New Characters using PU2

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

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Yukon
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Re: New Characters using PU2

Unread post by Yukon »

great characters! i wish i was so quick at making new characters, or had the time to devote, but these are wonderfull examples of characters that can be made with PU2!

wondering what's next, and are you planning on making one character in this thread for each pow cat in PU2??
Tyciol wrote:In fact, many of these powers seem pretty useless except for neat ways of thinking of killing civilians.
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Re: New Characters using PU2

Unread post by Guest »

make a weapons master!!!!

and a teen hero...

and a minor hero!

(those three excite me most about the book, which if i am lucky will arrive this week)
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Snake Eyes
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Re: New Characters using PU2

Unread post by Snake Eyes »

:( my game store here doesn't have it in yet............ anyhoo, great character samples :-)

BTW, is the eungenics character another version of an experimental character
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Re: New Characters using PU2

Unread post by Snake Eyes »

:D I just went and bought the PU2 book, and all i can say is, AWESOME!!!!

I was going to submit a NPC character for rifter, now Im glad I waited, because I now have a good one in mind :-D

(still maybe an 'experiment' or a 'eugenics' character)
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Yukon
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Re: New Characters using PU2

Unread post by Yukon »

NecroTechno wrote:Ah, there it is. Shouldn't that be above the Physical Attributes?


uhh... why?
Tyciol wrote:In fact, many of these powers seem pretty useless except for neat ways of thinking of killing civilians.
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Re: New Characters using PU2

Unread post by MethosDarkblade »

I leave...I leave and this is what comes to palladium. DAMN YOU BUSH!!!!

I'm hoping my copy is home by the time I get out of the mid-east :-)
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Re: New Characters using PU2

Unread post by Levi »

This is a good buy. I only wrote up one character form it so far. It turned out to be an Immortal Golem Wizard. Very, very cool. All of the rest of the new power categories looked pretty good as well. I like the updated random table to select a power category. I completely random rolled the character.
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Re: New Characters using PU2

Unread post by Carmen »

Hey Cool character's, glad to see you guys are having fun with the book! :-D Carmen :-D
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Unread post by NMI »

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Yukon
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Unread post by Yukon »

these are really some great characters! i'd love to see more.
Tyciol wrote:In fact, many of these powers seem pretty useless except for neat ways of thinking of killing civilians.
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Unread post by gaby »

They are Great characters.

By puting them here,I am planting to use them in my games.
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Re: New Characters using PU2

Unread post by Sir_Spirit »

Kittenstomp wrote:In the meantime, I bring you a Supersoldier. Why? They're really, REALLY, freakin' fun now. There is one thing to be said about the supersoldier table that I'm a little iffy on: namely, do 4 of the supersoldier options, (Latent psychic, chemical, brain implants, robo-endoskeleton and powers) get to roll Supersoldier Enhancement table or do only the "superpowered" supersoldiers get to?
I'm assuming they all do otherwise the "supers" have one hell of an advantage over the other character types. Like the other characters, I rolled this one up entirely randomly with the help of my own tables.



Yes they ALL get to do that, I even think it's in the FAQ or one of the Sticky's in this forum.

Kittenstomp wrote:Supersoldier/Mutant Abilities
Mutant Test Subject: Randall was originally a mutant with highly focused temporal abilities that gave him super-speed and the ability to manipulate clocks.

Superpower: Sonic Speed:
Minor Superpower: Clock Manipulation: Randall’s speed powers come from his ability to locally affect time streams. As a result he can also inflict minor temporal distortions on certain objects, including clocks.


From the way you described his powers I would have given him Slo-Motion Control And Extraordanary Speed.
Damn ICE/BCP/BorderPatrol! Damn everyone who won’t damn ICE/BCP/Border Patrol!! Damn everyone that won’t put lights in his windows and sit up all night damning CE/BCP/BorderPatrol!!!
If you support ICE/BCP/BorderPatrol at this point, you would have called the Gestapo on the people surreptitiously moving into your neighbor's attic and huffed that you were only following the law.
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Unread post by gaby »

Any one else have ideas for characters using PU2?
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Sir_Spirit
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Unread post by Sir_Spirit »

Lots.

Distort space, EXtraOrdanary Spd, Sidestep and Heightened sense of Awareness.
Super speedster.

A symbiote, with worms in your blood.
Tenacles,ME:Crystal, Swingline, Body Weapons.

OR Supertech(CHaracter is Inventer->Alien[Hardware:Analytical]):
Battlesuit,
Rocketflight/charge and Supernatural Strength,
EE:Force and Radar.
Has a Antigrav flight ring or body harness worn under suit.

Or Supertech(CHaracter is Inventer->Alien[Hardware:Analytical]):
Battlesuit
Intagibility, Cloaking
untrackable, color manipulation
(flight ring worn under suit)
Damn ICE/BCP/BorderPatrol! Damn everyone who won’t damn ICE/BCP/Border Patrol!! Damn everyone that won’t put lights in his windows and sit up all night damning CE/BCP/BorderPatrol!!!
If you support ICE/BCP/BorderPatrol at this point, you would have called the Gestapo on the people surreptitiously moving into your neighbor's attic and huffed that you were only following the law.
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Unread post by gaby »

Will you show more Characters Kittenstomp?

You should make some thing for Rifter.
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Sir_Spirit
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Unread post by Sir_Spirit »

He might want to use PU3 in the next one...
Damn ICE/BCP/BorderPatrol! Damn everyone who won’t damn ICE/BCP/Border Patrol!! Damn everyone that won’t put lights in his windows and sit up all night damning CE/BCP/BorderPatrol!!!
If you support ICE/BCP/BorderPatrol at this point, you would have called the Gestapo on the people surreptitiously moving into your neighbor's attic and huffed that you were only following the law.
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Unread post by Prince Cherico »

"It all started on a rainy day, its so cliche but its true rainy days
just have a habit of going wrong in my former line of business.
I and my assoiates were hit men for the mafia, we killed we
maimed and we beat up any one who oposed our organisation
we were called the tarrot and we were the best, raised from
childhood to be the best hitmen in the world. Things were going
great I had money, women, and enough fire power to take out
a city block, then one day the old boss died and his crap weasle
son took control. The guy wanted to make the mafia do things
that even my jaded soul found offensive. I wasnt the only one
the Entire Tarot revolted and turned states evidence, now Im here
working for the goverment as part of my plea deal. It isnt so bad
but I swear hanging out with these goody two shoes is making me
soft"




The Magician

Alinment- Aberant with a desire for a good alinment

Background Data
Sponsering organisation Italian Mafia
Motive for produdure-Criminal
Nature of procedure- advanced Nanites
Nature of test subject- New born baby=same as mutant
Current status with organisation- Betrayed organisation all
ties have been cut
Replication of process- A bonafied Success
Side effects- Angelic beatafull face, Ambidextrous
Level-3

IQ-20
ME-10
MA-10
PS-44 super human
PP- 17
PE- 16
PB-35
SPD-53
SDC-220
Hit points- 50
Natural AR-14

Super soldger powers=
Internal Robotic Medical system-
the subject heals 1d4 hitpoint or SDC a minute
the robots have a surgical skill equal to 75%

Attempted invulerability-
Brain boost-
Phsyical transformation-

Edoskeliton Powers=
Enhanced endurance-
(can last 20 times longer before feeling the effects of exhaustion
can remain awake for 2 days with out sleep, needs around 5-6 hours
of sleep a night

Enchanced strength-
Due to the skeliton and the nanites stregthening of the mussles
A tarot member has a superhuman strength class

Robotic speed-
can leap 12 feet high and 20 feet across from a dead stop and double
if from a running jump. Takes no damage from falls 100 feet and less.

Replacement cybernetic systems=
(the natites that rebuild a newborn tarot members skeliton body and
mind also rebuild their senses to superhuman levels

Enchanced sense of smell and taste-
instantly reconize oders 75%
Reconize a person by scent 45%
Track by scent alone 55%

Hearing-
Ear microphone Radio recever and transmitter
this allows tarot members to revive radio transmitions
like a hand held radio, and transmit radio comunicaitons to
up to a 3 mile radius the microphone can also transmit the voices
of others with in a 6 foot radius of the subject

Eyes
The subject has a passive night vision of 600 feet
and telescopic vision with a range of 1500 feet 10 foot
image area up to 20X magification

Cosmetic disguse
(the system is not perfect it just grants a perminate bounus
to PB)

Unbreakable skeliton
Skeliton has 2000 SDC and a natural AR of 17 this only
aples to the Skeleton.

Skills (milatary specialist)
Basic milatary program +26%
Running
Climbing 90%
Military etiquette 76%
Radio basic 86%
WP bolt action rifle

Modern wepons
WP automatic rifle
WP shotgun
WP automatic pistols
WP paired shotguns

Chainsaw mastery 26%
WP chainsaw
WP Chainsaw fencing
Gymnastics=
sense of balance 85%, parrallel bars 95%, Back flip 98%
Chainsaw repair 71%

Basic esponage program +21%
Hand to hand martial arts
Detect Ambush 66%
Intelligence 65%
Wilderness survival 66%
Interrogation 76%
Sniper

Lingustics program +16%
Speak Russian 81%
Speak Chinese 81%
Speak Spainish 81%
literacy Chinese 61%

Mafia Program +16%
Mafia etiquette 66%
Streetwise 48%
Find contraband
Prowl 51%
Lockpicking 61%

Other skills +6%
five of choice
Lore Psyonics 71%
Lore Magic 71%
Dance61% professional level
Computer operations 61%
61% Sing

Total bonuses (with out skills, and stat bonuese)
Roll with impact +3
Pull punch+6
Attacks 6
Iniative+4
To strike +4
Parry+7
To disarm +2
Dodge+6
Save vrs toxins +4
Save vrs HF +2
Save vrs Illusions +1
Save vrs Biomanipulations +2
Chain saw Bonuses- +7 to strike +8 parry with chain saw
Chainsaws do a extra 1d6 damage in the charaters capable hands

Shotgun bonues +6 to strike
automatic pistols +6 to strike
Automatic rifle +6 to strike
Bolt action rifle +8 to strike

Downsides
The Tarot Process stregthens a persons nightvision but it also
makes them more light sensitve with out the almost trademark
sunglases that Tarot members wear they are -5 to strike,

The Tarot Process also makes them heavyer then normal human
beings They are on average 100 pounds heavyer then normal human
beings most of this weight consists of the skeliton and their dense
mussle tissue, that said Fat Tarrot members are non existant the nanites
just dont allow that.

Apperance
The Magician has pale white skin, white hair, and red eyes
he appears to be a albino cacasion. The hair is worn in a long
pony tail that can reach the small of his back. The magician is
thin and 6 feet 5 inches tall.

Savings 900,000 dollers
Items
Each tarot member still has their own private collection of weapons
from their mafia days.

Jump boots-
Powered by the tarots members own internal power the jump
boots are more silent then normal rocket boots and are slightly
tougher too but this causes them to lose power.
Allow the charater to jump 50 feet in the air each boot has
50 SDC and is relitivly quiet.

The Chainsaw-
The Tarots trademark weapon that made them famous in their
underworld days. Each tarot member obsessivly practiced with
them until they had perfected their tecniques with the Chainsaw.
The Chainsaw like the Jump boots is powerd by the Tarot members
internal power. The Chainsaw does 5d6 damage and damages any
item used to parry it. The Chainsaws blade is a stagering 2 feet long.

The Uniform
consisting of a weatherproof black trench coat, wraparound sunglases,
black jeans and a bullet proof vest the uniform was simple. The
Vest had a AR of 10 and 80 SDC but considering the tougheness of
the average Tarot member the vest was more for show then actual
combat value. Each Tarot member has 1d6 suits of the uniform and
a belt to hold their weapons
Svartalf- if Cherico were a character created in a point game system, he'd have all his scores in geeky skills and his youtube and weird net stuff schticks all paid through a a Terminal Bad Luck (with more nasty GM intervention) disadvantage, and probably an Uncouth (can not have social skills) disad as well...
In an RPG with deadly situations that character would have had to be replaced a dozen times over[
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Unread post by Amberjack »

Wow some how missed this thread when it was new, love all the characters. Especially the empowered, and the Immortals
gaby
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Unread post by gaby »

Great characters.
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Re: New Characters using PU2

Unread post by gaby »

Have any one made Characters using PU3?
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Re: New Characters using PU2

Unread post by Stone Gargoyle »

Yes! ;)
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Re: New Characters using PU2

Unread post by gaby »

If Palladium books ever make a H.U Books using Npc,s made by Fans,I hope they will use Kittenstomp,s characters here and Lady Green.
londonbaz

Re: New Characters using PU2

Unread post by londonbaz »

I am at work with only a partial character sheet to hand, but here you go... I am not 100% sure that every bonus is accurate, but you get the idea. Wish I had the books and my full sheet to hand. I have mentioned this character a time or two over the years, but here he is in more detail.

*****************
David Morgan first noticed that he was different after recovering from what should have been a fatal wound received during the Anglo-French War 1626-1629. A career soldier, David knew little else, and as it became apparent that he was effectively immortal, he dedicated himself to the arts of war and the cause of the English (and later British) Crown. Over the centuries he has fought in no less than 36 full blown wars and hundreds of battles and engagements. Adopting new apperences and identities over th eyears, he has served at every rank from Private Soldier to Regimental Colonel. He has fought in Europe, Asia, Africa and North America for King/Queen and country. He even fought for the Confederate States of America and the Rhodesian Defense Force when his adopted homes found themselves at war against non-British foes. In the early 1980s he decided that his generations of clandestine military service had been long enough, and he adopted a new, public guise - that of "The Redcoat", defender of the United Kingdom and scourge of evil doers, terrorists and criminals.


DETAILS
NAME: The Redcoat
REAL NAME: David Morgan
OTHER ALIASES: Dozens over the years
ACTUAL AGE: 426 (Born in 1582)
APPARENT AGE IN CURRENT FORM: Early 30s
CURRENT HEIGHT: 5'10"
CURRENT WEIGHT: 178 lbs
POWER CATEGORY: Immortal Man
LEVEL: 8
ALIGNMENT: Unprincipled

ATTRIBUTES & STATISTICS
I.Q. 21
M.E. 15
M.A. 13
P.S. 35 (Extraordinary/Augmented)
P.P. 20
P.E. 28
P.B. 17
SPD. 42
H.P. 152
S.D.C 325
M.D.C. (On Rifts Earth) 477
NATURAL AR 10
P.P.E. 104
ATTACKS PER MELEE 8

BONUSES
Disarm +5
Hand to Hand Damage +20
Initiative +8
Pull Punch +5
Roll with Punch/Impact/Fall +10
Save vs Coma/Death 26%
Save vs Horror Factor +4
Save vs Illusions +4
Save vs Magic +9
Save vs Poisons +7
Save vs Possession +5

COMBAT BONUSES (Not including W.P. bonuses, but including HtH Bonuses)
Strike +5
Parry +10
Dodge +11
Automatic Dodge +6

EDUCATION LEVEL Military Specialist + additional Immortal Man

HAND TO HAND: Martial Arts

SKILLS
Acrobatics, Art (Sketching) 82%, Athletics (General), Basic Mechanic 82%, Boxing, Camouflage 77%, Climbing 98%/98%, Dance 72%, Detect Ambush 92%, Field Armorer & Munitions Expert 97%, General Repair/Maintenance 82%, Horsemanship (General) 98%, Intelligence 86%, Interrogation 98%, Law (General) 57%, Mathematics: Basic 92%, Military Etiquette 98%, Military Fortifications 87%, Navigation (Air, Land, Water) 98%, Pilot: Airplane 77%, Pilot: Automobile 83%, Pilot: Boats (Ship) 92%/83%, Pilot: Helicopter 98%, Pilot: Motorcycle 87%, Pilot: Sail Boat 98%, Pilot: Tanks And Apcs 95%, Play Musical Instrument (Violin) 82%, Prowl 87%, Radio: Basic 98%, Read Sensory Equipment 97%, Research 97%, Running, Speak & Literacy Afrikaans 77%, Speak & Literacy Arabic 87%, Speak & Literacy Bengali 87%, Speak & Literacy Catalan 82%, Speak & Literacy Dutch 97%, Speak & Literacy English 98%, Speak & Literacy Farsi 87%, Speak & Literacy French 97%, Speak & Literacy German 97%, Speak & Literacy Greek 92%, Speak & Literacy Hebrew 62%, Speak & Literacy Hindi 87%, Speak & Literacy Irish Gaellic 87%, Speak & Literacy Italian 87%, Speak & Literacy Latin 97%, Speak & Literacy Malay 72%, Speak & Literacy Mandarin 62%, Speak & Literacy Polish 67%, Speak & Literacy Portugese 82%, Speak & Literacy Punjabi 87%, Speak & Literacy Russian 97%, Speak & Literacy Spanish 97%, Speak & Literacy Swahili 72%, Speak & Literacy Swedish 67%, Speak & Literacy Turkish 92%, Speak & Literacy Welsh Gaellic 97%, Speak & Literacy Zulu 77%, Swimming 92%, Tracking 87%, Trap/Mine Detection 77%, W.P. Automatic And Semi-Automatic Rifles, W.P. Automatic Pistols, W.P. Black Powder Pistols, W.P. Black Powder Rifles/Muskets, W.P. Bolt Action Rifles, W.P. Heavy Weapons, W.P. Knife, W.P. Paired Weapons, W.P. Revolvers, W.P. Sub-Machine Guns, W.P. Sword, Weapon Systems 98%, Wilderness Survival 92%, Wrestling, Writing 72%

POWERS
MEGA: Immortality
IMMORTAL MAN: Specialized Shape/Appearence changing
MINOR: Danger Sense
MINOR: Extraordinary Physical Endurance
MINOR: Extraordinary Physical Prowess
MINOR: Extraordinary Physical Strength
MINOR: Heightened Sense of Recall
MINOR: Lightning Reflexes
MINOR: Linguistics

APPEARENCE

David Morgan’s current form is actually extremely similar to his “natural” one. He has increased his height by 4 inches and his weight proportionately, improved his dentition to 21st century standards, and erased the pock scars on his face from a childhood illness (from before the manifestation of his powers). Other than this, he fundamentally appears much the same as the young soldier who first marched to war in Ireland at the age of 17 during the The Nine Years War in 1599 as a servant of the Virgin Queen Elizabeth I – a well built man with shoulder length strawberry blond hair, pale skin with ruddy cheeks, and dark grey eyes.

As “The Redcoat” he has adopted a stylized “uniform” incorporating a short red tunic, a “Sam Brown” set of belts, and dark blue trousers tucked into knee length riding boots. He carries a Boer War era Webley MKIV Revolver in a holster at his right hip and a “traditional” infantry officer’s sword on his left (this is actually an unbreakable magic sword). He will use more modern long-arms and weapons as the situation dictates, and has even contemplated a more “armoured” uniform/costume.

PERSONALITY & QUIRKS

David has the ability to be a very successful social chameleon. Despite his relatively low birth (his father was a Cooper in Sunderland in the North East of England), over the years he has learned to socialize with everybody and anybody. In combat situations he has a sometimes annoying tendency to reminisce about previous battles, and to take control and bark orders since he “obviously” has the knowledge and experience to know best (which he actually does most of the time). David is also an unrepentant smoker, enjoys a tot or three of rum, and has a good appreciation for a good party and the ladies.
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Re: New Characters using PU2

Unread post by gaby »

Good character,hope to see more.
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Re: New Characters using PU2

Unread post by gaby »

Some one forgot to put up a Minor hero and a Ancient Weapon master.

Any one have any ideas for characters of the two last Power categories?
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Re: New Characters using PU2

Unread post by Captain Shiva »

Kittenstomp wrote:
Angryjack wrote:Well Unless your supervillains are straight out of supermegatopia... HE-She Hulk! Doctor Nesbit! Slut Puppy! Daimsel Mouse! .... you get the idea...


Damn you! I'd forgotten about Supermegatopia and now once again I remember that horrible furry thing.

In the meantime, I bring you a Supersoldier. Why? They're really, REALLY, freakin' fun now. There is one thing to be said about the supersoldier table that I'm a little iffy on: namely, do 4 of the supersoldier options, (Latent psychic, chemical, brain implants, robo-endoskeleton and powers) get to roll Supersoldier Enhancement table or do only the "superpowered" supersoldiers get to?
I'm assuming they all do otherwise the "supers" have one hell of an advantage over the other character types. Like the other characters, I rolled this one up entirely randomly with the help of my own tables.

Randall was a two-bit mutant working as a special operative for the NY State Troopers when he was contacted by Project BEGR, (Biological Engineering and Genetic Reconstruction) and asked to participate as a test subject. While initially skeptical, Randall was interested in the possibility that he could increase his already impressive powers and agreed to participate. The experiment which had already seen results with human volunteers was a qualified success for Randall. Instead of trying to instill Randall with superpowers, the project worked on enhancing Randall’s existing powers, eventually outfitting him with a nano-tech healing system, increased physical acuity an enhanced immune system (courtesy of his super-speed metabolism) and hypnotic mental conditioning to protect him from psychics.
Since his creation, Randall has worked for BEGR as a spokesman, occasional figurehead and warrior. He has been loaned out to the federal government on two occasions and works with state troopers on a regular basis. Due to his super-speed, Randall makes an excellent choice as an anti-drug trafficking agent, capable of catching and arresting just about anyone who gets in his way.

Alias: Timer
Name: Randall Jones
Age: 28
Race: Human Mutant
Height: 6’3”
Weight: 210 lbs
Hair: Black
Eyes: Green
Ethnicity: Caucasian
Gender: Male
Description: Randall is a strange looking fellow that seems attractive one second and rather ugly the next. While athletic, his body is nothing write home about.
Power Category: Mutant Supersoldier
Education Level: Basic Military
Alignment: Unprincipled
Level: 6
IQ: 23
ME: 14
MA: 12
PS: 17
PP: 16
PE: 17
PB: 17
Spd: 20 (without powers)
HP: 49
SDC: 188

Saving Throws
Psionics: (15) +2
Disease: +8
Poison: +5
Bio-Manipulation: +3
Mind Control: +5
Illusions: +4
Horror Factor: +6
Impervious to Possession

Hand to Hand Combat: Expert
Initiative: +9
#AT: 8
Strike: +4
Grapple: +4
Damage: +2
Escape Moves
Roll: +15
Maintain Balance: +2
Defensive Moves
Parry: +10
Dodge: +7
Automatic Dodge: +5
Hand Attacks
Punch 1d6
Fast Punch 2d6
Super Fast Punch 4d6
Super Fast Power Punch 1d4x10 (2 attacks)
Foot Attacks
Kick 1d10
Leg Hook
Backward Sweep
Fast Kick 3d6
Super Fast Kick 5d6
Super Fast Power Kick 1d6x10 (2 attacks)
Special Attacks
Tackle 1d4
Sonic Ram 2d4x10-5d6
Body Flip/Throw 1d6
Crush 1d4
Choke
Holds/Locks
Body Hold
Neck Hold
Leg Hold
Arm Hold
Modifiers
Pull Punch: +7
Automatic KO on natural 20
Critical 18-20

Supersoldier/Mutant Abilities
Mutant Test Subject: Randall was originally a mutant with highly focused temporal abilities that gave him super-speed and the ability to manipulate clocks. He was recruited by project BEGR for supersoldier enhancement in the hopes that they could use his mutant powers as a “springboard” to enhance him even further than most of their human test subjects.
Mutation: Very Small Eyes: Randall’s eyes are about 30% smaller than a normal person’s, giving him a beady-eyed look that takes away from his otherwise very attractive features.
Mutation: White Streaked Hair: Randall’s hair is streaked with white uniformly every inch or so on his head.
Superpower: Sonic Speed: Randall can reach speeds of up to 700 mph while running and has the necessary physiology to react to and process such speed. Randall can reach 700 mph in 4 seconds but it will cause a small sonic boom. Running at lower than the speed of sound produces a whistling noise, running under 100 mph produces almost no noise whatsoever. He can also stop on a dime and take sharp turns.
Maximum Running Speed: 700 mph
Maximum Swimming Speed: 300 mph
Advanced Vision: 2 miles
Nightvision: 500 feet
Leap 60 feet high or 100 feet long
Minor Superpower: Clock Manipulation: Randall’s speed powers come from his ability to locally affect time streams. As a result he can also inflict minor temporal distortions on certain objects, including clocks. Randall can speed up, stop or slow any mechanical or electronic counter and has an amazing sense of time (within 2d6 seconds), can sense how accurate a time piece is and can fix clocks without the benefits of any skills.
Supersoldier Treatment: Hypnotic Mental Conditioning: With a series of chemical injections and special psychological sessions, Randall’s mind has been toughened up against psychic intrusion. Impervious to possession
Supersoldier Treatment: Immune System Enhancement: With glandular implants and chemical alteration Randall has been made nearly immune to disease. Any ability that affects his body, be it chemical, psychic or magical will have only half its normal effects, but this applies equally to good, lifesaving chemicals, spells and psionic powers.
Supersoldier Treatment: Internal Robotic Medical System: Small nanites have been injected into Randall’s blood stream giving him the ability to heal cuts, bruises and even organ damage via his nanites. Equal to a doctor’s surgery skill at 75%. Heals 1d4 HP or SDC a minute or 2d4x10 HP/SDC per hour for serious injuries that reduce SDC down to zero. (Overwhelms nanites.)
Supersoldier Treatment: Uncanny Targeting: Randall’s space-time perception has been enhanced one hundred fold to the point where he can move at full speed, hang upside down or be in a vehicle and still have full bonuses to strike! He also has paired weapons with all thrown weapons and firearms and can divide his attacks between two individuals.

OCC Skills
Language & Literacy: English: 98%
Math: Basic: 98%
Pilot: Automobile: 98%
Climbing: 85%.75%
Military Etiquette: 70%
Read Sensory Equipment: 80%
Running
Radio: Basic: 90%
Wrestling
Demolitions: Disposal: 88%
Intelligence: 56%
Optic Systems: 54%
Prowl: 65%
Boxing
Detect Ambush: 65%
Detect Concealment: 70%
Escape Artist: 65%
Sniper (additional +1 to strike)
Surveillance Systems: 70%
Tracking: 70%
Wilderness Survival: 65%
Track: Animals: 55%
Skin & Prepare Animal Hides: 70%
Preserve Food: 70%
Carpentry: 60%

Secondary Skills
General Athletics
Fishing: 60%
Pilot: Boat: 80%
First Aid: 75%

Weapon Proficiencies
Paired Automatic Pistols: +7/+3
Sub-Machinegun: +7/+3
Bolt-Action Rifle: +10/+3
Assault Rifle: +10/+3
Paired Energy Pistols: +8/+4
Energy Rifle: +11/+4
Infantry Missile: +3
Grenade: +3

Weapons
(2) Experimental Ion Pistols
Weight: 4 lbs each
Damage: 4d6
Payload: 30 blasts
Range: 500’

I like the way you tied together the Sonic Speed and Clock Manipulation Powers together under a sort of "theme."
Have you ever been thrown out of a Rifts game for being smarter than the Game Master?
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Re: New Characters using PU2

Unread post by gaby »

What are the abilities of a Weapons Master?
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Her0man0
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Re: New Characters using PU2

Unread post by Her0man0 »

This is a minor hero character i just made for my game, im still working on her best friend Spiral which ill have soon.
Calypso

Cassandra Kelly has always been a tall girl. This naturally made her a target for ridicule in her early years and a bully as a teen. What has added to her aggressive nature is her natural dislike for “ordinary” humans. Nobody but her best friend Shannon Tweed (Spiral) even knows about her abilities due to her keeping them secret from everyone including her adopted parents.
Cassandra isn’t doing well in school and her friend Shannon have taken to afterschool “jobs” to earn a little extra money and experience by working for the local gang leaders in roughing up the people that owe them money. Cassandra and Shannon never want to kill or actually permanently hurt anyone (Anarchist Alignment), and may be able to be turned to good if trained by the right people or fall in with the right crowd. Due to their reckless nature however a death could happen anytime at which point there may never be any going back.
Name: Calypso
Real Name: Cassandra Kelly
Aliases: None
Experience Level: 2
Power Category: Minor Hero – Alien (Thinks she is a Mutant)
Alignment: Anarchist
Attributes:
I.Q. 10
M.E. 12
M.A. 9
P.S. 14 Super Human
P.P. 13
P.E. 16
P.B. 15
Spd. 9
Hit Points: 101
S.D.C. 156
I.S.P. 12
P.P.E. 20
Age: 17 Sex: Female Height: 6’4” Weight: 300 Lbs
Appearance: Cassandra appears as a very tall African American woman with long dreadlocks and a thin yet muscular build. As Calypso Cassandra wears army pants, army boots, a black spandex long-sleeved shirt and a full gas mask which were all purchased from the salvation army store.
Natural Abilities: None
Alien Appearance: Cassandra looks completely like an ordinary African American Girl other than being really tall and that her hair has always grown in as dreadlocks and never any other way.
Physiological Modifications: Reduced Gravity which makes Cassandra extra tall, extra heavy and twice as slow (Speed is reduced by half)
Reasons for coming to Earth: Unknown; Cassandra is adopted and believes herself to be a human mutant.
Familiarity with Earth: Complete due to being raised here.
Major Ability: Invulnerability; Cassandra’s strength is considered Super Human and she takes no damage from most physical attacks, cold, fire, heat, electricity, lasers, other types of energy, bullets, punches, falls, and so on. Cassandra is only really vulnerable to Supernatural Strength attacks which do half damage, Gases, drugs, chemicals, poisons, toxins, disease, and radiation are reduced to half the damage and duration and cannot kill her, only make her sick. Also psionics, magic, magic weapons, all have full effect.
Minor Ability: None
Education Level: HighSchool (11th Grade)
Skills
Language: American – 78%
Literacy: American – 65%
Mathematics: Basic – 78%
Computer Operation – 45%
Pilot: Auto – 56%
Auto Mechanics – 38%
First Aid – 25%
Gymnastics
Sense of balance – 53%
Work Parallel bars & rings – 63%
Climb Rope – 62%
Back Flip – 72%
Prowl – 30%
Writing – 28%
Secondary Skills
Cook – 45%
Dance – 70%
Sing – 25%
Art – 34%
Streetwise – 56%
Swimming – 78%
W.P. Knife: +1 to strike
Combat
Hand to Hand: Basic
Attacks per Melee: 4
Strike: +0
Parry: +2
Dodge: +2
Roll with punch or fall: +4
Pull Punch: +2
Initiative: +0
Damage: kick attack does 2D4 damage
Weapons and Equipment
Two “Rambo” knives – 2d4 damage each
gaby
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Re: New Characters using PU2

Unread post by gaby »

Good one.
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Re: New Characters using PU2

Unread post by gaby »

Any one use come up with Characters using PU3?
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Re: New Characters using PU2

Unread post by BillionSix »

gaby wrote:Any one use come up with Characters using PU3?


PU3 gives lots of new powers, but not any new character categories.

Brian
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DtMK
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Re: New Characters using PU2

Unread post by DtMK »

Nice! I have a couple NPC's in my crossover games that combine a Rifts D-Bee with a power category in PU2 for a devastating mix. Dr. Alexander Stern and another relative of his are Auto-G Natural Geniuses. Nothing says fear like a brilliant geneticist who can replicate people's appearances and abilities by consuming their DNA! I suppose the best way to classify them would be Mutants or Aliens with that power category.
Bob Herzog from KoDT put it best: HOODY HOO! http://www.facebook.com/manyfacesofdave
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Re: New Characters using PU2

Unread post by DtMK »

True, but PU1 and PU3 have plenty. They even have some abilities in the back of the book of PU2 as well. And I had a frightening idea to expand upon this thread. What if people started upgrading the characters or making classes from PU2 as Mega-Heroes? Rifter #37 has some great possibilities for new Mega-Powers and Achilles' Heels. For example: a Eugenics creature with the Mega-Power of Wealth, doubling their creation budget! Forget a six million dollar bionic guy, how about a thirty-four million dollar example of a master lab creation?
Bob Herzog from KoDT put it best: HOODY HOO! http://www.facebook.com/manyfacesofdave
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Re: New Characters using PU2

Unread post by gaby »

Or maybe they get a New Power at different levels,like 4 levels apart or that add another sub-abillity to ther major power.
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Re: New Characters using PU2

Unread post by gaby »

Make New Characters using all the Power Categories?
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Severus Snape
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Re: New Characters using PU2

Unread post by Severus Snape »

gaby wrote:Make New Characters using all the Power Categories?

Why don't you create a few and post them?
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Re: New Characters using PU2

Unread post by gaby »

Special training:Hunter/Vigilante

In most ways,Gino longzi 's childhood was that of a typical Mob brat,Unlike Others he stay out of trouble with the law,After high school,he join the Army,going through a full tour he join in Father,s Crime Family,go through the ranks he becomes the Family top Hit man with the nickname Gino (Get yea) Getszi.

Name:Gino Getszi
Alignment:aberrant
Hit points:74,S.D.C:90(50 for being a hunter,40 from other skills)
Attributes:I.Q.13,M.E.13,M.A.13,P.S,22,P.P.20,P.E.20,P.B.12.Spd.16
Weight:220lbs,(all muscle),Hight:6 feet
age 30,sex:Male
Disposition:Though,mean, and absolutely loyal to his Family.
Super power Category:Special training
Super power:Hunter/Vigilante
Experience Level:9
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AlanGunhouse
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Re: New Characters using PU2

Unread post by AlanGunhouse »

Hunter/Vigilante is in HU2, not PU2
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gaby
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Re: New Characters using PU2

Unread post by gaby »

Sorry,I mean use all the Power Categories from All the HU,s Books not just PU2 for Characters.
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Re: New Characters using PU2

Unread post by gaby »

So any ideas for characters using PU2?
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Re: New Characters using PU2

Unread post by Mack »

From the forum rules:

NMI wrote:In order to put a current issue to rest

Necro-Posting:
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Usually by new, inexperienced members of the board.

A common trait of someone necroposting is not to only bring one old thread back from the last page before deletion, but to fill up the entire first page with threads that only they seem to think have relevance to anything.


Necro-Posting is an annoying act throughout the interwebs. In some places it may be more sociably accepted than others. Here on the Palladium Books - Forums of the Megaverse, it is not. Until such a time that we, the moderation team have the ability to auto-lock topics, we ask that you refrain from necroposting.

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