View Full Version : Golden Age British Supers?
Agent X
Jun 8th, '03, 09:08 PM
I have just updated Fire-Watcher from the Kingdom of Champions to 5th Edition and I am going to get a write-up of Lady Lightning that is mentioned in 5th Ed. Champions Universe. Any ideas what other Supers (Names, Themes, Power Concepts, Write-ups even) the UK would have had circa 1940?
The Campaign centers around a group of American Heroes who have joined a "special unit" of the British Military with strong though secret contacts with the American Government. This is, of course, before America fully joins into the war effort.
Rage
Jun 8th, '03, 09:55 PM
There was Miracle Man who had people on his side like Miricle Lad and Lass and Miracle Girl.
Hs powers were kinda like Captain Marvel except space based and not Magic
Agent X
Jun 8th, '03, 10:02 PM
Originally posted by Rage
There was Miracle Man who had people on his side like Miricle Lad and Lass and Miracle Girl.
Hs powers were kinda like Captain Marvel except space based and not Magic Thanks. I beleive he's also known as Miracleman here in the States. Can anyone confirm?
Rage
Jun 8th, '03, 10:46 PM
Originally posted by Agent X
Thanks. I beleive he's also known as Miracleman here in the States. Can anyone confirm?
Yeah but he was originally written for Great Britain, the guy who edited the Illustrated Companion to Comicbook's is the one who made him up and he did it for GB during the golden age.
"V"
Jun 9th, '03, 12:01 AM
Try "The Rocket" aka Stephen George. He was a sort of train-themed combo Brick/Speedster who took a long time to get up to full speed, but then specialised in devastating collisions (Move Throughs). Character-wise he was pretty unsophisticated, but a down to earth "country gent" type who smoked a pipe and drank beer in the local pub.
Actually he was around in the 1930s, but no doubt would have come out of retirement to harrass the hun- "Full Steam Ahead Fritz" would have made a nice battle cry as he plowed into the side of a Panzer.
Jimmy Riddle was an annoying boy-genius type who in a real British school would have been drowned in the toilets by the first playtime. He had a utility backpack from which he'd pull appropriate gadgets ("tinkertoys") at the appropriate moment. His name reflected the fact that most of his adventures involved entangling complex clues.
There was another chap called Lord Midnight who was a member of the landed gentry in his Secret ID and had a VERY haunted country house. He tended to stumble into adventures accidentally (week in, week out) and each week a different ghost from his house accompanied him and helped out. How you'd model that in Hero I have no idea... the chap himself had very few powers of his own, but since no one else could see the Ghosts everyone thought he did... perhaps the Ghosts could just be a "special effect" for a VPP?
Crimson Arrow
Jun 9th, '03, 12:08 AM
First, are we talking about actual comic characters from that era, actual comic characters portrayed as being from that era (but might not have been around at the time), or ideas for Golden Age characters?
If it’s either of the first two, then you have Union Jack and Spitfire (Marvel) and Shining Knight (DC – although I believe he might not have been DC at the time, my comic history of pre-Silver Age stuff is very vague).
If you want to know what British comics portrayed at that time, there is a great site about British superhero comics throughout the ages, at http://www.internationalhero.co.uk (http://www.internationalhero.co.uk) . As you will see, there's a lot on this site, but the bit you want is in the UK secton under comic book characters. There is a page specifically about 40s heroes. In the 80s section, there is a big feature on Zenith: Phase 3, which had cameos by dozens of British heroes and some of the 40s characters were drawn (altered where necessary) and you might get an idea of what they might look like, even where there is no image in the 40s section itself.
If you just want possible ideas, then I’ll cite a scenario for Golden Heroes, which referred to some British heroes from that era, but did not give you details of their powers. There was John Bull (my guess is a mid-level brick, but possibly more Captain America), Howitzer (nicknamed Big Bertha, so possibly a brick also, but might have had energy projection powers) and Triplex (could split into three people). There were three more, but my memory fails me, although I am fairly sure one was a witch. I have a vague recollection than one of those other three had survived to the 80s (when the scenario was produced), but can’t for the life of me remember any more.
Agent X
Jun 9th, '03, 06:07 AM
Originally posted by "V"
Try "The Rocket" aka Stephen George. He was a sort of train-themed combo Brick/Speedster who took a long time to get up to full speed, but then specialised in devastating collisions (Move Throughs). Character-wise he was pretty unsophisticated, but a down to earth "country gent" type who smoked a pipe and drank beer in the local pub.
Actually he was around in the 1930s, but no doubt would have come out of retirement to harrass the hun- "Full Steam Ahead Fritz" would have made a nice battle cry as he plowed into the side of a Panzer.
Jimmy Riddle was an annoying boy-genius type who in a real British school would have been drowned in the toilets by the first playtime. He had a utility backpack from which he'd pull appropriate gadgets ("tinkertoys") at the appropriate moment. His name reflected the fact that most of his adventures involved entangling complex clues.
There was another chap called Lord Midnight who was a member of the landed gentry in his Secret ID and had a VERY haunted country house. He tended to stumble into adventures accidentally (week in, week out) and each week a different ghost from his house accompanied him and helped out. How you'd model that in Hero I have no idea... the chap himself had very few powers of his own, but since no one else could see the Ghosts everyone thought he did... perhaps the Ghosts could just be a "special effect" for a VPP? Thanks!
Agent X
Jun 9th, '03, 06:08 AM
Originally posted by Crimson Arrow
First, are we talking about actual comic characters from that era, actual comic characters portrayed as being from that era (but might not have been around at the time), or ideas for Golden Age characters?
If it’s either of the first two, then you have Union Jack and Spitfire (Marvel) and Shining Knight (DC – although I believe he might not have been DC at the time, my comic history of pre-Silver Age stuff is very vague).
If you want to know what British comics portrayed at that time, there is a great site about British superhero comics throughout the ages, at http://www.internationalhero.co.uk (http://www.internationalhero.co.uk) . As you will see, there's a lot on this site, but the bit you want is in the UK secton under comic book characters. There is a page specifically about 40s heroes. In the 80s section, there is a big feature on Zenith: Phase 3, which had cameos by dozens of British heroes and some of the 40s characters were drawn (altered where necessary) and you might get an idea of what they might look like, even where there is no image in the 40s section itself.
If you just want possible ideas, then I’ll cite a scenario for Golden Heroes, which referred to some British heroes from that era, but did not give you details of their powers. There was John Bull (my guess is a mid-level brick, but possibly more Captain America), Howitzer (nicknamed Big Bertha, so possibly a brick also, but might have had energy projection powers) and Triplex (could split into three people). There were three more, but my memory fails me, although I am fairly sure one was a witch. I have a vague recollection than one of those other three had survived to the 80s (when the scenario was produced), but can’t for the life of me remember any more. I'd love whatever anybody can give me. I have a genre fiend in the game so original ideas would be great. Of course, he lurks on here a sometimes but I can't help that. Thanks!
"V"
Jun 9th, '03, 06:41 AM
How about a hulking but impressive looking iron robot with a multi-valve computational brain that specialises in solving mysteries.
"Stately Holmes."
Agent X
Jun 9th, '03, 06:45 AM
Originally posted by "V"
How about a hulking but impressive looking iron robot with a multi-valve computational brain that specialises in solving mysteries.
"Stately Holmes." AAAaaaaaargh! (Oh, the wailing and gnashing of teeth) AAAaaaaaaaargh! did I mention, "AAAaaaaaargh!?" :D
"V"
Jun 9th, '03, 06:48 AM
Good grief, that was quick. Are you trying to tell me something?
On a more serious note... just as an idea seed.... something that would be very true to the genre in terms of both harking back to the idyllic England of yore (etc etc) and the plucky 'all pull together' spirit that seemed quite genuinel to exist at the time, how about a team comprising some local "Lord of the Manor" type (probably as a Patriot archetype) accompanied by members of his estate. You could have the local Blacksmith as the team Brick, the happy go lucky Poacher as a stealthy marksman type etc.
Sorry the idea's not worked out in more depth, but I think the "feel" would be appropriate.
Agent X
Jun 9th, '03, 06:51 AM
Originally posted by "V"
Good grief, that was quick. Are you trying to tell me something?
On a more serious note... just as an idea seed.... something that would be very true to the genre in terms of both harking back to the idyllic England of yore (etc etc) and the plucky 'all pull together' spirit that seemed quite genuinel to exist at the time, how about a team comprising some local "Lord of the Manor" type (probably as a Patriot archetype) accompanied by members of his estate. You could have the local Blacksmith as the team Brick, the happy go lucky Poacher as a stealthy marksman type etc.
Sorry the idea's not worked out in more depth, but I think the "feel" would be appropriate. I suppose just as long as I didn't go with a Lady Chatterley's sort of angle on the manor. :D
"V"
Jun 9th, '03, 06:59 AM
"Lady Jane, does yer 'ave ter be so Obvious?"
"Oh Mellors, I just wanted you to know I was Accessible."
"Shut up milady, just Focus."
(works best with broad Yorkshire accent and familiarity with dialect... rest assured this is a hilarious gag even if it seems otherwise... ).:rolleyes:
Doug McCrae
Jun 9th, '03, 10:14 AM
Originally posted by Crimson Arrow
If you want to know what British comics portrayed at that time, there is a great site about British superhero comics throughout the ages, at http://www.internationalhero.co.uk (http://www.internationalhero.co.uk) Wow! That's an interesting site. It had lots of characters I hadn't heard of, like Captain Magnet and TNT Tina. Beautiful picture of Ace Hart, too.
Doug McCrae
Jun 9th, '03, 10:17 AM
V: Loved Lord Midnight - a different ghost every week! Where did you get those characters from? Are they originals?
Doug McCrae
Jun 9th, '03, 11:38 AM
Originally posted by Agent X
Any ideas what other Supers (Names, Themes, Power Concepts, Write-ups even) the UK would have had circa 1940?Okay, I've had a look at the excellent website Crimson Arrow mentioned. The ideas you can use depend on how period-appropriate you want to be. Just how knowledgable is the genre-fiend in your game?
If you're prepared to include Roy Thomas retro stuff like Spitfire and Union Jack then you can pretty much do whatever you want.
Assuming you want to be more 'period' than that, British superheroes of the early 40s were quite limited. There were Tarzan ripoffs - Morgyn the Mighty and Halcon - and an Aquaman ripoff called Argo. There were several really big robots. Most were used for evil but one was a school teacher! They were - Iron Warrior, Iron Teacher and Crusher. I can't stress enough that these were *big* robots. Iron Warrior looks as tall as three men. There were several do-anything wizards who didn't wear costumes.
More promising as source material are:
Flaming Avenger (33). Wore a suit of armour (not power armour) but of modern design fitted with a flame-thrower, which he'd constructed himself. I think this is a great character, a proto-superhero and not quite like anything I've seen before. He'd have been fighting crime for a while by 1940 and would probably now be helping the war effort in some capacity. There's a nice picture of him at http://www.internationalhero.co.uk/flamaven.jpg
Very similar is...
Night Hawk (30s) He also wore a suit of modern armour, this time outfitted with wings. He had a sidekick named Sparrowhawk. If these two inventors got together, they could make a dragon!
Round about 1939 there were a bunch of Beano characters with various powers - strength, cold, magic pipes - all but one were children though. The exception was Ping the Elastic Man who was very similar to Plastic Man.
The Bat (40). Like Batman but sources I've read hint he was a vampire.
Garth (43). Mysterious individiual. Originally an amnesiac who washed up on a beach. He had great, maybe superhuman strength. He travelled thru time in later stories. Garth didn't wear a costume so wasn't really a superhero. He's a cool character, though.
Mr. X (44). Gained superhuman stength thru a fitness regime.
Mr. Muscle (45). Gained superhuman strength from drinking 'the essence of strength'.
So I would say the most genre appropriate types would be:
1) Strongman
2) Inventor in a suit of armour, with one or more gadgets built in. I would strongly recommend you don't make the armour powered as it gives it much more of a period feel. These days everyone and his dog has powered armour.
3) Big robot that looks like this -
http://www.internationalhero.co.uk/irnteac1.jpg
4) Wizard
5) Like Batman only more supernatural, and darker and grimmer, if possible.
6) Humour character a la Plastic Man but with perhaps less extreme abilities.
In the late 1940s there were lots of Superman, Captain Marvel and Flash ripoffs. Most of them derived their powers from atomic energy, some were aliens.
Marvelman or Miracleman, one of the three most important British superheroes, came a lot later, in 1954.
Agent X
Jun 9th, '03, 12:10 PM
Originally posted by Doug McCrae
Okay, I've had a look at the excellent website Crimson Arrow mentioned. The ideas you can use depend on how period-appropriate you want to be. Just how knowledgable is the genre-fiend in your game?
If you're prepared to include Roy Thomas retro stuff like Spitfire and Union Jack then you can pretty much do whatever you want.
Assuming you want to be more 'period' than that, British superheroes of the early 40s were quite limited. There were Tarzan ripoffs - Morgyn the Mighty and Halcon - and an Aquaman ripoff called Argo. There were several really big robots. Most were used for evil but one was a school teacher! They were - Iron Warrior, Iron Teacher and Crusher. I can't stress enough that these were *big* robots. Iron Warrior looks as tall as three men. There were several do-anything wizards who didn't wear costumes.
More promising as source material are:
Flaming Avenger (33). Wore a suit of armour (not power armour) but of modern design fitted with a flame-thrower, which he'd constructed himself. I think this is a great character, a proto-superhero and not quite like anything I've seen before. He'd have been fighting crime for a while by 1940 and would probably now be helping the war effort in some capacity. There's a nice picture of him at http://www.internationalhero.co.uk/flamaven.jpg
Very similar is...
Night Hawk (30s) He also wore a suit of modern armour, this time outfitted with wings. He had a sidekick named Sparrowhawk. If these two inventors got together, they could make a dragon!
Round about 1939 there were a bunch of Beano characters with various powers - strength, cold, magic pipes - all but one were children though. The exception was Ping the Elastic Man who was very similar to Plastic Man.
The Bat (40). Like Batman but sources I've read hint he was a vampire.
Garth (43). Mysterious individiual. Originally an amnesiac who washed up on a beach. He had great, maybe superhuman strength. He travelled thru time in later stories. Garth didn't wear a costume so wasn't really a superhero. He's a cool character, though.
Mr. X (44). Gained superhuman stength thru a fitness regime.
Mr. Muscle (45). Gained superhuman strength from drinking 'the essence of strength'.
So I would say the most genre appropriate types would be:
1) Strongman
2) Inventor in a suit of armour, with one or more gadgets built in. I would strongly recommend you don't make the armour powered as it gives it much more of a period feel. These days everyone and his dog has powered armour.
3) Big robot that looks like this -
http://www.internationalhero.co.uk/irnteac1.jpg
4) Wizard
5) Like Batman only more supernatural, and darker and grimmer, if possible.
6) Humour character a la Plastic Man but with perhaps less extreme abilities.
In the late 1940s there were lots of Superman, Captain Marvel and Flash ripoffs. Most of them derived their powers from atomic energy, some were aliens.
Marvelman or Miracleman, one of the three most important British superheroes, came a lot later, in 1954. This genre fiend posts on this forum as the SuperSkrull and is the mightiest comic book genre fiend I have ever met. Thanks for the information.
"V"
Jun 9th, '03, 01:01 PM
In response to Mr McCrae, yes I'm afraid these creatures are my responsibility alone. I'm quite taken with the idea of the changing ghost theme myself but I'm baffled as to how to write it up.
And I must agree... the International Heroes site is truly magnificent. As someone who enjoyed Zenith Phase III when it first came out, seeing that someone (else) has been fanatical enough to identify all the old British comic heroes who made cameos is very refreshing.
I guess that's a good way to deal with a genre fiend... throw in enough obscure little references that they get a real kick from spotting them, without actually obscuring the plotline of the scenario. Then when they think they've got a handle on what you're doing, hit them with a sudden twist...
I love being a GM. The insane sense of power is invigorating.
wcw43921
Jun 9th, '03, 02:56 PM
Originally posted by "V"
There was another chap called Lord Midnight who was a member of the landed gentry in his Secret ID and had a VERY haunted country house. He tended to stumble into adventures accidentally (week in, week out) and each week a different ghost from his house accompanied him and helped out. How you'd model that in Hero I have no idea... the chap himself had very few powers of his own, but since no one else could see the Ghosts everyone thought he did... perhaps the Ghosts could just be a "special effect" for a VPP?
What occurrs to me would be to use Telekinesis and Clarisentinence, with the special effect being that the ghosts push stuff around or trip up the bad guys, or peer through walls or into enclosed spaces and tell the hero what's there. Of course he would have the Distinctive Feature "Talks To People Who Aren't There."
There's other Power possibilities for the effect--I'll leave it to you to work out the details and do the math--I stink at math.
JmOz
Jun 9th, '03, 03:19 PM
With Golden AGe characters you are looking for a layer of well aged cheese, so I present :Bulldog
Micro Brick (Str 30-40)
Smelling powers (Tracking, analyze, targetting?)
Able to talk to dogs
A small Fisticuffs MA Package
&
Pup his kid sidekick with similar powers
Agent X
Jun 9th, '03, 03:26 PM
Originally posted by JmOz
With Golden AGe characters you are looking for a layer of well aged cheese, so I present :Bulldog
Micro Brick (Str 30-40)
Smelling powers (Tracking, analyze, targetting?)
Able to talk to dogs
A small Fisticuffs MA Package
&
Pup his kid sidekick with similar powers What a wonderful aroma, thanks.:)
Doug McCrae
Jun 9th, '03, 03:52 PM
Originally posted by "V"
And I must agree... the International Heroes site is truly magnificent. As someone who enjoyed Zenith Phase III when it first came out, seeing that someone (else) has been fanatical enough to identify all the old British comic heroes who made cameos is very refreshing.That, and Alan Moore's Captain Britain, was my introduction to most of those characters. I was really intrigued and wanted to find out more. Some of the unnamed ones in Zenith areparticularly hard to place. The site even has the original for Hotspur!
Who do you think Mister Why represents?
Tim
Jun 9th, '03, 04:48 PM
A British themed Super for WWII for you. My own creation, even.
Warwolf
Lord Robert Charles Weyrlund
In the early 1500s the Duke of Weyrlund was cursed by a witch to become a Werewolf. The curse was also to be inherited by the eldest of each generation. He went to several mystics to get it removed, but she had done her work to well. The best that any could do, was to give him and his decendents control as long as they helped the people of Britian.
The latest in the line, Robert, first changed during school finals in 1934 when he was 15. (It seemed that the first change came at somepoint during puberty) The war broke out in 1939 while he was attending Oxford. He deicded that the patriotic thing to do was to enlist. He was sent to OCS and while there revealed his secret to his high officers. He was sent to the fledgling British Supers Agency, taking the name Warwolf. Being still, a soldier, he joined the SAS/SBS when it was launched. So he fights side by side with other allied heros, and also goes on Commando raids and secret missions for British Intellegence. He is well known to not let any soldier who goes in with him be left behind.
Robert is very affiable, and has little of the stuck-up nature of many British Nobility. He loves the reaction people have when they see him sipping tea in Werewolf form. He has meet the King and Prime Minister Churchill, and been asked to demonstrate his transformation to both. This embaressed him as he had to take off his uniforn Jacket and shirt so as not to tear them.
______________________________
Hope you like him, I created him as a background to a teen hero in modern day who is his granddaughter.
TimS.
JmOz
Jun 9th, '03, 06:42 PM
My world had The Watch as a team of WWII Brittish heroes:
Big Ben, growing Brick, team Leader
BullDog
Avalon (a character from that enchanted isle, think DC's Shining Knight with a Horse sized dragon instead of a pegasus)
Resistance (a French woman with regeneration powers)
Spitfire: Flight, and lots of it
Doug McCrae
Jun 9th, '03, 07:32 PM
The Black Flyer AKA David Kaufmann
The Black Flyer is a criminal genius, inventor of the 'aero flyer', which he used to commit daring sky robberies. Clearly no supporter of free speech, his peculiar craft was also employed to break up a peaceful rally of Mosley's British Union of Fascists in the East End of London. The Black Flyer was finally arrested in 1938 by the celebrated Inspector Brooks of Scotland Yard. Following the outbreak of hostilities, the War Office issued orders for Kaufmann's release, much to Inspector Brooks's chagrin, to assist in Operation Magic, Military Intelligence's investigation into 'super-powers'.
The Black Flyer is for the most part, cheerfully immoral. He'll happily lie and steal but he would only injure or kill those he feels deserve it. He is very curious, particularly interested in all the werewolves, ghosts and superstrong dog-men he regularly comes into contact with at Operation Magic.
In addition to the 'aero flyer', the Black Flyer uses a personal short-range rocket pack and a knockout gas of his own invention. In his spare time he works on a very big robot but it's nowhere near completion.
Agent X
Jun 9th, '03, 10:54 PM
Originally posted by Tim
A British themed Super for WWII for you. My own creation, even.
Warwolf
Lord Robert Charles Weyrlund
In the early 1500s the Duke of Weyrlund was cursed by a witch to become a Werewolf. The curse was also to be inherited by the eldest of each generation. He went to several mystics to get it removed, but she had done her work to well. The best that any could do, was to give him and his decendents control as long as they helped the people of Britian.
The latest in the line, Robert, first changed during school finals in 1934 when he was 15. (It seemed that the first change came at somepoint during puberty) The war broke out in 1939 while he was attending Oxford. He deicded that the patriotic thing to do was to enlist. He was sent to OCS and while there revealed his secret to his high officers. He was sent to the fledgling British Supers Agency, taking the name Warwolf. Being still, a soldier, he joined the SAS/SBS when it was launched. So he fights side by side with other allied heros, and also goes on Commando raids and secret missions for British Intellegence. He is well known to not let any soldier who goes in with him be left behind.
Robert is very affiable, and has little of the stuck-up nature of many British Nobility. He loves the reaction people have when they see him sipping tea in Werewolf form. He has meet the King and Prime Minister Churchill, and been asked to demonstrate his transformation to both. This embaressed him as he had to take off his uniforn Jacket and shirt so as not to tear them.
______________________________
Hope you like him, I created him as a background to a teen hero in modern day who is his granddaughter.
TimS. Cool! Thanks.:)
Agent X
Jun 9th, '03, 10:55 PM
Originally posted by JmOz
My world had The Watch as a team of WWII Brittish heroes:
Big Ben, growing Brick, team Leader
BullDog
Avalon (a character from that enchanted isle, think DC's Shining Knight with a Horse sized dragon instead of a pegasus)
Resistance (a French woman with regeneration powers)
Spitfire: Flight, and lots of it Hey, I have a Big Ben character too! :) Thanks.
Agent X
Jun 9th, '03, 10:57 PM
Originally posted by Doug McCrae
The Black Flyer AKA David Kaufmann
The Black Flyer is a criminal genius, inventor of the 'aero flyer', which he used to commit daring sky robberies. Clearly no supporter of free speech, his peculiar craft was also employed to break up a peaceful rally of Mosley's British Union of Fascists in the East End of London. The Black Flyer was finally arrested in 1938 by the celebrated Inspector Brooks of Scotland Yard. Following the outbreak of hostilities, the War Office issued orders for Kaufmann's release, much to Inspector Brooks's chagrin, to assist in Operation Magic, Military Intelligence's investigation into 'super-powers'.
The Black Flyer is for the most part, cheerfully immoral. He'll happily lie and steal but he would only injure or kill those he feels deserve it. He is very curious, particularly interested in all the werewolves, ghosts and superstrong dog-men he regularly comes into contact with at Operation Magic.
In addition to the 'aero flyer', the Black Flyer uses a personal short-range rocket pack and a knockout gas of his own invention. In his spare time he works on a very big robot but it's nowhere near completion. I like the potential character conflict in non-combat situations with this one. Thanks.:)
"V"
Jun 9th, '03, 11:51 PM
Mr McCrae enquired:
Who do you think Mister Why represents?
Never worked that one out.
The International Hero site suggested the old "Mr X" character (and the name pun seems appropriate, suggesting both mystery and the letter). However the characters looked and acted differently so that's a bit tenuous.
I've never really approved of heroes with single letter codenames anyway...
May I also present:
The Iron Duke and Boney
Professor Matthias Dashwood had always been somewhat eccentric. The unfortunate affair in Kent was still being talked about ten years after the last of the dinosaurs had been captured and the bad publicity this had generated had driven the old man into seclusion.
Abandoning most of his experiments, Prof Dashwood indulged his passion for history and worked round the clock to create robotic simulacra of two of the greatest military figures of the previous century: The Duke of Wellington and Napoleon Bonaparte.
Each standing an impressive 7’ tall and constructed of riveted iron, steam and clockwork, the two robots were programmed (on unbreakable Dashwoodium Plastic platters) with the personalities and tactical knowledge of their two role models gleaned from all the historical sources at Dashwood’s disposal.
He intended to have them play chess against each other.
Needless to say things didn’t go according to plan. “Boney” in a fit of gallic temper threw the chessboard at Dashwood and stormed into the night leaving a robot-shaped hole in the wainscoting. The Iron Duke, slightly more reserved, simply strolled out of the front door.
Through the last few years of the 1930s these mechanical myrmidons fought each other constantly across the UK, with “Boney” in the role of master villain and the Iron Duke as a “wrought iron wrighter of wrongs” (the tabloid press responsible for that one).
With the commencement of hostilities however, and the surrender of France, “Boney” handed himself over to the Iron Duke with the astonishing suggestion that they join forces to fight the hated Bosche.
Now, Nazi agents throughout Britain live in perpetual fear of the –clunk-clunk-clunk- of heavy iron feet and the sound of bickering metallic voices (one with an appalling stage French accent) approaching their hideout…
Rumours that Dashwood has since created a robotic Bismarck, nicknamed “The Iron Chancellor” are hopefully ill founded.
"V"
Jun 10th, '03, 02:51 AM
And on the Axis side...
GIFTGEIST
Feared even among the ranks of the Nazi paranormals, Giftgeist's true identity has been lost for decades. Speculation is rife that he was a soldier during the first world war, exposed to ridiculous levels of poison gas attacks (or possibly to experiments designed to protect soldiers from such attacks).
Physically Giftgeist resembles an emaciated corpse like figure with blistered and discoloured skin, his face little more than a skull. He wears tattered and decaying military uniform (new on every morning, the material rots by exposure to Giftgeist).
His personality is equally distressing. He regards himself as the enemy of all living beings, but with a perfect hatred for those nations who were his enemies during the last war. He regards himself as undead, though technically this is unlikely to be the case. He does not work well in teams, and tends to be sent into an enemy position in advance of an assault to "soften up" resistance.
His touch is toxic, bringing corruption and burning by simple exposure. He can also exude a cloud of corrosive gas from his body that can devastate anyone unfortunate enough to be near him. He shows astonishing regenerative powers and disdain for danger.
Campaign use would be as a very dangerous sinister figure, possibly suited to a Horror themed scenario. He relies on stealth and silent assassination to get close to a target, unleashing his more overt powers only when confrontation is inevitable.
Other axis supers would probably express hatred and loathing for this creature too... he triggers an automatic negative reaction from most living beings.
Doug McCrae
Jun 10th, '03, 01:39 PM
Marble Archie
An animated section of Marble Arch brought to life by a wizard. The spellcrafter only required Archie's services for one night, bidding him to dig for buried treasure. After that the stone man was released and instructed "Be off. Do good." Which he has done, more or less. The missing section of the arch was initially attributed to bomb damage.
Lately, Archie has fallen in love with a marble statue in the British Museum. He hopes that she can be brought to life, as he was, and is currently searching for his original creator.
Iron Eskimo
By early 1940, the Black Flyer had completed construction of a giant mechanical man designed to function in an arctic environment. It was intended to see service in the 'Winter War' in Scandinavia. Much to the chagrin of its inventor, Inspector Brooks convinced the head of Operation Magic, Brigadier Buff, to grant him authority over the radio-operated machine.
Following Professor Dashwood's mixed results in his work on mechanical intelligence, the Iron Eskimo cannot think for itself but merely follows radio instructions. It is strong and armour-plated, as all robots are, and fitted with a set of removable skis. A freezing ray, nicknamed 'frigi-breath', is located in its mouth.
Osprey
As a child, the man now known as Osprey was shipwrecked on a remote Scottish island. The infant was raised by birds of prey and developed astounding abilities. He was strong and swift with far keener senses than a normal human. Attempting to mimic his adoptive parents he sewed together a set of feathered wings and, after much trial and effort, took to the air.
Rumoured sightings of a 'birdman' were passed to Operation Magic, where all reports deemed too rum or uncanny to be seriously contemplated ultimately end up. In 1939 an expedition was mounted, and with the aid of an occult investigator reputed to possess psychic abilities, communication established. Osprey reluctantly agreed to travel to the mainland and has worked on-and-off with Operation Magic. He has a tendency to fly back to his island home when the world of men becomes too confusing, however.
Doug McCrae
Jun 10th, '03, 05:16 PM
Jack Stag, the Marvellous Man
A superb all-round sportsman, Jack Stag particularly excelled at cricket. In 1934 he captained the English international team to its greatest ever victory over South Africa. But that night he became enfeebled, laid low by a peculiar lethargy. Over the next few years he saw many doctors and renowned experts but they could do nothing for him. Low on funds and desperate to see his pluck restored he decided to seek out Professor Dashwood, despite the dinosaur mishap some years ago. The brilliant, if slightly demented, scientist devised a program of electrical nerve stimulation, which over time worked a treat. Perhaps a little too well...
Jack Stag is now positively bursting with spunk. His physical capabilities are all preternatural - strength, speed, agility and especially vitality. Even more astounding is his enhanced animal magnetism, or charm, which influences all but the strongest-willed. Jack especially appreciates the effect of his 'magnetic aura' on the fairer sex.
However the electric current also changed Jack's personality. He is highly sanguine, overconfident almost to the point of dementia. One fears it cannot be long before Jack bites off more than he can chew...
Doug McCrae
Jun 10th, '03, 05:57 PM
Sword
Tommy Tindle grew up in an orphanage and had to work hard all his life. One day he was approached by an old man, long of beard, and wild of eye, who bid him grasp the handle of a blade. Tommy ignored the stranger and looked in vain for a constable but at such a late hour and in that part of Sheffield, none was to be had. The greybeard persisted so hoping to satisfy him, the youngster took the hilt. He felt a force like an ocean wash over him. What was happening? The man produced a mirror and showed Tommy that he alone was not reflected - he was invisible!
Later, in the Green Lion, the learned man explained that Tommy was the descendant of the first British king, a great hero named Brittanius and that this was his sword. Tommy was the rightful heir to the weapon and the power it contained. However a man named Vortigern also knew of the power and would stop at nothing to take it for himself. Tommy was at first doubtful, and frightened, but he took possession of the sword temporarily and used it to stop the attempted robbery of the payroll at his local factory. He realised the good he could do now.
When he grasps the hilt, Tommy becomes invisible though the blade itself can still be seen. By willing it, he can cause the sword to become white hot. He has used this ability to melt and slice thru boulders, saving miners trapped by a cave-in. Tommy has been trained in swordplay by his mentor and, as Sword, wears an armoured costume.
Agent X
Jun 10th, '03, 08:03 PM
Originally posted by "V"
Mr McCrae enquired:
Never worked that one out.
The International Hero site suggested the old "Mr X" character (and the name pun seems appropriate, suggesting both mystery and the letter). However the characters looked and acted differently so that's a bit tenuous.
I've never really approved of heroes with single letter codenames anyway...
May I also present:
The Iron Duke and Boney
Professor Matthias Dashwood had always been somewhat eccentric. The unfortunate affair in Kent was still being talked about ten years after the last of the dinosaurs had been captured and the bad publicity this had generated had driven the old man into seclusion.
Abandoning most of his experiments, Prof Dashwood indulged his passion for history and worked round the clock to create robotic simulacra of two of the greatest military figures of the previous century: The Duke of Wellington and Napoleon Bonaparte.
Each standing an impressive 7’ tall and constructed of riveted iron, steam and clockwork, the two robots were programmed (on unbreakable Dashwoodium Plastic platters) with the personalities and tactical knowledge of their two role models gleaned from all the historical sources at Dashwood’s disposal.
He intended to have them play chess against each other.
Needless to say things didn’t go according to plan. “Boney” in a fit of gallic temper threw the chessboard at Dashwood and stormed into the night leaving a robot-shaped hole in the wainscoting. The Iron Duke, slightly more reserved, simply strolled out of the front door.
Through the last few years of the 1930s these mechanical myrmidons fought each other constantly across the UK, with “Boney” in the role of master villain and the Iron Duke as a “wrought iron wrighter of wrongs” (the tabloid press responsible for that one).
With the commencement of hostilities however, and the surrender of France, “Boney” handed himself over to the Iron Duke with the astonishing suggestion that they join forces to fight the hated Bosche.
Now, Nazi agents throughout Britain live in perpetual fear of the –clunk-clunk-clunk- of heavy iron feet and the sound of bickering metallic voices (one with an appalling stage French accent) approaching their hideout…
Rumours that Dashwood has since created a robotic Bismarck, nicknamed “The Iron Chancellor” are hopefully ill founded. Now, I never would have thought of that. Thank you.:)
Agent X
Jun 10th, '03, 08:04 PM
Originally posted by "V"
And on the Axis side...
GIFTGEIST
Feared even among the ranks of the Nazi paranormals, Giftgeist's true identity has been lost for decades. Speculation is rife that he was a soldier during the first world war, exposed to ridiculous levels of poison gas attacks (or possibly to experiments designed to protect soldiers from such attacks).
Physically Giftgeist resembles an emaciated corpse like figure with blistered and discoloured skin, his face little more than a skull. He wears tattered and decaying military uniform (new on every morning, the material rots by exposure to Giftgeist).
His personality is equally distressing. He regards himself as the enemy of all living beings, but with a perfect hatred for those nations who were his enemies during the last war. He regards himself as undead, though technically this is unlikely to be the case. He does not work well in teams, and tends to be sent into an enemy position in advance of an assault to "soften up" resistance.
His touch is toxic, bringing corruption and burning by simple exposure. He can also exude a cloud of corrosive gas from his body that can devastate anyone unfortunate enough to be near him. He shows astonishing regenerative powers and disdain for danger.
Campaign use would be as a very dangerous sinister figure, possibly suited to a Horror themed scenario. He relies on stealth and silent assassination to get close to a target, unleashing his more overt powers only when confrontation is inevitable.
Other axis supers would probably express hatred and loathing for this creature too... he triggers an automatic negative reaction from most living beings. This is similar in origin and name to a character I came up with although the powers are very different. Thanks. :)
Agent X
Jun 10th, '03, 08:05 PM
Originally posted by Doug McCrae
Marble Archie
An animated section of Marble Arch brought to life by a wizard. The spellcrafter only required Archie's services for one night, bidding him to dig for buried treasure. After that the stone man was released and instructed "Be off. Do good." Which he has done, more or less. The missing section of the arch was initially attributed to bomb damage.
Lately, Archie has fallen in love with a marble statue in the British Museum. He hopes that she can be brought to life, as he was, and is currently searching for his original creator.
Iron Eskimo
By early 1940, the Black Flyer had completed construction of a giant mechanical man designed to function in an arctic environment. It was intended to see service in the 'Winter War' in Scandinavia. Much to the chagrin of its inventor, Inspector Brooks convinced the head of Operation Magic, Brigadier Buff, to grant him authority over the radio-operated machine.
Following Professor Dashwood's mixed results in his work on mechanical intelligence, the Iron Eskimo cannot think for itself but merely follows radio instructions. It is strong and armour-plated, as all robots are, and fitted with a set of removable skis. A freezing ray, nicknamed 'frigi-breath', is located in its mouth.
Osprey
As a child, the man now known as Osprey was shipwrecked on a remote Scottish island. The infant was raised by birds of prey and developed astounding abilities. He was strong and swift with far keener senses than a normal human. Attempting to mimic his adoptive parents he sewed together a set of feathered wings and, after much trial and effort, took to the air.
Rumoured sightings of a 'birdman' were passed to Operation Magic, where all reports deemed too rum or uncanny to be seriously contemplated ultimately end up. In 1939 an expedition was mounted, and with the aid of an occult investigator reputed to possess psychic abilities, communication established. Osprey reluctantly agreed to travel to the mainland and has worked on-and-off with Operation Magic. He has a tendency to fly back to his island home when the world of men becomes too confusing, however. Cool!
Agent X
Jun 10th, '03, 08:06 PM
Originally posted by Doug McCrae
Jack Stag, the Marvellous Man
A superb all-round sportsman, Jack Stag particularly excelled at cricket. In 1934 he captained the English international team to its greatest ever victory over South Africa. But that night he became enfeebled, laid low by a peculiar lethargy. Over the next few years he saw many doctors and renowned experts but they could do nothing for him. Low on funds and desperate to see his pluck restored he decided to seek out Professor Dashwood, despite the dinosaur mishap some years ago. The brilliant, if slightly demented, scientist devised a program of electrical nerve stimulation, which over time worked a treat. Perhaps a little too well...
Jack Stag is now positively bursting with spunk. His physical capabilities are all preternatural - strength, speed, agility and especially vitality. Even more astounding is his enhanced animal magnetism, or charm, which influences all but the strongest-willed. Jack especially appreciates the effect of his 'magnetic aura' on the fairer sex.
However the electric current also changed Jack's personality. He is highly sanguine, overconfident almost to the point of dementia. One fears it cannot be long before Jack bites off more than he can chew... I always like characters with an uncertain dynamic that makes players really keep on their toes.
Agent X
Jun 10th, '03, 08:07 PM
Originally posted by Doug McCrae
Sword
Tommy Tindle grew up in an orphanage and had to work hard all his life. One day he was approached by an old man, long of beard, and wild of eye, who bid him grasp the handle of a blade. Tommy ignored the stranger and looked in vain for a constable but at such a late hour and in that part of Sheffield, none was to be had. The greybeard persisted so hoping to satisfy him, the youngster took the hilt. He felt a force like an ocean wash over him. What was happening? The man produced a mirror and showed Tommy that he alone was not reflected - he was invisible!
Later, in the Green Lion, the learned man explained that Tommy was the descendant of the first British king, a great hero named Brittanius and that this was his sword. Tommy was the rightful heir to the weapon and the power it contained. However a man named Vortigern also knew of the power and would stop at nothing to take it for himself. Tommy was at first doubtful, and frightened, but he took possession of the sword temporarily and used it to stop the attempted robbery of the payroll at his local factory. He realised the good he could do now.
When he grasps the hilt, Tommy becomes invisible though the blade itself can still be seen. By willing it, he can cause the sword to become white hot. He has used this ability to melt and slice thru boulders, saving miners trapped by a cave-in. Tommy has been trained in swordplay by his mentor and, as Sword, wears an armoured costume. I love this one.:)
Agent X
Jun 10th, '03, 08:15 PM
Well, just finished the first session of my Golden Age Champions Campaign. The American Heroes who have joined the British Military's special foreign branch of the Liberators met in New York City to board the British ocean-liner Majestic on their way to England. Mysteriously, Nazi Super-Villains seem to have known about the supposedly secret program and attacked the heroes and the ocean liner deep in the Atlantic. Blockbuster, Doctor Phantom, Doc Turbo, Patriot Ranger, and Sure Shot took on der Sturmvogel, Kriegsmariner, der Flieger, and See Wolf with his Wolf Satz as well as a Nazi Sub, a Nazi Dirigible, and Nazi Aircraft from the Dirigible as well as Paratroopers. The heroes managed to fend off the supervillains, save the ocean liner from two successful torpedo hits, thwart an aerial bomb, and destroy the dirigible with the very aerial bomb it dropped to destroy the ocean liner. Now, the Liberators must wonder as they continue toward England, "How did they know about the program?"
Along the way they got to enjoy a little role-playing in the smoking rooms, reading room, pool, and the ball room of the ocean liner, including an eerie conversation with a disguised Sturmvogel.
My take on Sturmvogel: Flying Brick with Weather Manipulation, Luck Manipulation, and Magical Senses and Defenses.
"V"
Jun 10th, '03, 11:52 PM
Marble Archie... inspired Mr McCrae, inspired.
And, Agent X, please keep us posted as to how things develop. I've got very attached to some of the unusual characters proposed by the various contributors to this thread & I'd love to hear how any that you use work out in practise.
It's refreshing that there are very few "obvious" British stereotypes there, although the feel is very very accurate for the British comics of those bygone days (sigh).
Just goes to show, we gamers are a darn (apologies for the profanity) sight more creative than most comic writers.
Brandi
Jun 11th, '03, 04:20 AM
I think Marble Archie and my Irving would get on like a house on fire...
Doug McCrae
Jun 13th, '03, 03:35 PM
Originally posted by "V"
Marble Archie... inspired Mr McCrae, inspired.Thanks!
Doug McCrae
Jun 13th, '03, 03:40 PM
Death Mask
The most mysterious member of Operation Magic. He first crossed paths with the government task force in 1940 in the course of an investigation into a ritual murder near Blackfriars Bridge. The masked stranger seemed to know a great deal about the deceased and has since demonstrated a wide-ranging knowledge of the dead, especially those who have recently passed on. He can seemingly vanish in a cloud of smoke but it is not known whether this is magic or a mere conjuring trick. He certainly seems well versed in occult matters. On one occasion, late at night, Sword reported catching sight of Death Mask on the bank of the Thames. He heard a splash and thought he glimpsed a large reptilian creature swimming in the river, but he cannot be certain.
Death Mask wears a long dark grey cape and hood. His facial covering is reminiscent of those on Egyptian sarcophagi and bears a striking similarity to Khamunkeru, a prince who was murdered by parties unknown while travelling to meet his bride. There have been a couple of unconfirmed sightings of Death Mask in the vicinity of mortician Herbert Leith's premises in St. John's Wood.
Is Death Mask an undead Egyptian prince possessing vast necromantic powers and seeking revenge upon all murderers? Or is he just a mortician with an OTO membership card and an obsession with ancient Egypt? Or somewhere in between? You decide.
Doug McCrae
Jun 13th, '03, 05:06 PM
English Oak
AKA Bill 'Oak' Hart. 6'4", 250lbs, of boisterous, hard-drinking sailor, as steadfast and loyal to his friends as any man on Earth. Bill had many adventures in the Orient involving pirates, beautiful doe-eyed maidens and fiendish Chinese masterminds. One such, a sorcerer named Feng Lo Tse supposedly derived much of his power from the Garuda Stone, a grayish-green pendant bearing mysterious symbols. In their final battle, Bill grappled with his foe, snatched the amulet and pushed the evil genius into a river of lava. Figuring Feng Lo Tse had no further use for it, Bill kept the Garuda Stone and discovered it had a remarkable property - the wearer could not be injured.
Years earlier in Hong Kong, Bill Hart and Inspector Brooks worked on a case together and the pair became friends. The Scotland Yard detective, hearing of the sailor's remarkable acquisition, asked him to join Operation Magic as his man on the inside, particularly to keep tabs on the Black Flyer.
Meanwhile... it has transpired that Feng Lo Tse somehow survived the lava though he was hideously burned. He wants his Garuda Stone back. And he's coming to England to get it...
Agent X
Jun 13th, '03, 05:08 PM
Death Mask and English Oak definitely need to be used. You rock!
And I will keep you guys posted.
Doug McCrae
Jun 17th, '03, 04:46 AM
Angel Kyzinsky, 'Ghost Nabber'
From a young age, Angel found she was gifted with psychic abilities including telepathy, object reading and second sight, which enabled her to catch glimpses of intangible entities and other worlds. She has always used her powers to help others, as an adult charging a small fee for her services. Not a full member of Operation Magic, she occasionally works with the team when required. It was she who established communication with the man known as Osprey.
Angel doesn't wear a costume and isn't really a superhero. 'Ghost Nabber' was the headline of an article in The Daily Mail describing a case in which she used an Indian spirit jar to trap an apparition. She dislikes the name and shuns publicity.
Her entanglements with Operation Magic seem set to continue however for she has not one but two admirers there - Jack Stag and Osprey. Angel is attracted to both men and hasn't chosen one over the other, yet. Jack seems keener, though.
The Lion
In 1917, on his 16th birthday, Lewis Cooper joined up to fight and was in France within a month. He was hardened by his experiences in the Great War and even more so as one of the Black-and-Tans, suppressing republican rebels in the Irish Free State. If anything, his patriotism increased but he became ruthless and xenophobic. He had a talent for violence and used it serving His Majesty's Government around the globe, overseeing an Empire in retreat.
In 1931 an accident at an ordnance factory in Holton Heath gave him the power to create explosions out of thin air. He did not don costume - such things were not done in those days - but continued much as he had before. Lewis joined Operation Magic early on and adopted the identity of the Lion.
The Lion is a deadly fighter, very physically capable, highly skilled and ruthless in battle. He wears plate and chain armour of a modern design which bears a lion rampant on the chestplate. The Lion uses normal military equipment - guns and grenades - in addition to his powers. A devoted patriot, he is strongly anti-communist and dislikes most foreigners. He had some Nazi sympathies and contacts in Mosley's Fascist Party but is one hundred percent behind the war effort now the shooting's started.
If there is anything Lewis cares about more than king and country, it is his wife and ten-year-old son, also named Lewis. He is married to an Indian woman of lowly caste whom he met while stationed in Rahjipur and brought back to Britain. His family know he works for the government in some capacity but none of the details and don't know about his power. Cooper likes to keep his work and his home life separate. He will react with great aggression if there is any threat to his nearest and dearest.
Doctor Walker and Natterjack
While holidaying in the Norfolk broads, Dr. Thomas G. Walker, an engineering lecturer at the University of London, discovered a large metal object on the beach, revealed by the shifting sands. Assisted by Eddie, a young boy he had befriended, he excavated further and discovered an opening. Inside was a chamber. A quickly acquired torch revealed it to contain exotic machinery made out of a light silvery metal. The devices seemed half-complete, as if the original workers had been interrupted in their labours.
There were no plans or instruction manuals. Deciding to keep his find secret until tangible results could be obtained, Dr. Walker worked on the gadgetry in isolation, helped only by Eddie. He had great difficulty and came to the conclusion that the original builders must have had more than two hands. At last he constructed two devices - a calorific broadcast system and a tripedal ambulatory conveyance.
The scientist was about to unveil his results to the world when he received word that a bank robbery in Holborn street had turned into a siege and Eddie was one of the hostages. Using his new vehicle, Dr. Walker travelled quickly to the scene and was able to rescue his young friend and arrest the criminals. The inventor had discovered a new and more exciting use for his heat ray and tripod walker - fighting crime.
He constructed a second set of mechanical legs for the youth, which allowed him to make prodigious leaps. Eddie became Dr. Walker's sidekick, Natterjack.
Notes: The tripod is a one-man vehicle, smaller and shorter than the Martian originals. You might want to change it to having two or four legs if you think it's too close to the source material, and too readily spotted by players.
Speedwoman
Dorothy Campbell, brilliant chemist, is the niece of Malcolm Campbell, reknowned holder of speed records on land and water. Inspired by her relative, she developed an 'acceleration formula' which allows her to run and act at superhuman velocities. As Speedwoman, Dorothy uses her invention to fight crime and the Natzis. She is extremely serious and conservative and is often made fun of by the Black Flyer.
austenandrews
Jun 17th, '03, 06:45 AM
Hmm, I'm trying to remember my British GA characters, but it's been awhile. The main ones I recall are Domino and Scaramouche, a crime-fighting duo held over from the pulp era (guns, fisticuffs and detective work), and Gentleman Jove, who was essentially Luke Cage but replace the ghetto schtick with a London yob schtick. Jove rode around the WWII battlefields on a motorcycle with his 'kick Sparky in the sidecar. Sparky was your basic two-fisted patriotic kid, who grew up to become Gentleman Justice, the world's greatest detective.
I know I had a pile of others, but they're not coming to mind at the moment. It's been too many years.
-AA
Agent X
Jun 17th, '03, 12:19 PM
Originally posted by Doug McCrae
Angel Kyzinsky, 'Ghost Nabber'
From a young age, Angel found she was gifted with psychic abilities including telepathy, object reading and second sight, which enabled her to catch glimpses of intangible entities and other worlds. She has always used her powers to help others, as an adult charging a small fee for her services. Not a full member of Operation Magic, she occasionally works with the team when required. It was she who established communication with the man known as Osprey.
Angel doesn't wear a costume and isn't really a superhero. 'Ghost Nabber' was the headline of an article in The Daily Mail describing a case in which she used an Indian spirit jar to trap an apparition. She dislikes the name and shuns publicity.
Her entanglements with Operation Magic seem set to continue however for she has not one but two admirers there - Jack Stag and Osprey. Angel is attracted to both men and hasn't chosen one over the other, yet. Jack seems keener, though.
The Lion
In 1917, on his 16th birthday, Lewis Cooper joined up to fight and was in France within a month. He was hardened by his experiences in the Great War and even more so as one of the Black-and-Tans, suppressing republican rebels in the Irish Free State. If anything, his patriotism increased but he became ruthless and xenophobic. He had a talent for violence and used it serving His Majesty's Government around the globe, overseeing an Empire in retreat.
In 1931 an accident at an ordnance factory in Holton Heath gave him the power to create explosions out of thin air. He did not don costume - such things were not done in those days - but continued much as he had before. Lewis joined Operation Magic early on and adopted the identity of the Lion.
The Lion is a deadly fighter, very physically capable, highly skilled and ruthless in battle. He wears plate and chain armour of a modern design which bears a lion rampant on the chestplate. The Lion uses normal military equipment - guns and grenades - in addition to his powers. A devoted patriot, he is strongly anti-communist and dislikes most foreigners. He had some Nazi sympathies and contacts in Mosley's Fascist Party but is one hundred percent behind the war effort now the shooting's started.
If there is anything Lewis cares about more than king and country, it is his wife and ten-year-old son, also named Lewis. He is married to an Indian woman of lowly caste whom he met while stationed in Rahjipur and brought back to Britain. His family know he works for the government in some capacity but none of the details and don't know about his power. Cooper likes to keep his work and his home life separate. He will react with great aggression if there is any threat to his nearest and dearest.
Doctor Walker and Natterjack
While holidaying in the Norfolk broads, Dr. Thomas G. Walker, an engineering lecturer at the University of London, discovered a large metal object on the beach, revealed by the shifting sands. Assisted by Eddie, a young boy he had befriended, he excavated further and discovered an opening. Inside was a chamber. A quickly acquired torch revealed it to contain exotic machinery made out of a light silvery metal. The devices seemed half-complete, as if the original workers had been interrupted in their labours.
There were no plans or instruction manuals. Deciding to keep his find secret until tangible results could be obtained, Dr. Walker worked on the gadgetry in isolation, helped only by Eddie. He had great difficulty and came to the conclusion that the original builders must have had more than two hands. At last he constructed two devices - a calorific broadcast system and a tripedal ambulatory conveyance.
The scientist was about to unveil his results to the world when he received word that a bank robbery in Holborn street had turned into a siege and Eddie was one of the hostages. Using his new vehicle, Dr. Walker travelled quickly to the scene and was able to rescue his young friend and arrest the criminals. The inventor had discovered a new and more exciting use for his heat ray and tripod walker - fighting crime.
He constructed a second set of mechanical legs for the youth, which allowed him to make prodigious leaps. Eddie became Dr. Walker's sidekick, Natterjack.
Notes: The tripod is a one-man vehicle, smaller and shorter than the Martian originals. You might want to change it to having two or four legs if you think it's too close to the source material, and too readily spotted by players.
Speedwoman
Dorothy Campbell, brilliant chemist, is the niece of Malcolm Campbell, reknowned holder of speed records on land and water. Inspired by her relative, she developed an 'acceleration formula' which allows her to run and act at superhuman velocities. As Speedwoman, Dorothy uses her invention to fight crime and the Natzis. She is extremely serious and conservative and is often made fun of by the Black Flyer. This is all good stuff. I'm going to try to use as much of it as I can. Thanks so much. Today is the second session. I should have a report back by tomorrow.
Agent X
Jun 17th, '03, 12:20 PM
Originally posted by austenandrews
Hmm, I'm trying to remember my British GA characters, but it's been awhile. The main ones I recall are Domino and Scaramouche, a crime-fighting duo held over from the pulp era (guns, fisticuffs and detective work), and Gentleman Jove, who was essentially Luke Cage but replace the ghetto schtick with a London yob schtick. Jove rode around the WWII battlefields on a motorcycle with his 'kick Sparky in the sidecar. Sparky was your basic two-fisted patriotic kid, who grew up to become Gentleman Justice, the world's greatest detective.
I know I had a pile of others, but they're not coming to mind at the moment. It's been too many years.
-AA Thanks, I'll find a use for these guys.
Agent X
Jun 17th, '03, 06:49 PM
Just finished tonight's session. A bomb from the dirigible, affected by a curse placed on the ship, drifted down to the ocean depths exploding and injuring Atlantean people. Karog the Seer moved swiftly to investigate and discovered two ships, an American Destroyer and the HMS Majestic. Karog sat upon the Throne of Visions and summoned the Leviathan. The Leviathan ran the Destroyer adrift as a lure to the HMS Majestic. The players, meanwhile, had discovered the curse on the HMS Majestic when distress calls from the Destroyer lured the flying brick, Blockbuster, out to investigate. Eventually, the heroes found themselves in a night battle in which Doctor Phantom was involved in a mental battle of wills with Karog over control of the Leviathan while Blockbuster found himself at a huge disadvantage beneath the waves against Surok, a hot-headed warrior who thought he could "help" Karog out. Doctor Phantom lost the mental struggle with Karog, ultimately coming under his control. Blockbuster attacked the Leviathan after Surok was distracted by an incredibly lucky hit from the ship by Sure Shot. Blockbuster performed an aquatic move through but was unable to move the Leviathan. The damage from that and the Leviathan's response knocked him unconscious. Sure Shot, Patriot Ranger, and Doc Turbo battled Surok on deck. Patriot Ranger managed to actually take Surok's Trident away from him. The tide appeared to be turning in favor of the three against Surok when Surok received a mental command from Karog to return while the Leviathan carried a mind-controlled Doctor Phantom and an highly unconscious Blockbuster deeper and deeper to the Atlantean Enclave. I left it at that for the night.
I've left quite a few details out but I can only type so much.
They should finish up this adventure next week and two weeks from now they should meet the British Heroes they will be fighting alongside against the Axis threat.
(Blockbuster had been endowed with water breathing by Doctor Phantom - unfortunately no precautions concerning vision were taken.)
"V"
Jun 20th, '03, 06:18 AM
I've posted a couple of WWII Villains (The suave traitor Albion, and the swartalf possessed Schwester Schreck) in the "Villain Posting Game" thread which may be relevant to this thread.
By the way, I'd love to see write ups of any/all of the characters suggested in this thread- either Agent X's versions, the original author's or anyone's!
Agent X
Jun 20th, '03, 09:31 PM
Originally posted by "V"
I've posted a couple of WWII Villains (The suave traitor Albion, and the swartalf possessed Schwester Schreck) in the "Villain Posting Game" thread which may be relevant to this thread.
By the way, I'd love to see write ups of any/all of the characters suggested in this thread- either Agent X's versions, the original author's or anyone's! Cool beans! :)
Powered by vBulletin® Version 4.2.0 Copyright © 2012 vBulletin Solutions, Inc. All rights reserved.