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There's only one magic subcategory left in Heroes Unlimited, and thankfully it's a bit more interesting than the last one. I mean, I wasn't so uninterested in rolling this one up as to drop the series for too years again so clearly it's better than the last one, right?
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Content warning: This edition briefly mentions magical date rape.

Just as MegaDumbCast itself has been resurrected, I feel it's high time I revive this series as well. Honestly, a big part of why I stalled out is because this next option, Mystic Study, is one of the duller ones out there. But I can't get to something more interesting without going through it, so here we go.
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Welcome back to the absurd nonsense that is Heroes Unlimited! Today we're going to be making a character in the second of the four magic categories, the Enchanted Object. Yes, this is a different enough category from Enchanted Weapons to be worth making as a separate character. I mean, it's not like you can just have a single category for heroes with any kind of magic equipment, right?
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We're heading back into the Heroes Unlimited mines today, and this time we're getting started on the Magic power category. It's pretty obvious that this is one of Kevin Siembieda's personal favourites, because it has four subcategories that all do things in a unique way. As such, we're gonna be making characters in all of them. First up: the Enchanted Weapon.
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Last time we saw the inherent worthlessness of Hardware characters, with the best we could really do being more or less identical to a completely unpowered gunslinger character except with a plane. Now it's time to build the one Hardware character who really bucks that trend at all: the Weapons Expert.
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So, last time in my Heroes Unlimited character creation series the power of science managed to create a vaguely competent rogue character in a system that is incredibly unkind to rogues. That was fun. Now, though, we've got the Hardware power category.

I have Words about this power category.

So, Hardware characters are Heroes Unlimited's crafting class, and if you've ever seen the kinds of rules Kevin Siembieda writes for crafting you can already see where this is going. It's already a bad sign when the third paragraph of the category description outright tells you that anyone can get the appropriate skills and make the same shit that your superpower's supposed to be about making. It gets worse when you look at the actual rules and realize that, for instance, your chance of making a custom computer from entirely off-the-shelf parts is 53% and it takes you an average of 2-3 weeks to finish it. Oh, and your electronics construction skill only goes up by 1% per level so it will never be any good.

Oh, but Hardware characters get a bonus nobody else gets! They can raise their special Hardware skills above 100%, so they can soak more of those penalties. Eventually. After multiple real time years of playing your worthless character at the XP rate Kevin expects people to use. Oh, and the example he gives uses a hypothetical skill of 135%, which is actually impossible for any of these skills.

Oh yeah, and this is after Kevin buffed Hardware characters for second edition. In first edition you get a starting percentage for your Hardware skills and that's fucking it. By which I mean Hardware characters in first edition do not get better at their special skills as they level up. The rules in second edition are Kevin's idea of fixing them.

I know Kevin doesn't exactly like when people "ruin" his games by doing things he didn't plan for, but seriously man, what the fuck is this bullshit?

On a related note, there was one FATAL and Friends thread on Something Awful where the topic of Palladium's brewing skill (which specifically doesn't apply to fancier types of alcohol because I guess letting players just make wine would be overpowered or some shit) came up right around the same time that one of the devs for Myriad Song confirmed in the thread that yes, a starting character in that game who's focused on crafting is in fact meant to be able to just build anything in the book out of the gate. Their justification for this, which I absolutely agree with, was that crafters should be good at crafting. I feel like that's the thing Kevin doesn't get and the main reason crafters suck in Palladium. He's too focused on making sure they can't do anything that will break the kinds of games he likes to run to realize that he's making them spectacularly unfun from the perspective of actually trying to play them.

So, our tools are shit, but what can we do with them?

Well, Hardware is the first power category I'm going to spend more than one episode on because it has four different "areas of expertise" as Kevin calls them. There's the Electrical Genius, who can hotwire all sorts of shit that you aren't typically described as hotwiring when you break into it, hack computers, and as mentioned earlier build a computer out of off-the-shelf parts in three weeks or less. Then there's the Mechanical Genius, whose big thing is being able to make what the game refers to as super vehicles...and you're already gonna have one when the game starts so why even bother with the skill? Then we've got the Analytical Genius, who can figure out how any sort of technological or magical anything works and use it (and whose skills actually sort of work, due to this part originating from something Wayne Breaux wrote). Lastly, we've got the Weapons Expert, whose thing is building, modifying, and shooting guns. I'm not gonna go over all four of these because the first three are almost the same class, but the Weapons Expert is different enough to be worth a full episode.

For today, though, I'm gonna be making an Analytical Genius, because they're the best of the first three. I originally thought to do a Mechanical Genius because they can make super vehicles, but Analytical can do that too.

Stats aren't particularly great at IQ 9, ME 7, MA 7, PS 9, PP 12, PE 15, PB 10, Spd 13. At least Dr. Torque (who I've already named and come up with a general outline for because I've been planning for Hardware for a while now) has loads of PE to help her out, but I was kinda hoping I'd at least get an IQ bonus on the one character who has nothing else going for her beyond skills.

Her initial HP roll is a 4 for a pre-skill total of 19, and as a Hardware character she gets 35 SDC.

For Dr. Torque's education I rolled a bachelor's degree, which means depending on where she lives she might get in legal trouble for using a protected title she doesn't qualify for in her codename. Not that she cares. At any rate, as a Hardware character she actually loses one of the skill programs she'd normally get from her education in order to cover her Hardware skills, though as an Analytical Genius she gets it right back.

Actually, the sheer amount of skills she gets as an Analytical Genius makes choosing three skill programs difficult. I do, however, need to make sure she gets the skills needed to actually drive her supercar and use its systems, which means I need to include the Pilot: Advanced skill program. She can't make the most of this program because she isn't allowed to actually learn any advanced piloting skills, but she can at least benefit from the rest of what it offers.

For the record, the only characters who are allowed to get advanced piloting skills outside of the military are the ones who go to trade school or get a doctorate. Yes, you can totally become a doctor of helicopter piloting in the world of Heroes Unlimited.

The main benefit of taking the advanced piloting program is that it's the only way Dr. Torque can get the Weapon Systems skill, which lets her get a bonus to use the guns she'll be putting in her supercar. It also gives a 50% skill level in Read Sensory Equipment, which means she only fails to comprehend what the dots on a radar screen are half the time. Beyond that, she also gets the Pilot Race Car skill, which isn't actually about driving race cars but rather anything that goes at more than 120 mph, whether or not it's actually going that fast. Maybe if it worked like that in real life we'd have fewer Lamborghinis and Porsches going to rich idiots who only want them as status symbols and can't actually appreciate them.

She also grabs the business and domestic skill programs. The latter includes Computer Operation, which says some interesting things about who must've been handling the online side of the business in the Siembieda household at the time this was written, but it also means that she has a whole 55% in cooking. Yes, you need a degree to be able to successfully not burn your lunch more than half the time.

The extra skills from being an Analytical Genius are absolutely bonkers, by the way. Almost everything even remotely science-y is included, with the baffling exception of Basic Electronics despite that being a prerequisite for some of this stuff. Thankfully it also comes with six secondary skills (in addition to the ten Dr. Torque already has from her education!) so that particular omission is easily fixed. And since it also gives me a replacement for the skill program she didn't get on account of her Hardware skills, I don't need to waste the good bonuses on my Physical program! It's a shame skills suck in Palladium or this would actually be really good.

Those 16 secondary skills let me polish off everything else I wanted from regular piloting skills, all the physical skills I wanted, Basic Electronics so the build is legal, and a few weapon proficiencies for the road. Really 16 secondary skills is more than anyone should really need, especially with all the other crap we get from education and being a Hardware character.

Now we add Dr. Torque's Hardware skills. The big one is Analyze and Operate Devices, which lets her figure out how absolutely anything under the sun works and then use it. And by anything, I do mean anything. She even starts out able to make most of the rolls the game suggests reasonably well out of the gate, which as mentioned before is evidence that this class wasn't Kevin Siembieda's idea. Her second special skill is Build/Modify Armour, which sounds very random but it does mean that she can make better body armour than what anyone else can buy, including a special kind that doesn't use the armour rating rules and instead just acts as extra SDC. She can also put concealed guns into her armour, which is actually pretty cool. She also gets the Communications: Electronic Countermeasures (Jamming) skill, which is even more random but I guess maybe you might roll it once or twice over the course of a campaign? The description talks about using it for guerilla warfare so I assume it's copied from somewhere else, as is the Palladium way. Presumably Kevin pasted it in because I can't imagine it making enough sense to be part of Breaux's original idea.

Next we're told that our character has a workshop that they've spent 2d4x10,000 dollars outfitting. I honestly couldn't tell you the point of this roll, but I did it and I guess Dr. Torque spent $70,000 on her tools. There's no mechanical effect whatsoever for rolling low or high on this so I guess she just got a really shitty deal for whatever reason.

Now we get to roll a budget, and on an 80 Dr. Torque had $2 million to spend on whatever stuff she's already built. The book suggests that the budget might be enough to build a "modest" exoskeleton using the robotics rules, which is just hilarious if you've actually read the robotics rules, but it's a lot better for putting together a super vehicle.

The first thing we need to do with Dr. Torque's budget is have her make some armour. Her skill lets her build any armour in the book but with an extra 10% SDC (or 25%, but that comes with combat penalties) and 2 more armour rating, all at a cost of 10% of what it costs to buy. It also lets her install integrated weapons in her armour, with the GM being the final arbiter of what's allowed. As such, I give her two suits of enhanced class 4 armour, each with an integrated AMT Hardballer pistol. The game gives no guidance on how much the added weapon costs, so I just acted as though she's bolting regular mass-produced guns to her gear and thus used their full price. I also picked up two sets of that special concaled armour. Regular class 4 armour already has an AR of 17 and 280 SDC, and Dr. Torque's enhancements boost that to an AR of 19 and 308 SDC. She could potentially tank a heavy machine gun on full auto with that kind of gear!

(Mind you, if the gunner got to fire again she'd be dead, but still.)

Next up it's time to make the Torquemobile, because you just know it needs to be called that. The rules for this are taken directly from Road Hogs, which is the vehicle expansion for After the Bomb (which itself was originally an expansion for TMNT and Other Strangeness until Palladium lost the license for that, but that's another story). Since After the Bomb is a post-apocalyptic furry RPG there's a bunch of stuff in the rules that's more suited to a Mad Max-style environment than a superhero story. For instance, the section on armour opens as follows:

"Having weapons is nice. Unfortunately, there are plenty of other people on the road with similar ideas. To keep them from putting holes in characters and vehicles, you'll need armour." - Erick Wujcik as reprinted by Kevin Siembieda, Heroes Unlimited page 140


There's also plenty of stuff about how you're supposedly salvaging and repairing the vehicle, and there's one particular option you need to buy for your car to have a tachometer. All of which makes sense in the post-apocalypse, but is significantly more absurd in the late Nineties.

Anyway, before anything else we need a body for the car. To me the best option is probably a sports car, which is reasonably tough and gets a discount when buying its maximum speed up.

After that we need to buy its speed up, which the rules are quick to remind us means more than just buying an engine. This system classifies vehicle speed into a list of speed classes with higher classes being faster. As mentioned before this is where sports cars get an advantage because their engines cost less than regular cars from speed class 14 (top speed of 210 mph) on. I have enough budget that there's really no reason not to just go for the maximum, which is speed class 26 and represents a maximum speed of 600 mph and a cruising speed of 160 mph.

Armour is pretty simple, but you need to buy it separately for the car itself and the passengers. Heavy vehicle armour doesn't set us back a whole lot, and gives an AR of 18 with 1,400 SDC. Passenger armour isn't as good, but making it heavy and using plexiglass windows gives the passenger compartment an AR of 14 with 450 SDC.

Weapons are kinda limited, and a lot of them don't have ammo costs listed. As such, I stick with a 7.62 mm machine gun.

I also get a bunch of optional systems. Specifically, I replace the regular seats with ejection seats, install smokescreen capabilities, add an alarm and tamper-proof locks, install a radar, armour the tires, install a stereo system (yes, you do have to buy this), add an automatic drink dispenser (which can dispense exactly two kinds of drinks, each chosen from a different list—clearly we need to stop those pesky munchkins from having both soft drinks and fruit juice available at the same time), an engine readout package (which includes all the shit you'd expect your car to already have, including a tachometer so I guess if you don't buy this you have to figure out when to shift by listening to the engine). The last two things I install are a super fuel efficiency upgrade that makes the car use 10% as much gas (with no rules for how much it uses normally, of course—what, did you expect the vehicle rules to be complete or something?) and an oil slick dispenser.

All that didn't even even cost 200 grand, so I'm gonna need some other cash sink. Since I already gave Dr. Torque Pilot Airplane, let's go with a plane. Amusingly enough, a chassis for a twin engine transport plane only costs $80,000 so I guess the TorquePlane's gonna be a DC-3. I spend a cool million bucks giving it a speed class of 27 and a max speed of 640 mph. I then give the plane heavy armour for the body, cabin, both engines, and fuel tanks. For the plane's weapons I go with an autocannon and a set of ten missile launchers. I further equip it with chaff launchers, uber-fancy luxury accommodations, a pressurized cabin, and a radar targeting computer. That leaves me with $30,280 for whatever else I want.

I honestly don't know how the fuck much the game wants you to pay for ammo for the autocannon I bought for the plane, so I guess it just sits there looking scary. I do, however, make an educated guess that the 7.62mm machine gun uses regular 7.62mm rifle ammo since real machine guns of that type do. I also grab a fuckton of ammo for Dr. Torque's integrated pistol and a few suitably corny accessories. Then I grab some high-end computers because I have the money and it makes sense, and I also make Dr. Torque the first character I've made for this series who has a cell phone!

The computer prices are interesting, because the profile for a high-quality desktop computer says it costs $4,000 which I can actually see a sufficiently fancy pre-built computer costing these days, while the listed price for a high-end laptop is a much less reasonable $6,500. I honestly don't know what a good laptop would set you back in 1998 but I can't imagine it'd be that much more than an equivalent desktop.

For background rolls Dr. Torque is the first born of her unspecified number of siblings, her weight is listed as "obese" and she's short, the disposition roll says she's a schemer and gambler, she has $6,000 in the bank, her land of origin is "Mexico or South America," and she comes from a lower class family in a small city or large town. Since I already listed English as the only language she knows that Land of Origin result limits the places she can be from that make sense. I'm gonna say her name's Linda Carter and she's from Guyana, because that's one of the more sensible countries a South American person who only speaks English could potentially come from.

So, how does Dr. Torque stack up? She's about as good as she could've been, honestly. Literally the only reason she has the plane is because I needed to burn a lot of money and while I could've also given the car a hover mode she couldn't get the necessary piloting skill. Her custom armour does a lot of heavy lifting, and the fancy vehicles are handy too. Other than that, her only real asset is a massive list of skills that are mostly useless outside of her unique options. In the end, her ability to contribute will fluctuate wildly based on how much unique stuff she ends up finding, which tragically leaves her as something of a "Mother, May I?" character since that's entirely up to the GM.

Still, maybe she could get her hands on enough money to build a robot. Yeah, just wait until she manages to scrounge up a cool 20 million bucks or so...

Next time, we'll take a look at the Weapons Expert and their mutant power of...small guns? Yeah, whatever you say, game.

Character Sheet:

Name: Linda Carter
Hero Name: Dr. Torque
Age 24
Gender: Female
Alignment: Scrupulous
Level: 1
XP: 0

IQ: 9
ME: 7
MA: 7
PS: 19 (+4)
PP: 14
PE: 20 (+10%/+3)
PB: 10
Spd: 31

HP: 24
SDC: 87 (+40 from concealed armour)
AR: 19
Armour SDC: 308

Attacks per Melee: 5
Melee Damage: +4
Parry: +3
Dodge: +3
Roll with Punch: +10
Pull Punch: +3
Initiative: +2
Knockout Punch: 20
Pin/Incapacitate: 18-20
Save vs Coma: +10%
Save vs Magic: +3
Save vs Poison: +3

Power Category: Hardware
Area of Expertise: Analytical Genius
Money Spent on Workshop: $70,000
Budget: $30,280/$2 million

Education: Bachelor's Degree (- 1 skill program)
Skill Programs: Business (+20%), Pilot: Advanced (+20%), Domestic (+20%), Physical (+10%)
Secondary Skills: 16

Skills:
Acrobatics (70%/70%/80%/60%/+15%/+5%)
Advanced Mathematics (75%)
Analyze and Operate Devices (80%)
Anthropology (30%)
Art (45%)
Astrophysics (40%)
Athletics
Basic Electronics (30%)
Basic Mathematics (65%)
Biology (40%)
Body Building & Weight Lifting
Boxing
Build/Modify Armour (80%)
Business & Finance (55%)
Chemistry (50%)
Chemistry: Analytical (45%)
Climbing (60%)
Communications: Electronic Countermeasures (Jamming) (70%)
Computer Operation (60%)
Computer Programming (40%)
Computer Repair (35%)
Cook (55%)
Dance (50%)
Electrical Engineer (45%)
Gymnastics (60%/70%/70%/80%/+5%/+5%)
Hand to Hand: Martial Arts (counts as 3 secondary skill picks)
Horsemanship (50%)
Intelligence (42%)
Law (general) (45%)
Language: English (98%)
Literacy: English (98%)
Mechanical Engineer (40%)
Navigation (70%)
Paramedic (50%)
Pilot Airplane (70%)
Pilot Automobile (60%)
Pilot Motorcycle (60%)
Pilot Race Car (75%)
Pilot Truck (40%)
Prowl (35%)
Radio: Basic (65%)
Read Sensory Equipment (50%)
Research (70%)
Robot Electronics (40%)
Robot Mechanics (45%)
Running
Sewing(60%)
Weapon Systems (60%)
Weapons Engineer (40%)
WP Automatic Pistol
WP Automatic & Semi-Automatic Rifles
WP Heavy Weapons
WP Sub-Machinegun
Wrestling

Money: $14,160

Items:
2 suits of upgraded (+10% SDC; +2 AR) class 4 armour w/integrated AMT Hardballer
2 suits Hardware - Analytical concealed armour (40 SDC each)
Torquemobile (super car; stats below)
TorquePlane (super plane; stats below)
2,000 7.62 mm rifle rounds
2,000 .45 ACP rounds
3 magazine clip pounches (automatic pistol/4 clips)
100 magazine clips (7 round/.45 ACP)
Web belt
Cell phone
Basic phone with answering machine
High end personal computer with flat screen monitor, colour printer, and modem
High end laptop computer

Torquemobile Stats:
Body: Sports Car (300 SDC/2 seats/1,300 lb. max load/1 turret max)
Speed Class: 26 (600 mph max speed/160 mph cruise speed)
Vehicle Armour: Heavy (AR 18/1,400 SDC)
Passenger Armour: Heavy w/plexiglass windows (AR 14/450 SDC)
Weapons: 7.62 mm medium machine gun
Optional Parts:
-2 Ejection seats
-Smokescreen
-Theft alarm system
-Thief-proof locks
-Basic radar system
-Armoured tires (AR 10/20 SDC)
-Stereo system
-Refreshment dispenser (coffee and soft drinks)
-Engine readout package
-Super fuel efficiency
-Oil slick

TorquePlane Stats:
Body: Twin Engine Transport (500 SDC/2 crew (48 people)/16,000 max load)
Speed Class: 27 (640 mph max speed)
Vehicle Armour: Heavy (AR 12/900 SDC)
Crew Compartment Armour: Heavy w/plexiglass windows (AR 15/550 SDC)
Engine Armour: Heavy for both (AR 14/400 SDC)
Fuel Compartment Armour: Heavy (AR 14/400 SDC)
Weapons:
-Autocannon
-10 Anti-Aircraft Missiles
Optional Parts:
-2 Anti-missile chaff dispensers
-Luxury accommodation
-Pressurized cabin
-Radar targeting computer

Background Info:
Birth Order: First Born
Weight: Obese
Height: Short
Disposition: Schemer; gambler who likes to take chances
Life Savings: $6,000
Land of Origin: Mexico or South America
Childhood Environment: Suburb, a small city or a large town
Social/Economic Background: Laborer/lower class
cosmicspear: (Default)
Welcome back to the wonderful (?) world of Heroes Unlimited character creation. Last time we saw just how absurdly constrained the budgets for bionic characters are, but now it's time to move on to the next power category: experiments!

This is probably the single broadest category because it covers both Captain America-style intentional attempts to give people superpowers and random accidents in the vein of the Flash. I'm not sure how they could've avoided that with how Heroes Unlimited does things, but it's certainly a noteworthy aspect of the system. This category also includes what it calls the "Supersoldier option" where you get a few options from a fairly constrained list, but we're gonna be skipping that because Powers Unlimited 2 expanded supersoldiers into an entire full power category with more options.

First up, gotta get our stats. Rolling as usual I get IQ 12, ME 11, MA 10, PS 9, PP 11, PE 10, PB 5, Spd 12. Nothing special, though that PB certainly suggests some very unfortunate things about our character's appearance. I only rolled a 1 for HP for a total of 11, but fortunately this power category gives us a nice 40 base SDC to make up for it.

Next up is education, and on a roll of 86 I managed to create a character with a bachelor's degree! This is actually pretty exciting because I get four full skill programs all with a 20% bonus, along with ten secondary skills. Who knows, maybe with those kinds of skills I can make a character who actually vaguely resembles a functional adult!

It's worth noting, though, that the options that provide a bachelor's degree, a master's, and a doctorate are all equally likely at 5%. Apparently in the world of Heroes Unlimited grad school is no more difficult than regular university.

I'll be honest, skill selection is the dullest part of any Palladium game. Just to make it a bit more interesting I did something a bit unusual and chose the journalist skill program. Twice. Since there's no journalism skill category the second program gives you picks from a few different categories, notably including the otherwise rare espionage and rogue skills (albeit at half the normal education bonus for the latter). As such, I spent the second skill program getting Escape Artist, Pick Locks, Prowl, and Streetwise. Because you can totally learn how to pick locks as a journalism major.

(The other two skill programs I chose are physical and science, BTW. Just assume that I'm always going to be getting a physical program whenever it's even remotely available, since boxing is just that good.)

One thing that amuses me is that because I get Basic Mathematics by default and Advanced Mathematics is part of a skill program, the latter gets a 20% bonus that the former does not. Thus, my character is reasonably good at integral calculus but fails at simple subtraction more than half the time. That's Palladium for you!

Anyway, now that we've got our character let's do a science at him. First up we get some random tables of background information. Rolling a 41 on the first table, for the nature of the experiment, tells me that it involved radiation. The next table, for the "general type of experiment," tells me on a 52 that it's the "unexpected side effect of an experiment." The experiment is a side effect of an experiment. This is why this category including both intentional and accidental stuff is a bit of a thing.

The next table is for how many powers our character gets, and on a 19 he gets four minor powers. After that we get a table full of side effects from the procedure! You remember all those stories about Captain America having to deal with increased blood pressure or whatever due to his enhancements, right? ...right? Anyway a roll of 75 means our character can breathe without air, but loses his ability to smell or taste anything.

After that we get a table for our sponsoring organization, which just sounds silly in this context. I forget the roll for this one but it translated into a medical research facility, which on a roll of 24 on the status table doesn't know our character has any powers. Imagine rolling that after the background tables say the organization was actively trying to give you powers, or using the supersoldier option. "Why yes, General, we stopped monitoring the subject after she appeared to get no benefit whatsoever from the top-secret bionic rocket punch system we installed."

Anyway, we've got some powers to roll for now. My first roll is a 27, giving my character Radar. This sounds and initially looks boring, providing a few skills related to using our radar to sense things, but it also gives some very good combat bonuses, including an extra attack per melee! It also provides a strike bonus, which is pretty rare so it's always appreciated.

For our second power I rolled a 96, which gives our character the power of Horror Factor. This makes every character he runs into have to make a saving throw that when failed makes you move last and lose one attack, repeating every single combat round until you make the save. So now everyone our character runs into is scared of him for no reason. He also gets a really good bonus when saving against Horror Factor himself.

Rolling a 20 for our third power gets our character Supervision: Nightvision, which just lets him see in the dark. That's it. No other bonuses.

For our last power I rolled 11, which gives our guy Flight: Glide. This is the worst of the flight powers, with the lowest possible speed and the weakest bonuses, but it's still something. Still, it's a bit of a raw deal considering this is the one flight power that doesn't grant an extra attack.

For available money we get to roll 5d6x100, which gives me $1,600 in cash. We also need to roll our very carefully balanced 84% chance of owning a car (I succeeded), which is described as "conventional" and is 1d6 years old.

The background tables tell me that my character is last born (out of how many children, I couldn't say), thin, tall, and hot-headed. He has $5,000 in savings, and is from a lower class family in a small town somewhere in the US.

Last thing to do before filling in character details is buying some stuff. Experiments don't get enough money to buy a lot, but I was able to get a set of lockpicks, a phone, and a computer. The lockpicks are interesting because you can tell this is something Kevin Siembieda knows a lot about. Any other game designer would just make a single entry for lockpicks, but Kevin has to throw together a section taking up half a page detailing exactly what kinds of tools you need to pick locks and what kinds of sets you can get them in. It's interesting to say the least.

I also dipped in the first edition Heroes Unlimited rulebook because we finally have a character who you'd expect to wear a costume, and the first edition rules have a list of regular clothes that doesn't appear in the second edition.

All that's left is to fill out basic details. I've already decided that this is gonna be another male character, and of course his alignment's gonna be Default Palladium Character AlignmentScrupulous. His codename's The Seeker because he's a journalist with radar powers, but his real name's Bill Lafayette Belvedere IV because those kinds of excessively fancy names are hilarious to me.

And that's the Seeker written up. He's not exactly great at dealing damage, but the extra attack and strike bonus from Radar count for a lot. The fact that I've actually got a halfway decent rogue character out of the Palladium skill system is also worth mentioning. But he'll probably spend most encounters hiding behind his tougher allies.

Next time, we step into the land of Maximum Palladium Bullshit and start talking about Hardware characters!

Character Sheet:

Name: Bill Lafayette Belvedere IV
Hero Name: The Seeker
Age: 23
Gender: Male
Alignment: Scrupulous
Level: 1
XP: 0

IQ: 12
ME: 11
MA: 10
PS: 19 (+4)
PP: 13
PE: 15
PB: 5
Spd: 25

HP: 16
SDC: 95

Attacks per Melee: 6
Strike: +2 (+3 when gliding)
Melee Damage: +4
Parry: +5 (+6 when gliding)
Dodge: +5 (+7 when gliding)
Roll with Punch: +10
Pull Punch: +3
Initiative: +6 (+7 when gliding)
Knockout Punch: 20
Pin/Incapacitate: 18-20
Horror Factor: 10
Save vs Horror Factor: +9

Power Category: Experiment
Nature of the Experiment: Radiation
General Type of Experiment: Unexpected side effect of an experiment
Number and Type of Super Abilities: 4 Minor
Side Effects: Breathe Without Air
Sponsoring Organization: Medical Research Facility
Status with Sponsoring Organization: Organization doesn't know

Super Abilities:
Radar (50%/60%/60%/40%/50%)
Horror Factor
Supervision: Nightvision
Flight: Glide

Education: Bachelor's Degree
Skill Programs: Physical (+20%), Journalist/Investigation (+20%), Journalist/Investigation (+20%), Science (+20%)
Secondary Skills: 10

Skills:
Acrobatics (80%/80%/90%/70%/+15%/+5%)
Advanced Mathematics (65%)
Analytical Chemistry (45%)
Antrhopology (40%)
Athletics
Basic Mathematics (45%)
Biology (50%)
Body Building & Weight Lifting
Boxing
Chemistry (50%)
Climbing (60%)
Computer Operation (60%)
Cook (35%)
Escape Artist (40%)
First Aid (45%)
Fishing (40%)
Gymnastics (70%/80%/80%/90%/+5%/+5%)
Hand to Hand: Martial Arts (counts as 3 secondary skill picks)
Language: English (98%)
Literacy: English (98%)
Photography (55%)
Pick Locks (50%)
Pilot Automobile (60%)
Prowl (55%)
Research (70%)
Running
Streetwise (40%)
Wrestling
Writing (45%)

Money: $130

Items:
Car (conventional, 4 years old)
Superior lock pick set
Basic phone with answering machine
Value priced personal computer with basic colour monitor
Dancer's leotard
Short cape

Background Info:
Birth Order: Last Born
Weight: Thin
Height: Tall
Disposition: Hot-head, quick-tempered, emotional, but basically nice
Life Savings: $5,000
Land of Origin: United States
Childhood Environment: Countryside, small town or village
Social/Economic Background: Laborer/Lower Class
cosmicspear: (Default)
Welcome back to my Heroes Unlimited character creation series! Last time we made an alien character who started out boring but ended up ridiculous due to some very bizarre rule interactions. This time we're moving onto the second power categore, bionics!
Read more... )
cosmicspear: (Default)
Time for something very silly indeed.

So, on a whim, I've decided that I'm going to do a series where I make characters in Heroes Unlimited, the superhero RPG from Palladium Books. I already like messing around with this game so it's not that much of a stretch to start doing so in public.
Read more... )

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cosmicspear

May 2025

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