Saturday, 29 June 2019

Heroes Unlimited: Phenomenal Paragons: Road Rash (Symbiotic)

Richard O'Shea thought breaking into Ridgestar Laboratories would net him a small fortune but instead it got him an infection of Vlytetians; a symbiotic hive mind that grants Richard superhuman powers as Road Rash, the supersonic thief.
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This is the tenth character in my Phenomenal Paragons series. The introduction to which is here. It is inspired by Jacob Pisson's World's Strongest series, here.

Everyone with more than two brain cells to rub together like Venom right? Marvel's ultimate anti-hero with his weird love/hate fixation on Spiderman? Sure they do. Which is why Heroes Unlimited has an entire class dedicated to the archetype.

Personally I feel Venom is a bit of a two-note villain who can't really exist without Spidey to bounce off of, but that's just me. Although the movie was good.
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So. Let's get on with this then.

Step One: The Usual.

Our normal 11's across the board. It's noted that we should pencil the numbers in as they might change later. I should point out that this class is in Powers Unlimited volume 2. The second character expansion for Heroes Unlimited. I think we should know that by now, Kev.

Step Two: Hit Points & S.D.C.

Again it's the usual with Hit Points for the character. But with a random bonus which comes to +7 for us. The symbiote gets its own Hit Points, here totaling to 20, and an A.R. of 10.

For SDC we get a base of 30 for the character. The symbiote doesn't get any.

Step Three: Background & Abilities.

Where did the symbiote come from?

It was 'liberated' from a genetics lab by our hero villain. Who knows if this is where it originated.

Symbiote's Appearance.

Tiny worm-like creatures in the blood. It has no effect on the character's appearance.

Symbiote's Intelligence.

Symbiote is sentient. It has an IQ of 13, ME 14 and MA 17. It has a lifespan of 100 years.
It has the following psionic powers: Empathy, Telepathy (both of which it can use on the host for free), See Aura, Mind Block (self only), Time Sense, and Read Dimensional Portal. It has 56 I.S.P.
The host gains +1 to saves versus psionics, illusions and magic. +2 to save versus possession.

Symbiote Eats.

Normal food. It double's the amount of food the host eats.

Benefits Gained by Host.

Increased SDC: +50 SDC.
Increased Reflexes: +1 PP, +3 Automatic Dodge.

Determining Super Abilities:

2 major abilities and 2 minor abilities to do with speed...

So... For my first major power I pick Sonic Speed.
This gives us +1 attack per round, +100 SDC, +3 PE, +6 initiative, +1 strike, +3 parry, +4 automatic dodge, +6 roll with impact, +1 pull punch.
There's a bunch of stuff about damage which I'll put down in the final character sheet to save space.
Of course the main thing this power does is permit a character run at Mach 1. Which is about 767.2 mph, or Speed 1,096. Don't worry, I'm not going to start doing that in this case. The character can reach top speed in one action, creating a sonic boom. They can swim 300 mph, dive to 300 feet and have a pressure tolerance of 350'. Also add 60' height and 100' breadth to leaps with a running start.
Finally they also get 500' night vision, which is about half to a third of what they need.

My second major power is Rocket Charge. A burst of Mach 2 speed for a brief period during which time the character leaves a trail of fire and hits hard.
This lets a character run at 1,500 mph, +100 mph per level, for 1d4 rounds. So up to a minute. It then takes another 1d4 rounds for the power to recharge. It takes only 1 action to go from a standstill to top speed.
I'm treating it like an afterburner for sonic speed.
+1 attack per round, +3 initiative; +1 strike, parry and dodge. +3 roll with impact and +2 damage per 100 mph of speed.
It increases leaping distance by +20' in both height and breadth for every 100 mph of speed. Only +10' if moving under 100 mph.
Melee attacks do 2d6 damage for every 100 mph of speed, which means 30d6 at top speed just to start. There's a 80% chance to cause knockback. It costs 1 attack at under 800 mph or two attacks if faster. The character is +1 to strike but can only apply bonuses from PP.
There's also a ricochet attack which can attack up to 3 people at first level, although they have to be within 50 feet of each other and each attack is rolled separately.
Lastly there's the flame trail which follows a character for 2d6 seconds. Given that the character is travelling at 2250 feet per second this means that the trail is between 4,500 feet and 27,000 feet with an average of 15,750 feet. So that's an average of a 3 mile flaming trail that can start fires of its own. It doesn't say how much damage it does.
Shush Jack. It'll be fine. They're smart cookies.
We get +30 SDC, and only take half damage from fire and heat, unless it's magical. We can judge distances by 1d4 feet and speed by 1d6 mph.

Our first minor power is Extraordinary Prowess. It's identical in every regard to the power as described under Swift Justice.

Our second minor power is Physical Perfection. Again it's identical to its description under Ms. Fury's write-up.

Step Four: Education and Skills. 

Rolling for education we get Trade School. I immediately take the opportunity to take the Professional Thief program and double down on it. This gives us:
Locksmith, Prowl, Climbing, and Surveillance Systems.
The second pass gets us a pick of five skills. I go with:
Streetwise, Find Contraband, Pick Pockets, Safe Cracking, and Concealment.
Finally we get 8 secondary skills. My choices are:
Basic Hand-to-Hand, +2 attacks, +2 roll with impact, +2 pull punch.
Athletics, +1 parry, dodge & roll with impact; +1 PS, +3 Spd, +5 SDC.
Body-Building, +2 PS, +10 SDC.
Running, +1 PE, +10 Spd, +3 SDC.
Swimming, Business & Finance, Cooking, General Repair.

Step Five: Alignment.

6, Miscreant.

Step Six: Rounding Out.

I've been skipping this step before because, reasons. The important stuff ends up on the finished character sheet anyway. So why break the habit of a lifetime. Lets move onto the finished character sheet.


Name: Richard O'Shea.
Super Identity: Road Rash.
Level: 1, Symbiotic.
Height: 5'8", Weight: 120 lbs, Age: 23.
Alignment: Miscreant.
Disposition: Wild, cocky and overconfident. Takes unnecessary risks.
IQ 11 [13], ME 11 [14], MA 13 [17], PS 16, PP 18, PE 16, PB 19, Spd 35.
Hit Points: 33, S.D.C.: 245, P.P.E.: 20, I.S.P.: [56]

Superpowers:
Sonic Speed:
Rocket Charge:
Extraordinary Prowess:
Physical Perfection:

[Psionics: Symbiote Only]
Empathy (4), Telepathy (4), See Aura (6), Mind Block (4), Time Sense (2), Read Dimensional Portal (6).

Skills:
Athletics, Basic Hand-to-Hand, Basic Maths, Body Building, Business & Finances, Climb, Concealment, Cooking, English Language, English Literacy, Find Contraband, General Repair, Locksmith, Pick Pockets, Pilot Automobile, Prowl, Running, Safe Cracking, Streetwise, Surveillance Systems, Swimming.

Saves:
Coma/Death: +9%
Harmful Drugs/Toxins: +1
Horror Factor: +0
Magic (Spells 12+, Circles/Wards 13+, Ritual 16+): +2
Poison (Lethal 14+, Non-Lethal 16+): +1
Psionics (15+): +1
Possession: +2

Combat:
Attacks: 2+4
Initiative: +9
Strike: +3 (+4 Rocket Charge; +1 Ricochet Attack.)
Damage: +1 (+2/100mph)
 1d6 Normal Punch
 2d6 Fast Punch/Kick
 2d6+2/100mph Rocket Charge
 4d6 Superfast Punch
 5d6 Superfast Kick
 5d6 Ricochet Attack
 1d6x10 Superfast Power Punch (2atk)
 2d4x10 Superspeed Body-slam (3atk)
Dodge: +2
Autododge: +10
Parry: +5
Roll with Impact: +11
Pull Punch: +3

Benchmarks:
Carry Capacity: 160 lbs; Lifting 320 lbs.
Stamina: Carry for 64 minutes. Carry maximum for 32 minutes. Lift for 16 rounds.
Ground Speed: 24 mph; 700 mph, duration as stamina. 1,500 mph for 1d4 minutes.
Swimming Speed: 48 yards (144 ft.) per round; 300 mph for 16 minutes (64 rounds; 960 seconds)
Leaping Distance: 64 ft. high, 108 ft. broad from a sonic speed start. 4 ft. high, 8 ft. broad from a running start. 2 ft. high, 5 ft. broad from a standing start.

Background:
Richard O'Shea's lack of imagination led him to break into Ridgestar Labs; he just couldn't imagine what he would find. The lab was guarded by robots but these were all on the same power grid. Richard physically disabled it, along with all the magnetic locks. It would be day before anyone noticed. He loaded the van up with valuable looking equipment and then opened the wrong door. A mass of worm like creatures overwhelmed him, burrowing into him. By rights he should have died. But when opened his eyes he was miles away and running like a maniac. He heard voices; the worms were inside him, talking to him, giving him power to run at supersonic speeds.

They called themselves the Vlytetians, they said that they came from elsewhere, but they didn't know where or how they got to the lab. But they wanted to know and Richard was going to be their chauffeur.

Since then they traveled around looking for answers, pulling off the odd robbery to fund their travels. This has brought them to Ennor where Ridgestar have a number of facilities.

Oh, Richard lacks imagination but the Vlytetians are schemers.

Saturday, 15 June 2019

Heroes Unlimited: Phenomenal Paragons: The Steel Goth (Bionics)

A moments decision changed the life of mobster Gaute Balodis forever. An assassin's bullet intended for his boss's youngest daughter instead left Gaute paralysed from the neck down. Forever grateful his boss commissioned an autonomous life support mechanism, a cyborg body, and had Gaute's disembodied brain transferred into it. Now he is the enforcer known as The Steel Goth.
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This is the ninth character in my Phenomenal Paragons series. The introduction to which is here. It is inspired by Jacob Pisson's World's Strongest series, here.

I'm going to be honest here. I don't like the Bionics/Cyborg characters in these rules. It's partly because they haven't updated the technology since the 1980s and also because it's so off-the-shelf. Bionics feels like something that should be added to a character and not something they should be built around.

The classic Bionic Man, Steve Austin, is an astronaut and a test pilot before becoming a cyborg secret agent. But he had the secret agent skillset to begin with, he was just too busy with the astronaut stuff. The bionics made him super but he was already most of the way there skills wise.

Likewise Misty Knight was already a kickass kung-fu cop before getting her Stark-built prosthesis. She didn't need the bionic super-strength to kick names and take arses but it helps. Unless you try to build her in this system, where bionics disrupt Chi powers... In which case it gets in the way.

Which brings me to the other thing I dislike about how bionics are handled in Palladium. They are awfully ableist. For a start they nerf all the power points pools, P.P.E., I.S.P., C.H.I.... No wait the last one is just "Chi". These are halved. As are the range, duration and effects of anything they power.

Why? Balance, apparently. Not that these actually balance anything. Nor is any other part of the system balanced like that. Indeed, especially in Rifts, balance is something that happens to other systems. In truth it's just to stop people building characters with all the abilities and the replacing their bodies with 'invulnerable' bionics. But in fact all this does is make the characters less able. The whole purpose of prosthesis is to counter disabilities, not cause them. if losing a limb doesn't reduce Chi, or any of the others, then neither should replacing said limb with bionics.

Suffice to say it's not how I'd handle the issue. That is a post for when I get back into game design.

 Step One: The Usual.

Elevens across the board as per. There's a note about not worrying too much about physical attributes as they are liable to being replaced by the cybernetics. Ditto with the SDC. There's no note about P.P.E.; I can't decide if I should use the default supers value (20), or the default value for normal people (10). In the end, and knowing that it's going to be halved anyway, I go for 10.

Step Two: Education and Skills.

I decided to use the expanded education table I used for Aditi. I rolled up Trade School and a roll on the sub-table gave me a Basic Thug. This gives me the Rogue: Thug program and an additional rogue program. These and the default skills are at +5%. I also have 8 secondary skills. This set of packages limits me alignment wise. I pick Anarchist because it maximises options.

The default skills I get are: Native Language, Native Literacy, and Basic Maths.

Rogue: Thug gives me: Pilot Motorcycle, Running (+1 PE, +10 Spd, +3 SDC), and a pick from a short list of Weapon Proficiencies. I take Blunt, Chain and Knife.

For my second rogue program I go with Rogue: Enforcer/Bodyguard. This gives me Hand-to-Hand Martial Arts, Body Building (+2 PS, +10 SDC), Boxing (+1 attack per round, +2 parry and dodge, +2 PS, +1 roll with impact, and +10 SDC), I swap out Running for Wrestling (+1 roll with impact, +2 PS, +1 PE and +14 SDC). I also get Pilot Automobile, and Pilot Truck. Both with an additional +5%. Finally I get to pick a firearm and go with W.P. automatic Pistol.

Lastly comes the eight secondary skills. I pick: Athletics (+1 parry and dodge, +1 roll with impact, +1 PS, +3 Spd, +5 SDC), Swimming, SCUBA, Cooking, Fishing, Preserve Food, Pilot Motorboat,  and Basic Mechanics. Obviously the character owns a boat and likes fishing.

Step Three: Budget.

Budget is always maximum. In this case 10 million dollars pounds.

Step Four: Building a Cyborg.

Full Brain Transplant Cyborg.

Yes I'm going all out here. It's a predesigned package which simplifies my choices into a few options.
Every part of the character, except their brain, is cybernetic. These cybernetics gives us a PS of 24, PP 22, and Spd 120. The cyborg body has 350 SDC but is coated with an armour with AR 18 and 900 SDC. The armour penalises prowl, climb, acrobatics and similar skills by -30%. They have Advanced Optics (whatever that is; I can't find it in the bionics section) including an eye weapon. I go for a Laser Eye. Advanced Sensors (again, no idea), including Radar and Mini Computer. An energy weapon, I go for a Laser Rod, two Large Retractable Forearm Blades and two chest mounted Mini-Missile Launchers.
This is priced at £9.5 million.

Searching through the rules I discover that Advanced Optics are from the robot section.
Advanced Optics gives colour vision, 3D analysis, night sight, IR and UV vision. All out 2000 feet.
There are no "Advanced Sensors", but Advanced Audio from robots grants stereo audio, amplified hearing x5, inaudible frequencies, and a wide range (50 mile) radio receiver. 
There's two types of "micro-radar" which have identical statistics. Being able to identify 15 targets and track 6 within a mile radius.
There's no "Mini Computer" but there is a Combat Computer which adds +2 initiative, +1 strike, +1 parry and dodge. It also adds 10 simultaneous targets to radar tracking.

No wait. I found the mini-computer. Someone forgot to hit return at the end of the paragraph for the internal calculator above it. The mini-computer is a micro-processor with a whole 640K of memory and costs £300,000...

Urm. I can't find any commercially available computers in that price range. This part of the rules has  not aged well.

Step Five: Background Data.

Condition:

Acute Spinal Injury

Sponsor:

Secret.

Motive:

Criminal.

Status:

Ejected from program. Sponsor hostile.

Okay let's put this together. A common criminal; enforcer/bodyguard, suffers a spinal injury which leaves them paralysed. A secret criminal organisation then shells out 10 million in turning them into a cyborg. Then for some reason they get kicked out and are allowed to keep their new cybernetic body. Instead of just being killed and the cybernetics recycled for a more deserving volunteer. The organisation must have really owed the character.


Name: Gaute Balodis
Identity: The Steel Goth
Height: 6'6", Weight: 500 lbs. Age: 32
Alignment: Anarchist
Disposition: An emotional hot head with a temper.

IQ 11, ME 11, MA 11, PS 24, PP 22,  PE 13,  PB 11,  Spd 130.
Hit Points: 16, S.D.C.: 350 (900, A.R. 18), P.P.E.: 5.

Cybernetics.:
See above.

Skills.:
Scholastic Skills.:
Basic Maths, Body Building, Boxing, English Language, English Literacy, Hand-to-Hand Martial Arts, Pilot Automobile, Pilot Motorcycle, Pilot Truck, Running, W.P. Blunt, W.P. Chain, W.P. Knife, W.P. Pistol, Wrestling.
Secondary Skills.:
Athletics, Basic Mechanics, Cooking, Fishing, Pilot Motorboat, Preserve Food, SCUBA, Swimming.

Saves:
Coma/Death: +0
Harmful Drugs/Toxins (15+): +0
Horror Factor: +0
Magic (Spells 12+, Circles/Wards 13+, Ritual 16+): +0
Poison (Lethal 14+, Non-Lethal 16+): +0
Psionics (15+): +0
Possession: +0

Combat:
Initiative: +4
Attacks per Round: 2+2+1
Strike: +1; (+2 forearm blade, +3 laser eye)
Damage: +9
 1d4+9 Punch
 1d6+9 Club
 1d6+10 Large Forearm Blade
 2d6 Laser Eye
 4d6 Laser Rod
Dodge: +4
Parry: +4 (+5 forearm blade)
Roll with Impact: +3
Pull Punch: +6

Benchmarks:
Carry Capacity:  lbs; Lifting  lbs.
Stamina: .
Ground Speed: 91 mph.
Swimming Speed:  yards ( ft.) per round.
Leaping Distance:  ft. high,  ft. broad from a running start.  ft. high,  ft. broad from a standing start.

Background:
Gaute Balodis, Norwegian mother and Latvian father but Ennor born and raised. His family fell into hard times and Gaute fell into a life of crime. He was drawn into the Strickland mob and used his imposing height to good effect as first enforcer and then bodyguard for higher ups in the mob and members of the Strickland familia. It was while he was doing the latter that his life changed completely.

While guarding the birthday party of the youngest Strickland, Dorotea, a group of triad assassins attacked seeking to disrupt the celebrations. They were fought off but not before Gaute took a bullet, intended for the birthday girl, to the spine. Having deliberately put himself in the line of fire.
He should have died then but the family rewarded his loyalty by keeping him alive. They spent a fortune in resources replacing his paralyzed body with a mechanical one.

By the time he'd recovered the Stricklands had used their more esoteric resources to take revenge on the Triads. Denied revenge, Gaute began to blame the Chinese community as a whole for his injury. His ire spread to other immigrants and drew him to the attention of the White Knights, a white supremacist front for the Ebon Lords. The knights guided Gaute to "approved" targets for his anger.

When the Stricklands discovered Gaute's dual loyalties they cast him out from the mob. Now he works as a mercenary selling his criminal talents to whomever can pay or provide for his maintenance.


And that's all for now.
If you're reading these words it means that I've failed to keep up to date with character write-ups and Versus battles. Which means that there's likely to be a wee break while I catch up. It's not like I've no characters. I've many. It's just that writing them up takes time and sometimes I stall. Usually on backgrounds.

It currently takes me around 2 weeks to create and write-up 3 characters, and about another fortnight to plan and write a Versus battle. I have some characters in reserve but not written up. However I lack a Versus right now. As I write this I have 10 days to get it planned and written. If I can get something sorted in the next 2 days you won't even see these words.

So join me next time, whenever that might be, for some more...

Phenomenal Paragons!

Wednesday, 12 June 2019

Heroes Unlimited: Overwhelmed Onlookers: Aditi Rao

This is a new thing to go alongside Phenomenal Paragons and Callous Criminals. This is going to be highly varied, with specific characters, whole groups of NPCs and whatever takes my fancy. They're not criminals and they're not supers. They're regular people.

I created Aditi as a PC, stopping short of giving her a super power class, or any class. A class sort of happened anyway because I decided to experiment with an optional education chart, and skill programs, I found on the Palladium Books forum. This is more detailed and varied, giving access to already well thought out professions than I could assemble by hand. She's not a superhuman. But she's borderline.

I kind of wish she'd fought Belladonna.

Step One: The Usual.

Instead of flat 11's across the board I rolled as I would do with a PC. The dice were awesome. I haven't had rolls this good in a long time. A thing to remember is that when an attribute rolls a 16 or higher in Palladium an additional d6 is rolled and added to the attribute. Because that happened here. Twice.
IQ 15, ME 14, MA 22 (18+4), PS 13, PP 14, PE 14, PB 22 (16+6), Spd 13.
Now I'd already rolled for PB during the battle when I'd been looking to see if anyone would take Belladonna's fancy. I stopped here, 8 rolls in. I was unlikely to get a better roll.

Step Two: Hit Points, S.D.C. and P.P.E. 

Hit points are still based on PE, with +1d6 per level. I don't know what the final PE will be but I roll 1d6 all the same, as I've decided to make Aditi first level too. 6. I make a note.

S.D.C. for normal people starts at 20. I make a note of that too.

P.P.E. or regular people is 2d6, 6d6 for super people; I roll an 11.

Step Three: Education.

As I said, I used an optional education chart I found on the game's forums. Using it I discovered that Aditi spent the equivalent of three years in college and did a trade school. Specifically she's a dedicated martial artist. 
To start she gets some basic skills:
 Native LiteracyNative Language, going with English as native.
 Basic MathsAdvanced Maths.
She then gets the pick of an exclusive martial arts style from Ninjas & Superspies and possibly a second martial arts style or some of the more esoteric abilities from the first style. Given that different styles don't stack I thought focusing on the one style would be best. Although I thought that Tai Chi might be a good second style. For her Exclusive style I went for Wui Wing Chun as it's a good all-round style. It's also really exclusive as it is taught only to women. So how did an Ennor born, to Sikh parents, girl learn a rare women-only Chinese martial arts style? Patience, I'll get to it.
Wui Wing Chun gives +10 Chi (yes Chi, again I'll get to it), +3 MA, +2 PS, +1 PP; +3 Attacks, +2 roll with impact, +1 parry, +1 dodge, +1 strike, and critical strike from behind. We also get some skills.
 Climbing,  Gymnastics, +2 rol with impact, +2 PS, +1 PP, +2 PE, +12 SDC.
 Language - CantoneseProwlSwimmingPhilosophy - Taoist (Feminist)W.P. ArcheryW.P. Bo-StaffW.P. KnivesW.P. Paired Knives
We also get a pick of two Martial Arts 'Powers' (techniques, katas, &etc). They're more like "feats" or "talents". I pick:
 Martial Arts Awareness, which is similar to the technique that Zatoichi uses; the ability to sense the Chi of nearby opponents. This gives us +6 initiative, +2 parry, +4 dodge against anyone within 6 foot. This area grows by 2 foot per level. We don't get this bonus against invisible foes but neither are we penalised against them.
 Kata of Five Principles. A kata takes a whole round to run through but for that round you get the bonuses from the kata. In this case we get +2 automatic circular/multiple parry, and +2 automatic multi-dodge. We also get to add our regular dodge and parry bonuses to them too.
Now I have the choice between a second martial arts style, the "Special Martial Arts Bonus", or the "Special Abilities of the Master". Since the special abilities are superpowers, and I've already chosen not to take a second style, I go for the bonus. This gives me an additional martial arts 'power' at level 1 (and 6, and 10). I choose Body Chi from the Chi Mastery list. This allows the character to temporary boost some of their attributes. Specifically ME, MA, PS, PP, and Spd.
Because we have a Chi Mastery ability we also get the three default abilities from Chi Mastery; Chi Awareness, which makes the character sensitive to chi around her. Chi Relaxation, which accelerates the recovery of chi and grants additional 'will power' to a character for specific things. In theory she can resist her sorcery-created affections for Belladonna, if she wants. Unless her chi drops below 10, at which point she can't fight it any more. Finally there's Chi Defense, which is used to protect the character from Chi attacks.
Next we get to pick a basic skill program. I choose Basic: Screen Acting. With a focus on Bollywood.
 Plyometrics, +2 PP, +2 PS, Spd+2.
 DisguiseActingImpersonationResearchDancing.

For secondary skills:
 Literacy: ChineseLanguage: Hindi, her parent's native language.
 Literacy: Hindi,  Running, +1 PE, +12 Spd, +6 SDC. (The dice still love me)
 First AidBodybuilding & Weight Lifting, +2 PS, +10 SDC.
 Computer OpsSingingQi Gong, a specific sort of exercises from China; +1 all saves, 2x Chi.
 Tai Chi, the exercises, not the martial arts; +12 Chi, +2 maintain balance, grab/throw, +1 roll with impact.

This is the point I'd normally be rolling for super powers. But not this time.

Step Four: Alignment.

I roll an 8 on my d10; our first Taoist. Which is appropriate.

Step Five: Chi.

Chi equal PE plus any bonuses and times any multipliers. So ((14+2+1)+10+12)x2=78.

Now to the character sheet.

Aditi Rao

Height: 5'10", Weight: 150 lbs. Age: 24.
Alignment: Taoist
Disposition: Quiet and thoughtful. Pushes herself too hard to do right by those she loves.

IQ 15, ME 15, MA 25, PS 19, PP 17, PE 17, PB 22, Spd 27.
Hit Points: 23, S.D.C.: 68, P.P.E: 11, Chi: 78.

Skills:
Natural Skills:
Charm/Impress 60%, Trust/Intimidate 84%.
Scholastic Skills:
Acting 65%, Advanced Maths 70%, Basic Maths 70%, Cantonese Language 65%, Climbing 70% (Rappelling 60%), Dancing 55%, Disguise 50%, English Language 98%, English Literacy 75%, Gymnastics (Back Flip 92%, Climb Rope 82%, Sense of Balance 73%, Work Bars and Rings 83%), Impersonation 64%/44%, Philosophy - Taoist (Feminist) 62%, Plyometrics, Prowl 55%, Research 60%, Swimming 75%.
Combat Skills:
W.P. Archery, W.P. Bo-Staff, W.P. Knives, W.P. Paired Knives, Wui Wing Chun Kung Fu.
Martial Arts Skills:
Body Chi, Chi Awareness, Chi Defense, Chi Relaxation, Kata of Five Principles, Martial Arts Awareness, Special Martial Arts Bonus.
Secondary Skills:
Body Building, Cantonese Literacy 35%, Computer Operations 45%, First Aid 50%, Hindi Language 55%, Hindi Literacy 55%, Qi Gong, Running, Singing 40%, Tai Chi.

Saves: 
Coma/Death: +5%
Harmful Drugs/Toxins (15+): +1
Horror Factor: +0
Insanity: +0
Magic (Spells 12+, Circles/Wards 13+, Ritual 16+): +1
Poison (Lethal 14+, Non-Lethal 16+): +1
Psionics (15+): +0
Possession: +0

Combat:
Initiative: +0 (+6 within 6')
Attacks/Round: 2+3
Strike: +2 (+3 Knife)
Damage: +4
 Punch: 1d4+4
 Knife Hand: 1d6+1
 Double Knuckle Fist: 1d8+4
 Power Punch: 1d10+4
 Backhand: 1d4+4
 Palm Strike: 1d6+4
 Kick: 1d8+4
 Trip/Leg Hook: 0, Knock down.
 Snap Kick: 1d6+4
 Backwards Sweep: 0, Knock down. 
 Knee: 1d6+4
 Elbow: 1d4+4
 Forearm: 1d4+4
Parry: +2 (+4 within 6')
 Automatic Circular/Multiple Parry +4 (+6 within 6') Kata.
Dodge: +2 (+6 within 6')
 Automatic/Multiple Dodge +4 (+8 within 6') Kata.
Roll with Impact: +3
Maintain Balance: +2
Death Blow: +0
Special Attacks:
 Combo Strike/Parry: 1 action.
 Combo Grab/Kick: Critical damage. 1 action.
 Combo Hand Hold/Strike. +3 damage. 2 actions
 Leap Attack: Critical damage. 1 action; only attack in round.
 Reverse Turning Kick (Combo Dodge/Kick): No bonuses. 1 action.
Pull Punch:  +0
Knock Out/Stun: +0
Critical (x2 damage): 20
 Critical from rear: Automatic if rear.

Benchmarks:
Carrying Capacity: 380 lbs, Lifting: 760 lbs.
Stamina: Carry Max 68 minutes, 34 minutes while running and fighting. Lifting for 17 rounds (255 seconds; 4.25 minutes).
Ground Speed: 18.9 mph for 17 minutes.
Swimming Speed: 57 yards (171 ft.) per round for 17 minutes.
Leaping Distance: 4.75 ft. high and 9.5 ft. broad from a running start. 2.85 ft. high and 5.7 ft. broad from a standing start.

Background:
The eldest daughter of sikh parents, Aditi spent her formative years living in a tenement on the edge of Bangertown, where it presses up against Little Hong Kong. At quite an early age she met and befriended neighbouring children from "across the way".

Pretty soon she persuaded her parent's to let her join the Xiǎo gōngnǚ shèhuì, the little princess society, where she developed her interests in kung fu and Taoism. In her teens, while visiting family in India, she was spotted practicing her forms and qi gong by a talent scout. She began her Bollywood career as an action actor not long after.

Although quite famous in Bollywood and Hong Kong she is little known in her hometown and frequently comes back to enjoy some modicum of anonymity.

Unfortunately this brought her under the sorcerous influence of Belladonna.

Saturday, 8 June 2019

Heroes Unlimited: Phenomenal Paragons: Psiton (Psionic Mega Hero)

Brigadiere Gian Tiber Falco of the Carabinieri was raised by his grandparents and never knew his actual parents. However after they both passed he discovered that his mother was the supervillain Psirena, leader of the Psirens. The discovery destroyed his sanity and unlocked immense psychic power. Now as Psiton he has come to Ennor, the place of his mother's death, seeking answers, and perhaps vengeance.
A good representation of Mamma Falco.
This is the eighth character in my Phenomenal Paragons series. The introduction to which is here. It is inspired by Jacob Pisson's World's Strongest series, here.

So I have to roll up a psionicist. Not my favourite class as they can feel a little underpowered when compared to some others. I know that The Haunter has psionics and can hold their own but they feel under powered.

Psionics, for those of you who don't know, are the good old fashioned psychic/esper "powers of the mind". Such as telepathy, telekineses, E.S.P. and precognition. In the Megaverse system these are powered via Inner Strength Points (commonly shortened to I.S.P.) with each power having an associated point cost to activate. Psionic powers are split into four fairly self-descriptive groups: Healing, Physical, Sensitive and Super. The first three groups are "lesser" powers, more like spells, while the powers of the Super category are like minor super powers, only requiring I.S.P. to use.

The rules for creating a psionic character are so brief that they occupy a single page plus a quarter of another. That's for two separate classes. The Natural Psionic and the Latent Psionic. 

The natural is the class you get if you're creating a pure psionics character. Like now.

The latent is for a character who is also a psionic such as a character who has psionic powers and super powers, like a mutant or a character like The Haunter... Which would have been good to know back when I was creating him.

Step One: The Usual.

Elevens for attributes across the board. However we get +5 to ME and +2 MA.

Step Two: The Natural Psionic.

We get 10 psionic spells powers from the healing, physical and sensitive. We also get 3 super psionic powers. All at first level. We get more powers at later levels but I'm not going there yet.

Our save versus psionics is 10+, rather than the 15+ of most people.

For the regular powers I go with Bio-Regeneration (Self), and Detect Psionics from healing; Deaden Senses, Mask I.S.P. & Psionics, Mind Block, Summon Inner Strength and Telekinesis from physical; Astral Projection, Intuitive Combat, and Telepathy from sensitive.

For the super psionics I pick Hypnotic Suggestion, Mind Bolt and Psionic Invisibility.

Step Three: Alignment.

6, Miscreant. Good. I'm low on villains.

Step Four: Education.

Military. We get military basic program, another military program (both at +10%), a third program (at +5%), and 8 secondary skills.
Military Basic gives us Hand-to-Hand Basic, Running (+1 PE, +10 Spd, +3 SDC), Climbing, Military Etiquette, Basic Radio, and W.P. Rifle.
I stall for a moment. The military programs are Demolitions, Advanced Piloting or Police.
I pick Police. A corrupt psychic military policeman. This gives us Hand-to-Hand Basic, again. I upgrade our Hand-to-Hand to Expert. W.P. Pistol, Basic Radio (again), Criminal Science, Law, and Intelligence.
I then pick police all over again. This lets me pick four skills from espionage and/or rogue. I select Find Contraband, Interrogation, Detect Concealment and Seduction.

During this process I generate a character name using the random renamer tool over on Behind the Name.com. I get Gian Tiber Falco, an Italian national. A quick Google later and I read up on the Carabinieri. Which is perfect. 

For our secondary skills I start with English Language and English Literacy. Body Building for some muscle (+2 PS, +10 SDC), Computer Ops, Research, Land Navigation, Prowl, and Horsemanship

Of course we get Italian Language and Italian Literacy, as well as Pilot Automobile and Basic Maths

So that's that.
No wait.
I have a d10 roll left. 1 means I have a crazy character and 0 is a mega hero villain...
...0...
Oh! My first proper mega-character (I'm not counting immortals).

Step Five: Mega!

The Mega Hero is essentially a template that's applied to pre-existing super characters. in the main rules it only really works with characters with super powers. However there's an edition of The Rifter magazine that expands the Mega Hero to other characters.

All ranges (say of perception or psionics), SDC and ISP are increased to 150% of normal. Healing rate is increased by a random amount. In our case x3. 
Finally they are considered a supernatural creature. Any attributes that can become supernatural do so. Thus they have a supernatural strength, as in the major power of the same name, although without any bonuses to their strength.

So their strength remains 13 but is otherwise supernatural. Combat-wise, at this level of power, it essentially doubles the number of dice rolled for damage. Carrying capacity is something like 15 time normal.
We get +2 to save versus possession and horror, as well as +1 to save versus magic.

Next we get a mega-power and an Achilles heel; power and weakness. There are only three psionics specific mega-powers and one of those references a book I don't have. There aren't and psionics specific weaknesses.

I pick Incredible ISP Recovery as my power, meaning I go from recovering 6 ISP per hour of meditation to recovering 6 ISP per minute of meditation.

Rolling for the weakness I get Major Character-Defining Insanity. It looks like I'm getting mega and crazy in one. Rolling on I generate Multiple Personalities with three separate personas.

The first is Psiton, the main persona. Miscreant aligned neophyte supervillain seeking to recreate his late mother's criminal gang, the Psirens. He is oblivious to the existence of the other two personalities. He is active roughly half the time (a roll of 1-3 on a d6).
The second is Gian Falco. A Scruplous aligned "Arrogant Warrior" type. He gets +10% to all skills and a +1 to parry. He's Gian's idealised self image as a Carabinieri; a hero and fighter. He is aware of the other two personas occupying 'his' body. He hates and seeks to stop both of them but is too arrogant to get help in doing so. He has all the same powers and abilities as Psiton. He's active roughly a third of the time (a roll of 4-5 on a d6).
The third is Tiber Falco. An Aberrant aligned "Ripper" type; a serial killer. He's -10% to all skills that don't directly help him in acquiring, torturing and killing his victims. He gets +1 to strike. He's the shadow of the bunch; the darkest of their collective dark sides. Yet he has a strict and inflexible code of honour. He has nearly all of the same powers and abilities as Psiton but lacks Mind Blast, instead having Psi-Sword; the tool for all of his crimes. He knows about the other personas. Tiber is active 1/6th of the time (a 6 on a d6).

The M.O. of Tiber Falco.

Tiber hunts women who he believes have latent psionic abilities. He tortures them with his Psi-Sword, hoping to trigger an eruption. When they die after failing to erupt he excises their pineal gland; leaving a third 'eye' cut into their forehead.
He doesn't hunt men or children as he sees himself as Psiton's recruiter and the original Psirens were all female.

Two alter-egos seems fairly heavy as an Achilles Heel and given that the Crazy Hero counts as three I decide that Psiton deserves another mega-power. I pick the other psionic one: Tremendous I.S.P.. This gives us a bonus of +300 I.S.P.

Name: Brigadiere Gian Tiber Falco
Super Identity: Psiton
Level: 1, Natural Psionicist.
Height: 5'11", Weight: 165 lbs. Age: 27.
Alignment: Miscreant.
Disposition: Mean, suspicious and vengeful.
Team: The Psirens.
IQ 11, ME 16, MA 13, PS 13 (supernatural), PP 11, PE 12, PB 11, Spd 21.
Hit Points: 15, S.D.C.: 65, P.P.E.: 30, I.S.P.: 453.

Superpowers:
Incredible I.S.P. Recovery: +6 per minute of meditation. +1 per minute of activity.
Mega-Powered: All ranges are 150% of normal. Heals at 3x normal speed and is considered a supernatural being.
Tremendous ISP.

Skills:
Scholastic Skills:
Basic Maths, Basic Radio, Climbing, Criminal Science, Find Contraband, Detect Concealment, Hand-to-Hand Expert, Intelligence, Interrogation, Italian Language, Italian Literacy, Law (Italian), Military Etiquette, Pilot Automobile, Running, Seduction, W.P. Pistol, W.P. Rifle.
Secondary Skills:
Body Building, Computer Ops, English Language, English Literacy, Horsemanship, Land Navigation, Prowl, Research.

Psionic Powers:
Healing Powers:
Bio-Regeneration (self) (6), Detect Psionics (6).
Physical Powers:
Deaden Senses (4), Mask I.S.P. & Psionics (7), Mind Block (4), Summon Inner Strength (4), Telekinesis (varies).
Sensitive Powers:
Astral Projection (8), Intuitive Combat (10), Telepathy (4).
Super-Psionic Powers:
Hypnotic Suggestion (6), Mind Blast (6/die), Psionic Invisibility (10).

Saves:
Coma/Death: +0%
Harmful Drugs/Toxins: +0
Horror Factor: +2
Magic (Spells 12+, Circles/Wards 13+, Ritual 16+): +1
Poison (Lethal 14+, Non-Lethal 16+): +0
Psionics (10+): +0
Possession: +2

Combat:
Initiative: +0, +3 (intuitive)
Attacks per Round: 2+2
Strike: +0, +1 (intuitive)
Damage:
1d4 Restrained Punch
2d4 Punch
3d6 Power Punch
Dodge: +0, +4 (intuitive)
Parry: +0, +1 (intuitive)
Roll with Impact: +2, +4 (intuitive)
Pull Punch: +4, +8 (intuitive)
Disarm: +0, +2 (intuitive)

Benchmarks:
Carry Capacity: 3,900 lbs; Lifting: 6,500 lbs.
Stamina: Carry Max 480 minutes, 240 minutes while running or fighting. Lifting for 120 rounds (1800 seconds; 30 minutes).
Ground Speed: 18.9 mph for 120 minutes.
Swimming Speed: Can't swim.
Leaping Distance: 52 ft. high and 78 ft broad with a running start, 31.2 ft high and 46.8 ft broad from a standing start.

Background:
A decade ago the Psirens, an all female 'coven' of psychic 'witches', attempted to seize Ennor as their private fiefdom. They were defeated by the island's superhuman populations with heavy losses on both sides. The supersoldier Brigadier Garret defeated Psirena, the Psirens's leader, before succumbing to his own wounds.

Gian Tiber Falco grew up in Milan with his maternal grandparents and never knew his true parents. At the age of 18 he joined the Carabinieri and soon rose to the rank of Brigadiere. He was happy in his job, a good policeman and faithful grandson. However after both his grandparents passed away within a month of each other Gian made a startling discovery. His mother's identity was Serena Falco, the late supervillain Psirena.

The discovery caused Falco to suffer a psychotic break which in turn caused the eruption of his psychic powers. These long latent psychic abilities manifested along with the persona of Psiton which 'killed' Gian and took over. Going AWOL and leaving the country for Ennor, Psiton now seeks to recreate the Psirens in the place of their final defeat.

What Psiton doesn't know is that Gian still exists in his subconscious along with a murderous alter-ego, Tiber. Each with their own goals. Gian wants his life and body back while Tiber tortures and murders women he believes to un-erupted psychics, trying to force their powers to manifest. Goodness knows what he'll do if he succeeds.


Tune in next week for... 22...

Bionics.

Wednesday, 5 June 2019

Heroes Unlimited: Callous Criminals: The Belladonna Gang

This is going to be the start of an infrequent thing of non-super characters for my Heroes Unlimited campaign, Phenomenal Paragons. Specifically criminals.

Instead of doing my usual rambling explanation of my creations I'm going to cut straight to the characters. They're built from charts in the Gamesmaster's Guide, so no great complexities there. The only thing to note is that they are all level 1 and their default attribute score is 9 rather than the 11 I usually use for NPCs. Otherwise the rules are the same; average rolls for random bonuses. I'm also going to give skill scores since I noted them during creation. Said rules can be found here.

Here we go.

"Lucky" Strickland found his grandfather and all the customers of OSTERIA DEI MASCALZONI feeding a beautiful woman when he arrived for his dinner. After his parent's had married and settled on Ennor his mother had brought her parents over and they'd opened the restaurant as a legit front for the family's criminal activities. It had been years since, since his grandmother's death, that he'd heard nonno  speak his native Italian, yet here he was "Belladonna, bella donna"; pretty woman. She smiled as she made eye contact with him. A smile that made his heart race and his loins clench. He had to remind himself that his Janessa would not take any infidelity kindly.

Hours later, after they'd closed up shop for the night, he challenged this "Belladonna".
"What's the con, lady?" he said, trying his best to sound like a TV mafioso.
"No deceptions," she said in her strange accent. "I just want to reclaim what was taken from me."
"We don't have nothing of yours here,"he said, thinking for a moment. "I might be able to help you find it, for a price. What is it you've lost?"
"Power, glory, worship, godhood."
"I got some of that," his grandfather interjected.
"Nonno, no!"
"What? It's just sitting in a bank vault gathering dust. You're too scared of it to use it Lucky, and I'm too old. So why not give the Hand of Glory to the Belladonna?" Lucky sat for a moment, metaphorical wheels spinning in his head. Suddenly he smiled as an idea condensed in his mind. He grabbed up his phone and hit speed dial.
"Essa!" he said when his girlfriend picked up. "Call in the girls for tomorrow! I've got an idea for a job!"

Fortunato "Lucky" Strickland.
Height: 5' 11", Weight: 160 lbs. Age: 28.
Class: Con Artist.
Alignment: Aberrant.
Disposition: Schemer; gambler. Likes to take chances. Distrustful of reliance on magic or superpowers.
IQ 13, ME 9, MA 9, PS 14, PP 11, PE 9, PB 16, Spd 12.
Hit Points: 12, S.D.C.: 30, P.P.E.: 5.

Skills:
Charm/Intimidate 30%
Art 40%, Athletics, Basic Electronics 45%, Basic Maths 77%, Business & Finance 40%, Computer Operation 60%, Concealment 44%, Disguise 40%, Forgery 45%, Hand-to-Hand Basic, Literacy 98%, Palming 40%, Pick Pocket 45%, Pilot Automobile 62%, Prowl 30%, Seduction 23%, W.P. Knife.

Saves:
Coma/Death: +0%
Harmful Drugs/Toxins (15+): +0
Horror Factor: +0
Magic (Spells 12+, Circles/Wards 13+, Ritual 16+): +0
Poison (Lethal 14+, Non-Lethal 16+): +0
Psionics (15+): +0
Possession: +0

Combat:
Initiative: +0
Attacks per Round: 2+2
Strike: +0; +1 (Knife)
Damage: +0
 1d4+0 punch
 1d6+0 knife
 2d4+0 baseball bat
Parry: +1
Dodge: +1
Roll with Punch: +3
Pull Punch: +2

Benchmarks:
Normal Carry Capacity: 140 lbs; Lifting: 280 lbs.
Normal Stamina: Carry Max 36 minutes, 18 minutes while running or fighting. Lifting for 9 rounds (135 seconds; 2.25 minutes).
Ground Speed: 8.4 mph for 9 minutes.
Swimming Speed: 42 yards (126 ft.) per round for 9 minutes/36 rounds.
Leaping Distance: 3.5 ft. high; 7 ft. broad, from a running start. 2.1 ft. high; 4.2 ft. broad, from a standing start.

"So she can make people want do what she says." Janessa Quincy eyed Lucky over the kitchen table of the flat they shared together. Belladonna was in the bathroom having a cleansing soak.
"I don't know how I feel about that."
"Sorry babe. I could hardly leave her to take advantage of my Nonno, like that."
"So we bought her here to take advantage of us instead."
Belladonna hadn't wanted to sleep in the bed in the guest room but instead share the bed in the master bedroom. And share the occupants. Sleep and sex, it seemed, was something new and exciting to her.
"Sorry," Lucky repeated, lowering his head,
"It won't happen again." said Essa.
"It will," Lucky said sadly, "Whenever she wants it to." Essa sighed.
"I guess," she said. "It's not like it wasn't fun. I would have just rather have had a choice in it."
They sat quietly for a minute.
"You realise she's a Mask, right?" Essa said. Lucky nodded.
"In more ways than one," he smiled at her.
"It's just that I thought you didn't like them."
"I don't like people with powers, its true. They're cheating; living life on easy mode. And I don't like people who are dependent on other people with powers. People like my dad. But Belladonna." He lowered his voice to a whisper. "She might have power but she's dependent on us. We'll let her play at leading our gang, but she's our Mask. She's our henchman. We'll get rich and pay her off with trinkets of power."
"No way we can lose?"
"None at all."

Janessa "Essa" Quincy
Height: 5' 9", Weight: . Age: 24.
Class: Getaway Driver.
Alignment: Aberrant.
Disposition: Shy and timid. Only trusts a small circle of friends and family.
IQ 9, ME 9, MA 9, PS 16, PP 13, PE 10, PB 17, Spd 22.
Hit Points: 13, S.D.C.: 48, P.P.E: 4

Skills:
Charm/Impress 35%
Athletics, Automotive Mechanics 50%, Basic Maths 50%, Body Building, Concealment 24%, Hand-to-Hand Basic, Literacy 55%, Pilot Automobile 82%, Pilot Motor Boat 60%, Pilot Motorcycle 76%, Pilot Race Car 73%, Prowl 30%, Running, Streetwise 24%, W.P. Blunt, W.P. Knife.

Saves:
Coma/Death: +0%
Harmful Drugs/Toxins (15+): +0
Horror Factor: +0
Magic (Spells 12+, Circles/Wards 13+, Ritual 16+): +0
Poison (Lethal 14+, Non-Lethal 16+): +0
Psionics (15+): +0
Possession: +0

Combat:
Initiative: +0
Attacks per Round: 2+2
Strike: +0; +1 (Blunt, Knife)
Damage: +1
 1d4+1 punch
 1d6+1 knife
 2d4+1 baseball bat
Parry: +1
Dodge: +1
Roll with Punch: +3
Pull Punch: +2

Benchmarks:
Normal Carry Capacity: 160 lbs; Lifting: 320 lbs.
Normal Stamina: Carry Max 40 minutes, 20 minutes while running or fighting. Lifting for 10 rounds (150 seconds; 2.5 minutes).
Ground Speed: 15.4 mph for 10 minutes
Swimming Speed: 48 yards (144 ft.) per round for 10 minutes/40 rounds.
Leaping Distance: 4 ft. high; 8 ft. broad, from a running start. 2.4 ft. high; 4.8 ft. broad, from a standing start.

They had just finished breakfast when there came a pounding on the front door. Peering though the security peephole revealed only darkness.
"Topaz!" Essa smiled as she threw open the door.
Topaz Davis loomed in the hallway, her six-two frame casting a shadow against her smaller, yet older, cousin. It was hard to believe that Topaz was only 17; the school uniform looked odd on her.

"Topaz this is Belladonna," Lucky made introductions, "Belladonna, this is Topaz. Essa's second cousin. Despite her size and mature appearance she is only a child. Do not fuck her."
"I'd break her," Topaz grinned.
"I am stronger than I look, child." Belladonna smiled demurely. The pause before the word child being insultingly long.
Lucky looked between the two and realised that despite Topaz being the taller of the two, it wasn't by much.
"Big words pretty lady," Topaz growled, her eyes narrowed, "Prove it."

Topaz and Belladonna sat across the kitchen table from each other, elbows on the table and right hands clasped. Arm wrestling. For a long moment they sat in deadlock. Topaz's arm muscles bulging like corded ropes as Belladonna quietly pushed against it. Then slowly, almost imperceptibly, Topaz's arm began to creep back. Topaz gritted her teeth and groaned, the table creaked. But the creeping did not halt. Belladonna looked almost bored as the back of Topaz's hand crashed to the tabletop.
"Jeebus Crust lady! How much do you lift?" Topaz had jumped from her chair the moment her hand was released, flexing her fingers as if checking that they still worked. Belladonna hadn't moved.
"One of those stink belching wagon's you travel around in," she said.
"A car?" Essa looked from Belladonna to Topaz and then Lucky."
"Jeebus Crust!" Topaz repeated.

Topaz Davis 
Height: 6' 2", Weight: 180 lbs. Age: 17
Class: Enforcer
Alignment: Anarchist
Disposition: Hot headed, quick tempered, emotional but essentially nice.
IQ 9, ME 9, MA 9, PS 27, PP 11, PE 11, PB 17, Spd 22.
Hit Points: 14, S.D.C.: 91, P.P.E.: 10.

Skills: 
Charm/Impress 35%
Athletics, Basic Maths 60%, Body Building, Boxing, Cooking 40%, Dancing 35%, Hand-to-Hand Martial Arts, Literacy 55%, Pilot Automobile 72%, Pilot Truck 54%, Prowl 35%, Running, Streetwise 29%, W.P. Blunt, W.P. Revolver, W.P. Targeting, Wrestling.

Saves: 
Coma/Death: +0%
Harmful Drugs/Toxins (15+): +0
Horror Factor: +0
Magic (Spells 12+, Circles/Wards 13+, Ritual 16+): +0
Poison (Lethal 14+, Non-Lethal 16+): +0
Psionics (15+): +0
Possession: +0

Combat:
Initiative: +2
Attacks per Round: 2+3
Strike: +0; +1 (Blunt, Throwing)
Damage: +12
 1d4+12 punch
 1d6+12 knife
 2d4+12 baseball bat
 3d6 revolver
Parry: +2
Dodge: +2
Roll with Punch: +5
Pull Punch: +3

Benchmarks:
Normal Carry Capacity: 540 lbs; Lifting: 1080 lbs.
Normal Stamina: Carry Max 44 minutes, 22 minutes while running or fighting. Lifting for 11 rounds (165 seconds; 2.75 minutes).
Ground Speed: 15.4 mph for 11 minutes
Swimming Speed: 42 yards (126 ft.) per round for 72 rounds.
Leaping Distance: 3.5 ft. high; 7 ft. broad, from a running start. 2.1 ft. high; 4.2 ft. broad, from a standing start.

They were still standing there when Tammie arrived. She was a tiny bit above average height and on the slim side of average build. She looked like she'd missed more than a few meals in her life. She was in many ways medium brown. Brown skin and wild brown hair. Her youthful beauty only marred by the scattering of early-onset vitiligo spots up the left side of her face. She too wore a school uniform; the same school as Topaz.



Tammie Keys 
Height: 5'7", Weights: 125 lbs. Age: 17.
Class: Thief.
Alignment: Anarchist.
Disposition: Nervous and fidgety. A bit of a worry wart.
IQ 9, ME 9, MA 9, PS 13, PP 15, PE 9, PB 14, Spd 9.
Hit Points: 12, S.D.C.: 35, P.P.E.: 7

Skills:
Basic Electronics 50%, Basic Maths 60%, Basic Mechanics 45%, Card Sharp 32%, Climbing 60% (Rappelling 50%), Hand-to-Hand Basic, Literacy 65%, Palming 30%, Pick Locks 60%, Pick Pockets 55%, Pilot Automobile 72%, Prowl 45%, Safe Cracking 29%, Streetwise 29%, W.P. Blunt, W.P. Knife, W.P. Targeting (Knife).

Saves:
Coma/Death: +0%
Harmful Drugs/Toxins (15+): +0
Horror Factor: +0
Magic (Spells 12+, Circles/Wards 13+, Ritual 16+): +0
Poison (Lethal 14+, Non-Lethal 16+): +0
Psionics (15+): +0
Possession: +0

Combat:
Initiative: +0
Attacks per Round: 2+2
Strike: +0; +1 (Knife, Blunt)
Damage: +0
 1d4+0 punch
 1d6+0 knife
 2d4+0 baseball bat
Parry: +1
Dodge: +1
Roll with Punch: +3
Pull Punch: +2

Benchmarks:
Normal Carry Capacity: 130 lbs; Lifting: 260 lbs.
Normal Stamina: Carry Max 36 minutes, 18 minutes while running or fighting. Lifting for 9 rounds (135 seconds; 2.25 minutes).
Ground Speed: 6.3 mph for 9 minutes
Swimming Speed: 39 yards (117 ft.) per round for 9 minutes/36 rounds.
Leaping Distance: 3.25 ft. high; 6.5 ft. broad, from a running start. 1.95 ft. high; 3.9 ft. broad, from a standing start.

"No masks?" Tammie fidgeted as they all sat together in the living room. Her hands played with her keys.
"No masks. It looks premeditated," Lucky confirmed.
"So people can recognise us?" Topaz looked unsure.
"Belladonna is our mask," Lucky repeated. "People do what she tells them, whether they want to or not. If any of us are caught we just claim that she made us do it.  As far as the law is concerned we're her victims."
"Oh yeah. You can't be held responsible for your actions if you're mind controlled." Essa smiled.
"That's right. But you have to be able to show that you were controlled. So we go into the bank, Belladonna uses her power on the cashiers and customers to get cash and valuables. Then we 'steal' the Hand of Glory from Nonno's deposit box. Essa will be parked out back of the bank. 
"If what Nonno says is true we can use the hand to exit out through the back wall. But before we go Belladonna will use it to look for more magic in the bank. We leave as soon as we have as much as she wants."
"I want it all." Belladonna sat cross-legged on an armchair, regarding them all hungrily.
"Which brings me to another thing. Belladonna is boss but you all go through me..."
"You are high priest" Belladonna purred. "Until I tire of you." 
"So any questions?" Lucky sighed.
"What do we do afterwards?" Topaz asked. "The pigs will be after us, mind control or not."
"She made me do it" Essa quoted.
"I was thinking a summer long crime spree," Lucky said. "If you want." Topaz shrugged and looked over a Tammie, who nodded.
"Yeah. Whatever," she said.

Saturday, 1 June 2019

Heroes Unlimited: Phenomenal Paragons: Swift Justice (Super Soldier)

In some places the reach of the law is long, but in Guardian city on the island of Ennor the law is fleet of foot. Jade Justice, transformed into Britain's speediest police officer, has the fastest beat in the country; a foot patrol at over 200 miles an hour. She is Swift Justice.
Related image
Olivia Coleman as PC Doris Thatcher. Not Swift Justice, but the same energy.
This is the seventh character in my Phenomenal Paragons series. The introduction to which is here. It is inspired by Jacob Pisson's World's Strongest series, here.

Okay. So not a super soldier but a super cop. Guardian city doesn't need super soldiers patrolling its streets, although it may still get them, I'm undecided as yet.

In the main rules the Super Soldier is a sub-class of the Experiment class. Some organisation has used super science to create a living weapon. However in Powers Unlimited volume 2 the Super Soldier is expanded upon and several more options are given based upon other Palladium properties. So I'm going to use those rules instead.

I first mentioned Jade Justice back in Guardian Angel's profile; every cop needs their buddy/partner. I thought it'd be interesting to mirror Nicholas Angel/Danny Butterman relationship but flip some attributes with Alex and Jade. So where Nicholas is lithe and agile Alex is muscular and strong. Likewise where Danny is a blunt heavy object, Jade is going to be about speed.

I'm making a speedster.

Speedsters in Heroes Unlimited are not up in the ballpark of DC's The Flash or even Marvel's  Quicksilver. A character can only run at 7 mph for every 10 points of the Speed (Spd.) attribute. Usain Bolt, who can sprint 100m at 28 mph, would have a Speed of 40. That's only 2 points short of what an incredibly lucky, maxed out, PC with the running skill could have. (18 for attribute roll, +6 for the 16+ bonus, +18 from Running for a Speed of 42. Making him 1 in 279,936) A Speed. of 42 is 29.4 mph.

Adding super powers into the mix is, well, slightly disappointing. While there are powers that boost speed, and the Mystical Endowment class gives a 5x multiplier to the attribute from the get go, the actual super-speed powers just set a top speed without touching Speed at all. If there's a speed attribute and all it defines is how fast a character is then I expect it to be used for that, not ignored when the numbers get large.

Taking the minor power "Extraordinary Speed" as an example as the minimum default for speedsters. Although I'd probably class anyone with a Speed of greater than 50 as a speedster. As I said before, rather than boost Speed it just gives the character a maximum speed of 220 mph with an additional 20 mph per level. All the other minor powers that are "Extraordinary [attribute]" do give a bonus to that attribute, and adjacent ones as you'll see later, but Extraordinary Speed is the single exception. I can't figure out why, outside of potentially 'broken' synergies such as giving a Mystical Endowment class Extraordinary Speed and getting someone who can run supersonic with only a minor power. It's not the power that breaks things but the Speed multiplier. I don't have a problem with that. So I've house-ruled, in this instance that instead of giving a ground speed of 220 mph Extraordinary Speed adds +320 to Speed and +30 Speed per level.

For play I might randomise that as +5d12x10 Speed, +1d6x10 Speed/level. We shall see.
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Moving Along... Naruto run!

Step One: The Eight Attributes.

The usual. Elevens across the board.

Step Two: Hit Points & S.D.C.

Hit Points equal PE, +1d6 per level, as always.
Starting SDC is 40.

Step Three: Background Data.

Here we find out what sort of organisation funded the super soldier program and why.

Sponsor: Secret Organisation.

As stated elsewhere the procedure was carried out by the C.A.C.. Who the C.A.C. are is a matter for a future post.

Motivation: Crime Fighting/Police/Law Enforcement.

 I actually rolled up Military/Espionage/Spy/Special Forces, but that's a bit much. Maybe it's a bit of both and Jade's loyalties may be tested down the line.

Nature: Unknown.

I'm hand-waving here. I have some ideas but nothing to share right now. Jade's recollection of whatever process she underwent is hazy at best and conflicting at worst.

Test Subject: Mutant.

I  don't like the 'official' HU setting where mutants are assumed to be property by the general public. Sure some mutant animal might have been made in a lab, but mutant humans? The eugenics (genetically engineered) class is again completely different from mutants in general. Sorry, I'm not expressing my thoughts well here as this is a topic that sets me off and gets my brain-otters screaming.

So in the Phenomenal Paragons setting the person-hood of all intelligent beings is recognised under international law. A person being defined as any sophont, and sophont having a legal definition far too complicated for me to thumbnail here. Suffice to say creating a person and treating them like property is recognised as a crime; child abuse, slavery, people trafficking. Really juicy crimes-against-humanity stuff. Furthermore a person's genome is their own property, and can't be sold or patent-claimed by anyone else. A process may be patented, but not the end result. The profitability of gene-farming, genetic engineering and a whole mess of other things just went through the floor.

Sure some individuals, organisations and countries are going to ignore these laws but then every setting needs its villains.

Jade gets +2 PS and +2 PP as well as +30 SDC just for being a mutant. Rolling twice on the mutations table we get Prehensile Feet and an Angelic Face. The prehensile feet mutation means that her footwear is bespoke and while barefoot she's +30% to climbing skills, is +1 to dodge, and can use her feet as secondary hands that are -6 to strike with ranged or thrown weapons, can pick up and carry items of up to 30 lbs. or less, and do anything a hand can do but with 25% less dexterity. Angelic face gives her +7 PB.

Current Status: Active Agent.

Jade gets paid an additional £150k per annum by the C.A.C. just for doing her regular job.

Replication of Program: A Qualified Success.

The C.A.C. can produce super humans/soldiers. However power levels and abilities are not reliably repeatable at this time. Possibly due to the process being dependent on the subject having latent or limited expression of mutant genes. Which is to say no super powers. Jade is an example of this limited expression as her feet and attractiveness were things she was born with.

Super Abilities:

4 Minor powers.
Extraordinary Speed: +320 Spd, +30 Spd/level, +50 SDC, +1 attack per round, +1 initiative, +2 strike, +3 parry, +2 pull punch, +4 roll with impact, +6 dodge, +2 autododge, +4 damage per 20 mph of speed (@29 Spd).
Extraordinary Physical Prowess: +5 PP, +7 Spd, +1 attack per round, +3 autododge, +10% to physical skills requiring dexterity.
Healing Factor: +5 PE, +13 HP, +25 SDC, +20% save vs Coma, +3 save vs magic & poison, +3 save vs Psi. Recovers 3 SDC every 10 minutes (18/hour), 1 HP every 15 minutes (4/hour). Twice every 24 hours can "super heal" to recover from 4d6 damage. Never fatigues. Takes half damage from fire and cold. Drugs, toxins and the like are only 1/3rd as effective. No scars and bones heal 10x as fast.
Superhuman Strength: +25 PS. Carry 200x PS, lift 300x PS. Fatigues at half rate, but half of never is still never.

We also get a couple of rolls on the Supersoldier Enhancement Table.
Increased Physical Agility & Dexterity: Base PP=22, ambidextrous, +1 attack per round, +2 initiative, +5% to skills requiring agility and dexterity. 
Attempt at Invulnerability:  +80 lbs. of muscle, AR 14, +7 HP, +140 SDC, +1 PS, +1 PE.
There's also an enhancement that triples Speed but I decide against it.

Step Four: Education and Skills.

There's a choice between Military or Military Specialist. I go for the latter but replace the military basic with Police Basic.
Since I know where I'm going with this I also replace police basic's Basic Hand-to-Hand with Running, +1 PE, +10 Spd, +3 SDC.
Next I replace W.P. Pistol with W.P. Blunt
Then there's Basic Radio, Criminal Science, Law (General), and Surveillance Systems all with +20%.
Next is the Espionage program. Actually two and a bit programs.
We start with Hand-to-Hand Martial Arts, +2 attacks per round, +3 roll with impact, +2 initiative and +3 pull punch.
Detect Ambush, Intelligence, Wilderness Survival, Interrogation, and Detect Concealment all at +20%.
Then Pick Locks, Pick Pockets, Sniper and Tracking at +15%.
Finally Find Contraband & Illegal Weapons, Prowl, and Streetwise all at +10%. Which are extra skills from the super soldier class.
Next we have three modern weapon proficiencies. Looking forward again (to later in the rules) I pick W.P. Energy Pistol, W.P. Energy Rifle, and W.P. Heavy Energy Weapons.
Then we have a program of choice. I go with Physical:
Acrobatics, 2d4 damage kick attack, +2 roll with impact, +1 PS, +1 PP, +1 PE and +3 SDC. +15% to Climb and +5% to Prowl.
Boxing, +1 attack per round, +2 parry, +2 dodge, +1 roll with impact, +2 PS, +10 SDC.
Gymnastics, +2 roll with impact, +2 PS, +1 PP, +2 PE, +7 SDC. +5% to Climb and +5% to Prowl.
Wrestling, Pin 18+, 1d4 damage crush attack, +1 roll with impact, +1 PS, +3 Spd, +5 SDC.
Lastly we have five secondary skills:
Body Building, +2 PS, +10 SDC.
Athletics, +1 parry, +1 dodge, + roll with impact, +1 PS, +3 Spd, and +5 SDC.
Cooking, Swimming, and SCUBA.

Step Five: Alignment.

2, Scrupulous.

Step Six: Rounding Out & Special Equipment.


3 costumes incorporating modern armour. 

She doesn't really need it as her skin is almost as tough as riot armour but she her stab-proof vest in her uniform has class 4 plates incorporated in it as does her P.R.A.T. armour.

A pair of wrist blasters.

A combat car. 

A P.R.A.T. squad car. Usually driven by Guardian Angel. It can't keep up with Jade at full speed.


Name: Police Sgt. Justice, Jade
Super Identity: Swift Justice.
Level: 1, Supersoldier.
Height: 5'3", Weight: 200 lbs. (all muscle), Age: 24.
Alignment: Scrupulous.
Disposition: Gung-ho, guts and glory type. Which is what got her beaten to begin with.
Team: The P.R.A.T. Squad.
IQ 11, ME 11, MA 11, PS 49, PP 31, PE 22, PB 18, Spd 381.
Hit Points: 45, S.D.C.: 336, P.P.E.: 20.

Super Powers:
Extraordinary Physical Prowess.
Extraordinary Speed.
Healing Factor: Recovers 3 S.D.C. every 10 minutes (18 S.D.C./hour), 1 Hit Point every 15 minutes (4 HP/Hour). Never fatigues. Half damage from fire and cold. Bones heal at x10 rate. No scarring. Drugs and poisons only a third as effective.
Superhuman Strength.
Mutant Features: 
Prehensile Feet, Angelic Face.
Supersoldier Enhancements:
Increased Physical Agility & Dexterity.
Attempt at Invulnerability: A.R. 14.

Skills:
Natural Skills:
Ambidextrous, Barefoot Climbing/Rappelling 75%, Charm/Impress 40%, Climbing/Rappelling 45%, Paired Weapons.
Scholastic Skills:
Acrobatics, Basic Radio, Boxing, Criminal Science, Detect Ambush, Detect Concealment, Find Contraband, Gymnastics, Hand-to-Hand Martial Arts, Intelligence, Interrogation, Law (General), Pick Locks, Pick Pockets, Prowl, Running, Sniper, Streetwise, Surveillance, Tracking, Wilderness Survival, W.P. Blunt, W.P. Energy Pistol, W.P. Energy Rifle, W.P. Heavy Energy, Wrestling.
Secondary Skills:
Athletics, Body Building, Cooking, SCUBA, Swimming.

Saves:
Coma/Death: +34%
Harmful Drugs/Toxins (15+): +7
Horror Factor: +0
Magic (Spells 12+, Circles/Wards 13+, Ritual 16+): +7
Poison (Lethal 14+, Non-Lethal 16+): +7
Psionics (15+): +7
Possession: +0

Combat:
Initiative: +3
Attacks per Round: 2+6
Strike: +10, +11 (Blunt)
Damage: +34, +4/20 mph.
 1d4 Punch
 1d6 Nightstick
 2d4 Acrobatic/Gymnastic Kick
Dodge: +17
Automatic Dodge: +5
Parry: +14, +15 (Blunt)
Roll with Impact: +14
Pull Punch: +5

Benchmarks:
Carry Capacity: 9,800 lbs; Lifting 14,700 lbs.
Stamina: Indefinite.
Ground Speed: 266.7 mph.
Swimming Speed: 147 yards (441 ft.) per round.
Leaping Distance: 49 ft. high, 98 ft. broad from a running start. 29.4 ft. high, 58.8 ft. broad from a standing start.

Background:
After the mutated monstrosity known only as The Aberration put her and her partner, Alexander Angel, in the hospital Jade Justice had every reason to believe that her career, if not her life as an able bodied human being, was over. But her mother, the chief constable, pulled some strings and had her moved to the care of the C.A.C.; the Council of Altruistic Constables, or something. Using some process she only dimly recalls (was there really a unicorn?), they awoke her latent mutant genes, unlocking superhuman levels of healing, agility, speed and strength.

Although officially her powers erupted as a result of her injuries at the hands of The Aberration.

Now a founding member of the city's Paranormal Resources And Tactics squad she and her partner, who has found his own route to power as Guardian Angel, are part of Ennor's primary defense force against super powered villainy.


Join us next week for... 54...

Psionics.