Showing posts with label Palladium. Show all posts
Showing posts with label Palladium. Show all posts

Saturday, 10 April 2021

Fixing Palladium

 Okay. Previously I stumbled and fell during my last Versus Battle. Hitting the Palladium/Megaverse system's major flaw in combat. Combat. With 19 characters in play, ten of them animals, it became impossible for me to keep track of who was doing what to whom, at the beginning of the fourth action of round 1. 

The actual problem I was having is that with actions and initiative. Normally after initiative is rolled for the round everyone goes through their first actions in initiative order. Then everyone goes through their second action and so on and so forth. Until everyone has had all of their actions for the round. Then you move onto the next round.

In Heroes Unlimited player characters start with 2 actions per round, but can quickly gain more through skills or powers. Most appear to have 4, at first level. The highest I've seen around first level is The Gargoyle, with 9 actions; a character I was planning on having turn up in later rounds of the versus battle in question.

Keep in mind that the combat round is 15 seconds long.

I remember from my teens having a great deal of fun playing this game. But then we were a small group of players and having more than a handful of foes was rare. When half the characters are being controlled by other people a lot of the weight of running combat is shared; Versus battles drop all that weight on my shoulders.

Someone must have had a similar problem to me. So I did some research, and yes. Lots of people. Looking at their solutions was not helpful. Most people just rewrite the system into another system and change things that I wanted to keep.

My self brief was thus:

  1. Keep everything that makes the system the system. So no adding or removing bits.
  2. Make it work.

I spoke to friends and people online, I wracked my brain for a solution for two weeks. Nothing. 

I tried looking at Actions as if they were Action Points, but that changed nothing. I tried looking at when an action would take place in a 15 second round. But that also didn't change anything and, if anything, added more complexity.

They, April 3rd I dozed off in front of the TV and dreamed of going through a box of books and folders that my poor parents are still storing for me. It was a battered blue folder which I once painted a streaking aura around a humanoid figure that caught my attention. The paint had almost immediately peeled off but in my dream it was whole. Inside was a system I had designed in my late teens; a super powered wrestling system. If you've ever seen a wrestling match, and I haven't been a fan since I was a kid (I loved Big Daddy and Giant Haystacks; I lost interest when they retired, which dates me) it has a pattern in which whoever "has initiative" inflicts their opponent with a chain of blows, bounces, throws and pins until something goes wrong. Then the tide turns and the initiative reverses. In this system I had created I had attempted to model this. It was simple. Whoever wins initiative does their stuff until they screw up and fail a roll. Then the other guy gets to do their thing until they screw up and then the round ends and initiative rerolls. I'd never figured out how to get it to work with more than two fighters but that's because I was asking the wrong question.

When I woke up I realised I had my solution. To both problems.

The solution to the Palladium problem is to change how Actions work in the round. Instead of everyone taking their first action in initiative order, and then everyone taking their second action, and so on and so forth. Now whoever wins initiative gets to use as many actions as they wish until...

  • They fail a roll.
  • Or they run out of Actions
  • Or they decide to stop for whatever reason.

At which point the next person in initiative gets to use their actions. And so on down the line.

When everyone has gone once, rinse and repeat until everyone is out of actions or nobody wants to act any more. Then the next round begins.

If someone has to dodge they lose a future action but the result of their dodge roll keeps until they either get to act or they are attacked again and choose to reroll. Which will cost another action.

And that's it. Simply reframing the combat sequence eases the burden. Or does it. Let's go to round 2 of that combat that confounded me and see what happens:

Sunday, 28 March 2021

Ms. Fury Versus The Alpha

Dahlia Drake was heading for bed, rattling around the manse of her late grandmother alone, when her Fury phone chimed. A message from a contact; @devinegoil. It gave a name, the architect Spirit Deborah Planque, and an address, somewhere downtown. "White Knights hired to hit," it read "Tonight. Hurry." Dahlia sighed. Sleep would have to wait. The catsuit had wrapped itself around her like a shadow, before she'd even reached the garage. The Vincent Black Shadow throbbed into life between her thighs and she roared off into the night. 


Yes I know. Ms. Fury is having her second Versus battle. Belladonna has had two too. Yes they are my favourite characters. Sorry; not sorry.

Well I am bereft of inspiration for this fight. So let's have a look at the random inspiration tables from page 73 of Heroes Unlimited Games Master Guide.

My first roll is for villains and gives me a 6 pack of two bit thugs. A whole dozen bits! I quickly generate them and add them to The Alpha's side. They are, by age and alphabet; Leo Duchamp (level 4 Thug, 35), Murray Adair (level 5 Thug, 35), Osbourne Sweeney (level 5 Thug, 28), Eveline Gallo (level 5 Thug, 28), Ivy Wynne (level 3 Thug, 20), and Topher Platt (level 1 Thug, 17). Then there's the 5 dogs/wolves... Uh; Adolf, Badulf, Cuan, Eadwulf, and Ylva.

The second roll is for the crime at hand and I get Murder/Killing. Yikes!

Third roll gives me the villain's reasons why the villains are up to no good. I get "Hired". So someone is paying him to do this.

Fourth roll is for Complications. I get Underground. Which is... okay I guess. The complication table is a bit swingy; there's as much chance of the authorities interfering as there is of being hurled into outer space.

I need a potential victim. A few rolls later I have Spirit Deborah Planque, a Master Gizmoteer. 

This all seems a but much for Dahlia so I decide to keep Gargoyle in reserve. Just in case. And if things go too easy in the other direction I might be able to kill off use the Iron Goth as backup for the fash.



The address wasn't some swanky office building or posh store but a building site. Ms Fury stalked through the concrete pillars and slabs. Keen hearing picked up voices deep within the bowels of the unfinished structure. Fury descended down towards what would one day be a subbasement. 

The dark room was lit by sweeping beams from about half a dozen flashlights. In them she could see a metal table that had been overturned, and blueprints scattered over the bare concrete floor. Most of the beams illuminated a concrete pillar behind which she was sure their intended victim was hiding.

She counted seven criminals, one of whom had shoulders wide enough to deserve their own postcode; no way that was natural. All armed with cricket bats. And 5 dogs; Dobermans. A clowder of cats, of equal numbers, had gathered themselves around her as they always seemed to when she was patrolling the night. Stray domestic cats were hardly a match one on one for a dog of that size, but she could get them to distract and confuse. She was wildly outnumbered, but if she kept moving and focused on the big guy she should be able to demoralise and break the group. All she needed to do was take him down fast. She stepped off the beam on which she was crouched and plunged towards her foes.

Round 0: Fury burns all her actions for the round to slam Alpha for 32 damage. He rolls 3 to dodge, so fails.

Alpha staggers under the impact, dropping his cricket bat, but doesn't fall. 

Round 1: Initiative for the round: Alpha 14, Fury 22, Spirit 14, Mook #1 13, Mook #2 19, Mook #3 20, Mook #4 11, Mook #5 18, Mook #6 3. Dogs are out of play; waiting for instructions. Cats are weighting for the dogs to act.

First Action: Fury unleashes her claws and goes for Alpha's face.
She rolls 24 (18+6) and does 30 points of damage. Alpha fails to dodge again, with a roll of 1.

Meanwhile Mooks #1 through #3 moves left to get eyes on their target. Mooks#4 through Mook#6 move right. 
Their target, Spirit Planque, is dressed in what look like motorcycle leathers and remains in the shadows.
Alpha finally gets to punch his opponent.
He rolls 20 (18+2) for 13 damage. Fury uses her claws to parry with a 25 (17+8).

Second Action: Ms Fury goes for another slash.
17 (11+6) for 22 damage, 11(8+3) for a barehanded parry, followed by a Roll with Blow to reduce the impact; 21 (15+6) for half damage.

Mook#3 points their pistol at Spirit and lets off a shot.
8 (4+4), which in this system is enough to hits, for 10 damage. Oddly there's the sound of a ricochet. 

Mook#2 is undeterred and rushes forward with their cricket bat raised.

Mooks #1 and #2
Spirit finger guns and a bolt of energy blasts out at Mook#3 from the tip of her right index finger and...

22 (18+4), hits for 12 damage. Ouch.

Mooks #4, #5, and #6 are closing in from Spirit's left. Mook#1 hangs back behind #3. 

Alpha is trying to back away towards his bat. Taking his action as movement.
"Will someone get this bitch off of me!" he growls, and then whistles to bring the dogs into play. 

Third Action: Ms Fury stays with him. Slashing again.
15 (9+6) for 20 damage vs. 14 (11+3) for barehanded parry. Rolling with blow for 13 (7+6). He takes every point. He's at 94 SDC remaining, which is basically the mid point for him. He hasn't touched her.

Mook#3 pokes at his scorched clothes and the burned skin beneath before deciding to respond to his boss, and runs towards where he and Ms Fury are duking it out. He's hurting, but he's had worse. Cat#4 attacks Dog#4 before it can act.
15 (12+3) strike vs 20 (16+4) dodge. A miss. 

Mooks #4 and #5

Mook#2 reaches Spirit and swings. Clunk.
10 (9+1) vs 5(1+4) parry for 5 damage.

Spirit responds by punching her. 
18(16+2) vs 18(16+2) parry.
But Mook#2 deflects her with the bat.

Mook#5 has come in from Spirit's left and swings.
23(20+3) vs 17(13+4) parry. For 8 damage
Spirit reacts to the attack which should have blindsided her. Almost like she has some sort of enhanced perception. Or something.

Mooks #3 and #6
Dog#1 rushes forward and grabs Alpha's bat in it's jaws. Ready to deliver it. Dog#5 leaps at Ms Fury.
9(5+4) vs 13(5+8). Only to be pushed away.
Dog#4 follows suit.
15(11+4) vs 15(7+8). To same effect.

Alpha grabs his bat from Dog#1 without so much as a "Good Dog".

Mook#1 reaches Ms Fury and takes a swing.
9(6+3) vs 9(1+8). More by instinct than skill her bat is deflected by the catsuit clad crimefighter.

Cat#2 lashes out at Dog#2
18(15+3) vs 8(6+2) for 5 damage.

Mook#4 goes for Spirit, but is parried.
16(15+1) vs 16(12+4). 

Cat#5 follows after Dog#5 and Cat#1 follows after Dog#1. Dog#2 pounces at Ms Fury and grabs her arm in its jaws.
23(19+4) vs 18(10+8) for 7 damage. 
Dog#3 tries likewise. But is knocked aside.
12(8+4) vs 23(15+8). 
Cat#3 pounces at Dog#3.
22(18+4) vs 7(5+2), for 6 damage.

Finally Mook#6 draws a bead with his gun and gets a good look at his target. Suddenly he wishes he had a bigger gun than a Glock, as he gets a good look at his armoured opponent. He lets off a shot on spec. 
7(3+4), a flat out miss (as ranged attacks need 8+ to hit). 

Action 4: Ms. Fury... holy shit... 

Look I'm down to... well action 3 took me a day to work through. I've already wasted two weeks when I forgot how many characters (at this stage 19) are involved in this fight and focused just on Fury and Alpha. 

This system doesn't work well when it's just one person carrying the load.

And now Blogger's formatting has f-d up. I'm done with this for now. Palladium needs to be revised and I don't have the spoons or brain cycles spar to do it right now. I need a better system.

So join me next time when I look at other superhero systems.



Saturday, 13 March 2021

Heroes Unlimited: Phenomenal Paragons: Experiment: The Alpha

 Dutch Lamb always knew he was destined for greatness. It just took a while to find him. He didn't just sit around like some loser waiting for it. No he went to university, read physics, got into extreme sports and fell into the wrong crowd. He didn't actually graduate but instead went into a life of crime, working for the mob. His destiny found him when he assisted another "mob scientist" with an experiment which intended to create mutant dogs as shock troops for the Mob. Something went wrong and Dutch was bathed in radiation. Which somehow resulted in him gaining super-abilities of his own. Now he works freelance as The Alpha.


This is the seventeenth character in my Phenomenal Paragons series. The introduction to which is here. It is inspired by Jacob Pisson's World's Strongest series, here.

This is the second character inspired by a recent (Feburary 2021) discussion on a friend's Discord regarding the Marvel characters of Snowflake and Safespace.

I've always seen the Experiment class as the default for Heroes Unlimited. If you're not any other class, then you go with Experiment. It shares a lot with Super Soldiers, and I thought I'd written up an Experiment already because of the number of times I've generated a super soldier for this project.

As with almost every other class there's a list of charts to roll against to help define the nature of the experiment and what it did to the character. 

  • My first roll is on the Nature of the experiment. Which is essentially what was being messed with when this happened. In this case it involved radiation/energy which the character was exposed to.
  • The second roll is on the Type of experiment. Which is essentially what were you trying to achieve when this happened? In this case it's an accident. As in they were trying to do something else and have no way of replicating it.
  • The third roll is for the number and type of super abilities. I go with 4 minor and 1 major. Because I can.
  • The fourth roll is for the side effects of the experiment. These are permanent. You get one roll and done. The chart in the main rules is kind of short and a bit boring so I use one expanded to include fan-made side-effects that I added to, to make up to 50 different options. It can be found here.
    I roll up "New Life Form" (43 on that chart). This gives me a random number of mutations and a roll on one of the tables for Aliens. I use the fan-made Mutations table from before and accidentally do the high average rather than the low average. I get Exceptionally Stocky and Broad which gives him superhuman strength and makes him weird looking; Predatory Instincts which makes him dangerous, and Angelic Face which makes him pretty.
    The roll on the table from the Aliens class gives me "High Gravity" worlder. Which gives him superhuman strength. 
  • The fifth roll is to identify the organisation that sponsored the experiment. I get one that is both secret and criminal.
  • The final roll is for the character's status with the sponsoring organisation. I get: "Allowed to leave on good terms".
For his major power I want something that says "leader of the pack" and so I pick Animal Abilities: Canine. This gives him a pack of 5 canines to lead. As well as a bunch of other things too.
This One

For his minor powers I go with Extraordinary Affinity and Extraordinary Beauty. Both of these make it far easier for him to manipulate people. Also he's built like Barret Wallace or that Rob Liefeld picture of Captain America. So he needs all the help he can get. 

Physical Perfection also makes people think he's more powerful than he actually is, on top of a bunch of other very useful bonuses.

I also pick Vocalisation as his final power. Not only can his voice be heard over half a mile, but it improves his ability to be command others. His bark is literally worse than his bite.

For his education I roll on the improved chart as normal and get 3 years of college and trade school. Unfortunately I immediately learn his trade is "Professional Thief".

Rounding out his character I roll for his alignment, getting "Anarchist". He's another misogynistic, racist, SoB. Perfect to lead (?) the White Knights. (I'm not saying all anarchists are misogynists and racists; just this character).

So putting this all together...

Name: Dutch Lamb
Super Identity: The Alpha
Team: White Knights
Level: 1 Experiment
Height: 6'4", Weight: 273 lbs, Age: 26.
Alignment: Anarchist
Disposition: Arrogant misogynist; looks down on everyone who isn't a Super. Or white. Or male.
IQ 11, ME 11, MA 29, PS 27*, PP 13, PE 15, PB 39, Spd. 178
Hit Points: 25, S.D.C.: 187, P.P.E.: 20.
(*Superhuman Strength)

Experimental Superpowers: 
Nature of Experiment: Radiation/Energy
Type of Empowerment: Accidental
Super Abilities: 4 minor, 1 major
Side Effects: New Life Form
 Mutation 1: Miscellaneous Mutation: *Stocky & Exceptionally Broad. 
 Mutation 2: Animal 2:Predatory Instincts.
 Mutation 3: Face: Angelic Face
 Physiological Modification: Heavy Gravity.
Sponsor: Secret. Criminal.
Status: Allowed to leave on good terms.

Animal Abilities: Canine:
Extraordinary Affinity: 
Extraordinary Beauty: 
Physical Perfection: 
Vocalisation: Amplify Voice range 1/2 mile, Wider Vocal Range & Command range 100', 

Skills: 
Natural Skills: 
Charm/Impress 98%, Mimic Sounds/Whistles 70%, Modulate Voice 86%, Recognise Personal Scent 56%, Recognise Scent 70%, Track 50%, Trust/Intimidate 96%.
Scholastic Skills: 
Advanced Maths, Athletics, Basic Maths, Body Building, Boxing, Chemistry, Climbing, Computer Ops, Demolitions, English Language, English Literacy, Hot Wiring, HTH Martial Arts, Locksmith, Mountaineering, Palming, Parachuting, Photography, Physics, Pickpocket, Pilot Automobile, Pilot Truck, Pilot Motorcycle, Prowl, Read Sensors, Running, Safe Cracking, Seduction, Streetwise, Surveillance Systems, Swimming, W.P. Pistol.
Secondary Skills: 
Breed/Train Dogs, Diplomacy, First Aid, Land Navigation, Navigation, Pilot Sailing, W.P. Blunt, W.P. Improvised, W.P. Knife, W.P. Shield.

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

Combat: 
Initiative: +4
Attacks per Round: 2+3
Strike: +2 (+3 w/thrown knife, +3 w/blunt weapons)
Damage: +12
 1d4 Athletic Strike
Parry: +3 (+4 w/blunt weapons; +1 additional w/shield)
Dodge: +2
Roll with Punch: +6
Pull Punch: +3
Critical: Nat. 20

Benchmarks: 
Carrying Capacity: 5,400 lbs (2.7 tons); Lifting: 8,100 lbs (4 tons).
Stamina: Carry Max 60 minutes, 30 minutes while running or fighting. Lifting 15 rounds (225 seconds; 3.75 minutes).
Ground Speed: 125 mph for 15 minutes. (31.25 miles)
Swimming Speed: 81 yards (243ft.) per round for 15 minutes. (2.76 miles)
Leaping Distance: 29' high and 58' broad with a running start. 17'5" high and 29' broad with a standing start.

Background:
Dutch Lamb would like to think that he grew up on the streets and his powers were deserved and earned through his own hard work. But the truth is his family are just common upper middle class racists and he's a crook.

Dutch never had a holiday of adventure on the Blyghton Foundation's dime, and he's always felt robbed. (Some of them found buried treasure, and they kept it!) And he's never inherited anything as nice as a Spanish Quarter mansion, like that bitch he went to school with, Dahlia Drake. Although this isn't the reason he turned to criminality and, uh, social injustice.

He's just that sort of spoiled arsehole.

He leads the Ennor cell of the White Knights through force of personality rather than any real skill. But you know how the fash' are shallow and undiscerning when it comes to leadership. Show them a pretty face and a shouty voice and they get weak at the knees.

So join me next time when I out this joker up against my favourite hero so far. They'll be fighting like cats and dogs when... 

Ms. Fury Vs. The Alpha!

Saturday, 6 March 2021

Heroes Unlimited: Phenomenal Paragons: Imbued Hero: Gatekeeper

 While everyone believes themselves to be special as a child, most grow out of this by their teens. But not everyone. Jonty Clayton always thought he deserved better in life, despite being relatively well off, and was able to find like minded individuals online. Encouraged by these people he sought to take what he felt he deserved. Which resulted in him getting arrested and on a register. While in prison his cell mate hypnotised him. Surprisingly he unlocked super abilities. Now no cell can hold Jonty, no door can bar him; but he can bar others as The Gatekeeper.


This is the sixteenth character in my Phenomenal Paragons series. The introduction to which is here. It is inspired by Jacob Pisson's World's Strongest series, here.

This character was inspired by a recent (Feburary 2021) discussion on a friend's Discord regarding the Marvel characters of Snowflake and Safespace which were introduced to the New Warriors comic back in March of 2020. Snowflake and Safespace are "psychic-er" twins. One of whom is non-binary and a cryokinetic (Snowflake) and the other generates force-bubbles to defend others (Safespace). They're people of colour and pretty heavy handed LGBT representation. The discussion got around to what their villainous counterparts would be called. In the end we came up with the names and concepts of the "Gatekeeper" and "Alpha Male". Naturally this is my take on Gatekeeper with The Alpha coming next.

The Imbued Hero gets their powers from an imbuing agent. Like a drug or something. This gives the character a limited amount of time to get up to their super stuff. This being Palladium there are a number of d100 charts to role on to generate these aspects, Which are expressed as questions. Refreshingly it says I can just pick from them. So naturally I roll on them.

  • The first aspect is the nature of the imbuing agent. I roll Hypnotism/Brainwashing. Which is interesting. Somehow the character needs to post hypnotic trigger to go into power mode.
  • The second deals with how addictive it is. I roll the maximum. Which is to say "Debilitating and Deadly". So if the character doesn't have their fix (or use their power) at least once every day then they could die from "system shock". So in this case if they don't use their trigger at least once a day they could die. From what? Power build up?
  • The third question is who can use the imbuing agent to gain super abilities. In this case I get "...only the... hero". Which suggests the power is inherent to them, but either locked or controlled by post hypnotic triggers.
  • The fourth asks who can make the agent. I get "Only those instructed by the... hero". This tells me that while he knows his trigger, he can't use it on himself and has to teach it to others to access his powers. This makes him dependent on a team.
  • The fifth question asks how long each "dose" of agent lasts. I get 2 hours. 
  • The sixth asks how frequently the agent can be taken and I get "...As needed or desired".
  • The final step is how many super abilities and I get two major and two minor. Which is good as that's how many I need to do what I want to do with this character.
The crux of the gatekeeper power is this: I want the character to be able to link any door or gate to any others that are within range, or that they've been to. As long as they are linked either side is connected to the other and moving from one top the other will be just a matter of stepping through the door.
  • The minor power of Doorway allows a character to open a door through any wall they touch that's five foot thick or less.
  • The minor power of Window allows a character to look through one window and see out any other window within range.
  • The major power of Gateway permits a character to open a portal to anywhere in the world, as long as they have the location memorised.
  • The major power of Portals allows a character to open portals to anywhere within range, but nobody can see through the portals thus created.
By combining these four and changing things up a bit I can get what I want. 
  1. Gatekeeper can create a doorway/gateway on any surface and link it, or any pre-existing doorway/gateway to within any other doorway/gateway...
  2. ...Within Portals range...
  3. ...Or further to any one of (3 at first level) previously memorised locations. I choose their old prison cell (because being able to dump his opponents there is amusing), their base of operations, and I'll leave the third slot open for mission/adventure specific locations.
  4. They can focus and look through their doorways.
  5. Since I'm limiting both Gateways and Portals I give the character an ability to manipulate the locks on doors they touch. It's automatic but not instant.
Okay let's put things together.

Name: Jonty Tobin Clayton
Super Identity: The Gatekeeper
Team: White Knights
Level: 1 Imbued 'Hero'.
Height: 5'8", Weight: 200lbs, Age: 21
Alignment: Miscreant
IQ 11, ME 11, MA 11, PS 14, PP 11, PE 13, PB 12, Spd 14
Hit Points: 18, S.D.C.: 49, P.P.E.: 10

Imbuement: 
Nature of Imbuing Agent: Hypnotic Conditioning
Addiction: Debilitating: Must use at least once every 24 hours or suffer withdrawal. 10% chance of death by shock every time they go into withdrawal.
Who can use: Just Gatekeeper.
Who can make: Anyone instructed by Gatekeeper.
Dose Duration: 480 rounds/120 minutes/2 hours.
How Often: As often as needed.

Superpowers: 2 minor, 2 major
"Gatekeeping" (Doorways, Windows, Gateway, Portals)

  1. Can open a doorway in a wall by touching the wall, which can penetrate up to 5' of wall. Created doorways are up to 10' high and 4' wide. (Dur: lvl rnds; 1 action to activate. Must remain in contact)
  2. Can look through any doorway within sight and look out of any other doorway within range [100'+(lvl-1)x10'], as if they were the same doorway. (Dur: lvl min; all actions)
  3. Can connect any two doorways within [300'+(lvl-1)x30'], but can't look through them. Other side of doorway looks normal. Those who pass through without expecting it will be disorientated for 1d4+2 rounds. (Dur: 1d4 rnds, unless doorway ceases; 1 action)
  4. Can connect any two doorways on the planet, as long as they have been through at least one of them before. Can only recall [lvl+2] locations at any one time. Can also connect to any doorway within range as 2. or 3.
  5. Can automatically lock and unlock conventionally locked doors and gates with a touch.  No lock picking tools needed. Lockpicking/Locksmith/Safecracking skill for unconventional locks is considered 98% (1 action/rnd until lock picked)

Skills: 
Natural Skills:
Lockpicking 98%
Scholastic Skills: 
Advanced Maths, Art (Computer Graphics), Athletics, Basic Maths, Botany, Boxing, Business & Finance, Cardsharp, Computer Hacking, Computer Ops, Computer Programming, Dieting, English Language, English Literacy, History (General), HTH Expert, Law (Business), +Language, +Literacy, +Literacy, Pickpockets, Public Speaking, Research, Sport, Streetwise, Streetwise (Drugs), Writing.
Secondary Skills: 
Accounting, Business Management, Computer Repair, Entrepreneurship, Palming, Pilot (Automobile), Streetwise (Darkweb), W.P. Archery, W.P. Blunt, W.P. Bolas.

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

Combat:
Initiative: +0
Attacks: 2+2
Strike: +0 (+1 Blunt)
Damage: +0
 1d4 Athletic Strike
 2d4 Bolas
Parry: +4
Dodge: +3
Roll with Punch: +6
Pull Punch: +0
Disarm: +0
Critical: Nat.20

Benchmarks: 
Carrying Capacity: 140 lbs; Lifting: 280 lbs.
Stamina: Carry Max 52 minutes, 26 minutes while running or fighting. Lifting for 13 rounds (195 seconds; 3.25 minutes).
Ground Speed: 9.8 mph for 13 minutes (2 miles)
Leaping Distance: 3'6" high, 7' broad with a running start. 2'1" high, 4'2" broad with a standing start.

Background: 

Jonty Clayton thought he deserved more than his privileged middleclass upbringing brought him. He fell in with a bad crowd online and ended up in the far-right undercultures of incels and white supremacy. Eventually he tried to act on his 'wants' and was caught, arrested and put on a register. Doing prison time his cell mate hypnotised him, awakening super abilities in the young man. The two escaped and Jonty found himself on Ennor. Getting in touch with contacts on the island he hooked up with the White Knights, a team of racist arseholes. 

While Jonty knows his trigger and can teach it to others, but can't use it on himself. He also can't remember who it was who implanted the trigger and escaped from prison with him.

Now wanted by the authorities Jonty has become an a terrorist and criminal with his fascist allies.


Join me next time when I finally present you The Experiment.

Saturday, 27 February 2021

Heroes Unlimited: Phenomenal Paragons: Heroic Hellion: The Good Fellow



It's easy being evil. Just act on your baser instincts. Be selfish, violent, greedy; embody the sins and forget virtue. It's... boring!
Goodness is harder. Empathy, virtue, compassion. It's a difficult path, made more so in that it's possible to do good for evil ends, and evil with good intentions.
With this epiphany the demon Zm'r'thn abandoned evil in favour of good. Painfully aware that choosing good over evil out of boredom was hardly the most noble of motivations he came to Earth; he chose to seek out evil souls and punish them in this life rather than the hereafter.
Now as Sam Arithon, proprietor of The Abyss nightclub, he fights evil as a dapper garbed masked vigilante. They call him "The Good Fellow".

.
This is the fifteenth 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 just going to jump to the character you've been waiting for for something like 12 months.

Name: Sam Arithon
Super Identity: The Good Fellow
Level: 1 Heroic Hellion
Height: 6'3", Weight: ?
Alignment: Scrupulous
IQ 20(10*), ME 21(10*), MA 22(11*), PS 39(19*), PP 21(10*), PE 26(13*), PB 22(11*), Spd 37(18*)
Hit Points: 554 (277*), S.D.C: 454 (219*), P.P.E.: 260 (130*) 5/action, I.S.P.: 207 (103*).
(*human form)

Greater Supernatural Being:
Source: Long Winding Road to Redemption.
Vulnerabilities: Mundane: Hawthorn wood.

  • Natural AR 12
  • Supernatural Strength & Endurance
  • Human-like Appearance
  • Demonic Aura; heals 3x faster, bio-regenerates for 1d6x10+20 once per day, lives for 2,300 years and can become more human while halving all attributes*.
  • Super Tough: HPx2, SDC+300.
  • Sense Magic.
  • Sense Supernatural Evil.

Enhancement: Transformative Power: Bio Armour.
Psionics:
Astral Projection, Empathy, Intuitive Combat, Mind Block, See Invisible, Telepathy, Object Read, Precognition.
Spells:
Blinding Flash, Globe of Daylight. Befuddle, Extinguish Fire, Levitation, Turn Undead.
Breathe Without Air, Energy Bolt, Negate Poison. Fire Bolt, Magic Net, Seal. Heal Wounds. Fire Ball, Teleport Lesser, Tongues. Heal Self. Exorcism, Locate, Negate Magic.
Skills:
Sense Enchantment 75%
Acrobatics, Boxing, Cardsharp, Detect Ambush, Find Contraband, Hand-to-Hand Basic, Intelligence, Interrogation, Prowl, Running, Seduction, Tracking, W.P.Chain, W.P. Paired Weapons, W.P. Revolver, W.P. Whip.

Saves:
Coma/Death: +22%
Drugs/Toxins (+15): +6
Horror Factor: +0
Magic (Spells 12+, Circles/Wards 13+, Ritual 16+): +6
Poison (Lethal 14+, Non-Lethal 16+): +6
Psionics (10): +4
Insanity: +4
Perception: +2
Mind Control: +1

 Combat:
Initiative: +0
Attacks: 7+3
Strike: +4
Damage: +24 (+4*)
 Restrained Punch: 3d6
 Full Power Punch: 6d6
 Power Punch: 2d4x10
Parry: +5
Dodge: +5
Autododge: +0
Roll with Impact: +5
Pull Punch: +4

Benchmarks:
Carry Capacity: 11,700 lbs (5,700 lbs*); Lifting: 19,500 lbs (9,500 lbs).
Stamina: Carry Max 1040 minutes [17 hours, 20 minutes] (520 minutes [8 hours, 40 minutes]*); 520 minutes [8 hours, 40 minutes] (260 minutes [4 hours, 20 minutes]*) when running or fighting. Lifting for 230 rounds [57.5 minutes] (130 rounds [28.75 minutes]*).
Ground Speed: 25.9 mph for 520 minutes [255 miles], (12.6 mph for 260 minutes [54.6 miles]*)
Leaping Distance: 156 ft. high, 234 ft. broad with running start; 93.6 ft. high, 140.4 ft. broad with standing start. (76 ft. high, 114 ft. broad with running start; 45.6 ft. high, 68.4 ft. broad with standing start.*)

Background:
I've been looking at this character for a year now and I don't think I can invent a deeper background than their introduction at all. Which sucks.

So join me next time when I create an Imbued character. Woo. Exciting.

Saturday, 11 January 2020

Heroes Unlimited: Phenomenal Paragons: Captain Valiant

When Victor Valiant joined the British army he never thought he'd be suitable for Project Broomstick, Britain's supersoldier program. Now as Captain Valiant he has been assigned as government liaison to the Guardian City Metropolitan Police Force's Paranormal Resources And Tactics Squad.


This is the fourteenth character in my Phenomenal Paragons series. The introduction to which is here. It is inspired by Jacob Pisson's World's Strongest series, here.

It's been a while since I've done one of these so excuse me if things are a little different this time.

I've previously created a super-cop in the form of Jade "Swift" Justice. This is much the same only an actual soldier this time. So I'm not going onto as much detail this time around. Especially as the differences are rather minor.

So in that case, straight onto the character.



Name: Captain Victor Valiant
Super Identity: Captain Valiant
Team: P.R.A.T. Squad
Level: 1 Super Soldier
Height: 6', Weight: 180lbs
Alignment: Scrupulous.
IQ 11, ME 11, MA 11, PS 48, PP 18, PE 32, PB 14, Spd 39
Hit Points.: 55, S.D.C.: 131, P.P.E.: 20

Supersoldier Programme
Sponsor: H.M. Armed Forces
Motive: Combat
Procedure: Project Broomstick
Subject: Mutant (Genetic Aberration)
  • Flame red hair
  • Ambidextrous
Status: Active (£150,000 PA) Replication: Success. 1 supersoldier can be created a month, with minor variations between them. Process is secret and expensive.
Super Soldier Enhancements:
  • Physical Transformation.: Strength becomes Extraordinary.
  • Bionic Implants.: Impervious to exhaustion for first 2 hours of physical activity out of 24 and then after fatigues at half rate. However eats thrice as much and suffers from chronic headaches
  • Uncanny Targeting & Throwing.: Can throw anything that can be thrown (with weight considerations), over twice its normal distance. Suffers no penalties to shoot or throw due to motion. Can target two foes with one action but with no bonuses to hit. Can dodge or parry ranged attacks with a maximum of +2 to do so.
  • Increased Leaping.: Broad jumping distance is increased by 30', with an additional 5' per level. High jump is half that. Dropping is twice broad distance. Kicks do an additional 2d6 damage and are +2 to strike and disarm.
Super Abilities:
  • Superstrength.: Strength is Super. Fatigue at half rate.
  • Healing Factor.: Recovers 3 S.D.C. every 10 minutes (18/hour); 1 hit point every 15 minutes (4/hour). Can also instantly recover 4d6 points twice daily. Broken bones heal ten times faster than normal.
  • Extraordinary Physical Prowess.
  • Manipulate Kinetic Energy.: Can generate a field around himself that manipulates the kinetic energy of anything passing through it. This means that, as long as it's activated, any incoming kinetic based attacks (bullets, fists, swords, &etc) do half damage, while other attacks (fire, lasers, telepathy, &etc) do their normal damage. It costs one action per round to activate/maintain the field. Further all of their thrown attacks can do double damage or have double range but at -2 to strike. They can also redirect any item they've thrown at the cost of an action. Finally they can deflect incoming ranged attacks, gaining a +4 to parry them at the cost of an action.

Skills:
Acrobatics (Balance 95%, Tightrope 95%, Climb Rope 98%, Back Flip 85%) Advanced Maths, Armourer (Field), Athletics, Basic Maths, Boxing, Camouflage, Climbing 95%, Demolitions, Demolitions Disposal, Detect Concealment, English Language, English Literacy, Gymnastics (Balance 85%, Bars/Rings 95%, Climb Rope 85%, Backflip 98%), Hand-to-Hand Martial Arts, Intelligence, Interrogation, Land Navigation, Military Etiquette, N.B.C. Warfare, Night Fighting, Parachuting, Performance, Prowl 70%, Public Speaking, Running, SCUBA, Strategy & Tactics, Swimming, Trap/Mine Detection, TV/Video, Underwater Demolitions, W.P. Assault Rifle, W.P. Grenades, W.P. Knife, W.P. Pistol, W.P. S.M.G., Wrestling, Writing.
Secondary Skills:
Law (General), Pilot Automobile, Pilot Motorcycle, Research, Streetwise, W.P. Blunt, W.P. Shield, W.P. Throwing.

Saves:
Coma/Death: +52%
Harmful Drugs/Toxins (15+): +2
Horror Factor: +0
Magic (Spells 12+, Circles/Wards 13+, Ritual 16+): +2
Poison (Lethal 14+, Non-Lethal 16+): +2
Psionics (15+): +0
Possession: +0

Combat:
Initiative: +3
Attacks per Round: 2+4
Strike: +2; (+3 aimed, +1 Burst, +2 Thrown, +2 Called Shot, +1 Blunts, +2 Thrown Knives, +1 Thrown Weapons)
Damage: +33
1d4 Punch
2d4 Martial Arts Punch
2d4+2d6 Acrobatic Kick
Parry: +5; (+4 Kinetic Block, +1 Blunts, +1 Shield)
Dodge: +6;
Automatic Dodge: +3
Roll with Punch: +9
Pull Punch: +3
Disarm: +0
Pin: 18+

Benchmarks:
Carry Capacity: 9,600 lbs; Lifting: 14,400 lbs
Stamina: Carry Max 512 minutes (@8.5 hours), 256 minutes (@4 hours, 20 minutes) while running or fighting. Lifting for 128 rounds (1,920 seconds; 32 minutes)
Ground Speed: 27.3 mph for 128 minutes.
Swimming Speed: 144 yrds (432ft.) per round.
Leaping Distance: 39ft. high; 78ft. broad from a running start. 23.4ft. high; 46.8ft. broad from a standing start.

Background:
Project Broomstick was one of the UK's numerous super soldier programs during the second world war. Its goal was to create super soldiers with the power of flight. It failed. But only in the flight part. Through methods still classified, and much trial and error, the Ennor based research group was able to reliably create multiple super soldiers with only minimal variations. During the attempted invasion of Ennor in 1942 both the successes and the failures were instrumental in the island's defence. Although not without loses.

Broomstick wasn't the only successful super soldier programme. Britain also had Project Snowflake, Project Fruitcake, and Project Firework all of which were successful. Although Firework was discontinued due to the process being expensive and the short life expectancy of the program's subjects. The exact number of failed programs are still classified, although the disasters of  Project Black Moon and Project Minerva were declassified in the 1990's.

Ennor born Victor Valiant grew up on tales of the war and decided at quite a young age that he wanted to be a soldier. When he discovered that he was suitable for the Broomstick process he jumped to volunteer. Now instead of going to war he is attached to the police as their government liaison.

Join us next time for the, uh...

Heroic Hellion

Saturday, 20 July 2019

Heroes Unlimited: Phenomenal Paragon: The Gargoyle

The parents of Murielle Devine were members of a now defunct infernalist cult. After their world-ending schemes were stopped by The August, Murielle was left to pick up the pieces of her life. She was driven into hiding from mob debt collectors. In an old cult safehouse she found a demon lord bound and imprisoned. It offered her power in exchange for its freedom and, raging against those that hounded her, she accepted. Now marked and transformed into knight of hell she seeks to turn her dark powers to defend the unjustly persecuted as The Gargoyle.

Related image

This is the thirteenth 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 shelled out for Armageddon Unlimited book when all the Heroes Unlimited books were on sale earlier this year. It's the Heroes Unlimited sourcebook for the blood war Minion Wars. Which definitely isn't Palladium's version of D&D's Blood War. No. Certainly not. Whatever gave you that idea. Look they're totally different.

The Blood War is an eternal conflict between the Demons of the Abyss and the Devils of the Nine Hells It is an extension of the ancient conflict between Chaos and Order. The fate of the whole multiverse hangs in the balance, but both sides are so equally matched there will probably never be a resolution.

On the other hand the Minion War is a recent conflict between the Demons of Hades and the Deevils (not a typo) of Dyval. Each side seeks to destroy the other. The prize is dominion over the whole Megaverse. The conquest of any one world could tip the balance either way.

See. Totally different. Deevil is spelt with two "e"!

Since Phenomenal Paragons is its own thing, definitely not set in the Megaverse (I'm just using the system for my own amusement), and I'd never be able say the word "deevil" with a straight face, it's of limited use to me. The bits that are useful, the new superpowers and character classes are more than enough what I paid for the book. It also inspires some worldbuilding thoughts.

One of these thoughts is that while there are demons and deevils in this setting they are not as advertised; there are many different "Hells" out there in the multiverse. Some of them are a lot like the versions of Hell as depicted by various popular religions. Indeed there are caverns in the valley of Gehenna, near Jerusalem, that lead to a Hell world that was abandoned around two millennia ago. Indeed until relatively recently it was used by mutants escaping persecution. The natives of these hell worlds are typically powerful supernatural beings with moral and spiritual natures antithetical to the natives of Earth. That said, there are also worlds out there which would classify the Earth of the Phenomenal Paragons to be a hell world.

So. Anyway. The Gargoyle.

The new character classes from Armageddon Unlimited includes a bunch of mystical bestowals, including from demons and devils. Of course no hero would make a pact with an infernal sponsor for power, right? And those two classes are flagged as being only suitable for villains. Except. There's the Corrupted Hero 'class' where a good-aligned character makes a deal for power with a fiendish source out of desperation or by accident.

This is one of two ways of getting a 'good' aligned character with demonic powers. The other is the "Heroic Hellion", which is a redeemed fiend. We'll get one of those some other time.

Since this is not one of those classes that holds hands I'm going to blast through character creation.

Attributes: 11's across the board.

Alignment: 10 - Non-Conformist.

Education: 3 years of college and a trade school. They're an information broker. This gives them: Native Language, Native Literacy Basic Maths, Advanced Maths as default skills.
They get Espionage: Information Broker as their starting program. This has another Literacy, Computer Ops, Computer Programming, Cryptography, Basic Radio, Radio Scramblers, Computer Hacking, Intelligence, Research.
They also get 4 basic programs.
The first of these is Basic: Cultist which is how they encountered  demon in the first place. This gives them Lore: Demons & Monsters with +10% because of their patron, Lore: Magic, Lore: Geomancy & Ley Lines, Lore; Cults & Sects, W.P. Knife.
For the next two  I decide that they are an alumni of the Blyghton Foundation's Summer Scholarship (which I really must finish writing up) This means that the second is Basic: Adventure/Tomb Raiding. This gives them Archaeology, Climbing, Horsemanship, a +10% to Research, and Wilderness Survival.
 The third is Basic: Explorer. This grants a +10% bonus to Climbing, the Dowsing skill, Land Navigation, Mountaineering (+1 PS, +1 PE, +10 SDC, +10% all climbing skills),  Prospecting, Spelunking, Swimming, and a +10% to Wilderness Survival.
The fourth and final basic program is Basic: Professional Athlete. This gives them Athletics (+1 parry/dodge, +1 roll with impact, +1 PS, +3 Spd, +5 SDC), Dieting (+2 HP, +1 PE, +1 PB), Running (+1 PE, +10 Spd, +3 SDC), Acrobatics (2d4 acrobatic kick, +2 roll with impact, +1 PS, +1 PP, +1 PE, +3 SDC), Boxing (+1 attack, +2 parry/dodge, +2 PS, +1 roll with impact, +10 SDC), Wrestling (pin on 18+, 1d4 crush, +1 roll with impact, +2 PS, +1 PE, +14 SDC).
Finally there's 12 secondary skills. The first 3 I spend of Hand-to-Hand Martial Arts, they I choose Pilot Automobile, Pilot Motorcycle, W.P. Archery, First Aid, Lore: Conspiracy, Play Musical Instrument: Guitar, Cooking, Bodybuilding (+2 PS, +10 SDC), and Streetwise.

Reason for Pact: Anger.
They were angry enough at something in the world that making a pact with an infernal entity seemed like a reasonable decision. Although it doesn't say so in the rules I've decided that that anger is inherently tied to their powers. Not in a Hulk-like they get angry and lose control of their powers. No quite the opposite. Whenever they use their powers the experience that original wrath all over again. This means that they're liable to lash out with their powers and, to some school of thought, means that any use of their powers in inherently sinful.

Empowered By: Demon Lord.
Their powers came from a demon. This gives them a Horror factor of 12, +1 save versus possession, +4 save versus Horror, +1 initiative, +1 strike, +1 parry, and +1 dodge. They have +3 MA (with a minimum of 16), +9 PS (with a minimum of 22), +3 PP (with a minimum of 18), +7 Spd, +20 Hit Points and +55 SDC when transformed into their demonic form.
They are vulnerable to holy and silver weapons, which cause double damage, as well as demon slaying weapons. They have an obvious demon mark somewhere on their body (a brand-like scar on their left breast) and the demon that empowered them knows their true name.
They have the rank of Demonic Knight (actually "task master" but that's a bit bleh) which grants them command over sub and lesser demons. At 6th level they are promoted to Demonic General (actually "master" but, y'know) and assigned a cadre of 1d4 lesser and 1 greater demon.

They get 2 demonic abilities. I roll:
Fire Resistance: Half damage from all fire.
Demonic Physique: +3 PS, +1 PP, +1 PE, +30 SDC, +2' height and +100 lbs. weight.

Our Superpower is Brute Strength.
This gives us +20 Hit Points and +30 SDC.
It also gives us Supernatural Strength (+37 PS; carry x300 lbs, lift 500 lbs, fatigue at 1/10th normal rate, +2 pull punch) and two other Major powers associated with physical strength and power.
For my first I pick Mega Wings. This is winged flight, only MEGA.  They grant winged flight at 360 mph with an additional 40 mph per level. They have a maximum altitude of 30,000 ft. They also grant +2 PB, +1 attack, +2 initiative, +2 parry with the wings, +2 dodge in flight below 90 mph and +6 dodge at faster speeds; they get +4 damage for every 20 mph of flight. The wings have AR 16 and 330 SDC each. The wings recover 1d6x10 SDC per hour. when harmed The character can hold their breath for 8 minutes, are unaffected by altitude and can accelerate to top speed with 1 action. They cam form  a wing cocoon around themselves or someone adjacent, granting them an AR of 17. Any attacks made with a wing do +1d6 damage and have a range of 8'.
For the second I consider APS: Stone but that would just negate all the sweet bonus SDC we've been getting. So instead I pick Massive Damage Capacity. This gives an AR 9, which will improve as we level. We also get +70 HP (+10/level) and +300 SDC (+100/level). we regen 1 point of damage every 2 minutes (30 per hour), fatigue at 1/3rd normal, get +2 PE and +10% save versus Coma/Death.

Okay. So let's put this all together.

Name: Murielle Roshanak Devine
Identity: The Gargoyle
Team: The Furies
Level: 1, Mystical Bestowal: Demonic (Corrupted Good)
Height: 6'5" (8'5"), Weight: 275 lbs (375 lbs), Age: 21
Alignment: Non-Conformist
Disposition: Hot headed and angry. Quick tempered and emotional but fundamentally a nice person.
IQ 11, ME 11, MA 11(16), PS 20(69), PP 12(19), PE 16(19), PB 12(14), Spd 24(31)
Hit Points: 21 (134), S.D.C.: 85 (500; 330 wings), P.P.E.: 20

Demonic Attributes:
Demonic Form: Transforms into demonic form to use powers. All attribute scores in parenthesis are for demonic form. Demonic Form has Horror factor of 12.
Vulnerabilities: 2x damage from holy and silver weapons. Vulnerable to demon slaying weapons.
Obvious Demon Mark: Rune-like branding scar on left bosom, over heart. Recognisable as such on a successful roll against Lore: Demons & Monsters. Further demon lord patron knows character's true name.
Demonic Knight: Can command demons of sub and lesser types.
Demonic Physique: Demonic form is 2' taller and 100 lbs heavier.
Fire Resistance: Half damage from  all forms of fire, heat and flame.
Brute Strength. Demonic form's super powers are strength themed.

Superpowers:
Supernatural Strength.
Mega Wings. AR 16/17 wings
Massive Damage Capacity. AR 9 body

Skills:
Natural Skills:
Trust/Intimidate 40% (demonic form only)
Scholastic Skills:
Acrobatics (), Advanced Maths, Archaeology, Athletics, Basic Maths, Basic Radio, Boxing, Climbing (Rappelling), Coding Literacy, Computer Hacking, Computer Ops, Computer Programming, Cryptography, Dieting, Dowsing, English Language, English Literacy, Horsemanship, Intelligence, Land Navigation, Lore: cults & Sects, Lore: Demons & Monsters, Lore; Geomancy & Ley Lines, Lore; Magic, Mountaineering, Prospecting, Radio Scramblers, Research, Running, Spelunking, Swimming, Wilderness Survival, W.P. Knife, Wrestling.
Secondary Skills:
Bodybuilding, Cooking, First Aid, Hand-to-Hand Martial Arts, Lore: Conspiracy, Pilot Automobile, Pilot Motorcycle, Play Musical Instrument: Guitar, Streetwise, W.P. Archery.

Saves:
Coma/Death: +4% (+18%)
Harmful Drugs/Toxins: +1 (+2)
Horror Factor: +4
Magic (Spells 12+, Circles/Wards 13+, Ritual 16+): +1 (+2)
Poison (Lethal 14+, Non-Lethal 16+): +1 (+2)
Psionics (15+): +0
Possession: +1

Combat:
Attacks: 2+3 (+4 demonic form)
Initiative: +2 (+3 demonic form; +5 flying)
Strike: +0 (+3 demonic form)
Damage: +5 (+54 demonic form; +1d6 wing strike)
 1d4+5 Punch
 2d4+5 Acrobatic Kick
 (5d6+54 Restrained Strike)
 (2d4x10+54 Strike)
 (3d6x10+54 Power Strike [2atk])
Dodge: +3 (+6 demonic form; +10 flying below 90 mph; +12 flying faster than 90 mph)
Parry: +3 (+6 demonic form; +8 with wings)
Pull Punch: +4 (+6 demonic form)
Roll with Impact: +8

Benchmarks:
Carry Capacity: 400 lbs. (20,700 lbs.); Lifting: 800 lbs. (34,500 lbs)
Stamina: Carry for 64 minutes. Carry maximum for 32 minutes. Lift for 16 rounds.
     (Carry for 2,280 minutes; 38 hours (1 day and 14 hours). Carry maximum for 1,140 minutes; 19 hours. Lift for 570 rounds; 8,550 seconds; 142.5 minutes (2 hours, 22 minutes and 30 seconds.)
Ground Speed: 16.8 mph for 16 minutes. (21.7 mph for 570 minutes; 9.5 hours).
(Air Speed: 400 mph for 570 minutes; 9.5 hours)
Swimming Speed: 60 yards (180 ft.) per round for 16 minutes. (207 yards (621 ft.) per round for 570 minutes (9.5 hours).)
Leaping Distance: 5 ft. high and 10 ft. broad from a running start. 3 ft. high and 6 ft. broad from a standing start. (276 ft. high and 414 ft. broad from a running start. 165.6 ft. high and 248.4 ft. broad from a standing start.)

Background:
Murielle Devine thought that having parents with secret religions was normal. She spent most of her early years at one boarding school or another. The time she did spend with her parents was usually for some dark ritual or another. She was ten when their final ritual was stopped dead by The August raiding their temple at The Sanctum Hotel. Murielle never saw her parents again. She did not have a happy childhood, her education provided by her missing parents wealth.

The best time she did have was on the four, yes four, summer scholarships with the Blyghton Foundation. She was among the group that found The Wreck of The Content, filled with golden treasure, and entombed in the dunes of Arizona. She found the secret door during The Mystery Of The Thirteenth Attic, helped expose Ridgestar Lab's crimes, and dig out Valentina Graves from a landslide, during The Case Of The Forbidden Spire, and was even able to use the occult lore she'd learned from her parents to resolve the puzzle central to The Secret At Dannity Island. On these adventures she made friends that persist to this day such a the journalist Dahlia Drake.

When she turned 18 everything went to shit. She came into her inheritance and the Strickland mob came looking for money they claimed her parents owed them. After they were done with her all she had left of her fortune was a small former cult safehouse out in the Guardian City suburbs. So of course she found a demon lord bound in the safe room.

It promised her power, it promised her wealth, it promised her vengeance. In return for its freedom. She was angry at the great injustice she'd suffered and more so with having this monster in her home. So she agreed. She'd release it in exchange for a portion of its power. It would never further interfere with her and she in turn would never interfere with it.

Not long after the Blyghton Foundation sent her a check for her share of The Content treasure. Able to afford university after all she studied information technology for three years before deciding to use her talents to become a freelance information broker.

Every now and then she'll uncover some evil deed that has gone unpunished, or someone unjustly persecuted, and she'll let her darker side out to prowl the night.

Saturday, 13 July 2019

Heroes Unlimited: Phenomenal Paragons: Perfidious Rex

The First Son of Argon came to Earth to conquer it and prove his right to the imperial throne of Argon. Unfortunately his information was two millennia out of date and instead of a primitive world under the rule of the Roman Empire he found a technologically advanced one. He challenged the person he believed to be the planet's monarch, the superhuman "August", and was immediately defeated. Now, years later and with August dead by another's hand, he has returned. His goal: conquest in the name of Perfidious Rex!
Image result for sword alien gif
The fight went something like this.

This is the twelfth 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 this is our first, and hopefully only, alien. I don't want lots of aliens in my setting as I want to keep the focus on Earth. I have ideas for other planets and planes but I'm not ready to develop them yet. The character originates from playing City of Villains many years ago. The concept was "Anti-Superman", hence "First son of Argon" as opposed to "Last son of Krypton". Daughter didn't have the same beat and aliens; maybe they don't gender like we do.

Step 1: The Usual.

Elevens across the board. There's a note that future steps will change attributes and that all bonuses stack.

Step 2: Alien Appearance.

Now we get to a bunch of tables and sub-tables to roll on. Joy. I'm using the tables from the main rules as I've yet to find better. 

I roll a Humanoid.
I'm told to make some rolls on the mutant table. I use the improved ones I found online. I get Strong Psychic Potential (+2 ME, +20 ISP, +2 save versus Psi, Mind Control and Possession), and Forearm Blades (optional +2 die damage to any punch attacks, +10 SDC, and +1 Horror Factor when popped) which are sword like blades that are roughly the length of the character's forearm and pop out when  needed. I envision them folding out of their outside arm and extending from their wrists. I can't yet decide if they just fold out at ninety degree angles from just above the wrist or are jointed like an insect's limbs and extend forward like actual swords.
We also get a couple of rolls on cosmetic differences.We get pointed ears and purple skin.

Step 3: Physiological Changes due to Unearthly Environments.

Now we get to find out what sort of planet Argon is. I roll a Vegetation World. This is a fertile planet overgrown with plant life. Think Endor or Kashyyyk from Star Wars. A sub-table gives us no fear of heights, a +10% bonus to Acrobatics and climb as well as +2 to roll with impact.
We are 7 foot tall, 170 lbs.
All natives to vegetation worlds are natural acrobats, with a further +10% bonus. This gives us a further +2 to roll with impact. We also get the +1 to PS, PP and PE, as well as +3 SDC and a 2d4 acrobatic kick attack. We also get +10 SDC from being from a vegetation world.

Step 4: Determining Super Abilities.

Now we get to discover what sort of superpowers we get. we have multiple options, many of which just direct us to other classes. The only one unique to the alien class is racial superpowers. Which is what I should have selected. But I rolled and got Psionics.
I did this gag before too.
   
So I create another Natural Psionicist.

Yeah I know. Thankfully this one isn't a megahero. I checked.

So we get +5 ME, +2 MA, +70 ISP, and our save versus Psionics is 10+.
We get to pick 10 minor psionic powers and 3 super psionic powers. 

Starting with the latter first I go for Telekinesis (super), Bio-Regeneration, Mind Block Auto Defense (which permanently reduces our ISP by 14 points).

For the lesser powers I pick Levitation, Resist FatigueSense Magic, Telepathy, Intuitive Combat Astral Projection, Ectoplasm, Telekinetic Leap, Telekinetic Punch, and Telekinetic Push

Step 5: Determine Education and Skills.

Presented with another chart, aliens having different standards of education than humans, I'm told that there are more options in a book I don't own and have no intention of buying yet. Borrowing a copy I learn that it doesn't have much in the way of options; just a few new skills and packages that use them. I hard pass for now.

Back at the main rules I pick Combat Specialist. This gives us 4 physical skills, a hand-to-hand style, 6 weapon proficiencies, a piloting skill, and First Aid. All at +10%. We also get 6 secondary skills.

For our physical skills I pick Boxing (+1 attack per round, +2 parry and dodge, +1 roll with impact, +1 PE,+2 PS and +10 SDC), Wrestling (+1 roll with impact, +2 PS, +1 PE, +14 SDC and some other stuff I'll record elsewhere), Gymnastics (+2 roll with impact, +2 PS, +1 PP, +2 PE and +7 SDC), and Juggling (+1 initiative, +1 strike with thrown, +1 parry and thrown weapon rate of fire 4 per round).

For our hand-to-hand style I invent Argonian Sword Style (+10 SDC, +2 ME, +2 PP, +1 PE, +2 strike, +1 dodge, +1 roll with impact and a critical strike from behind), which is just Zanji Shinjinken-Ryu ("Samurai" style) from Ninja's and Superspies, but with the alignment requirements reversed and the martial arts powers removed. Well okay I give them the Warrior Spirit Kata, which is where a samurai stares at his opponent for a bit and then they strike. The other guy misses and blows a gasket.
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Like this. They overpressured the system.

No but seriously the character using the kata gets to parry and dodge as normal for a round but can't attack. Meanwhile their MA gets boosted (to 20 in the case of this character) and they roll to intimidate. If they succeed then their opponent is at -4 to strike. As these things go it's a fairly minor ability.

For the weapon proficiencies I pick: Sword (+1 strike, +1 parry), Energy Pistol, Targeting: Thrown (+1 strike thrown), Small Thrown Weapon (+1 strike thrown) and Grenade.

For the piloting skill I pick Pilot: Hover, given the nature of most of the vehicles we can start with.

For our secondary skills I pick Body-Building (+2 PS, +10 SDC), Running (+1 PE, +10 Spd, +3 SDC), Basic Electronics, Basic Mechanics, Wilderness Survival, and Prowling.

Step 6: Reasons for Coming to Earth.

Another chart. It doesn't have conquest listed but it does have glory hound, which is similar.

Step 7: Familiarity With Earth.

Some. All of his information is 2000 local years out of date. We get three Earth languages and literacies at 90%. I choose Latin, Greek and English.

Step 8: Equipment.

Earth Clothes/Disguises:

None. Why should they hide? They're here to rule, not cower in fear!

Special Alien Weapons:

I have a choice to roll on the ranged or melee weapon charts. I can only pick one. I choose ranged, since his sword was broken, and get a melee weapon...
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Apparently there's limit to the number of right justified reaction gifs I can use in one post.

Let me just check the melee weapons... Nope, no ranged weapons hidden there.

Okay so reading deeper it's an energized weapon that can also emit energy blasts, like a blaster. As a melee weapon it does double damage. As a blaster it does 5d6 damage, has a range of 1000' and a rate of fire of 3 (1d4+1) per round. 
Meanwhile over in the melee weapons there's an energy sword, like a lightsaber, that does 5d6 damage. I decide to combine them. After losing their sword to Saitama August, the character jury rigged their blaster into an energy sword. It still works as a blaster but the power supply is hingin' aff th' bracket. Every round it is used as a blaster it gets a random number of shots, 1d4+1.

Special Vehicles:

I choose the hover platform, to go with the pilot: hover skill. It holds 1-4, travels at 90 mph and floats between 3 foot and 300 foot. I can't decide if it's like the glider from "Nausicaa, Valley of the Wind," the hoverboard thing that the Green Goblin rides in Spiderman or the flying crane-lift thing I once built in Second Life.

Image result for nausicaa wing gif
This?
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This?
Or this?

Money:

Money is like budget right, so £120,000 in precious metals and gems.

Step 9: Everything Else.

We have 20 base SDC and our alignment is... ...6, Miscreant.
Phew! I've been designing this guy as a villain from an authoritarian world. Imagine how embarrassing it'd be if I'd rolled them up as Principled, Anarchist or something. (hides first dice roll)

Okay so on with the character sheet.


Name: unknown
Super Identity: Perfidious Rex
Level: 1, Alien.
Height: 7', Weight: 170 lbs, Age: unknown, but juvenile or young adult.
Alignment: Miscreant.
Disposition: Authoritarian arsehole who expects everyone to do as they say.
IQ 11, ME 20, MA 13, PS 20, PP 15, PE 18, PB 11, Spd 21
Hit Points: 21, S.D.C.: 97, P.P.E.: 20,  I.S.P.: 116.

Alien Traits: 
Species: Argonian. Pointed ears, purple skin, strong psychic potential, forearm blades. No fear of heights and natural acrobat.
Homeworld: Argon. A vegetation world.
Reason for Coming to Earth: Conquest (Glory Hound).
Familiarity with Earth: Detailed records from last survey, which was roughly 2000 local years ago. So some.

Skills: 
Natural Skills: Acrobatics (Sense of Balance 80%, High Wire 80%, Climb Rope 90%, Back-Flip 70%), Climbing 55% (Rappelling 55%)
Scholastic Skills: 
Argonian Language, Argonian Literacy, Basic Maths, Boxing, English Language, English Literacy, First Aid, Greek Language, Greek Literacy, Gymnastics, Hand-to-Hand Argonian Sword Style, Juggling, Latin Language, Latin Literacy, Pilot: Hover, W.P. Energy Pistol, W.P. Grenade, W.P. Small Thrown Weapons, W.P. Sword, W.P. Targeting: Thrown, Wrestling
Secondary Skills: 
Basic Electronics, Basic Mechanics, Body-Building, Prowling, Wilderness Survival.

Psionics: 
Healing Powers: 
None.
Physical Powers:
Ectoplasm (varies), Levitation (varies), Resist Fatigue (4), Telekinetic Leap (8), Telekinetic Punch (6), Telekinetic Push (4).
Sensitive Powers: 
Astral Projection (8), Intuitive Combat (10), Sense Magic (3), Telepathy (4).
Super-Psionic Powers: 
Bio-Regeneration (super) (20), Mind Block Auto-Defense, Telekinesis (super) (10+).

Saves:
Coma/Death: +6%
Harmful Drugs/Toxins: +2
Horror Factor: +0
Insanity: +3
Magic (Spells 12+, Circles/Wards 13+, Ritual 16+): +2
Poison (Lethal 14+, Non-Lethal 16+): +2
Psionics (10+): +5
Possession: +2

Combat:
Initiative: +1, +3 (intuitive)
Attacks per Round: 2+4+1
Strike: +2, (+3 sword, +5 thrown); +1 (intuitive)
Damage: +7
 1d4+7 Punch
 2d4+7 Acrobatic Kick
 2d4+7 Knife Hand or other martial arts hand strike
 3d4+7 Punch with Forearm Blade
 5d4+7 Knife Hand with Forearm Blade
 5d6 Energy Sword
Dodge: +3; +4 (intuitive)
Parry: +3; +1 (intuitive)
Roll with Impact: +5; +2 (intuitive)
Pull Punch: +0; +4 (intuitive)
Disarm: +0; +2 (intuitive)

Benchmarks:
Carry Capacity: 400 lbs; Lifting: 800 lbs.
Stamina: Carry Max 72 minutes, 36 minutes while running or fighting. Lifting for 18 rounds (270 seconds; 4.5 minutes).
Ground Speed: 14.7 mph for 18 minutes.
Swimming Speed: Can't swim.
Leaping Distance: 5 ft. high and 10 ft broad with a running start, 6 ft high and 3 ft broad from a standing start.

Background:
First son of Argon... yada yada... conquest of Earth... yada yada... picked a fight with the biggest and baddest assassin-fucker on the planet. And lost. Now, having recovered from their injuries and their opponent dead by another's hand they seek to rule the world. For Argon!

They are in complete denial that August is dead and actually really depressed. 

Saturday, 6 July 2019

Heroes Unlimited: Phenomenal Paragons: Grave Digger

Valentina Graves was only 15 when a landslide buried her alive. Suffocating in the cold wet mud something sparked within her, latent mutant genes erupting with power. She emerged from the earth forever changed.
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Hello central casting? I asked for a mummified detective and you sent me a zombie! Hello?
This is the eleventh 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 noticed that, other than Swift Justice, I hadn't posted any mutants. This is despite having created many. Jade doesn't technically count, being a super soldier by the rules. However most of the mutants I've created I've made as PCs.

So I thought I'd give you one. A mutant that is. Here we go.

Step One: The Usual.

There's no faffing around here. We're told to generate "attributes, Hit Points, alignment,
skills and education" before proceeding. Not a separate step for each. No hand holding. Just go do it and come back when you're done.
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So elevens across the board. 
HP equal PE+3 (for being first level).
I roll a 1 for alignment, so Principled. 
For education I use the optional education table I've been using since Aditi. I roll up 1 year college and trade school. On the sub-table I roll Investigator/Detective.

This gives us Native Literacy, Native Language, and Basic Maths. It also gives us the Police: Basic Training program, Police: Detective program, and one choice of a Basic program. Finally we get 10 secondary skills.

Police: Basic Training gives us: Athletics (+1 parry/dodge, +1 roll with impact, +1 PS, +3 Spd, +5 SDC), First Aid, Law, a choice from Pilot Automobile or Pilot Motorcycle, W.P. Shotgun, which I replace with W.P. Blunt, W.P. Pistol which I replace with Acrobatics (It's okay I gave myself permission; 2d4 kick, +15% climbing, +5% prowl, +2 roll with impact, +1 PS, +1PP, +1 PE, +3 SDC) and Hand-to-Hand Expert.

Police: Detective gives us Bureaucracy Criminal Science, Computer Operations, Photography, Research, Intelligence, Interrogation, Police Procedure, Streetwise.

I'm feel indecisive regarding the basic program. I'm tempted by the Professional Athlete package but it wastes a few skill picks. So instead I go with the Basic: Explorer program as it gives similar bonuses but is a much broader selection of skills. I'm also a bit bored of optimised combat characters and most of the skills we can get are available as secondary skills. We get Climbing, Dowsing, Land Navigation, Mountaineering (+1 PS, +1 PE, +7 SDC, +10% climbing), Prospecting, Spelunking, Swimming, Wilderness Survival.

For secondary skills I pick: Cooking, Running (+1 PE, +10 Spd, +3 SDC), Body Building (+2 PS, +10 SDC), Prowl, Concealment, Palming, SewingCompetitive Swimming (+2 dodge in water, +2 Spd, +1 PS, +1 PE, +3 SDC), Pilot Bicycle. I also use one pick to upgrade our Hand-to-Hand to Martial Arts.

Next we have a section about the age the character's mutant abilities first appeared and how they, and others around them, reacted. It's all RP fluff, and not particularly informative at that, but it does give me a breakdown of the rough age ranges where these abilities first manifest. In most cases (65%) this is between the ages of 13 an 20, with the next largest being 21 or older (25%). The smallest group are 12 or less, at only 10%. I use this data to generate a table and then roll on it. Our character is in the oldest group. I roll a d8 and add 12, for 15.

Now in my setting powers typically initially manifest one of two ways. Either through a dramatic and unexpected Eruption of power, often brought on through trauma. Or through a subtle Awakening of power. With mutants powers often bring physical changes, and even when they don't are dramatic in their expressions. Which is why there are far more Eruptions than Awakenings. Thinking through all the character's I've created for the setting I'd ballpark only around 20% have had an Awakening, and the number could be much lower. Which leaves 80% of them with Eruptions. As you can probably tell from my introductory paragraph this character is one of the latter.

Step Two: Cause of Mutation.

This step is actually a single roll on a single chart and, much to my irritation, includes an entry marked "Deliberate Experiment", which is a different character class entirely.

I pick "Aberrant Genetics" because I want to. 

I then use my favourite name generator to get the name Valentina Graves. This turns out to be prophetic.

Step Three: Mutant Characteristics.

I really wanted a gif of him going "Racism"

Or as I like to call it; "Mama's got book lungs and daddy never sleeps at night". Which would be a turn up for the books as the original chart in the main rules is as boring as toothache. Honestly the prehensile feet Jade Justice has are possibly the most exciting entry and if you are really unlucky you might have... (fake horrified gasp) ...brown skin.


Thankfully the Heroes Unlimited fandom has made at least one expanded mutation chart. Which can be seen here. It contains all the original entries and then some more. It has a central colour table with an option adjective table. So while you might still end up brown, it could be metallic brown. Sadly no book lungs. I'll be using it from here on out.

Rolling for degree of mutation we get "broad mutation" which gives us 2 random mutations and 2 cosmetic mutations.

Our first random mutation roll directs us to the Combat Mutations chart where we get Small Horns that are 2" long and give us a +2 damage to headbutts.
Our second directs us to the Animal Traits II chart where we generate Fast Metabolism. This gives us +3 PE, +1 PP, +3 Spd, a +2 save versus poisons and toxins, which are also reduced to half duration and effect. Finally the character only sleeps for 4 hours a day but needs twice as much food.

Our first cosmetic mutation is Odd Skin, specifically Mummified appearance. This gives us +20 SDC, +2 PE, +1 to any other attribute (I pick PS) and -3 PB.
Our second roll gives us Supernatural Hair, a single strand of which can support 500 lbs and cannot be cut by normal means. It is a (sickly) aquamarine colour.

Step Four: Super Powers.

I roll on the relevant chart and get 1 major power and 3 minor powers.

I roll for the major power and get Zombie Flesh. This is a weird form of invulnerability wherein the character can be injured but the injury has no effect. Shoot them and they've now got a hole through them, cut off a limb and they'll regrow it in 24 hours or just pick it up and reattach it, which takes 1d4 actions. The character is immune to physical damage, takes full damage from energy attacks, while poisons, toxins, gases and the like all do half damage/duration/effect. They regenerate 1d6 damage per round. They get +100 SDC, +50 Hit Points, +7 PS (which is superhuman), and +30% save verses Coma/Death.

For the first minor power I go for a movement power and get Super Burrowing. This lets us move 50' per round through dirt or 10' per round through rock and stone. If we want to leave a tunnel for others we move half as fast. We can excavate 40 cubic feet per minute, although reinforcing that takes 10-20 minutes. We can trap 10 cubic feet of tunnels in 2d4 minutes. Finally we can sense direction underground.

For the second minor power I roll up Nightstalking. This power makes the character a creature of the night, more capable once the sun goes down. It's a real grab bag of abilities. There's an intuitive time sense which permits the character to know when it's night, an ability to hide in shadows like an AD&D style thief, the ability to recognise the undead and other creatures of the night on sight, an immunity to being turned into undead, a bonus to tracking, navigation and prowling. More importantly 1000' night vision, +1 initiative, and Horror Factor 13. Finally, when it is night, they do extra damage and have increased SDC.

The third and final power I roll up is Tentacles of Hair. This is exactly what is sounds like. The character can animate their hair to form tentacles and use them as additional limbs. At first level they can form one tentacle but get additional ones as they level up. They get their second tentacle at third level. Each tentacle has PS and PP half that of the character. They also each have 30 SDC; +2 to strike, parry and disarm; +3 entangle and +4 dodge.+10% to palming and concealment as well s a 2d4 whip attack. Each tentacle can reach 40 feet. Every two tentacles grants +1 attack per round and two or more tentacles grant an increased chance of climbing.

But we'd previously determined that the character's hair was supernatural which means something more than just being really really strong. This means that the hair's strength can carry x300 its PS and lift x500 its PS in pounds. It's whip attack can do up to 3d6 damage and if its in a Mega Damage setting that's in Mega Damage. Likewise its 30 SDC becomes 30 MDC is that environment.

Name: DC Valentina Graves
Super Identity: Grave Digger
Team: P.R.A.T. Squad
Level: 1, Mutant.
Height: 5'4", Weight: 110 lbs, Age: 24
Alignment: Principled
Disposition: Nice, friendly, courteous and hospitable.
IQ 11, ME 11, MA 11, PS 25, PP 13, PE 20, PB 8, Spd 29
Hit Points: 73, S.D.C.: 181 (231 at night), P.P.E.: 20.

Mutant Characteristics:
Small Horns: 2" long.
Fast Metabolism: Only 4 hours sleep but requires twice as much food. Poisons, drugs and gases have only quarter their normal duration and effects.
Mummified Skin.
Supernatural Hair: A sickly aquamarine colour, a single strand of her hair can support up to 500 lbs.

Super Powers:
Nightstalking: Horror Factor 13. 1000' night vision.
Super Burrowing.
Tentacles of Hair: PS 12, PP 6. 30 SDC/MDC each. 1 tentacle. Strength is supernatural.
Zombie Flesh: Zero damage from physical attacks, half damage from energy. Effects of drugs and poisons already calculated above. Strength is superhuman.

Skills:
Natural Skills:
Digging/Tunneling/Excavation 74%, Hide in Shadows 76%, Sense Direction Underground 74%, Trap Tunnels 63%
Scholastic Skills: 
Acrobatics (Sense of Balance, High Wire, Climb Rope, Back-Flip), Athletics, Basic Maths, Bureaucracy, Climbing (Rappelling), Computer Operation, Criminal Science, Dowsing, English Language, English Literacy, First Aid, Hand-to-Hand Martial Arts, Intelligence, Interrogation, Law, Land Navigation, Mountaineering, Photography, Pilot Automobile, Police Procedure, Prospecting, Research, Spelunking, Streetwise, Swimming, W.P. Blunt, Wilderness Survival.
Secondary Skills:
Body Building, Competitive Swimming, Concealment, Cooking, Palming, Pilot: Bicycle, Prowl, Running, Sewing.

Saves:
Coma/Death: +40%
Harmful Drugs/Toxins: +5
Horror Factor: +0
Magic (Spells 12+, Circles/Wards 13+, Ritual 16+): +3
Poison (Lethal 14+, Non-Lethal 16+): +5
Psionics (15+): +0
Possession: +0

Combat:
Attacks: 2+2
Initiative: +3
Strike: +0 (+2, Hair)
Damage: +10 (+1d6 at night)
 1d4+2 Head-Butt
 1d4+10 Punch
 2d4+10 Acrobatic Kick
 3d6 Supernatural Hair Whip
Dodge: +1, (+3 water; +5 hair)
Parry: +1, (+3 hair)
Disarm: (+2 hair)
Entangle: (+3 hair)
Pull Punch: +3
Roll with Impact: +6

Benchmarks:
Carry Capacity: 5,000 lbs (3,750 lbs; hair); Lift: 7,500 lbs (6,250 lbs; hair)
Stamina: Carry for 80 minutes. Carry maximum for 40 minutes. Lift for 20 rounds.
Ground Speed: 20 mph for 20 minutes. 2.25 mph digging.
Swimming Speed: 75 yards (225 ft.) per round for 20 minutes (80 rounds).
Leaping Distance: 25 ft. high and 50 ft. broad from a running start. 15 ft. high and 30 ft. broad from a standing start.

Background:
Teenaged triathlete Valentina Graves was on a summer scholarship with the Blyghton Foundation when she was buried alive by a mudslide. The experience triggered the eruption of her mutant genes and she emerged alive but forever changed. Now resembling a horned mummified corpse she returned home to Ennor and tried to get on with her life. It wasn't too much of a shock; she'd been tested positive for mutant genetics as an infant and knew it was a possibility that trauma could cause as eruption. Choosing to live an active lifestyle had been her choice. Unable to compete any more at her chosen sport she instead decided to join the police, using her "gifts" to help people.

The press gave her the nickname of PC "Grave Digger" when she arrested a suspect after he had fled through a graveyard to evade her colleagues. Bursting out of the ground "like a zombie" to make the collar.

Having recently made detective she has been transferred into the newly formed Paranormal Resources And Tactics Squad. Bringing them up to three members.