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Saturday, September 29, 2007

One more Villain

Tags a Latina that wanted to make something of herself. She saw the world changing with mutants and aliens with super powers. She wanted to be part of the action. So she went into inventing, creating weapons of mass destruction. However she found that her creative knack for inventing was not appreciated and so she would need to go on her own.
For the next six years she spent long nights in creating a super suit that was self regenerating a ooze that would harden instantly when fired. While she was inventing and creating she worked as at a boring nuclear engineering job that was slow and dragged on. Finally she cracked and decided to break in and show her colleges some real success and progress.
Calling in sick, she donned and in a fit of rage and excitement attacked her office building openly. Naming herself Tag, she trashed her office and went home. The rush was so much that she wanted more but was confused. One the one hand she wanted to be a hero and on the other, the rush of destruction. To say the least, after debating it all night she decided that Tag was a villain.
For the next year she studied martial arts at night while doing her day job. She wanted to insure that Tag was a fighter and could handle her self. She would laugh some nights at the thought that Tag was her own personality. Now time has passed and perhaps Tag is.
Real Name: Cecilia Beatriz
Aliases: Paint Ball, Graffiti, Cee, Chica
Legal Status: Tag is wanted for graffiti and destruction of public and private property
Alignment: Anarchist
Attributes: I.Q.: 23, M.E.: 14, M.A.: 9, P.S.: 10, P.P.: 11, P.E.: 12, P.B.: 18, Spd.: 14
Hit Points: 19 S.D.C.: 20
Weight: 120 (54 kg)
Height: 5’4” (163cm)
Age: 27
Disposition: Cecilia wants to push the limits of what (wo)men can accomplish though the power of invention over mutants and freaks. Her determination and drive probably will drive her alignment to miscreant because the tests become more and more destructive and the improvement more expensive.
Experience Level: Cecilia is 3rd level, the suit is 7th level.
Combat Skills: Martial Arts
Attacks per Melee: 4
Combat Bonuses: +3 to roll with punch, +2 on initiative, +3 to pull a punch, +3 to parry and dodge, +2 to strike and disarm. Kick attacks: Karate style kick (2D4 damage), Roundhouse Kick 3D6, Snap Kick 1D6, Wheel Kick 2D6, Knee 1D6
Super Power Category: Super Invention
Physical Appearance: Battle Suit (S.D.C.: 440, A.R.: 13)
Super Abilities: Mater Expulsion: Paint (New), Wingless Flight (leaves a colorful trail)
Skills of Note: Electrical Engineer 60%, Mechanical Engineer 55%, Weapons Engineer 50%, Robot Mechanics 60%, Robot Electronics 55%, Radio: Basics 80%, Read Sensory 65%, Chemistry 65%, Chemistry: Analytical 60%, Computer Operation 60%, Computer Programming 50%, Computer Repair 10%, Astrophysics 50%, Art 60%, Anthropology 45%, Biology 55%, Paramedic 60%, Intelligence 50%, Research, Mathematics: Advance 85%, W.P.: Sword, W.P. Staff, W.P. Staff, W.P. Chain, English: 60%, Spanish 98%
Appearance: Cecilia is a beautiful young Spanish European who speaks both Spanish and English. Tag wears a mask that snaps into place on her uniform covering her entire face to keep her mystery.
Occupation: Engineer and Destroyer
Weapons: Diasho and the suit
Vehicles: Just her personal vehicle witch she never uses as Tag
Money: she makes a decent salary of $60,000 a year; $50,000 in savings.

Mater Expulsion: Paint
This power is the ability to create both hard and soft paint and launch it at any target within range. Paint is in any color the character desires at the time they shoot the paint and can change from shot to shot. They are also able to create a controlled spray. Unlike the burst of paint like a paint ball or spraying, the character can airbrush with exact precision. With practice, the power gives the character the ability to paint (even at first level).

Paint Ball: The character creates balls of solid paint that explode on impact.
Range: 300 feet (+10 feet per level of experience)
Damage: 3D6 + 1D6
Blast Radius: Paint Explodes: 1 Yard (.9 m)

Spray Paint Blast: The character can create a blast of paint that impairs its victims (-8 to strike, parry and dodge), but does not do the same impact damage that Paint Ball does.
Range: 1D6
Blast Radius: 3 Yards (2.7 m) (+1 Yard (.9 m) per level of experience)

Skill: Painting: The character can paint with such precision that they can make a line of paint so fine that it’s the size of a pencil line. The character can paint with such skill; 80%, +2%.

A new villain and power for your viewing pleasure

Paint Job
Philippe Bleu was a French immigrant who thought that America was going to be the place for his opportunity to shine. He took his art degree from his European college education to pursue a job as an art critic.
While he was in Century Station he was finishing seeing a beautiful art show of the recent release of a German artist Heimlich Rindlesbacher, a new light in the artistic community. Phil was traveling home, little tipsy, to his flat though the Silver City part of town when he made a wrong turn. Within fifteen minutes he was lost. In his drunken stupor he stumbled out of the car towards a lit building to ask for directions.
He wasn’t prepared to find a counterfeit operation that was duplicating money. Because he was drunk it took little effort to subdue Phil and tie him to a chair. The intoxicated artist was so inebriated, and screaming for attention, that he didn’t hear that the criminals plans to get rid of him though drowning the man in a vat of paint.
He didn’t catch on until he was being lowered from the second story crane handing from a chair. As the paint was rising he began to realize that this wasn’t just oil or water based paint. It burned! He screamed and struggled until his whole body was immersed. The crooks were certain that their invader was not going to give them trouble any longer.
They were wrong.
The paint that was burning the skin and body of Phil was actually a supply of swirling toxin that was in fact not paint but mislabeled canister of mutagen produced by the paint company that was supposed to be shipped to Doctor Feral for animal research.
When the men put on the lid and walked away, they didn’t expect to have the lid explode some minutes later by a paint man.
Phil broke out and realized that he was not seeing things in their true color but had become color blind, but he was certain that he was going to make them pay. Over the next 10 minutes he had drown two of his assailants in paint and killed with paint chips 3. There were four survivors who ran confused without their leader.
Over the next few weeks, Philippe spent hours mastering his powers and weaseling his way into making money to be like other artists. Soon he was able duplicate most any painting and went on a duping spree where stealing paintings only to return duplicates. Over the next few weeks he had made a name for himself as the master of counterfeiting, Paint Job.
As Paint Job, Phil believes that he cannot maintain his from without his Force Aura up at all times. He has learned how to shrink and grow at will but not how to maintain mass and suspects he never will.
Real Name: Philippe Bleu
Aliases: Phil Blue
Legal Status: Paint Job is wanted for counterfeiting. Philippe has no known criminal record. He is reported as a missing person.
Alignment: Miscreant
Attributes: I.Q.: 10, M.E.: 13, M.A.:18, P.S.: 15 (Superhuman 25 as Paint Job; 12 when shrunk), P.P.: 9, P.E.: 14 (18), P.B.: 23, Spd.: 19 (380 inches a minute as Paint Job when shrunk)
Hit Points: 24 S.D.C.: 40 (S.D.C.: 210; Armor Rating: 14 as Paint Job; half when shrunk)
Weight: 190 lbs. (86 kg)
Height: 5’6” (168 km)
Age: 23
Horror Factor: 0 (10 as Paint Job)
Disposition: Phil loves his new powers and has gone quite mad now that he realizes that he will never be the respected painter that he wanted to be. Counterfeiters ruined his life so he is going to ruin counterfeiting. He has committed crimes but has turned around and thwarted crimes as well. He considers himself a dark Robin Hood of sorts and has taught police though counterfeiting how to detect a counterfeiter. He suspects that it’ll only be a matter of time till he is caught. Until then he is a rogue on a mission.
Experience Level: 1
Combat Skills: Basic
Attacks per Melee: 4
Combat Bonuses: +6 to roll with a punch, + 2 to pull a punch Shrunk: +6 to dodge, -5 to strike physically, -10 to parry
Super Power Category: Experimental (Accident)
Super Abilities: Alter Physical Structure: Paint (New), Shrink (6 inches), Force Aura
Skills of Note: (Paint: 81%, Prowl: 75% as Paint Job), Prowl 30%, Streetwise 24%, Pick Locks 35%, Palming 25%, Basic Math 50%, Pilot Automobile 62%, Cook 40%, First Aid 50%, Seduction 45%, Find Contraband and Illegal Weapons 30%
Appearance: As Phil, he is a strikingly handsome man with blonde hair and blue eyes. As Paint Job, Phil is a featureless swirling mass of colors that leaves a trail of paint footprints.
Occupation: Freelance Artist and Professional Thief
Weapons: Relies on his natural powers.
Vehicles: None
Money: Steals it when he needs it.

Alter Physical Structure Paint-Man – Major

The character is able to transform themselves into a live body of paint. When attacked, the character is immune to all kinetic attacks as they pass though the character. The character swarms with colors of every kind and can attempt to chameleon (30%). The chameleon character will look more like a painting of camouflage instead of a true chameleon. The character struggles to prowl due to the trail that they leave behind and paint fumes that, although not toxic, still faint (-10 to prowl) and unless there is an alternate source of the fumes, the penalty applies within 15 feet.
The character can use there powers in a number of ways.

Bucket of Paint – The character makes a large ball of paint that is used for deliberate attack at the eyes and/or face. The character then must save vs. non-lethal attack (16) or suffer the consequence of the burning of paint in their eyes and blindness (-10 to strike, parry, and dodge!). The blast radius of the attack is one yard for every three levels of experience (1, 4, 7, 10, and 13). The victim or target will be covered in a solid color of the characters choosing (generally the color that they have transformed themselves to).

Slippery Surface – The character sprays paint on a smooth surface so as to make it slippery with paint. Victims are -4 to strike, parry and dodge. The victim also suffers a penalty to their prowl (-30%) and must exercise caution to hide themselves.

Paint – The character is a master painter at a professional level and can mimic most paintings with ease (80% +1%).

Paint Chips – The character can create chips of paint that are hard as a diamond and razor sharp. Because this is a natural ability, the chips fly with amazing accuracy. The character can create as many as one chip every other level (one at first level, two at third level, etc.) The chips can be thrown collectively or individually. The character produces as many as two chips per level of experience. Chips can be stored for future fighting but last for only 1D4 days before becoming soft or “chipping”. Victims hit with the chips will not have to save vs. poison as it is not a liquid form, however if wounds are not cleaned from attacks within six hours the victim must then save vs. toxin.

o +3 to strike

o 2D4 damage per chip

Disguise – The character can use their powers of painting to disguise and chameleon themselves and others.

o Disguise: 50%, +6% per level of experience.

o Quick Disguise (one minute): 20%, +3% per level of experience.

The Dabbler

Again, heres something for Palladium.
Dabbler O.C.C.
(A.K.A. Dabbling Mystic, Dabbling Sorcerer or the Mumbler)
This being is what some consider the ultimate wizard/mystic. This person looks for opportunities to “hang out” with other magic users then though careful observation meditation and understanding of magic create the similar effects of the same said observed spells. Unfortunately it only works once per magic type (IE, blood magic can only be mimicked once, warlock magic can be mimicked once, etc... etc...) leaving the Dabbler searching constantly for other types of magic. What eases their search is that they can learn common magic. Most of these beings become hungry for more and more magic leaving most magic users to shun and abandon the Dabblers once they are discovered.
The unique thing about the Dabbler is their strong resistance to the horrors of other dimensions (+8 vs. horror factor). They have such a will as to resist even the toughest, meanest villainy of the megaverse. They can also resist the most grotesque event of war and torture because most dare to do it themselves. With this resistance they are able to step into the deepest of the horrific dimensions and most of the time, not bat an eye. This has lead to a arrogance of the mage because they fear almost nothing. They will use their powers of persuasion and quick tongue to get themselves out of trouble.
Powers and Special Abilities
1. Alignment: Any
2. Initial Spell Knowledge. The Dabbler is a master of spell magic like a wizard. At first level the magi can choose 1D4 spells per level up to until the magi reaches 12 total spells. In addition to their starting spells the Dabbler starts with Tongues, Decipher Magic, and Eyes of Thoth.
3. Additional Magic. Like a mystic the Dabbler draws his magic from both learning and mysticism. Through study the Dabbler can learn common magic and though meditation (experience) learn any other type of magic save common only. When the Dabbler reaches a new plateau in learning (new level) he can meditate on the magic he was observed and then cast up to 1D4 new spells from any level under equal to his level (IE. 5 level Dabbler can pick 1D4 spells from X type of magic up to 5th level.)
Remember this applies to all the magic that he observes. (So if he’s seen four different types of magic in his experience then he earns four times 1D4 additional spells per type (except for incantation magic witch is unlimited but only can pick 1D4 from each wizard/ley line walker observed because of a lack of patience).
There is one exception to this rule. When a Dabbler reaches sixth level they can go back to the original people that they observed and gain two additional spells of the person’s kind of magic, but this is a one time deal that occurs at sixth and twelfth level. After this the option is unavailable.
4. O.C.C. Bonuses. +2 to I.Q., M.E. and +6 M.A. (minimum attribute of 16; if the bonus does not bring the character to sixteen then adjust the attribute appropriately), +20 to S.D.C.
5. P.P. E.: Permanent Base: 1D4X10 +20, plus 1D6 per level of experience. In addition the magic user can benefit from ley lines. The being is able to draw 20 additional points from ley lines and 40 from nexuses.
6. I.S.P.: Permanent Base: M.E. + 20, plus 1D4 per level.
Special Abilities
7. Dimensional Teleport. Perhaps the most amazing ability is the natural ability to teleport ones self and 100 lbs of personal goods to any dimension with magic. Of course magic is the key because these beings can not teleport themselves to just any dimension but only to ones that have a diverse arrangement of magic. This means that such dimensions as the Beyond the Supernatural dimension, Hero’s Unlimited dimension, and Nightbane dimensions, although have the means to support magic seekers like the Dabbler they lack the diversity that the instincts that this mage uses to attract himself to these dimensions. However such dimensions such as the Palladium, Rifts or Phase World dimensions are easy pickings. The downside to this spell/ability is that the spell caster once teleported to a world can not return to the previous world for a whole 2 days. Cost to user: 60 P.P.E.
8. Teleport Spell. The magi can also use his uncanny ability to locally teleport to other hot spots where magic is apparent. This ability is similar to the wizard spell of the same name with the same exceptions as the Dimensional Teleport spell listed above. Cost to user: 30 P.P.E.
9. Resistant to Horror Factor. For the first 5 levels of experience the character has a +8 to horror factor. At sixth level, any being that the Dabbler comes across will not phase the being that he’s seen it all. They will be immune to the horror.
**NOTE** This O.C.C. is restricted to S.D.C. beings.
O.C.C. Skills:
Speaks & literate in native language 98%
Speak Four Languages of choice (+20%)
Lore Magic (+30%)(This skill can go beyond 98% as they have a dragons level of understanding of magic)
Lore: Demon and Monster (+20%)
Lore: Faerie (+10%)
Wilderness Survival (+10%)
Basic Math (+10%)
Detect Ambush (+5%)
Body Building
W.P. Pick three of choice
Hand to Hand Expert
Hand to hand combat can be selected as an “other” skill as follows: Hand to Hand Martial Arts counts as one skill selection, Hand to Hand Assassin count as two selections.

O.C.C. Related Skills: Select eight other skills, but at least two must be physical. Plus select two skills at level three, two at level six, one at level nine, and one at level twelve. All new skills start at first level proficiency.
Communications: Any (+10)
Domestic: Any
Electrical: Basic Electronics only
Espionage: Interrogation only
Mechanical: Basic Mechanics only
Medical: First Aid and Paramedic, and Holistic Medicine only
Military: None
Physical: Any except Wrestling and Gymnastics
Pilot: Any (+15%)
Pilot Relate: Any
Rogue: Any
Science: Any
Technical: Any (+5%)
W.P.: Any
Wilderness: Any
Secondary Skills: The character gets to select five secondary skills from those listed. These are additional areas of knowledge that do not get the advantage of the bonus listed in the parentheses (). All the secondary skills start at the base skill level.
Standard Equipment: Heavy coat, leather or heavy cloth cape, light armor appropriate to home dimension (seldom wear heavy armor, because it reduces their speed and mobility by half), knapsack, back pack, 1D4 small packs, one large pack, six wooden stakes and mallet (for vampires and other practical applications), canteen, binoculars, tinted goggles or sunglasses, air filter and gas mask, flash light, 100 feet of light weight cord and grappling hook, pen or pencils and sketch pad.
Weapons: Weapons will include survival knife, hand axe, automatic pistol or sub-machine gun (player’s choice), energy rifle if common to home dimension, and 1D6 extra clips of ammunition.
Vehicles: The vehicle of choice is usually a motorcycle, or hummer. They tend toward inexpensive and easy to replace items or items that can be easily carried around.
Money: Starts with 1D4X1000 in credit or cash and 3D4X1000, in black market items.
Cybernetics: Starts with none and will avoid getting any cybernetics or any other forms of physical augmentation because it interferes with magic. However, cybernetic and bio-system prosthetics will be considered if necessary.
Experience Table
1 0,000-2,050
2 2,051-4,100
3 4,101-8,250
4 8,251-16,500
5 16,501-24,600
6 25,601-34,700
7 34,701-49,800
8 49,801-69,900
9 69,901-95,000
10 95,001-130,100
11 130,101-180,000
12 180,201-230,300
13 230,301-280,400
14 280,401-340,500
15 340,501-400,600

Palladium's new rune weapon

The Curse of the Revenant
Among the hundreds of courses that exist in the Palladium world there is none unlike this curse. The Revenant is defined as an undead man thing that has one hand and at the end of the other wrist a bade-like weapon.
The welder of the cursed weapon who fails to save versus very powerful magic (-3 to save vs. magic) will unwillingly cut off their own hand and drive the hilt of the rune weapon into the stump. At that time the magic curse will fuse the two to become one. A bracelet will appear that seals off the wound forging a new character that must now bear the rune weapon with no place to hide it.
Of the weapons bearing this curse, none can compare to the power of the sword called Revenant’s Widow. The Revenant are normally known as undead creatures, so this curse weapon has a bit of a confusing name and to some is best known as the Kapah Widow from its only survivor. Where the cursed name comes from is first the curse that it bears but then it goes a step further. Those that the character gets close to, enemies, friends, love ones, etc. The character becomes a creature of a murderous rage seeking for the perfect opportunity to kill. This is from the swords power of the character and constant whisperings. Characters constantly hear the voice of the rune weapon and when the character sleeps they see the embodiment of the weapon; a young child with an evil grin and a huge sword. It takes only a matter of months before the character looses total control and gets them selves killed.
The longest the weapon has been welded has been three years by a Kapah Dorpharu. Kapah was lucky (or unlucky as some would say) because the sword was cut off him and removed him from the curse. However he always said that he was saved too late. By the time that the sword was removed, he had lost his entire family and most of his extended family and he had terrible nightmares. His friends and family now hating him and all the restless nights, he eventually committed suicide a short four months later.

Nightbane: Pariah

I wanted to start something new, namely my stuff in the works. For starts here is Pariah.

Pariah Faction

The Pariah Faction is one of the original most public/secret factions. They have the most human appearance but equally aloof as the other factions. These Ken and Barbie dolls walk among men and women without the slightest attraction to themselves.
The special thing that separated Pariah from the rest of the other Factions was their ability to hide in plain sight. They insist on being in their morphus 7/24. The prime reason for this was the morphus form is stronger, faster, more intimidating and better looking.
Dark Day changed all of that.
Originally they could move freely among their fellow humans unnoticed but that magical day doomed that.
The most odd of the Pariah is that they are social outcasts for their forwardness and secret use of their Talents. This has caused them to clash with people in power as they have occasionally attempt to use their sheer power to push their way to the top (Remember, they’re Nightbane all the time).
Before Dark Day they walked down the streets and had normal jobs. They were postmen, construction workers, street riff raff, etc. There was no city in the world that they didn’t inhabit. The only thing that threatened the Pariah Faction was the random Nightlords attack from one of their princes’ witch was quickly hunted at night and slaughtered. But that changed. With the coming of Dark Day the Pariah suddenly were afraid. Their openness was threatened and they were angry. The whole ploy of the game was to be a Nighbane and not even be known as one. Suddenly they where pushed into hiding attempting to know about their enemy. For a long time they were part of the Underground and Resistance.
Through experience they slowly began to realize that the supernatural Nightlords also enjoyed being in public without being noticed. Sure, they had control of the government but their secret was so precious that they would never attack the Pariah openly with out first attempting to frame them, abduct them, and even murder them in silence and in the dark.
They realize their edge. If they stayed in groups large enough, the Nightlords could not attack. They threatened the Nightlords with exposure if they attacked. Even if they were marked as terrorists and street scum, the thought of their supernatural nature being exposed without the Pariahs scared them. They knew that they could not send ignorant humans and that Nightbane could sense Nightlord minions.
The Pariah was a boastful bunch. They would put their boldness in the face of the other less attractive (horrific?) factions.
The Underground Railroad didn’t like the openness of the Pariah. The Underground Railroad, interesting enough, will not even defend the Pariah because they tend to be a bunch of loose cannons.
The Resistance and Freak Club admired their ability to hide their attacks in plain sight in the form of theft, muggings and murder. However enmity between the “pretty” and “ugly” caused enough tension that even they could not merge forces, so they remain strong allies.
Spook Squad didn’t even suspect that some of its members were Pariah Nightbane (double agents) until Dark Day and afterward were more careful in their screening process.
The Pariah are vaguely aware of the Warlords, Seekers, Nocturnes and Guardians. Their “special” talents draw attention to themselves but they have shown no interest.
The most interesting faction that caught their attention was the Freak Club. How anyone would be a Nighbane and party after Dark Day was beyond them but interesting enough.
When Dark Day happened the Pariah Faction was so caught off guard and ill prepared that the faction almost went into extinction. Dark Day was so violent for the faction. Their open supernatural scent was like a lighthouse to a ship. The Nightlords and their minions could not help but be drawn in and attack.