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Unread postPosted: Fri Dec 25, 2020 12:25 pm
  

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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
Perry Knight

Perry Knight when he was 12 years old came to the United States with his family (James and Barbara, and his little brother Ian). This was their first trip to the United States to
visit James brother Colin. While sitting in their Ultropolis Taxi cab, the super villain Stratacide hit the city streets with a tornado. It picked up the cab and smashed it against a
building. Everyone was critical injured. When Perry awoke he was told he would never walk again. His family however did not survive. Perry spent time recovering with his uncle
Colin, seething with hatred toward all super beings, with thoughts for revenge in his mind. When he turned 18, he returned to England and sought after anyone involved in U.K.
military to help him defend the nation against hostile super beings. His passion and determination attracted the attention of Professor Gabriel Crowley who was in charge of U.K.
SCRET Super Soldier program, developed in an effort to compete with the Soviet Union’s RIG Program (Red Iron Guard). Perry was the perfect candidate for Gabriel to activate the
Phase Two Trials. The year-long experimentation was a success but Perry was the only one to develop additional super abilities. The process could not be replicated. As such the
program was abandoned but Perry was put in charge all the Phase One Super Soldiers (Super Soldiers from Heroes Unlimited 2nd edition, not Powers Unlimited Two).
Taking on various names, this elite group of Special Force Super Soldiers operated throughout UK sphere of influence, taking on various super villains, rogue nations, and
terrorist organizations. Perry (aka Black Death) showed little or no mercy to anyone they meet with super powers or meta-technology. He killed them with cold efficiency. He did this
for nearly 25 years killing without guilt or compassion. Then one day, while working on a joint operation with US SCRET, a freelance mercenary named Wind Draft showed up looking
like a dead ringer for Stratacide. When confronted, the mutant revealed he not only possessed the powers of APS-Air but Multiple Lives. His however was different for each time he
died, he would resurrect with a completely different personality and alignment. Stratacide a super villain Diabolic was two lives ago. Wind Draft worked as freelance operative for
both US and UK SCRET. Later on, as they were carrying out the mission, Perry used his power to turn off Wind Draft’s abilities and shot him with his PB rays. Suddenly he realized
what he’d done and it turns out the mission couldn’t be completed without Wind Draft assistance. His personal hatred ruined everything. Despite botching the mission and failing in
the objective, the two teams returned home, although Perry immediately requested a leave of absence. Instead he was honorably discharged.
Perry move to the United States and took over his uncle’s family grocery store. Perry tries to live a very quiet life, far removed from all that he did. He feel guilty over what he’s
done, namely how his actions nearly cost many people their lives, but he still can’t forgive the man who killed his family and give him purpose in life. However, he also recognizes he
failed his country and his teammates because of his hate and single mindedness. He wants to be left alone, but alas 25 years of working as a government super beings he has
acquired lots of INTEL so he has on rare occasioned talked with people like Senior Special Agent Scott Benter. However he doesn’t trust people, he’s just that suspicious, and made
too many enemies to let people close to his inner circle. Scott red flagged him with the hope of giving the man the peace and quiet his soul deserves.

Real Name: Perry Knight
Alias: Black Death
Occupation: Former U.K. S.C.R.E.T. operative. He held the rank of Warrant Officer Class 1.
Alignment: Aberrant.
Power Category: Super Soldier
Experience Level: 9th
Hit Points: 67 S.D.C.: 330 Armor Rating: A.R.: 14
P.P.E.: 22
Appearance: He is thin and lanky with an athletic build. He is rather good looking, although not overly so. He has gray
hair (once a thick brown hair). He has bright blue eyes. Perry carries himself well, appearing fully confident in both himself
and his powers.
Attributes: I.Q. 10, M.E. 10, M.A. 21, P.S. 39 (extraordinary), P.P. 15, P.E. 23, P.B. 15, Spd. 44 (30.8 mph/49.5 km).
Age: 55, Sex: Male, Height: 6 foot and 2 inches (1.82 m), Weight: 192 lbs (86.4 kg).
Unusual Characteristics: Delicate, sensitive hands, with long slender fingers and Odd Color Eyes (Bright Blue).
Super Soldier Enhancements: Attempt to Make Invulnerable, Physical Transformation, and Mind and Body
Attune. Note: Despite being middle age, his super soldier enhancements still keep him as healthy as he was in his
20s. He can carry 3900 lbs (1.95 tons/1755 kg) and lift 7800 lbs (3.9 tons/3510 kg).
Major Super Ability: Negate Super Ability
Minor Super Abilities: Lightning Reflexes and Energy Expulsion: Particle Beam
Combat Training: Commando
Attacks per Melee: 9 (2 initial +4 from Hand to Hand +1 from boxing +1 from enhancement) +1 from powers
Combat Bonuses: +11 to initiative, +3 to strike, +7 to parry, +7 to dodge, +6 to auto dodge,
+28 to damage, +9 to roll with punch/fall, +14 to pull punch, +3 disarm, and +3 to Perception Rolls.
Saving Throws: +16% to save vs coma/death, +11 to save vs Horror Factor, +5 to save vs poison and disease,
+2 to save vs possession, and +4 to save vs magic.
Combat Skills: Karate Punch 2D4, Power Punch 4D4 (Counts as two attacks), Backhand Strike 1D6, Elbow/Forearm 1D6,
Knee 2D4, Karate Kick 2D6, Snap Kick 1D6, Crescent Kick 2D4+2, Wheel 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, Axe Kick 2D8,
Leap Kick 3D8 (counts as two attacks), Power Kick (double damage to any kick attack, counts as two attacks), Jump Kick 6D6,
Flying Jump Kick 4D6, +3 to Body Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and 1 attack/action), Body Block/Tackle 1D4 + P.S. damage
bonus (must parry/dodge or knockdown). All Holds, Paired Weapons, and Knockout on a natural 20 for 1D6 melees, and Deathblow on a
natural 18-20 (double damage, direct to Hit Points, counts as two attacks).
Other Bonuses: 65% trust/intimidate.
Educational Background: Military plus additional UK SCRET Training.
Common Skills: Read-Write/Speak British English 98%/97%, Mathematics: Basic 98%, and Pilot: Automobile 87%.
Military Program (Basic): Running, Climbing 95%/85%, Forced Marched, Military Etiquette 90%, Radio: Basic 98%,
W.P. Rifle (+5 to aim/+2 to burst), and W.P. Grenade (+3 to throw).
2nd Military Program: Demolition 97%, Demolition Disposal 97%, Parachuting 95%, and Trap/Mine Detection 75%.
Espionage Program: Hand to Hand: Commando, Detect Ambush 85%, Intelligence 78%, Wilderness Survival 85%,
Sniper (+2 to called or aimed shot), and Detect Concealment 80%.
Physical Program: Boxing, Kick Boxing, Prowl 85%, and Swimming 98%.
Secondary Skills: Athlete (general), Body Build & Weightlifting, First Aid 90%, Computer Operation 87%, Pilot: Airplane 86%,
Basic Electronics 75%, Land Navigation 72%, Public Speaking 85%, Law (General) 70%, Research 60%, Streetwise 36%, Cook 40%,
and Astronomy & Navigation 35%.
Money: He has about 89,000 British Pounds (120,041 U.S. dollars) in saving he made from his days as a British S.C.R.E.T. operative.
In his checking account, he has 110,000 U.S. dollars which pays most of his living expenses. Exactly how much he receives as a pension
from SCRET even he is unaware of. Most of his money goes to charity.
Weapons: He is trained in using all the weapons used by the U.K.SCRET, but he relies on his skills and powers.
Energy Expulsion: Particle Beam, Range: 400 feet (183 m), Damage: 4D6+4 on a Natural roll of 12-17, on a Natural roll of 18-19
does 6D6+16, on a Natural roll of 20 does 6D6+16 direct to Hit Points. Attacks Per Melee: Each blast counts as three attacks/actions.
Bonus: +1 to aim. Note: Particle Beams automatically by-pass the A.R. of a target, including all Natural Armor Ratings. Objects destroyed
or people killed by PB are disintegrated! Living things heal damage back three times slower and objects cannot be repaired by normal means.
Particle Beams inflict half damage against Invulnerable beings.
Equipment & Vehicles: He no longer has access to any of UK SCRET technology or special equipment.


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Unread postPosted: Fri Dec 25, 2020 12:32 pm
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
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Location: LaPorte, In USA
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
MACABRE

Macabre is an Ancient Spirit of Hate who arrived during a ritual taking place by a group of college students from Ultropolis University. The ritual was discovered by one student
in a library book. On a whim they decided to do the ritual during a fraternity party. Once she appeared, she immediately requested purpose, a task to spread chaos and discord.
Several students hated a college professor, so they told her to “go be mean to him.” So she did for several days attack him, ransack him home, his car, etc. When the college
professor called campus security and the police, Macabre would attack and kill them. Upon realizing what they done, the college student tried to get her to stop obeying their
commands. Macabre insisted the ritual gave her purpose and until they gave her a new one, she would continue. About this time, Special GIGMA Agent Scott Benter got involved.
She would use Scott’s own hypnotic suggestion powers against him making him do things he did want too. Finally one of the students completed a new ritual and told her to “live
among humans without hurting them.” Macabre answered, “I can do that, continue to spread hate and misery without causing them pain.” Then Scott who manage to break the mind
control she held over him followed up by completing a rapid version of the ritual and told her, “You task is to be self-loathsome until you cannot hate anymore.” The ritual caused
some kind of mental feedback upon Macabre’s mind causing her to collapse. When she awoke, she was no longer compelled by the mystic ritual any longer. Scott hand
unintentionally freed her from its bindings. She was now free to cause grief and suffering all on her own. She flew into the air and disappeared. A few days later, Scott got a knock on
his door and to his astonishment Macabre was there in tears. “What have you done to me?” she demanded. Scott had indeed broken the ritual binding but she was inflicted with self
hatred. Scott now had the task of teaching the spirit not to hate but have virtue, compassion, and goodness. Not having the time or the commitment to do this task, Scott then
assigned those responsible for her summoning to take care of her and steer her on the straight and narrow path of righteousness.
Macabre now wonders Ultropolis University Campus, going from place to place trying not to hate. Macabre spends her days talking to mortals, asking age-old questions of purpose in
life, joy, right and wrong, good and evil. She has “sort of” switched sides, and is possibly on the verge of feeling content and fulfilled. She can still be savage and ruthless (especially
to men in military uniform), but at least she is trying to control her hatred and base instincts, and opposes evil and injustice. The real problem is she “believes” she has fallen in love
with Agent Scott Benter and is not sure how to deal with it.

Real Name: Deilarthata
Occupation: Ancient Spirit of Hate
Alignment: Aberrant
Power Category: Immortal (Ancient Spirit of Darkness)
Experience Level: 6th
Hit Points: 90 S.D.C.: 127 Armor Rating: A.R. 10
P.P.E.: 142
Appearance: Macabre is a gorgeous, tall, busty, athletic woman. She has round blue eyes and medium length,
straight black hair worn in an alluring style. Her blue and black outfit resembles something worn by an exotic dancer and is
obviously made for combat.
Attributes: I.Q. 28, M.E. 14, M.A.15, P.S. 25, P.P. 18, P.E. 28, P.B. 23, Spd. 38/300 mph (483 km) in flight.
Age: Immortal, Sex: Female, Height: 6 feet (1.8 m), Weight: 110 lbs (49.5 kg).
Insanity: She loathes men in military uniform (includes law enforcement) who threaten her and/or challenge her.
The moment she confronts them, nothing else matters. She is easily distracted by their presence (-6 to initiative and Perception).
She refuses to believe they can speak truthfully and only when they are in agony will they ever be honest. Women as far as she
is concerned speak nothing but the truth, which makes it easy for her to be fooled by them.
Unusual Characteristics: She is simply eye-popping gorgeous and constantly attracts attention wherever she goes.
Natural Abilities: Her wings are made of energy and can magically appear or disappear as desired. She can choose to fly into space
into space if she so desired.
Major Super Abilities: Mimic, Natural Combat Ability, and Multiple Beings (6).
Attacks per Melee: 6/7 (3 initial and +3 from Hand to Hand) +1 in flight.
Combat Training: Special
Combat Bonuses: (in addition to those she acquires from gaining her opponent’s hand to hand combat style): +6 to initiative, +2 to strike/+3 in flight,
+3 to parry/+4 in flight, +3 to dodge/+5 in flight, +5 automatic dodge/+7 in flight, +10 damage/+4 damage for every 20 mph (32 km)
of flight speed, +9 to roll with punch/fall, +9 to pull punch, +3 to disarm, and +2 to Perception Rolls. Note: Whomever she engages
in Hand to Hand Combat or observes fighting, after one melee round (15 seconds), she acquires their equivalent level of hand to hand combat,
combat bonuses, and combat skills/techniques (including boxing, wrestling, kick boxing), added to her own (thus making her that much
better than her opponent, she doesn’t add their additional attacks/actions per melee). She can only do this with one person. When she encounters
a person who is an unskilled fighter (non-combatant) or multiple opponents, she will be able to fight with combat style of Hand to Hand: Expert
equal to her own level of experience. Player and G.M. Note: She can only acquire her opponent’s hand to hand (or boxing, wrestling,
and kickboxing) combat bonuses/skills/techniques. She cannot acquire additional combat bonuses, skills, or techniques from physical attributes
or super abilities.
Saving Throw: +26% to save vs coma/death, +9 to save vs magic, +8 to save vs possession, +2 to save vs mind control, +11 to save
vs Horror Factor, and +7 to save vs poison and disease.
Combat Skills: Punch 1D6+2, Power Punch 2D6+12 (counts as two melee attacks), Elbow/Forearm 1D6, Knee 1D6, Kick Attack 2D4,
Karate Kick 2D6+2, Jump Kick 6D6 (counts as two attacks), Head Butt 1D6, Body Flip/Throw 2D4 plus P.S. damage bonus (lose initiative and
1 attack/action), All Holds, Paired Weapons, Back Flip (use in place of dodge, can only use back flip bonuses 94%), Leap Attack (critical strike),
Knockout/stun on an unmodified roll of 19-20, and Critical strike on an unmodified roll of 18-20. Note: She can jump 10 feet (3 m) high
or 15 feet (4.6 m) long, +50% with a running start. Remember she will acquire all the combat skills of her component (their hand and kick attacks,
special maneuvers, and training techniques within one melee round of engaging them in combat or observing them fighting).
Other Bonuses: +14% to all skills, 97% trust/intimidate, 92% charm/impress.
Educational Background: Military Specialist (some familiarity with Earth). Note: She can pick up any weapon (ancient or modern) and
perform with it as if she had a W.P. with that weapon. +2 to strike/aim, parry, throw, entangle, and disarm. Her rate of fire (for archery) is 9. Increase
range of projectile weapons by +50%.
Common Skills: Read-Write/Speak English and Aramaic 98%.
Basic Military Program: Running, Climbing 98%, Forced March, Military Etiquette 98%, Public Speaking 98%, W.P. Sword (+5 to strike/+4 to parry,
and W.P. Shield (+4 to parry).
Espionage Program: Detect Ambush 89%, Intelligence 85%, Wilderness Survival 89%, Detect Concealment 85%, and Tracking (people) 85%.
Physical Program: Acrobatics (Sense of Balance 98%, Walk Rope 97%, Climb Rope 98%), Gymnastics (Bars & Rings 97% and Back Flip 98%,
Athletics (general), and Fencing (+1 to strike/parry, +1D6 to sword or knife).
Secondary Skills: Sing 79%, Wardrobe & Grooming 88%, Prowl 79%, Gemology 69%, Mathematics: Basic 98%, Astronomy & Navigation 74%,
W.P. Knife (+4 to strike, +4 to parry, and +4 to throw), Land Navigation 66%, Law (general) 49%, and History 79%/59%.
Money: She never pays for anything. She has other people do this for her. As she lives aimlessly on Ultropolis University, she stays with
whoever wants to put up with her.
Weapons: None, she relies on her natural abilities.
Equipment & Vehicles: None.


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Unread postPosted: Fri Dec 25, 2020 1:00 pm
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
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Location: LaPorte, In USA
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
Stan Gibbson

A few days after Stan Gibbson started his custodian job at one of the experimental research sites for the KLS Corporation. They were experimenting with an immense particle
accelerator/decelerator as a means to mass-produce or collect antimatter needed for propulsion and storage, a way to travel to distant stars. One of the people working on the
project was Charley Richmond, who worked at Project Daedalus in Century Station under Dr. Leopold Sarnhoff. He managed to leave the city before the aliens arrived to arrest the
“alien” Sarnoff and confiscated all off-world technology he helped develop on Earth, as well as any “hybrid” technology. Richmond got away with his lap top full of notes on their anti-
matter research. It was discovered despite having a readily available nuclear power plant to provide them power, they still didn’t have enough “energy” to capture or produce anti-
matter, just barely enough to boil water. So Richmond got the bright idea to put thaesium into their device. Thaesium is a radioactive crystal meteorite found in Antarctica with
alleged properties that gave humans super abilities. However, there were also top secret documents held by the government department known as Project Secure that Thaesium
could be used to power alien space craft or huge orbital space stations. Dr. Leopold noted indicated before the arrival of the Covenent (the aliens) he wanted to perform experiments
with thaesium believing it was the key to how the Atorians developed their Matter/Anti-Matter Drives.
Stan Gibbson was in the lab taking out the trash when a group of scientists and members of the U.S. military where in the room to observe the effects of adding particles of
thaesium into the accelerator/decelerator. When the device was switched on, they unknowingly created a primitive hypergravity bridge, but since it didn’t link to another gateway
device, it created a man made black hole. The entire complex disappeared with everyone inside. An immense undertaking tried to determine what had exactly happened because
nothing remained of the research complex. Suddenly Stan Gibbson appears from out of now where. When asked what happened to him and everyone else, all he can remember is
everyone in at the complex was transported to an anti-matter universe. Their bodies were processed so they could continue to exists without destroy everything. For some reason he
got sent back. Nobody believes his story however Stan Gibbson body is surrounded by a force aura. When the military tries to arrest, Stan fights back and manages to escape.
Nobody believes in Stan’s story and believes him to be a crazy mutant who destroyed the KLS Research Facility. SCRET/GIGMA begin a long search for the man and KLS hires various
Mutant Recovery Teams to capture him.
Months later Senior Special Agent Scott Benter was following up on a lead about a teen mutant at a high school in Ultropolis when an explosion happens that obliterates the
entire building. Scott arrives to find an unconscious Stan Gibbson surrounded by debris and ruin. Scott finds the ruins of broom and uses it to object read the man. Scott sees the
man and witnesses a bizarre flash of Stan and the broom being transported to the anti-matter universe, being experimented on by a highly advance race of aliens and for some
reason rejecting him. Stan’s body is no longer surrounded by a force aura never the less Scott drags him away and hides him. Later on, as emergency crews arrive, Scott uses his
coat and his invisible haze to move from the scene unnoticed. He takes Stan to his alien friend Gunter who does several alien scans on him. He determines Stan’s entire body has
been turned into anti-matter but the process has temporarily been reversed, he’s normal but in a few days or weeks he will revert back, fortunately the force aura will keep him from
destroying the planet. Scott takes Stan to his apartment where they spend a few days together. With help from Gunter, Scott uses his GIGMA connections to create a new identity for
Stan (Frederick Baker). He sets him up with a job as a custodian at his old high school in Ultropolis. Scott just wants him to keep out of trouble and not blow up the planet. Stan is
ever grateful for Scott and Gunter for all they’ve done for him. Gunter claims his “people” a few times made contact with the beings living in the anti-matter universe. With the right
tools and hybrid tech, he believes he might be able to reengineer Stan and give him control over his transformation so he can enjoy a relative normal life. The problem is finding the
tools and designing the hybrid tech. In the meantime, Stan keeps to himself and lives a very lonely life alone in the small underground apartment Scott set up for him. Stan misses
his family and longs to be with them. He hasn’t told Scott the reason the school blew up was because he was confronted by Charley Richmond who like him was sent back on Earth
and processed to inhabit the positive universe. Charley wanted his help to take over the planet and hold it ransom or else they trigger its eventual destruction. The two man fought
and Stan found a way to weak his force field and triggered a matter/anti-matter explosion. Scott hasn’t told Stan his object read indeed informed him what happened and because
Stan fought to protect Earth, Scott hasn’t called SCRET to take him away to a Holding Facility. Scott is indeed terrified at the possibility of what Stan represents and hopes Gunter
can indeed fix him soon.

Real Name: Stan Gibbson
Alias: Frederick Baker and Master Fusion
Occupation: Night Custodian for Ultropolis High School
Alignment: Scrupulous
Power Category: Mega Experiment
Experience Level: 4th
Hit Points: 30 S.D.C.: 91 Force Aura A.R.: 14 with 690 Force S.D.C.
P.P.E.: 56
Appearance: Stan is a normal looking guy, with smoke-gray eyes. His thick, wavy, brown hair is short and is worn in
an uncomplicated, dignified style. He is nearly average height, skinny, yet with a broad-shouldered build. His skin is pale and
he has prominent cheekbones. He wears dirty overalls and old, tattered clothing. The same clothes he’s been wearing for
several years since he cannot remove them or exchange them new ones.
Attributes: I.Q. 8, M.E. 3, M.A. 4, P.S. 15/25 (superhuman with force aura), P.P. 10, P.E. 16, P.B. 7, Spd 12.
Age: 30, Sex: Male, Height: 5 feet, 10 inches (1.55 m), Weight: 160 lbs (72 kg).
Side Effect: Requires Energy for Nourishment: Cannot eat or drink normal food; must absorb radiant energy such as
electrical, light, or thermal (not organic life energies). Must have 200,000 amps or six hours of light per day. As a bonus, the
character never gets hungry nor fatigues when exposed to sunlight or heat. Power Lock: Stan’s body has been permanently
transformed into anti-matter. His other powers serve as the means to keep him from physically interacting with the normal
universe and to convert energy into a source of food/nutrients.
Vulnerability: Because every particle in his body is anti-matter, Stan is incapable of interacting with any of the five states
of natural matter, without causing a fierce burst of energy 2D4x100 damage (if the damage exceeds the target’s S.D.C., it is
completely atomized). Stan generates a powerful Force Aura to keep a physical barrier between himself and the outside world.
If this barrier were to be destroyed, Stan’s anti-matter body would interact with matter (solid, liquid, gases, or plasma) and
annihilation would occur, triggering an explosion nearly equal to a nuclear bomb that does 10,000 points of damage to a 1050 feet
(320 m) radius around his entire body in all directions. Once any matter/anti-matter explosion occurs, the G.M. has to roll to
determine what happens next.

01-10% Stan lives revert to normal, no permanent damage; his anti-matter form returns in 1D4 weeks. Roll on the insanity tables, Neurosis and Phobia.
11-25% Stan survives, reverts to normal, and remains a normal person for the rest of his life.
26-40% Stan is atomized, but the blast radius is doubled!
41-85% Stan is atomized but the blast radius increases by 1D6x100%
86-00% Stan is atomized, the blast radius increased by 2D4x100% and the damage increases to 2D4x10,000! All five states of
matter in the blast radius is atomized, this creates a sudden change in air pressure that can crush objects, and high winds that can knock
objects down (3D6x100 points of damage to anyone or anything caught in the open). The range of this lethal blast force can extend an
additional 7000 feet (2133 m or 1.3 miles/2.1 kms) beyond the initial blast radius for every 8000 points of damage. This mean
atomization of 50,000 points of damage to 6300 feet (1920 m/1.1 miles/1.9 km) will produce a pressure wave (3D6x100 points of damage)
at range of 43,750 feet (13,335 m/8.2 miles or 13 km).
The Cascade Effect: If some physical/kinetic attack inflicted upon Stan surpasses his force aura (i.e., destroying it and damaging his anti-matter body),
if any part of him (hair, blood, saliva, skin cells, etc) touches matter, it causes annihilation. The fear is this could trigger continual matter/anti-matter
explosions could eventually destroys the entire planet!
Mega Powers: Standard mega abilities and Longevity (he ages one year for every 12 years of time).
Major Super Abilities: Copy Energy Pattern/Energy Conversion, Force Aura, and Alter Physical Structure: Anti-Matter (special).
All of his powers work as a Power Combo. His body copies all energy attacks (except kinetic, electromagnetic, sound, and cold) and covert them
into force field energy or radiant energy that his body absorbs as food. His Force Aura keeps his anti-matter body from having physical contact with
matter. His Force Aura only protects him from kinetic energy/physical attacks, hostile environment, temperature extremes, hazardous chemicals,
and airborne infection. Energy attacks (including magic and psionics) can by-pass the Force Aura, however, his natural immunity and copy energy
pattern/energy conversion ability reduce the damage he takes from all energy attacks to 1 or 2 points, even an alien battle ship particle cannon only
does 1 or 2 points of damage to him.
APS-Anti-Matter, His organic body looks no different only every particle converted into anti-matter. This allows him to breathe without air
and makes him impervious to cold, radiation, depressurization, zero gravity, organic requirements, and the hazards of space. In fact, he can
survive indefinitely in space. He can speak in the vacuum of space and does not require food, water, gravity, or an earth atmosphere to survive.
He can see in total darkness even the void of space (absent of light). He cannot be blinded by intense light and can gaze into the brilliance of a
nuclear flash without ill effect.
1. The Touch, Stan can weaken the Force Aura around one finger so he can perform a finger poke. When Stan makes contact with any form
of matter with this finger poke, he still doesn’t make “full contact” with the object but allows .0035 oz (.1 grams) of anti-matter to make a “brief” contact”
with matter. When this happens, two things happen. First, the object touched takes 2D4x100 points of damage! If the damage exceeds the target’s S.D.C.
(and Hit Points for living things), it is completely atomized (disintegrated). Not a single particle is left, just a three foot (0.9 m) deep, smoldering
crater. Second, everything in a 10 foot (3 m) radius is struck by a pressure wave (similar to those of a nuclear explosion) that does 3D6x10 points.
2. Anti-Particle Blast, this is the release of a controlled energy attack over a specific target area. It is nearly identical to Energy Expulsion: Particle Beam.
Like all PBs, the beam automatically by-pass the A.R. of a target, including all Natural Armor Ratings. Objects destroyed or people killed by PB are
disintegrated! Living things heal damage back three times slower and objects cannot be repaired by normal means. Range: 600 feet (182 m)
maximum, Duration: Instant, Damage: When rolling the D20 to strike with the anti-matter blast, only a Natural roll (not modified by bonuses)
of a 12-20 hits. A roll of 11-17 does 4D6+4 points of damage, a roll of 18-19 does 6D6+16 points of damage. A roll of 20 does 6D6+16 direct
to Hit Points! The anti-matter blast cannot be divided between two targets. Attacks per Melee: Each blast counts as two attack/actions!
Bonus: +1 to strike on Aimed Shots.
Force Aura, his Force Aura unlike others force aura or force fields only protect him from kinetic energy/physical attacks, as such it has twice
the normal amount of S.D.C. and further enhanced by his Mega Hero status (+50% to S.D.C.). This gives him a NAR of 14 and 690 S.D.C. The force field
recovers 4D6 S.D.C. every 10 minutes. His force field prevents his body from making physical contact with his bare skin, however with his force aura he
can still punch, kick, or grab objects with the force aura making contact rather than his skin. The force field allows him to carry, lift, hold, punch,
etc with Superhuman P.S. Note: If Stan surrounded a person with his force aura (which he can do), they would immediately suffocate because his
force aura is not permeable (does not allow liquids or gases to penetrate it). Stan only sleeps for 1D4 hours and when he does, his Force Aura stays on.
[b]Combat Training: Non-combatant. He cannot perform an automatic parry.
Attacks per Melee[/b]: 2 attacks/actions and 3 non-combat actions.
Combat Bonuses: +1 to initiative, +1 to dodge, +10 damage (force aura), and +4 to roll with punch/fall with force aura.
Saving Throws: Impervious to disease, +4% to save vs coma/death, -4 to save vs Horror Factor, +8 to save vs magic (even if he fails he takes
half damage, duration, and penalty), +4 to save vs psionic attack (even if he fails he takes only half damage, duration, and penalty),
+6 to save vs possession, -4 to save vs illusion, -2 to save vs insanity. Seducers gets a +20% bonus when using seduction, and anyone intimidating
or interrogating him get a +20% bonus.
Combat Skills: Force Aura Punch 2D4+2, Force Aura Power Punch 3D6+2 (counts as two attacks).
Educational Background: Street schooled, he dropped out of school in the 9th grade.
Common Skills: Read-Write/Speak 44%/English 92%, Mathematics: Basic 42%, and Pilot Automobile 72%.
Street Skills: Streetwise 50%, Prowl 50%, Pick Locks 50%, Pick Pocket 50%, Palming 40%, Cook 55%, Sewing 60%, General Repair/Maintenance 55%,
and Recycle 50%.
Secondary Skills: Fishing 60%, Swimming 70%, Pilot: Truck 56%, Identify Plants & Fruits 45%, Carpentry 45%, Gardening 52%, Salvage 55%,
Basic Mechanics 60%, Physical Labor, Mining 45%.
Money: He has $3217 in his checking account.
Weapons: None, he relies on his super abilities to protect him.
Equipment & Vehicles: He doesn’t own a car so he tends to rely on public transportation but tries to avoid crowds whenever possible.
The only equipment he has is whatever the school allows him to use while on the job. Note: Stan’s clothes and shoes were also processed and
turned into anti-matter. Fortunately his body seems to produce a Bio-Aura that if he reverts to normal after an explosion, his clothes also revert to
positive matter. When he changes back, his clothes would also change. Gunter is trying to figure out how to get him new clothes with a Bio-Aura
on them because his old ones are started to deteriorate from constant use as he cannot remove them and even if he could, any contact with them
and positive matter would trigger annihilation. Stan works nights at the school to avoid contact with people. Scott has done his best to pay off folks
who might have a problem with Stan.


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Unread postPosted: Mon Feb 15, 2021 6:51 pm
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3214
Location: LaPorte, In USA
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
My thoughts are swirling with another old character of mine that I'll be posting soon.


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Unread postPosted: Fri Apr 23, 2021 2:00 pm
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3214
Location: LaPorte, In USA
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
Wow been gone way to long. Nearly finished with some Lopan revision and I'll be back to post my latest thoughts and ideas to brighten your Heroes
Unlimited adventures.


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Unread postPosted: Fri Apr 23, 2021 2:04 pm
  

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Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
Posts: 7665
Location: Lurking on rooftops like a proper gargoyle should, in and around Lakewood, WA.
Comment: "Your inferiority complex might be justified."
I'll be looking forward to it!

_________________
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD


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Unread postPosted: Fri Apr 23, 2021 4:51 pm
  

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Palladin

Joined: Sat Sep 30, 2000 1:01 am
Posts: 10049
Location: Jewdica
Comment: Non Impediti Ratione Cogitationis
WB and looking forward to seeing it.


Daniel Stoker

_________________
Judaism - More Old School than either Christianity or Islam.


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Unread postPosted: Mon May 03, 2021 6:57 pm
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3214
Location: LaPorte, In USA
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
Update. Coming along folks. These guys are going to be more player oriented then NPC oriented so won't have the normal backgrounds and origins I do. Unless there is a
request for more info.


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Unread postPosted: Fri May 07, 2021 8:10 am
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
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Location: LaPorte, In USA
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
Well okay here it is folks. Sorry for the long wait. Like I said doing something different this time. The following characters are purposely designed for GM to print out and hand to
players for their HU games or for anyone out there who wants to play this particular character. Their backgrounds and origin stories are not as extensive as I usually do, just enough
to give the player something to work with. I'm planning on using these guys in an adventure that I'll run at the Open House (when I get around to writing it down:roll: ). The villain
I'm afraid for that reason I'm leaving out as well as the NPCs. Some of these guys are rather unique but if your familiar with this post you notice how "fluid" I am with creating
unique and different super heroes who are heavily comic inspired. Perhaps one day a manuscript on how to create even more diverse HU characters will see print, but in the mean
time you can always come to the post where you will find HU NPCS and readily available characters to utilize in your games. For an adding bonus I'll also present from Rifter #66 the
organization behind these characters which also appears in Rifter #69.

Eagle Knight Security

Eagle Knight Security is a privately owned professional military, law enforcement, security, peacekeeping, and stability operations firm that provides specialist security and risk
management solutions to extreme threats, tailored for international clients including governments, international agencies and the corporate sector. It is a registered and active UN
contractor, a major security provider to the US government and security advisor to the United Nations. In short, they are professional mercenaries. The United States State
Department employs Eagle Knight to provide support in danger zones that would be difficult for conventional U.S. forces. The military employs them as guards to extremely high-
ranking US government officials in hot spots all around the world. Eagle Knight provides services for the Pentagon and indirectly assists in overseas theaters of operation. It also
serves in advisory roles that help train local militaries to fight more effectively instead of intervening directly. But Eagle Knight is seen most often in major cities serving as
bodyguards and security personnel for corporate executives, celebrities, politicians, and the wealthy elite.

On the surface Eagle Knight looks like any other security firm but nearly all the operatives for Eagle Knight are super beings recruited from all walks of life, and intensely educated in
all aspects of special law enforcement and military training. The supers’ educational expenses are paid for, as well as any additional amount of training wanted. Upon completing the
training, the individual receives an EKS badge and a protection detail (assignment). If the individual proves himself in the civilian sector, then he or she might be reassigned to a
theater of operations overseas. Century Station is home to one of its four training academies. Located in Javarta near Route 918, it looks like a typical college campus, but this is all
a clever facade. The grounds are used to train operatives to be able to handle any situation. A hidden tunnel goes under Route 918 and into Old Orchard where operatives conduct
field exercises on secluded property. Eagle Knight is run by billionaire Reginald Knight. He created the company on the belief that both the US military and law enforcement
establishments require capabilities far beyond the normal standards to keep the country secure both here and abroad. Reginald is huge admirer of super-beings, and wishes he was
one. Since his birth he’s suffered from Severe Combined Immunodeficiency, or SCID, which make him extremely vulnerable to infectious diseases so he must live in a completely
sterile environment (a plastic bubble). A result of having little contact with the outside world, he was home schooled and learned everything from television, radio, books, and
computers. Yet Reginald possessed an uncanny intelligence, one in which he used to master the stock market at an early age, and in time make himself into one of the richest men
in the world. Eagle Knight has more than 230 superbeing operatives deployed in nine countries, including the United States. It has a private fleet of more than twenty aircraft,
including helicopter gunships and robotic surveillance aircraft. Its 1700-acre headquarters just outside Ultropolis is one of the largest of its kind.

Eagle Knight is backed by Reginald’s crack law firm; White and Knight (1170 attorneys). He doesn’t like the idea of his operatives having to deal with silly laws, or the
annoying Geneva Convention. Whatever works to get the bad guys is fine by him, even if the measures are unorthodox, so long as innocent by-standers are not put at risk, and the
bad guys are taken down. White and Knight are quick to arrive to clean up any legal problems an operative might have in the course of performing their duties.
Presently Reginald Knight is looking to expand Eagle Knight’s roll in the world, by developing deeper and longstanding ties to the US military and intelligence agencies. Knight’s
ultimate goal is to see Eagle Knight become one of the most powerful military armies in the world. He also wants to expand the mercenary motivating factor (or rationalization)
beyond simple monetary gain to a duty-oriented, patriotic justification. On the downside, Eagle Knight is not appreciated by numerous third world countries, SCRET or the MTF who
on numerous occasions have interfere in the course of their investigations. As far as they are concerned, the entire organization is nothing more than a giant band of Legionnaires
with far too much influence in the Department of Defense and Homeland Security. Many in the government, particular those involved with the American Patriot Party (President J.P.
Anderson’s) are fearful of their pro-super being agenda and secretive nature. Several top US officials are fearful that a growing private army of super beings may one day engage the
nation in an epic battle for control of the country to be place in their hands, or perhaps the world itself.

EKS Player Characters:
Step One: The Eight Attributes are determined as usual.
Step Two: Hit Points and S.D.C. is determined, however regardless of the Power Category EKS characters receive a onetime bonus of 2D6 additional S.D.C.
Step Three: Pick a Power Category and/or Determine Super Abilities. EKS works with anyone, including Ordinary People. All full-time operatives also receive the following in
addition to the usual attribute, skill, and hand to hand bonuses: +1 on initiative, +2 to roll with punch/fall/impact, +2 to pull punch, and +2 to save vs Horror Factor.
Step Four: Determine Education and Skills. There are three options. Option One: Player characters can choose to be a part time or freelance operative. This is
character who gets hired by Eagle Knight as is and receives no additional training. You can be as young as 16 years old. Roll or pick one roll or pick one from the Education Level
Table (page 44-45 in HU™ 2nd Edition). Option Two: This is a character who is a full-time operative who gets hired by Eagle Knight and receives additional training on top of
their preexisting skill knowledge. Must be 18 or older. Roll or pick one roll or pick one from the Education Level Table (page 44-45 in HU™ 2nd Edition) then choose Military (Basic)
and 1D4 Espionage or Rogue skills. If the character already has a Military and/or Espionage Background, the player character can select 4 additional skills from Communications,
Espionage, Military, Rogue, or W.P. (Ancient or Modern). Option Three: This is a full-time operative who gets all of his or her training and education from the EKS Training
Program. Must be 18 years or older. Skill and education include the following: Military (Basic) Program, Police/Law Enforcement Program, and one of the following: Communication,
Espionage, Military (choose 4 military skills), Physical, Pilot: Advance Program, Rogue, Technical, or W.P. Ancient or Modern. All scholastic skills receive a onetime +15% bonus. The
Player Character also receives 8 Secondary Skills.
Step Five: Picking an Alignment. Individuals working for EKS must be any good or unprincipled. Anarchist or evil alignment characters are not tolerated and will be terminated
from employment, and likely sought after by EKS agents, GIGMA and SCRET, and other law enforcements agencies. Note: You can make an anarchist and evil character but
1) you are lying about your true motivation, 2) you have to be a team player, the moment you start "acting" anarchist or evil, you will be fired! You do anything that deliberately
harms your teammates or gets innocent civilian killed and your behavior/attitude reflects a personality that is anarchist or evil, you'rr not only fired but you'll be arrested!
Step Six: Rounding Out One’s Character: Roll 1D6 to determines how many years the PC has been with EKS. For every year of employment, the character has earned
2D4x$10,000. EKS provides uniforms, equipment ($6000 worth of sensory and communications), weapons (any within reason), a vehicle (only one), and pays for medical expenses
(Including cybernetic replacements and/or implants, but not bionic reconstruction, limbs, weapons, or armor), as well as clone replacements (but not modifications or
augmentations). This means whatever the character earned over the years he or she has kept, but it’s safe to assume the PC did spend at a minimum 30% of his or her earnings on
personal items, vacation, etc.

The Player Characters must then determine his or her current assignment. Civilian (bodyguard or security personnel here in the United States) or Mercenary (body guard in foreign
nation or contracted to assist U.S. military or U.S. military ally). Those who have only one year of work experience or less cannot serve as a Mercenary. One has to prove themselves
first on the civilian side before being allowed to work overseas. Every EKS operative is required to wear his or her EKS badge (a bald eagle wearing plate armor) and have his EKS
I.D. on their person at all times. These two things are the only physical proof of belonging to the agency. Documents are of course kept on file at the agency in the U.S. and its
foreign operations HQ (as well as with GIGMA and possibly The Sector, MTF, and other agencies or SCRET Defense Contractors).
Note: Being a member of the EKS doesn’t give one a license to kill or diplomatic immunity however the White and Knight Law firm will be on hand to protect the Player
Character from any legal suits or prosecution, and will pay for any damages and will attempt to settle civil suits brought up against the character. EK will attempt to negotiate for an
operatives release if arrested, and if all else fails EK will attempt a rescue if Reginald feels the operative is being held unjustifiably. That being said, it’s far easier to get out of trouble
while working within the U.S. and its NATO allies then working in most third world countries and world hot spots.

REGINALD KNIGHT NPC Quick Stats
Alignment: Unprincipled
Attributes: I.Q. 25, M.E. 19, M.A. 20, P.S. 8, P.P. 9, P.E. 4, P.B. 15., Spd 11
Age: 37, Height: 5’11 (1.79 m), Weight: 162 lbs (72.9 kg).
Hit Points: 25 S.D.C.: 14
Equivalent Level of Experience: 7th level Ordinary Human
Vulnerability: Reginald has no biological immune system. He must live completely sterile environment in order to avoid getting sick all the time and possibly dying.
Attacks per Melee: 2 attacks per melee round and 5 non-combat actions.
Combat Bonuses: +1 to dodge and +5 to Perception Rolls.
Saving Throws: +2 to save vs psionics and insanity, -6 to save vs disease, -5 to save vs drugs & poison, -4 to save vs magic, -10% to save vs coma/death, and fatigues 50%
more than the average person. Duration of illness and side effect from drugs is 25% longer.
Other Bonuses: +11% to all skills and 60% trust/intimidate.
Skills of Note: Business & Finance 98%, Computer Operation 98%, Law (General) 98%, Research 98%, Criminal Scene Investigation 98%, Forensics 98%, Toxicology 98%,
Basic and Advance Mathematics: 98%, Chemistry 98%, Biology 98%, Read/Write/Speak Russian, French, Spanish, Arabic 98%/98%.

Eagle Knight Securities Organization Statistics
A. Outfits: Utility (2 Points)
B. Equipment: Electronic Supplies (10 Points)
C. Weapons: The Arsenal (30 Points)
D. Bionics & Robotics: Cyber Agents (25 Points)
E. Vehicles: Spy Cars (25 Points)
F. Communications: Computerized (15 Points)
G. Offices: Regional (25 Points)
H. Military Power: Militia (15 Points)
I. Super Powered Operatives: Major Force (70 Points)
J. Sponsorship: Private Industry (6 Points)
K. Special Budget: Large Loans (25 Points)
L. Administrative Control: Agency Protection (25 Points)
M. Internal Security: Tight (10 Points)
N. External Infiltration: Rare Minor Traitor (5 Points)
O. Excellent: Superior Connection (20 Points)
P. Business Credentials: Known (10 points)
Q. Employees Salary: Freelance (5 points, earn 1D4x$10,000 per mission), Full time Good (20 points). $300-$400 a day is about average ($1500-$2000 a week or 78,000-104,000
a year. Free medical care. All agents (including psychics) can receive three (3) bionic implants. These include cybernetic/bionics implants for the ear, eye, sensors, hand/foot, lungs,
and throat from Heroes Unlimited, Ninja & Superspies™ or Rifts® Bionics sourcebook™. Bionic organs replacement is available to an agent who is seriously injured however full
bionic conversion, replacement for items larger than a hand/foot, weapons, and armor are NOT available. Nor is Eugenics (clone replacement parts).
Total Agency Points: 338 Points.


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Unread postPosted: Sat May 08, 2021 10:27 am
  

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Location: LaPorte, In USA
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
Albert Newton

Albert Newton is a “super genesis” and he likes to remind people this fact constantly. On one hand he is snobbish, self-absorbed, liar who often comes off as a being of pure
emotionless intellect. However, he always seems to have the best intentions at heart. He is a very good leader, he is loyal to Metallica and Atom Lord, has a great respect for the
power and heroism possessed by his other teammates, and generally cares about Siberiad despite his shortcoming. He will go to great length to protect and save his teammates. He
will do almost anything to accomplish his objective, from swallowing his pride to breaking the rules in order. Despite his better qualities, Albert is a master schemer and never let
anyone know the full details of his plans. He looks at normal people as an elephant looks at insects, they are insignificant to him, mattering to him if only he needs them for an
ulterior purpose. Yes, he will make sure they don’t come to harm, he does the right thing at the right time.

Real Name: Albert Edison Newton
Occupation: Works for Eagle Knight Security.
Alignment: Principled
Power Category: Natural Genius
Experience Level: 10th
Hit Points: 46 S.D.C.: 40
P.P.E.: 28
Appearance: Albert Newton sort of resembles Albert Einstein except he is partial bald with shoulder length gray hair. He has light blue eyes. He is always dressed in casual
clothing and shoes regardless of the situation, unless of course the mission requires him to dress in something specific.
Attributes: I.Q. 21, M.E. 24, M.A. 19, P.S. 22, P.P. 18, P.E. 17, P.B. 15. Spd. 25,
Age: 38, Sex: Male, Height: 5 foot and 10 inches (1.55 m), Weight: 170 lbs (76.5 kg)
Vulnerability: Albert knows he is faster, smarter, and better than everyone else. He respects and tries to associate with others with a strong college education or share his
outlook on life. He will talk with “ordinary people” but his arrogance always put them on a lesser status them himself or other educated people. Because he is so brilliant and
dashing, he takes foolish challenges, takes dangerous risks, and often underestimates those of lesser mental status them himself. Albert has a firm code against directly taking of
human life, even the evilest being he will attempt to save their life instead of take it. Even if he has rigged the villain’s island with explosives, he will attempt to warn his
henchmen and allow them time to get off the island. He will save whom he can if able too.
Mental Disciplines: Analytical Mind (six non-combat actions per melee round), Clinical Outlook, Odds Assessment, Mind over Matter; Combat Trance, Iron Will Power,
Enhanced Memory, Speed Reader, and Sexual Charisma.
Combat Training: Akido
Attacks per Melee: 6 (2 initial +4 from hand to hand)
Combat Bonuses: +7 to Perception Rolls, +5 to initiative, +5 to strike, +8 to parry, +8 to dodge, +2 to auto dodge, +9 to damage, +6 to roll with punch/fall, +6 to pull
punch, +4 to disarm, and +3 to break fall (using this instead of roll with punch/fall (must roll a 14 or better) or he takes no damage from a fall, and only half damage if the roll for
break fall fails! It can also be used against a knock out attack (roll a 15 or better). A successful roll against knock out means the character takes normal damage, but is not stunned
or unconscious. Note: The break fall uses up one melee attack each used. Combat Trance (22 times per 24 hours, 20 melees, +2 to attacks, +1 to initiative, +6 to strike/parry, +3
to dodge, +3 disarm, +3 to entangle, +3 to pull punch, during combat trance all his skill performance is reduce by one-half, reduce saving throw bonus by one half, no other Mental
Discipline can be done with this trance).
Saving Throws: +20% to save vs coma/death, +5 to save vs psionics, +11 to save vs insanity, +10 to save vs Horror Factor, +9 to save vs mind control, +5 to save vs
possession, +5 to save vs drugs, +5 to save vs poison, +8 to save vs illusion, +4 to save vs knockout/stun, and +1 to save vs magic.
Combat Skills: Punch 1D4, Karate Kick 2D6+2, Power Punch 2D4 (counts as two attacks), Jump Kick 6D6+2 (uses up all attacks/actions), +2 to Body Flip 1D6 plus P.S.
damage bonus (lose initiative and 1 attack or action) a critical body flip throw on an unmodified roll of 19-20), +1 to Body Block/Tackle 1D4 + P.S. damage bonus (must parry/dodge
or knockdown), Paired Weapons, and All Holds (+4 to strike).
Blindness: On a strike roll of 14 or better, a precision two finger strike just below the victim’s eyes causes blindness for 1D6 hours! A missed roll or parry does no
damage. A successful roll with punch/impact reduces the blindness to 3D6 melee rounds! A blind victim is -10 to strike, parry, and dodge and must travel at half speed. This is a
nerve attack (duration is one half used against invulnerable beings or solid APS forms).
Knife Hand Knockout: Once he performs a successful Hold, he can perform a knife hand (with a successful strike) and his opponent must save at 15 or better or be
knocked out for 2D4 melee rounds. The knife hand does not damage (even if make the save). If unsuccessful victim is still remain in the hold and lose two melee attacks and all
combat bonuses are reduced by half.
Duatsu: With a simple touch, he can snap a victim out of Knockout, Stun, or Paralyze or other forms of temporary shock.
Other Bonuses: +7% to all skills and 55% trust/intimidate.
Educational Background: Special
Common Skills: Read-Write/Speak English 107%%/105%, Mathematics: Basic 109% Pilot Automobile 97%%, Play Go 92%, and Bonsai 112%.
Mechanical (General) Program: Mechanical Engineer 117%, Basic Electronics 117%, and Locksmith 117%.
Investigation Program: History 142%/122%, Research 132%, Tailing 92%, and Writing 112%.
Science Program: Mathematics: Advance 121%, Astrophysics 122%, Astronomy & Navigation 127%, and Anthropology 127%.
Language Program: Read-Write/Speak Japanese, German, Spanish, and Russian 132%/122%.
Technical Program: Business & Finance 127%, Law (General) 127%, Computer Programming 117%, and Jury-Rig 122%.
Law Enforcement: W.P. Handgun (+5 to aim/+2 to burst), Radio: Basic 107%, Crime Scene Investigation 127%, Forensics 132%, Toxicology 127%, and Streetwise 67%.
2nd Investigation Program: Cryptography 117%, Intelligence 114% (139% when dealing with women), Detect Concealment 87%, and Photography 122%.
Medical Doctor Program: Biology 127%, Chemistry 137%, Pathology 127%, and Medical Doctor 132%/117%.
Hunter/Outdoormanship Skill Program: Camouflage 77%, Fishing 97%, Land Navigation 88%, Prowl 82%, Tracking (people) 87%, Wilderness Survival 87%, W.P. Rifle
(+5 to aim/+2 to burst), and Track and Trap Animal 82%/87%.
Entertainer Program: Disguise 114%, Impersonation 119%/104%, Performance 89%, Public Speaking 87%, Seduction 84%, TV/Video 92%, and Wardrobe & Grooming
97%.
Secondary Skills: Hand to Hand; Akido, Athletics (General), Aerobics Athletics (Sense of Balance 92%), Climbing 97%/87%, Swimming 107%, Running, Imitate Voice &
Sounds 89%/83%, W.P. Trickshooting, W.P. Knife (+3 to strike, +4 to parry, +5 to throw), W.P. Sword (+4 to strike/parry), Play Piano 87%, Play Violin 87%, Pilot: Airplane 85%,
Pilot: Avtran 91%, Pilot: Truck 91%, Cook 77%, Recognize Weapon Quality 47%, and Boat: Sail Type 82%.
Money: Because he found half a dozen long lost buried treasures, he has amassed a personal fortune of 10 million in various banks accounts, 30 million in stocks and
property, and has 1D4x100,000 dollars in cash stacked away in his apartment (throw away money).
Weapons: 2 Sleep Guns, Range: 165 feet (50 m), Damage: 4D6+2, Rate of Fire: Single shot or Semi-Auto, Feed: 15 round box mag. Each comes with a special silencer to
reduce noise. Each clip is loaded with Chemical Rounds filled a powerful tranquilizer (save vs non-lethal poison/16) that the moment the round impacts, the chemical instantly gets
absorbed into human skin, it causes its victims to instantly lapse into a comatose like state for 1D4 hours, even if the save is made, the victims is woozy in 1D4 melees making him
-3 to strike, parry, and dodge and -15% to skill rolls for 4D4 minutes. These penalties are accumulative with additional Chem Rounds (there is a -1 penalty to the saving throw for
every additional 3 round of impact).

1 Snap Gun, this pistol-size weapon fires darts that deliver an incapacitating electric shock. Range: 85 feet (26 m), Damage: 1 point of damage from the dart plus the victim
must make a save vs non-lethal poison (16) or suffer –8 to strike, parry, and dodge. Reduce Spd and number of attacks per melee by one-half. The victim has no initiative. The
effects last for 2D4 melees, Rate of Fire: Single shot, Feed: 8 shot clip. Note: The dart affects those impervious to poison, unless they’re impervious to electricity. Victims cannot use
additional bonuses to save vs poison (only P.E. attribute bonuses are applicable).

Remington Model 700 Bolt Action Rifle (.300 Winchester Magnum), Range: 3260 feet (993 m), Damage: 5D6, Rate of Fire: Single Shot, Feed: 5 round clip internal magazine.
He knows how to fire the weapon, but he rarely will use it against civilians, unless he needs to take down a dangerous super villain.

SIG P232: Range: 165 feet (50 m), Damage: 3D6, Rate of Fire: Single shot or short burst, Feed: 7 round mag. He knows how to use the weapon, but he rarely uses it against
civilians.

Armor: Half Suit Vest: A.R.: 10, S.D.C. 50. He wears this when he knows he’s going into danger and there’s a slight chance he will get shot or get into combat.
Equipment & Vehicles: Albert has at his disposal numerous gadgets and gizmos available to almost any secret agent or spy (Heroes Unlimited or Ninjas and Super Spies),
including GIGMA and US SCRET. He doesn’t have access to their weaponry, military vehicles, or classified technology/secret.
Jet Pack/Flying Harness (V/STOL): Speed: 150 mph (240 km), Altitude: 2000 feet (610 m), Range: 200 miles (320 km), Gasoline powered (4 gallon tank). Weighs: 34 lbs
(15.3 kg).
Avtran Hovervan, Crew: One driver/pilot, up to 4-6 passengers or 4 passenger and 1000 lbs (450 kg) in cargo.
A.R.:6
S.D.C. by Location:
Main Body—220 S.D.C.
Jets (4)—120 S.D.C. each
Tail—120 S.D.C.
Speed: 300 mph (480 km), Range: 350 miles (560 km), Length: 18 foot (5.4 m), Weight: 4000 lbs (1800 kg).


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Unread postPosted: Sat May 08, 2021 10:47 am
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3214
Location: LaPorte, In USA
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
Crisis

Crisis has spent most of his life trapped in a containment suit with only his head exposed. This is why he has an endless curiosity about life. However because he doesn’t get to touch
people (with his hands), he seeks out any opportunity to give out kisses. His mouth is constantly getting him into trouble because of his brash attitude. He dated War Flyte briefly
but their relationship ended when she caught him cheating on her with Spectra (she alone could control his powers to allow him to touch and…do more). Despite his traumatic
childhood and harsh upbringing, he dedicates his life to protecting innocent and stopping crime. Whenever he sees a young mutant, experiment, or anyone with physical deformity
he will immediately try to console them and make them feel better about life. He has too so he doesn’t start to get upset when he considers his own future.

Real Name: Thad Zackary Workman
Occupation: Agent of Eagle Knight
Alignment: Scrupulous
Power Category: Mutant
Experience Level: 5th
Hit Points: 32 S.D.C.: 62
P.P.E.: 15
Appearance: He is a slim, unattractive, natural athlete who engages in moderate exercise. He has shoulder length blond hair and bright blues eyes. His face and body are
marked by scars and burns. His skin tight containment suit is blue with white ovals on it.
Attributes: I.Q. 10, M.E. 17, M.A. 13, P.S. 16, P.P. 15, P.E. 12, P.B. 6, Spd. 14/338 mph (544 km).
Age: 32, Sex: Male, Height: 6 foot (1.82 m), Weight: 182 lbs (81.9 kg)
Unusual Characteristics: Hyper Powered and Power Lock, He cannot minimize or moderate his super abilities. They always released at maximum power doing full damage, full
duration, and 30% greater ranger. All other stats and functions of the ability are unchanged. His Electric Field is always on, the power cannot be turned off, making it impossible for
him to assume a normal life without his suit.
Vulnerability: Crisis is unable to regulate his electric field. This is why he must always stay in his environmental containment to keep his powers in check. He must always
wear the suit (there is a special zipper in the suit to allow him to use the restroom) or continue to destroy everything around him.
WARNING: If Crisis touches anything iron or steel without the suit on, or if he is wearing the suit and his body is pierced with an iron or steel object that touches the ground
simultaneously. This cause his body to explode, discharging electrical energy that does 1D6x100 points of damage to everything and everybody within a 60 diameter (18.3 m)
around his body.
Minor Super Abilities: Energy Expulsion: Electricity, Energy Expulsion: Electric Field, Conduct Electricity, Energy Resistance, and Flight: Energy.
Combat Training: Martial Arts
Attacks per Melee: 5/6 (2 initial +3 from Hand to Hand) +1 in flight
Combat Bonuses: +2 to initiative, +2 to strike/+3 in flight, +4 to parry/+5 flight, +4 to dodge/+6 to dodge while in flight under 80 mph (128 km)/+8 to dodge in flight over
90 mph (144 km), +1 to damage/+4 to damage for every 20 mph (32 km) of flight speed, +5 to roll with punch/fall, +3 to pull punch, and disarm.
Saving Throws: Impervious to electricity and lightning, impervious to the first 20 points of energy damage per melee, rest is ¼ normal damage (accept sound, dark, and force
attacks do half damage), and +2 to save vs psionics and insanity.
Combat Skills: Karate Punch 2D4, Power Punch 4D4 (count as two attacks), Elbow/Forearm 1D6, Knee 1D6, Karate Kick 2D4, Snap Kick 1D6, Crescent Kick 2D4+2, Wheel
Kick 2D6, Tripping/Leghook (cannot be paired, must dodge or knockdown), Jump Kick 6D6, Flying Jump Kick 4D6, and All Holds.
Educational Background: Four Years of College
Common Skills: Read-Write/Speak English 90%/93%, Pilot: Automobile 75%, Sense Electricity 80%, and Basic Electronics 75%.
Electrical Program: Electrical Engineer 80%, Mathematics: Basic 98%, Computer Operation 95%, and Electricity Generation 95%
Science Program: Mathematics: Advance 94%, Chemistry 95%, Astrophysics 80%, Biology 85%, and Astronomy & Navigation 75%.
Mechanical Program: Mechanical Engineer 75% and Locksmith 85%.
Secondary Skills: Hand to Hand: Martial Arts, Cook 60%, Athletics (General), Body Building & Weightlifting, Basic Radio 75%, Automotive Mechanics 75%, Swimming
75%, Play Hockey 55%, Art (Sculpture) 50%, and W.P. Energy Expulsion.
Money: He has $6500 in his checking account and $7000 in his saving account.
Weapons: He relies on his super abilities. Note: Anything wearing metal (iron, silver, copper, etc) takes 10 extra point of electrical/lightning damage, 20 points in the electric
field.
Joy Buzzer, While wearing the suit, Crisis can touch people and give them a joy buzzer shock (1 S.D.C. point of damage, cannot do Hit Point damage). The shocked
person lose initiative and there is a 01-50% chance the person will drop anything he/she is holding, or release an opponent that is being physically restrained, entangled, pinned, or
otherwise held.
Energy Expulsion: Electricity, Range: 520 feet (158 m), Damage: 48 points, Bonuses: +4 to aim/+2 to wild.
Energy Expulsion: Electric Field, Area Effect: 26 feet (7.9 m) around his body, Damage: 24 points every 5 seconds in the field, Duration: One full melee (Unlimited
without the suit), Attacks per Melee: Erecting the field counts as one attack/action (Unlimited without the suit).
Electric Channel, Range: 227 feet (69 m), Damage: 66 points Bonus: +6 to aim/+2 wild. Need to touch or hold an electrical source.
Electric Punch, +3D6 to his punches. Counts as two attacks.
Summon Lightning, Range: 910 feet (277 m), Damage: 108 points, Attacks per Melee: Two bolts, each counts as two attacks/actions, Bonuses: None. Note: Can only
perform during specific weather conditions.
The Electric Nova, He summons a bolt of lightning while triggering electric field, causing him to release a massive electric blast, 10 feet (3 m) tall with a 300 foot (91.5
m) blast radius, Damage: Everything within the blast radius takes 70 points of electrical damage initially then takes electric field damage for the next 5 melee rounds (cannot be
turned off). Those caught in the blast must make a save vs non-lethal poison (16 or better, without the benefit of a poison bonus, use P.E. attribute bonus only) or they are stunned
for the next 2D6 melee rounds (-8 to strike, parry, and dodge, reduce speed by half, and attacks per melee round by two). Those who are successful only lose initiative and one
attack/action for that one melee round, but they have to get out of the electric field or they must make the save again the next melee round. Note: When the nova goes off,
everything within a 910 foot (277 m) blast radius is hit by an Energy Expulsion: Electromagnetic Pulse.
WARNING: If Crisis does the Electric Nova without the suit on, it will do the same damage as APS: Fire-Super Nova! Roll on the survival table. The EMP blast radius is one mile
(1.6 km).
Crisis Environmental Containment Suit, The suit can withstand and help control his awesome energies. The suit is able to respond and regulate precisely measured amounts of
excess electrical to escape and burn off harmlessly. The ten white ovals on the costume are the control circuit pads that constantly analyze, regulate, distribute, and release the
mutant thermal energy. They change to a yellow color when energy levels are extremely high. As a safety feature, only five of the control pads are needed to maintain the suit. If six
or more are damaged, Crisis will release his electric nova (see above). The suit is impervious to electricity and takes half damage from ion weapons. His own electrical energy can
regenerates lost S.D.C. at a rate of 10 per hour. The suit is considered body armor (not power armor or an exoskeleton), but it does appear seemingly indestructible. A.R. 14 and
400 S.D.C.
Note: Only Albert, Cage, and Spectra and a handful of tech at EKS know the truth about Crisis condition. This means that there is NO reason for any antagonist to attempt to
destroy or disable her suit. As far as the world(s) is concerned, she’s just another costumed super being. Crisis has four spare suits locked away in security vault in EKS. Anyone
attempting to build/replicate the suit would suffer a -115% penalty and repairs/maintenance would be done with a -90% penalty.
Equipment & Vehicles: Crisis has access to some of the advance technology and equipment of Eagle Knight.


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Unread postPosted: Sat May 08, 2021 11:03 am
  

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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
Cage

Jake joined US SCRET because he wanted to make a difference in the world, to stop the bad guys. His family was worried about him but he convinced them he would be safe. He
signed a special waver that allowed SCRET to take “extra’ means to preserve him should anything happen to him on the job. His body was broken and crippled along with a dozen
other agents trying to take on mega-villain Ti-Ton. When he awoke, his brain had been transplanted into a cybernetic body yet they preserved him an artificial face. When asked if he
wanted to contact his family and tell them he was alive, he said no. Jake worked for SCRET a little while longer then decided he needed to get away because he could stand the looks
so many of his fellow soldiers were giving him. Jake joined up with Eagle Knight Security and is overjoyed he doesn’t get the stares or fake smiles anymore. He found himself
working along Albert Newton and his group of Obsidian, Crisis, Spectra, Siberaid, Atom Lord, and Metallica. Every so often he watches his children and his ex-wife from afar, too
afraid to reveal that he is very much alive but not entirely human. He sympathizes with Crisis but doesn’t excuse him of his mouth and attitude. He’s amazed that Metallica handles
being the way that she is. Whatever he needs to do to take down the bad guy, he will go for it. If he needs to bring out the big gun, then so be it.

Real Name: Jake Walton
Occupation: Former U.S. Army Special Forces
Alignment: Scrupulous
Power Category: Brain Transplant Cyborg
Experience Level: 7th
Hit Points: 58 S.D.C.: 400 for main body. Each limb has 68 S.D.C. individually.
P.P.E.: 7
Appearance: Jake’s face/head looks completely normal. This is all synthetic plastic skin and fake hair. Every his eyeballs are not real. Beneath the fake skin and hair is
stainless steel skull with realistic human eyes. The only part of his body that real beside his brain in the bionic skull is his tongue. He is always dressed in his U.S. Army uniform
formal or battle dress.
Attributes: I.Q. 14, M.E. 12, M.A. 8, P.S. 24 (extraordinary), P.P. 18, P.E. 26, P.B. 7, Spd. 120 (80 mph/128.7 km).
Age: 31, Sex: Male, Height: 6 foot, 1 inch (1.85 m), Weight: 570 lbs (256 kg)
Bionic hands and arms (2) with a P.S. 24 and P.P. 18. S.D.C. 68 per limb
Bionic feet and legs with a PS. 30 and Spd of 172 (120 mph/193 km). S.D.C. 68 per limb.
Bionic skull, heart, kidneys, mouth/throat, and nearly all his internal organs. His tongue is real.
Bionic Chest with Gas Filtration for Bionic Lungs and Mouth.
Built-in Smart Phone and Microphone Speaker Unit.
On-Body Computer with Tempest Monitor and Remote Modem Option.
Arm and Leg Antenna Web with Radio & Scrambler Implant
Finger-Tip Electrical Probes
Realistic Bionic Eyes with Night Sight, Telescopic Vision, and Micro-Video Camera Eye.
Bionic Ears with Amplified Hearing and Receive Cellular/Satellite, Radio, and T.V. Transmissions.
“Full” Body Exoskeleton (all five)
Full Bionic Body Armor: A.R. 18 and 900 S.D.C.
Combat Training: Commando
Attacks per Melee: 5 (2 Initial +3 from Hand Combat).
Combat Bonuses: +10 to initiative, +4 to strike, +6 to parry, +7 to dodge/+5 to auto dodge, +11 to damage +8 to roll with punch/fall, +5 to pull punch, +2 to disarm, and +3 to Perception Rolls.
Saving Throws: Impervious to simple diseases and biological attacks, +22% to save vs coma/death, +6 to save vs gases, +5 to save vs magic, +3 to save vs psionics, and
+5 to save vs Horror Factor.
Combat Skills: Karate Punch 2D4, Karate Kick 2D6, Crescent Kick 2D4+2, Snap Kick 1D6, Roundhouse 3D6, Axe Kick 2D8, Wheel Kick 2D6, Tripping/Leghook (knockdown),
Backward Sweep cannot be paired, dodge or knockdown), Elbow/Forearm 1D6, Knee 1D6, +1 Body Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and 1 attack/action),
Body Block/Tackle 1D4 + P.S. damage bonus (must parry/dodge or knockdown), Pin 18-20, Crush 1D4, All Holds, Paired Weapons, Backflip (98%), Critical strike on an unmodified
roll of 18-20, and Knockout on an unmodified roll of 20 for 1D6 melee rounds.
Education Level: Military Specialist
Common Skills: Read-Write/Speak English 94%/95%, Mathematics: Basic 93%, and Pilot: Automobile 81%.
Military Program (Basic): Running, Climbing 98%/95%, Forced March, Military Etiquette 90%, Radio: Basic 98%, W.P. Rifle (+4 to aim, +2 to burst), and W.P. Grenade (+3 to
strike).
Military Demolitions Program: Basic Electronics 85%, Basic Mechanics 95%, Demolitions 98%, Demolitions Disposal 98%, and Demolitions: Underwater 98%.
Espionage Program: Hand to Hand: Commando, Detect Ambush 80%, Intelligence 75%, Wilderness Survival 85%, Interrogation 80%, and Detect Concealment 75%.
W.P. Modern: W.P. Submachine Gun (+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).
Law Enforcement: W.P. Handgun (+3 to aim/+1 to burst), Crime Scene Investigation 80%, Law (general) 80%, and Tailing 75%.
Secondary Skills: Prowl 60%, Public Speaking 85%, Language: Arabic 71%, Literacy: Arabic 75%, Automotive Mechanics 81%, Recognize Weapon Quality 45%, Pilot: Truck
72%, Pilot Tracked Vehicles 64%, and Basic Mechanics 50%.
Money: Cage has roughly 2 million in the bank. Most of his money he sends to his wife and two kids. Eagle Knight pays him $2500 a week when he is not on assignment,
during an assignment he makes an additional $50,000 with all his expenses paid.
Weapons: Back at his home he has an entire arsenal of gear and weapons. Eagle Knight provides him all the ammunition he could ever need. If he wants it, EKS will give him
once a year $50,000 to purchase a new weapon or gear. He has 1D4 rounds of ammo for each weapon although not always on him.
Desert Eagle with A.R. Rounds, 165 feet (50 m), Damage: 7D6, Rate of Fire: Single shot or short burst, Payload: 7 round mag. The A.R. rounds allow him to reduce the A.R.
of body armor or NAR by two under most circumstances. Gun is kept in a secret compartment in his right leg.
SA80A2 (5.56 x 45mm NATO cartridge) with 40mm grenade launcher, Range: 1312 feet (400m), Damage: 5D6, Rate of Fire: Single shot, 3 round short burst, and Semi-
Automatic, Payload: 30 round detachable mag. The grenade launcher has a range of 1150 feet (350 m), Damage: 2D4x10, Blast Radius: 20 feet (6.1 m), Rate of Fire: Single shot,
Payload: Manual loaded. He can also use other variety of grenades (CS, illumination, concussion, etc.
H&K MP-5 with A.P. Ammo, Range: 650 feet, Damage: 4D6, Rate of Fire: Single shot or Semi-Automatic, Payload: 30 round mag, Bonuses: -2 to A.R. or +2 to aim.
M82 A1A .50 cal Anti-Material Rifle (Barrett Rifle), Range: 5940 feet (1810 m), Damage: 1D4x10, Rate of Fire: Single shot or Semi-Automatic, Feed: 10 round detachable box
mag.
CN2 Laser Rifle, Range: 1800 feet (548.6 m), Damage: 5D6, Rate of Fire: Single shot or Semi-Automatic, E-Clip Capacity: 20 blasts.
Law 80 Rocket, Range: 1640 feet (500 m), Damage: 1D6x100, Blast Radius: 50 feet (15 m), Rate of Fire: Single shot, Feed: Manual Load.
Two Tear Gas Grenades, Two Knockout Grenades, and Four Explosive Grenades.
Armor: Full Bionic Body Armor: A.R. 18, 900 S.D.C.
Vehicles and Equipment: He is giving limited access to the Arsenal and Electrical Supplies available at EKS. He wears web belt and battle harness to maintain most of his weapons.
Combat Car
: A combat automobile with off-road suspension, maximum speed 180 mph (288 km). Gasoline powered (40 ga1/151 liter tank) and can run for up to 60 hours on just one tank of fuel thanks to a super efficient engine. Ram-Prow. A.R. 12, S.D.C. 600.


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Unread postPosted: Sat May 08, 2021 11:08 am
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3214
Location: LaPorte, In USA
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
Spectra

Spectra is the “last” original member of her race, the Fellairs from the planet Fellas. Her planet was doomed to die when her planet’s sun went super nova. She was genetically
enhanced and modified to enable her to reproduce with other human or humanoid males and give birth to offspring that would evolve regardless of the father alien type into Fellair.
She was then sent out into space to find suitable suitors so she could “clone” her race. She landed on Earth. Before she could initiate her task, she was capture by Project Secure.
After spending two years in their Alien Acclimation Program she was allowed to live on Earth if she joined an agency to benefit humankind. She chose Eagle Knight. Spectra is a
gentle, merciful and compassionate person. She seeks to save life not end it. Evil must be defeated but not killed for the sake of killing. Law and order and necessary. She has not
abandoned her original mission. She just needs the right candidates. She feels terrible about breaking up War Flyte and Crisis. Next time she won’t pick anyone already in a
relationship. She has yet to tell anyone that as far as she knows she is the last original Fellairs, but her people sent out 1D6x1000 pods with female clones just like her all over the
Liloqua sector of the galaxy. Though most were launched in FAR Space the fact she arrived in Ilta sector just shows how anything is possible.

Real Name: Unpronouncable
Earth Name: Marixah
Occupation: Alien Experiment, Last of the Fellairs, now Eagle Knight Security.
Alignment: Principled
Power Category: Alien (Fellairs) with Eugenic Modifications
Experience Level: 3rd
Hit Points: 35 S.D.C.: 168/198 in space
P.P.E.: 25
Appearance: She is a beautiful young woman, highly athletic, a slender physique, and is well endowed. She has rainbow colored hair, white eyes, and caramel colored skin.
She wears a blue (revealing) bodysuit, white gloves and boots, and a purple cape.
Attributes: I.Q. 17, M.E. 14, M.A. 13, P.S. 20, P.P. 15, P.E. 15, P.B. 20, Spd. 14/220 mph (354.2 km) in flight/440 mph (708.4 km) in space.
Age: 19, Sex: Female, Height: 6 foot and 2 inch (1.87 m), Weight: 160 lbs (72 kg)
Originating Alien Environment: Normal Earth Environment.
Natural Abilities: Breath without air, speak in a vacuum, survive 9 days without food or water without ill effect, then endure 28 days while suffering from hunger and
dehydration. Note: All of her powers are Natural Abilities so they cannot be negated.
Eugenic Features: Physiological Modification (impervious to radiation), Supervision: Ultraviolet Sight, See Aura (same as psionic power but cost no I.S.P.), S.D.C.
Augmentation, Reproduction Capabilities, Longevity, and Super Abilities.
Reproduction Capabilities: Spectra has been genetically modified to be able to have a child with any other male human-like or humanoid being in the Milky Way galaxy.
She is always looking for a compatible mate. Afterward she will be pregnant for 28-35 days before giving birth. Her children will be female/male clones of her, reaching full maturity
within 2D4 months.
Major Super Abilities: Copy Energy Pattern and Energy Conversion (Power Combo). Because she has both powers, she can convert/transform magic, psionics, and shadow
powers. She cannot affect kinetic energy, electromagnetism, sound, or cold.
Minor Super Abilities: Space Native and Flight: Energy
Combat Training: Basic
Attacks per Melee: 4/5 (2 initial +2 from Hand to Hand) +1 in space or in flight
Combat Bonuses: +1 to Perception Rolls, +1 on initiative/+3 in space, +1 to strike in flight/space, +2 to parry/+3 in space or flight, +2 to dodge/+5 to dodge in space or
flying at speeds under 80 mph (128 km)/+7 to dodge when flying at speeds 80 mph (128 km) or more, +5 to damage/+4 to damage for every 20 mph (32 km) of flight speed, +2
to roll with punch/fall, +2 to pull punch/+3 in space, +1 to disarm in space.
Saving Throws: She takes only 1D4 points of damage for any initial energy attack then becomes immune to that particular energy attack, impervious to radiation, cold (half
from magic), depressurization, and small bits of flying debris, and gravity attacks inflict half damage, duration, and effect. +5% to save vs coma/death and +3 to save vs disease.
Combat Skills: Punch 1D4, Power Punch 2D4 (count as two attacks), Elbow/Forearm 1D6, Snap Kick 1D6, Knee 1D6, and Knockout on an unmodified roll of 20.
Other Bonuses: +3% to all skills and 50% to charm/impress.
Educational Background: Equal to One Year in College with two years living on Earth. Some familiarity with Earth.
Common Skills: Read-Write/Speak Fellairs 92%/94%, Pilot: Automobile 72%, FAR Pilian Tongue 73%, and Read/Write/Speak English, Spanish, and Chinese at 90%.
Business Program: Mathematics: Basic 94%, Business & Finance 63%, Computer Operation 94%, Law (General) 63%, and Research 68%.
Physical Program: Hand to Hand: Basic, Boxing, Prowl 53%, and Running.
Secondary Skills: Computer Programming 62%, History (Fellairs) 72%/52%, Language and Literacy: Fellairs 62%/58%, Cook 53%, Sing 50%, Sewing 58%, History (Earth)
72%/52%, Dance 48%, and Seduction 30%.
Money: Spectra makes $2200 a week from Eagle Knight and when she does special missions she can make an additional 1D6x$10,000.
Weapons: She relies on her super abilities. She has limited access to Project Secure and EKS technology.
Equipment & Vehicles: She has limited access to the equipment used by Eagle Knight.
Power Gloves, Her gloves produce a beam of pure white light (equal to a 330 Lumens). This might not seem all that impressive except to function as a flashlight, but thanks
to her energy conversion powers, she can transform this harmless white light into any kind of energy she wishes (save for those she cannot transform).


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Unread postPosted: Sat May 08, 2021 11:13 am
  

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Joined: Sun Feb 10, 2002 2:01 am
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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
SIBERIAD

Siberiad is a Russian Super Soldier, an experiment combining animal genetic material into the same process used to create the Red Iron Guard (RIG). The process worked but the
project was abandoned because the RIG themselves saw it as a perversion of their purity. Siberiad was sent mission that were supposed to fail or the Intel gained was immaterial.
Eventually he realized he was simply being used and thought as a disposable asset. So he sabotaged a Russian sub that he was on, making sure he was the only one capable of
escaping. When he arrived in the US, he asked for asylum. He was taken to The Sector where he provided as much detail as he knew. Instead asking him to join them, they called
Eagle Knight to inform them they had an enemy operative turned traitor who wanted to work for the US. Siberiad was sent to Century Station to get his training. He received his
training alongside Velocity Girl, Princess Xi and Amber Gauntlet with their instructor being War Mace. After one year, Siberiad was reassigned much to his chagrin to Albert Newton’s
new team with Atom Lord, Metallica, Obsidian, and Crisis. A year later, despite the friendship he developed, he still misses the beautiful Princess Xi. Crisis is a smart ass that needs
his teeth kicked, Spectra wants him but he’s not interested in aliens. He gets along greater with Albert, Atom Lord, and Metallica, but he and Hugeo can’t stand one another. A fight
breaks out almost once a week. They do everything they can to avoid each other. He alone is the more than enough reason to want to be reassigned back to Century Station so he
and the girls can be together again. Siberiad is at home in the wilderness, able to move swiftly, silently, and skillfully. He’s not as much of a loner as he once was, though he’s still
not great in social settings. He trusts his intuition and sees things others miss. He enjoys solving problems in simple, direct ways, without tortuous planning. Siberiad is not highly
educated, nor very sophisticated – he’s a doer, not a thinker.

Real Name: Alyokhin Yegor (Jora) Timurovich
Occupation: Freelance Mercenary, Eagle Knight Security
Alignment: Unprincipled
Power Category: Super Soldier
Experience Level: 4th level
Hit Points: 37 S.D.C.: 229
P.P.E.: 17
Appearance: He is a tall, exceptionally built Russian athlete with cat-looking eyes, baldheaded, pointed ears, and dark tan skin..
Attributes: I.Q. 14, M.E.14, M.A. 20, P.S. 24, P.P. 20, P.E. 20, P.B. 19, Spd. 32
Age: 30, Sex: Male, Height: 6 foot and 2 inches (1.87 m), Weight: 180 lbs (90 kg).
Super Soldier Enhancements: Skeletal Plating, Internal Robotic Medical System (Heal 1D4 Hit Points or S.D.C. per minute), Cyber Armor (A.R. 16 and 200 S.D.C.), and Pain
Suppressors: Bio-feedback training, cybernetic implants, and neurosurgery suppress pain, slow blood loss and prevent shock, allowing the character to shrug off damage that would
incapacitate normal humans. He can remain conscious and active at up to -15 Hit Points, but speed and number of attacks are one-half and all combat/skill bonuses are lost (only
natural, unmodified dice rolls). Unfortunately, this has had a negative effect on his reflexes, dulling them slightly.
Major Super Ability: Animal Abilities: Cat (Big Feline)
Minor Super Abilities: Enhanced Leaping and Heighten Sense of Balance
Attacks per Melee: 6 (2 Initial +3 from Hand to Hand +1 from boxing)
Combat Training: Martial Arts
Combat Bonuses: +5 to strike, +8 to parry, +8 to dodge, +9 to damage, +9 to roll with punch/fall, +3 to pull punch, disarm, and +5 to maintain balance.
Combat Skills: Karate Punch 2D6+2, Power Punch 4D6+4 (counts as two attacks), Backhand 2D6, Elbow/Forearm 2D6, Knee 2D6, Karate Kick 3D6+2, Roundhouse Kick 5D6,
Crescent Kick 3D8, Wheel Kick 4D6, Tripping/Leghook (cannot be paired, must dodge or knockdown), all Holds, and Knockout on an unmodified roll of 20.
Saving Throws: +20% to save vs coma/death, +3 to save vs poison & magic, +2 to save vs knockout/stun, +3 to save vs insanity, +3 to save against psionics or spells that
affect emotions, and +5 to save vs pain.
Other Bonuses: 50% to trust/intimidate and 45% charm/impress.
Educational Background: Three Years of College
Common Skills: Read-Write/Speak Russian 90%93%, Pilot: Automobile 75%, Climbing 90%/80%, Prowl 72%, and Sense of Balance 65%.
Business Program: Mathematics: Basic 98%, Business & Finance 75%, Computer Operation 90%, Law (General) 75%, and Research 80%.
Technical Program: History 98%/80%, Philosophy 80%, and Language and Literacy: English 80%/90%.
Physical Program: Hand to Hand: Martial Arts and Boxing.
Secondary: Body Building & Weightlifting, Running, Sewing 65%, Cook 60%, Art (Charcoal Drawing) 60%, Art (Sculpture) 60%, W.P. Handgun (+2 to aim/+1 to burst),
W.P. Blunt (+2 to strike/parry), Pilot: Boat: Sail Type 70%, and Land Navigation 44%.
Money: He has a secret stash of about $7600 hidden away in his room.
Weapons: He relies on his super abilities.
Power Gloves: Lightweight, mechanized gloves that give the hands a strength of 30, and ideal for holding, crushing, tearing, and puncturing. The fingers have retractable blades (4D4 + P.S. bonus).
Equipment & Vehicles: He tend relies on his super abilities.


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Unread postPosted: Sat May 08, 2021 11:19 am
  

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Location: LaPorte, In USA
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
Obsidian

Obsidian is an intelligent man who turns into a crystal monster. Once he worked on rocket ships for NASA, hoping one day to work on the new multi-national space station being
largely financed by the United States and Canada. During a mission, a crystal meteor struck the space craft and passed through his body. He survived but the exposure cause him to
grow crystallized ache all over his body. Later he developed the ability to turn into the same crystal substance believed to have been the meteor. He’s spent most of his life searching
the globe for that meteor believing it more than likely survived reentry. Meanwhile what to do when you look like a crystal monster; you find a job that doesn’t care if you turn into
a monster. The people working for Eagle Knight not only embrace him, but they also delighted in what his mind had to say. He’s respected for his intellect as much as his strength
and size. He loves to bounce ideas off Albert Newton. He’s fascinated by Spectra. He’s knows Atom Lord is refusing to share pieces of information about his past. He wants to help
Crisis and Siberiad overcome their personal issues. As for the other members, he doesn’t believe they have the serenity or dedication to do the job. Obsidian is trying to remain a
nice guy, friendly, hospitable, and someone who does the right thing. It’s hard to be a descent person however when you look like a crystal monster.

Real Name: Stephen Clifford Potts
Occupation: Former NASA Astronaut (Mission Specialist) and Mercenary for Hire.
Alignment: Principled
Power Category: Mutant
Experience Level: 6th
Hit Points: 41 S.D.C.: 72/500 in crystal form. Armor Rating: A.R: 10/15 in crystal form.
P.P.E.: 15
Appearance: He has deep-set eyes the color of fine blue. His fine, straight, medium-length hair is blue in color and worn in a practical style. He is very tall and has an over-
muscular build. His skin is pale with blue crystals (similar to severe case of nodular acne). He has a high forehead. He wears very lose clothing so it tears away in his naked crystal
form.
Attributes: I.Q. 26, M.E. 20, M.A. 10, P.S. 21/34 (extraordinary) in stone form, P.P. 11, P.E. 2, P.B. 5. Spd 22/11 in crystal form.
Age: 32, Sex: Male, Height: 6 foot and 8 inch (1.82 m), Weight: 282 lbs (81.9 kg)
Unnatural Characteristics: Armored Skin (it looks like it has blue crystals growing out it).
Major Super Ability: Alter Physical Structure: Crystal.
Minor Super Abilities: Supervision: Thermal Vision and Impervious to Fire/heat.
Combat Training: Basic
Attacks per Melee: 5 (2 initial +3 from Hand to Hand)
Combat Bonuses: +1 to initiative, +1 to strike, +2 to parry, +2 to dodge, +6 to damage/+19 in stone form, +2 to roll with punch/fall/+4 in stone form, and +2 to pull punch.
Saving Throws: Impervious to fire, heat, and plasma. In crystal form, cold and energy attacks do normal damage when the roll to strike is 17 or higher, and half damage if 16
or below. Impervious to light/laser attacks. Armor piercing bullets, explosive rounds, grenades and light explosives inflict full damage when their roll to strike is 16 or higher, and half
damage if the attacks fall 15 and under. +12% to save vs coma/death, +3 to save vs magic/poison, and +3 to save vs psionics & insanity.
Combat Skills: Punch 1D4, Power Punch 2D4 (count as two attacks), Elbow/Forearm 1D6, Knee 1D6, Snap Kick 1D6, all Holds, and Critical strike on an unmodified roll of 19-
20.
Others Bonuses: +12% to skills
Educational Background: Master’s Degree with NASA Training.
Common Skills: Read-Write/Speak English 98%/98%, Mathematics: Basic 98%, Pilot: Automobile 90%, and Gemology 96%.
Electrical Prog[u]ram: Electrical Engineer 98%, Basic Mechanics 98%, Computer Operation 98%, and Electricity Generation 98%.
[/u]Science Program: Mathematics: Advance 98%, Chemistry 98%, Astrophysics 98%, Nuclear Physics 87%, and Astronomy & Navigation 97%.
Mechanical, Vehicle: Automotive Mechanics 98%, Aircraft Mechanics 98%, Basic Electronics 97%, and Spacecraft Mechanics (Earth) 97%.
Astronaut Program: Command Structure Etiquette 92%, Depressurization Training, Navigation; Space 98%, Radio: Basic 98%, Radio; Satellite 98%, and Sensory
Equipment 97%.
Secondary Skills: Hand to Hand: Basic, Fishing 82%, T.V./Video 77%, Pilot: Airplane 86%, Pilot: Avtran 88%, General Repair/Maintenance 87%, Jury Rig 77%, History
98%/87%, Research 82%, Law (general) 82%, Recycling 77%, Physical Labor, Salvage 82%, and Excavation 47%.
Money: As a NASA astronaut, he made around $78,000 a year. Eagle Knight pays him $2000 a week when he is not on assignment, during an assignment he gets to make
$2D4x10,000 bonus money with all his expenses paid.
Weapons: He relies on his super abilities.
Equipment & Vehicles: He has limited access to some of the advance technology and equipment of EKS. Though he knows how to use most of their technology with ease, he
relies almost exclusively on his super abilities.


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Unread postPosted: Sat May 08, 2021 11:27 am
  

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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
Atom Lord

He comes from the planet Cosonia in the Triangulum Galaxy (a spiral galaxy 2.73 million light-years from Earth). His planet is similar to Mercury. He came to the Milky Way galaxy to
explore its various life forms. He’s been to countless worlds in the Ilta Quadrant. When he arrived on Earth, he couldn’t help but get emotionally involved having identified that
Earthlings are genetically compatible with his people. He can if he so chooses start to spread a bio-metallic virus which converts living matter to an organic steel-like substance. This
is how his native race repopulates itself. The virus can only affect human-like individuals, allowing them to remain conscious and not turn into an unfeeling machine. The virus
doesn’t work on other alien humanoids (so far) or animal life. Cosonians became bio-metallic beings 2.5 million years ago when Cosonia lost its atmosphere when its sun became a
red giant. They later concluded that The Gift is a precious one and must be shared with other compatible life forms. They searched the Triangulum Galaxy but couldn’t find any
suitable humanoids. So it was decided to spread the gift to the two nearest galaxies Andromeda and the Milky Way. Adam Lord believes there are 3D6 other Cosonians exploring the
Milky Way searching for human-like individuals. He doesn’t know if any of his Cosonians have found and shared his success. No one, not even Albert or Spectra are aware he has or
can spread the Gift. When he joined Project Secure’s Alien Acclimation Program to give him US citizenship, he didn’t tell them either. His advocate in Project Secure recommended
him to pretend to be a mutant who has the ability to turn into APS-Metal, thus the reason he has an alias. This has allowed him the ability to full integrate himself into human
society. Adam Lord strives to become a champion for all Earthlings and protect them from those who would do their race and society harm. So far he hasn’t encountered a threat
that has convinced him he must start giving The Gift in order to save humanity. At his core, he is a simple man who has found himself trapped in extra-ordinary circumstances. When
looking for people to follow him, he bellows orders. If something is in the way, he hits it. Atom Lord generally takes the simplest and most direct solution to any problem. Atom at
times exudes an air of cold authority and confidence.

The Gift: The gift is a bio-metallic virus (Pestilence) that various members of the Cosonian race can inflict on human-like individuals. Atom Lord need only touch bare
flesh to transfer the virus to another person. The alien nature of the virus is IMPOSSIBLE for regular, ordinary humans to save against. Only “true” super beings can make a saving
throw of 15 or better to resist the virus (with only using P.E. attribute bonuses only), however those with extraordinary recuperative abilities and recovery from physical
injury/damage at least 3x faster than normal, can use additional bonus to save vs the virus. Those inflicted within 1D4 melee rounds have their organic flesh converted into an
organic steel-like substance (APS-Metal). For those who are true super beings, this transformation effectively REMOVES all other Major Super Abilities (gone forever). Victims must
make a save vs insanity (or better) or their personality also get rewritten become a pacifist (see page 36 in Heroes Unlimited 2nd edition). After 1D4 days, the newly created bio-
metallic humanoids gain all his other natural (super) abilities and they too can inflict the Gift, but it’s not as potent requiring a saving throw 14 or better for normal humans and
super beings.

The Curse: If Atom Lord decides to give anyone the Gift, he must immediately afterward make a saving throw vs insanity (12 or better) otherwise his natural instinct will
kick and he will attempt to inflict EVERY single human on planet Earth where they want it or not. He won’t be able to stop, he won’t take no for an answer, he will do whatever is
necessary to complete his task to give the Gift to every human on Earth.

Real Name: Cerkon
Alias: Bert Wooten
Occupation: Surveyor who came to study Earth, now emotionally invested to save the planet. Member of Eagle Knight Security
Alignment: Unprincipled
Power Category: Alien (Cosonian/bio-metallic humanoids)
Experience Level: 8th level
Hit Points: 50 S.D.C.: 800 Armor Rating: A.R.:17
P.P.E.: 20
Appearance: He is a tall, rippling, metallic humanaoid with short bluish gray hair and dark blue eyes. Most naturally assume he is an anatomical correct android or a cyborg.
He is pretending to be from planet Earth as a mutant. He has learned to fool people but he still doesn’t understand the reason for clothes and because of his powers and what he
does, they tend to get destroyed rather easy.
Attributes: I.Q. 14, M.E. 12, M.A. 11, P.S. 48 (superhuman), P.P. 15, P.E. 23, P.B. 19, Spd. 14/370 mph (595.7 km) in flight/FTL 8.
Age: 3500, Sex: Male, Height: 6 foot and 6 inches (1.98 m), Weight: 720 lbs (324 kg).
Originating Alien Environment: He comes from a combination Toxic Atmosphere/High Radiation.
Vulnerabilities: Besides those listed under APS-Metal, he is vulnerable to psionic (mental) attacks and magic (weapons and spells). Attacks from Supernatural Strength do half
damage if they roll under his natural armor rating, and full damage if they roll 18 or higher. Water Vulnerability: Being submerged in water (like a swimming pool, horse
trough, bathtub, natural body of water, etc) nullifies ALL of his super powers (including his Superhuman P.S.), causes discomfort, and inflicts 1D6 points of damage per melee round
to his Metal S.D.C. but cannot kill him (cause any Hit Point damage). A light rain stings and does 1D4 S.D.C. points of damage per melee round, but can also be easily negated by
wearing protective clothing. Medium rain shower does 2D6 S.D.C. damage per melee round or he takes this amount of damage if he is splash with enough water to drench him.
Furthermore, he cannot heal from the S.D.C. damage until he gets out of the rain and dries off. Heavy rain or a thunderstorms or being sprayed with a hose or any form of constant
running water inflicts 5D6 S.D.C. damage per melee round. He cannot heal from the damage nor use any of his super abilities (strength is render normal) while out in the storm or
being hit by the running water. Note: He cannot swim and instantly sinks to the bottom of any body of water. In order to get out someone will have to retrieve him, like a
sunken vessel on the bottom of the ocean.
Natural Abilities: Impervious to all non-magical energies, impervious to all types of radiation, heat, fire, plasma, including magic fire, impervious to organic attacks (poisons,
toxins, drugs, gases, etc), doesn’t need to breathe or eat (absorb and feed on ambient/radiant energy) and can function at maximum efficiency with only four hours of sleep. He can
survive indefinitely in the vacuum of space. His metallic body can recovery 4D6 S.D.C., every 10 minutes. Hit Points recover at the same rate as indicated on page 18 of Heroes
Unlimited 2nd Edition.
Major Super Abilities: Control Radiation, Energy Absorb, Superluminal Flight, and Alter Physical Structure: Metal (constant, natural state). Note: He is constantly radiating
small but potentially dangerous amounts of radiation. To prevent this and not kill his “organic” associates he must concentrate on absorbing/holding the radiation in, which he can do
even while engaged in combat (cannot use his radiation powers) but doing so reduces his attack/actions per melee round by one-half.
Minor Super Ability: Flight (Wingless)
Attacks per Melee: 6/8 (2 Initial +3 from Hand to Hand +1 from boxing) +2 from flight
Combat Training: Martial Arts
Combat Bonuses: +2 to initiative/+3 in flight, +2 to strike/+6 in flight, +6 to parry/+10 in flight, +6 to dodge/+12 when hovering or flying under 80 mph (128 km)/+14 to
dodge when flying over 80 mph (128 km)/+17 when flying FTL, +35 to damage/+4 to damage for every 20 mph (32 km) of flight speed, +5 to roll with punch/fall/+8 during FTL,
+3 to pull punch/+5 in flight, and +2 to disarm/+4 in flight.
Saving Throws: +21% to save vs coma/death, +4 to save vs magic & poison, and +6 to save vs Horror Factor.
Combat Skills: Karate Punch 2D6+2, Power Punch 4D6+4 (Counts as two attacks), Backhand 2D6, Elbow/Forearm 2D6, Knee 2D6, Karate Kick 2D6+2, Snap Kick 2D6,
Roundhouse 4D6, Axe Kick 3D8, Crescent Kick 2D6+4, Jump Kick 1D4x10, Flying Jump Kick 5D6, Leap Attack (double damage, use up all attack/action), Paired Weapons, All Holds,
Knockout on an unmodified roll of 20, and Critical strike on unmodified roll of 18-20.
Other Bonuses: 45% charm/impress.
Educational Background: Special Operative for Cosonian who has studied Earth extensively.
Common Skills: Read-Write/Speak Cosonian 96%/96/%, Mathematics: Basic, 96%, Navigation: Space 97%, Zero Gravity Combat: Elite, Navigation: FTL 97%, Read-
Write/Speak English, Chinese, Hindi, Spanish, and Russian 98%.
Special Skills: Intelligence 84%, Prowl 80%, Demolitions 98%, Tracking (people) 65%, Interrogation 85%, Law (General) 90%, Xeno-Biology 85%, Anthropology
(human) 65%, Hand to Hand: Martial Arts, Detect Ambush 85%, Detect Concealment 80%, Military Etiquette 90%, CBRN Warfare 90%, Radio: Basic 98%, Performance 80%, Public
Speaking 80%, Boxing, Athletics (general), and Running.
Secondary: Lore: Alien 70%, Computer Operation 84%, Computer Programming 74%, Astronomy & Navigation 80%, Mathematics: Advance 80%, History (Cosonian)
98%/90%, History (Earth) 90%/70%, Research 70%, Firefighting 55%, and Business & Finance 50%.
Money: He has $9000 in his savings and $7000 in his checking.
Weapons: He relies on his super abilities.
Radiation Blast, Range: 50 foot (15.2 m) radius (around self) or 200 feet (61 m) away, Double in Space, Damage: 3D6 per melee round (01-30% of radiation sickness from
each melee round of exposure), Duration: One quick blast (counts as two melee attacks) or continual (counts as all attacks for that melee round). Note: The area where the
radiation was emitted will remain irradiated and dangerous for 4D6 melee rounds if it was exposed to more than five minutes of radiation.
Nuclear Fire, Range: 180 feet (54 m)/Double in Space, Damage: 11D6 or 1D6x10+6, Duration: Counts as one attack, Bonuses: +3 to aim.
Energy Expulsion: Heat, Range: 140 feet (42 m), Damage: 8D6 or 1D4x10+8, Duration: Counts as one attack, Penalty: Anyone on the receiving end of a heat bolt has a 01-
30% chance of contracting radiation sickness.
Energy Flash, Range: 80 feet 924.3 m), Double in Space, Damage; 2D6, Attacks per Melee: Counts as one attack, but can only be done once a melee.
Light Beam, Range: 2000 feet (610 m), Double in Space, Damage, None but can temporarily blind opponents for 1D4+1 melee rounds. -8 on all combat actions for the first
melee, then -6 to strike, parry, and dodge for the rest of the melee rounds. Attacks per Melee: Counts as one attack/action or maintain a continuous beam for the entire melee round
uses up all but one melee attack/action, can use while doing other simple or complex actions.
Equipment & Vehicles: Atom Lord relies on his super abilities.


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Unread postPosted: Sat May 08, 2021 11:32 am
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3214
Location: LaPorte, In USA
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
Metallica

Vivian joined the US Army to prove to her family and friends she was just as capable as any man. During a mission, her team while protecting a bridge was ambush by a dozen
partial cyborgs. She was the only one to survive. Back on US soil, she was feeling sorry for herself that she should have died with her companions. She was met by a representative
of The Sector who offered her a chance at revenge if she wanted to participate in an ultra secret program purposely designed to turn people into a new kind of super soldier. She
agreed. Three months later, the super soldier Metallica was born. Then the Paris Affair occurred and The Sector was forced to cut funding and do away with various classified
program. Metallica was told she wasn’t needed any longer and she was reassigned to work for Eagle Knight Security. Vivian was made into a weapon but has never gotten the
satisfaction of revenge she longed for. She still feels she has no purpose in life, what good did it do to give up her humanity to become this thing that she is. Then she met Atom
Lord, a real metallic humanoid. His mutation and outlook on life has inspired her to find meaning in life, protecting those lesser than herself. She can still act cold and aloof, but she’s
trying to find a reason to smile and be friendly. She is a take charge person but is always ready to side with Atom Lord (or support him) if he makes a command decision. She looks
down upon some of her team mates who she regardless as weaklings if she feels their powers and capabilities are rather pathetic compared to her and Atom Lord. Siberiad falls into
that category and she is quick to remind him.

Real Name: Vivian Wright
Alignment: Unprincipled
Occupation: Former U.S. Army Corps of Engineer. Employed by Eagle Knight Security.
Super Power Category: Super Soldier
Experience Level: 4th
Hit Points: 51 S.D.C.: 542
P.P.E.: 10
Appearance: She is built like a professional female bodybuilder. Her skin and shoulder length hair has a gray metallic hue. Her eyes are icy blue. She wears a skin tight
costume that looks like a bathing suit. When she goes into battle she will usually don her cyber armor.
Attributes: I.Q. 13, M.E. 13, M.A. 11, P.S. 41, P.P. 16, P.E. 21, P.B. 10, Spd. 52 (36 mph/58 km)
Age: 33, Sex: Female, Height: 6 feet, 3 inches (1.9 m), Weight: 320 lbs (144 kg).
Endoskeletal Replacement: Robotic Enhance Endurance (Function 20x longer than normal people, remain alert and operate for up to 2 days without sleep), Robotic Enhanced
Strength (Equal to Superhuman P.S., carry 8200 lbs/3690 km and lift 12,300 lbs/5535 kg), Robotic Enhanced Reflexes (fall 100 feet/30.5 m and land on feet 01-60%), Robotic
Speed, Cybernetic Senses (Enhanced sense of smell and taste, bionic amplified hearing, nightvision 600 feet/183 m, thermo-imager 600 feet/813 m), Cosmetic Disguise (alter facial
features), Unbreakable Skeleton (N.A.R. 17 and 2000 S.D.C.), and Increase Survivability.
Supersoldier Abilities: Cyber Armor (A.R. 16 and 200 S.D.C.), Electrical Discharge (1D6, 2D6, or 4D6 damage. Range: 100 feet/30.5 m or touch-adds normal punch and P.S.
damage to the electrical damage, Payload: 50 shot per hour), Tissue Density Increase, and Energy Resistance (take half damage from all energy attacks).
Combat Training: Hand to Hand: Expert
Attacks per Melee: 6 (2 initial +3 from hand-to-hand +1 from enhancements)
Combat Bonuses: +11 to Initiative, +4 to strike, +8 to parry, +9 to dodge, +31 to damage, +8 to roll with punch/fall, and +7 to pull punch.
Combat Skills: Punch 2D4+2, Power Punch 3D6+2 (counts as two attacks), Elbow/Forearm 2D6, Knee 1D6, and all Holds.
Saving Throw: +32% to save vs coma/death, +3 to save vs magic, +7 to save vs poison, toxic gases, drugs, & disease, +2 to save vs Bio-Manipulation, and +4 to save vs
Horror Factor.
Education Level and Skills: Military
Common Skills: Read-Write/Speak English 88%/92%, Mathematics: Basic 84%, Pilot: Automobile 72%.
Basic Military Program: Running, Climbing 80%/70%, Forced March, Military Etiquette 65%, Radio: Basic 80%, W.P. Rifle (+2 to aim/+1 to burst), and W.P. Grenade (+2
to strike).
2nd Military Program: Armorer/Field Armorer 70%, Basic Mechanics 90%, Trap/Mine Detection 50%, Pilot: APC and Tank 78%, and Demolitions Disposal 82%.
Advance Pilot Program: Navigation 70%, Sensory Equipment 60%, Weapon System 70%, Pilot: Truck 86%, Pilot: Tracked Vehicles 84%, Pilot: Helicopter 74%, and Pilot:
Robot & Power Armor 78%.
Espionage Program: Hand-to-Hand: Expert, Detect Ambush 60%, Intelligence 58%, Wilderness Survival 60%%, Tracking (people) 55%, and Undercover Ops 60%.
Secondary Skills: Athletics (general), Body Build & Weightlifting, Auto Mechanics 72%, Recognize Weapon Quality 45%, General Repair/Maintenance 65%, Jury-Rig 55%,
Basic Electronics 50%, Firefighting 60%, Land Navigation 44%, and Law (general) 45%.
Money: Metallica makes $95,000 a year working for Eagle Knight.
Weapons: She has access to a number of conventional weapons (handguns and rifles).
Mini-Missile Launcher (forearms), Range: One mile (1.6 km), Damage: 5D6+10, Rate of Fire: 1 or volley of 2, 4, or 6, Payload: Weapons holds six, but an additional 16 are in
an armored backpack.
Armor: Cyber Armor (see above) or if she wants to be less noticeable she will wear a point blank vest (A.R. 10 and 70 S.D.C.).
Vehicles & Equipment: Rocket Jump Boots: Leap 60 feet (18.3 m). She drives around in a 2007 Hummer H2.


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Unread postPosted: Sun May 09, 2021 3:00 am
  

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Joined: Sun Feb 10, 2002 2:01 am
Posts: 3214
Location: LaPorte, In USA
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
Amulet

Hope looks like female basketball player but what she really wants is for people to recognize her intelligence. She is smart, kind young woman who only converses with others she’s
spoken to. She enjoys schooling, science, and cooking. One day she was being harassed by some boy so she hid inside an abandoned building. While hiding a large scarab like beetle
with long antenna had crawled along her back and bitten her in the neck, firmly attaching itself to her flesh. She panicked and freaked out. The boys came after her, but just before
they reached her, she managed to fly away. Hope soon learned she possessed other special abilities, not sure what to do or if she should remove the insect. When she saw a super
being doing a good dead for someone, she asked him what should she do? He pointed her in the direction of the training facility. After school Hope trained at Eagle Knight Security.
She can only be a part time person as she has to go to school (except on the weekends) and she has to sleep because of the blood drain. She not sure if she wants to pursue a
career as an EKS agent or go on to college. She is torn between the two decisions. Hope relies heavily on Siberiad or Hugeo for help in combat, and she is always trying to get them
to stop fighting. While she is a part-timer, she tries to make sure everyone feels appreciated and included in the team. She has the mental capacity for leadership but lack the skills
to execute most of her ideas due to her young age. She is good friends with War Flyte, New Wave, and Shimmer.

Real Name: Hope Mcintyre
Occupation: Jordan High School Student, freelance operative for Eagle Knight Security.
Alignment: Scrupulous
Power Category: Symbiotic Superhuman
Experience Level: 3rd
Hit Points: 29 S.D.C.: 131
P.P.E.: 27
Appearance: Hope is a tall, attractive, athletic African American female with silky, jet black hair. She has vibrant green and gold eyes. She has rich brown skin. Her black
costume shows off a lot of skin. The large, scarab looking beetle with its long antenna has attached itself at the base of her neck, making it appear to be some kind of amulet or
pendent she wears around her neck.
Attributes: I.Q. 14, M.E. 9, M.A. 8, P.S. 11, P.P. 13, P.E. 14, P.B. 14, Spd. 21.
Age: 17, Sex: Female, Height: 5 feet and 11 inch (1.80 m), Weight: 125 lbs (56.25 kg).
Symbiote, A.R. 10, Hit Points: 28. Low Intelligence. Feeds on her blood, requiring her to sleep 8-10 hours a day, otherwise she is -1 on all her bonuses.
Symbiote Benefits: Nightvision (1000 feet/305 m), Stealthy, Increased S.D.C., and Improve immunity.
Minor Super Abilities: Energy Expulsion: Heat, Energy Expulsion: Light, Energy Expulsion: Force, Impervious to Energy and Electricity, and Flight: Energy.
Attacks per Melee: 4/5 (2 initial and +2 from combat ability) +1 in flight.
Combat Training: Basic
Combat Bonuses: +1 to strike in flight, +3 to parry/+4 in flight, +3 to dodge/+5 to dodge when hovering and flying under 80 mph (128 km) +7 to dodge
when flying at speeds around 80 mph(9128 km), +4 to damage for every 20 mph (32 km), +3 to roll with punch/fall, and +2 to pull punch.
Saving Throws: She is impervious to all energy attacks. +20% to save vs coma/death, and +2 to save vs poison/toxins.
Combat Skills: Punch 1D4, Power Punch 2D4 (counts as two attacks), Elbow/Forearm 1D6, Knee 1D6, and Kick Attack 2D4.
Educational Background: High School
Common Skills: Read-Write/Speak English 86%/91% and Pilot: Automobile 69%.
Computer Program: Basic Electronics 50%, Computer Operation 74%, Computer Programming 64%, and T.V. & Video 55%.
Science Program: Mathematics: Basic 86%, Chemistry 70%, Physics 50%, and Chemistry: Analytical 55%.
Secondary: Hand to Hand: Basic, Athletics (general), Running, Swimming 65%, Prowl 98%, Research 55%, Radio: Basic 65%, Land Navigation 48%, Cook 60%. p
Language: French 59%, and Literacy: French 55%.
Money: She has $2D4x1000 dollars in her savings account.
Weapons: She relies solely on her super abilities.
Energy Expulsion: Heat, Range: 300 feet (91.5 m), Damage: 4D6, Bonuses: Opponents are -3 to parry and dodge. +3 aimed shot/+1 wild shot.
Energy Expulsion: Light, Range: 600 feet (183 m) or 10 feet (3 m) blinding flash, Damage: 4D6, or blinding flash (-8 on all combat die rolls for one melee round), Bonuses:
+3 aimed shots/+1 wild shot.
Energy Expulsion: Force, Range: 200 feet (61 m), Damage: 3D6, Bonuses: Opponents are -2 to parry and dodge.+3 aimed shot/+1 wild shot.
The Fusion Blast (special), She has the ability to Power Combo all three of her energy expulsions together to form a Super Energy Expulsion of heat, light and force. Range:
660 feet (201 m), Damage: 1D6x10+3D6. Attacks per Melee: Count as three attacks, Bonus: +3 to aim/+1 for wild shot.
Equipment & Vehicles: She drives around in a 1999 Trans Am, automatic, fully loaded.


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Unread postPosted: Sun May 09, 2021 3:06 am
  

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Joined: Sun Feb 10, 2002 2:01 am
Posts: 3214
Location: LaPorte, In USA
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
Shimmer

After immigrating to the United States with his parents, Waki Michizane tried his best to fit in. He endured teasing and being told he was unwanted. His parents insisted he find a
way to connect with the American teens. Perhaps it was by sheer will power, Waki developed super abilities as a teenager, the same time he started practicing martial arts. After high
school, he joined the military. Later he became a Super Operative involved in numerous covert ops missions in Asia. At 36 years of age, he decided to retire and go work for Mutant
Recovery Teams. After a while he didn’t like how these supers treated those they went after. So he quit and joined Eagle Knight Security. At 42 years old, he’s the old man of the
team, and while he may have lost a few steps, he’s still can take down bad guys when asked to do so. He is good friends with Pinpoint and New Wave. He doesn’t particular care for
Albert Newton and those he is on good terms with. The important thing is the mission, that it as far as he is concerned.

Real Name: Waki Michizane
Occupation: Operative for Eagle Knight Security
Alignment: Principled
Power Category: Mutant
Experience Level: 4th
[b]Hit Points: 32 S.D.C.: 80/+60 during daylight
P.P.E[/b].: 26
Appearance: He is physically fit Japanese American older male with red hair, red eyes, and orange skin. He wears a costume that makes him look like a ninja.
Attributes: I.Q. 10, M.E. 10, M.A. 19, P.S. 15/18/21, P.P. 19, P.E. 18, P.B. 11/13/15, Spd. 36/43/50 and 240 mph (386 km)/288 mph (463 km)/336 mph (540 km) in flight.
Age: 42, Sex: Male, Height: 5 foot and 6 inches (1.67 m), Weight: 127 lbs (57.15 kg)
Unusual Characteristics: Bright, flaming red hair, red eyes, and orange skin.
Minor Super Abilities: Solar Powers, Lightning Reflexes, Bend Light, Energy Expulsion: Light, and Flight: Energy. Note: He bio-regenerates 2D4 Hit Points/S.D.C. in the sun.
Combat Training: Martial Arts
Attacks per Melee: 6/7+1 (2 initial + 3 from Hand to Hand +1 from powers) +1 in flight and +1 in daylight.
Combat Bonuses: +5 to initiative/+6 in daylight, +4 to strike/+5 in flight, +6 to parry/+7 in flight, +6 to dodge/+8 when hovering or flying under
80 mph (128 km)/+10 when flying at speeds over 80 mph (128 km), +5 to auto dodge, +3 to damage in daylight/+6 in full daylight outdoors, +4 to damage
for every 20 mph (32 km) of flight speed, +6 to roll with punch/fall, +7 to pull punch/+9 in daylight, and +2 to disarm/+4 in daylight.
Saving Throws: He takes ½ from laser/light, heat, and fire attacks. +6% to save vs coma/death and +2 to save vs poison & magic.
Combat Skills: Karate Punch 2D4, Power Blow 4D4 (counts as two attacks), Backhand 1D6, Elbow/Forearm 1D6, Knee 2D4, Karate Kick 2D4+2, Crescent Kick 2D4+4, Snap
Kick 1D6+2, Tripping/Leghook (cannot be paired, must dodge or knockdown), Backward Sweep (cannot be paired, must dodge or knockdown), Roundhouse 3D6+2, Axe Kick
2D8+2, Leap Kick 3D8+2 (counts as two attacks, Paired Weapons, and All Holds.
Other Bonuses: 55% charm/impress.
Educational Background: Military
Common Skills: Read-Write/Speak English and Japanese 88%/92%, Pilot: Automobile 72%, and Mathematics: Basic 84%.
Military Program (Basic): Running, Climbing 70%/60%, Forced March, Military Etiquette 65%, Radio: Basic 80%, and W.P. Rifle (+2 to aim/+1 to burst).
Military Program (Advance): Combat Aircraft: Aircraft Mechanics 76%, Navigation 70%, Pilot: Airplane 76%, Parachuting 70%, Weapon Systems 70%, and Sensory Equipment 60%.
Physical Program: Hand to Hand: Martial Arts and Kick Boxing
Secondary Skills: Athletics (general), Aerobic Athletics (Sense of Balance 50%), Prowl 45%, Swimming 70%, Fencing (+1D6 to damage and +1 to strike/parry),
W.P. Sword (+3 to strike/parry), Language: Chinese & Korean 77%/62%, Bonsai 73%, and Floral Arrangement 36%.
Money: Shimmer has $8691 in his checking account and $4000 in his savings.
Weapons: None he relies on his super powers. However, he does have an authentic
Samurai Katana, Damage: 3D6. Bonus: +1 to strike/parry.
Energy Expulsion: Light, Range: 600 feet (183 m)/900 feet (274 m) during daytime, Damage: 6D6/+50% during daylight, Bonus: +3 to aim/+1 to wild.
Blinding Flash, Range: 10 feet (3 m)/15 feet (4.5 m) in daylight, Damage: -8 on all combat rolls for one melee round.
Glow: 200 Watts or 400 during daylight.
Equipment & Vehicles: He has limited access to any of the equipment and technology of Eagle Knight.


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Unread postPosted: Sun May 09, 2021 10:02 am
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3214
Location: LaPorte, In USA
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
Yes, this is the same Pinpoint from Villains Unlimited 2nd edition page 177-178 only he's been redone to 2.5 version. I'm using this Pinpoint rather than the original comic book
character because this guy is just wicked nasty and way cooler than the bald guy with the tattoo on his head.

Pinpoint

Pinpoint is a happy-go-lucky young man with a cheerful disposition. Born a mutant, he was in the US military Special Forces for four years but quit to become a freelance mercenary
and bounty hunter. He once was heavily involved with Mutant Recovery Teams and the Mutant Slave Trade. After working on a joint mission with Senior Special GIGMA agent Scott
Benter, he’s had a change in heart and attitude. He joined up with Eagle Knight Security to steer himself in a new direction. Although now maiming and severely injuring his targets,
kind of sort of still happens. He is also the perfect undercover agent because he is so confident, resourceful, and level headed. Much to his personal dismay, he has a baby face and
looks like he is only 16 instead of 24. This also works to his advantage in undercover and combat because opponents think he’s a kid and not much of a threat. This gets him into
confrontations with Siberiad, Atom Lord, and Albert Newton who keep treating him like he’s a newbie. He is energetic, smart, confident, resourceful, cocky and daring. He has a
wisecrack for every occasion (but executes restraint and decorum). He is also patient and persistent. He doesn’t have to have his weapons on his person to defend himself. Anything
he can get his hands on can potentially be turned into a deadly weapon. He enjoys teaming with Shimmer since the two of them have a lot in common.

Real Name: Jonathan Lewis
Alias: The Kid, Johnny Target, Pinpoint.
Occupation: Freelance bounty hunter and mercenary, works for Canadian and US SCRET, Euroforce, Interpol, and Eagle Knight Security. He does occasionally take jobs with
Government sponsored Mutant Recovery Teams if the fugitive is considered a threat to the public. He will not work for bio-tech companies like BIO-Spawn or Genesyes.
Alignment: Unprincipled formerly anarchist.
Power Category: Mutant
Experience Level: 5th
Hit Points: 44 S.D.C.: 62
P.P.E.: 27
Appearance: A handsome, slender, young man with light brown hair, winning smile and youthful appearance (baby face, looks 16 years old). Typically wears grey costume
with many utility belts and has a bow and arrow hanging from his back.
Attributes: I.Q .15, M.E. 14, M.A. 15, P.S. 20, P.P. 19, P.E. 19, P.B. 13, Spd. 24.
Age: 24, Sex: Male, Height: 5 feet, 10 inches (1.80 m), Weight: 168 lbs (75.6 kg)
Unusual Physical Characteristics: Ambidextrous and Double Jointed
Minor Super Abilities: Manipulate Kinetic Energy, Supervision-Advanced Sight, Targeting, and Radar. Note: He can throw items or launch projectiles at +50% greater
range, combined with Manipulate Kinetic Energy he can inflict double damage or triple the normal range (not both).
Attacks per Melee: 7/8 (2 initial +3 from hand to hand combat +1 from ambidextrous) +1 from powers/ +1 additional attack using range, throw, or projectile weapons for an
entire melee round.
Combat Training: Martial Arts
Combat Bonuses: +3 to Perception Rolls, +6 initiative, +6 strike, +9 parry, +8 dodge, +5 damage, +6 roll with punch/impact, +3 pull punch, and disarm.
Saving Throws: +8% vs coma/death, +2 vs magic and poison.
Combat Skills: Karate Punch 2D4, Power Punch 4D4 (counts as two attacks), Elbow/Forearm 1D6, Knee 1D6, Backhand 1D6, Karate Kick 2D4, Snap Kick 1D6, Roundhouse
3D6, Axe Kick 2D8, Tripping/Leghook (cannot be paired, must dodge or knockdown), Jump Kick 6D6, Flying Jump Kick 4D6, Paired Weapons, and all Holds.
Educational Background: Military
Common Skills: Read-Write/Speak English 90%/93%, Mathematics: Basic 87%, Pilot: Automobile 75%, and Escape Artist 84%/56%.
Military Program: Running, Climbing 80%/70%, Forced March, Military Etiquette 70%, Radio: Basic 85%, W.P. Rifle (+4 to aim/+1 to burst), and W.P. Grenade (+2 to throw).
Advance Military Program (Guerilla Warfare): Detect Ambush 65%, Detect Concealment 60%, Land Navigation 66%, Sniper (+2 to Called or Aimed shots, counts as two
attacks), Tracking (people) 60%, Wilderness Survival 65%, Paired Weapons, W.P. Targeting (+4 to throw, throw 2 items, critical strike on a 19-20, W.P. Knife (+2 to strike, +2 to
parry, +6 to throw), and W.P. Archery (+6 to strike, +2 to disarm, Rate of fire 7).
Law Enforcement/Police Program: W.P. Handgun (+3 to aim/+1 to burst), Crime Scene Investigation 65%, Law (general) 65%, and Intelligence 57%.
Secondary: Hand to Hand: Martial Arts, Athletics (general), Body Building & Weightlifting, Computer Operation 75%, Pilot: Motorcycle 80%, Prowl 50%, W.P. Blunt (+2 to
strike/parry), and Pick Locks 50%.
Money: He can afford to live very comfortable thanks to his various freelance jobs as a super operative. He has a government issued credit card with a $25,000 limit, he has
3D6x$1000 in cash stashed as his apartment, and $400,000 in his checking account. His annual income fluctuates around 1D6x$100,000 a year.
Weapons: He can pick almost anything and turn it into weapon, but these are his favorite.
Recurve Bow: A specialized carbon fiber recurve bow (designed by Hardware Weapon Expert). The bow is collapsible, with breaks above and below the handle, as well as
midway down the length of each limb. This allows the bow to be folded into a more compact form that makes it easier to conceal, carry, store, and transport. When deployed, the
bow can swiftly re-assemble in one quick motion as the limbs lock back into place. The bow has the capability to transform into a bo staff which could be used for melee combat
(2D6 damage), Range: 1600 feet (487 m), Damage: 3D6 using normal arrows.
The arrow quiver he carries is designed to organize and store his arrows on his back while providing him easy access to his arrows. The arrows are kept in two separate
bundles side by side. This allows the quiver to stay a flat and keep a slim profile while being worn, which keeps it from hindering his movement. He can perform a summersault
without any arrows falling out. Each bundle contains 16 arrows, making a total of 32 between the two halves. When he makes the motion to reach for an arrow, sensors in the quiver
release the appropriate arrow. The quiver is composed of a light-weight, symmetrical outer frame.
16 Standard Arrows and 16 gimmicked arrows. Player Choice of how many and what type of gimmicked arrows (must add up to 16 per adventure).
______Stun Arrows, This arrow head release an electrical charge that attacks the nervous system after making physical contact with the skin and flesh. Its purposely designed to be
non-lethal and knocks an enemy unconscious or into a dazed or semi-conscious state. Victims needs to make a non-lethal poison (16 or better, can only use P.E. attribute bonus
only) otherwise the victim is dazed, -10 to strike, parry, and dodge, reduce attacks per melee round by half for 2D4 melee rounds. A successful save leaves the person unimpaired
except loses initiative and one melee action.
______Exploding Arrowheads (Damage: 5D6 with a 20 inch (50.80 cm) blast radius)
______ Smoke, this arrow head releases a thick, cloud of smoke covering a 20 to 40 foot (6-12 m) radius. The smoke obscures vision in and through the smoke cloud and causes
minor difficulty breathing. Infrared optic systems cannot see into or through smoke. Those in the cloud are –5 to strike, parry, and dodge and –1 on initiative. Attacking firing
into/through the cloud is shooting completely wild! Aimed shots or controlled bursts are impossible (the shooters cannot see the target)! Note that passive night vision scopes will
not work in a smoke cloud.
______Burst Shot: A special arrow that contains little pellets, about the size of 5 stacks of quarters that explode on impact. After the arrow hits its target, these pellets stored in the
arrowhead fire in a circular pattern, hitting all nearby enemies. This arrow is useful for attacking groups of enemies. Initial damage 3D6, while everyone else in a 10 foot (3 m)
radius takes 2D6+6 points of damage.
______Tear Gas/CS: The gas is released after the non-lethal arrow hit, instantly affecting the initial target and everyone in a 25 foot (7.6 m) cloud radius. Those not wearing a
protective masks or environmental body armor will have their eyes burn, sting and water profusely, causing great discomfort and making seeing clearly impossible. The gas also
makes breathing difficult and irritates exposed skin. The effect lasts for about 3D4 minutes. The cloud dissipates in about five minutes unless blown away by wind (dissipates in
about 1D4 minutes). There is no saving throw for tear gas. Victims are –10 to strike, parry, and dodge, -3 on initiative, and lose one melee attack/action for each of the next 1D6+1
melee rounds. Those in environmental armor are completely safe and not affected.
_______ Tranquilizer (knockout) Gas: After the non-lethal arrow hit, this gas is released. This anesthesia-type mist will induce drowsiness within 1D4 melee of exposure (save vs
non-lethal poison) and sleep within 1D4 minutes (save vs non-lethal poison). If the victim makes the first successful save, his body has successfully fought off the effects of the gas.
However, the person must roll once for every minute (four melees) of exposure. Those who fail the first save become groggy, and remain as such even if they make the second save
successful for the next 1D4 melees (-2 on initiative and to dodge). Those who fail the second save pass out. Once the 25-foot (7.6 m) cloud dissipates in about five minutes unless
blown away by wind (dissipates in about 1D4 minutes) victims can be awakened with some effort (still suffer the effects of being groggy for 1D4 melees). If victims are not forcefully
awoken, they might sleep for a lengthy duration. Those in environmental armor are completely safe and not affected.
________Thermal (Incendiary): A special arrow that contains a chemical mixture that can melt through a variety of materials, including most metals, when activated, similar to a
powerful thermite reaction. After exploding, it burns for 10 melee rounds. Damage: Up to 12 feet (3.6 m) from impact-1D6x10; 12-24 feet (3.6-7.3 m) 6D6, 25-36 feet (7.62 m-
10.9 m) 2D6.
________ Tracer: Designed to penetrate armor and/or flesh, but on the moment of impact, numerous nano-technological devices are secreted into the bloodstream. These
microscopic devices produce a tracking signal that allows the target to be global positioned any place in the world, even up to 100 feet below the ground or water. Even if the
arrowhead is removed, there is no way to remove the nanos. They will remain active in the bloodstream for up to 72 hours. Damage: 4D6, Bonus: lowers a target’s A.R. by two (or
get a +2 against armored targets).
_________ Grapple: An arrow with three small, claw-like prongs that was made to function as a form of grappling hook. When fired a high tension cable remains attached to
Pinpoint’s bow, as the arrowhead makes contact with a surface the three prongs become embedded and a series of micro-explosives remove portions of the arrow shaft from the
cable at its core, allowing the cable to pivot from the arrowhead/grappling hook itself. The cord is a super thin, super strong wire with a test strength of 1000 lbs (450 kg). Range:
200 feet (61 m).
_________ Flare: An arrow that produces a brilliant light without an explosion, used for signaling, illumination, or defensive countermeasures. It provides 20 seconds of light equal
to five hundred 100-watt light bulbs (equal to daylight). While in the air provides enough light to illuminate 984 feet (300 m). If allowed to fall onto the ground, reduce range by
70%.
________HVAP: (High Velocity Armor Piercing). The moment this arrow is fired, tiny fins come out to help stabilize them thus allowing travel at a higher speed, and thus providing
them even greater penetration then a normal arrow. Add 1D6 to the damage capacity of the average round, and lowers a target’s A.R. by two (or get a +2 against armored targets).
The range of this arrow when fired is increased by 50%.
M24 Sniper Weapon System (SWS), Range: 2625 feet (800 m), Damage: 4D6+2, Rate of Fire: Single shot, Feed: 5 round detachable box mag.
Heckler and Koch P30, Range: 165 feet (50 m), Damage: 3D6, Rate of Fire: Single shot or semi-automatic, Feed: 15 rounds detachable mag. He sometimes adds exploding
ammunition that acts like miniature rockets that explode on contact. Damage: 5D6, 1 foot (0.3 m) blast radius.
6 exploding shurikens, Damage: 3D6 damage.
8 shurikens, Damage: 1D4.
1 Bola
1 Metal Boomerang, Damage: 3D6 (can be thrown to return). Weight; 2 lbs (.91 kg).
A pair of throwing knives concealed in his gloves (4 total; small 1D4 each), a pair of throwing knives concealed in his boots (4 total; 1D6 each with a +1 bonus to throw).
Armor: He owns a variety of different types of light and heavy armor, prefers light-often wears a frag cape of his own design (A.R. 13, 120 S.D.C.). 14 lbs (6.3 kg), no movement or prowl penalties.
Equipment & Vehicles: He has limited access to EKS Arsenal and equipment. Besides his weapons, he has the following:
Utility Belts and Harness – many places to store throwing weapons/ammunition.
Nightvision Goggles
Climbing Gear
Small First Aid Kit
Radio Transceiver Headset, Radio Range: 6 miles (9.6 km) or unlimited with satellite communication. Note: To even attempt to intercept the encrypted radio transmission
requires a successful skill roll using the skill Electronic Countermeasures with a -15% penalty.
Radio Locator
6 Tracer Bugs, marble size bugs with an adhesive surface that emit a radio signal for up to four days. Two mile (3. 2 km) range.
He drives a 2021 BMW K1600 (B Kalamata Metallic Matte). Top speed of 140 mph (225 km).


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Unread postPosted: Sun May 09, 2021 10:08 am
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3214
Location: LaPorte, In USA
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
Night Howl

What Night Howl cares about is serving “justice” to those who never seem to get a fair shake. He doesn’t like to mingle and he not that fond of his team mates. He is a creepy loner
that finds comfort walking the streets and helping the people who live there. Yes he chooses to live in his own world and only associates with those who can help him if it suits him.
H’s a fanatic when it comes to dealing out punishment to those who do others wrongly. This is much more important to him than human contact and social niceties. He has a black-
and-white conception of Truth and Justice. His opponents have a marked tendency to end up dead, quite possibly in awful and grisly circumstances, and that leaves him completely
unmoved. He doesn’t talk about how he grew up as mutant living on the street and in sewers. It doesn’t serve a purpose to his goals. He’s very introverted, rambles to himself, when
wrapped in investigation he’ll forego sleep and hygiene for days, maybe weeks. He has a natural dislike for Siberiad (because of his cat nature perhaps) and if he does have to work
with people, he prefers the part timers like Amulet, War Flyte (boy is she hot and have a killer body), and New Wave. He doesn’t trust Atom Lord, Metallica, Albert Newton or any of
those bunch. He and Gimmick share a lot in common and work well together.

Real Name: Antonio Torres
Occupation: Vagrant on the street, Member of Eagle Knight Security
Alignment: Unprincipled (becoming Anarchist)
Power Category: Mutant
Experience Level: 6th
Hit Points: 78 S.D.C.: 125
[b]P.P.E.: 24
Appearance[/b]: He has an average build with a pale, unshaven face, uncombed black hair, and yellow eyes. He always dresses in a purple suit. He wears the same fedora, a dirty
trench coat, and white scarf. He only wears shoes if he has too, and if he does their dirty high top tennis shoes.
Attributes: I.Q. 9, M.E. 10, M.A. 7, P.S. 25 (becomes superhuman with adrenaline), P.P. 16, P.E. 31, P.B. 10, Spd. 64 (44.8 mph/72.1 km).
Age: 30, Sex: Male, Height: 5 foot and 10 inch (1.77 m), Weight: 174 lbs (78.3 kg)
Unusual Characteristics: Clawed toes, Double Jointed, and Very Hairy.
Vulnerability: If he takes any Hit Point damage, he will go into a Frenzy with Intense Anger. When he enters a frenzied state, he gains +1 additional attack, +30 S.D.C., +1D6
damage, +1 to strike, parry, dodge, roll, and Spd is increased by 30%. It lasts 31 minutes.
Major Super Ability: Animal Abilities: Canine (he can control 9D4 canines, track by smell 74%, recognize person by scent 68%).
Minor Super Abilities: Adrenaline Surge, Healing Factor, and Ultra Hearing.
Combat Training: Expert
Attacks per Melee: 5 (2 initial + 3 from Hand to Hand)
Combat Bonuses: +2 to Perception Rolls, +4 to initiative, +4 to strike, +5 to parry, +6 to dodge, +10 to damage, +5 to roll with punch/fall, and +2 to pull punch.
Saving Throws: He is impervious to disease, he takes ½ damage from fire and cold, he takes 1/3 damage, duration, effect, and penalty from poison, toxins, drugs, even if
fails the save, +51% to save vs. coma/death and +11 to save vs magic & poison, and +3 to save vs psionics.
Combat Skills: Punch 1D4, Power Punch 2D4 (counts as two attacks), Bite 1-2 points, Elbow/Forearm 1D6, Knee 1D6, Karate Kick 2D4, Snap Kick 1D6, Roundhouse Kick 3D6,
Claws 2D6, All Holds, and Critical strike on an unmodified roll of 18-20. Note: When his strength becomes superhuman add +1D6 to damage.
Educational Background: On the Job Training.
Common Skills: Read-Write/Speak English 92%/94%, Mathematics: Basic 90%, Pilot: Automobile 78%, and Escape Artist 79%/55%.
Physical Program: Athletics (general), Physical Labor, and Hand to Hand: Expert.
Criminal Program: Streetwise 49%, Pick Locks 65%, Roadwise 55%, Tailing 70%, and Prowl 77%.
EKS Training: Running, Climbing 85%/75%, Military Etiquette 65%, and Radio: Basic 80%.
Secondary Skills: Bodybuilding & Weightlifting, Outdoormanship, Wilderness Survival 70%, Land Navigation 60%, Track & Trap Animals 55%/65%, Hunting, Skin & Prepare
Animal Hides 65%, Identify Plants & Fruits 60%, Animal Husbandry (canines) 70%, Breed Dogs 70%/90%, Leather Working 65%, Dowsing 45%, Mathematics: Basic 37%, and Cook
40%/50% (game animals).
Money: He lives on the street but as a freelance operative for EKS he makes about $65,000 per mission in cash. He uses the money to give to other people on the street or to
pay off people.
Weapons: He relies on his mutant abilities.
Equipment & Vehicles: He doesn’t need anything but the clothes on his back and his mutant abilities.


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Unread postPosted: Sun May 09, 2021 10:12 am
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3214
Location: LaPorte, In USA
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
War Flyte

War Flyte doesn’t understand why everyone in the world is attracted to her. She looks in the mirror and sees a mutant. Yes she has cool powers which can be used in all sorts of
weird and strange ways, but just look at her? Do guys really think she’s attractive or is it because she a mutant? Her powers appeared in her teens and her parent forbade her not to
use them. In college in Century Station, she saw the Centurions and wanted to be just like them. She joined the Eagle Knight Academy hoping to get the training she needed to join
them. After graduating, they reassigned her to this location. She wants to be a Cavalier hero, so she gets real fame and fortune. The praise and approval that comes with those who
accept super beings as they are. She is best friends with Amulet. She is very attracted to Pinpoint. She likes hanging out with the other part timers like New Wave. Crisis is a jerk
and she’s had to put him in his place on numerous occasions. One day she might have to break his face. She is always trying to keep up a good, public image, that way when she
becomes a Cavalier, she will get positive press and good social media presence. She doesn’t want to do anything that will give her negative press.

Real Name: Amber Foster
Occupation: Former Copernicus College Student, now new member of EKS.
Alignment: Principled
Power Category: Mutant
Experience Level: 3rd level
Hit Points: 25 S.D.C.: 100
P.P.E.: 20
Appearance: She is a stunningly beautiful young woman (pin-up body) who engages in moderate exercise. She has blond hair with green stripes and yellow eyes. Her
costume is a revealing green and blue body suit with a cape and blue mask to conceal her face.
Attributes: I.Q. 14, M.E. 13, M.A. 17, P.S. 13, P.P. 11, P.E. 15, P.B. 25, Spd. 26/260 mph (418.6 km).
Age: 24, Sex: Female, Height: 5 foot and 7 inches (1.70 m), Weight: 118 lbs (53.1 kg).
Unnatural Characteristics: Delicate, sensitive hands, with long slender fingers, Angelic Face, Yellow Eyes, and Hair streaked with green.
Major Super Ability: Distort Space
Minor Super Abilities: Flight: Wingless, Immune to High Speed Kinetic Attacks, and Force Strike.
Attacks per Melee: 4/5 (2 Initial +2 from Hand to Hand) +1 in flight.
Combat Training: Basic
Combat Bonuses: +1 to initiative, +2 to strike in flight, +3 to parry/+5 in flight, +3 to dodge/+7 to dodge while in flight under 80 mph (128 km)/+9 to dodge in flight over
90 mph (144 km), +4 to damage for every 20 mph (32 km) of flight speed, +4 to roll with punch/fall, +3 to pull punch, and +1 to disarm.
Saving Throws: Impervious to all high speed projectiles.
Combat Skills: Punch 1D4, Power Punch 2D4 (Counts as two attacks), Elbow/Forearm 1D6, Knee 1D6, and Snap Kick 1D6+2.
Other Bonuses: 75% to charm/impress.
Educational Background: Two Years in College
Common Skills: Read-Write/Speak English 86%/91%, Mathematics: Basic 81%, and Pilot: Automobile 69%.
Journalism Program: Computer Operation 84%, Research 70%, Photography 65%, and Writing 55%.
2nd Journalism Program: Computer Hacking 50%, Computer Programming 74%, T.V. & Video 65%, and Radio: Basic 80%.
Secondary: Hand to Hand: Basic, Athletics (general), Running, Swimming 65%, Aerobic Athletics (Sense of Balance 45%), First Aid 60%, Sewing 60%, Wardrobe &
Grooming 62%, Sports (Volleyball) 60%, Law (general) 45%, and Land Navigation 44%.
Money: As a freelance mercenary for Eagle Knight she makes around $50,000 per mission.
Weapons: She relies mainly on his super abilities.
Equipment & Vehicles: She owns a handmade smart phone designed by Charlie. It has all the high-end functions, but can also work as a high-end compact digital/video
camera. The signal is scrambled making it difficult to detect, intercept, and interpret (requires electronic-countermeasures to unscramble). She drives a 2014 Ford Mustang V6
Premium Convertible.


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Unread postPosted: Sun May 09, 2021 10:17 am
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3214
Location: LaPorte, In USA
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
Velocity Gal

Velocity Girl doesn’t like doing “super hero missions” or the mercenary stuff. She prefers being a bodyguard for the celebrities, why because it doesn’t involve danger and dying. Yes
she can run at sonic speed and do all kinds of thing better than normal people, but she really wants to avoid a direct confrontation with super villains and people with machine guns.
Her confidence was shaken up after an incident a year ago involving the Cremator. She loves being on the movie set and protecting celebrities and getting to know all their little
secrets. She would love to be a celebrity herself. She often recruits War Flyte to join her so they can tag team when it comes time to hang out and look gorgeous at the swimming
pool. She and Metallica are always getting into it because Metallica says she’s soft and weak, which makes her vulnerable. Velocity doesn’t see it that way, she believes if you play it
smart, you get paid and don’t have to work hard. How she acquired her powers when she was 15 years old is a complete mystery to her. Ever since she’s been doing the best she
can to earn a living that brings acceptance from others and a paycheck. She tells Princess Xi and Amber Gauntlet old team mates of hers that she still keeps in contact with that they
need to invest their money in order to build a small fortune so they can retire early as millionaires.

Real Name: Melissa Kay Abbott
Occupation: Body Guard for Hollywood celebrities.
Alignment: Unprincipled
Power Category: Mutant
Experience Level: 6th
Hit Points: 56 S.D.C.: 183
P.P.E.: 21
Appearance: Melissa has super model looks. She is willowy, long-legged, small-breasted, with elegant feminine features. Her hair is lemon yellow with emerald eyes. Her
brightly colored custom resembles something worn by a speed skater with goggles.
Attributes: I.Q. 12, M.E. 21, M.A. 13, P.S. 25, P.P. 24, P.E. 26, P.B. 21, Spd. 700 mph/1127 km (Mach 1.07).
Age: 32, Sex: Female, Height: 5 feet and 10 inches (1.78 m), Weight: 110 (54 kg)
Vulnerability: Melissa is a vegan, meaning her diet excludes meat, eggs, dairy products and all other animal-derived ingredients. She also does not eat foods that are
processed using animal products, such as refined white sugar and some wines. She avoids using any products tested on animals, as well as animal-derived non-food products, such
as leather, fur and wool. Her diet includes all grains, beans, legumes, vegetables and fruits and the nearly infinite number of foods made by combining them. She loves to eat and
promote many vegan versions of familiar foods (vegan hot dogs, ice cream, cheese and vegan mayonnaise).
Unusual Characteristics: Angelic face, bright yellow hair, and ambidextrous.
Major Super Ability: Sonic Speed (Note: Nightvision 500 feet (152.4 m).
Minor Super Abilities: Lightning Reflexes, Bend Light, and Multi-Tasking.
Combat Training: Basic
Attacks per Melee: 11 (2 initial +3 from Hand to Hand +1 from ambidextrous) +5 from powers
Combat Bonuses: +10 to initiative, +7 to strike, +12 to parry, +14 to dodge, +11 to auto dodge, +10 to damage, +15 to roll with punch/fall, +10 to pull punch, and +2 to
disarm.
Combat Skills: Punch 1D6, Fast Punch/Kick 2D6, Super-Fast Punch 4D6, Super Fast Kick 5D6, Super Fast-Power Punch 1D6x10 (counts as two attacks), Elbow/Forearm 1D6,
Knee 2D4, Karate Kick 2D4+2, Roundhouse Kick 4D6+2, Axe Kick 3D8+2, Leap Kick 5D6+4 (counts as two attacks), Body Block/ram at 400 mph (640 km) or more 2D4x10 +
knockdown (she also takes 5D6 damage and counts as three attacks), Paired Weapons, all Holds, and Critical strikes on an unmodified roll of 19-20.
Saving Throws: +22% to save vs coma/death, +3 to save vs psionics, +4 to save vs insanity, and +6 to save vs poison and magic.
Other Bonuses: 55% to charm/impress.
Educational Background: Three Years in College
Common Skills: Read-Write/Speak English 92%%/94%, and Pilot: Automobile 78%.
Physical Program: Acrobatics (Sense of Balance 98%, Walk Rope 93%, Climb Rope 98%, Climb 50%), Gymnastics (Bars & Rings 97% and Back Flip 98%), Kick Boxing, and
Aerobic Athlete.
Domestic Program: Mathematics: Basic 98%, Wardrobe & Grooming 89%, Sewing 85%, and Dance 75%.
Technical Skills: Business & Finance 80%, Computer Operation 93%, Law (general) 80%, and Research 85%.
Secondary Skills: Hand to Hand: Basic, Running, Athletics (general), Prowl 65%, Swimming 80%, Public Speaking 60%, Performance 62%, Photography 65%, Art (Paint)
55%, Land Navigation 52%, Radio: Basic 55%, and T.V./Video 40%.
Money: She is paid around $89,000 a year for being a bodyguard.
[b]Weapons: None, she relies on her super abilities.
Armor: Her costume provides very little in regard to full body protection (A.R. 8 and 15 S.D.C.)
Equipment & Vehicles[/b]: She drives around a yellow 2010 Ford Mustang GT.


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Unread postPosted: Sun May 09, 2021 10:20 am
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3214
Location: LaPorte, In USA
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
Tatterdemalion

The woman who calls herself Tatterdemalion has led a double life for many years. She has been a professional thief and spy for Fabricators Inc. For the last 15 years she’s been an
agent trying to infiltrate high-end social and political circles in an effort to obtain compromising material to create negative publicity, as well as for blackmail, often to exert influence
rather than monetary gain, and extortion. She has also served as a liaison for the organization’s diplomatic branch, delivering ultimatums and warnings to both clients and company
operatives. When she arrives, those under employment or have any dealings with Fabricators Inc are put on notice. If the company is not happy with their performance or they’ve
fail to provide services, reneged on their promise, or done something to compromise the company or its reputation in the underworld, Tatterdemalion shows up to convince them to
do otherwise, or else there will be consequences. She will engage in a variety of tactics, but she is not a cold-blood killer, but she does enjoy making people lives miserable. Four
years ago when Eagle Knight took out one of Fabricators Inc lesser used front companies, Fabricators decided to plant her in the organization as a spy to covertly manipulate others
(the player characters) to operate as an unofficial Fabricators Drop and Elimination Team. So far Tatterdemalion hasn’t done anything to truly sabotage the agency from within. While
her friendship with her teammates is genuine, she’s been told to use them on several occasions to serve the interests of Fabricators Inc. She has tried not to place more loyalty
toward one organization over the other, but she feels caught in the middle. Should the time come to make the ultimate decision in picking one side over the other, she is not entirely
sure what to do. She’ll just have to play it by ear until that moment arrives.

Real Name: Penny Oliver
Alias: Cancel Fortune
Occupation: Professional Mercenary, Thief, and Con Artist
Alignment: Aberrant
Power Category: Mutant
Experience Level: 5th
Hit Points: 34 S.D.C.: 38
P.P.E.: 30
Appearance: Think Cruella de Vil. She has shoulder length white blond hair, black eyes with pearl color skin. Her expensive dresses and evening gowns always match her skin
color. She is in good physical shape, but does not appear to have any remarkable fighting skills. She is always smoking using her long cigarette holder.
Attributes: I.Q. 15, M.E. 27, M.A. 30, P.S. 20, P.P. 14, P.E. 15, P.B. 26, Spd. 15.
Age: 25, Sex: Female, Height: 5 foot and 7 inches (1.70 m), Weight: 115 lbs (51.75 kg)
Unusual Characteristics: Black eyes and pearl white skin.
Major Super Ability: Jinx Power
Minor Super Abilities: Extraordinary Mental Affinity, Extraordinary Physical Beauty, and Fabric/Cloth Material Animation.
Attacks per Melee: 5 (2 initial + 3 from Hand to Hand)
Combat Training: Basic
Combat Bonuses: +1 to initiative, +1 to strike, +3 to parry, +3 to dodge, +5 to damage, +3 to roll with punch/fall, and +2 to pull punch.
Saving Throws: +6 to save vs psionics & +10 to save vs insanity.
Combat Skills: Punch 1D4, Power Blow 2D4 (counts as two attacks), Elbow/Forearm 1D6, Knee 1D6, Karate Kick 2D4, and All Holds.
Other Bonuses: 97% trust/intimidate and 80% to charm/impress.
Educational Background: On the Job Training
Common Skills: Read-Write/Speak English 93%/90%, Mathematics: Basic 87%, Pilot: Automobile 75%,
Professional Thief Program: Locksmith 75%, Prowl 65%, Escape Artist 70%, Forgery 60%, Climb 80%/70%, Surveillance 70%, Hojojutsu (the traditional Japanese martial art
of restraining a person using cord or rope/70%, Safe Cracking 59%, and Basic Electronics 70%.
Criminal Program: Streetwise 55%, Pick Locks 75%, Pick Pocket 85%, Find Contraband 61%, and Seduction 84%.
Secondary Skills: Hand to Hand: Basic, Concealment 60%, Computer Operation 75%, Computer Programming 65%, Performance 70%, Wardrobe & Grooming 80%, Sewing
65%, Appraise Antiques 55%, Athletics (General), and Swimming 65%.
Money: She has several hundred thousand American dollars stashed in the bank. She also has $3 million Euro in a Swiss Bank account. She loves luxury and expensive
things.
Weapons: None, she relies only on her super powers.
Equipment & Vehicles: She drives around in a Ferari GTO. It is but one of the many automobiles she owns.


Last edited by Reagren Wright on Sun May 09, 2021 11:17 pm, edited 1 time in total.

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Unread postPosted: Sun May 09, 2021 10:31 am
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3214
Location: LaPorte, In USA
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
New Wave

New Wave is a fun-loving, carefree, and friendly guy. He lives to enjoy life. He tends to hang out with Amulet, War Flyte, and Shimmer. Atom Lord and Metallica are too serious for
him. He has a gentle, though mischievous nature and is not above playing practical jokes. He reads comic books and science fiction and likes to sneak into super hero movie
theaters. He joined Eagle Knight because his parents wanted him to master his mutant abilities obtained after he dove into a swim pool that had been filled with an experimental
chemical to make possible to breathe underwater. New Wave enjoys practicing with his super abilities, but he really loved hanging around with Amulet who has a big crush on. He
wants to ask her out but doesn’t have the courage to do so. He can take on aliens, androids, and wizards, but asking Amulet out is intimidating. New Wave knows she likes to cook
so maybe that is his gateway into getting to know her on a more intimidate level. New Wave loves sports and being on the water, but in many ways he seeks out the pursuit of
pleasure as the most important thing in life. New Wave doesn’t mind a mixing it up with bad guys, but he rather take the money he using to go to college to get a degree and use it
indulge his insatiable hunger for all things pleasurable.

Real Name: Pete Mardon
Occupation: College Student and freelance members of Eagle Knight Security
Alignment: Unprincipled
Power Category: Mutant
Experience Level: 3rd level
Hit Points: 32 S.D.C.: 113/+100 underwater.
Armor Rating: Water Aura provides a NAR of 10 with 60 S.D.C.
P.P.E.: 21
Appearance: He is a good looking, muscular African-American college male with short black hair and dark brown eyes. His blue costume he wears has Bio-Aura incorporated
into it.
Attributes: I.Q. 28, M.E.12, M.A. 12 P.S. 17/24 underwater (extraordinary), P.P. 8, P.E. 15, P.B. 14, Spd. 14/70 (49 mph/78 km) underwater.
Age: 21, Sex: Male, Height: 6 foot and 2 inches (1.87 m), Weight: 180 lbs (81 kg).
Vulnerability: Necrophobia: New Wave is deathly afraid of seeing dead people. He will not attend a funeral. If someone dies while in combat or during a disaster and he sees it
happen that doesn’t bother him as much as coming upon a dead person. He is deathly afraid of zombies, ghouls, vampires and all undead things. He refuses to see such movies or
television programs. He really hates being in cemeteries and places where the dead are buried/kept.
Major Super Ability: Matter Expulsion: Liquid (Special).
Matter Expulsion: Liquid. The hero is able to condense the moisture in the air, ground, or from any organic material into water. The more moisture in the air (humidity), the
more abundant of water he can generate. Theoretically he has an almost unlimited supply of moisture at all times since it is always present in the surrounding air or environment
however places like the desert or high elevations require more concentration (half his actions per melee round) instead of one. He draws moisture from a 20 foot (6 m) area of
effect. If there is not enough moisture in the air, he can choose to draw in oxygen and hydrogen atoms to make water. The process does not release any by-products or unused
atoms.
1. Dehydration Attack: New Wave can draw moisture out of a living being causing them to become very hot very quickly, causing headache, disorientation, hot, dry skin, and
difficulty breathing. If the victim is not cooled off quickly (within 4D4 melees), the victim has a 01-60% of lapsing into a coma like unconsciousness. Those who fall into this coma
like state are subject to the normal survivability coma/death rules without any side effects. Those who fail to save coma/death will die. Range: Touch, Damage: Lose initiative,
reduce all skill and combat bonuses by one-half, lose two attacks per melee round, and reduce Spd by 70%. Failure to cool the victim down can result in unconsciousness. Saving
Throw: Roll a 14 or better using only P.E. attribute bonuses. A successful save results in immunity to the attack.
2. Hydro-Magnet: He can cause water in a 50 foot (15.2 m) radius, per level of experience to flow to him and keep coming, up to 100 gallons/378 liters (think two full
bathtubs of water) per level of experience, per melee round. The water starts to cover and soak a 20 foot (6.1 m) diameter around him. If in a room or vehicle that is not
water/airtight, it starts to fill up. If in a boat or a room on a boat, it starts to fill up, and depending on its size, could be in jeopardy of sinking. This is usually done to create panic
and confusion, chase people away, or dowse a fire, but depending on the circumstances, can sometimes be used to drown people and certainly to chase vampires away. Range: Self,
Attacks per Melee: Counts as two attack/action, a cost one attack action to maintain for up to 3 minutes per level of experience. Limitation: Water must be available; he cannot rely
on moisture in the air.
3. Water Aura: The power can be used to surround New Wave with an aura of water. The water envelops his entire body and is 6 inches (15.24 cm) thick however it provides
the same barrier as if the water was three feet (.9 m) deep. The water barrier provides a Natural Armor Rating of 10, however any melee or physical blunt attack that by-pass the
armor rating will still have its damage reduce by 70%. All attacks from high powered rifles (including a .50 caliber) are instantly negated and inflict no damage against the water
aura even if they by-pass the Natural Armor Rating. Projectiles from handguns and shot guns will inflict zero damage unless they are fired at point blank range (less than 10 feet/3
m) and will still have their damage reduced by one-half. Bladed, throwing, and projectile weapons have no problem penetrating the water aura and the Natural Armor Rating and
S.D.C. is ineffective. Energy attacks do full damage; however, fire and heat (plasma) attacks do half damage. Light/laser attacks inflict half damage. Explosions, high speed car
crashes, falls from great heights, and force bolts all have their damage reduced by 70%. S.D.C. Protection: The aura provides 30 S.D.C., plus 10 per level of experience. If
there is ample supply of moisture (water), the aura regenerates at a rate of 10 S.D.C. per melee and as long as the character is conscious (cost one action to maintain per melee
round). Once the S.D.C. of the aura is reduce to zero, the aura is gone and cannot be replenish for one hour. The S.D.C. of the water aura must be destroyed first in order to harm
New Wave, however bladed, throwing, and projectile weapons can ignore the NAR and S.D.C. of the water aura.
4. Hurl Water: New Wave can shoot a stream of water from his fingertips like a fire hose. This has a variety of uses, from damaging electronics to blinding opponents. Range;
30 feet (15.2 m)/60 feet (18.2 m) underwater, Duration: Instant, Damage: 1 S.D.C. point of damage, plus may blind temporarily (-4 to strike, parry, and dodge for 1D4 melee
rounds), Saving Throw: Dodge or parry, Bonus: +1 to strike, -2 to dodge underwater.
5. Water Jet: This is a much more powerful stream of water, like a high-pressure water jet. It’s strong enough to knock most people over, smash down a stone wall, wooden
door, or cut through soft materials. Range: 70 feet (21.3 m)/140 feet (42.6 m) underwater, Duration: Instant, Damage: 3D6. S.D.C., plus it’s very likely that they’ll be knocked
down. Opponents must roll a 14 or better to maintain their balance, Saving Throw: Parry or dodge, Bonus: +1 to strike, -2 to dodge underwater.
6. Water Punch. He can summon a small, whirling vortex of water around his fist from a nearby source of water or from the air itself and use it to slam into an opponent, 2D6
damage plus P.S. damage bonus. Range: Touch or 3 feet (0.9 m), Duration: One melee round, each punch counts as one melee attack. Attacks per Melee: Counts as one attack if an
available water source is nearby, counts as two attacks if need to draw water from the air. Bonus: -2 to dodge underwater.
7. Water Walk. New Wave can walk or run-on water as easily as if it was the ground. He doesn’t sink unless he wants to or is rendered unconscious. Reduce Spd by 25%
8. Water Affinity: New Wave can draw in oxygen from water. This enables him to remain submerged without air indefinitely. He retains his full vision underwater. He can slip in
and out of water without a sound or even making a splash. He can survive depths of up to 200 feet (61 m) without the aid of any special gear (Note: Power Combo.
Combined with his Underwater Abilities, he can survive pressure up to 3 miles (4.8 km) underwater.
Minor Super Abilities: Underwater Abilities, Impervious to Cold & Freezing, and Wave Rider.
Attacks per Melee: 5/6 (2 Initial +2 from Hand to Hand +1 from boxing) +1 underwater.
Combat Training: Basic
Combat Bonuses: +1 to strike/+2 underwater, +5 to parry/+7 underwater, +5 to dodge/+9 underwater, +2 to damage, +6 to roll with punch/fall, and +2 to pull punch.
Combat Skills: Punch 1D4, Power Punch 2D4 (counts as two attacks), Elbow/Forearm 1D6, Knee 1D6, Kick 2D4, Body Block/Tackle 1D4 (parry or dodge to avoid knockdown), Pin 18-
20, Crush 1D4, and all Holds.
Other Bonuses: +14% to all skills.
Educational Background: Three years in College
Common Skills: Read-Write/Speak English 98%98%, Mathematics: Basic 95%, Pilot: Automobile 83%, and Swimming 83%.
Science Program: Computer Operation 98%, Mathematics: Advance 98%, Chemistry 94%, Chemistry: Analytical 79%, and Biology 84%.
Technical Program: Research 84%, History 98%84%, Law (General) 79%, and Firefighting 79%.
Physical Program: Hand to Hand: Basic, Athletics (General), Boxing, and Wrestling.
Secondary: Wilderness Survival 55%, S.C.U.B.A. 79%, Play Basketball 59%, Play Baseball 59%, Cook 50%, Pilot: Water Scooter 79%, Pilot: Boat: Sail Type 79%, Pilot:
Kayaking & Canoes 76%, Navigation 45%, and Fishing 59%
Money: He is using the money he makes from EKLS to pay for college. He can earn about $50,000 per mission.
Weapons: He relies on his super abilities.
Equipment & Vehicles: He is always bumming a ride off someone.


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Unread postPosted: Sun May 09, 2021 10:35 am
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3214
Location: LaPorte, In USA
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
Hugeo

Hugeo is impulsive, hot tempered, quick to argue, but also quick to defend his friends and all the girls because he thinks all of them are fragile and weaker because…their girls after
all. Hugeo wants to make himself a better warrior. He practices a lot, but he can't seem to keep from doing dangerous or foolhardy stunts. He also seems to make lots of mistake
because he forgets just how big and strong he is. He has a habit of saying “utoh” a lot when he rips out an electric pole and takes out the power for over a 1000 people. Others like
New Wave and Shimmer help him deal with his miscalculations. He is always gets lectured by Albert Newton, Atom Lord, Pinpoint, and Metallica because they are quick to tell him
that he screwed up. He and Siberiad HATE each other. A fight typically breaks out between them if they ever stay in the room together long enough. Their animosity might even
stem from the fact he developed his powers after his tribe ate the preserved flesh of a Wholly Mammoth found frozen in the frozen wilderness. While the rest of his tribe died, he
developed strange mutant abilities. Rumor has it the DNA of a saber tooth tiger was injected into Siberiad when he was created in the lab. There does seem to be a predator and
prey rivalry between them. Furthermore, everything about Siberiad is unnatural and against nature. This might also be the reason he finds Cage, Metallica, and other cyborgs creepy
for him. Anyone who would want to bind metal to their body seems so wrong and against everything his family ever taught him about communing and bonding with the natural
world. Hugeo stays with Albert at his home and learns via home school and online. When he completes his schooling in few months, he can join Eagle Knight full time and start
getting his military training.

Real Name: Amaqjuaq which mean strong one in Inuit
Occupation: Member of Eagle Knight Security
Alignment: Scrupulous
Power Category: Mutant
Experience Level: 3rd
Hit Points: 74 S.D.C.: 296 Armor Rating: A.R.: 9
P.P.E.: 25
Appearance: Hugeo is a hulk of a young man. His facial features indicate he has Native Canadian/Inuit heritage. His hair is black and he has sandy brown eyes. He has a large
head with bone ridges over the eyes, a large nose, thick neck and body. His body is covered in short (half inch/1.25 cm) fur. His costume is a combination of a wooly mammoth/Inuit
warrior.
Attributes: I.Q. 8, M.E. 9, M.A. 13, P.S. 58 (superhuman), P.P. 14, P.E. 38, P.B. 15. Spd. 30
Age: 18, Sex: Male, Height: 7 feet and 1 inch (2.15 m), Weight: 430 lbs (193.5 kg).
Unusual Characteristics: Extra Large Hands, Stocky, and Fur (covers most of his body, except face, feet, and hands.
Major Super Ability: Animal Abilities: Pachyderm. Note: He has the part one of the Seismic power (the seismic sense).
Minor Super Abilities: Superhuman P.S., Extraordinary P.E., and Healing Factor. He can carry 11,600 lbs (5220 kg or 5.8 tons) and lift 17,400 lbs (783o kg or 8.7 tons).
Attacks per Melee: 4 (2 initial and +2 from Hand to Hand)
Combat Training: Expert
Combat Bonuses: +2 to Initiative, +2 to strike, +4 to parry, +3 to dodge, +43 to damage, +4 to roll with punch/fall, and +4 to pull punch.
Saving Throws: One-third the damage, duration, effect, and penalty of drugs, toxins, and poisons (even if fail save), impervious to disease, fire/cold does half damage, +58%
to save vs coma/death, +11 to save vs magic, +11 to save poison, and +3 to save vs psionics.
Combat Skills: Punch 4D4, Power Punch 5D6+2 (counts as two attacks), Elbow/Forearm 2D6, Knee 2D6, Karate Kick 2D6+2, Snap Kick 2D6, Crescent Kick 2D8, Body
Block/Tackle 2D4 + P.S. attribute (parry or dodge to avoid knockdown), Pin 18-20,Crush 2D4, and All Holds. He also utilizes power attacks (count as four attacks).
Other Bonuses: 45% charm & impress.
Educational Background: High School
Common Skills: Read-Write/Speak Inuit and English 86%/91% and Mathematics: Basic 81%.
Physical Program: Hand to Hand: Expert and Wrestling.
Wilderness Program: Wilderness Survival 60%, Land Navigation 57%, Track & Trap Animals 45%/55%, Preserve Food 50%, and Identify Plants & Fruits 50%.
Secondary: Athletic (General), Running, Physical Labor, Outdoormanship, Dance 55%, Fishing 55%, Sing 50%, Hunting, History 75%55%, Swimming 55%, and Prowl 32%. ]
Money: He makes about $50,000 per mission he does for Eagle Knight Security.
Weapons: He relies solely on his size and strength.
Equipment & Vehicles: A person of his size has hard time traveling anywhere. He has no need for equipment.


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Unread postPosted: Sun May 09, 2021 10:40 am
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3214
Location: LaPorte, In USA
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
Gimmick

He and Night Howl share a lot in common. Gimmick’s parents were murdered because some “criminal organization” wanted to steal some invention of his father. They sent some
goons to try to intimidate his father. Gimmick ended up shooting one of them with his inventions. They went after him, and when his parents got in the way to stop them, the
villainess named Wicked Angel killed them. Gimmick managed to get away and took to living on the street, hiding from those villains who murdered his family. He was found and
mentored by Night Howl. Albert Newton recruited them both to Eagle Knight around the same time. While Night Howl likes to be a loner, Gimmick wants to slowly reintegrate back
into modern society and hang out with the girls like War Flyte (boy is she hot), Amulet, Hugeo, and New Wave. Albert has offered him a place to stay at his mansion, but Gimmick
still has troubling nightmares about what happened to his parents. When he does get a chance to hang out at Albert’s home or Eagle Knight HQ, he gets on the computer and starts
researching what he can find out about those villains. Besides Wicked Angel other members he found are Dark Light, Death Thoughts, and Cancel Fortune. He has yet to discover
whom they worked for or why they wanted his father technology, but he plans on getting even one day.

Real Name: Charles Brooks
Occupation: Freelance operative for Eagle Knight Security
Alignment: Unprincipled (leaning toward Scrupulous since joining Eagle Knight)
Power Category: Unstable Mutant
Experience Level: 4th
Hit Points: 30 S.D.C.: 38
P.P.E.: 30
Appearance: He looks younger than he is (17-years-old) when he’s really 27 years old, but he dresses like a street urchin. He has short light blond hair, bright blue eyes,
wears a gray hoodie, a black shirt, blue cargo pants, and running shoes. He carries with him a black backpack full of gadgets he’s made.
Attributes: I.Q. 21, M.E. 18, M.A. 6, P.S. 14, P.P. 14, P.E. 12, P.B. 13. Spd. 20.
Age: 17, Sex: Male, Height: 6 foot and 1 inch (1.85 m), Weight: 195 lbs (88.45 kg).
Unusual Characteristics: Bright blue eyes, ambidextrous, and double jointed.
Major Super Abilities: Mechano Link and Reconstruction
Minor Super Abilities: Machine Awareness and Frequency Manipulation
Combat Training: Basic
Attacks per Melee: 6 (2 initial +3 from Hand to Hand +1 from ambidextrous).
Combat Bonuses: +3 to initiative against modern guns/machines/+4 against A.I., computers, and auto defense systems, +1 to strike, +4 to parry, +3 to dodge/+4 to auto
dodge technology and machines, +5 to roll with punch/fall, and +2 to pull punch.
Saving Throws: Negate all technological bonuses, +2 to save vs psionics and insanity.
Combat Skills: Punch 1D4, Power Punch 2D4 (counts as two attacks), Elbow/Forearm 1D6, Knee 1D6, and Snap Kick 1D6.
Other Bonuses: +7% to all skills.
Educational Background: Street and Home School Combination.
Common Skills: Read-Write/Speak English 95%/98%, Mathematics: Basic 91%, Pilot: Roller Blades & Skateboard 89%, Escape Artist 84%/55%. Note: He can pilot anything
he wants at 60% and use any Modern W.P. with +2 to aim and burst, opponents are -3 to dodge attacks and cost two melee actions to do so.
Street Skills: Streetwise 57%, Prowl 57%, W.P. Handgun (+2 to aim/+1 to burst), Computer Hacking 77%, Find Contraband 54%, I.D. Undercover Agents 78%,
Housekeeping 67%, Wardrobe & Grooming 78%, Computer Operation 98%, and Computer Programming 98%.
Electrical Program: Electrical Engineer 87%, Basic Mechanics 92%, and Computer Repair 87%.
Learned Program: Communication Program: Basic Electronics 77%, Radio: Basics 82%, Electronic Countermeasures 62%, T.V./Video 67%, and Sensory Equipment 82%.
Secondary Skills: Hand to Hand: Basic, Athlete (General), Running, Mathematics: Advance 79%, General Repair/Maintenance 72%, Research 67%, Land Navigation 59%,
Automotive Mechanics 79%, Recognize Weapon Quality 62%, and Pilot: Bicycling 93%.
Money: Whenever Charles needed money in the past he would simply hack into an ATM. Eagle Knight now pays him $50,000 for a successful mission. He will get a raise if and
when he finally graduates from high school.
Weapons: He can build any type of modern Earth weapon or machine he can think of, and he is able to replicate technology after having touched it.
Particle Beam Pistol, Range: 900 feet (274 m), Damage: 6D6, Payload: 6 shot E-clip. Note: Like all PBW, the beam automatically by-pass the A.R. of a target, including all
Natural Armor Ratings. Objects destroyed or people killed by PB are disintegrated! Living things heal damage back three times slower and objects cannot be repaired by normal
means. His gun only works in his presence.
Mini-Laser, Range: 100 feet (30.5 m), Damage: 1 point, 1D4, and 1D6. E-Clip Capacity 20 charges.
Equipment & Vehicles: He builds his own stuff and he’s given restrictive access to any Eagle Knight technology. Pocket Secretary and $1800 Smartphone. He has a backpack ]
full of parts so he can build any sort of weapon he might need. He has several different types of ammo magazines and E-clips.


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Unread postPosted: Sun May 09, 2021 10:40 am
  

User avatar
Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3214
Location: LaPorte, In USA
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
Done for guys be back again. Enjoy as always.


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