Arabic
71%. Literacy: Arabic 75%, Land Navigation 64%, Astronomy & Navigation 65%, Wilderness
Survival 65%, Desert Survival 80%, Streetwise 40%, Gemology 50%, History 70%/50%, and
Rope Works 40%.
Money: Ali Baba and his gang have stolen over $4D6x 100,000 in cash and valuables
during their three-year reign. Where all of this stuff is located in Century Station remains
unknown.
Weapons: He has two scimitars that each do 2D6+4 points of damage and is +2 to
strike and parry (+6 to strike and parry). He also carries a 7-inch military issue survival knife.
Equipment & Vehicles: All members of the gang drive Harley Division motorcycles. Ali
Baba drives a 1997 Harley Heritage Softail Custom with lots of chrome. It is kept in near mint
condition. All the rest of their equipment are whatever they find useful on the streets of
Kerguelen or whatever they steal after completing a raid.

All members of the 40 thieves are Color Punks (See Century Station, page 18-19
gaby
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Re: On the topic of Revised to 2nd ed conversions.....

Unread post by gaby »

this is good,it adds another Color punk gang.
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Reagren Wright
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Re: On the topic of Revised to 2nd ed conversions.....

Unread post by Reagren Wright »

Its Halloween time again. This time I present another "horror" theme villain. This one is
mentioned in two spots in GI on page 23 and page 220 (58%). Enjoy (evil laugh)

THE GHOST OF JOHN BURKEE

John Burkee was born in England in 1779. When he got old enough, he left his family
fishing business to become a pirate. Though not among the most notorious pirates of the
sea, John Burkee became infamous for making Gramercy Island his home. He acquired the
command of his ship the Night Queen through the incompetence of its former leader,
Captain Evan in neglecting to attack an auspicious French man-of-war, to the dismay of
its crew. Burkee’s protest towards the decision won him the support of the crew, who put
Evan to the vote and ultimately deposing him of command. Burkee was the ships’
quartermaster before becoming its captain. Evan was cast off on a smaller sloop with the
members of the crew who had voted against him. As Evan sailed away, he shouted a
curse on John Burkee. “You shall never rest, even after your death if you seek what is
rightful mine. Touch me treasure, and you’ll never rest, never I say.” John Burkee decided
to tempt fate. Using the map, he sailed to the island where Captain Evan buried his
treasure. He and his crew found it. However, as they tried to sail away, to their horror
they discover the ship could not sail a mile away from the island because of some
supernatural force. They were trapped here. The crew decided to revolt against Burkee
and left him on the island while they sailed away. Burkee was left on the island with the
treasure. Burkee tried to leave the island on numerous occasions, but he found he could
never swim or sail a mile away from the island shore. So Burkee decided to turn the island
to a free port where all types of criminal activity would be welcomed. Soon the island
became a haven for pirates and spies. Yet despite his attempt to leave the island, as long
as Burkee owned the treasure, he couldn’t leave on board any vessel. In 1805, the U.S.
navy decided it had enough of the pirate heaven. The fight to clear the island ended up
being one of the fierce naval battles on U.S. territory in decades, but after a prolonged
battle, the Navy simply overwhelmed and destroyed the pirate fleet. The island was finally
captured when Burkee was shot and killed by U.S. Marines. They eventually found Captain
Evan’s treasure and took it with them.

However, the curse issued by Captain Evan would not allow the spirit of Captain Burkee to
rest. Though the treasure was lost, Captain Burkee could still not leave. During WW 1 the
ghost ship of Night Queen appeared. Captain Evan’s spirit came to Burkee to tell him his
entire crew years early had been captured and brought to Jamaica and hanged. Burkee
had escaped death. Burkee begged to be taken off the island. Captain Evan agreed he
would come for Burkee to take him if he could restore his treasure and leave it on the
island. Since that day, Captain John Burkee has been collecting valuables (or finding out
what is and is not valuable) and putting them in a large chest hidden away in a secure
cave hoping to one day to accumulate enough wealth to allow his spirit to leave. Burkee
cares little about anyone, although he amuses himself by “haunting” particular inmates or
guards. Those who pay him “gifts” of money, drugs (which he can’t use or add to his
treasure), or other goods, he allows to suffer no indignities. Anyone who refuses him, he
teaches them a lesson. Burkee also has a heart for any criminal who tries to makes an
escape attempt. He won’t do anything that will jeopardize the prison, after all if it gets
shut down, then he has no way of collecting valuables to pay off the curse, but doesn’t
mean he can’t have some fun at the expense of guard and the inmates.

Real Name: Johnathan Burkee
Occupation: Pirate Ghost
Alignment: Miscreant
Power Category: Immortal (Ghostly Spirit)
Experience Level: 8th
Hit Points: 61 S.D.C.: 35
P.P.E.: 151
I.S.P.: 88
Appearance: John Burkee is normally an ethereal being, however when he appears
in a moral form he looks like an English pirate from the early 18th century. He wears a red
calico coat and purple britches.
Attributes: I.Q. 16, M.E. 16, M.A. 17, P.S. 11, P.P. 14, P.E. 14, Spd. 13, P.B. 11
Age: In mortal form he looks 31, but in truth he is well over 200 years old, Sex
: Male, Height: 5 foot and 10 inches (1.77 m), Weight: 170 lbs (76.5
kg). He only has weight in his mortal form.
Vulnerability: John Burkee spirit is bound to Gramercy Island, he cannot stray more
than one mile away. He is essentially tethered to the island by an invisible chain. The only
way for him to break the curse is to accumulate the same wealth he had when he buried
the treasure chest and abandon it (which is so hard for a pirate to do).
Natural Abilities: Ethereal Body (Intangibility Special). As a ghostly spirit, John
Burkee is impervious to all physical and energy attacks. He only takes damage from magic
spells, magic weapons, and psionic attacks. When he takes mortal form for 13 hours a
day, he becomes vulnerable to all forms of harm.
Major Super Ability: Molecular Compression. Note: He can only use this ability in
mortal form.
Physical Psionics: Telekinesis, Ectoplasm, Telekinetic Punch, Telekinetic Push,
Deaden Senses, Summon Inner Strength, and Ectoplasmic Disguise.
Sensitive Psionics: See Aura, Empathy, Telepathy, Sixth Sense, and Mimic Skills.
Combat Training: Expert
Attacks per Melee: 5 (2 initial +3 from Hand to Hand)
Combat Bonuses: +2 to initiative, +2 to strike, +3 to parry, +3 to dodge, +2 to roll
with punch/fall, +2 to pull punch, and +2 to disarm.
Saving Throws: He is impervious to organic attacks (poison, toxins, drugs, cold,
and disease), He needs a 12 or better to save vs. psionics, +3 to save vs. Horror Factor,
+1 to save vs. magic, +3 to possession, +1 to save vs. psionics and insanity.
Combat Skills: Note: He can only engage in physical attacks in mortal body on in
the Astral Plane, Punch 1D4, Power Blow 2D4 (2), Elbow/Forearm 1D6, Knee 1D6, Karate
Kick 2D4, Snap Kick 1D6, Tripping/Leg Hook (cannot be paired, must dodge or
knockdown), Body Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and 1
attack/action), all Holds, Paired Weapons, and Critical strike on an unmodified roll of 18-
20.
Other Bonuses: +2% to all skills and 45% trust/intimidate.
Educational Background: On the Job Training with immorality.
Common Skills: Read-Write/Speak English 98%/98%, Mathematics: Basic
98%, History and Area Knowledge of Gramercy Island 94%, Pilot: Ships/Seamanship
92%/77%, Speak French, Spanish, Portuguese, Italian, and Dutch 95%
Technical Program: Appraise Antiques 87%, General Repair/Maintenance
98%, Rope Works 87%, and Gemology 82%.
Espionage Program: Detect Ambush 87%, Intelligence 81%, Wilderness
Survival 87%, Interrogation 87%, and Escape Artist 87%.
Criminal Program: Streetwise 69%, Pick Locks 92%, Prowl 92%, Find
Contraband 75%, and Imitate Voices and Sounds 91%/85%.
Secondary Skills: Climbing 82%/72%, Swimming 92%, W.P. Sword (+4 to
strike & parry), W.P. Grappling Hook (+2 to strike & entangle), Pilot: Boat: Sail Type 98%,
Astronomy & Navigation 72%, Carpentry 67%, Sewing 82%, Sing 77%, Dance 72%,
Fishing 82%, W.P. Handgun (19th century pistols +3 to aim only), Fencing, Pick Pocket
57%, Land Navigation 62%, and Whittling & Sculpting 57%
Money: During the last 200+ years, John has accumulated about $13,000 worth of
valuables (currency and items he’s stolen or found) since being bound to the island. These
items are hidden in a sea cave (away from where they can’t get wet). He needs to
acquire $475,000 in valuables to break the curse.
Weapons: In ghost form, he can only rely on his psionics. However, he wields a
ghostly scimitar (2D6 damage with +1 to strike and parry) that can only inflict damage
against other astral beings or ghosts. He can use this scimitar in the Astral Plane as well.
In mortal form, he can use psionics or his super ability. If he uses his super powers, he
can make the scimitar become a physical weapon.
Equipment & Vehicles: He has little knowledge or interest in modern technology. He
is trying to learn how to operate the G-22 Patrol Boat just so he can pilot a boat once
again.
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Reagren Wright
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Re: On the topic of Revised to 2nd ed conversions.....

Unread post by Reagren Wright »

This is not a villain but I couldn't help but put some stats to it. Furthermore because it
is the season. I present from Century Station page 217 (21%) Hurricane Boris.

Hurricane Borris (Category 6)

Highest winds sustained in a one-minute period (210 mph/338 km). The storm is the same
size as the entire Gulf of Mexico. The storm surge is expected to reach a height of 31 feet
(9.44 m).

At the sea, the sea will be lashed into huge waves 50 feet (15.24 m) tall that batter and
destroy all but the largest ships. The storm inflicts 4D6x10 damage per melee round to
any ship at sea. Torrential rains, thunder, lightning, intense hurricane winds.

On land, any person foolish enough to be outside has a 01-20% of taking 1D6 damage
each melee round from flying debris. This will occur if the person is capable of standing.
Anything weighing less than 1000 lbs has a 01-70% of being knocked down. Everything
not sent sprawling will have its speed reduced to 15% its normal speed, lose half attacks
per melee, and all combat skills (initiative, strike, parry, dodge, and roll) are -8 penalty.
Items weight 60 lbs or less are send flying 3D6x10 yards/meters away.

In the air, it is just as dangerous as being on land. Those under 1000 lbs will find it
impossible to fly. They will be blown back until they reach something solid (a wall).

Vehicles are pretty much useless. To see the effects of being out during the storm see HU
2nd edition page 337 (Summon & Control Storm).

I encourage G.M.s to come up with all kinds of scenarios and adventures that will require
heroes to out in the storm to help, but if heroes are going to be out in the storm, they
need something that will help them be able to function during the same. Opportunistic
villains are the same way. Normal people (evil criminal evildoers) are not going to be out in
the storm. People should be in secured locations.
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Re: On the topic of Revised to 2nd ed conversions.....

Unread post by Reagren Wright »

A lot of people are losing their jobs right now, so here's a hero for you to relate too.
He is mentioned in GI on page 215 (12%).

MR. DO-GOOD

Patrick Stype spent his entire life in Century Station. He lived in Orange Hills. Everyday his
father went to work in a factory hoping to give his son the opportunity of a lifetime.
Unfortunately, it never happened. His father developed bone cancer and died a few days
after Patrick’s 16th birthday. Patrick became the man of his house. He dropped out of
school a year later and went to work to support his mother and younger brother Nathan.
He started working in a rubber factory in Zericho. While working there he met Julie
Waters. The two fell head over heels in love with one another. After his younger brother
graduated from high school, Patrick and Julie got married. Soon they had two kids Wayne
and Betty. Then the Daedalus Project collapsed into ruin and brought down most of the
economy of the city. Nathan lost his job at the Dream Gardens. Patrick pulled some
strings and got him hired at his factory. Yet within a year both of them where laid off.
Nathan was unable to handle the stress and turned to gambling. Before long, he was in
heavy debt with a vicious lone shark. After several of the man’s thugs beat Nathan up,
Patrick said he would help his brother financial just a little. Then the factory called
everyone back, everyone but Nathan. He blamed Patrick for not getting called back.
Unable to deal with the pressure, Nathan committed suicide. Patrick blamed himself. A few
weeks later, the loan shark demanded money from Patrick claiming his brother’s debt was
now his, he either pay up of bad things would happen. Patrick went to the police. A few
days later Patrick and his family were driving on Interstate 273 when a car comes up to
theirs and a passenger fires an automatic weapon at them. Patrick’s car heads into an
oncoming semi-truck and is hit hard. Patrick wakes up at the hospital alive, but he’s lost
the use of his legs. However, the rest of his family including his 6 month unborn son dies
in the car crash. Patrick is seething with rage. A week later at the hospital he is watching
the T.V. when he sees the loan shark talking to a reporter. The police have no evidence
on him. Patrick uses his newly developed mental powers to rip the T.V off the wall. During
rehab, Patrick learns to develop his newly gained psychic powers. A month later, he
checks out of the hospital. He makes his way to where the loan shark lives. Using his
powers, he breaks the man’s neck and kills all the thugs responsible for killing his family.
He leaves a note saying since the police can’t do anything he will, signed Mr. Do-Good.
Patrick spends a great deal of time researching and investigation how he can use his
powers to help others fight against crime. He also organizes neighborhood watch programs
and becomes a community organizer, but he is obsessed with being a target of
opportunity at night for criminals then he makes them pay with their lives.

Recently he went after a well-known drug-dealer in Zericho. Patrick went after him, not
knowing Sector 10 was going after him too. Patrick killed the drug dealer right as Sector
10 agents came upon the scene. He was arrested on charges of 1st degree murder of a
defenseless man. Patrick didn’t hire a very good attorney and he refused to use his stolen
money to defend himself (he wanted it for his mother). His identity as Mr. Do-Good was
revealed. He was convicted of the crime and sent to Gramercy Island. The fame lawyer
Albert Taylor is presently working on his case hoping to get him a new trial do to the
incompetence of the first lawyer. Many citizens in CS are so outraged over Patrick
convicting, they plan to stage a helicopter protest over the prison. Patrick believes no
good will come out of it and he is concerned innocent people will get hurt.

Real Name: Patrick Stype
Occupation: Former Factory Employee now Super Vigilante
Alignment: Aberrant
Power Category: Empowered
Experience Level: 3rd
Hit Points: 27 S.D.C.: 38
P.P.E.: 33
I.S.P.: 150
Appearance: Patrick looks a normal man in his late 20s. Patrick was in excellent
physical condition, although since losing the use of his legs, most of the muscles in his
lower portion are starting to suffer from atrophy despite his attempts of keeping them
physical fit. Patrick has jet-black long hair tied back in a ponytail. He has blue eyes and a
full ragged beard that’s got some white in it. His face appears weathered from the stress
in his life.
Attributes: I.Q. 14, M.E. 26, M.A. 13, P.S. 18, P.P. 8, P.E. 11, Spd. 5/11 with a
wheelchair, P.B. 12
Age: 29, Sex: Male, Height: 6 foot (1.82 m), Weight: 185 lbs (83.25 kg).
Physical Impairment: Patrick cannot use his legs, he suffers from partial paralysis.
Special Psionics: Superior Telekinesis (27 hours). Spd 81 (56.7 mph/91.2 km).
Height: 27 feet (8.22 m). 200lbs (90 kg) or less does not cost him I.S.P.
Super Psionics: Super Telekinesis and Telekinetic Force Field
Physical Psionics: Telekinetic Push, Summon Inner Strength, Float, and Nightvision.
Combat Training: Basic
Attacks per Melee: 5/6 (2 initial +3 from Hand to Hand) +1 when using psionics.
Combat Bonuses: +3 to parry, +3 to dodge, +3 to damage, +3 to roll with punch/fall, and +2 to pull punch.
Saving Throws: He needs a 12 or better to save vs. psionics, +6 to save vs.
psionics and +9 to save vs. insanity.
Combat Skills: Punch 1D4, Power Blow 2D4 (2), and Elbow/Forearm 1D6.
Educational Background: On the Job Training
Common Skills: Read-Write/Speak English 86%/91%, Mathematics: Basic
81%, Pilot: Automobile 69%
Factory/Construction Worker: Basic Mechanics 70%, Carpentry 55%,
Construction (Based on John C. Philpott in Rifter #25) 70%, General Repair/Maintenance
75%, Physical Labor, and Pilot: Tracked Vehicles 84%.
Investigation Program: Computer Operation 84%, Research 70%,
Photography 65%, and Writing 55%.
Secondary Skills: Hand to Hand: Combat, Athlete, Basic Electronics 45%,
Automotive Mechanics 69%, Law (general) 40%, Radio: Basic 65%, Streetwise 32%, Land
Navigation 48%, W.P. Handgun (+1 to aim), and Pick Locks 30%.
Money: Patrick was making about $14.85 at his factory job. He worked the job for
eleven years. Since the attack, he has been on permanent disability. However, he has
taken over $100,000 from criminals and street gangs. This money is secretly stashed
away at his mother’s house.
Weapons: He carries with him a Colt Double Eagle (.45 ACP), Range: 150 feet (46
m), Damage: 4D6, Rate of Fire: Single shot or semi-auto, Feed: 8 round magazines.
Equipment & Vehicles: The only equipment and vehicle he relies on are his
wheelchair and his specially handicapped designed 2003 Trailblazer with 4-wheel drive
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Reagren Wright
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Re: On the topic of Revised to 2nd ed conversions.....

Unread post by Reagren Wright »

It just occured to me that there is a major villain in Mutant Underground and he has no
stats. So its time I fixed it and gave a little bit more flesh to BGL. It can be found in
Mutant Underground on page 33-34.

BIOFORMS GENETICS LABORATORIES

A place to make Eugenic, Mutant Animals, and Experiment NPC or PC in HU 2nd.

BGL operates on a private island off the coast of Brazil near Uruguay. This South
American-based corporation specializes in genetic engineering. The laws regarding animal
and human experimentation and environmental issues are lax here. BGL is manipulating the
genetic codes of humans and animals to produce superior combinations. BGL has big
financial backers in Argentina and Malvador (Emperor Danilek). In-fact, William
Monant has recently becomes interesting in an up and coming company called
SharperCorp in Argentina which is just on the cutting edge of animal and human genetic
engineering. He is thinking of either buying the business or perhaps having them merge
with BGL. If anything happens to BGL. William is likely to go to work at SharperCorp and
begin a new (for more info on SharperCorp see Rifts: South American I and II).

BGL Organization Statistics

A. Outfits: Utility Outfits (2)
B. Equipment: Electronic Supplies (10 points)
C. Weapons: Armed Agents (5 Points)
D. Bionics & Robotics: Cyber Agents (25 Points)
E. Vehicles: Fleet Vehicles (lots of boats) (10 Points)
F. Communications: Satellite Network (30 Points)
G. Offices: Urban (5 Points)
H. Military Power: Militia (15 Points)
I. Super Powered Operatives: Super Strike Force (40 Points)
J. Sponsorship: Private Industry (6 Points)
K. Special Budget: Large Loans (25 Points)
L. Administrative Control: Agency Protection (25 Points)
M Internal Security: Paranoid (30 Points)
N External Infiltration: General Infiltration (25 Points)
O Research and Information: Excellent Connection (20 Points)
P Business Credentials: Unknown (3 points) accept to those in underworld with lots of money.
Q. Employees Salary: Good (20 Points)
Total Agency Points: 296 Points

WILLIAM MONET

William James Monet grew up in Bedford England. His family can trace its origin back to
13th century nobility. He has always grown up with money and been lavished in luxury. He
has also prized in his looks. At the age of 14, he decided to go into acting to put his
handsome appearance on stage or the silver screen. By the age of 19 he became a famed
British young actor. Then he started to go prematurely bald, thinking he wasn’t good
enough anymore. So he enrolled in Cambridge University. He earned two degrees one in
biochemistry and the other in business. He then went to work at a biochemical plant and
using his families money bought it so he could be in charge. He immediately became
fascinated with the company’s research in molecular biology and super-eugenics.
This was a small part of the company, but he wanted to bring it to the forefront. Using
the family fortune, he bought a small island off the coast of Brazil and Uruguay and moved
the entire operation there. He also changed its name to Bioforms Genetic Laboratories. He
went out of his way to hire the most brilliant mind in the field as well lure individuals away
from the likes of American companies like BIO-Spawn and Genesys, promising them a
freehanded policy. In a couple of years, amazing breakthroughs came in the field of
eugenics. Using animal DNA and tissue transplantation they could augment and change
human subject, turning them into meta-beings. They also began recruiting individuals who
lost their jobs at Dream Gardens. Finally when a significant breakthrough in the human
experimentation came in bestowing super abilities, Monet subjected himself to the
process. It worked although it turned him into a green being. Monet decided to spread the
word to the former corners of the world that BGL was in the business of turning the very
wealthy into meta-beings. It also became apparent that meta-being DNA and/or alien was
needed. Monet has hired a number of super beings to seek out and capture metas and
bring them to the island for dissection purposes. His ultimate goal is to sell eugenics on
the open market for everyone able to afford it. He envisions being the head of a super
being world. Those who oppose such a vision must be destroyed be they normal or meta.
He has been working with a number of known criminal masterminds such as the Usurper,
Damien Lazarus, Doctor Anton Minsky (of Koan Memorial Hospital), Warden Harker, Doctor
Lovejoy, and the mysterious David Slave. He and Rex Taylor (of Taylor Oil) are embroiled
in a bitter business and personal feud. He is well aware that Taylor’s plans are similar to
his own. At any cost, he must the victor.

Real Name: William James Monet
Occupation: Owner and CEO of Bioforms Genetics Laboratories
Alignment: Diabolic
Power Category: Experiment
Experience Level: 7th
Hit Points: 45 S.D.C.: 55/+30 in liquid form.
P.P.E.: 26
Appearance: William Monet looks like a handsome forty-something, prematurely
bald British man with hawk like features. He has green eyes which match his light green
skin. When not walking about in his dark blue robe (naked beneath), he likes to wear
tailored suits (all designed with Bio-Aura).
Attributes: I.Q. 21, M.E. 29, M.A. 22, P.S. 44, P.P. 13, P.E. 18, Spd. 19, P.B. 25
Age: 48, Sex: Male, Height: 6 foot (1.82 m), Weight: 185 lbs
(83.25 kg)/1295 lbs (582.75 kg) in liquid form.
Side Effects: Light green skin and odd skin texture (looks glossy and wet).
Major Super Ability: Alter Physical Structure: Liquid
Minor Super Abilities: Superhuman P.S., Supervision: Advance Sight (7 miles/11.2
km), and Extraordinary Physical Beauty. Note: He can carry 8800 lbs (3960 kg) and lift
13,200 lbs (5940 kg).
Combat Training: Basic
Attacks per Melee: 5 (2 initial + 3 from Hand to Hand)
Combat Bonuses: +1 to initiative, +1 to strike, +3 to parry, +3 to dodge, +31 to
damage, +3 to roll with punch/fall, and +2 to pull punch
Saving Throws: +6% to save vs. coma/death, +7 to save vs. psionics, +12 to save
vs. insanity, and +2 to save vs. magic & poison,
Combat Skills: Punch 1D4, Power Blow 2D4 (2), Elbow/Forearm 1D6, Snap Kick 1D6,
All holds, Critical strike on an unmodified roll of 19-20
Other Bonuses: +7% to all skills, 70% trust/intimidate, and 75% charm/impress.
Educational Background: B.A. Degree.
Common Skills: Read-Write/Speak British English 98%/98% and Pilot:
Automobile 88%
Business Program: Mathematics: Basic 98%, Business & Finance 97%,
Computer Operation 98%, Law (general) 87%, and Research 98%.
Entertainer Program: (based on John C. Philpott in Rifter #25) Disguise
89%, Impersonation 92%/78%, Performance 98%, Seduction 82%, TV/Video 97%, and
Wardrobe & Grooming 98%.
Science Program: Mathematics: Advance 98%, Chemistry 98%, Biology
98%, Genetics 78%, and Psychology 97%.
Language Program: Read-Write/Speak Spanish, French, Portuguese, and
German 98%/98%.
Secondary Skills: Hand to Hand: Basic, Athlete, Swimming 92%, Pilot:
Boat: Sail Type 8%, Pilot: Airplane 85%, Pilot: Boat: Motor, Race, and Hydrofoil Type
97%, Public Speaking 92%, Computer Programming 78%, Astronomy & Navigation 72%,
Holistic Medicine 72%/62%, Identify Plants & Fruits 57%, Radio: Basic 82%, Wilderness
Survival 47%, and Body Build & Weightlifting.
Money: William Monet family comes from old British money (nobility). He is worth
around $430 million U.S. dollars. He owns a grand estate back in Bedford, England, as well
as numerous other real estate holdings in Brazil, France, Quebec, and Germany. This does
not include BGL which has 42 billion in cash and resources.
Weapons: He relies on his super abilities only.
Equipment & Vehicles: He owns a 2007 68 foot (20.7 m) Viking Convertible (yacht)
with a modified engine that allows it to reach 42 knots (48.3 mph/77.76 km). He pays to
ensure the vessel stays in absolute “mint” condition. However his prize and joy is a
725 foot (221 m) unfinished 12 deck Passenger Vessel built in 1990. He bought it from the
original own for 32 million. He is hoping to complete the 13,000 ton (lightship) cruise
vessel and turn it into a floating condominium project.
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Re: On the topic of Revised to 2nd ed conversions.....

Unread post by gaby »

Great.

Hope to see more soon.
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Reagren Wright
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Re: On the topic of Revised to 2nd ed conversions.....

Unread post by Reagren Wright »

Time for more "good guys" now. This one is mentioned on page 188 of GI in regard to Redline.

STRAIGHT A

Welord Falls grew up in Silver Hill in Century Station. He learned to talk when he was 8
months old. By age two, he was reading and writing like a 9 year old. By age 5, he
possessed the same intellect as a high school valedictorian. This child prodigy simply
astounded everyone around him. His father worked for the CSPD police laboratory. Welford
was fascinated by the methods to find clues to solve crimes. He read mystery and crime
novels all the time, hoping one day to be just like his father. When he was eight years old,
he went to his father’s place of work and saw pictures of a horrific crime scene. With his
deductive skills, he spotted several clues that escaped the notice of everyone else in the
forensics department. His father convinced two detectives to take his son to the next
crime scene. Despite the horror in the room, Welford deduced who had committed the
murder and how. Within a few weeks, Welford was made a special consultant for CSPD.
Welford not only loved the job, he decided when the police needed him, he have to get
there as soon as possible. He was given special access to crime scene evidence and
equipment in Gramercy Island and was able to create a hoverboard and protective gear.

When the robot known as R-LINE v3.4 became a public menace to Century Station and
numerous high-speed heroes were unable to defeat him, Welford figured out the robots
precise electrical frequencies that its power supply generated. He designed an EMP bomb
that targeted that frequency only. The bomb deactivated Redline instantly. Welford was
declared a citywide hero and was even awarded a medal by the mayor and chief of the
police. Apex told him he received a Straight A in crime fighting. This name eventually
became his code name. Welford was named a special consultant for CHIMERA and it was
decided the moment he graduated from college and turned 18, he would have a permanent
position with any branch of CHIMERA of his choice. Welford can’t decide which area he
wants more. Presently he is still working on helping to solve case with the CSI for CSPD. His
active roll with CHIMERA however has come to the attention of numerous villains who have
no qualms about taking him or his family out.

Real Name: Welford Falls
Occupation: Special Consultant for CHIMERA and 3rd year college student
Alignment: Principled
Power Category: Hardware-Analytical Genius
Experience Level: 3rd
Hit Points: 25 S.D.C. 21 (Normal S.D.C. has been reduce in ½ because of age).
P.P.E. 26
Appearance: Welford looks like a typical 11-year old boy. He has blond hair and blues
eyes. He wears glasses of his own design that allow him to see during the day and night
equally. He dresses like a typical big city young kid.
Attributes: I.Q. 20, M.E. 13, M.A. 10. P.S. 10, P.P. 8, P.E. 10, Spd. 14, P.B. 13
Age: 11. Sex: Male. Height: 4 foot, 6 inches (1.37 m). Weight:
87 lbs (39.1 5 kg)
Combat Training: Non-combatant
Attacks per Melee: 1 attack per melee round and 3 non-combat melee actions
Combat Bonuses: +1 to parry, +2 to dodge, and +1 to roll with punch/fall
Combat Skills: Punch 1D4
Saving Throws: Because of his work with the police department, he’s gained a +2 to
save vs. Horror Factor.
Other Bonuses: +6% to all skills and +1 to Perception.
Educational Bonuses: Special
Common Skills: Read-Write/Speak English 92%/97% and Pilot: Rollerblades &
Skateboard 65%.
Special Skills & Training: Analyze and Operate Devices 92%, Build/Modify Armor 92%,
ECM (Electronic Countermeasures) 82%, Electrical Engineer 71%, Mechanical Engineer 66%,
Weapons Engineer 56% (+1 to strike with heavy weapon and vehicle weapon systems),
Robot/Bioware Mechanics 56%, Robot Electronics 61%, Radio: Basic 91%, Sensory
Equipment 71%, Chemistry 91%, Chemistry: Analytical 76%, Computer Operation 95%,
Computer Programming 75%, Computer Repair 61%, Astrophysics 71%, Art (sculpting) 66%,
Anthropology 71%, Biology 71%, Paramedic 71%, Intelligence 60%, Research 81%, and
Mathematics: Advance 98%.
Medical Investigation Program: Crime Scene Investigation 66%, Forensics 66%,
Pathology 71%, and Mathematics: Basic 97%
Secondary Skills: Jury-Rig 56%, General Repair/Maintenance 66%, Public Speaking
71%, Play Piano 56%, T.V./Video 56%, Athlete, Streetwise 30%, and Law (general) 36%.
Money: He gets an allowance of $20 a week from his father. CHIMERA has set up a
trust fund for him that he will receive in two parts when he turns 18 and 21 years old. He
doesn’t know how much it is, but it’s enough that he could finish his PhD in the school of
his choice.
Weapons: Not old enough to carry a weapon.
Vehicles and Equipment:
Hoverboard (a hover skateboard). A.R. 6, S.D.C. 40, Speed: 30 mph (48.3
km), Hovers 6 inches-12 feet (.12-3.65 m) high, +3 to dodge, Range: 250 miles (before
recharging). His boots are magnetically locked to the board enabling him to perform a loop
without falling off. He has to press a button on his belt to turn off the lock.
Hoverboard Gear. He wears a helmet, goggles, gloves, elbow and
kneepads, belt, and boots. All this gear together generates a dampening field to protect
him from kinetic energy and impacts (same as Minor Super Ability Impact Resistance). He
also wears a special headset radio receiver and transmitter that can also works as a cellular
phone. A.R. 8 and 25 S.D.C.
Backpack. It is the same as the Minor Super Ability Dimensional Pocket.
A.R.12 and 220 S.D.C.
In the basement of his huge house (Battenberg Heights), he has a home built computer
(equal to the most expensive Mac computer), laser printer, telephone modem, LCD monitor,
optic band, letter bomb detector, portable explosives detector, all sorts of emotion and
stress detectors, the equivalent of portable laboratory, a portable scan dihilator, a medical
bag (used for crime scene investigations), gas mask, protective goggles, two high valued
lap top computers, medical clothing. In his backyard, there is a building where he conducts
his experiments and research. It’s about the size of a three-car garage. His parent’s house,
garage, and his lab are under constant video surveillance. It requires a fingerprint and
retinal scan in order to access his room and laboratory, even by his parents. The windows
are bulletproof and the doors have special electrical locks (not powered by the city grid).
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Reagren Wright
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Re: On the topic of Revised to 2nd ed conversions.....

Unread post by Reagren Wright »

Wanted to really do something different with this guy. He is mentioned on page 208-209 of
GI in regard to Undine.

HIEROPHANT

Lehrain comes from the dimension known as Rifts: Phase World, specifically a planet called
New Midgard. He the Asgardian Elf studied the ways of mysticism. By the time he was 55
year old, he was a very accomplished wizard. He made plans to sell his services to anyone
needing a mage. One day while working at a remote nexus location, a dimensional portal
opened and several alien beings stepped through. They identified themselves as Shissans.
They miscalculated performing their ritual magic. Lehrain agreed to help them re-create a
portal that would send them back. For the next two weeks, the Shissans and Lehrain
traded magic knowledge and information about each other dimension. Finally, the special
was ready but Lehrain decided to go back with them. Leshrain found life on Shia
challenging, but a reward experience.

Lehrain began hanging out with a Kassan and Shissan who operated as operatives for the
FAR. For the next fourteen years, he enjoyed numerous adventures with these two friends.
He made dozens of friends and three times as many enemies. Eventually his friends decided
to retire from the rough life and the growing fear of Atorian hostilities. Lehrain decides to
stay in this dimension but leaves the Liloqua Quadrant for the Ilta. He spends about 70
years exploring this section of the galaxy. It is here he had an epic adventure protecting
the planet Goga-Rux from an invading swarm of space wasps. The alien emperor gave him a
magical elixir to us one day in the future. Lehrain decided to go back to Liloqua Quadrant.
He learned his Kassan friend had decided to return to action and went with a group of
explorers to check out a planet in the Ilta Quadrant rumored to have a huge supply of
precious gems. The group never came back. Lehrain followed the trail to the planet Earth.
He spent three years traveling over Earth to learn his friend and company crashed in the
remote wilderness of Canada. He made sure the ship was concealed from further discovery.
Something about the people of Earth brought about a fondness for Lehrain. He started to
live among them in the country of Wales. He went about calling himself Heronimus Tilney.
He took a trip to the American Colonies and made numerous friends in the city of Boston.
When problems began with the Colonies and England, Heronimus sided with the colonist. He
eventually joined with the Continental Army (using his magic behind the scenes). Once
America has its independence, Heronimus went west. When he reached California he went
back east in time to help the North fight in the Civil War. He eventually arrived in a small
mining town that eventually became Century Station. For the most part, he tried to live a
quiet life unless he felt it necessary for him to interfere, becoming the magical mega hero
Hierophant. He operated his little magic shop (which sold legitimate magical objects). He
became very active after the collapse of Project Daedalus. Then one day Amy Gruvensky
went into his store and stole the magic elixir. Before Heronimus could stop her, she drank it
and transformed into a bald, blue and white skin being with the power to control water. He
wanted to punish her but instead decided to take the girl under his wing and train her. For
a while she was a great hero and took his lessons to heart, but she eventually got tired of
his rules and sermonizing. She took off one day and embarked on a string of crimes and
acts of reckless endangerment. When confronted by Hierophant, she tried to escape and
caused a massive boating accident leaving 100 innocent civilian injured. Eventually
Hierophant captured her. She was sentenced to 25 years at Gramercy Island. If she ever
escaped she plans on getting her revenge against him, she might even recruit others metas
and/or thugs to help her. Heronimus continues to live a quiet life running his magic shop,
and rarely goes out as Hierophant unless he feels his expertise is needed. He has become a
close confident of Iron Lotus and he has started selling his knowledge to Earth Angel.

Real Name: Lehrain Banerat
Alias: Heronimus Tilney
Occupation: Intergalactic Champion of Justice. Member of The Order of Three
Alignment: Principled
Power Category: Alien Mega Hero (Asgardian High Elf)
Experience Level: 12th
Hit Points: 87 S.D.C.: 68
P.P.E.: 202
Appearance: Heronimus has grey hair held back from his face in a ponytail. His eyes
are grey in color. He wears black leather studded armor suit whenever he is combat,
otherwise he dresses in an open-necked shirt with a velt smoking jacket. He is
extraordinary hansom with elf features.
Attributes: I.Q. 19, M.E. 20, M.A. 13, P.S. 16 (supernatural), P.P. 14, P.E. 25, Spd. 36, P.B. 21
Age: 409, Sex: Male, Height: 6 foot and 9 inch (2.056 m), Weight
: 195 lbs (787.75 kg).
Natural Abilities: Nightvision 300 feet (91.5 m), he can see in total darkness.
Bio-regenerate 2D6 hit points/S.D.C. per hour.
Wizard Abilities: Astral Projection, Familiar Link (Pinky-Hamster), Sense Enchantment,
Sense Supernatural Evil, and Sense Magic.
Magic Spells: Blinding Flash, Decipher Magic, Globe of Daylight, Increase Weight, See
Aura, See the Invisible, Cloud of Smoke, Thunderclap, Ventriloquism, Befuddle, Darkness,
Fear, Weightlessness, Mystic Alarm, Extinguish Fear, Concealment, Climb, Detect
Concealment, Levitation, Extinguish Fire, Armor of Ithan, Energy Bolt, Resist Fire & Heat,
Cold Wall, Invisibility: Simple, Breathable Air, Paralysis: Lesser, Float in Air, Telekinesis,
Negate Poison/Toxin, Carpet of Adhesion, Shadow Meld, Swim as a Fish, Charismatic Aura,
Magic Net, Energy Field, Repel Animals, Ice Blast, Eye of Thoth, Escape, Energy Disruption,
Heal Wounds, Tongues, Mystic Shield, Impervious to Energy, Create Gravity Well, Heal Self,
Immobilize, Locate, Oracle, Sense Dimensional Anomaly, Metamorphosis: Human, Protection
Circle: Simple, Sword to Snake, Phantom Horse, Dimensional Pocket, Finger of Lictalon,
Summon & Control Animals, Amulet, Time Hole, Sanctum, Talisman, Protection Circle:
Superior, Id Barrier, Restoration, and Dimensional Portal.
Combat Training: Martial Arts
Attacks per Melee: 6 (2 initial +4 from Hand to Hand). Spells 1-5 take need 1 attack,
6-10 need 2 attacks, 11 and higher (including Legend) need 3 attacks.
Combat Bonuses: +3 to initiative, +3 to strike, +6 to parry, +7 to dodge, +5 to
damage, +4 to roll with punch/fall, +3 to pull punch, +2 to disarm, and +4 to spell strength
(16 or higher to save).
Saving Throws: +8 to save vs. magic, +3 to save vs. psionics and insanity, +3 to
save vs. possession, +5 to save vs. poison & disease, +6 to save vs. Horror Factor, and
+20% to save vs. coma/death.
Combat Skills: Punch 2D6, Power Blow 4D6 (2), Backhand strike 3D6, Elbow/Forearm
3D6, Knee 2D6, Karate Kick 4D6, Snap Kick 2D6, Roundhouse Kick 6D6, Crescent Kick
3D6+2, Tripping/ Leghook (cannot be paired, must dodge or knockdown, Jump Kick 6D6x2,
Flying Jump Kick 1D4x10, Body Flip/Throw 3D6 plus P.S. damage bonus (lose initiative and
1 attack/action), Leap Attack, All Holds, and Critical strike on an unmodified roll of 18-20.
Other Bonuses: +5% to all skills and 55%charm/impress.
Educational Background: Special (Intergalactic Rhodes Scholar) and is well familiar
with Earth culture.
Common Skills: Read-Write/Speak Elf/Dragonese & Old Norse 98%, Spell
Translation 37%, Lore: Demon & Monster 97%, Lore: Geomancy 92%, Lore: Religion 98%,
Mathematics: Basic 98%, Pilot: Horsemanship 93%/73%, and Read-Write/Speak
English, Spanish, Arabic, Greek, and four Galactic Trade Languages 98%.
Science Program: Computer Operation 98%, Mathematics: Advance 98%,
Chemistry 98%, Anthropology: Alien (humans) 98%, Xeno-Biology 98%, and Xeno-Botany
98%.
2nd Science Program: Archeology 98%/98%, Astronomy & Navigation 98%,
Chemistry: Analytical 98%, and Astrophysics 98%.
Technical Program: Gemology 98%, Research 98%, Lore: Alien 98%,
Appraise Antiques 98%.
Espionage Program: Hand to Hand: Martial Arts, Detect Ambush 98%,
Intelligence 98%, Wilderness Survival 98%, Tracking (people) 98%, and Disguise 98%.
Ancient Weapon Program: Paired Weapons, W.P. Sword (+5 to strike/+4 to
parry), W.P. Staff (+4 to strike/+4 to parry), and W.P. Archery (+7 to strike, +3 to disarm,
Rate of Fire 8.
Secondary Skills: Athlete, Running, Climbing 98%/95%, Prowl 92%,
Swimming 98%, Outdoormanship, Land Navigation 89%, Identify Plants & Fruits 95%,
Hunting, Gardening 89%, Cook 98%, Philosophy 90%, Public Speaking 98%, Holistic Medicine
80%/70%, Pilot: Personal Anti-Gravity Transportation 80%, Streetwise 41%, Art (pottery)
60%, History 80%/60%, and Business & Finance 45%.
Money: He has 240,000 galactic credits. He has 260,000 Eurodollars (335,166 US
dollars) in a Swiss Bank account. In a bank in Century Station, he has 300,000 US dollars.
In several safe deposit boxes at another bank, he keeps $435,000 in precious stones.
Weapons: In a hidden vault in his home in Century Station, he has a stash of 3D6
magical weapons he’s collected from all over the galaxy and here on Earth and New Midgard
(use magic weapon from Immortals in PU2 on page 66 to determine type and magical
properties). His favorite weapons are a Kisentite Katana (4D6+3 damage) and a SC
Penetrator III (Alien Compound Bow), Range: 1000 feet (305 m), Damage: 1D8 as a club,
arrows inflict 4D6 damage. He has a quiver of 24 arrows.
Armor: He wears modified studded leather armor that has a stealth coating (+10% to
prowl at night and in dark settings). A.R.: 14 and 42 S.D.C. He also has a modified explorer
body suit that can be concealed under his clothes. This suit protects him from hostile
environments (A.R. 8 and 22 S.D.C).
Equipment & Vehicles: He spends a lot of time making amulets and talismans that
he might need in a particular emergency. He has six references libraries each one is about
different alien species (Anthropology: Mineral, Insect, Vegetarian, Ape, Avian, and Canine
60%). He has an anti-gravity ring, 90-160 mph (144-256 km), +3 to dodge. Unlimited
altitude.
Last edited by Reagren Wright on Sat Feb 06, 2010 12:48 pm, edited 1 time in total.
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Re: On the topic of Revised to 2nd ed conversions.....

Unread post by Reagren Wright »

As far as I can tell yeah these guys did get updated. Washington has P.P.E. and spells
that function within HU 2nd edition. They have 2nd edition skills as well. Yes his vision
does seem to have a possible "Armageddon Unlimited" stamp to it.
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Re: On the topic of Revised to 2nd ed conversions.....

Unread post by Reagren Wright »

Okay this guy was fun to make. I'm going to give Mephisto some credit for the inspiration
and Greg Diaczyk (Rifter #37) for the creation of this mega-hero champion. Reference to the
hero can be found on GI on page 181 in regard to Obzelon.

LORD ARCANE

Little is known about Earth’s protector. He has been around since the Fall of Rome, a child born
from the union of Zeus and Isis as the age of old gods ended. His charge for the last 1500 year
has been to protect humans from the forces of evil and alien invasion. He has been there to
save humanity from countless disasters. He alone has prevented alien invasions from happening
and destroying supernatural threats on every corner of the world. Surprisingly he does not take
an active roll in events unless they posse a serious threat to human life (he doesn’t deal with
petty crimes or try to stop the death of insignificant people). He has learned that he can’t
save everyone, but he can make a difference when it really matters. He uses the Orb of Oon to
watch over the world and locate particular people to ensure their safety and stability (world
leaders, religious figures, etc). Because of the pains he feels whenever humans die, he rarely
ventures into big cities (he hates going into Century Station), and if he does, it’s not for a long
time. He tries to contact and recruit other champions to act on his behalf whenever necessary.
Not because he doesn’t want to help, but because help is needed in so many places and he
can’t be everywhere at once. He tries to deal with the most pressing issues. One issue he does
handle personally is ensuring the mad wizard Obzelon stays locked up in Gramercy Island. He
defeated the wizard on Scotland’s Orkney Island. Afterward he put him in jail surrounded by a
magic circle that functions as a permanent anti-magic field against Obzelon and only him. The
jail cell also has a Sanctum spell in it, only it operates so long Obzelon is in the room. Each
month Lord Arcane comes to recharge the circle (100 P.P.E.). Lord Arcane also inspects the
Denizen and Slaughterhouse Seven as well. Lord Arcane has been mentoring young heroes for
the last 1000 years. He does all that he can for them, but in the end they either die in battle
or die of old age. It’s the curse of being immortal. No matter the cost or risk, Lord Arcane will
never surrender his charge (his life depends upon it) to protect and serve humanity the best
that he can. When he is not in his Lord Arcane persona, he appears as Count (Graf) Dieter
Manfred and lives in a remote castle in the Black Woods of Germany. This identity is difficult to
maintain since he is always way. His staff does a great job of covering for him. Presently he
has been meeting with Washington, the Leader of Lock Down Alpha to discuss his dreams of a
great magical catastrophe. He is curious if they are connected to his vision of some kind of
supernatural threat that will or is taking place in Century Station.

Real Name: Daolayae Pantherix
Alias: Count (Graf) Dieter Manfred, The Master Mage, Baron Supreme.
Occupation: Leader of the Order of Three, Protector of Humankind, Guardian of the
Heroes Unlimited Earth Reality.
Alignment: Scrupulous
Power Category: Immortal (Godling Wizard Supreme)
Experience Level: 14th
Hit Points: 85 S.D.C.: 640/+90 in costume Armor Rating: A.R.: 14
P.P.E.: 846!!! Note: He can hold 3x his normal limit for 27 minutes.
Appearance: He is a tan skin male with a graceful build. His shoulder length hair is purple
in color. His almond shaped eyes are magenta in color. His white and green outfit incorporates
rune designs. His long hooded green cape gives him a look of mystery.
Attributes: I.Q. 22, M.E. 20, M.A. 18, P.S. 26, P.P. 13, P.E. 27/31 in costume, Spd. 45, P.B. 26.
Age: 1540, Sex: Male, Height: 5 foot and 11 inches (1.80 m), Weight
: 165 lbs (74.25 kg)
Vulnerability: Bronze is a deadly metal to him. It by-pass his Armor Rating and does
double damage direct to his hit points.
Life Awareness: Whenever a human (Earthling) dies a violent death by the
direct action of another person (homicide or self-defense), force of nature (earthquake, flood,
tornado), a man-made incident (a dam/bridge collapse, airliner crash), or by unnatural means
Lord Arcane feels the pain of it. He does not feel the pain of death caused by indirect action
(man drops a wrench from a high story building and it hit a guy in the head), if it’s self-
inflicted (suicide, accident, or clumsiness), or brought on by natural causes (struck by
lightning, eaten by a predator in the wild, old age, a normal disease). This pain feels like a
sharp and powerful headache that last one melee round. Lord Arcane feels this pain each time
a person dies within one mile of his current location. He doesn’t know where it happened; he
just feels that it did. If more than 10 humans (Earthling) die from a single event, he feels the
pain 100 miles away. This time the pain is the equivalent of the Agony spell (at first level). If
more than 100 people die, he feels the pain 1000 miles away and loses 1D6 hit points (he will
recover normally) and feel the Agony like effects. If more than 1000 people die, he feels the
pain 10,000 miles away, loses 2D6x10 hit points (he will recover normally), and it will leave him
weaken for 24 hours (reduce physical attributes, attacks per melee, and combat bonuses by
one-half). If more than 10,000 people die, he feels the pain 100,000 miles away, loses
3D6x10+20 hit points (he still recovers normally), and suffers the same effect as mentioned
above. If more than 100,000 people from a single incident, he will feel the death 1 million miles
away (Earth’s moon is 238,856 miles/384,403 km away). He would lose 4D6x10+60 hit points
(which will likely kill him permanently. If more than a million people died, he would die even at
the furthest edge of the Solar System. Even if Lord Arcane where in a different dimension or
another part of the galaxy, the moment he comes within range, he feels the pain, even if the
death occurred more up to 48 hours passed.
Special Mega-Power: Immortal (he can bio-regenerates 2D6 hit points/3D6 S.D.C. every
10 minutes) and Exceptional Talent for Magic (he doubles the amount of P.P.E. he can draw on
at places of power and he recovers his P.P.E. at an increased rate of 50%).
Mega-Powers: He takes ½ damage from fire and cold. Suffers only ½ the duration of
debilitating magic, drugs, disease, etc. He is considered a supernatural being. He never tires
and is never hungry or needs to drink. He does need to breath air, but not when is wearing his
mystic costume.
Wizard Abilities: Astral Projection, Familiar Link (Isis-Dove), Sense Enchantment, Sense
Supernatural Evil, and Sense Magic.
Magic Spells: Blinding Flash, See Aura, Decipher Magic, Globe of Daylight, Turn Dead,
Fear, Extinguish Fire, Mystic Alarm, Breathable Air, Invisibility: Simple, Resist Fire & Heat,
Energy Bolt, Carpet of Adhesion, Shadow Meld, Trance, Charismatic Aura, Eyes of Thoth,
Escape, Heal Wounds, Calling, Tongues, Mystic Shield, Swim as the Fish: Superior, Memory
Bank, Create Gravity Well, Invulnerability: Superior, Dispel Magic Barriers, Immobilize, Sense
Dimensional Anomaly, Firestorm, Locate, Exorcism, Speed of the Snail, Havoc, Negate Magic,
Oracle, Banishment, Dimensional Pocket, Teleport, Mystic Portal, Anti-Magic Cloud, Remove
Curse, Amulet, Time Hole, Protection Circle: Superior, Talisman, Close Rift, Restoration,
Dimensional Portal, Teleport Superior, Sanctum, Create Magic Scroll, Barrier of Thoth, and
Sanctuary.
Note: Circe can function just like a wizard, and is able to learn or acquire new spells.
Powers In Space: These are his extra abilities while in space (he has to be wearing his
costume while in space. He can fly up to Mach 16 (10,560 mph or 16,994 km). He has 2 extra
attacks per melee, +3 on initiative, +2 to strike, +2 to parry, +9 to dodge, +1 to roll with
punch, +1 to pull punch, +2 to disarm, and +70 to S.D.C. He can also see up to 7.5 miles (12
km) away in space. He can breath without air, speak/cast spells in a vacuum, and survive in
space indefinitely. Gravity Manipulation attacks are ½ effective in damage, duration, and other
effects.
Combat Training: Martial Arts
Attacks per Melee: 9/10 (4 initial +5 from Hand to Hand) +1 in costume.
Combat Bonuses: +5 to initiative/+7 in costume, +2 to strike/+3 in costume flight, +6 to
parry/+8 in costume flight, +6 to dodge/+12 in costume flight, +4 to damage, +9 to roll with
punch/fall, +4 to pull punch, +1 to disarm, and +7 to spell strength (19 or higher to save!!!).
Saving Throws: +24% to save vs. coma/death or +31% in costume, +11 to save vs.
magic/+13 in costume, +6 to save vs. possession, +6 to save vs. poison & disease/+8 in
costume, +3 to save vs. psionics & insanity, and +7 to save vs. Horror Factor. In costume, he
is impervious to cold, depressurization, radiation, the effects of space or ocean depths, and is
invulnerable to small bits of flying debris.
Combat Skills: Restrained Punch 2D6, Full Strength Punch 4D6, Power Blow 1D4x10 (2),
Elbow/Forearm 5D6, Knee 4D6, Kick 1D4x10+2, Snap Kick 4D6+2, Roundhouse Kick 1D6x10+2,
Tripping/Leg Hook (cannot be paired, must dodge or knockdown), Backward Sweep (cannot be
paired, must dodge or knockdown, -2 to dodge), Jump Kick 2D6x10, Flying Jump Kick 2D4x10,
Body Flip/Throw 5D6 plus P.S. damage bonus (lose initiative and 1 attack/action), All Holds,
Leap Attack, Paired Weapons, Critical strike on an unmodified roll of 18-20, and Knockout/stun
on an unmodified roll of 18-20.
Other Bonuses: +8% to all skills, 50% trust/intimidate, and 80% charm/impress.
Educational Background: Eclectic Rhodes Scholar
Common Skills: Read-Write/Speak Greek & Latin 98%/98%, Spell Translation
42%, Lore: Demon & Monster 98%, Lore: Geomancy 98%, Chemistry 98%, Holistic Medicine
98%/96%, Mathematics: Basic 98%, Read-Write/Speak Chinese, English, Hindi, Spanish,
Russian, Arabic, Portuguese, Japanese, French, and German 98%
98%.
Science Program: Astronomy & Navigation 98%, Mathematics: Advance 98%,
Chemistry 98%, Archeology 98%, Anthropology 98%, and Psychology 98%.
Technical Program: History 98%, Research 98%, Law (general) 98%,
Philosophy 98%.
Espionage Program: Hand to Hand: Martial Arts, Detect Ambush 98%,
Intelligence 98%, Wilderness Survival 98%, Detect Concealment 98%, and Impersonation
98%/95%.
Military Program (Basic): Running, Climbing 98%/98%, Force Marched, Military
Etiquette 98%, Pilot: Horsemanship 98%/98%, and W.P. Sword (+6 to strike, +6 to parry).
Entertainer Program (based in part by John. C. Philpot). Disguise 98%,
Performance 98%, Public Speaking 98%, Seduction 83%, and Wardrobe & Grooming 98%.
Secondary Skills: Athlete, Swimming 98%, Fencing, Prowl 98%, Land
Navigation 36%, First Aid 98%, Holistic Medicine 98%, Identify Plants & Fruits 98%, Aerobic
Athletics (Sense of Balance 98%), Gemology 98%, Identify Plants & Fruits 98%, W.P. Shield
(+5 to parry), Dance 98%, Sign Language 78%, Gardening 80%, Appraise Antiques 68%,
Business & Finance 73%, Writing 48%, and Cook 58%.
Money: As Dieter Panton, he is worth around 3 ½ billion dollars in U.S. dollars. He owns
hundreds of thousands of dollars of precious artwork, ancient artifacts that most museums
would love to have (Egyptian, Greek, and Roman), and precious gems and metals (some of
which are alien in origin). Most of his money he makes off the worldwide stock market. Most of
his money he gives to charity.
Weapons:
His mother Isis had a magic long sword forged for him. It called the Blade of the
Blessed. It does 5D6 damage (6D6 in his hands because of fencing) and is totally indestructible.
Armor: His father Zeus provided him a mystical costume/invention in order for him to
serve his charge of protecting Earth from all threats. The costume rants him the following super
abilities Sonic Flight, Flight: Space, Space Native, and Immune to Some Super Abilities. The
suit also takes on the natural properties of its owner, meaning it bio-regenerates with him as
long as he is wearing it and as long as he is wearing immortality. This also means the costume
has the equivalent of Bio-Aura. He keeps the suit in a Dimensional Pocket or underneath his
human clothing. 8th level. A.R.: 7 and 200 S.D.C. Note: The costume allows him to have
Nightvision at 1500 feet (457 m) but this is magnified in space. He has eagle like vision and hold
his breath for 7 minutes and 30 seconds (if he wants too, he can choose not to breathe air).
Equipment & Vehicles: Lord Arcane has access to many magic items, weapons, and alien
devices. The one he uses most often is a large crystal ball about the size of a basketball (The
Orb of Oon). This crystal ball allows him to see events that take “may” take place in the future
or he can observe anyone of his choosing, and learn about his or her future. His home has a
number of Guardian Stones (Beastiary) in his mansion. He also creates his own talismans and
amulets.
Last edited by Reagren Wright on Mon May 11, 2009 4:37 pm, edited 1 time in total.
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Re: On the topic of Revised to 2nd ed conversions.....

Unread post by Reagren Wright »

Okay I'll give Bill some credit I had to look up to find out about the names of these two
guys. Once I did that it revealed what kind of powers I could give them. They are
mentioned in GI on page 143 in reference to the Conspirator. I give you Frogman and Willy
Pete.

FROGMAN

Both of Elroy Rose parents served in the U.S. Navy. All his life he was expected to follow
them. He was a state champion swimmer in high school. After graduating, he enlisted in the
U.S. Navy. His goal was to become a US Navy SEAL. He excelled in the program. He
became increasingly interested in the underwater infiltration. Because of his supreme
physical condition, he was asked to volunteer to be apart of an experimental process to
make it possible for humans to function underwater for extended periods. Elroy agreed. The
ultra secret project used eugenics science to turn him into an “aquatic man” that could
operate on land and water. Unfortunately, of the other seven men in the program, six of
them had period episodes of extreme violence. The other one couldn’t endure the “horrific”
nature of his existence and committed suicide. The program was shut down. Elroy being the
only survivor was giving an honorable discharge. He was angry that the U.S. Navy cut him
loose after turning him into a freak, and he became spiteful toward his parents. He blamed
them for taking away his own hopes and dreams. A few weeks later he learned, his little
brother Edward had been gun down in nightclub in Norwood, Century Station and no one
seemed to care. While doing his own investigation, he ran into Lincoln Roosevelt who had
his own issues with the U.S. military and its experiments that turned him into a living
inferno. The two team up and eventually took down the street gang responsible for
Edward’s murder. Elroy and Lincoln were contacted by a representative of Eagle Knight
Securities, a privately owned professional military, law enforcement, security,
peacekeeping, and stability operations firm in the United States. Both Elroy and Edward got
a chance to meet the firm owner and creator, the billionaire Reginald Knight. He learned
about what the two of them went through and decided they would make perfect agents for
EKS. Calling himself Frogman, Elroy Rose found great joy in being a hired mercenary for
good. The mission that got him unnecessary attention was when some street contacts told
him and Lincoln that nefarious guerrilla overload the Conspirator had a base of operation in
Century Station. They decided to take him out. However, the Conspirator was captured by
US S.C.R.E.T. agents on the Texas/Mexico border. Meanwhile, Frogman and Willy Pete
destroyed his CS base that housed a number of souped-up vehicles. CSPD and Sector 10
discovered evidence that they where involved. They denied it. Because of their protection
status with EKS they were safe from prosecution. Today the duo continues their roll as
professional mercenaries putting their talents to good use both home and abroad.

Real Name: Elroy Roe
Occupation: Former US Navy Seal, now Professional Mercenary (Eagle Knight
Security)
Alignment: Unprincipled
Power Category: Eugenics
Experience Level: 5th level
Hit Points: 55 S.D.C.: 109
P.P.E. 27
Appearance: Elroy is a ruggedly handsome man who appears to be in late twenties.
He has no body hair (no eyebrows or eyelashes). He keeps most of his unusual features
hidden from view (wears gloves, sunglasses, etc). He has blond hair with a tint of green.
His eyes are sea green in color.
Attributes: I.Q. 14, M.E. 12, M.A. 11. P.S. 29, P.P. 17, P.E. 16, Spd 52 (36.4
mph/58.6 km) running and 57 (39.9 mph/64.2 km) swimming, P.B. 13.
Age: 28, Sex: Male, Height: 6 foot and 4 inches (1.93 m). Weight
: 230 lbs (103.5 kg)
Insanity: He loves the thrill of danger and combat.
Eugenic Abilities: Appendix Modified, Floating Air Bladder, Gills, Circadian Rhythms,
Lung: Special (Hold Breath 23 minutes), Quick Clotting Blood, Reinforced Skeleton, Hands &
Feet: Webbed, Supervision: Infrared & Ultraviolet, Enhanced Agility & Dexterity (Extra PP),
Cold Resistance, Motion Detection (same as minor power), Heart (fatigue at 1/3 normal
level), and Physical Endurance Attribute Enhancement.
Combat Training: Hand to Hand: Commando
Number of Attacks: 6 (2 initial + 3 from Hand to Hand Combat +1 from abilities)
Combat Bonuses: +2 to initiative, +2 to strike, +5 to parry, +5 to dodge, +6 auto
dodge, +14 to damage, +7 to roll with punch/fall, +3 pull with punch, and +1 disarm.
Saving Throws: The damage and penalties of poisons/toxins are ½ and the duration
is only 25%, Normal cold attack cause him no damage, magic cold and super cold are ½
damage, +18% to save vs. coma/death, +2 to save vs. Horror Factor, +1 to save vs.
magic, +6 to save vs. poison, +4 to save vs. drugs & toxins, and +2 to save vs. disease
(+5 heart and blood disease).
Combat Skills: Karate Punch 2D4+2, Power Punch 3D6+2 (cost two attacks), Head
butt 2D6, Karate Kick 2D6+2, Backward Sweep (cannot be paired, must dodge or
knockdown, -2 to dodge), Snap Kick 1D6+2, Crescent kick 2D4+4, Roundhouse Kick 3D6+2,
Axe Kick 2D8+2, Wheel Kick 2D6+2, Tripping/Leg Hook (cannot be paired, must dodge or
knockdown),Elbow/Forearm 1D6+2, Knee 1D6, Body Block/Tackle 4D4 + P.S. damage bonus
(must parry/dodge or knockdown) Body Throw/Flip 1D6 + P.S. damage (Lose Initiative and
1 attack), and Paired Weapons.
Educational Bonuses: Military
Common Skills: Read-Write/Speak English 90%/93%%, Mathematics: Basic 82%,
Pilot: Automobile 75%%, and Ocean Survival 52% (See Rifter #25).
Military Program (Basic): Running, Climbing 85%/75%, Forced March, Military
Etiquette 70%, Radio: Basic 85%, and W.P. Rifle (+3 to aim/+1 to burst).
Military Program (Advance) Special Forces: (Based on John C. Philipot Rifter #25).
Hand to Hand: Commando, Camouflage 55%, Demolitions 85%, Demolitions Disposal 85%,
Demolitions: Underwater 86%, Prowl 70%, S.C.U.B.A. 98%, Swimming 98%, Trap/Mine
Detection 55%, W.P. Knife (+2 to strike, parry, and throw), and W.P. Sub-machinegun (+2
to aim/+1 to burst).
Law Enforcement Program: W.P. Handgun (+2 to aim/+1 to burst), Crime Scene
Investigation 70%, Law (general) 70%, and Intelligence 62%.
Secondary Skills: Athlete, Pilot: Boat (Motor, Race, and Hydrofoil 80%), Pilot Water
Skiing and Surfing 60%, Astronomy & Navigation 55%, Wilderness Survival 55%, Land
Navigation 56%, Computer Operation 75%, Boat Building 50%, Streetwise 29%, and
Wardrobe & Grooming 62%.
Money: Eagle Knight Securities pays him $1000 a week, and he earns a bonus of
$8000 for every successful assignment. So far he has about $102,000 in his savings.
Weapons: As agent of the Eagle Knight, he has access to $50,000 worth of
conventional weapons and $500,000 of gimmick or energy weapons, with all the appropriate
ammunition included. However, he does have a few personal favorites.
H&K USP Tactical (.40 S&W Semi Auto Pistol), Range: 165 feet (50 m),
Damage: 4D6+2, Rate of Fire: Single shot or semi-auto, Feed: 12 round detachable box
mag, Bonuses: Because of its recoil/buffer spring assembly, it reduces recoil effects on the
gun and forces felt by the shooter, thus an aimed shot and a short burst have the same
bonus to strike. The weapon comes with a sound surpressor and higher profile frontal
sights. He always carries at least 3 clips for this gun.
MP5-N, Range; 660 feet (201 m), Damage 3D6, Rate of Fire: Single shot,
Semi-Automatic, or Full Automatic, Feed: 30 round detachable box mag. The weapon has
ambidextrous trigger groups, retractable stock, and is designed to attach a sound
surpressor.
M16A3, Range: 1800 feet (548 m), Damage: 5D6, Rate of Fire: Full
Automatic, Feed: 30 round box mag.
TI-160 Rifle (Triton Industries), Range: 2000 feet (610 m), Damage:
6D6+2, Rate of Fire: Single shot or three-round short burst, Feed: 12 shot clip. This rifles
fires special HVAP (High velocity armor piercing) rounds. They reduce armor rating by 3 or
have a +3 to strike. This rifle can be fired underwater without loosing range or
performance.
Stun/Flash Grenades: Victims are -8 to strike, parry, and dodge, -1 to
initiative and lose one melee attack/action for the next 1D4 melee rounds. Even those in
armor should be distracted for at least 1D4 seconds and lose initiative.
Tear Gas Grenades.
Survival knife 1D6.
Armor: He wears either half or full suit of TI Riot Body Armor (A.R.: 11 and 66 S.D.C.
or A.R. 15 and 198 S.D.C.) All of his suits of armor can be submerged in water.
Vehicles: He drives 1995 Chevy 4x4 with extended cab, 13 inches lift, 18x39.5 tires.
He keeps the vehicle in perfect condition.
Equipment: As an EKS agent, he has access to $5,000 worth of sensory and
communications equipment. He has bought additional sights, surpressors (sound and flash),
and scopes for his weapons.
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Location: LaPorte, In USA

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

Unread post by Reagren Wright »

WILLY PETE

Lincoln K. Jefferson got his name because his mother wanted to name him to have a name
based on three U.S. presidents. He grew up in Detroit and managed to avoid the life of
drugs and gangs. Since he was a little kid, he wanted to be in the military. He got his
opportunity after high school. He joined the U.S. Army. After months of training, he became
the technician of a mechanized FO team. He participated in numerous missions. One day
while on a mission in Afghanistan, his teams M1126 Infantry Carrier Vehicle (ICF) was struck
by chemical weapon that dissolved it into almost nothing, but only affected the metal.
Lincoln volunteered to work with an elite Army Special Ops unit with ties with S.C.R.E.T.
Their mission was to get into Afghanistan and destroy the base that housed these long
chemical missiles. The team was partially successful, but ran into trouble when they
encountered a meta-mercenary force. Afterward, Lincoln agreed to participate in black
project program to create better soldiers with specific abilities for specific tasks. In his
case, to not only be a lone forward observer, but the weapon as well.

He received additional training then underwent an experimental process to make him a
human weapon. Unfortunately the process could not be reversed, he remained in a
constant burning state unless he concentrated and focused on being normal. As a result,
he was useless for the military unless they wanted to simply as a “weapon”. Lincoln
received a honorable discharge and the option to come back to received regularly checkups
to keep his powers in check. Frustrated he decided to go to Century Station to be with the
other freaks. He got a run down apartment in Norwood. Two weeks later, he learned the
guy across the hall had been gun down in a nightclub. A week later, his older brother Elroy
Roe showed up. He was talking to Lincoln when someone attacked them. Together they
took out those responsible. Looking for an excuse to bust some skulls, Lincoln agreed to
help Elroy track down those responsible. In doing so, they developed a friendship. After
they took the street gang down they where contacted by Eagle Knight. The rest is history
(See Frogman for the rest). Lincoln likes being a mercenary but he longs to be normal. He
longs for the touch of a woman without having to worry about killing her.

Real Name: Lincoln Kennedy Jefferson
Occupation: Former US Army Fire Support Specialist (Forward Observer), now
Professional Mercenary (Eagle Knight Security)
Alignment: Unprincipled (but has a cruel mean streak).
Power Category: Experiment
Experience Level: 5th level
Hit Points: 43 S.D.C.: 72/+50 in fire form.
Natural Armor: A.R. 14 in fire form.
P.P.E. 34
Appearance: Lincoln has short, black curly hair. He looks like an African American
male who engages in intense exercise. His face is sharp-featured and deeply furrowed. His
eyes are white.
Attributes: I.Q. 14, M.E. 11, M.A. 12. P.S. 12, P.P. 14, P.E. 24, Spd 32/60 mph (06.5
km) flying in fire form, P.B. 13.
Age: 30, Sex: Male, Height: 6 foot and 2 inches (1.87 m). Weight: 220 lbs (99 kg)
Vulnerability: Lincoln’s body wants to remain in his APS-Fire form, unless he is
deprived of oxygen or if he concentrates to remain in his normal form (loses 2
attacks/actions per melee and cannot utilize any other powers). If he is rendered
unconscious, he will revert to APS-Fire form.
Side Effect: Breathe without air.
Major Super Abilities: Alter Physical Structure: Fire and Generate Smoke (he cannot
generate fog).
Minor Super Ability: Fireworks
Combat Training: Hand to Hand: Martial Arts
Number of Attacks: 5 (2 initial + 3 from Hand to Hand Combat)
Combat Bonuses: +2 to initiative, +2 to strike, +4 to parry, +4 to dodge/+6 in flight,
+4 to roll with punch/fall, +3 pull with punch, and disarm.
Saving Throws: Impervious to the effects of smoke, fire, plasma, and heat.
Impervious to gases (including tear, knockout, poison, and vapors), +18% to save vs.
coma/death, +5 to save vs. poison and magic.
Combat Skills: Karate Punch 2D4, Power Punch 4D4 (cost two attacks), Backhand
1D6, Karate Kick 2D4, Snap Kick 1D6, Crescent kick 2D4+2, Roundhouse Kick 3D6,
Tripping/Leg Hook (cannot be paired, must dodge or knockdown), Jump Kick 6D6, Flying
Jump Kick 4D6, Elbow/Forearm 1D6, Knee 1D6, and all Holds.
Educational Bonuses: Military Specialist
Common Skills: Read-Write/Speak English 90%/93%% and Mathematics: Basic 82%.
Military Program (Basic): Running, Climbing 85%/75%, Forced March, Military
Etiquette 80%, Radio: Basic 95%, and W.P. Rifle (+3 to aim/+1 to burst).
Military Program (Advance) Armor & Artiliery: (Based on John C. Philipot Rifter #25).
Armorer/Field Armorer 85%, Basic Mechanics 75%, Land Navigation 76%, Pilot: Tank & APC
92%, Pilot: Automobile 95%, Weapon Systems 85%, Sensory Equipment 75%, Pilot: Truck
96%, and Pilot: Tracked Vehicles 98%.
Espionage Program: Hand to Hand: Martial Arts, Detect Ambush 70%, Intelligence
68%, Wilderness Survival 70%, Sniper (+2 to aimed/called shots-2), and Tracking (people)
65%.
Modern Weapon Program: Military Flamethrower (+2 to aim), W.P. Heavy Military
Weapons (+2 to aim/+1 to burst), and W.P. Sub-machinegun (+2 to aim/+1 to burst).
Law Enforcement Program: W.P. Handgun (+2 to aim/+1 to burst), Crime Scene
Investigation 70%, Law (general) 70%, and Surveillance 65%.
Secondary Skills: Athlete, Body Build & Weightlifting, Basic Electronics 55%, Jury-Rig
60%, Computer Operation 69%, Astronomy & Navigation 45%, and General
Repair/Maintenance 60%.
Money: Eagle Knight Securities pays him $1000 a week, and he earns a bonus of
$8000 for every successful assignment. So far, he has about $115,000 in his savings.
Weapons: As agent of the Eagle Knight, he has access to $50,000 worth of
conventional weapons and $500,000 of gimmick or energy weapons, with all the appropriate
ammunition included. However, he tends to rely on his super abilities.
Continuous Bolt of Fire: Range: 42 feet (12.8 m), Damage; 7D6 (x2 for dual
blast), Duration; 10 melees, Rate of Fire: One or two blasts. Each blast counts as 3
attacks. Bonuses: +6 aim/+1 wild shot (he has learned to apply the W.P. flamethrower
bonus to strike skill).
Fireball: Range: 450 feet (137 m), Damage: 8D6 or 1D4x10+6. Bonus: +5
aim/+1 wild shot.
Fire Touch: 4D6.
Fireworks Blast: 250 feet (76.2 m), Damage: 4D4, Bonus: +1 aimed shot.
Armor: He wears special TI Thermal Full Riot Body Armor that is heat and fire
resistant. A.R. 15 and 198 S.D.C
Vehicles: Any vehicle he gets in and their a chance it might catch on fire.
Equipment: As an EKS agent, he has access to $5,000 worth of sensory and
communications equipment. He has little use for equipment most of the time because it
melts if he is wearing it. He does wear a special thermal resistant body suit so he is not
running around naked.
User avatar
Reagren Wright
Palladium Books® Freelance Writer
Posts: 3238
Joined: Sun Feb 10, 2002 2:01 am
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
Location: LaPorte, In USA

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

Unread post by Reagren Wright »

This guy comes from GI on page 177. He is in reference to Megasaur.

QUETZLCOATL

Leoncio was born in Mexico City. He had a hard life but through a belief in himself and strong
values, he rose up out of poverty to become an elementary school teacher and a respected
archeologist. One day he took his 5th grade students to some ruins in an effort to teach them
some history. Two boys by luck found a secret chamber, but managed to lock the chamber
door on the outside. Leoncio heard them and went to their rescue. Suddenly the boys
activated some kind of trap, the floor was slowly retracting. Leoncio searched everywhere in
the ruins for the secret door. Finally, he came to the spot where he felt for sure the boys
where located. He touched the painted image of the Aztec god Quetzlcoatl. The moment he did
this, the room vanished. He found himself in a strange quasi-space and there before him was
the Aztec god. He told Leoncio what was he willing to sacrifice in order to save the boys, his
own life or the life of the most evil man in Mexico? Leoncio wanted to know of the crimes the
man committed. The god told him of the numerous murders, rapes, and vile criminal acts the
man had done. But Leoncio replied that this man had not allowed two innocent boys to stumble
into an ancient trap of which there was no escape. The man might have done wrong, but he’d
not wrong the boys, he himself had done so, therefore he much be punished. The God told him
that he’d chosen wisely and that he would now be required to make such decisions from this
day on. A transformation occurred and Leoncio found he’d been given mystical powers from the
god that he was used by bring the tattoo images of bird and snake on the palms of his hands
together and calling out, “I have returned” (He vuelto). This turned him into a super powered
champion of life, justice, and freedom. He pushed the rock away and saved the boys from
certain death. From that moment, Leoncio was Quetzalcoatl-Protector of the People of Mexico.
For years, he fought villains and rogues alone. Then he teamed up with a man and his two high
tech guns and robotic horse known as Vaquero (The Cowboy). Together the formed a nearly
unbeatable pair. Then the super villain Megasaur began causing mass destruction. Mexico was
contacted by Guatemala and Honduras to send the two champions to help. Quetzlcoatl and
Vaquero arrived. The two heroes managed to defeat the mega-mutant but at the cost of
Vaquero life when he struck Vaquero with his super energy blast while trying to save a dazed
Quetzcoatl from being killed by a giant boulder. With the help of the Mexico military, they
brought Megasaur to the US to Gramercy Island where he resides today. Leoncio is in despair
having lost his best friend. He is having serious doubts on whether or not to don the power
ever again. It was the first time he failed to save someone. Whether or not he returns to being
a hero remains unknown.

Real Name: Leoncio Camacho
Occupation: Protector of the citizens of Mexico.
Alignment: Principled
Power Category: Mystically Bestowed
Experience Level: 7th level
Hit Points: 41 S.D.C.: 10/169 transformed.
P.P.E.: 4/50 transformed.
Appearance: Leoncio looks like a typical male from Mexico City. He has black hair and a
short beard. He doesn’t participate in regular exercise. When he is not Quetzlcoatl he dresses
like a typical school teacher. As Quetzlcoatl, he wears brightly colored Aztec robes with
ornaments and feathers (black crow and red macaw). His mask is red and bird like. He wears a
green belt with a large blue disk. His skin appears black
Attributes: I.Q. 13, M.E. 18, M.A. 20, P.S. 14, P.P. 15, P.E. 14, Spd. 15, P.B. 14.
Age: 31, Sex: Male, Height: 6 foot and 2 inches (1.88 m), Weight:
189 lbs (85.05 kg)
Mystical Transformed: M.A. 27, P.S. 22, PP 23, SPD 75 (52.5 mph/84.5 km).
Major Super Abilities: Animal Abilities: Bird/Serpent (combined). Note: He can control
1D4x10+6 birds and 9D6 serpents.
Magic Spells: Blinding Flash, Firebolt, Charismatic Aura, Size of the Behemoth, Armor of
Ithan, Heal Others, Extinguish Fire, and Globe of Daylight.
Combat Training: Basic
Attacks per Melee: 5 (2 initial +3 from Hand to Hand)
Combat Bonuses: +1 to initiative/+5 transformed/+6 gliding, +1 to strike/+4
transformed/+6 gliding, +2 to parry/+7 transformed/+8 gliding, +2 to dodge/+8 transformed/
+10 gliding, +2 to damage/+9 transformed, +2 to roll with punch/fall, and +2 to pull punch/+4
transformed.
Saving Throws: +2 to save vs. psionics and insanity. Transformed: +2 to save vs.
psionics and insanity, +1 to save vs. magic, +3 to save vs. possession, and +10 to save vs.
Horror Factor.
Combat Skills: Punch 1D4, Power Blow 2D4 (2), Elbow/Forearm 1D6, Knee 1D6, Snap Kick
1D6, Critical strike on an unmodified roll of 19-20, and Knockout/stun on an unmodified roll of
18-20.
Other Bonuses: 60% trust/intimidate. Transformed: 92%.
Educational Background: Bachelor’s Degree.
Common Skills: Read-Write/Speak Spanish 94%/95% and Pilot: Automobile
81%. Transformed: Climb 86%/86%, Exceptional balance 84%, and Walk Rope 74%.
Science Program: Computer Operation 98%, Mathematics: Advance 98%,
Chemistry 98%, Archeology 95%/75%, Anthropology 95%, and Psychology 90%.
Technical Program: History 98%/98%, Research 95%, Law (general) 90%,
Appraise Antiques 85%.
Language Program: Read-Write/Speak English, Portuguese, French, and
Nahuatl (Aztec) 95%/91%.
Medical Investigation Program: Crime Scene Investigation 90%, Biology 95%,
Pathology 95%, and Mathematics: Basic 98%.
Secondary Skills: Hand to Hand: Basic, Public Speaking 85%, Performance
65%, Streetwise 48%, Art (Painting) 70%, Computer Programming 71%, Gemology 60%, Land
Navigation 64%, Whittling & Sculpting 80%, Sing 60%, Dance 55%, First Aid 55%, and Prowl
35%.
Money: He makes about 11,000 USD a year as a school teacher. He lives a very modest
means in Mexico City.
Weapons: He relies on his magic powers.
Knockout Venom (save vs. non-lethal poison-16). Failed roll means groggy and
has troubled focusing for 1D4 melees (-2 on initiative, -1 on all combat moves, -10% to
perform skills, and reduce Spd by 20%) before passing out for 1D6+1 minutes.
Equipment & Vehicles: He drives around in a old 70s pick-up truck.
gaby
Knight
Posts: 4340
Joined: Fri Jan 03, 2003 2:01 am
Location: Québec

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

Unread post by gaby »

well it,s looks like thers 4 to go Right?

You did a Great Job making them Reagren Wright.

Hope to see the last 4 soon.
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Reagren Wright
Palladium Books® Freelance Writer
Posts: 3238
Joined: Sun Feb 10, 2002 2:01 am
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
Location: LaPorte, In USA

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

Unread post by Reagren Wright »

You got it that would be the three surviving Ultranauts and Samuel Strong. But fear not NPCS
enthusists we still have FIVE super teams that are mentioned in GI. So we're talking about
30 more individuals before I'm done with GI :D :( . Speaking of which- Here is the first of the
surviving Ultranauts.

JABBERWOCKY

When Bruce was 13 years old, he was in bed reading Lewis Carroll’s Through the Looking
Glass, and What Alice found There
, when he came to the “Jabberwocky” poem. Suddenly
something fell out of the sky and landed in the middle of his father’s wheat field. He went out
to investigate. It was a large glowing meteorite. He ran inside and told his family. When they
came back, the meteor was gone, only the impact creator remained. Scientists and new media
made it a big story for a few days, and Bruce enjoyed his time on T.V. A few days later, Bruce
fell under the weather, but he recovered. One day after school, he was working in the barn
changing the oil to a tractor, a chore his older brother Greg was supposed to do. He was
already mad because he was had been fun of in school for breaking wind in class (it was quite
nauseating). When he couldn’t get the oil filter off, he just got madder. When he finally got it
off, oil got dumped into his face. Boiling with rage, it triggered his mutant powers from the
exposure to the meteorite. It transformed him into a monstrous creature. His family panicked
and called the authorities. Bruce fled and hid in some woods several miles away. There he
managed to change himself back to normal. It took him a while but he got back home to his
worried parents who thought he’d been eaten by the beast. Project Secure came out to
investigate and it only caused more unnecessary media attention. Bruce did his best to keep
his powers a secret.

After graduating high school, Bruce decided he wanted to do something to put his super
abilities to good use. However, every time he showed up to do a good deed, the local
authorities came after him and so did Project Tyche and Secure thinking he was some kind of
alien. It was becoming a major hassle. Finally, he decided to leave Kansas. He arrived in
Chicago hoping he make a name for him self. When he arrived, he learned of incident taking
place in the city. He went to investigate and found a number of meta-beings tangling with an
alien battlefield robot that had run amok. He teamed up with them and defeated the robot. The
group later got together around the man who showed upon the scene first who name was
Captain Courage. The group decided to band together because as a team they could take care
of each other. They called themselves the Ultranauts.

For the next year and a half, the Ultranauts battled criminal empires, corrupt governments,
alien menaces, and supernatural dangers. But the worst menace they fought was themselves.
There was always tension and bickering, namely between team members and Captain Courage
who latter called himself Triumph. Bruce was getting frustrated that people refuse to recognize
him as a hero, and always as some kind of monster. He also didn’t like Project Secure always
hounding him.

One day Miss. Mystery learned that her boss Davin Bond (she was his secretary in her civilian
identity), the head of the regional office of the EPA (Environmental Protection Agency) for the
Great Lake States was possibly an alien and he had plans to affect the air quality over the
entire United States. Davin spoke to Miss. Mystery and assured her that his intension where of
the utmost importance and involved the safety of the entire planet. He wanted to speak to her
in a private location in downtown Chicago. Miss. Mystery told the rest of her teammates.
Hovergirl, El Dorado, and Crimsom Commando felt it was a trap. Black Dog, Thunderfist, and
Jabberwocky thought Davin might have a legitimate reason for being so secretive. Miss.
Mystery wanted to met with Davin alone but take El Dorado as her back up. But Triumph
insisted on another course of action. He wanted to go after Davin Bond by assaulting his house
and forcing him to talk. Everyone insisted it was a stupid course of action. What if Davin was
telling the truth and why use obsessive force? Triumph insisted that this should be their course
of action. An argument ensued. Finally, they decided to go with their leader. The Ultranauts
went to Davin Bond’s large mansion forty miles outside of Chicago. They stormed inside and
found themselves fighting four alien battlefield robots (the same as they fought originally). El-
Dorado was killed by a full melee dual .50 caliber machine gun burst. Black Dog was crushed
beneath the foot of one. Hovergirl was badly injured and Crimson Commando tried carrying her
out of the mansion, but he was shot in the back. Miss. Mystery tried to use her illusion powers,
but the robots where not effected and blasted her bits with a long burst of its dual 50 caliber
machinegun. Jabberwocky, Triumph, and Thunderfist managed to destroy one of the four
robots, but in doing so activated a self-destruct mode. They had just enough time to grab
Hovergirl and get out the door (taking damage all the time) when it exploded. The mansion
itself was also wired with explosives. The four surviving members escaped with serious injuries.
Nothing remained of the mansion much less their companions. After weeks of recovering,
Hovergirl, Jabberwocky, and Thunderfist blamed Triumph for the death of their friends and were
tired of his megalomanical attitude. The group disbanded. Triumph was so distraught at the
deaths and the break up of the group that he changed his name to Stalwart and became a one
man wrecking crew vowing to destroy all criminals and to find Davin Bond. In the end, his
maniacal behavior got him arrested by G.I.G.M.A. and S.C.R.E.T. At his trial, Hovergirl testified
on his behalf, but it could do nothing to sway the jury. He was found guilty of five counts of
2nd degree murder and sent to life if prison. He is currently behind held at Gramercy Island.
Meanwhile Bruce Nulf has abandoned his super hero persona and now lives a quiet life as a
farmer on his parent’s farm. He has not spoken to any of his fellow Ultranauts since the group
disbanded. He is unaware that G.I.G.M.A. is watching him regularly (one of the farmhands is
actually a G.I.G.M.A agent). Whether or not he will become Jabberwocky ever again remains to
be seen.

Real Name: Bruce Nulf
Occupation: Retired Ultranaut, Currently a farmer.
Alignment: Scrupulous/Unprincipled transformed.
Power Category: Mutant
Experience Level: 2nd level
Hit Points: 31 S.D.C.: 45/535 transformed
Natural Armor Rating: A.R.: 14 transformed.
P.P.E.: 23
Appearance: Bruce looks like a big burly farmer from Kansas. He has uncombed brown
hair and brown eyes. He has a full beard. He is usually dressed in overalls. As Jabberwocky, he
looks an ugly winged brown dragon (reptile) covered in warts.
Attributes: I.Q. 13, M.E. 12, M.A. 7, P.S. 19 (superhuman)/, P.P. 12, P.E. 20, Spd. 7/37
running transformed/, P.B. 8.
Age: 22, Sex: Male, Height: 6 foot and 5 inches (1.95 m)/11 foot and 5
inches (3.4 m) transformed, Weight: 275 lbs (123 kg)/1100 lbs (495 kg) transformed.
Unnatural Characteristics: He is very hair and stocky. He can carry 3800 lbs (1710 kg)
and lift 5700 lbs (2565 kg) normally.
Major Super Ability: Monstrous Form (Predator vision, Combat Fangs-3D6 damage, Tough
Skin, and Increased Speed & Leg Muscle Strength).
Minor Super Ability: Flight: Winged, Energy Expulsion: Fire, and Stench. Note: He can
only use his minor super abilities once he has changed to his monster form.
Combat Training: Basic
Attacks per Melee: 4/5 (2 initial +2 from Hand to Hand) +1 from flight when transformed.
Combat Bonuses: +1 to initiative transformed, +1 to strike transformed when flying, +1
to parry/+3 transformed when flying, +1 to dodge/+5 transformed when flying or hovering
under 80 mph (128 km)/+7 when flying around 90 mph (144 km) or more, +4 to damage/+22
transformed/+4 to damage for every 20 mph (32 km) of flight speed, +2 to roll with punch/fall,
and +2 to pull punch.
Saving Throws: +3 to save vs. magic and poison, +10% to save vs. coma/death, and +1
to save vs. stench attacks.
Combat Skills: Punch 1D4, Power Blow 2D4 (2), Elbow/Forearm 1D6, and Knee 1D6.
Transformed: Claws 2D6, Punch 2D4+2, Power Claws 4D6 (2), and Bite 2D4.
Educational Background: High School
Common Skills: Read-Write/Speak English 84%/90%, Pilot: Automobile 81%,
Pilot: Tractor (81%), and Pilot: Off-Road Vehicles Based on John C. Philpott in Rifter #25
(+25% to pilot skills when going off road)
Domestic Program: Mathematics: Basic 83%, Gardening 49%, Animal Husbandry
55%, Sewing 55%, and Fishing 55%.
Technical Program: Animal Training (Based on John C. Philpott in Rifter #25)
45%, General Repair/Maintenance 60%, Jury-Rig 40%, and Rope Works 45%.
Secondary Skills: Hand to Hand: Basic, Physical Labor, Basic Mechanics 50%,
Basic Electronics 40%, First Aid 55%, Hunting, Preserve Food 40%, Skin & Prepare Animal Hides
45%, Track & Trap Animals 35%/45%, and W.P. Rifle (+1 to aim).
Money: Bruce works on his father’s farm, so his income varies on many factors. Needless
to say, Bruce doesn’t have a lot of money to spend.
Weapons: Bruce relies on his super abilities.
Fire Breath: Range: 300 feet (91.5 m), Damage: 3D6, Bonus: +3 aim/+1 wild.
Browning A-Bolt Hunting Rifle (.223 Remmington), Range: 1600 feet (500 m),
Damage: 5D6, Rate of Fire: Single shot, Feed: 4 round detachable mag.
Equipment & Vehicles: On the farm, he drives around in a 1985 Chevy ½ ton pick-up.
User avatar
Reagren Wright
Palladium Books® Freelance Writer
Posts: 3238
Joined: Sun Feb 10, 2002 2:01 am
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
Location: LaPorte, In USA

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

Unread post by Reagren Wright »

HOVERGIRL

Hovergirl is the younger sister of Holo, the Dark Tribunal Head of Espionage, and the former
assistant to the Grand Inquisitor. She always wanted to be apart of the leadership of the
organization, but it simply was never going to happen. Her job was to assist the Grand
Inquisitor in his experiments and understanding the physiology of earthling meta-beings. She
would go out with other agents and capture normal people and/or metas for the Grand
Inquisitor experiments and research. On one particular mission in Chicago, she detected an
alien power source in a warehouse. When she arrived, she discovered it to be a modified
battlefield robot. She knew immediately that no earthling possessed the techno know how to
build such a machine, so someone with access to alien technology had to be here on Earth.
Unfortunately, her mere presence (alien nature) triggered the robot out of its sleep mode. It
went after here and her assistants. She fled the warehouse with the robot coming after here.
A few minutes later, other meta-beings came to her aid. Together they managed to destroy
the robot. The group discussed the incident and everyone decided that if they work together,
what they could accomplish as a group would be even more beneficial to humanity as a whole.
The group called itself the Ultranauts. Hovergirl’s main objective in the beginning was to use
the group in order to discover who was the person behind the alien technology. However, the
more she hung around the group, the more she began to regard them as her friends and
companions. Soon she was no longer reporting in to the Dark Tribunal. This led to an encounter
with her sister who told her if she couldn’t bring them to the DT cause, then she needed to
return to the DT and be done with them. Hovergirl couldn’t decide what to do. The decision
came after the Davin Bond incident. With four of her friend dead and with Triumph namely to
blame, Hovergirl wanted to be done with all of it. After the group disbanded, she returned to
Chicago and lived a very quiet, concealed life, trying to avoid be discovered by the DT. She
eventually met some people involved in the alien watch group Reach Up. With their assistance,
she managed to create a falsified human identity and got a job at the Macy’s Department
Store. Today she lives a quiet life but has become the Head of the Reach Up group in Chicago.
One of the reasons she does it is she hopes to avoid being found out by the DT, especially her
sister.

Real Name: Gravitonia
Alias: Sandy Nook
Occupation: Retired Ultranaut, currently Head of Chicago Reach Up and employee of Macy’s Department Store.
Alignment: Scrupulous, she used to be Aberrant.
Power Category: Alien (Human)
Experience Level: 2nd level
Hit Points: 29 S.D.C.: 74
P.P.E.: 25
Appearance: She is tall and attractive. She has black hair and black eyes. There is
nothing particular stands out about her.
Attributes: I.Q. 17, M.E. 21, M.A. 18, P.S. 14, P.P. 12, P.E. 17, Spd. 29, P.B. 14.
Age: 23, Sex: Female, Height: 6 foot and 1 inches (1.85 m), Weight
: 189 lbs 85.05 kg), but she looks as if she would weigh a slim 127 lbs (57.15 kg).
Originating Alien Environment: High Radiation.
Natural Abilities: Impervious to radiation, see ultraviolet.
Major Super Ability: Gravity Waves
Minor Super Ability: Gravitational Plane
Combat Training: Basic
Attacks per Melee: 4 (2 initial +2 from Hand to Hand)
Combat Bonuses: +3 to parry, +3 to dodge, +3 to roll with punch/fall, and +2 to pull
punch.
Saving Throws: +1 to save vs. magic and poison, +5% to save vs. coma/death,
+3 to save vs. psionics, and +4 to save vs. insanity,
Combat Skills: Punch 1D4, Power Blow 2D4 (2), Elbow/Forearm 1D6, and Knee 1D6.
Other Bonuses: +3% to all skills and 50% trust/intimidate.
Educational Background: Scientist Specialist with Well Familiarity with Earth Culture.
Common Skills: Read-Write/Speak Native Language 87%93%, Pilot: Personal
Anti-Gravity Transportation 53%, Read-Write/Speak Thimerian Code 68%, and Read-
Write/Speak Chinese, English, Hindi, Spanish, Russian, and Arabic 98%/98%.
Special Program: Anthropology: Alien (Human) 53%, Xeno-Biology 63%,
Chemistry 83%, Astrophysics 68%, Genetics 59%, Pathology 73%, Forensics 73%, Athletics,
Depressurization Training, Surveillance 63%, Radio: Basic 83%, Computer Operation 89%,
Mathematics: Basic 98%, Sensory Equipment 63%.
Secondary Skills: Basic Electronics 43%, Astronomy & Navigation 53%, Lore:
Alien 48%, Mathematics: Advance 71%, Research 53%, Pilot: Automobile 67%, Hand to Hand:
Basic, and Running.
Money: She has $12,000 in precious stone hidden away. She has about $6,000 hidden
away at her house in case she need get away cash. She has $1400 in her checking account
and $700 in her savings account.
Weapons: None, she relies on her powers.
Equipment & Vehicles: DT Translator and DT Dampener ring-This unique device creates
a dampening aura around her body in an attempt to neutralize the radiation emanating off her
body. It allows her to stand beside normal humans without exposing them to any harmful
radiation. It also prevents radiation detectors from going off.
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Re: On the topic of Revised to 2nd ed conversions.....

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THUNDERFIST

Grover Young dreamed of being the heavyweight champion of the world. He spent most of
his adolescents training to be the best fighter in the world. After graduating from high
school, he started his amateur career which took immediately. He was knocking people out
in the 1st and 2nd round with a massive right hook, which he called his thunderfist. Soon
the name became apart of his persona. Unfortunately, he got involved with some
unscrupulous individuals who saw him as their meal ticket. One day his trainer wanted him
to start taking some new vitamin supplements along with his daily meals. Three days later
he was in the ring when his right hook knocked a man up and out of the ring. Upon seeing
this, a promoter decided it was time for Grover to turn pro. As the months went by, Grover
notice some odd changes to his body, namely to his hair and eyes. He also noticed his
hands seem to be getting bigger and he constantly needed bigger gloves. His first
professional fight, he knocked the guy almost out of the ring within a minute of the fight.
The same thing happened in his second professional fight. As his third fight started, he
threw a punch which missed, yet his opponent felt it. As the fight progressed, everyone
watching (including those on T.V.) noticed it was happening as well. At the end of the 2nd
round, the crowd starting booing and his opponent’s corner shouted out, “This guy’s a
mutant, he’s cheating!” Grover was disqualified. As he left the arena, G.I.G.M.A. agent were
there to take him into custody. Grover plead he wasn’t a mutant. G.I.G.M.A. agents
confiscated the pills. It was learned they had a meta-nature to them. The effects on
Grover however were permanent. His case went to trial and the blame was laid out on his
trainers and handlers His professional career as a boxer was finished. Not knowing what to
do with his life, Grover decided to use his powers for a force of good. His first mission was
to help protect the city of Chicago from a giant alien robot. He was joined by several other
meta-humans. He decided to join with these people and form the group the Ultranauts. The
rest is history. After the group disbanded, Grover retired from being a superhero and used
what little money he had left to open his own amateur boxing club to teach young people
about the sport he loved all his life. It remains to be seen if Grover Young will ever put the
gloves down and take up his super hero life again.

Real Name: Grover “Thunderfist” Young
Occupation: Retired Ultranaut, former Professional Boxer, now owner of an Amateur Boxing club
Alignment: Scrupulous
Power Category: Mutant
Experience Level: 2nd level
Hit Points: 70 S.D.C.: 197
P.P.E.: 28
Appearance: He is a good-looking African American male who has the muscular build
of a heavyweight boxer. He has green eyes and green hair.
Attributes: I.Q. 10, M.E. 9, M.A. 10, P.S. 36, P.P. 15, P.E. 34, Spd. 28, P.B. 12.
Age: 23, Sex: Male, Height: 6 foot and 1 inches (1.85 m), Weight: 235 lbs (105.75 kg).
Unnatural Characteristics: Green hair, Green Eyes, Extra Large Hands, and Ambidextrous.
Minor Super Abilities: Extraordinary P.S., Force Strike, Extraordinary P.E., and Impact
Resistance.
Combat Training: Expert
Attacks per Melee: 6 (3 initial +2 from Hand to Hand +1 from boxing)
Combat Bonuses: +7 to parry, +6 to dodge, +21 to damage, +5 to roll with
punch/fall, and +2 to pull punch.
Saving Throws: Impervious to disease, +34% to save vs. coma/death, and +8 to
save vs. magic and poison.
Combat Skills: Punch 1D4+6, Power Blow 2D4+6 (2), Elbow/Forearm 1D6, Knee 1D6
and Knockout on an unmodified 20.
Educational Background: On the Job Training
Common Skills: Read-Write/Speak English 84%/90% and Pilot: Automobile 66%.
Physical Program: Hand to Hand: Expert, Athlete, and Boxing.
Domestic Program: Mathematics: Basic 93%, Sports: Football 55%,
Wardrobe & Grooming 73%, and Dance 85%.
Secondary Skills: Running, Public Speaking 60%, Performance 42%, Body
Build & Weightlifting, Business & Finance 45%, Law (general) 45%, Streetwise 28%, and
Physical Labor.
Money: During his brief stint as a professional boxer, he made around $325,000 (he
made more but lots went to other people). Nearly 80% of his income money has gone to
pay legal fees and to pay for his amateur boxing club.
Weapons: None, he relies on his right and his left.
Equipment & Vehicles: He used to own a black Lamborghini Silhouette, but he sold it
to pay for his legal problems. Now he drives 1985 Olds Delta 88. The car still runs great.
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Re: On the topic of Revised to 2nd ed conversions.....

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I don't know if I saved the best for last, but I like this guy. He is found on page 173 in GI and his reference comes from Hazmat. Enjoy.

SAMUEL STRONG

Sammy was the name of the pet rat that belonged to Betsy Fedorov, the youngest
daughter of the Artur and Lina Fedorov, the famous acrobats and gymnasts of the Roger
and Johnson Brothers Amazing Circus. They are among the best in the business and have
been so for the last 30 years. Betsy, their 6th child, wanted her own pet something she
could take care of, so she was given a domesticated rat from a pet shop. She named the
rat Sammy. Wherever she went, so did Sammy. For reasons unknown, Sammy had a
fearless nature to him and he acted more like a domestic dog then a true rat. Before long,
they started including him in some of their acts (not the trapezes). Then one day Betsy
found him in his cage and he was twice as big as normal. She put him in a bigger cage, but
later on she got out by smashing through the glass. When she went to put him back into
his smaller one, he said, “I’m too big for it.” Amazingly Sammy could talk. When Betsy told
the Ringmaster and co-owner Louis Johnson, he decided that Sammy was going to have his
own act. Betsy started working with him. Sam continued to change and become more
human like, all the while he was becoming stronger and tougher. Finally, they developed an
act calling him Samuel Strong, the world’s strongest rodent. He would perform amazing
feats of strength (tug-of-war with the elephants, lift the clown car, and all kinds of strong
man stunts). He became a huge international sensation.

One night after a show, Betsy and Sam were getting some to eat when they saw a bank in
small town they stopped in was being robbed. Sammy interfered and stopped the robbers.
The next day the press was all over him. Sammy decided he had another calling as well, not
just circus performer, but super hero as well. Since that day the mighty rodent has
encourage the circus to travel to cities where crimes and unsolved mystery have taken
place (come to Century Station usually twice a year) and with Betsy help (she’s 16 now
and can drive), she spend what time he can as long as the circus is in time to fight crime
and solve any mysteries that need to be. He also spends time advocating for the rights of
mutant animals and meta-beings. He hopes one day to speak before Congress and have
legislation passed to protect mutant and meta-rights. Sammy has also learned that before
he was sent to pet shop accidentally. He was a lab rat and involved in one of the numerous
experiments of the Golden Crescent, Inc (GCI) with the meta-chemical Hypertane, which is
responsible for the creation of Scorcher and the mega-villain Hazmat. Sammy wants to find
a way to shut the company down and make sure Hypertane can never be used again for
anything.

Real Name
: Sammy
Occupation: Circus Performer and Super Hero
Alignment: Principled
Power Category: Mega Mutant Animal (Rodent/Rat)
Experience Level: 8th
Hit Points: 49 S.D.C.: 235 Natural Armor Rating: A.R. 15
P.P.E.: 26
Appearance: He looks like a humanoid rat accept he walks on two legs, has human
like hands and has a body builder’s physique. He still has his tail. He wears designer clothes
that show off his muscles and his logo (a picture of him holding up a block of cheese). He
also wears special glasses/contacts to deal with his nearsightedness.
Attributes: I.Q. 15, M.E. 14, M.A. 10, P.S. 23 (supernatural), P.P. 17, P.E. 13, Spd. 47, P.B. 14
Age: 7 years (behaves like a 21 year old human), Sex: Male,
Height: 5 foot and 2 inches (1.57 m), Weight: 145 lbs (65.25 kg)
Size Level: 8. Build: Medium.
Mega-Abilities: All the standard mega-abilities with tremendous Bio-E (started with
180). He heals 5x faster than normal.
Minor Super Ability: Hardened Skin
Human Features: Hands (full), Biped (full), Speech (full), Looks (None).
Vestigial Disadvantages: Vestigial Tail and Nearsightedness.
Vulnerability: Phobia of Cats (Felinophobia), Phobia of Snakes (Orphidophoibia), and
Obsession with Peanut Butter (once he smells it, he thinks of nothing else but getting it).
Animal Powers: Advance Hearing, Advance Smell, Advance Vision, Extraordinary Spd,
Leaping: Rodent, and Righting Reflex.
Animal Psionics: Animal Control (rats) and Danger Sense.
Combat Training: Expert
Attacks per Melee: 5 (2 initial and +3 from Hand to Hand)
Combat Bonuses: +3 to initiative, +3 to strike, +5 to parry, +5 to dodge, +8 to
damage, +8 to roll with falls and +4 with punch/impacts, +2 pull punch, +2 to disarm.
Combat Skills: Restrained Punch 2D4, Full Strength 3D6, Power Blow 6D6 (2),
Elbow/Forearm 4D6, Knee 3D6, Kick 4D6, Crescent Kick 5D6, Tripping/Leghook (cannot be
paired, must dodge or knockdown), Body Block/Tackle 2D6 (parry or dodge to avoid
knockdown), Pin 18-20, Crush 2D6, Body Flip/Throw 4D6 plus P.S. damage bonus (lose
initiative and 1 attack/action), All Holds, Paired Weapons, and Critical strike on an
unmodified 18-20. Note: He can use his tail as a whip and make it strike with punch
damage.
Educational Background: Educated and trained like a normal human.
Common Skills: Language: English 96%
Physical Program: Body Building & Weightlifting, Physical Labor, Athlete, and Wrestling.
Investigation Program: Computer Operation 94%, Research 90%, Surveillance 80%, and Writing 75%.
Secondary Skills: Hand to Hand: Expert, Literacy: English 96%, Mathematics: Basic
96%, Performance 65%, Basic Electronics 70%, Climbing 80%/70%, Prowl 65%, Swimming
90%, Cook 65%, Land Navigation 48%, and Law (Basic) 50%.
Money: His is without a doubt the most famous mutant animal who has ever gone
public. He earns about $1.3 million dollars a year from personal endorsements and
performing around the world. He is worth in the vicinity of $95 million dollars.
Weapons: He relies on his super abilities.
Equipment & Vehicles: He has Betsy drive him wherever he needs to go. Or when he is on patrol he uses his two feet.
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Re: On the topic of Revised to 2nd ed conversions.....

Unread post by Reagren Wright »

Wheeh! Well that's the last of NPC names. Now it times for the Super Hero group names.
This one is going to be a little tougher because the team name won't tell me much about
how many and who I'm going to put into it. So well see how it goes.
gaby
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Re: On the topic of Revised to 2nd ed conversions.....

Unread post by gaby »

You could also tell the goals of the Teams.

You NPC,s are Great.
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Re: On the topic of Revised to 2nd ed conversions.....

Unread post by Reagren Wright »

Not only will you get goals, but history and organization stats. Anything I think is necessary.
And you get it all for free, can't bet it :ok: .
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Re: On the topic of Revised to 2nd ed conversions.....

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Okay here is the first of the team groups mentioned only in name in Gramercy Island. Enjoy.
First up is the team known as the Peacekeeper League found on page 63 involving the Slaughterhouse Seven.

THE PEACEKEEPER LEAGUE

The Peacekeeper League is a super hero team sponsored by the United Nations. Each member
was either a meta-being hand-picked by the ambassador for one of nations of the UN Security
Council or was appointed to the post by a member of the United Nation Secretariat. The PKL as
defined by the United Nations “is a way to help countries unable to deal with conflicts or
situations beyond their law enforcement or military capabilities. Basically the PKL helps
countries who are unable to defend themselves from meta-criminals/terrorist, criminal
masterminds, and super villains. If any country finds itself under attack from someone using
meta-technology (energy weapons, robot soldiers, supernatural threats, alien or super advance
technology), the PKL will come to their assistance if the country request it. The PKL can only
assist countries who are members of the United Nations; furthermore, the group
can only lend assistance if it is approved by the UN Security Council. However if the threat
involves a person(s) or technology that possess an international threat, then the PKL can
involve itself without approval by the council or by invitation by the threaten country. For
example, the meta-terrorists called the Unnatural Disasters are responsible for dozens of
terrorist activities in the U.S., Europe, and Japan (contributing to over 900 billion dollars in
property damage and the deaths of thousands). If they suddenly appeared in the country of
Peru, the PKL could go to authenticate their presence and try to deal with them (capture and
arrest). The PKL however would not go to Egypt to help them catch a villain called him the
Pharaoh before he tries to steal some priceless Egyptian artifacts, because he does not
propose an international threat. In order for the PKL to provide aid, Egypt must ask the UN
Security Council to send them.

PKL does not involve itself in peacekeeping missions (armed conflicts between nations) or
involve itself on human rights issues. They will on occasions help with humanitarian assistance
after natural disasters or man made accident that threaten the lives of hundred of people. The
PKL does not play favorites, although they seem to be more active in the United States,
France, and Great Britain (who are permanent members of the UN Security Council) and Japan
(who is the 2nd biggest contributor to the UN annual budget). The PKL are also aware that
they can’t be everywhere, so they try to go where they are needed the most urgent and
desperate.

The PKL never get involved in espionage or cover operations. They keep their true identity
concealed from the public, but the UN Security Council and Secretariat know everything about
them. Each member of the PKL is expected to uphold the UN charter and operate as peace
officers. Members are immune to the laws of the countries where they operate, safeguarding
UN’s impartiality with regard to the host and member countries. This independence allows them
to implement a code of justice and civil policies that may even be contrary to the laws of a
host - or a member country.

The US, Canada, the UK, and Russian have their own S.C.R.E.T. agency and have dozens of
Cavalier and Legionnaire super heroes to lend them assistance, so the PKL try to focus their
attention on countries like South Korea, Brazil, Ethiopia, and the Philippines who lack the
capabilities of defending or deal with meta-threats. But that doesn’t mean the big four have
never requested their assistance. The biggest threat the PKL ever faced was in the United
States when they went up against the Slaughterhouse Seven, a band of powerful and
merciless meganoids. Such was their might, the PKL found themselves nearly at their mercy,
had it not be for the Victory City Sentinels (now called the Watch Guard) and the All-Crusader
Squad, the PKL would have met their end.

For the most part, the PKL is still intact with all of its original members except two, White Tiger
(from India) was killed during the fight with the Slaughterhouse, and Fée (Fairy from France)
left soon afterward (they were becoming an item). As of now, the group is hoping to receive
word if a government agent from Russia will join them, they don’t know anything about this
person (like if it’s a he or she). There is some speculation the person is a former member of the
RIG (Red Iron Guard), which could result in some hostilities between Blitzschnell and this
erson.

A. Outfits: Gimmick Clothing (30 points)
B. Equipment: Gimmicked (30 points)
C. Weapons: The Arsenal (30 Points)
D. Bionics & Robotics: Cyber Agents (25 Points)
E. Vehicles: Spy Cars (25 Points)
F. Communications: Satellite Network (30 Points)
G. Offices: Urban (5 Points)
H. Military Power: Security Guards (5 Points)
I. Super Powered Operatives: Super Strike Force (40 Points)
J. Sponsorship: International Organization (20 Points)
K. Special Budget: Large Loans (25 Points)
L. Administrative Control: Free Hand (15 Points)
M. Internal Security: Iron Clad (25 Points)
N. External Infiltration: None (0 Points)
O. Research and Information: Superior Connection (30 Points)
P. Agency Credentials: Recognized (30 points)
Q. Employees Salary: Employees Good (20 points)

Total Agency Points: 385 Points
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Re: On the topic of Revised to 2nd ed conversions.....

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THE AMERICAN

Ralph Kaber is the son of Louis Kaber, a former professional football player and business owner
entrepreneur. He’d always hope his son would follow in his footsteps. Ralph was the
quarterback for his high school football team and its star player leading them to two state
championships. He went to USC on a full scholarship. He earned the starting position as
quarterback in his sophomore year, that same year he lead the Trojan’s to a national
championship. During his junior year, they were victorious at the Rose Bowl. There was talk of
his dropping out and going to the pros. He was contemplating such a move with his girlfriend
Lacey during spring break in Mexico. They were driving his car when suddenly armed men shot
at his car and disabled it. The car crashed resulting in minor injuries to them both. The men
kidnapped and held them both for ransom. Their parents petitioned the US government to get
involved. Ralph meanwhile was in a position that allowed him to over power two guards. He
took Lacey and they tried to escape. Soon they were driving away in one of the kidnappers
cars, but one guard managed to get off a shot with his assault rifle. One round hit Lacey in the
neck, another hit Ralph in the shoulder. The car went over a step cliff. The kidnappers thinking
they were dead left. Two days later two tourists found the vehicle. Ralph was alive barely, but
Lacey was dead. In the hospital, it was learned that Ralph’s right shoulder was shattered and
he needed his spleen removed, but the real lost was of Lacey.

His father requested a doctor use an experimental healing treatment in an effort to heal Ralph
3x faster then normal so he could finish playing in his senior year and still have a shot at the
pros. Ralph didn’t want to but agreed. The treatment worked but it no only healed Ralph but
caused him to transform into a large man with a superior physique with an indestructible body.
Upon learning to control this transformation, Ralph was no longer interested in being a
professional athlete, he instead wanted to put his powers to use and help others, to make sure
what happened to Lacey would never happen to another. His father objected, but Ralph's mind
was made up. He started wearing a costume that looked like the U.S. flag and called him the
American. He helped the LAPD on numerous occasions, before deciding to apply his skill in
Mexico. Not only did he capture the men responsible for his and Lacey’s kidnapping, he put an
end to their plot to kidnap the mother of the President of Mexico. Ralph was approach by the
US ambassador to Mexico, he told his friend the UN ambassador for the US that the American
was the perfect person to lead the newly formed Peacekeeper League. When Ralph was
interviewed for the job (as the American), he turned it down but said he would be glad to serve
as the Pubic Relations member.

Ralph has become the official face and spokesman for the PKL. His face is widely recognized
among people in the United States (although some confuse him with Patriot of the SLJ). At
times, he acts as the team captain, but he knows in his heart that Blitzschnell is the true
leader. Presently he started up a relationship with a Nessa Barlow who works in the United
Nations Office of Peacekeeping Affairs.

Real Name: Ralph Kaber
Occupation: Public Relation member of the Peacekeeper League. North American Operative.
Alignment: Principled
Power Category: Experiment
Experience Level: 6th level
Hit Points: 40/227 transformed. S.D.C.: 70/269 transformed
P.P.E.: 20
Appearance: He looks like an All-American male college quarterback. He has blond hair
and blue eyes. As the American, he is a brawny, square chin giant with pearly white teeth and
award winning smile. His costume is the same color and appearance as the US flag.
Attributes: I.Q. 10, M.E. 10, M.A. 12/34 transformed, P.S. 16/31 transformed, P.P. 9/10
transformed, P.E. 14/18 transformed, Spd. 28, P.B. 13/20.
Age: 28, Sex: Male, Height: 6 foot and 1 inch (1.85 m)/7 foot and 1 inch
(2.1 m) transformed, [b]Weight[/b]: 210 lbs (94.5)/320 lbs (144 kg) transformed.
Side Effects: Must physical transform. His skin turns pale white.
Major Super Ability: Invulnerability
Minor Super Abilities: Iron Will, Extraordinary M.A., and Physical Perfection.
Combat Training: Basic
Attacks per Melee: 5 (2 initial +3 from Hand to Hand)
Combat Bonuses: +1 to initiative, +1 to strike, +3 to parry, +3 to dodge, +1 to
damage/+16 transformed, +4 to roll with punch/fall, and +2 to pull punch.
Saving Throws: He gets the following transformed. He needs a 12 or better to
save vs. psionics. He takes ½ damage, duration, and effect from poison, gases, drugs, toxins,
disease, radiations, and chemicals. He takes ½ damage from Supernatural P.S., +9 to save vs.
Horror Factor, +51% to save vs. coma/death, +7 to save vs. possession, +6 to save vs. mind
control, +5 to save vs. illusion, +7 to save vs. magic, poison and disease, and +3 to save vs.
insanity.
Combat Skills: Punch 1D4, Power Blow 2D4 (2), Elbow/Forearm 1D6, Knee 1D6, Snap
Kick 1D6, all Holds, and Critical strike on an unmodified roll of 19-20.
Other Bonuses: Transformed he gets a 97% to trust/intimidate and 50% charm/impress.
Educational Background: Three Years of College.
Common Skills: Read-Write/Speak English 92%/94% and Pilot: Automobile 78%.
Domestic Program: Mathematics: Basic 98%, Sports: Football 75%, Wardrobe
& Grooming 89%, and Dance 75%.
Physical Program: Body Build & Weightlifting, Running, Athlete, and Swimming 95%.
Entertainer Program: Based in part by John C.Philpott in Rifter #25) Disguise
72%, Impersonation 76%/62%, Performance 77%/97% transformed, Public Speaking 95%/98%
transformed, Seduction 55%/82% transformed, and T.V./Video 80%.
Secondary Skills: Hand to Hand: Basic, Business & Finance 65%, Law (general)
65%, Radio: Basic 80%, Computer Operation 78%, Language: Spanish 70%, First Aid 75%,
Pilot: Race Car 67%, Pilot: Waterskiing & Surfing 64%, Climbing 45%/35%, and Prowl 30%.
Money: Whenever he needs large sums of money, he asks his father. As a member of
Peace Keeper League, he makes around $1500 a week. He and the other Peace Keepers
receive a bonus of $10,000 per each successful assignment.
Weapons: None, he relies on his super powers.
Equipment & Vehicles: He has access to the Peace Keeper technology weapons and
equipment. He drives around in a 1999 Trans Am that keeps in pristine condition.
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Re: On the topic of Revised to 2nd ed conversions.....

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ANTHEA THE AMAZON

Anthea Zidal comes from the alternative dimension known as Rifts Earth. She lives in the
city of Manoa, home of the Amazons (See Rifts South American Book One page 86-99).
Anthea was a one of the warriors who protected the city at one of its main gate. One day a
Shifter arrived at the gate. He was told he couldn’t bring in his unusual magic staff in with him.
Anthea took it from him and for reasons unknown, the staff opened a dimensional portal in
which she found herself in the middle of the jungle of an unknown jungle. Thinking the Shifter
had used it as a means to distract her, so he could lead an attack on the city, Anthea tried to
make her way back. Instead, she made her way to the city of Ribeirão Prêto. To her
amazement she been transported to an alternative dimension, one in which the Coming of the
Rifts never happened or have yet to happen. The call to be an adventure and explorer struck
her immediately, as she tried to fit in, she involved herself in police affairs whenever possible.
Before she was become quite popular and a national heroine. After foiling a mad scientist from
using mutant animals to take over the city of Rio de Janeiro, she was approached by an
assistant to the UN ambassador of Great Britain. He thought she’d be a welcomed addition to
the Peacekeeper League and it would give her the opportunity to learn about the world. Anthea
thought about it for a week before agreeing. Within a month, she decided it was the smartest
decision she’d ever made. When former teammate Fée quit after her lover White Tiger was
killed during the battle with the Slaughterhouse Seven, Anthea thought about leaving and
finding a means to get her back to native home, but Jack Dundee talked her out of it. Anthea
doesn’t mind being the only female on the team because she can be just as tough as her male
teammates, sometimes even more so. They all know not to cross her or make fun of her “jungle
attire” which is the main criticism she receives abroad. A number of American and European
fashion magazines have requested for her to pose for them, so far she is refusing, but as she
slowly adopted HU Earth as her permanent home, she might change her mind.

Real Name: Anthea Zidal
Occupation: Dimensional Traveler. South American Operative for Peacekeeper League.
Alignment: Scrupulous
Power Category: Dimensional Being (Amazon)
Experience Level: 7th
Hit Points: 67 S.D.C.: 163
P.P.E.: 30
I.S.P.: 143
Appearance: Anthea has South American Indian/Caucasian characteristics in her overall
appearance. She is tall with an athletic build. She has ample curves and is bosomy. She has
hazel eyes and frizzy honey hair wild and untamed. She is usually dressed in “jungle girl” attire,
but if she must look “respectable” she wears leather pants and a leather jacket.
Attributes: I.Q. 12, M.E. 18, M.A. 11, P.S. 30, P.P. 21, P.E. 33, Spd. 44, P.B. 19.
Age: 68 (looks like she is in her 20s), Sex: Female, Height: 6 foot (1.82 m), Weight: 145 lbs (65.25 kg).
Natural Abilities: Nightvision 60 feet (18.3 m), superior hawk-like vision, immune to
normal heat and cold (1/2 damage from intense heat, fire, and cold), and bio-regenerate
1D4x10 S.D.C/hit points every hour, and Enhanced Longevity.
Super Psionics: Psi-Sword (8D6), Psi-Shield, Bio-Manipulation, Psionic Invisibility, and
Psychic Body Field.
Sensitive Psionics: Telepathy, Empathy, Sense Evil, See Aura, Precognition, Sixth Sense,
Mimic Skills, Clairvoyance, Presence Sense, See the Invisible, Sensory Link, and Intuitive
Combat.
Healing Psionics: Healing Touch, Mask I.S.P. & Psionics, and Wound Transfer.
Physical Psionics: Deaden Senses, Telekinetic Leap, Mind Block, Alter Aura, Telekinetic
Punch, and Telekinetic Push, and Impervious to Poison/Toxins.
Combat Training: Expert
Attacks per Melee: 6 (3 initial + 3 from Hand to Hand)
Combat Bonuses: +4 to initiative, +5 to strike, +8 to parry, +8 to dodge, +15 to
damage, +7 to roll with punch/fall, and +2 to pull punch
Saving Throws: Impervious to disease, needs a 10 to save vs. psionics, +43% to save
vs. coma/death, +3 to save vs. psionics, +2 to save vs. insanity, +2 to save vs. magic illusion,
+5 to save vs. Horror Factor, +9 to save vs. magic, and +8 to save vs. poison.
Combat Skills: Punch 1D4, Power Blow 2D4 (2), Elbow/Forearm 1D6, Kick 2D4, Knee 1D6,
Crescent Kick 2D4+2, Tripping/Leghook (cannot be paired, must dodge or knockdown), All
Holds, Paired Weapons, and Critical strike on an unmodified roll of 18-20.
Other Bonuses: 45% charm/impress.
Educational Background: Special
Common Skills: Lore: Demon & Monster 80%, Language: Atlantean and Spanish
98%, Language: English and Portuguese 85%, Wilderness Survival 80%, Land Navigation 74%,
Tracking (human) 75%, Track & Trap Animals 70%/80%, W.P. Sword (+3 to strike/parry), W.P.
Archery (+4 to strike, +2 to disarm, 5 rate of fire), W.P. Energy Rifle (+3 to aim/+1 to burst),
W.P. Targeting (+3 to throw, Critical strike on 19-20), W.P. Knife (+3 to strike, +3 to parry, +6
to throw), and Hand to Hand: Expert.
Relative Skills: Acrobatics (Sense of Balance 98%, Walk Rope 91%, Climb
Rope 98%, Backflip 98%), Gymnastics (Bars & Rings 91%), Intelligence 70%, Detect Ambush
75%, Detect Concealment 70%, Prowl 80%, Climbing 80%, Swimming 70%.
Secondary Skills: Athlete, Literacy: English & Spanish 75%, Mathematics:
Basic 93%, Running, Outdoormanship, Law (general) 45%, and Radio: Basic 60%.
Money: She has a stash of $6000 in precious metals. As a member of Peace Keeper
League, he makes around $1500 a week. She and the other Peace Keepers receive a bonus of
$10,000 per each successful assignment.
Weapons:
Laser Rifle, Range: 1800 feet (548. m), Damage: 5D6, Rate of Fire: Single shot or semi-
auto, E-Clip Capacity: 20. She usually carries 3 clips.
Vibro Sword, 4D6 damage
Long Bow with 16 exploding arrow heads (4D6) or 16 armor piercing arrow heads 3D6 (-2 to A.R. or +2 to strike).
Four Modified Throwing Knives, 1D6+2 damage
Equipment & Vehicles: Jungle Attire (leather halter top, skirt, clock), metal arm bands,
2 leather jackets (red and black) with matching pants, backpack, sleeping bag, blanket, 50 feet
(15.2 m) of rope, skinning knife 1D4, fishing line, and bone hooks. She doesn't take all of this
equipment just 50-70% of it on mission, mostly the clothes. She also has access to the
Peace Keeper technology weapons and equipment.
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Reagren Wright
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Location: LaPorte, In USA

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

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BLITZSCHNELL (Very Fast)

Adelbert Danziger was born during the days when Germany was divided in half by communism.
He grew up in East Germany believing in everything that was taught to him in school. He
enlisted in the army at the age of eighteen. A year and half later, the Soviets were helping the
East Germans with their own version of the RIG (Red Iron Guard) super soldier program.
Adelbert volunteered to be a test subject. Where the Soviet’s stressed intelligence, strength,
and endurance, the East German program wanted to emphasis speed and agility. The result
was a small group of 6 successful creations, all of them able to travel at super sonic speed and
generate burst of electrical energy, but before they could even be utilized, the Soviet Union
collapsed and the Berlin Wall came tumbling down. Before long, the country was reunited.
During this time, both branches of S.C.R.E.T. were also united making it the largest and most
technological advance S.C.R.E.T organization of all time. A few weeks after the merger,
Adelbert was contacted by S.C.R.E.T. agents who wanted to speak to him in private. They told
him he was a patriot and now that Germany was made whole, the time had come for them to
retake their rightful place as the world superpower. Adelbert wasn’t buying into the WW 2
mentality, so one agent told him, “You are either with us or against us, make a choice.” A week
later, a massive firefight occurred between S.C.R.E.T. agents and a terrorist organization on
S.C.R.E.T.’s headquarters. Suddenly 2/3 of the S.C.R.E.T. agents turned on their fellow agents.
Adelbert and his friend Victor were betrayed by their own squad. In the end the Brotherhood of
Armageddon had successful crippled the German S.C.R.E.T. and vanished without a trace.
Victor had been killed in the fight. Adelbert survived, but swore revenge. For several years, he
hunted down operatives and agents of the BoA calling himself the legionnaire known as
Blitzschnell. Before long, a price was put on his head by the BoA. Soon he was fighting former
members of his super soldier unit. He also found himself fighting super soldiers who once
belonged to the RIG. Eventually it was becoming to much for him, his family and relatives where
constantly being threatened. Soon he was contacted by the French ambassador to the United
Nations who offered him a position on the Peacekeeper League. Adelbert took it as long as he
could get his family out of Germany. At first, he didn’t want to be team leader, but seeing that
the American didn’t have a leadership experience he took the role. He loves the role and
doesn’t mind if American has all the camera time. When its time to do the mission, he is the one
in charge and everyone likes it. He is still concerned that his wife Felda, and his daughter Lotti
and his son Faber are targeted by the BoA and rogue Russian agents. He still doesn’t trust the
Russians and with the possibility of a Russian hero joining their ranks, it bothers him to no end.
He is also apprehensive about who they encounter, especially if they might be outclassed. He
blames himself for the death of White Tiger. They had no business going after the
Slaughterhouse. Psychotrope nearly killed him. If the Slaughterhouse ever escaped, Adlbert
wants nothing to do with their recapture, he’s vowed to quit if anyone even attempts to force
him into a confrontation with them every again.

Real Name: Adelbert Danziger
Occupation: Former German S.C.R.E.T Team Leader, Now Team Leader of Peace Keeper
League. Europe Operative.
Alignment: Unprincipled (has a deep distrust of the Russian and a hatred for the
Brotherhood of Armageddon.
Power Category: Super Soldier
Experience Level: 7th
Hit Points: 45 S.D.C.: 231
P.P.E.: 20
Appearance: He is a slender German male with an extreme athletic build with blond hair
and blues eyes. His costume resembles the German flag.
Attributes: I.Q. 10, M.E. 11, M.A. 12, P.S. 24, P.P. 26, P.E. 21, Spd. Mach One (660
mph/1062 km), P.B. 12
Age: 43, Sex: Male, Height: 6 foot (1.82 m), Weight: 195 lbs (87.75 kg).
Vulnerability: He has a powerful phobia of water (hydrophobia). He’ll drink any other
fluids accept water (Kool-aid doesn’t count), and he uses the barest minimum to bathe with
(wet washcloths), he’ll never get in a tub or take a shower.
Side Effect: Require Energy for Nourishment (Electricity, heat, and laser attacks do half damage).
Super Soldier Enhancement: Increased Physical Agility and Dexterity (ambidextrous),
Attempt to Increase Physical Speed, Mind and Body Attuned, and Phenomenal Balance.
Major Super Ability: Sonic Speed. (Note: He has superior vision and Nightvision 500 feet (152.4 m).
Minor Super Abilities: Electric Field and Energy Expulsion: Electricity.
Combat Training: Martial Arts
Attacks per Melee: 11 (2 initial +3 from Hand to Hand +3 from enhancements +3 from
powers).
Combat Bonuses: +13 to initiative, +9 to strike, +13 to parry, +19 to dodge, +10 to
auto dodge, +9 to damage, +17 to roll with punch/fall, +9 to pull punch, and +2 disarm.
Saving Throws: +12% to save vs. coma/death, +4 to save vs. Horror Factor, +4 to save
vs. poison and disease, +2 to save vs. possession, and +3 to save vs. magic.
Combat Skills: Karate Punch 2D4+2, Fast Punch 2D6, Super Fast Punch 4D6, Super Fast
Power Punch 1D6x10 (2), Backhand Strike 2D4, Elbow/Forearm 2D4, Knee 4D4, Karate Kick
2D4+2, Snap Kick 2D4, Crescent kick 2D6, Tripping/Leg Hook (cannot be paired, must dodge or
knockdown), Backward Sweep (cannot be paired, must dodge or knockdown, -2 to dodge),
Roundhouse Kick 3D6+2, Axe Kick 3D6, Leap Kick 3D8+2 (2), Super Fast Kick 5D6, Super Fast
Power Kick 1D6x10 (2), Jump Kick 6D6+2, Flying Jump Kick 4D6+2, All Holds, Paired Weapons,
and Critical strike on an unmodified roll of 18-20.
Educational Background: Military
Common Skills: Read-Write/Speak German 94%/95%, Mathematics: Basic 97%,
and Pilot: Automobile 81%
Military Program (Basic): Running, Climbing 98%, Forced Marched, Military
Etiquette 70%, Radio: Basic 80%, and W.P. Rifle (+4 to aim/+2 to burst).
2nd Military Program: Camouflage 65%, Parachuting 85%, Recognize Weapon
Quality 70%, and Trap/Mine Detection 65%.
Espionage Program: Hand to Hand: Martial Arts, Detect Ambush 75%,
Intelligence 70%, Wilderness Survival 75%, Tracking 70%, and Detect Concealment 70%.
Physical Program: Acrobatics (Sense of Balance 98%, Walk Rope 96%, Climb
Rope 98%, Backflip 98%), Gymnastics (Bars & Rings 98%), Prowl 85%, and Kick Boxing.
Secondary Skills: Athlete, Body Build & Weightlifting, Read-Write/Speak English
75%/86%, Read-Write/Speak French 75%/71%, Law (General) 70%, Public Speaking 85%,
Gambling (standard) 50%, Land Navigation 52%, Astronomy & Navigation 40%, and History
70%/50%.
Money: As a member of Peace Keeper League, he makes around $1800 a week. He and
the other Peace Keepers receive a bonus of $10,000 per each successful assignment. He has in
a bank in Berlin about 120,000 Eurodollars (152,724 US) from his days as a member of German
S.C.R.E.T.
Weapons: He relies on his super abilities only.
Energy Expulsion: Electricity, Range: 400 feet (122 m), Damage: 10D6 or 1D6x10, +9 to aim/+7 to wild.
Electric Field, Range: 24 feet (7.31 m), Damage; 4D6 every 5 seconds,
Duration: 1 melee, counts as two attacks.
Equipment & Vehicles: He has access to the Peacekeeper technology and equipment.
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Reagren Wright
Palladium Books® Freelance Writer
Posts: 3238
Joined: Sun Feb 10, 2002 2:01 am
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
Location: LaPorte, In USA

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

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CONGO

Taiwo grew up in a small village in the country formerly called Zaire. One day while he was
walking to school (he was 14 at the time) he saw soldiers tranquilize a chimpanzee. Upon
seeing him, they went after him. Taiwo was taken by the soldiers, put into the back of a truck,
and drugged. Later he awoke to find himself on a gurney. Beside him was a crazed-looking
doctor (an African man with white lips, eyes, and hair). On the gurney next to him was the
chimpanzee. The doctor put a mask over his face and he fell asleep. Taiwo awoke days later on
the side of the road. His chest was on fire. He had a fresh zipper scar going down his chest as
if he had open-heart surgery. His family took him to the doctor, who in took him to the
American embassy. To his horror it was discovered, Taiwo had indeed open-heart surgery, his
human heart had been taken out and replaced with the chimpanzees, and yet his body was
accepting it. Samples of his blood were taken and it was determined there was some kind of
experimental anti-tissue rejection medicine in his body was making the transfer possible.

Taiwo was in the process of being taken by US scientists to undergo further study when war
broke out. Taiwo and his family were among the hundreds of refuges trying to escape the
fighting. When armed men came upon them, they opened fire. Taiwo felt something happening,
he suddenly transformed into an ape like man. His speed and quickness enabled him to defeat
most of them, than he turned into an elephant and scared them all away. After they left, he
was able to turn himself back to normal. This act made him a hero among his people. Taiwo
eventually found the chimpanzee whose heart he’d been given. He was alive and well with his
heart in his chest. Individuals who worked for Bio-SPAWN were able to get Taiwo, the chimp,
and his family out of Zaire and into South Africa. It was soon discovered that Taiwo and Leo
were physically merging their bodies together, even if there was distance between them and
becoming a single entity that Taiwo controlled. It was the first example of man and animal
gestalting every heard of. Bio-SPAWN made Taiwo an offer to come to the US so he and the
chimp could be examined. Taiwo wanted to help his country, but Bio-SPAWN feared he would
be killed. A compromise was made. Taiwo and Leo were allowed to come to United States but
within six months could come back to Zaire. After six months of testing, it was decided that it
was impossible to replicate the experiment Taiwo and Leo were one of a kind. Taiwo and Leo
returned home to a new country, The Democratic Republic of the Congo.

Everyone knew what he was and right away attempts where made on his and Leo life. Both Leo
and Taiwo were nearly killed when war broke out again. Calling himself Congo, Taiwo tried to
help save lives and stop the bloodshed on the innocent during the Second Congo War, but it
was simply too much for one man and one chimpanzee to deal with. Taiwo and Leo escaped to
the Republic of the Congo and asked for people from Bio-SPAWN to take him back. Instead, he
was invited to the United Nation by the US ambassador for the UN. He asked him to join the
Peace force League so perhaps one day he could not only bring peace to Africa, but also prove
that one man can make a difference. Terms of his stay and treatment of Leo were met and
agreed on.

Taiwo and Leo both enjoy living in the United States, but home will always be Africa. He is
grateful for an opportunity to help his homeland. He sends what money he can to his family,
and whenever possible visits, but there is a huge price on his head so he must do so in secret.
Taiwo has often been quite vocal about the ethical treatment of animals. He has learned some
rumors about Bio-SPAWN and the good Doctor Feral which trouble him. He would be heart
broken to learn the truth. He still upset with the death of his friend White Tiger. He has
remained in contact and become a good friend of Brute (member of the Victory City Sentinels
or Watch Guard) ever since the conflict with the Slaughterhouse Seven.

Real Name: Taiwo and Leo
Occupation: Member of Peace Keeper League. Africa Operative. Leo was a wild animal
used in an experiment, now he is a trained pet.
Alignment: Taiwo is Principled and Leo is Unprincipled.
Power Category: Gestalt (Physical Gestalt-Special)
Experience Level: 5th
Hit Points: 40. Leo has 26. S.D.C.: Taiwo 57 and Leo 28
P.P.E.: Taiwo has 26 and Leo has 27.
Appearance: Taiwo is an athletic African male from Central Africa. He dresses in the
wardrobe of male from Central Africa. Leo wears a diaper when he is indoors.
Attributes: I.Q. 10, M.E. 20, M.A. 10, P.S.16, P.P. 11, P.E. 15, Spd. 28, P.B. 9
Leo has an I.Q. 7, M.E. 12, M.A. 9, P.S. 12, P.P. 13, P.E. 10, SPD 5 (doubled when swinging or
rushing through trees), PB 7.
Age: 26, Sex: Male, Height: 6 foot and 3 inches (1.90 m), Weight:
191 lbs (85.95 kg). Leo is a 18 years old male who stands 3 ½ feet (1.06 m) and weights 98 lbs
(44.1 kg).
Gestalt Formation: Taiwo makes the decision, Range: 1000 miles, In Control: Taiwo is
te Leader.
Leo’s Human Features: Hands (full), Biped (partial), Speech (none), Looks (partial).
Natural Abilities: Leo has Advance Vision and Prehensile Feet. Climb 70%, Acrobatics
60%, Nightvision 40 feet (12.2 m), and Leap 10 feet (3 m) long.
Combat Training: Basic. Leo has none.
Attacks per Melee: 5 (2 initial + 3 from Hand to Hand). Leo has 3.
Combat Bonuses: +1 to initiative, +1 to strike, +3 to parry, +3 to dodge, +1 to damage,
+3 to roll with punch/fall, and +2 to pull punch. Leo has +2 to initiative, +3 to strike, +2 to
parry, +2 to dodge, +2 to roll with punch/fall.
Saving Throws: Taiwo has +3 to save vs. psionics and insanity. Leo has +2 to save vs. magic & poison.
Combat Skills: Punch 1D4, Power Blow 2D4 (2), Elbow/Forearm 1D6, Snap Kick 1D6,
All Holds.
Leo’s bite does 2D4. His claws/punches do 2D6.
Educational Background: Taiwo is street schooled.
Common Skills: Read-Write/Speak French and Kongo 90%/93%.
Street Program: Streetwise 54%, Prowl 55%, W.P. Knife (+2 to strike, parry,
and throw), Imitate Voices & Sounds 67%61%, Tailing 60%, Ventriloquism 41%, Gardening
61%, Animal Husbandry 70%, Animal Training (Based on John C. Philpott in Rifter #25) 60%,
and Carpentry 55%.
Secondary Skills: Hand to Hand: Basic, Athlete, Swimming 75%, Running,
Physical Labor, Language: English 80%, Literacy: English 65%, Climbing 65%/55%, 3rd
Wilderness Survival 45%, and Track & Trap Animals 35%/45%.
Money: As a member of Peace Keeper League, he makes around $1500 a week. He and
the other Peace Keepers receive a bonus of $10,000 per each successful assignment. Leo is
paid with fruits and snacks.
Weapons: Leo has a survival knife 1D6. Leo has his teeth and claws.
Equipment & Vehicles: Taiwo has access to the Peace Keeper technology weapons and equipment.

CONGO
Hit Points: 264 S.D.C.: 380
Appearance: He is a hunch over hairy human-looking individual with features that seem
a bit “apish”. He has long fingers, slightly shorter than usual thumb, wide nose, and round
brown eyes and prehensile toes.
Height: 6 foot (1.82 m) looks shorter because he hunched. Weight: 207 (93.15 kg)
Attributes: I.Q. 10, M.E. 20, M.A. 10, P.S. 33, P.P. 24, P.E. 19, Spd. 20, P.B. 8
Major Super Abilities: Animal Abilities: Primate, Lower and Animal Metamorphosis (Any
Animals from the African Continent). Note: He can control 7D4 lower primates.
Attacks per Melee: 7 (2 initial and 3 from hand-to-hand +2 from the gestalt).
Combat Bonuses: +2 to initiative, +7 to strike, +8 to parry, +9 to dodge, +18 to
damage, +3 to roll with punch/fall, and +4 to pull punch.
Saving Throws: +8% to save vs. coma/death, +3 to save vs. psionics and insanity, +3
to save vs. poison, +5 to save vs. disease, and +2 to save vs. magic.
Combat Skills: Punch 1D4, Power Blow 2D4 (2), Elbow/Forearm 1D6, Snap Kick 1D6, Bite 1D6,
Claws 2D4 and All Holds.
Skills: Same as Taiwo. Backflip 98%, Climbing 95%/85%, Sense of Balance 90%, Walk Rope 90%, No fear of heights.
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Reagren Wright
Palladium Books® Freelance Writer
Posts: 3238
Joined: Sun Feb 10, 2002 2:01 am
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
Location: LaPorte, In USA

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

Unread post by Reagren Wright »

JINN

Bakr Ben As’ad grew up in the city of Riyadh, Saudi Arabia. His family was street merchants,
selling various wares on the side of the road along with dozens of others. Bakr believed one
day, his meal ticket would come. It was a dream that simply never happen for him. Soon he
was in his mid twenties and had nothing to show for his life. He envied the wealthy and wanted
so badly to emulate them. One day while helping a friend move to a new house, he came
across an old trunk in a closet. He opened it up and found a golden lamp. Upon seeing it, his
friend told him, “Be like a Aladdin and give it a rub, maybe a Jinn will grant you a wish.”
Dismissing him, Bakr did give the lamp a rub. At that moment, a large naked man appeared
before him. “What is thy bidding my master?” It was a Jinn. He called himself Mot-pho and
whoever touched the lamp became his owner after his previous master died. The Jinn explained
the rules of the Lamp of Maegdoca and told him he’d better hurry. Unable to decide what to
do, Bakr had to summon the Jinn again because his first 3 minutes expired. “Make me rich,” he
asked. So the Jinn told him in order to grant his wish he needed to take the lamp outside. Bakr
and his friend did so, the Jinn was summoned for a third and final time for the day. The Jinn
went to the nearest bank and robbed it in his tornado like form. He quickly returned and went
back into the lamp. Now Bakr found himself on the run by the law. His friend ended up ratting
on him. Bakr managed to avid the authorities for 24 hours until he could summon the Jinn
again. “I need to get out of here,” he said. The Jinn provided him the power of energy flight.
He was able to utilize the power for 24 minutes before it ended. He asked to fly again, but this
time the power was different he was gliding on air current. The Jinn explained the powers were
random for the most part. Once he understood the rules, Bakr began to use the lamp for petty
crimes. Eventually, he was found out by the evil wizard Amanon Tatumain who demanded he
turn the lamp over to him. Bakr used the Jinn to escape but the wizard was relentless. Bakr
moved to the United States and decided to find some kind of super hero team to hide out
among in order to have protection from the wizard. Bakr happened to be in the area when the
Peacekeeper League, All-Crusader Squad, and the Victory City Sentinels (now called the Watch
Guard) battled the Slaughterhouse Seven. When a number of the heroes where injured, Bakr
summoned the Jinn and told him to protect them. The Jinn did so, especially against Crazyface
who considered him a magician. Afterward, the American and Samurai Sun spoke with the
ambassador of France for the UN to appoint Bakr to the Peacekeeper League. At first the
appointment was discouraged, but with the death of White Tiger and Fée leaving the team, it
was decided the man who had saved their lives would be a good morale boster.

Since joining the Peacekeeper League, Bakr has proved himself to be a true hero. Although he
lacks super abilities or specialize attributes, his knowledge has proven useful and the fact he’s
Muslin has given the League more creditability within the Middle East. Bakr is still being sought
after by Amanon Tatumain and a number of other evil supernatural beings or practitioners,
however he feels confident that his teammates will protect him. Unfortunately, the petty thief
nature in him is still very much a part of his personality and his behavior sometimes annoys his
teammates.

Real Name: Bakr Ben As’ad
Occupation: Former street peddler, now member of Peacekeeper League. Asia Operative.
Alignment: Unprincipled (used to be anarchist).
Power Category: Ordinary Person with Magic Object
Experience Level: 6th
Hit Points: 31 S.D.C.: 20
P.P.E.: 8
Appearance: He is stout Arabic man who dresses in the expensive fashions worn by men
in the Middle East. He wears a white turban and has an Assyrian beard.
Attributes: I.Q. 15, M.E. 11, M.A. 13, P.S. 13, P.P. 10, P.E. 11, Spd. 14, P.B. 9
Age: 32, Sex: Male, Height: 5 foot and 7 inches (1.70 m), Weight: 212 lbs
(95.4 kg).
Magic Object: The Magic Lamp. Bakr can utilize the lamp to summon the Jinn up to 3x
a day. Of course, the Jinn can only remain outside the lamp for no more than 3 minutes before
he must return to the lamp. The Magic Lamp is indestructible. As long as Bakr is alive, he is the
only person able to use the lamp.
Combat Training: Non-combatant
Attacks per Melee: 2 attack and 5 non-combat actions.
Combat Bonuses: +1 to dodge
Combat Skills: Punch 1D4
Educational Background: High School
Common Skills: Read-Write/Speak Arabic 92%94%, Mathematics: Basic 90%,
and Pilot: Automobile 81%
Science Program: Computer Operation 83%, Mathematics: Advance 81%,
Chemistry 85%, Anthropology 75%, Archeology 75%/55%, and Astronomy & Navigation 75%.
Technical Program: Appraise Antiques 65%, Gemology 60%, Research 75%,
and History 98%/90%.
Secondary Skills: Housekeeping 75%, Wardrobe & Grooming 84%, Sewing 70%,
Public Speaking 80%, Bartering 58%, Palming 50%, Streetwise 44%, Gambling (standard) 60%,
Land Navigation 60%, Language: English 77%, Literacy: English 60%, Business & Finance 40%,
and Cardsharp 34%.
Money: As a member of Peace Keeper League, he makes around $1500 a week. He and
the other Peace Keepers receive a bonus of $10,000 per each successful assignment. He has
around 5980 Saudi Riyals (23,000 USD) hidden away back in Riyadh, Saudi Arabia.
Weapons: He relies on the magic lamp.
Equipment & Vehicles: He has access to the Peace Keeper technology weapons and equipment.

Real Name: Mot-pho
Occupation: The Genie of the Lamp of Maegdoca
Alignment: Aberrant
Power Category: Immortal (Lesser Demon)
Experience Level: 10th
Hit Points: 110 S.D.C.: 126 Natural Armor Rating: A.R.: 11
P.P.E.: 113
Appearance: He is a huge muscular man with red skin. His head is bald accept for a long
braid. He has a long forked beard. His eyes glow red. He always appears in the nude or he is in
his mist form.
Attributes: I.Q. 11, M.E. 26, M.A. 15, P.S. 25, P.P. 17, P.E. 20, Spd. 27, P.B. 10
Age: Immortal, Sex: Male, Height: 8 foot and 8 inch (2.64 m), Weight: 575 lbs (258.7 kg).
[b]Vulnerabilities[/b]: Bound to the Magic Lamp. The Jinn is forever bound to the Lamp
of Maegdoca. He cannot go beyond one mile of its current location (invisible chain). He cannot
even be teleported beyond this range. He cannot enter a dimensional rift or portal to take him
beyond its range. He resides in the lamp unless summoned by its owner then he is allowed 3
minutes of servitude toward his “master”. Then he is drawn back into the lamp. He can only be
released 3x a day and each time no longer than 3 minutes. He is forever bound to the owner of
the lamp (until his or her death). He cannot raise his hand against his owner, must call him or
her master or mistress, and cannot leave his or her side unless ordered to do so (“Go get me a
coffee at the store”). During the 3 minutes of service, the Jinn must “obey” all the requests
and demands of his owner accept reveal its true name or be told to commit suicide. The Jinn
show loyalty and service toward his master and to no one else. However, the Jinn is allowed
to “play” if his owner fails to clarify his intent on what the Jinn is to perform for him or her.
Silver: Silver Weapons inflicts double damage against the Jinn’s hit points/S.D.C. He
cannot enter or tread upon holy ground.
Natural Abilities: Immortality (Mega Hero Power). Bio-Regenerate 2D6 hit points/3D6
S.D.C. every 10 minutes. He has a HF of 9.
Major Abilities: Grant Powers, Transmutation, and Alter Physical Structure: Air.
Minor Abilities: Impervious to Energy and Electricity.
Combat Training: Martial Arts
Attacks per Melee: 5 (2 initial + 3 from Hand to Hand)
Combat Bonuses: +3 to initiative, +3 to strike, +5 to parry, +5 to dodge, +10 to
damage, +4 to roll with punch/fall, +4 to pull punch, and +2 to disarm.
Saving Throws: +4 to save vs. magic, +6 to save vs. psionics, +9 to save vs. insanity,
+3 to save vs. possession, +5 to save vs. poison & disease, +4 to save vs. Horror Factor, and
+10% to save vs. coma/death.
[b]Combat Skills[/b]: Karate Punch 2D4, Power Blow 4D4 (2), Elbow/Forearm 1D6,
Backhand 1D6, Knee 1D6, Karate Kick 2D4, Crescent Kick 2D4+2, Snap Kick 1D6, Roundhouse
Kick 3D6, Tripping/Leg Hook (cannot be paired, must dodge or knockdown), Jump Kick 6D6,
Flying Jump Kick 4D6, Leap Attack, All Holds, Paired Weapons, and Critical strike on an
unmodified roll of 18-20.
Other Bonuses: +4% to all skills, 80% trust/intimidate, and 75% charm/impress.
[b]Educational Background[/b]: Special
Common Skills: Read-Write/Speak Demongogian 96%/96%%, Lore: Demon &
Monster 85%, Lore: Religion 90%, Mathematics: Basic 96%, and Read/Write/Speak English,
Spanish, French, Latin, Chinese, Hindi, Russian, and Arabic 89%.
Criminal Program: Streetwise 67%, Pick Locks 85%, Find Contraband 73%,
Prowl 80%, and Gambling (Dirty Tricks) 67%.
Espionage Program: Hand to Hand: Martial Arts, Detect Ambush 85%,
Intelligence 79%, Wilderness Survival 85%, Tracking (humanoid) 80%, and Detect Concealment
80%.
Secondary Skills: Athlete, Body Builder & Weightlifting, Holistic Medicine
70%/60%, Outdoormanship, Ventriloquism 48%, Astronomy & Navigation 70%, Land Navigation
68%, History 98%/80%, Appraise Antiques 60%, Gemology 55%, W.P. Sword (+2 to strike, +1
to parry), and Physical Labor.
Money: He has no need for money.
Weapons: None, he relies on his natural abilities and powers.
Equipment & Vehicles: Just the magic lamp.
User avatar
Reagren Wright
Palladium Books® Freelance Writer
Posts: 3238
Joined: Sun Feb 10, 2002 2:01 am
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
Location: LaPorte, In USA

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

Unread post by Reagren Wright »

JACK DUNDEE

Jack Dundee grew up in the Australian Bush with his parents in a tiny community. His father
taught him everything there was on how to survive and hunt. He also made good friends with
the Aborigines. One day as boy, his father was teaching how to throw a boomerang. His father
told him that it sometimes does not return depending upon how it’s thrown or its type, but
everything Jack threw it, the things always returned. Finally, his father told him to throw it
around a tree, Jack did so. From that point on, his father knew he was special. The sha-man of
the local Aborigine tribe said Jack had been touched by the great Rainbow Serpent to stand
against the darkness (evil and ignorance) and help humankind reach a new plateau in
understanding and living at peace with the world. Jack didn’t know what that meant but he
decided to use his powers to make himself a hero. He continued to practice and learn to
control his abilities and make the boomerang and knife his weapons of choice. A few days after
he turned eighteen, Jack went to Melbourne where he became a Legionnaire type super hero.
He refused to give himself a “hero” name and simply called him Jack. Before long, Jack was a
national hero and was rewarded with the key to the city. Then a number of strange murders
started to take place in the alleys and dark corners of the city, Jack sought after the killer only
to learn it was vampire (Yara Mayha Sho). Jack tried to fight this monster but ended up getting
bitten on the neck by the creature (it hand left circular scars on his neck). Jack felt powerless
and defeated. He returned to his home feeling a failure, especially when some mystic hero
showed up and destroyed the vampire. Nevertheless, the UN ambassador for Australia came to
talk to him. He said he’d spoke with the UN ambassador with Great Britain and they agreed Jack
would be the perfect hero to join the Peacekeeper League. Feeling rejuvenated and needing to
prove himself again, Jack agreed to join. In doing so, Jack popularity rose again, now he was
not only a beloved hero from down under, he was a recognize hero all over the world, and one
of its most popular. Jack does endorsement and commercials on Australian television. He is also
an outspoken advocate for the Aborigines, animal wildlife, and for mutant civil rights. He hopes
to use his celebrity status to help push issues more so than his physical ability to fight crime
and protect the needy.

Jack has been trying to put the moves on Anthea since day one, they’ve yet to work, but he
does notice she appears jealous whenever he has ladies hanging around him. Jack is still
haunted with the death of White Tiger and Fêe leaving. He’s not very keen on some Russian
joining the team, but if Jinn can turn out to be good for the team, then anything is possible.
Jack also loves to visit Century Station and test his skills (training exercise).

Real Name: Jack Dundee
Occupation: Australian Wildlife Expert, Now member of Peace Keeper League. Australia operative.
Alignment: Scrupulous
Power Category: Mutant
Experience Level: 5th
Hit Points: 66 S.D.C.: 66
P.P.E.: 23
Appearance: He is slender and rugged looking Australian male with ash blond hair and
light blue eyes. He dresses like a man from the outback (a jackaroo). He never goes anywhere
without his pair of lucky crocodile made boots.
Attributes: I.Q. 13, M.E. 11, M.A. 13, P.S. 14, P.P. 21, P.E. 25, Spd. 16, P.B. 12
Age: 36, Sex: Male, Height: 6 foot (1.82 m), Weight: 195 lbs (87.75 kg).
Unusual Characteristics: Sun-Proof Skin (he takes ½ damage from light and laser
attacks), Ambidextrous, and Extraordinary Perception (+3 to perception). Jack has strange
permanent scars on his neck from a vampire encounter.
Major Super Ability: Adapt to Environment
Minor Super Abilities: Healing Factor, Manipulate Kinetic Energy, and Targeting.
Combat Training: Expert
Attacks per Melee: 6/7 (2 initial +3 from Hand to Hand +1 from ambidextrous) +1 using
throwing or projectiles
Combat Bonuses: +3 to initiative, +5 to strike, +8 to parry, +7 to dodge, +3 to roll with
punch/fall, and +2 to pull punch.
Saving Throws: Fire and cold ½ damage (cold does 10% normal damage and penalties
with power), +55% to save vs. coma/death, +11 to save vs. poison (he takes 1/3 the damage,
duration, effect, and penalty even if he fails the save), +8 to save vs. disease/+13 with power,
+8 to save vs. magic, and +3 to save vs. psionics.
Combat Skills: Punch 1D4, Power Punch 2D4 (2), Elbow/Forearm 1D6, Knee 1D6, Karate
Kick 2D4, Tripping/Leg Hook (cannot be paired, must dodge or knockdown), Backward Sweep
(cannot be paired, must dodge or knockdown, -2 to dodge), and All Holds.
Educational Background: On the Job Training
Common Skills: Read-Write/Speak English (Australian) 90%/93%, Mathematics:
Basic 87%, Pilot: Automobile 75%, Pilot: Personal ATV (Based on John C. Philpott in Rifter #25)
80%, Pilot: Off Road Vehicles (Based on John C. Philpott in Rifter #25) +40% to pilot skill off
road.
Field Naturalist: (Based on John C. Philpott in Rifter #25). Animal Husbandry
80%, Animal Training 70%, Biology 80%, Camouflage 65%, Land Navigation 71%, Prowl 75%,
Horsemanship 75%/55%, Track & Trap Animal 60%/70%, Wilderness Survival 75%, and Zoology
70%.
Bounty Hunter Program: (Based on John C. Philpott in Rifter #25) Detect
Ambush 75%, Detect Concealment 70%, Radio: Basic 90%, Concealment 55%, Escape Artist
80%, Interrogation 75%, Tracking (humanoid) 70%, Locksmith 80%, Rope Works 70%, W.P.
Knife (+2 to strike, parry, and +6 to throw), Targeting (+2 to throw and Critical strike on an
unmodified roll of 19-20), and W.P. Boomerang +6 to throw and +2 to damage, -2 to dodge and
parry).
1. Normal attack to make return 225 feet (68.58 m), process of returning takes up 1
melee action. Can engage in others actions.
2. Straight shot, Range: 900 feet (274.3 m), Boomerang will not return (unless uses
powers), +2 to damage, those within 100 feet (30.5 m), are -4 to parry and dodge.
3. Backshot, strikes the target on the return from the opposite side, Range: 375 feet
(114.3 m), -8 to parry and dodge because of surprise attack To hit someone hiding behind
cover is a -1 to strike (unless uses powers then there is no penalty)
4. Bounce Shot, appears to falls short and strike the ground, then suddenly strikes
the victim from below, -4 to parry and dodge, a strike roll of 14 or better an opponent is
knocked off his feet and suffers damage (lose two melee actions).
5. Ricochet Shot, hit one object and then hit a second (damage to both), second
objects is -4 to parry and dodge.
6. Catch a boomerang is a successful parry of 16 or better, but must make a “called”
catch (hand must be empty). Used up two actions. Or he can use his powers and it will be
automatic. Note: He can double the range using his powers, -1 to throw.
Secondary Skills: Hand to Hand: Expert, Athlete, Outdoormanship, First Aid
70%, Climbing 75%/65%, Identify Plants & Fruits 55%, Preserve Food 55%, Swimming 65%,
Cooking 50%, and Juggling 60%
Money: As a member of Peace Keeper League, he makes around $1500 a week. He and
the other Peace Keepers receive a bonus of $10,000 per each successful assignment. He has in
a bank in Sydney he has 123,418 Australian Dollars (80,000 USD).
Weapons:
1 Large Modified Survival Knife (Mary Sue) 1D6+3 to damage. She is perfectly
balanced (+3 to strike, +3 to parry, and +7 to throw).
2-4 throwing knives 1D6
4 Average Boomerangs 2D4+2 (do return on its own)
2 Hunting Boomerangs (normally do not return) 2D6+2
2 Metal Boomerangs (normally do not return) 3D6
2 Boot Knives 1D4
Armor: He wears quilted leather armor which blends in with his normal outback attire.
A.R.: 10 and 20 S.D.C.
Equipment & Vehicles: His lucky crocodile skin made boots, wide brimmed hat, bandanna,
gear webbing, utility belt, sturdy backpack, weapon holder (a purse that holds his knives and
boomerangs), knife sheath, red scarf and red handkerchief, a durable wristwatch, canteen,
binoculars with nighsight, penknife, small mallet, fishing hooks and lines, saddle bags, billy,
bedroll, snakebit kit, and 3 signal flares. He doesn’t usually take all this gear, mostly 50-75% of
it depending upon what’s the mission.
User avatar
Reagren Wright
Palladium Books® Freelance Writer
Posts: 3238
Joined: Sun Feb 10, 2002 2:01 am
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
Location: LaPorte, In USA

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

Unread post by Reagren Wright »

SAMURAI SUN

Ogano Hirata grew up in Tokyo, Japan. At the age of five, he started his parents’ house on fire.
When asked if he was playing with candles, he said he tried to light the candles but he never
implied he uses matches. His father held this against him for the rest of his life. Later at the
age of nine, he got into a fight with a kid at a school an accidentally set him on fire. Now it
was quite clear that Ogano was some kind of mutant. His family was contacted by the Kenaga
Corporation, a Japanese medical and veterinary research company, in order to test his abilities.
Unknown to anyone, the company is secretly owned by the Yakuza. This went on for at least
two years. Ogano was not allowed to leave the facility and his mother (not his father) was the
only family member who came to see him. Then one night the Kenaga Corporation was attacked
by six highly sophisticated robots. One of the robots took Ogano and flew away while the other
five self-destructed and destroyed the facility, in all the confusion everyone assumed Ogano
was destroyed. In truth, he was taken to a secret laboratory owned by the villainous
organization bent on world domination known as the Fire Sun. It leader Naoko Kikumara was
looking for a means for his organization to create a successful super soldier program on pair
with the Russian’s RIG (Red Iron Guard) program. They took Ogano to be used as a blue print.
Unlike the Kenaga Corporation, the Fire Sun was mean and cruel to him. They did cruel
experiments and operations on him, when they had what they wanted he was to be executed.
But the Kenaga Corporation learned the location of who was holding their property and they
sent the Kagemusha Ryuujin Assassin Guild onto those responsible and to get back their
property. During the fighting, Ogano managed to escape and made his way out into the
streets. The poor eleven year old was mentally disturbed by this time. He was found by an old
man who took him. When the old man tried to contact his parents Ogano refused saying they
thought him dead and his family wanted nothing to do with a freak like him. The old man took
piety on Ogano and decided he could stay with him. Ogano learned the old man was actually an
Ancient Master (11th level) and schooled in the ancient swordsman ship of the Samurai. He
taught the young mutant Zanji Shinjinken-Ryu and trained him in how to use his mutants
powers just as he would teach a student on how to focus and channel his chi. Years passed,
Ogano not only mastered the art of being a samurai but he wielded full control over his fire
powers. Then one day, he saw four men dressed like yellow and orange modernize samurai
armor attack a limo. They set fire to it and killed a dozen police. Three escaped on their
strange glider aircraft when Ogano challenged one of them to a fight (he just happen to have
his sword with him). The man revealed an energy katana. His weapon was no match for it, but
when he channeled a blast of intense fire on the man, he turned out to be immune to it. When
additional police showed up, the man burst into flames and became a living fire being. He
suddenly seem to be summonimh intense power, Ogano summed his power and rocket the man
up into the air where he went nova. Ogano survived and was consider a hero for saving the
city.

A few weeks later an American showed up at the house of the Old Man once he confirmed who
the old man was, he turned into molten lava and incinerated him. Ogano went to confront the
man but he caused an earthquake that caused the house to collapse. Eventually Ogano learned
the man was the super villain called Moltar and he swore revenge. Sighting of these fiery
samurai continued, one finally announced that they where the Sun Samurai and all had better
learn to fear them. Ogano finally understood who these men worked for, they were the creation
of the Fire Sun, they had found a way to duplicate his fire powers into this these men. They
had to be stopped so Ogano made himself a costume and called himself Samurai Sun. He swore
on the grave of the Old Man that he would stop their evil. On three occasions, he battled
Moltar and the villain got the best of him. He managed to become an annoying thorn for the
Fire Sun, but never able to truly defeat them or learn any of their secrets. One day after
saving a girl from a fire, he was approach by an assistant to the UN ambassador of Japan to
meet with him. The Japanese diplomat and the UN ambassador of the United States said they
wanted him to join the Peacekeeper League. Ogano refused citing he had to finish his quest of
defeating the Fire Sun. They told him with the resources of the UN, he would be able to do
that. So Ogano agreed.

Today although Ogano loves being an international hero, his goal of finding and defeating the
Fire Sun remains his top priority. Encounters with the Sun Samurai have convinced his
teammates to aid him as well, but they are not as nearly as obsessed about it. Ogano itches
for another opportunity to face Moltar. His teammates worry about him and his inability to
focus on other issues. The Fire Sun has held him hostage for son long, they are not sure he will
ever be able to free himself.

Real Name: Ogano Hirata
Occupation: Former Elite Soldier for the Fire Sun, Now member of Peace Keeper League,
Asia Operative.
Alignment: Unprincipled
Power Category: Mutant (Unstable Powers)
Experience Level: 7th
Hit Points: 53 S.D.C.: 76
P.P.E.: 26
Appearance: He looks like a Japanese male who engaged in intense physical exercise. His
should length hair is bright yellow (usually in a ponytail). His eyes are reddish orange. He wears
a modern version of samurai armor.
Attributes: I.Q. 11, M.E. 30, M.A. 12, P.S. 17, P.P. 28, P.E. 25, Spd. 14/300 mph (483
km) flight, P.B. 10
Age: 28, Sex: Male, Height: 5 foot and 5 inches (1.65 m), Weight: 116 lbs (52.2 kg).
Unusual Characteristics: Yellow hair and red orange eyes.
Major Super Ability: Control Elemental Force: Fire and Super Energy Expulsion: Fire
Minor Super Abilities: Flight: Energy, Power Weapon, and Energy Expulsion: Heat.
Combat Training: Zanji Shinjinken-Ryu
Attacks per Melee: 6/7 (2 initial +4 from Hand to Hand) +1 in flight
Combat Bonuses: +3 to initiative, +7 to strike/+8 from flight, +8 to parry/+9 from flight,
+11 to dodge/+13 when flying or hovering under 80 mph (128 km)/+15 when flying at speeds
around 80 mph (128 km), +6 damage/+4 to damage for every 20 mph (32 km), +6 to roll with
punch/fall, +3 to maintain balance, +3 to pull punch, and +2 to disarm.
Saving Throws: Impervious to fire, heat, and smoke, +20% to save vs. coma/death, +5
to save vs. poison & magic, +8 to save vs. psionics, and +13 to save vs. insanity.
Combat Skills: Knife hand and punch 2D4, Power Punch 4D4 (2), Elbow/Forearm 1D6,
Knee 1D6, Karate Kick 2D4+2, Jump Kick 6D6+2, Backward Sweep (cannot be paired, must
dodge or knockdown, -2 to dodge), Paired Weapons, All Holds, Critical strike from behind,
Critical strike on an unmodified 18-20, Deathblow on a natural 20, and Power Stab with sword
(double damage-2 attacks)
Educational Background: Trade School
Common Skills: Read-Write/Speak Japanese, 90%/93%, Mathematics: Basic
87%, Pilot: Automobile 75%, and Computer Operation 81%.
Law Enforcement Program: W.P. Handgun (+3 to aim/+1 burst), Radio: Basic
98%, Crime Scene Investigation 85%, Law (General) 85%, and Surveillance 80%.
Physical Program: Hand to Hand: Zanji Shinjinken-Ryu and Gymnastics (Sense
of Balance 86%, Bars & Rings 96%, Back Flip 98%, Climb Rope 89%).
Secondary Skills: Athlete, Prowl 65, Climbing 80%, Aerobic Athletics, Land
Navigation 64%, Basic Electronics 65%, W.P. Sword (+4 to strike, +6 parry, +1D6 damage),
W.P. Archery (+4 to strike, +2 to disarm, Rate of Fire 5), Language: English 80%, Literacy:
English 65%, Public Speaking 60%, and Fencing.
Money: As a member of Peace Keeper League, he makes around $1500 a week. He and
the other Peace Keepers receive a bonus of $10,000 per each successful assignment. He has a
bank account in Tokyo, Japan with 10,257,500 Japanese Yen (110,000 USD).
Weapons:
A specially made high tech katana (able to resist heat and flames), 4D6+2 (+5 to strike, +7 to parry).
A specially made high tech wakizashi 3D6+2 (+5 to strike, +7 to parry).
Energy Expulsion: Fire, Range: 740 feet (225.5 m), Damage: 10D6 or 1D6x10,
Bonuses: +10 aimed, +8 shooting wild.
Super Fire Blast, Range: 740 feet (225.5 m), Damage: 1D6x10+30+6D6,
Bonuses: +10 aimed, +8 shooting wild.
Power Weapon, Normal weapon damage + 4D6, Once per melee round fire
energy bolt that does 44 points of damage. Range: 700 feet (213.3 m). Duration 28 minutes.
Energy Expulsion: Heat, Range: 300 feet (91.5 m), Damage: 3D6, Bonuses: +6 to aim, - 3 to parry and dodge.
Armor: He wears specially made yellow full suit of lamellar armor (splint) with an
elaborately designed helmet and strange looking facemask. The armor is impervious to fire and
heat. A.R.: 18 and 92 S.D.C.
Equipment & Vehicles: He has access to the Peacekeeper technology weapons and equipment.
gaby
Knight
Posts: 4340
Joined: Fri Jan 03, 2003 2:01 am
Location: Québec

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

Unread post by gaby »

Great characters Reagren wright.

Love seeing not U.S,s Heroes.
Can't wait to see what you come up with for the other Heroes teams.
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