Shazbut (Alien)

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Shazbut (Alien)

Post by Shazbut »

Player Name: Michael
Hangouts Handle:
Ledger: Ledger

Character Name: Shazbut
Power Category: Alien
Alias: The Skunkfather, "Skunk Who Sings", Mr Stinky
Occupation: Singer/Cook (Military Specialist - Sapper)
Alignment: Scrupulous
XP Level: 7
XP Points: 38,066 (Updated 6/1/2024 by Dawg)
Next Level @ XP: 51,001
Birth Order/Family Ties: unknown
Land of Origin: Uncertain, but over 133 years.
Childhood Environment: unknown
Social/Economic Background: unknown
When Extraordinary Abilities First Manifested: Alien crash site, exposed to strange chemicals and high radiation
Disposition: Take a scoop of sunny optimism, add a scoop of mischievous glee, and layer them with a rich, creamy love for music. Drizzle with philosophical musings for a touch of depth, and top it all off with a generous maraschino cherry of kindness. Finish with a sprinkle of chopped nuts and you've got the perfect Shazbut sundae – a character that's both sweet and a little bit nutty!
Insanity: Overtrusting: Shazbut too often gives people the benefit of the doubt, believing their lies and getting himself into trouble. The alternative is unthinkable, shutting people out and being mistrustful. Better to be overtrusting.

APS: Void Form
Extraordinary Mental Affinity
Extraordinary Physical Beauty
Vibration / Vibrate Through Substances
Sonic Speed

I.Q.: 21
M.E.: 21
M.A.: 19 29
P.S.: 22 (Superhuman)
P.P.: 20
P.E.: 20
P.B.: 8 26
Speed: 30 (60/20) / 700 mph (1126 kph)
600 yards per minute (1200 yards per minute/400 yards per minute) / 11.67 miles per min
1800 feet per minute (3600 feet per minute/1200 feet per minute)
450 feet per melee round (900 feet per melee round/300 feet per melee round) / 3078.24 feet per round

PPE: 18
ISP: Only if Shazbut uses Mimic on a psionicist.
HP: 31
SDC: 267 (317)
AR: - (10)
Age: Unknown
Sex: Male
Height: 4 feet
Weight: 200 pounds
Description: Forget your average Earth varmint, this is Shazbut – a walking, talking, alien skunk! With the look of a rejected Pokemon and a grin that could disarm a nuclear device, this easygoing charmer usually wins people over. His glossy black fur gleams under the light, and his tail swishes with playful energy. He's got classic skunk stripes running down his back and across his nose, but he stands at 4 feet tall. Short for you, but a giant among skunks! Just as you adjust to this bizarre sight, Shazbut throws you another curveball – he bursts into song.

Mutant Characteristics
Stocky : Exceptionally broad and husky skunk about twice as broad as a normal.
OOC Comments
Bonuses: Add 50 Ibs to weight (22.6 kg), +4 to P.S. (superhuman), and +6 to S.D.C.
Natural Abilities
Base Stats when using Mimic
  • Perception: 52% 22%(+3%) see rules here
  • Charm/Impress: 80%
  • Invoke Trust/Intimidate: 96% 55% (M.A. 19)
  • Max. Encumbrance: 120lbs. see rules here
  • Max. Carrying Weight: 4400lbs.
  • Max. Lifting Weight: 6600 lbs.
  • Max. Jumping Ability: 22' long or 11' high.
  • Impervious to radiation that is normally deadly to humans.
  • Can see ultraviolet light.
  • This alien radiates low levels of radiation that will begin to harm humans exposed to him for more than a few weeks. If the alien does not wear a radiation shielded survival suit, those around him will contract radiation poisoning on a result of 1-30%; roll once per each week of exposure.
  • Retractable claws (+1D6) damage from claw attacks.
Super Abilities
Major Powers
  1. Alter Physical Structure: Void
    • The character can shift his physical structure to a solid, inky blackness with what looks like "star-flecks" throughout. He keeps his physical shape and is so lid enough to interact with the material world, but seems somehow insubstantial and inhuman - a walking piece of the void.
    • Half damage from lasers
    • Flight: 100 mph
    • Natural Prowl: 40% in light, 75% in darkness, opponents are -1 to Strike & Parry
    • Invisible in space if moving at a speed of 12 or less
    • Cold touch: 1D6 damage
    • Can see in total or magical darkness, never blinded by bright light
    • Breathes without air and may speak in a vacuum
    • Impervious to cold, radiation, depressurization, zero gravity and the hazards of space.
    • Nourished by starlight
    • Depressurize - a bolt of black energy
      • Range: 100' or touch
      • Duration: 1D4 melees
      • Effect: -8 to Strike, Parry & Dodge and -25% to skills (save vs. 16 with no bonuses for 1/2, each blast counts as one action, +3 to Strike on Aimed Shots)
    • Suffocation Attack
      • Area of Effect: 15' diameter sphere around self or in room or specific area
      • Cost: 1 APM to maintain
    • Void Bolt - a cold dark energy blast
      • Range: 500' + 30' per level
      • Damage: 4D6 per blast
      • Rate of Fire & Modifiers: one blast per action, +3 to Strike on Aimed Shots
    • Other Abilities and Bonuses
      • +1 attack per melee round
      • +2 on initiative, +1 to strike, parry and disarm, +4 to dodge, and +1 to roll with impact, punch or fall.
      • Natural A.R. 10
      • +50 S.D.C.

  2. Illusions (mutated)
    • The super being is a master of illusions, able to create a phantasm of anything he desires. An illusion looks, sounds and feels real in every way to those affected, only the senses of taste and smell are not replicated.
      • Number of illusions: One illusion can be created at levels 1, 3, 6, 9, 12 and 15.
      • Duration: The character's illusions last as long as the hero continues to concentrate on maintaining them.
      • Attacks per Melee: It requires one melee attack/action to create a new illusion, but once created it only takes two melee attacks/actions per round to maintain all of the super being's current illusionary images.
      • Saving Throw: Only by rolling a save of 16 or higher (M.E. bonuses applicable) does the victim see through the illusion. Super beings or animals with a heightened sense of smell (or taste if the situation arises) can not be fooled by these illusions in close combat, and will always see
        through them for what they really are. However, from a distance, the illusion still works fine. Likewise, any super being with radar or sonar will realize that the illusions have no substance and the images must be false illusions.
      • Seeing Through the Illusions: The person must be completely sure that it is not real. The shadow of a doubt at the last minute could have terrible consequences. Depending on the circumstances, the victim of an illusion may attempt to fight it by convincing himself that it is not real.

        One way is if the other characters in the group present a convincing argument or evidence to show the illusion for what it really is (or isn't, as the case may be). This "reality check" gives the character a chance to make a new saving throw with a bonus of +2 to save. A successful save means the victim instantly sees through the illusion.

        Another way to fight the effects of an illusion is by noticing inconsistencies or flaws in reality such as a missing shadow on a bright day, or a massive creature walking out of a small room, and so on. If these things are noticed, the player can roll to see if his character is convinced that it's an illusion. This "reality check" gives the character a chance to make a new saving throw as often as once every melee round with a bonus of +2 to save. A successful save means the victim instantly sees through the illusion.

        In a similar vein, the use of super abilities, magic or psionic detection spells can be of great advantage in combating illusions. A Sense Magic, Sense Evil, See the Invisible, and X-Ray Vision can all be useful in realizing that the sights and sounds are illusions. Also, psionic probes such as See Aura, Detect Psionics, Sense Magic, Sense Good or Evil, Telepathy and Presence Sense are extremely helpful, providing the psionic individual with a bonus of +2 to save (can be tried once per melee round). Here's why. Illusions have NO physical substance or biology. Consequently, nothing will register, because it is not real. Also, an illusion is not evil, magic, or psionic in nature, nor does it have an aura, or thoughts to be picked up from a telepathic scan. Most convincing of all, it has no presence.
      • Death by illusion: An illusion can appear to be so realistic that the person under its influence can be made to believe that he is being beaten, slashed, mashed, burned, etc. The victim can be made to feel the slice of a blade or the heat of fire. Because he is feeling the illusion, he is a part of its actions and imagines suffering damage from its attack, bleeding, burning, etc. Even though all of this is just illusions, the player must roll damage for his character as if it were real.

        Combat can be short or drawn out depending on the victim's perception of his enemy (overwhelming, an equal, a wimp, etc.) and the intentions of the illusionist. When the living character believes his Hit Points have been reduced to zero or below, he will believe he has died and will collapse. In reality, his body is whole and healthy, but the illusion has created such a flood of sensations that it has shocked his system, temporarily knocking him out for 2D4 melee rounds. If the death is particularly gruesome, the character may remain unconscious for twice as long and/or suffer permanent mental side effects (G. M.s, use your discretion but a roll on the phobia table or even the random insanity table may not be out of line). If the illusion of death is extremely sudden, horrendous or devastatingly real, like being atomized by a lightning bolt or being torn to pieces by a pack of
        wolves, there is a 1-50% chance of the character lapsing into a coma and actually dying unless he receives medical treatment (+20% to survive) . See recovery from a coma in the HU2 rule book on page 18. However, death and serious trauma are rarities.

        Note that it is possible for the living victim of an illusion to defeat his illusionary opponent. An extremely confident, positive or driven character may actually defeat his illusionary foe (plays out like a normal combat) . When this happens, the illusionary enemy is killed and the illusion instantly ends. A character with an extremely high M.E. (20+) may also be able to defeat his imaginary adversary in the course of (perceived) normal combat.
      • Types of Illusions:
      • Illusionary Objects: The super being can create simple objects, like a sword, shield, gun, grenade, chair, table, wall, tree, parked bus or other simple object. Illusionary objects are simple to create and difficult to see through (-2 to save).
        • Range: Touch/hand-held, or up to 10' for a stationary object.
        • Damage: If an illusionary weapon is created and fired, the victim will believe he has suffered genuine damage, see blood, and react accordingly. Thus, a character who believes he has been seriously wounded will react with all the usual penalties, and even fall over unconscious if he thinks he has been rendered near death! In reality, he has suffered NO damage from the illusionary weapon at all, but won't know that until the illusion ends!
      • Illusionary Opponents: The super being can summon up all manner of illusionary opponents to battle his enemies, from known enemies to soldiers, wild animals, monsters, dragons, giant robots, and on and on.
        • Range: Line of sight up to 100' per level of experience.
        • Attacks per Melee: The illusionary opponent will have from 4 to 6 attacks per melee depending on its nature (up to the G.M.)
        • Damage: Again, the victims of the illusion will believe they take damage from attacks that hit them, and respond accordingly. The amount of damage depends on what their "opponent" is using against them (fist, gun, energy blasts, etc.). Thus, a character who believes he has been seriously wounded will react with all the usual penalties, and even fall over unconscious if he thinks he has been rendered near death ! In reality, he has suffered NO damage from the illusionary opponent at all, but won't know that until the illusion ends!
        • Bonuses: Most illusionary opponents are presented as serious and deadly opponents and are +3 to initiative and +6 to strike, parry and dodge (no other bon uses apply).
      • Creating an illusion of a specific person:
      • +6 to save vs illusions, +4 to save vs fear/Horror Factor.
  3. Gravity Waves
    • Turns himself into a gravity well, causing all objects and people to be inexplicably pulled toward him. He can also reverse the power, creating a wave of gravity that pushes away and knocks down almost anything within its range. The gravity waves can even be focused inward to allow anti-gravity flight.
    • Generate Gravity Waves
      • Range: Point with the hands, focus on a specific target (weapon, person, vehicle) and a wave of gravity pulls that one particular object or individual to the super being from up to 500 feet (152.4 m) away. Or the character can radiate a gravity field 100 feet (30.5 m) in diameter to pull everything, in all directions, to him.
      • Duration: Instant blast used to disarm or grab someone and bring them over quickly, or a field that lasts as long as the character maintains his concentration.
      • Effects/Pull:
        • 10,001 Ibs or more (4500.5 kg or more) object - drawn 1D4 feet (0.3 to 1.2 m) closer per melee round.
        • 5,001 - 10,000 Ibs (2250.5 to 4500 kg) object - drawn 1D6 feet (0.3 to 1.8 m) closer per melee round.
        • 2,501 - 5,000 Ibs (1125.5 to 2250 kg) object - drawn 2D6 feet (0.9 to 3.6 m) closer per melee round.
        • 1,000-2,500 Ibs (450 to 1 1 25 kg) object - drawn 5D6 feet (1.5 to 9.1 m) closer per melee round.
        • 500-999 Ibs (225 to 449.5 kg) object - drawn 1D4x10 feet (3 to 12.2 m) closer per melee round.
        • 100-499 Ibs (45 to 224 . 5 kg) object - drawn 2D4x10 feet (6.1 to 24.4 m) closer per melee round.
        • 11-99 Ibs (4.9 to 44.5 kg) object - drawn 2D6x10 feet (6.1 to 36.6 m) closer per melee round.
        • 10 Ibs or less (4.5 kg or less) object - drawn 4D4x10 feet (12.2 to 48.8 m) closer per melee round.
      • Note: A gravity field stops all objects/people 1D4 feet (0.3 to 1.2 m) from the super being, and prevents the objects from slamming into him, but brings them close enough to be easily struck in melee combat. This natural buffer does not prevent the victim(s) from attacking the character in melee combat. The super being can use this power simultaneously with the Gravity Wave Shield, but not with the ability to Reverse Gravity Waves or his Anti-Gravity Flight abilities.
      • Damage: None.
      • Attacks per Melee: A quick blast used to disarm, snare a weapon or device, or to pull an opponent to the super being in one quick gesture counts as one melee attack. Heavy items typically take 2 or more melee attacks; so many feet (meters) per melee action/attack until the target
        reaches the super being. Once the heavy item is in front of the super being, he must spend one melee attack/action per round to maintain the gravity field to keep his adversary close. Failure to do so means the effect of the gravity waves ends immediately and the objects/people are no
        longer drawn toward the character.
    • Reverse Gravity Waves (Push): By creating a field of reversed gravity waves the character is able to push a specific person or object away from him. The push of these gravity waves is noticeably stronger than the pull of his normal gravity wave ability. Blasting an opponent with a push gravity wave will send him flying dozens of yards. Only characters who can fly (by any means) can stop themselves from slamming into a wall or object, and can fight the gravity push, reducing the distance by half. Only characters with a Supernatural P.S. of 45 or the ability to travel (run, fly, whatever) faster than Mach 1 can break the gravity wave and exit, or fight to hold their current position with out losing ground.
      • Range: Same as pull.
      • Duration: Instant blast or a field that lasts as long as the character maintains his concentration.
      • Damage/Effects from Push: Same distance as pull, above, only the target is being pushed away rather than pulled toward the super being. Typically, victims fall (01-75% chance; loses initiative and two melee attacks, and takes 1D6 damage; +4D6 damage if slammed into a wall, vehicle or other large heavy object, half that if slammed into another person).
      • Note: This power can not be used with the Generate Gravity Waves ability or Gravity Wave Shield ability, but it can be used with Anti-Gravity Flight.
      • Attacks per Melee: Same as pull.
    • Gravity Wave Shield: Causes all physical attacks, including bullets, grenade shrapnel , missiles, rail gun rounds, punches (regardless of the attacker's P.S.), kicks, swords and other melee weapons, car crashes or similar attacks, to stop short of hitting the super being. This power functions as a parry (roll a D20 as normal) against all incoming physical attacks, including those from behind or surprise, only the usual bonuses are NOT added to this gravity parry. However, the character is +3 to parry (+1 at levels 4, 8 and 12) using this aspect of his power. Note that a volley of bullets
      or a number of thrown items count as one parry. A successful parry means that the attack stops short of the super being, hangs in midair for a minute and floats to the ground, and the character suffers no damage from the attack.
    • Anti-Gravity Flight: The super being can hover and fly but at low speeds. However, as an anti-gravity power, the character can use it to breach a planet's gravitational pull and float into outer space.
      • Maximum Speed: 50 mph (80 kph).
      • Height/Altitude: Unlimited, right up into outer space. Still need protection from the cold and an air supply to breathe at high altitudes. Note: If the character goes into a thin atmosphere unprotected he loses two melee attacks/actions per round and could lose consciousness and
        fall to the Earth (impact is automatic death from that height).
    • Other Abilities and Bonuses:
      • Immune to all other gravity manipulating powers or effects, as his power cancels the other out, and vice versa.
      • Can sense the exact gravitational forces at work on any object (e.g. there is 0.17G on Earth's moon)
      • +9 to S.D.C.
  4. Mimic
    • Imitate or "mimic" another person's physical and mental attributes, including psionic powers, super abilities and innate magic abilities derived from enchanted weapons, objects or bestowed. However, the Mimic cannot copy memories, skills, education, spell knowledge/spell casting or experience.

      While the mimic has copied his opponent's entire physical structure, including P.S., P.P, P.E., P.B., Spd., S.D.C., Hit Points, and any other super abilities or psionics, the mimicking superbeing still thinks like himself, keeps his own I.Q., MA, and M.E., and fights and performs skills with his own experience and knowledge.
    • Range: Touch or 100' radius.
    • Duration: 3 minutes.
    • Added Note: Mimicked abilities function as if they were the mimic's level, not the target.

  5. Slime Generation
    • The alien skunk can shoot a vile, noxious slime that has the smell of blood, bile, vomit, feces and urine combined, a smelly slime that could make a maggot retch. The repulsive slime can be sprayed onto a victim or object, it can be used to cover the ground, or it can be used to coat
    • Completely immune to its horrific smell and all similar nauseating scents.
    • Nauseating Stench - Slime has a stomach-turning stench. Characters have varying likelihood of losing their lunch:
      • P.E. 14 or less have 01-93% chance
      • P.E. 15-24 have 01-75% chance
      • P.E. 25 or greater 01-50% chance

      Vomiting causes the character to lose all attacks for one melee round (15 seconds) and if attacked while retching, they are -3 on initiative, -3 to parry and dodge, and cannot perform a skill, cast a spell or use psionics.
      Even characters who manage to hold on to their stomach contents are distracted by the terrible smell. Stench Penalties: As long as they are within a 40 foot (12.2 m) radius of the slime they are -1 on initiative, -1 to parry, disarm and pull punch; doing a skill takes 30% longer and
      suffers a -15% penalty on skill performance. Double the range and the penalties for characters with Heightened Sense of Smell or Animal abilities. Triple the penalties when the individual is covered in slime. (Time for a wash!)
    • Bolts of Slime - a bolt of slime that strikes with a thud and splatters like a water balloon.
      • Area of Effect: 5 foot/1.5 m diameter per blast of slime.
      • Range: 20 feet (6.1 m) per level.
      • Duration: 2D6+12 minutes, when the slime finally dries into a crusty crud, or until it is washed way with ordinary soap and water (takes 1D4+2 melee rounds to clean), whichever comes first. Stench remains at half potency even after the slime dries.
      • Damage: 1D6 damage when the slime hits someone directly, plus the victim must save vs the nauseating slime.
      • Rate of Fire & Modifiers: one blast costs 1 action
    • Slime an Object - makes it impossible for anyone but the slime maker to pick it up or use without danger of it slipping out of his hands. There is a 01-80% chance that the item cannot be carried or used without slipping out of the hands; roll once for every melee round and for every attempt to use the slimed item. Slimed guns are -4 to strike and melee weapons are hard to use and hold onto (-3 to strike, -2 to parry).
    • Slime the Floor - slime bolts can also be used to cover the floor, ground and street. Going across a patch of slime-covered floor (or having
      slime-covered feet) must be done at a Spd of 5 or less. Going faster than a Spd of 5 has a 01-80% chance of the character slipping and falling (1D6 damage, loses initiative.
    • Slime the Eyes - If the slime is shot into an opponent's eyes (requires a Called S hot), he is temporarily blinded (-10 to strike, parry and dodge). Blindness lasts for 2D4 melee rounds or until the eyes are rinsed with water or eye drops. No damage, otherwise.
    • Coat Self with Slime - The super being can coat himself in his own slime to make him difficult to wrestle, pin, bear hug or entangle in hand to hand combat. Anyone striking/grappling/holding the slime maker is -4 to strike/hold/entangle and has a 01-60% chance of slipping and falling on the slime surrounding him. If the attacker falls, he takes 1D4 damage, loses his grip/hold on the slime maker, loses initiative and must spend two melee actions getting back on his own feet. ALSO roll for the stench factor! Roll to see if the opponent can avoid vomiting every time he grapples with the slime maker. Vomiting is likely to give the slime maker time to escape or counterattack.

      Similarly, the slime covered super being can attempt to escape any bonds once per melee round with the following chance for success: hands and/or feet tied with rope, handcuffed or chained - 70% likelihood of escape. Hands, arms, legs and body bound with rope, chains, straps or
      straightjacket - 60% chance to escape; or if the character has the Escape Artist skill, he gets a +30% bonus to escape.
    • Slime Slider - Exudes slime from his feet to slide across smooth (tile, linoleum, wood, etc.), and reasonably smooth surfaces (including concrete, asphalt and even grass and carpeting) at double his usual running speed as if he were traveling along a water slide. To maintain the sliding ability the character uses up three melee attacks per round.
    • Other Abilities and Bonuses
      • +1 P.E., +3 Spd
      • +5 S.D.C.
      • +10% to balance
  6. Sonic Speed
    • The power to run at supersonic speeds. This means the char­acter can run at the speed of sound, Mach One, or approximately 670 mph (1072 km/h). That is roughly one mile (1.6 km) every five seconds and 11.6 miles (18.6 km) per minute.
      In addition to running at incredible speed, the character has sharper vision, quicker reactions and greater dexterity than nor­mal humans. Despite what one might think, superspeed in hand to hand combat requires a comparatively slower, more meas­ured, and controlled pace, but the results are still devastating.
    • Fast Melee
      • Normal Punch - 1D6 damage.
      • Fast Punch or Kick -2D6
      • Super-Fast Punch -4D6 damage.
      • Super-Fast Kick -5D6 damage.
      • Super-Fast "Power" Punch or Kick - 1D6x10, but counts as two attacks.
      • Body block/ram at 400 mph (640 km) or greater does 2D4x10 damage, plus humanoid opponents weighing under 400 pounds (180 kg) are knocked off their feet and tumble for 2D6 yards/me­ters, and causes them to lose initiative and two melee attacks/ac­tions.
      • Note: Unfortunately, the speeding super-being also takes 5D6 damage, himself, and the attack counts as three melee ac­tions/attacks.
    • Leaping Ability (with a running start) -60 feet (18.3 m) high or 100 feet (30.5 m) lengthwise.
    • Swimming Ability (applicable only if the swim skill is known): Maximum speed is 300 mph (258 knots); can dive 300 feet (91.5 m) and has a maximum depth tolerance of 350 feet (107 m).
    • Can go from zero to 700 mph (1126 km/h) in four seconds (roughly one melee action) but such acceleration causes a small sonic boom punctuating his departure (unwise for stealth).
    • Running at superspeed is relatively quiet compared to the roar of a jet engine or race car, but the patter of feet on the ground and the air displacement makes a loud sound of rushing air like the roar of hurricane or tornado winds. Furthermore, a quick take off creates a sonic boom. The wind caused by the su­perspeed will also whip up clouds of dust and send paper and similar light items whirling in the air as the character runs by or comes to a sudden stop. Running under 100 mph (160 km) is considered quiet; a soft wind sound. Can stop on a dime and make sharp turns.
    • Superior vision about five times better than normal humans, which means an 18 inch sign can be read a mile away.
    • Nightvision - 500 feet (152.4 m).
    • Other Abilities and Bonuses
      • +1 melee attack/action per round (15 seconds) at levels 1, 3, 6, 9 and 12.
      • +6 on initiative.
      • +1 to strike.
      • +3 to parry.
      • +4 to automatic dodge against hand to hand combat and combat using melee weapons (sword, axe, club, etc.). An Auto­matic Dodge means the act of dodging does not use up a melee attack or action. Dodging bullets, energy blasts, projectiles and thrown objects can be attempted, but without benefit of any dodge bonuses; un­modified dice roll only (it's difficult even for a super-fast character to dodge these fast moving, long-range and often silent, or quiet, attacks).
      • +6 to roll with punch, fall or impact.
      • +1 to pull punch at levels 1, 3, 4, 5, 7, 9, 11, and 14.
      • +1 P.E.
      • +50 S.D.C.
      • Perception Bonus: +5%
  7. Vibration
    • The manipulation of vibration and air flow
    • Shock Waves - shock waves that ripple through the earth damaging everything along the path.
      • Range: 120 feet (36.6 m) +10 feet (3m) per level, with 6ft (1.8 m) width, shorter length if desired.
      • Damage: 2D6 per level
      • Rate of Fire & Modifiers: one blast costs 2 actions, +2 to strike
    • Shock Blast - an amplified bolt of force fired like an invisible concussion blast
      • Range: 200 feet (61 m) +10 feet (3 m)
      • Damage: 4D6 (6D6 underwater)
      • Rate of Fire & Modifiers: one blast per action, +4 to strike
    • Vibrate Through Substances - vibrate so quickly one can pass through solid matter
      • Range: Self
      • Duration: As long as necessary, typically 7-15 seconds
      • Effect: Can only vibrate through inorganic (non-living) material and speed is reduced to one third
    • Vibrate to Become Intangible
      • Range: Self and items on his person
      • Duration: One minute for every P.E. attribute point
      • Effect: Physical attacks do no damage. Energy attacks, fire, electricity, etc., do one third normal damage.
      • Attacks Per Melee: Takes the place of all melee attacks and actions while intangible
    • Feel Vibrations
      • Range: 30 feet (9.1 m) +5 feet (1.5 m) per level
      • Effect: Sense the presence of nearby movement and even estimate numbers and speed of approach. Cannot be snuck upon or caught by surprise.
      • Base skill: 66% accuracy, +2% per level.
    • Vibrating Punch - the vibrating Dim Mak. +1D6 points of damage to punches in addition to P.S. bonuses
    • Other Abilities and Bonuses
      • +4 on initiative, +1 to pull punch, +2 to parry, +2 to dodge, +2 to roll with punch, fall or impact.
      • +20 S.D.C.
      • Double normal speed attribute.
      • Perception Bonus: +10%

Minor Powers
  1. Extraordinary Mental Affinity
    • Description: An aura of likability, confidence and trust radiates from this character. He or she is so dynamic that they are often the center of attention and make the opposite sex swoon.
    • Bonuses:
      • Increase P.B. to 29; see attribute bonuses for the ability to impress and charm.
      • +10% to seduction, pick pockets and all skills of deception and sleight of hand.
  2. Extraordinary Physical Beauty
    • Description: An extremely attractive individual whose beauty is truly exceptional. Members of the opposite sex are particularly vulnerable to this character's charm.
    • Bonuses:
      • Increase P.B. to 26; see attribute bonuses for the ability to impress and charm.
      • +10% to the investigation/research, interrogation, seduction, palming and pick pocket skills.
  3. Limb Possession (mutated)
    Details to be added.
  4. Multi-Tasking (mutated)
    • Able to completely split his mind, using the right and left halves of the brain to concentrate on two separate topics simultaneously.
    • If the situation is right, engage in a full set of melee attacks while simultaneously performing a non-combat skill or melee action (things like searching files or reading the information off a computer, grabbing an object while shooting, etc.).
    • Consider:
      • Warp Sound whilst fighting so the fight has bad Kung Fu sound effects
      • Vibrating to intangibility while shooting slime at enemies
    • Paired Weapons skill
    • Ambidextrous
    • +1 extra attack per melee round
  5. Sense the Supernatural
    • Description: The ability to sense the presence of the supernatural.
    • Range: 500 feet +100 feet (152 +30 m) per level of experience. Double if supernatural creature is using magic, psionics or a special/super ability.
    • Duration: Constantly active, even when asleep. If supernatural beings are within the sensing radius, the character knows it.
    • Effect: Can tell if one or more supernatural beings are far or nearby, as well as a rough idea of which direction they lie and whether there is one, a few, several or many. Only an impression about the creature(s) is known, vague numbers and direction. If face to face can learn whether it is good, selfish or evil, and if the supernatural creature is weak (Lesser), strong (Greater), powerful (Lord), or mega-powerful (a deity or Alien Intelligence). Can also know if it is a supernatural being in disguise.
    • Bonuses:
      • +10% to Perception
      • +1 initiative
      • +1 dodge
      • +1 to save vs possession by supernatural beings.
  6. Shadow Cloak
    • Description: The ability to wrap oneself in natural shadows and pull them around him to create a cloak of darkness that conceals identity and helps to shield from attacks.
    • Bonuses:
      • All attackers see their bonuses to strike, parry, dodge, disarm, and entangle, as well as initiative and perception reduced by half.
      • +20% to Prowl, but can still be seen by infrared, heat sensors etc.
      • Half damage from light and laser attacks as the shadows bleed away and dissipate them.
      • Impervious to all shadow-based attacks when the cloak in place.
      • Nightvision 60' +5'/level
      • Penalties: Less effective in daytime or bright lights. -20% on the Prowl skill and no penalties to strike, parry or dodge.
  7. Sticky Globs
    • Can fire sticky globs from his butt that stick on contact. Each Sticky Glob is about the size of a softball and spreads out to cover a two foot (0.6 m) area on impact with the target. The sticky balls of super-adhesive will adhere firmly to anyone who is struck or who touches it after it has been expelled (except for the character who created it). Once stuck in a Sticky Glob, freeing the character requires a combined P.S. of 50 (and uses up two melee attacks/actions), or a Supernatural P.S. of 27 or greater to pull the victim free. Otherwise, the victim will have to wait until it dissolves naturally. Trying to shoot through the adhesive to free the victim will not work, and using fire, heat or energy attacks will also see half the damage inflicted to the glob also inflicted to the stuck victim!
    • Range: 60 feet +10 feet/level
    • Duration: 5 minutes/level OR the creator can make the globs disappear at will by touching them.
    • Damage: None
    • Attacks per Melee: Each sticky glob counts as 1 attack
    • Bonuses: Any hand to hand combat and P.P. attribute bonuses apply to the firing of Sticky Globs, but such bonuses are half when shooting wild or when moving and shooting.
  8. Summon and Command Small Animals
    • Able to summon animals that understand and obey him. These creatures are summoned via sheer will and appear out of nowhere as if teleported to his side. All creatures must be of one species and of a combined weight of 30 pounds, +5 pounds per level of experience (480 ounces + 80/level).
    • Striped Skunk: 2 pounds. About 27 skunks. (PFRPG - Monsters and Animals p223)
    • Canary: Between 0.4 and 1.05 ounces. About 1100 canaries.
    • Grey Squirrel: Between 14 and 21 oz. About 45 squirrels.
  9. Vocalization (mutated)
    • Description: Has a strong, clear voice and is a natural public speaker able to hold the attention of an audience.
    • Amplify Speaking Voice: Can amplify his voice to sound deep and booming, equivalent to using a bullhorn or loudspeaker, but not loud enough to hurt eardrums or cause deafness. The amplified voice remains clear and easy to understand even at great ranges.
      Range: Heard up to a half mile (0.8 km) away.
      Awe Factor: +2 to the character's Awe or Horror Factor (H.F.). (not applicable to Shazbut).
    • Speak in a Wider Range of Sound: Can "speak" in both the ultrasonic and subsonic range of sounds, enabling him to speak to animals and cannot be heard by humans.
      Range: Up to 100 feet (30.5 m) away, +30 feet (9.1 m) per level of experience.
    • Modulate Voice: Change the pitch and tone to sound deeper (male) or higher (female or child-like), and generally sound different. Can disguise his voice (93% +1% per level of experience). (includes I.Q. bonus)
      Range: Normal speaking range or in conjunction with Amplify Speaking Voice
    • Mimic Sounds and Whistles: Can mimic most natural and common sounds. Can do bird calls, animal noises or sound effects. Create sounds that sound convincingly real (especially over a radio or cell phone). Has perfect pitch and vocal control so he can whistle a tune at a professional level of quality and sing beautifully (if he has the Sing skill).
      Base Skill : 92% (77% +3% per level of experience) (includes I.Q. bonus)
    • Power of Command: Once per minute (every fourth melee round), can issue a single, simple command, with no more than two words. Everyone who hears and fails their saving throw (12 or higher), must comply for the next 1D4+1 melee actions/attacks (6-12 seconds). Note: Commands that encourage violence, violence on others, self-destruction , or suicide, do NOT work.
      Range: 100 foot radius (30.5 m) of the speaker.
      Duration: 1D4+1 melee actions/attacks.
      Damage: None, just issues a simple command.
      Attacks per Melee: Two melee actions and may only be used once every 60 seconds.
      Saving Throw: 12 or higher (M.E. bonuses applicable) means the person(s) does NOT have to obey the command. Furthermore, characters with an M.E. of 24 or higher and characters with mind control abilities of their own are immune. Master psychics need only roll a 10 or higher to save.
    • Bonuses (as applicable): +10% to Sing, Impersonation and all spoken Language skills, +5% to Interrogation and Seduction.
  10. Warp Sound
    • The ability to change and distort sound waves in the vicinity of the character to disguise one's voice (can sound completely different), and produce a variety of minor effects.
    • Range: Self or sound waves within a range of 100' + 20'/level, unless stated otherwise.
    • Duration: Up to five minutes per level of experience. Triple when used on self.
    • Warp Sounding Abilities:
      • 1. Amplify Sound/Booming Voice: The character can increase the loudness of his own voice or a specific sound as if turning up the sound on a stereo or television. Increase up to 70 decibels (level of heavy traffic) and used like a police bullhorn. The effect can be performed on another person or any type of audio equipment provided the target is within range and line of sight. Making a car stereo suddenly boom (perhaps one after another) can be an effective distraction, with everyone looking in that direction for at least the first 1D4+1 times it happens. It can also be used to drown out conversations and cause trouble.
      • 2. Muffle Sound: Reduce the volume to as low as a soft whisper (10 decibels). Can also bend sound around him to muffle his own movement to move almost completely silently. Only characters with heightened hearing might hear the character. No sound of footsteps, no rustle of clothing, breathing, etc. everything is like a soft whisper. +20% to Prowl skill.
      • 3. Silence Sounds: The character can manipulate sound to completely mute it. This can be done on a living being (human or animal) or audio device and machine to silence them. This can, in effect, temporarily negate the power of spell casters (no sound no spell) and silence stool pigeons.
      • 4. Disguise/Change Voice: This can be done to oneself for obvious reasons, or one specific person, for fun or confusion, provided that individual is within 100 feet and in line of sight. The voice may sound high or low, male or female, mechanical, gutteral, or lyrical.
      • 5. Change Sound: In this case the sound is made to be completely different than its true nature. Thus the roar of a revving motorcycle engine can be made to sound like a police siren, or the tinkling of bells, or the rush of wind, or laughter, etc.
      • 6. Parry Sonic & Sound-based attacks: The superbeing can parry and deflect sonic blasts and sound-based attacks, bending the sound waves around him. Roll just like a normal parry with -2 penalty. In the alternative, the character can create a sort of bubble that covers a 10 foot diameter that will warp sound around it, thus protecting those inside the bubble from sound and sonic attacks.
      • 7. Bend and redirect Sound Waves: The character can warp sound waves to send signals in different directions or back where they came from. For example, an individual is standing in front of the radio can't hear it because the superbeing has redirected the sound waves to go right or left and even around corners. Great for eavesdropping on conversations, concealing conversations and mischief.
      • Bonuses: The character's sense of hearing is about twice as good as a normal human's; +1 initiative.
        1d100: [71] = 71 1d100: [31] = 31 1d100: [65] = 65 Die rolled in error on wrong post.
EDUCATION LEVEL: Military Specialist (+10% on espionage and military skills)
Base Stats when using Mimic

Language Skills
Language: English 107% 97%
Language: Italian 107% 97%
Language: Shoshoni 107% 97%

Espionage Skills
(EP Level 3) Computer Hacking 37% (+5%)
Detect Ambush 47% (+5%)
Detect Concealment 42% (+5%)
Impersonation 74%/50% 62%/38%(+3%)
(EP Level 2) Intelligence 49% (+4%)
Interrogation 72% 47%(+5%)
(EP Level 2) Pick Pockets 47% (+5%)
Tracking: People 42% (+5%)
(EP Level 2) Undercover Ops 49% (+5%)
(EP Level 2) Wilderness Survival 47% (+5%)

Military Skills
Field Armorer & Munitions Expert 57% (+5%)
* Basic Mechanics 57% (+5%)
Demolitions 77% (+3%)
Demolitions Disposal 77% (+3%)
(EP Level 2) Find Contraband 43% (+4%)
+10% to Identify Undercover Agents.

Trap Construction 37% (+4%)
Trap & Mine Detection 37% (+5%)

Rogue Skills
(EP Level 2) Palming 27% (+5%)
(EP Level 7) Seduction 58% 33%(+3%)
(EP Level 2) Streetwise 32% (+5%)
+10% to Identify Undercover Agents.

Other Skills
(EP Level 3) Computer Operation 47% (+5%)
(EP Level 3) Computer Programming 37% (+5%)
(EP Level 3) Mathematics: Basic 52% (+5%)
(EP Level 3) Research 57% (+5%)
(EP Level 2) Wardrobe & Grooming 57% (+4%)

Physical Skills
Hand To Hand Assassin
  • Sense of balance 75% 67% (+2%)
  • Walk tightrope or high wire 67% (+3%)
  • Climb rope 77% (+2%)
  • Back flip 57% (+5%)
  • Climb 62%
  • Prowl 42% (or adds a +5% to prowl skill)

(EP) Fencing
  • Sense of balance 67% 57% (+3%)
  • Work parallel bars & rings 67% (+3%)
  • Climb rope 67% (+2%)
  • Back flip 77% (+2%)
  • adds a +5% to prowl skill.

  • Body block/tackle does 1d4 damage and the opponent must dodge or parry to avoid being knocked down (lose one melee attack if knocked down).
  • Pin/incapacitate on a roll of 18, 19, or 20.
  • Crush/squeeze does 1d4 damage per squeeze attack.
Secondary Skills
Pilot: Hover Craft (Ground) 57% (+5%)
Art 42% (+5%)
Cook 42% 42%(+5%)
Lore: American Indians 32% (+5%)
Performance 47% 37% (+5%)
Philosophy 37% (+5%)
Sing 52% (+5%) (Professional - from Vocalization power)
(3rd) Athletics (General)
(3rd) Running

APS: Void Form
Base Stats when using Mimic (weaponless)

Combat Data
HTH Type: HTH Assassin (level 15)
Number of Attacks: 13 / 14 / 9
Initiative Bonus: +18 /+20 / +6
Strike Bonus: +10 / +11 / +6
Parry Bonus: +14 / +15 / +6
Dodge Bonus: +12/ +16 / +6
Disarm Bonus: +7 / +8 / +4
HTH Damage Bonus: +13 (+1d6 Vibrating Punch, +1d6 Retractable Claws, +1d6 Cold Touch) / +4
Bonus to Roll w/Punch: +24 / +24 / +12
Bonus to Pull a Punch: +13 / +13 / +6
  • Death Blow (if desired; must announce his intention).
  • Kick attacks: Karate style kick (does 2D4 damage) and any two of choice, except jump kicks.
  • Critical strike on an unmodified roll of 18-20.
  • Knockout/stun on an unmodified roll of 17-20.
  • Prowl: 132% in darkness (APS: Void/Shadow Cloak/Warp Sound/Skills), 77% (APS: Void/Warp Sound/Skills)
  • +7 automatic dodge (+3 vs bullets, energy blasts, projectiles and thrown objects etc)
  • W.P. Knife and W.P. Sword +1 strike, +1 parry (Fencing Skill)
  • W.P. Sword +1d6 damage (Fencing Skill)
  • +3 body flip/throw.
  • Shooting while in Void Form
    • APS: Void (Depressurize Bolt, Suffocation Attack or Void Bolt) +8 strike
    • Slime Generation (Bolts of Slime) +5 strike / shot to eyes requires called shot
    • Sticky Globs +11 strike / +9 strike for called shot
    • Vibration (shock waves) +7 strike (2 actions)
    • Vibration (shock blast) +9 strike

      Strike bonuses:
      • Hand to Hand +6
      • P.P. +3
      • Superpowers(APS:Void, Sonic Speed) +2
      Total Strike:
      • Slime Generation->Bolt of Slime = PP + Superpowers
      • Sticky Glob = Hand to Hand + PP + Superpowers
      • Vibration->Shock Waves PP + Superpowers + 2
      • Vibration->Shock Blast PP + Superpowers + 4
      • APS:Void->Depressurize or Void Bolt = PP + Superpowers + 3 (-3 if shooting wild)
Weapon Proficiencies
W.P. Axe - +1 to strike and parry at levels 2, 5, 8, 12, and 15. +1 to strike when thrown at levels 5, 8, and 12; not designed for throwing.
(6th) W.P. Knife - +1 to strike at levels 2, 4, 7, 10, and 13. +1 to parry at levels, 1, 3, 6, 9, and 12. +1 to strike when thrown at levels, 1, 3, 6, 8, 10 and 13.
W.P. Paired Weapons (see RUE p. 327) -Axe and Axe (All weapons with Multi-Tasking)
W.P. Heavy MD Weapons +1 to Strike at levels 2, 4, 7, 10, and 13.
(s) W.P. Shotgun +1 to strike at levels 1, 3, 6, 10, and 14.
(5th) W.P. Sword - +1 to strike at levels 1, 3, 6, 9, 12, and 15. +1 to parry at levels 2, 4, 7, 10, and 13. +1 to strike when thrown at levels 4, 8, and 12; not designed for throwing.

Saving Throw Bonuses
Coma/Death: +10%
Toxins (15+): +3
Magic (varies): +3 (+1 extra vs supernatural possession)
Lethal Poison (14+): +3
Non-Lethal Poison (16+): +3
Insanity (12+): +4
Psionics (varies): +3

Illusions Major Power: +6 to save vs illusions, +4 to save vs fear/Horror Factor.
+4 to save vs all stench-based attacks and suffers half the penalties for half the duration time.
Last edited by Shazbut on Sun Jul 21, 2024 4:09 am, edited 225 times in total.
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Equipment List

Post by Shazbut »


Hover Platform

Carried/In Hand

Worn on Person
Omega Suit
Vibro-Axe (3d6)
Italian Medieval Axe "Five Fingers"
Beaded Shoshone armband

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
  • 12 attachment points
  • Integrated IRMSS: 20,000 credits to recharge (R:UE, p.263)

Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.

• Attachment: Dragonbane Blade
• Attachment: (5) Evidence bags
• Attachment: Flashlight
• Attachment: Multitool
• Attachment: Signal flare
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:

The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space: Beaded Shoshone bag - empty
• Space: Orange sock puppet with one googly eye
• Space: Whetstone
• Space: Omega Field Kit
• Space:
• Space:
• Space:
• Space:
• Space: Hover platform
• Space: Hover platform

Stored at Omega HQ
Craft supplies
Bible (1910 edition)
Novel (The Time Machine by H.G. Wells. 1st edition)
Painting equipment - brushes, paints, spray cans.
Polycarbonate knife (1d6)
Wireless speaker + Pocket-sized music player with headphones

Savings: $10,000 (large denomination paper notes from the 1950's bank robberies, never spent)

Gear Stats

Dragonbane Blade (Patron Item)
Legendary Enchanted Knife
M.D.C.: 200
Damage: 1D6+7
Weight: 1 lb.
Magic Features
  • Dragon Slayer: double damage to dragons and sea serpents
  • Eternally sharp blade: Weapon never dulls and is +3 to damage
  • Super-Sharpness: +4 to damage, but more importantly it lowers the required roll for a critical strike by two points
  • Armor Piercing: bypass the A.R. of their targets. If used against targets wearing body armor, the armor will not be harmed by this weapon, as it will automatically seek out gaps and chinks in the armor through which to strike. When used against creatures with a high natural A.R., this weapon simply goes through the natural defenses.

Curse: None
History: During the great Elf-Dwarf war, a singularly exceptional Elven alchemist created a number of identical enchanted knives used to add some gravity to the Elves' negotiations with the dragons of their time. From time to time across the ages, these knives have surfaced in the hordes of ancient dragons, and among ruins from that era. They are often associated with the appellation "folly" as those who bear them have frequently overestimated the power of the weapons, and underestimated the might of dragons.

  • A standard axe with a handle generator like the sword.
    • Damage: 3d6+P.S. bonus (if any)
    • Dimensions: 2.25' long.
    • Notes: Alien Equipment.
    • Weight: 4.5 lbs.

Italian Medieval Axe "Five Fingers"
  • An Italian wide-bladed war axe.
    • Damage: 3d6+P.S. bonus (if any)
    • Dimensions: 33" long.
    • Notes: Once owned by "Vinny Five Fingers", an Italian gangster of the 1950's. This intimidating piece is based on an Italian 14th century design, the axe is an overall length of 33". Axe head and handle grip constructed of steel alloy.

Hover Platform
  • A square hovering platform
    • S.D.C.: 150
    • Size: 4' square in size, that comfortably supports two people (can hold up to four)
    • Foldable to stow inside backpack for easy travel.
    • Notes: Alien Equipment, requires Pilot: Hover Craft (Ground) to fly.
    • Maximum Speed: 90 mph (145 km). Hovers 3 to 300 feet above the ground.

Omega Suit v3.1.7
S.D.C. by Location:
  • Arms: 90 each
  • Legs: 100 each
  • Main Body: 250
  • *Body Camera: 15

Weight: 6 lbs
  • AR: 17
  • *Body Camera (-2 to strike via aimed shot only)

  • Hyper-mimetic alloy fibers change size and molecular composition to fit wearer regardless of APS powers, shape or size changes.
  • Built-in short range encrypted radio transceiver (Omega freq only).
  • Built-in RFID transponder for C.S.P.D. verifies wearer is a Centurion to all C.S.P.D. and their precise GPS location within 20'
  • Body Camera located in center of chest.
  • Anti-Tamper system
  • Wrist mounted computer - allows real-time tracking of Omega agents in the field

Omega Field Kit
  • Collapsible fiberglass nightstick - 1D6 Damage
  • (2) Dosimeter clip badge
  • (20) Disposable gloves
  • (25) Evidence bags
  • First Aid Kit
  • Fold-able gas mask
  • (4) Signal flares
  • (6) Zip ties
Last edited by Shazbut on Wed Mar 16, 2022 6:20 pm, edited 34 times in total.
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Background Story

Post by Shazbut »

Background Story
Test Subject Number 3: The Crash and Rebirth
Test Subject 3 sees himself as a creature of Earth. In fact, he insists that he was born on Earth. In a way, this is correct.

The Darclon research vessel carrying the test subject suffered a catastrophic failure and crash landed in the remote Yellowstone region of North America. The scientists all died, but the subject somehow survived. In the process of leaving the burning ship he was bathed in high radiation and an assortment of chemicals that forever altered his body and mind. Badly wounded, and in a chemical stupor, the test subject tried to call for help on a damaged communication device. Before passing out, the only signals he could detect came from San Jose in California; the first radio station on Earth to broadcast music. The year was 1910.

While cocktail of strange energies reshaped his unconscious body, his soul was shaped by stranger earthly energies; music.

During this time of sleeping mutation, a curious striped skunk wandered into the burning forest clearing. The test subject's fluid form mimicked much of what it encountered from the Earth species mephitis mephitis.

When he awakened, he was reborn, in both body and soul. This was as Darclon scientists had intended, but their plans involved the use of more promising animal species. The test subject had come to greatly resemble the striped skunk that had drawn near while he slept, albeit retaining his original large bipedal shape. The only hint of his former self lay in a hard layer of tiny scaled skin, hidden underneath his newly grown skunk fur. He possessed strange powers and stranger thoughts. Memories of his former existence were faint, but in his mind chords burst in an irresistible sequence. He found himself humming strange tunes to himself. To this day it never really stopped.

A quick survey of the wrecked ship revealed a partially functioning memory bank. It told the following; the ship was crewed by a team of Darclon mind-engineers, and they were developing drugs for psychological reorientation to find a cure for the burden of memory. This was an arm of research intended to compliment efforts to build a compliant obedient mutant soldier army. Such soldiers needed to be freed of old memories, to better trust their Darclon masters. Such soldiers would also have abilities to adapt to their threats by taking on characteristics and strengths of their opponents.

Who was he? He could not even recall his true name. Nor did he know what a Darclon was. He did not care.

From the debris he salvaged a vibro axe and hover platform. Then, with a smile on his lips and a song in his heart, he vanished into the wild woods.

Skunk Who Sings: Close Encounters of the Human Kind
The first humans the test subject saw were a detachment of U.S. Army troops coming out of Fort Yellowstone. They were making haste towards the fires of the crash site. He bypassed them entirely atop his hover platform, soaring over treetops. He did not recall how he knew to fly hover machines, it was an old memory that had stuck with him. Soon he entered the Wind River Reservation of Wyoming

There he found his first great human friends amongst the Eastern Shoshone tribes; Raymond Washakie, a grandson of the great Chief Washakie, and a Welsh Anglican Priest named John Roberts. The two agreed this strange skunk-like being was a supernatural wonder that neither could explain, though John theorized it came from the future. Both conspired to keep their new friend hidden from authorities at their Episcopal Church.

Raymond named his strange visitor "Skunk Who Sings", taught him his tribe's language and shared with him his love of painting. John taught him philosophy but failed utterly in teaching the visitor how to read. A few words at a time; simplicity. A few sentences; impossible. With these friendly people a new home could have been made, but after a few weeks some of his Shoshone friends began falling ill. Humans, despite all their gifts, were more fragile than he imagined. They could not tolerate the skunk's innate radioactivity. Sadly, it was time to leave.

"Skunk Who Sings" left with Raymond a momento, his damaged communicator. All it could do was pick up the intermittent radio transmissions coming from the radio pioneers of California. To John he gave the salvaged alien memory bank. He in turn received an intricately beaded Shoshone armband and John's copy of his first and second favorite books; The Bible, and The Time Machine by H.G. Wells.

Unknown to "Skunk Who Sings", many Native Americans now have folk tales of him as word spread over the years beyond the Shoshone tribe.

Mr Stinky: My Friend Vinny Five Fingers
Many years past. He walked the earth and saw many things. Though it pained the mimic to be alone, his radioactivity meant he was always careful never to linger in one place too long. By the 1950's the singing skunk befriended an Italian Chef who turned out to be a thief working for the local Mafia. "Vinny Five Fingers" was a charismatic gangster and tricked him into using his powers to pull of a series of bank robberies. The moniker "Five Fingers" referred to an Italian war axe Vinny used to frighten enemies. His innate ability to pass through solid walls made the skunk an ideal thief, and the resultant three-week crime spree topped the national newspapers of the day. Vinny reached the mafioso the big time with his new skunk partner, whom the mafia nicknamed Mr Stinky.

It was late one night, whilst playing Scrabble with a group of goodfellas, that Vince spelled out the name "S H A Z B U T". The move won Vince the game and cash prize, and Shazbut a 'real' name. The name stuck. But just as quick as he arrived, Shazbut aka Mr Stinky aka Skunk Who Sings aka Test Subject Number 3 soon vanished again. He also took with him Vince's axe as a momento. The tales of Mr Stinky faded over the years into mafia legend. The crimes remain unsolved to this day, as the intangible Mr Stinky always ascended from sewage pipes underneath the banks, far from cameras and surveillance systems.

Shazbut: Present Day
Shazbut has spent a very long time on the fringes of society, happily surviving on what scraps he can find. He has sought to remain close enough to society to enjoy radio music but far away so that no one gets sick from his radiation. However, he is increasingly isolated and in need of a community, has recently presented himself to authorities and has requested asylum. He has explained his story to the best of his ability, but has left out the part of a crashed alien ship. The concept of years is fuzzy to him, he doesn't consider the passage of time as humans do, it simply flows unheeded. His time with Raymond, John and Vince feels as if only a few years ago. He would be shocked and saddened to learn that they are all long dead. He still hasn't read John's book.

After hearing Shazbut's story boisterously sung in English, Italian and even Shoshone, perplexed government agents are currently assessing whether he ought to be granted asylum, placed in one, or given a job. It went a little like this:
"A Skunk Named Shaz"

♪ ♫ ♪ First thing I remember was a wreck I saw,
The flames were high and made a mighty roar
I came across a barrel leaking really strange stuff.
It was bright and glowed, like a star from above
And green and smelly, hey what's not to love?
So I dove right in, bathed and drank it sure-enough ♪ ♫

♪ ♫ ♪ Well what happened next, I'll tell you straight,
I glowed all green and began to mutate
I was all tingly through the day and half the night.
I got really big and I got really strong,
But more importantly, I got the gift of song
And I walked outta the woods with a king sized appetite ♪ ♫

♪ ♫ ♪ Well, I got pursued by an angry troop
So I flew away to find a friendly group
Found a native tribe and good men named John and Ray
While the army did a massive search
They hid me away in the local church
And I found many friends and learned the Shoshone way ♪ ♫

♪ ♫ ♪ Well, turns out I was a quite the Pandora
Folk got sick from my energy aura
So I had to leave my friends and a home real attractive
We swapped some gifts and we waved goodbye
I had to turn fast, to wipe a tear from my eye
And I knew there'd be no place no home for a skunk radioactive ♪ ♫

♪ ♫ ♪ Well I wandered the world, it was larger than I thought,
But I was sneaky unseen, and never got caught
Till I found sweet place called Little Sicily.
It smelled like pizza and it smelled like steak
Put a spell on me, that I just couldn't shake
So I went to the kitchen where the Chef sang busily ♪ ♫

♪ ♫ ♪ He sang in lows and he sang in highs,
Stirring bolognese sauce and to his surprise
I rose my voice and mimiced his tune most perfectly.
He saw little me singing in the doorway,
And he dropped his spoon and his hair turned grey
Then he pulled out a gun most violently ♪ ♫

♪ ♫ ♪ He fired six shots right at my sweet heart
But I was faster than him, had it down to an art
And I shook my stuff and the bullets passed me through.
It's a long story, so I'll cut it short
He taught me Italian and gave me support
And he tricked me into joining his secret nighttime crew ♪ ♫

♪ ♫ ♪ Most folks thought Vince was only a cook,
But in reality, he was a mafia crook
His words were slick, and taught me all his skills.
We'd sing together making fettuccine ragu,
In that restaurant where no one had a clue
And at night we'd steal to help pay the bills ♪ ♫

♪ ♫ ♪ I'd pass through walls and into bank vaults,
Grab the cash and jewels, while Vince exalts
Till the day came when the song had to end.
See I felt real bad about this life of crime,
And I knew that Vince would die in time
So I walked away before the sickness claimed my friend ♪ ♫

♪ ♫ ♪ Some fight for dollars some fight for food
If you need some help, well I'm your dude
I'm looking for a home that could use an extra song
If you had a cure for my radioactive field
Some kinda pill or some kinda shield
Then I could help you sort out the right from the wrong ♪ ♫"

Shazbut is a very odd individual. He lives in the present, without much thought spared for the past or the future. Whilst he is physically intimidating, for who isn't perturbed by the sight of a skunk, his mind is as gentle, generous and loving as a golden retriever's. He laughs, sings and fears little.

When the alien chemical cocktail burned holes in his memories, for better or worse a large piece of himself was forever removed. Since then he has been filling that void with the lives of others. He is always interested in people and wants to hear about their stories, interests and dreams. To some extent, those dreams become his, filling a hole in his soul. However, he is easily influenced by others. This is how he fell into working late-night heists for his crooked-friend Vince. His life is a reflection of the lives of those around him. He mimics them, and strangely in this his soul finds peace.

He has a deep love of music, food and stories. In these things Shazbut finds fun and refuge. The Shoshone tribes had great stories. The Italians great music and food. The ideal day would involve working hard in a kitchen preparing tasty treats for friends and singing songs. The worst day imaginable would be locked in a cell completely alone. Shazbut needs companionship. Whenever he finds himself alone, the discomfort he feels is held off with song. He also studies the way people around him speak, and impersonates their voices. Sometimes for fun, other times to reinforce some wisdom or folly he has heard. Impersonating what someone has said helps him to remember things.

When singing songs, or impersonating what others have said, Shazbut can be a fast talker. However it is a difficult thing for him to speak from his own heart and mind. His words come slowly and those interacting with him grow accustomed to the long thoughtful pauses that occur before he speaks.

Shazbut also has difficulty focusing on long written texts. While he can read a road-sign, or a radio show schedule, he can't read a novel or essay. He is in awe of humans who can stare at the little symbols for hours on end without losing their minds. For all his efforts it is an ability he cannot imitate. Likewise he has no patience for computers. His skill set revolves around talents practiced by mimicking mentors, not reading instruction manuals.

XP Chart

1 0000 - 2,100
2 2101 - 4,200
3 4201 - 8,400
4 8401 - 17,200
5 17,201 - 25,400
6 25,401 - 35,800
7 35,801 - 51,000
8 51,001 - 71,200
9 71,201 - 96,400
10 96,401 - 131,600
11 131,601 - 181,800
12 181,801 - 232,000
13 232,001 - 282,200
14 282,201 - 342,400
15 342,401 - 402,600
Last edited by Shazbut on Sun Jul 21, 2024 4:15 am, edited 57 times in total.
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Re: Shazbut (Alien) - APPROVED

Post by Shazbut »

Combat Post Template

Code: Select all

JIC: [roll]1d20[/roll], [roll]1d100[/roll]
Perception: 59% / [roll]1d100[/roll] [color=red](FAIL)[/color]

[*]Mimic active: no
[*][ooc=Passive Abilities][list]Feel vibrations 72% accuracy. Cannot be snuck upon or caught by surprise from a nearby opponent. Range 45ft. (13.6m). 
[*]Impervious to radiation that is normally deadly to humans.
[*]Immune to horrific nauseating scents.
[*]Superior vision about five times better than normal humans, which means an 18 inch sign can be read a mile away.
[*]Nightvision - 500 feet (152.4 m).
[*]Can see ultraviolet light.
[*]Radiates low levels of radiation.[/list][/ooc]
[*]H.P.: [color=green]28[/color]/28
[*]S.D.C.: [color=#FF0000]268[/color]/268
[*]A.R.: 17 (Omega Suit), 10 (Void Form)
[*]Omega Suit S.D.C by location: Arms 90/90 each, Legs: 100 each, Main Body: 250, *Body Camera: 15


[*]Mimic active: yes (target name)
[*]Mimic H.P.: [color=green]??[/color]/??
[*]Mimic S.D.C.: [color=green]??[/color]/??
[*]Mimic Conditions: 
[*]Mimic P.S.:
[*]Mimic P.P.:
[*]Mimic P.E.:
[*]Mimic P.B.:
[*]Mimic Spd.:
[*]Impervious to radiation that is normally deadly to humans.
[*]Can see ultraviolet light.
[*]Radiates low levels of radiation.[/list]
[*]A.R.: 17 (Omega Suit)
[*]Omega Suit S.D.C by location: Arms 90/90 each, Legs: 100 each, Main Body: 250, *Body Camera: 15

Initiative (+# added): 
Non-Combat Action: 
Action 1: 
Action 2: 
Action 3: 
Action 4: 
Action 5: 
Action 6: 
Action 7: 

Parries (+## included):

Auto Dodge (+7): 

Litterbug Battle template:

Code: Select all

JIC: [roll]1d20[/roll], [roll]1d100[/roll]
Perception: 72% / [roll]1d100[/roll] [color=red](FAIL)[/color]

[*]Mimic active: no
[*][ooc=Passive Abilities][list]Feel vibrations 72% accuracy. Cannot be snuck upon or caught by surprise from a nearby opponent. Range 45ft. (13.6m). 
[*]Impervious to radiation that is normally deadly to humans.
[*]Immune to horrific nauseating scents.
[*]Immune to physical attacks.
[*]Energy attacks, fire, electricity, etc., do one third normal damage
[*]Immune to all other gravity manipulating powers or effects, as his power cancels the other out, and vice versa.
[*]Immune to his own slime and can pick up and use any slimed or slippery object without penalty.
[*]Impervious to all shadow-based attacks when Shadow Cloak active.
[*]Superior vision about five times better than normal humans, which means an 18 inch sign can be read a mile away.
[*]Nightvision - 500 feet (152.4 m).
[*]Can see ultraviolet light.
[*]Radiates low levels of radiation.[/list][/ooc]
[*]H.P.: [color=green]28[/color]/28
[*]S.D.C.: [color=#FF0000]317[/color]/317
[*]A.R.: 17 (Omega Suit), 10 (Void Form)
[*]Omega Suit S.D.C by location: Arms 90/90 each, Legs: 100 each, Main Body: [color=#FF0000]220[/color]/250, *Body Camera: 15
[/inline], [inline=Accelerated]+50% speed, +1 APM, +2I, +2s/p/d. Can dodge bullets, energy beams, or thrown objects without penalty. 45sec remaining.[/inline],[inline=Intangible]Physical attacks do no damage. Energy attacks, fire, electricity, etc., do one third normal damage. Costs ALL melee attacks, but multi tasking splits the load.[/inline],[inline=Shadow Cloak]All attackers see their bonuses to strike, parry, dodge, disarm, and entangle, as well as initiative and perception reduced by half.[/inline], [inline=Litterbug Breath]-10 S.D.C., -1 APM and -3 to strike, dodge, and parry. 2 rounds remaining.[/inline]

APM: 11

Initiative (+19 [includes +2 from Accelerated]): [roll]1d20+19[/roll]
Action 1-2: Vibration->Shock Waves, [roll]1d20+7[/roll], Damage [roll]10d6[/roll]
Action 3-4: Vibration->Shock Waves, [roll]1d20+7[/roll], Damage [roll]10d6[/roll]
Action 5-6: Vibration->Shock Waves, [roll]1d20+7[/roll], Damage [roll]10d6[/roll]
Action 7-8: Vibration->Shock Waves, [roll]1d20+7[/roll], Damage [roll]10d6[/roll]
Action 9-10: Vibration->Shock Waves, [roll]1d20+7[/roll], Damage [roll]10d6[/roll]
Action 11: Vibration (shock blast) [roll]1d20+9[/roll], Damage [roll]4d6[/roll]

Parry (+12+2[Accelerated]-3[Litterbug breath]): [roll]1d20+11[/roll], [roll]1d20+11[/roll], [roll]1d20+11[/roll], [roll]1d20+11[/roll], [roll]1d20+11[/roll], [roll]1d20+11[/roll], [roll]1d20+11[/roll], [roll]1d20+11[/roll]

*Gravity Wave Shield[inline=Parries]Causes all physical attacks, including bullets, grenade shrapnel, missiles, rail gun rounds, punches (regardless of the attacker's P.S.), kicks, swords and other melee weapons, car crashes or similar attacks, to stop short of hitting the super being. This power functions as a parry (roll a D20 as normal) against all incoming physical attacks, including those from behind or surprise, only the usual bonuses are NOT added to this gravity parry.[/inline]: [roll]1d20+4[/roll], [roll]1d20+4[/roll], [roll]1d20+4[/roll], [roll]1d20+4[/roll], [roll]1d20+4[/roll], [roll]1d20+4[/roll], [roll]1d20+4[/roll], [roll]1d20+4[/roll]

Auto Dodge (+7): [roll]1d20+7[/roll], [roll]1d20+7[/roll], [roll]1d20+7[/roll], [roll]1d20+7[/roll], [roll]1d20+7[/roll], [roll]1d20+7[/roll], [roll]1d20+7[/roll], [roll]1d20+7[/roll]
Last edited by Shazbut on Sun Aug 06, 2023 4:53 pm, edited 25 times in total.
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Re: Shazbut (Alien) - EP Purchases

Post by Shazbut »

PP Purchases - 11 Feb, 2022
Purchase semi-random major power + choice of power category under Greater choice of individual powers APS: Energy
1d100: [40] = 40 , 1d100: [99] = 99 , 1d100: [72] = 72
  • Alter Physical Structure: Human Force Field (PU3)
  • Alter Physical Structure: Magnet (PU3)
  • Alter Physical Structure: Void (PU3) - S.D.C. + 1d4: [3] = 3 x10 + 20 -> feels like the right one, linking with Shazbut's radiation and space-alien origins
Semi-random minor power roll: Category 1d100: [35] = 35 , Rolls 1d100: [84] = 84 1d100: [90] = 90 1d100: [38] = 38
  • Extraordinary Physical Beauty - P.B. 20 + 1d4: [4] = 4 + 1d4: [2] = 2 -> hobo skunk gets a wash, and comes out looking spiffy!
  • Extraordinary Speed
  • Superhuman Strength
Semi-random minor power roll: Category 1d100: 1d100: [26] = 26 , Rolls 1d100: [53] = 53 1d100: [67] = 67 1d100: [96] = 96
  • Heightened Sense of Smell (HU2)
  • Heightened Sense of Taste (HU2) -> Shazbut is going to claim the kitchen and cook nummies
  • Heightened Sense of Touch (HU2)

Semi-random minor power roll: Category 1d100: 1d100: [89] = 89 , Rolls 1d100: [53] = 53 1d100: [82] = 82 1d100: [56] = 56 reroll duplicate: 1d100: [100] = 100
  • Lunar Strength (PU1)
  • Summon Lesser Demon/Deevil (AU)
  • Summon and Command Small Animals (AU) -> Behold the swarm of skunks!
Semi-random minor power roll: Category 1d100: 1d100: [19] = 19 , Rolls 1d100: [44] = 44 1d100: [25] = 25 1d100: [69] = 69
  • Body Weapons (HU2)
  • Venomous Attack (PU1)
  • Without Sustenance (PU3) -> yeah right, that's not gonna happen
  • 3PP MUTATE this roll to Vocalisation (PU3)

-2 PP Skill Download: New O.C.C. Related Skill Seduction
-1 PP Upgrade Existing Skill One Level (Seduction)
-1 PP Upgrade Existing Skill One Level (Seduction)
-2 PP Skill Download: New Secondary Skill (W.P. Knife)
-2 PP Skill Download: New Secondary Skill (W.P. Sword)
-2 PP Skill Download: New Secondary Skill (Fencing)
-3 PP Upgrade Existing Combat Skill One Level (W.P. Knife)
-Add W.P. Knife to sheet - level 2 in skill
PP Purchases - 11 Sept, 2022

1 PP Attribute Boost (+1d6 PE) = 1d6: [3] = 3

Manifest One New Major Super Power of choice (24 PP - 50% discount from PPIC COUPON [Cost 12])
  • Slime Generation = +1 P.E., + 5 SDC ( 1d6: [3] = 3 + 1d6: [1] = 1 + 1d6: [1] = 1 ), +10% to balance, and + 1d4: [3] = 3 to Spd

Semi-random minor power roll: Category Enhanced Attributes (5 PP)
1d100: [18] = 18 , 1d100: [60] = 60 , 1d100: [61] = 61
  • Extraordinary Mental Affinity (HU2) = ? (24 + 1d6: [5] = 5 )
  • Extraordinary Physical Prowess (HU2)
  • Extraordinary Physical Prowess (HU2) reroll = 1d100: [86] = 86 (Extraordinary Speed (HU2))

Semi-Random major power roll: Category Speed (12 PP - 25% discount from NOT-SO PPIC COUPON [Cost 9])
1d100: [70] = 70 , 1d100: [35] = 35 , 1d100: [29] = 29
  • Sonic Speed (HU2) - + 4d4: [2, 1, 1, 1] = 5 x 10 S.D.C = 50, + 1d6: [1] = 1 P.E.
  • Rocket Charge (PU3)
  • Rocket Charge (PU3), reroll = 1d100: [25] = 25 (Mega-Wings (PU1)) + 1d4: [4] = 4 P.B.

Semi-random minor power roll: Category 1d100: [66] = 66 , Rolls 1d100: [2] = 2 1d100: [55] = 55 1d100: [95] = 95
  • Bubble Glue (PU1)
  • Sticky Globs (PU3)
  • Super Wind Blast (PU1)
Total PP Cost: 30 PP
PP Purchases - 11 Nov, 2022

Semi-random major power roll: Category 1d100: [83] = 83 , Rolls 1d100: [37] = 37 , 1d100: [100] = 100 , 1d100: [5] = 5
  • Gravity Waves (PU3) + 1d6: [2] = 2 , 1d6: [3] = 3 , 1d6: [4] = 4 to SDC.
  • Weight Manipulation (HU2)
  • Aerodynamics (PU3)
Total PP Cost: 10 PP
1d4: [3] = 3
PP Purchases - 11 Dec, 2022

Semi-random minor power roll: Category: 1d100: [13] = 13 Rolls: 1d100: [7] = 7 , 1d100: [51] = 51 , 1d100: [33] = 33
  • Shadow Cloak (PU3)
  • Shadow Trap (PU3)
  • Shadow Molding (PU3)
* Shaz out of his mind now, so Mind Control seems right!
Semi-random major power roll: Category chosen: (Mind Control) 2PP. Rolls: 1d100: [34] = 34 , 1d100: [25] = 25 , 1d100: [78] = 78
  • Holographic Memory Projection (HU2)
  • Divine Aura (HU2) + 2d4: [2, 3] = 5 MA, + 2d4: [1, 4] = 5 ME, 2d4: [2, 2] = 4 + 1d4: [2] = 2 PB, + 1d4: [2] = 2 x10 SDC
  • Summon and Command: Demon Netherbeasts (AU)
Semi-random minor power roll: Category 1d100: 1d100: [8] = 8 , Rolls 1d100: [49] = 49 , 1d100: [94] = 94 , 1d100: [97] = 97 , 1d100: [94] = 94 , 1d100: [91] = 91 , 1d100: [11] = 11
  • Life Sense (PU1)
  • Sense the Supernatural (AU)
  • Horror Factor (HU2)
Semi-random minor power roll: 1d100: [70] = 70 1d100: [96] = 96 1d100: [40] = 40
  • Fireworks (PU3)
  • Warp Sound (PU1)
  • Energy Fists (PU3)
PP Purchases - 11 Jan, 2023

(3 PP) Attribute Boost (applicable to attributes 16+, +1D6) - PP : 1d6: [4] = 4 -added to sheet
(1 PP) Attribute Boost (applicable to attributes under 16, +1D6) - ME : 1d6: [5] = 5
(3 PP) Attribute Boost (applicable to attributes 16+, +1D6) - ME : 1d6: [5] = 5
(2 PP) S.D.C. Boost (+1D4x10): 1d4: [4] = 4 x 10 -added to sheet

Considered and discarded. While powerful, is this Shunky? I feel it isn't. Mega Device Idea (Earth Possession: PP for earth exoskeleton - 1d6: [4] = 4 , PE - 1d4: [2] = 2 , PB - 1d6: [3] = 3 )

(3 PP) Manifest One New, Semi-Random Minor Super Power
Semi-random minor power roll: Categories 1d100: 1d100: [56] = 56 , 1d100: [1] = 1 , 1d100: [92] = 92 , Roll 1d100: [45] = 45
  • Flight: Insect (PU1) (Banned) reroll - 1d100: [4] = 4 Flight: Energy (PU1)
  • Personal Force Field (PU1)
  • Earth Empowerment (PU1)
(3 PP) Mutate an existing minor power (chosen outcome)
-Mutate Earth Empowerment to to Multi Tasking - for only then we can have Michael Winslow sound effects during a kung fu battle

(1 PP) Attribute Boost (applicable to attributes under 16, +1D6) - IQ : 1d6: [5] = 5
PP Purchases - 25 Jul, 2023
(3 PP) Mutate Heightened Sense of Taste to Limb Possession - can make unwilling folk tap toes in time with the song! Slap themselves! Dance... poorly! Very skunky.
(12 PP) Mutate Holographic Memory Projection to Illusions - full blown illusionary musical backgrounds are possible. Dancing penguins? Fireworks?

(3 PP) Mutate an existing minor power (chosen outcome)
(12 PP) Mutate an existing major power (chosen outcome)

(3 x 10 PP) Upgrade Existing Combat Skill One Level (HTH: Assassin)
1d6: [5] = 5
MGP Purchases - 31 May, 2024
Espionage skill purchases for Shazbut
(4 PP) Skill Download (Intelligence): New Scholastic Related Skill
(4 PP) Skill Download (Pick Pockets): New Scholastic Related Skill
(4 PP) Skill Download (Wilderness Survival): New Scholastic Related Skill
(4 PP) Skill Download (Undercover Ops): New Scholastic Related Skill

Military skill purchases for Shazbut
(4 PP) Skill Download (Find Contraband): New Scholastic Related Skill

Secondary skill purchases for Shazbut
(2 PP) Skill Download (Streetwise ): New Secondary Skill
(2 PP) Skill Download (Wardrobe and Grooming): New Secondary Skill

(6 PP) Skill Download: Normally Unavailable Skill (Palming)
MGP Purchases - 2 June, 2024
(5 MGP) Attribute Boost IQ (applicable to attributes 16+, +1D6) 1d6: [5] = 5
Last edited by Shazbut on Sat Jan 07, 2023 6:17 am, edited 70 times in total.
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Re: Shazbut (Alien) LEVEL UP

Post by Shazbut »

H.P. Increase for Level 4 1d6: [4] = 4
H.P. Increase for Level 5 1d6: [5] = 5
H.P. Increase for Level 6 1d6: [1] = 1 - update combat for level 6 Sonic Speed
H.P. Increase for Level 7 1d6: [2] = 2
Last edited by Shazbut on Sun Jun 02, 2024 3:51 am, edited 4 times in total.
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Shazbut's Song List

Post by Shazbut »

Team Alpha History - In Song
Born Again, an adventure covered in the ballad
"The Ballad of the Missing Persons – A Team Alpha Tale"
Part 1: Alphas Assemble
Agent Steel called Team Alpha in one dark and windy day
Lured them in with pastries in a delectable display
The coffee pot was brewing when the four heroes shuffled in
To each he gave a briefing, a list of names therein

Missing from homes,
Missing I.A.
Team Alpha do or die

The mighty Brute was frowning as he read through all the names
Many folk he knew from times he lived through squalor shames
There were fifteen missing persons taken from the homeless streets
Taken in the nighttime, through a hole sliced through tent sheets

Beautiful Barricade questioned of clues and of remains
His cool detective skills burned like hot fire in his veins
He hoped this Christmas Santa would bring him a crime scene lab
And he tried to ignore the pastries, fighting a war against the flab

Missing from homes,
Missing I.A.
Team Alpha do or die

The mega mage Crucible was always near at hand
With magic spells that would help to locate the homeless band
A lock of hair, or splash of blood would be the spell's basis
He hoped to soon make haste, to a hobo home called Oasis

The rampaging earth spirit was the only one not to read
Her name was simply Maia, and she never saw the need
She thought that these lost humans were just the weakest links
They were just an infestation, it what she always thinks

Missing from homes,
Missing I.A.
Team Alpha do or die

Brute, Barricade and Crucible put on their super suits
But Maia in spirit form just couldn't give two hoots
They assembled in a new hovertruck with latest tech and stats
Pouring on the power, they flew off to Brisby Flats

Brute adjusted the camera of his super suit's live stream
Cruising above Century Station he wished it was a dream
Many of the victims he knew from his old life
For him this was personal, he would save them all from strife

Missing from homes,
Missing I.A.
Team Alpha do or die
Part 2: Alphas Introduced
With hero form so monstrous red as from the darkest night
But Brute was kindly and stool tall fighting for the light
He was Omegas leader of the Alpha hero team,
Villains all beware now, he had heart and strength extreme

Missing from homes,
Missing I.A.
Team Alpha do or die

Crucible was a mighty mage who wore Odin's left eye
A British Army Lieutenant and M.I 18 ally
The dress and bearing of a wizard was his outward front
But when it was needed, he fought like a killer army grunt

Missing from homes,
Missing I.A.
Team Alpha do or die

Barricade himself was an emotional energetic soul
A powerful mutant with force fields under his control
He came to this world from a far off dimensional place
You could always trust him, just look at that angelic face

Missing from homes,
Missing I.A.
Team Alpha do or die

Maia loved the life of Earth more than you'd ever know
With humans overpopulating she thought she'd have to mow
The world was her garden, and she was its caretaker
If you ever harmed The Life, she'd send you to your maker.

Missing from homes,
Missing I.A.
Team Alpha do or die
Part 3: Investigating Oasis
The hovertruck cruised through the Midtown Expressway lane
Merging ever higher as though it were an aeroplane
Passing two hundred miles per hour just for a cheap thrill
It was pretty impressive, for no one hover pilot skill

The hovertruck parked itself in a really rundown place
Filthy trash laid everywhere it was a real disgrace
The streets were rough and violent and the residents were lawless
But in minding your own, the residents were flawless

Missing from homes,
Missing I.A.
Team Alpha do or die

Two thugs hit up Barricade in a forty dollar shakedown
Demanding cash for parking or there'd be a cruel takedown
So Barricade used the force to make a beast so mean
It was growling grizzly bear, to guard their sweet machine

The bear's name was Bruno and he snarled like a wolverine
Barricade fondly stroked its head while those thugs they turned green
'If anyone gets near the truck just rip their arms away'
Totally outmatched, the thugs left without delay

Missing from homes,
Missing I.A.
Team Alpha do or die

Then Crucible spied a young kid in the worst distress
Three more goons were robbing him, of all he did possess
But the mage was an army man and fought many a brawl
The time was for fisticuffs, not a blazing fireball

Their skulls were cracked, their eyes were black, the ass whupping complete
When suddenly our heroes heard a shot ring through the street
The young kid that was saved was now waving round a gun
A bloodied goon fell down, and the kid looked ready to run

Missing from homes,
Missing I.A.
Team Alpha do or die

With lightning speed Brute charged the kid who confused their plans
In a millisecond the kid's gun was safely in his hands
He let the kid escape in his great and wise mercy
And with a helpful healing spell, Crucible played nursie

The CSPD and ambulance came up to clean the scene
Read them their rights and made arrests it all went quite routine
As cops drove off Crucible spied some really weird signs
Creeping up buildings and rooftops, were supernatural vines.

Missing from homes,
Missing I.A.
Team Alpha do or die

As the team marched on to Oasis the mage called out Maia's name
'If you wanna save the Life today leave off this vine reclaim
Hurry with us to the homeless place where the team has gone
And we'll find the missing persons, and the wicked captor spawn'

They reconvened in Oasis where Brute spoke to an old lady
Who spoke of a little girl, who acted secret and shady
She was creeping in and out each night from a rundown factory
Was there something sinister? What was her dark story?

Missing from homes,
Missing I.A.
Team Alpha do or die

The heroes stood before the gates only Maia unenthusiastic
It was once a creepy toy maker's place, who called it Dolltastique
There were no signs of life in there the team laid out their plans
To sniff out potential enemies, with scent and magical scans

The gate was locked, and chained up tight, but Brute had his bare hands
He snapped the lock and strode right in, and gave out his commands
'Be sharp and prepped for anything, from stray cats to demon trolls
But in this dark toy factory, I fear most creepy dolls

Missing from homes,
Missing I.A.
Team Alpha do or die

The heroes strode into a dusty room and flicked a wall light switch
They found live computer terminals, but with a password hitch
They had not Wi-Fi to crack the code so in stepped Barricade
To think a way to hack right in, sly codeword ideas he weighed

Barricade manned the keyboard, a solution he'd contrive
He entered in his luggage code of one two three four five
When that failed he grit his teeth and then stubbornly he frowned
Cracking his bare knuckles, he spammed a brute force workaround

He tried, dollhouse, doghouse, powerhouse and playhouse
Brave bear, sickly sweet, cool cat and magic mouse
Baby Yoda, cabbage patch, barbie girls and voodoo dolls
Bobble heads, perky pixies, mommy daddy and baby trolls
Coca Cola, Dunkin Donuts, Tonka Trucks and Rainbow Room
Paw Patrol, Bugs Bunny, Peppa Pig and Doctor Doom
Polly Waffle, Lincoln Logs, M&M's and souffle
Dodgeball, hoola hoops, base ball caps and play *bing*

With access gained to that PC all sighed with huge relief
For Brute smelled Top Ramen near they were sure to come to grief
With Barricade copying computer files Brute inspected an inner door
It was locked, hard and durable, so he gave Maia a scouting chore

She passed through walls, and saw all things and sought out any foes
While Brute pondered the door keypad and his own passcode woes
He knew not how to breach that door for he had no key
Meanwhile Maia had success, one sleeping person she did see

Missing from homes,
Missing I.A.
Team Alpha do or die

The air grew heavy with ominous signs a growing Top Ramen scent
They wondered what calamity that it might represent
Sex traffickers, slavery, weird rituals or all three
When suddenly behind them, a sweet little voice said 'Cuse me

Well Brute had super senses to sense surroundings super well
But how this little tiny girl snuck in there he not tell
The heroes jumped and Crucible fired up his magic eye transplants
And Barricade was mighty glad, that he wore his plain brown pants

Missing from homes,
Missing I.A.
Team Alpha do or die

She had no scent, or magic things, just a duffel bag most eerie
It smelled of blood and motor oil, what's with this little dearie?
'My name is Sarah', she smiled sweet as a little lamb
Then she asked our hero crew, 'Did you come to help, Strange Man?'

'Helping people's what we do', answered Barricade
And Crucible helped her with the bag, hoping she'd behave
Sarah tapped the door lock pad and it opened out all wide
And Brute said “Stay on your toes”, as they all strolled on inside

Missing from homes,
Missing I.A.
Team Alpha do or die

As they walked Crucible took a peek into the duffle bag
It held a dozen metal rocks, what really weird girl swag
They clunked and clanged in that bag with metallic tings
And Susan called out to the dark, 'I brought you more shiny things'.

In the dark a voice called, would evil shenanigans remit?
It was a young man who woke up and said, 'Ugh, who is it?'
Sarah answered, 'Wake up, it's three men and a ghost that's who'
And the boy called a magical word, the magic of Kazoo!
Missing from homes,
Missing I.A.
Team Alpha do or die

Before them stood a costumed man, a rippling muscled host
'How can I, Strange Man, help three men and a ghost?'
So Brute introduced the team, and warily he spoke
'Just outside your factory, are a lot of missing folk'

'Something bad took them out in the dead of night
We want to help find them, and do what we know is right'
Brute thought most grimly, though often he forgave
If Strange Man was responsible, he'd help him into his grave

Missing from homes,
Missing I.A.
Team Alpha do or die

Strange Man's eyes narrowed coldly and he clenched up his fists
Just when they thought a fight would come, there came yet more plot twists
Though Strange Man smelled of rotting spinach, and weirdly of clay
He was not a monster, he would help to save the day

'I am King Strange-Man, and Sarah is my knight
There are great beasts from beyond, and these are things we fight
Brave Sarah stole their shinies, they are eggs and in that bag
Please sit and be welcome, to watch shiny eggs turn into slag'

Missing from homes,
Missing I.A.
Team Alpha do or die

Strange Man was most capable of many weird strange things
He could pluck his eyeball out unlike most other kingly kings
But the strangest trick he ever did was with that shiny egg
But first he took his normal form, which was down many a peg

Before them now was a boy who called himself James
He held up a shiny egg, to help explain their aims
'The Bad Men use these eggs to make many more of them,
They come out each night, and homeless people they condemn'

Missing from homes,
Missing I.A.
Team Alpha do or die

The egg dissolved into liquid metal and crept up James' arm
But James knew the secret that would prevent him any harm
He spoke “Kazoo!” and with a flash he turned into Strange Man
The liquid metal was again an egg, just how it began

'Them eggs don't like superhumans', the boy James explained.
'Sarah steals their eggs, which helps this keep this thing contained'
Brute rose to his feet and said, 'Please lead the way my friend
we're going to take care of this, those aliens will meet their end'

Missing from homes,
Missing I.A.
Team Alpha do or die

So Sarah and James led the heroes out, to fight the alien swill
Maia raged in the street shouting, “INVADERS. NOT LIFE. KILL!”
She looked about for some trees she could possess and wield
She found a sickly field maple, and this one she happily healed

They walked up to the Forster building, where Maia made her super vines
The menace lay in stinking sewer with the stinking sewer slimes
Sarah pointed to a manhole the entry to the lair
And she simply said to all, 'Bad men and shinies 'r down dere'

Missing from homes,
Missing I.A.
Team Alpha do or die
Part 4: The Battle under Forster Building
The heroes cursed out loud, as they just walked by this place
It lay right under their very noses, they parked atop the alien base
They said farewell to the children, and opened up the manhole
And Maia rushed right by them, as they descended to their goal

Well Maia was too eager to start a butt-kicking spree
What was sewer waste to humans was food to the talking tree
She soaked up fresh foul faeces, as much as time would allow
Then she rumbled to her horrified teammates, “BODY NOW?”

Missing from homes,
Missing I.A.
Team Alpha do or die

Brute nodded and quicky Maia's adaption had begun
Forming a dreadful doodoo body foul enough to burst a lung
She found the stinking sewage sweet and really quite delicious
Wriggling her toes in fetid flows, absorbing all that is nutritious

The moment Maia's body transformation was complete
She formed herself rosy crystal armour stronger than concrete
A fearsome sight it was she had the strength of many men
The angered nature spirit, had come to walk again

Missing from homes,
Missing I.A.
Team Alpha do or die

Brute got primed and ready to start up a massive fight
Morphing to a muscled massive red thing a full nine feet in height
There was no doubt a fistfight was Brute's special kind of thing
No one ever doubted, he was a killer combat king

With his super scent antenna he sniffed for sneaky scents
But the only thing he could make out, was befouled bowl contents
So for serious results he grew himself an extra set of arms
And he asked Crucible, to go scout out for alarms

Missing from homes,
Missing I.A.
Team Alpha do or die

Now recall Crucible was a mighty man of magic
He knew that charging blindly would be tale with ending tragic
He contrived a cunning way that would let him scout with stealth
For only the greatest fools rush in, risking hit points and health

His mind detached and went Astral anchored with a silver cord
So like a sneaking spectre the stinking sewer he explored
Passing through concrete walls and into dark tunnels most unclean
Even the smell couldn't find him, he hadn't breathed since he was fifteen

Missing from homes,
Missing I.A.
Team Alpha do or die

Bravely bold Barricade strode down into the muck
He had the helpful powers, and trusted in his luck
He conjured a force disc platform, to float above in style
No dreadful dung would touch him, or his handsome happy smile

He left his force bear Bruno above to guard their hover ride
He needed no extra bodyguard, the Force would be his guide
He kept on smiling as sneaky Crucible returned
Warning of a devil dog ahead, though he was unconcerned

Missing from homes,
Missing I.A.
Team Alpha do or die

Crucible rolled his eyes as Brute hatched up a plan
To charge right in, smash that dog, unleash everything they can
'This one is for Odin and for The Life!' Brute cried
It was almost impressive, but then he threw up everything inside

Super smelling senses are not for super sewers
Brute learned way too late when hunting evil doers
He learned one other thing from his mad dispersal
In his red monstrous form, his vomit is a light shade of purple

Missing from homes,
Missing I.A.
Team Alpha do or die

So Team Alpha rushed at the darkness for that devil doggy
Maia and Brute taking point, sloshing squelching sewage soggy
It seemed a race was on for could get there faster
But it all stopped cold when the dog bowed low and called Maia its 'Master'

One of Maia's powers was to project authority
Now serving the towering turd monster was the dog's sole priority
It saw the other heroes and went to sound the alarm
But Maia said ignore them, for puny humans can do no harm

Missing from homes,
Missing I.A.
Team Alpha do or die

So the distasteful doodoo master issued up her first command
The devil dog should lead the way to the homeless band
If the dog refused Maia would calmly snap its neck
But the dog bowed down low, and guided all in this trek

They saw it much more clearly as it led the way ahead
A magic metal battle dog, with huge sharp claws to shred
It's eyes were red and fearsome, it's metal skin was grey
The team admired Maia's new friend, and it loped along the way

Missing from homes,
Missing I.A.
Team Alpha do or die

The team impressed most deeply with Maia's cool mind-frak
Plotting to find the missing and a mighty sneak attack
Maia spoke to her pet, she alone knew its tongue
It spoke of a ritual, as they all trudged through that dung

This ritual would likely be where they'd find their goal
It would be real easy with Maia's awesome mind control
They reached larger tunnels deep inside the sewer maze
And soon they met two more, armoured alien dog strays

Missing from homes,
Missing I.A.
Team Alpha do or die

This pair was quite different, a dog and humanoid
But Maia's authority aura, made both their minds devoid
Both called her Master, and fell in with her stride
'RITUAL. WE GO.' she ordered, and all three aliens complied

They reached their destination, deep down in the Earth
The alien ritual chamber, the place of horrid human rebirth
A wave of dread went through them, as they ran out of good luck
For before them stood an angry alien army, and suddenly they struck

Missing from homes,
Missing I.A.
Team Alpha do or die

The humanoid aliens were the worst of all worse foes
With shoulder mounted cannons for dealing out lightning blows
From their metal skin grew sharpened metal claws
Barricade called for surrender, but they heeded no human laws

The aliens gave out a cry only Maia could comprehend
But it was all too obvious, the metal eggs they would defend
They came from all directions, four dogs and six biped
But Maia controlled one humanoid, and with cannon he sni... ped.

Missing from homes,
Missing I.A.
Team Alpha do or die

Maia charged who she thought the leader of the alien clan
But she soon heard it was not the “Dagotte” leader boss man
And Brute roared 'For Odin!' as he lept to her defence
They unleashed a powerful punching spree, that was most intense

So Crucible and Barricade were left there all alone
Surrounded by angry armed aliens with their cover blown
Barricade thought how best he could employ his force
And the mega-mage spelled up, on a mostly defensive course

Missing from homes,
Missing I.A.
Team Alpha do or die

Barricade recalled a rule from late night gaming nights
To protect the mage while he's casting spells in melee fights
Crucible was safeguarded with a forcefield he designed
Barricade was feeling slick, until an attack came from behind

The alien thrust its blade deeply right into his back
So he conjured a huge forcefist to give that alien a whack
But each time he waved that fist the alien ducked away
He was bleeding very badly, in danger of becoming prey

Missing from homes,
Missing I.A.
Team Alpha do or die

Crucible was wary of assaults on thyself
With a magic spell, he made three mystic copies of himself
Then suddenly the air around got all white hot and whitening
And one of his magic illusions, was safely fried by lightning

Then he foresaw a way to corner the alien doggy market
With a spell he trapped three inside a sticky magic carpet
A bloody fight raged in that rug of roaring war beast knaves
For two of those stuck in there, were still Maia's loyal mind slaves

Missing from homes,
Missing I.A.
Team Alpha do or die

Meanwhile Brute's fond wishes for quick kills were all denied
His mighty fist just made big dents in the monster's metal hide
But he found aid arriving from a most unlikely source
A Maia mojoed alien, attacked his comrade with no remorse

Brute smiled most wickely as his enemy went down
He thought that “Omega Time” was the best fun had in town
Then suddenly a devil dog tore his bloody suit right off his frame
Brute punched hard in reply, but had nothing to cover his big red shame

Missing from homes,
Missing I.A.
Team Alpha do or die

Maia charged at her foes growling 'NOW YOU DIE!'
A host of evil aliens launched hot lightning in reply
It burned and singed and cindered, that massive lightning storm
But raging Maia paid no heed, her body and armor would reform

A lightning shot went awry and smashed a metal cocoon
It burst blue gore and shattered like a Halloween balloon
A young lady emerged covered in gore but in one piece
And everyone knew her, the missing person Anayah Reese

Missing from homes,
Missing I.A.
Team Alpha do or die

Barricade reeled and realised he was totally outfought
Dropping to his knees as alien agonies were wrought
He raised up his hands hoping to ward off any extra harm
And without a shred of mercy, the doggy bit and broke his arm

In this world were many things that Barricade did enjoy
But he drew the line at being some sick demon dog's chew toy
Brute saw his friend drop and asked, 'Hey are you okay?'
Pushing back the pain he yelped, 'I can do this all day!'

Missing from homes,
Missing I.A.
Team Alpha do or die

Crucible's mirror copies took up all alien flying blows
That the mega mage could punch real hard only added to their woes
He let loose a wicked cross punch at the alien metal face
At it staggered backward, and would soon be in Death's embrace

An energy blast of crimson blew right through an alien spine
From a shattered egg emerged a captive, whose name was Elmer Klein
He lent his powers to the fight and blasted and obliterized
Brute called out to his friend, 'Consider yourself deputized!'

Missing from homes,
Missing I.A.
Team Alpha do or die

Brute saw the prize and told Elmer to free all the trapped folk
So Elmer started breaking eggs drenching all in blue blood yolk
Then Brute punched his way to Barricade to help render some aid
And Maia used her healing touch, to help broken bones be remade

Now Crucible had one thing most enemies would miss
He was a black belt master of the Glaswegian kiss
He nutted a doomed alien with his hard British head
And that bloodied alien, fell over stone cold dead

Missing from homes,
Missing I.A.
Team Alpha do or die

The sight eggs and blue blood drove Maia out of her mind
These parasitic aliens, turned Earth life to their own kind
The missing persons were to be the hosts they all craved
They were all once humankind, but now they were unmade

With a few captives left the fight became a bloody free-for-all
With giant planty fecal fists Maia wrecked a rampaging brawl
She grabbed an alien and held it high by flailing legs
Wielding it like a battered club, she broke both alien heads and eggs

Missing from homes,
Missing I.A.
Team Alpha do or die

Suddenly the fight ended, only two devil dogs survived
These were Maia mind-slaves whose free-will was deprived
Maia thought to smash them too, but Brute he disagreed
They would track and hunt their own, if ever there was a need

With victory the time had come for all fighting to cease
The heroes guided the captives outside to live in peace
Barricade reflected on his near personal disaster
He bound his broken arm, in a powerful forcefield plaster

Missing from homes,
Missing I.A.
Team Alpha do or die
Part 5: Epilogue
Soon they stood together underneath the high noon sun
Brute offered Elmer a job with Alpha for more hero fun
Elmer and Anayah both looked up in surprise
All Brute could see, was a hard 'NO' deep in their eyes

The freed homeless folk were not so keen to stick around
They feared fuzz might round them up and take them all downtown
Brute found they had their own mind and were not in his debt
He hoped they'd caught the hero bug, but they ain't caught it yet

Missing from homes,
Missing I.A.
Team Alpha do or die

So Brute fired up the radio and sent in his report
He requested a clean up crew and some alien support
Soon they saw a blue streak of light flash across the sky
It became a beautiful lady, the alien hero Alpha Prime

Alpha Prime explained about these things from outer space
'A scourge of the galaxy making soldiers of every race
They're called Riathenor and you Omegas have done well
You have destroyed, a most powerful alien cell'

Missing from homes,
Missing I.A.
Team Alpha did not die

The war was not yet over the alien leader was still around
Somewhere in this city it must be hunted until found
It never showed in the battle as its army was all slain
Where was it now? How large was its domain?

Though the fight against evil seems eternal without end
Our heroes of Century Station will be ready to defend
As our heroes stood there under a fading sunset sky
This ballad must now end, it is time to say goodbye
Part 6: Setup for the sequel
The lone Dagotte appeared at city limits one dark day
Upon a ridge it watched distant buildings crumbling and grey
A Riathenor cell had just been utterly destroyed
But there were many others, and now he was seriously annoyed

He would search the wide world over and hunt through all the lands
And he would build a new alien army with his own two bladed hands
He would seek out this Team Alpha even if it costs everything
To Century Station city, so much death he would soon bring
sung to the Johnny Cash tune of 'Ghost Riders in the Sky'.

Down To Zero, an adventure covered in the ballad
"Don't Mess with Alpha Team"

♪♫It was a cloudy day in Omega Base,
Team Alpha gathered in the room,
A new threat had come to our Century Station;

Agent Apizza briefed of a murdered girl,
At a bombed out Desal Plant,
Yes there's a ransom note,
And they want the ring of fire.

And when the tale went down,
Brute said let's go downtown,
The Alphas prepared for a fight - "Let's do it!"
The Alphas do what's right - "Let's do it!"

These evil crimes they can't ignore,
"Whatever you do,

Don't mess with Alpha Team
Don't even; just think twice
Don't mess with Alpha Team
They'll catch you and then tan your hide;"

In the hover van, they all got on board,
Now there'll be no turning back,
Beware the bomb site an ambush could be awaitin,

And for clues they checked, the Desalt plant was wrecked,
And there Vanessa's body lay,
And Maia prowled like a panther stalking for dinner.

And then Barricade said,
"There is a stagecoach ahead,
It's flying through the air," - "Let's do it!"
"You must all prepare," - "Let's do it!"

And so the Alphas armed themselves,
"Whatever you do,

Don't mess with Alpha Team
Don't even; just think twice
Don't mess with Alpha Team
The last villains just curled up and died;"

The coach landed now, but no fight was done,
The crew they were friends to all,
Geo-Rangers had come to avenge their fallen sister;

Together now the teams spoke of their foe,
The Pollutioners were the threat,
Yes they had come to wreck,
And destroy the fair city.

And Crucible said,
"The location I have read,
Megadeath I have found," - "Let's do it!"
"He's just one block down," - "Let's do it!"

And so the heroes rushed to fight,
"Whatever you do,

Don't mess with Alpha Team
Don't even; just think twice
Don't mess with Alpha Team
The Pollutioners they'll catch alive;"

In a parking lot, the team start the search,
Where could Megadeath have hid?
Then a green car slowly pulled out into the driveway,

And then the wheels they squealed, and the engine roared,
Megadeath and Smog had come,
And their car was smashed in a hail of crystal fire.

And with a voice so dead,
Megadeath he said,
"You shall all now die," - "Let's do it!"
"I'll blow you to the sky!" - "Let's do it!"

And then Megadeath he did explode,
"Whatever you do,

Don't mess with Alpha Team
Don't even; just think twice
Don't mess with Alpha Team
The Pollutioners they'll catch alive;"

Through the smoke and haze Smog attacked the crew,
But Barricade he had a plan,
A force field ball trapped him into a neat Smogball,

And Diomedes worked a mighty magic trick,
Calling out Smoggy's name,
And that smoke ball gave up and cried for his mama.

And then the little skunk said,
"There is trouble ahead,
Megadeath is here now," - "Let's do it!"
"Where? I don't know how," - "Let's do it!"

And then the final fight came to them all,
"Whatever you do,

Don't mess with Alpha Team
Don't even; just think twice
Don't mess with Alpha Team
The Pollutioners they'll catch alive;"

Don't mess - with Alpha Team!"♪♫
To be sung to the wonderful Chris de Burgh tune, "Don't Pay The Ferryman".

Other Songs
  • ♪♫What I want is a piece of meat
    Something tasty for me to eat
    The sight of chicken most spicy
    Oh wouldn't it be lovely?♪♫

    ♪♫I want a home somewhere
    Far away from the cold night air
    With one enormous kitchen
    Oh, wouldn't it be lovely?♪♫
    Shazbut's first song while looking for dinner as a homeless skunk on the streets of Century Station. Sung to the tune of the Broadway stage production of My Fair Lady.
  • ♪♫Saturday's skunks lookin for a meal,
    Chicken or some wine I know it's not ideal,
    Hannigan alleys are chock-a-block - cops on patrol - with clickers?♪♫

    ♪♫Saturday's skunks love life with music,
    But he sings all alone cause it makin you sick,
    Hang about too long and humans hair falls out - just like Kojak.♪♫

    ♪♫Saturday skunks break into council houses,
    Shimmy past walls just like creeping mouses,
    Dodging the fuzz wait for them to pass,
    Singing Paul Weller - hero of the working class♪♫
    A Paul Weller tune called Saturday's Kids, sung while (stealthily?) breaking into a council house to hide from authorities who are tracking him with Geiger counters. Unfortunately the house only contained trouble.
  • ♪♫Clock strikes upon the hour
    And the sun begins to fade
    I am starving there's no take-out
    To chase my hunger blues away
    I've done alright up to now
    Avoiding cops and jail I don't know how
    And when the night falls
    Hungriness calls♪♫

    ♪♫Oh, I wanna dine with somebody
    Maybe swill some wine with somebody
    Yeah, I wanna dine with somebody
    With somebody with munchies♪♫

    ♪♫Oh, I wanna dine with somebody
    Maybe swill some wine with somebody
    Yeah, I wanna dine with somebody
    With somebody with crunchies♪♫

    ♪♫I can't stay and build some fences
    Got to find a brand new town
    Cause sooner or later, a sickness rends
    And I journey feeling down♪♫

    ♪♫I need a friend who un-der-stands
    Who's not afraid of skunk anal glands
    So when the night falls
    A dinner bell calls♪♫

    ♪♫Oh, I wanna dine with somebody
    Maybe swill some wine with somebody
    Yeah, I wanna dine with somebody
    With somebody with munchies♪♫

    ♪♫Oh, I wanna dine with somebody
    Maybe swill some wine with somebody
    Yeah, I wanna dine with somebody
    With somebody with crunchies♪♫

    ♪♫Somebody ooo, somebody ooo
    Somebody with a barbeque yeah
    Somebody ooo, somebody ooo
    Who won't arrest my skunky ass oh♪♫

    ♪♫I need a friend who un-der-stands
    Who's not afraid of skunk anal glands
    So when the night falls
    A dinner bell calls♪♫

    ♪♫Oh, I wanna dine with somebody
    Maybe swill some wine with somebody
    Yeah, I wanna dine with somebody
    With somebody with munchies♪♫

    ♪♫Oh, I wanna dine with somebody
    Maybe swill some wine with somebody
    Yeah, I wanna dine with somebody
    With somebody with crunchies♪♫

    ♪♫Don't ya wanna eat, say you wanna eat, don't ya wanna eat
    Don't ya wanna eat, say you wanna eat, don't ya wanna eat
    Don't ya wanna eat, say you wanna eat
    With somebody with chicken!♪♫
    Sung to the tune of Whitney Houston's "I Wanna Dance With Somebody". This was Shazbut's response to U235 and his mafia goons threatening to fill him with lead.
  • ♪♫I'm gonna join Omegas
    I'm gonna join their army
    And the bad guys in the city
    They will fold like origami♪♫

    ♪♫Well, I wanna help the city
    And find more Bullhead shooters
    But I can't crack the case,
    Cause, I can't work the computers♪♫

    ♪♫Sometimes I wonder
    What I'm-a gonna do
    But there ain't no cure
    For the superhero blues♪♫
    Sung when Shazbut decided to join the Omegas. Goes to the tune of Summertime Blues by Eddie Cochran.
  • ♪♫Well there was huge explosion
    A blazing apartment tower
    But who can do hero work
    At this ungodly hour?♪♫

    ♪♫Well before I fought the fire
    I had to drink some java
    But it took too long to drink
    It was boiling like a lava♪♫

    ♪♫Sometimes I wonder
    What I'm-a gonna do
    But there ain't no cure
    For the superhero blues♪♫

    ♪♫Well the building was saved
    By the Bravo hero team
    But the public gave no credit
    All I got was a meme♪♫

    ♪♫When I got back home to base
    Far away from the Net haters
    I can't rest too easy
    Cause of Sector 10 traitors♪♫

    ♪♫Sometimes I wonder
    What I'm-a gonna do
    But there ain't no cure
    For the superhero blues♪♫
    Sung when Shazbut heard about Wi-Fi's infamous coffee meme incident. Thanks again to Eddie Cochran.
  • ♪♫Well I went and mimicked Barricade’s
    Awesome healing power
    I was all shot up to bits
    But I healed up in an hour♪♫

    ♪♫Now I’m headin to the kitchen
    Gonna make myself a sandwich
    But nothin rhymes with sandwich
    So I guess that won’t work ... wich♪♫

    ♪♫Sometimes I wonder
    What I'm-a gonna do
    But there ain't no cure
    For the superhero blues♪♫

    (Barricade's awesome improv!)
    ♪♫ "Well I'm feelin' kinda cross, now, I'm feelin' kinda sour
    'Cause there ain't nobody told me that I got a healin' power
    Not the doctors from S.A.T.A.R., not the medic at the base
    The only one that told me was ol' Mister Skunky Face!" ♪♫

    ♪♫ "My life has gotten crazy since I joined this super team now
    Got my arm broke by an alien and Wi-Fi is a meme now
    We got a skunk and a statue, and a big ol' honkin' snake
    A tree and an Atlantean, what's next for goodness sake?" ♪♫

    ♪♫ Sometimes I wonder what I'm-a gonna do
    But there ain't no cure for the superhero blues ♪♫

    (Back to Shazbut)
    ♪♫Well I got the grand tour, of Omega's secret base
    Over in the armoury, showed Brute my scary face
    But what I didn't know, and what I didn't sees
    The oven timer went, it hit 500 degrees♪♫

    ♪♫Well I burnt the cherry pie, and the blackberry was toasted
    Messing up the kitchen and the party that I hosted
    But one thing in life, to cure any sigh
    Is a hot fresh baked homemade apple pie ♪♫

    ♪♫Sometimes I wonder
    What I'm-a gonna do
    But a good pie can cure
    The superhero blues♪♫

    ♪♫Well, Maia's kind of a plant thing
    But don't mistake her for a flower
    Any who cross The Life
    Eat a megaton of power♪♫

    ♪♫There are many questions that I have
    And I don't wanna intrude,
    "But please oh kindly Maia
    Do you like apple food?"♪♫

    ♪♫Sometimes I wonder
    What I'm-a gonna do
    But a good pie can cure
    The superhero blues♪♫
    Sung as a duet by Shazbut and Barricade. Thanks Barricade!
  • ♪♫We've star, star spangled tights.
    We roam about the city looking for fights.
    We've star, star spangled tights.
    We do good deeds and hope for no memes, that's right!
    We may look like pansies
    But we've got powers to save you from your plights
    We've star, star spangled tights.
    So very tight, it feels so right, what a sight!♪♫
    Sung to the tune of Mel Brooks' Men In Tights. This is a response to Barricade's admission to once living in star-spangled spandex.

  • ♪♫Baby let me be
    Agent Teddy Bear
    Leave my pants behind oh yeah
    And fight crime everywhere
    Oh let me be (oh let him be)
    Agent Teddy Bear♪♫

    ♪♫I don't wanna go commando
    'Cause commando feels too rough
    I don't wanna wear a jockstrap
    Cause jockstraps really chafe
    Oh! Look at my stuff!♪♫
    Elvis' 'Teddy Bear' is dedicated to Agent Apizza after he was caught wearing no pants during a video call; revealing his teddy bear boxers.
  • ♪ ♫ ♪Barricade can do this thing,
    All day though its illegal,
    Gonna whip it whip it good,
    Pop! Goes the weasel.♪ ♫ ♪

    ♪ ♫ ♪ Brute now prowls the parking lot,
    Feeling strangely gleeful,
    When Megadeath reappears,
    Pop! Goes the weasel.♪ ♫ ♪

    ♪ ♫ ♪Diomedes has the slaying job,
    Slaying ugly evil,
    That magic sure looks like fun,
    Pop! Goes the weasel.♪ ♫ ♪

    ♪ ♫ ♪And Maia's all primed and set,
    To squish polluty people,
    Who will come to clean the mess?
    Pop! Goes the weasel.♪ ♫ ♪
    Playing with a nursery rhyme while hunting an explosive supervillain in a parking lot.
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