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Sun Koh, the Nazi Doc Savage. Character and links.


OddHat

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Sun Koh on my web site.

 

An excellent Sun Koh site.

 

SUN KOH, THE MAN WHO FELL FROM THE SKY

Val Char Cost Roll Notes

20 STR 10 13- Lift 400.0kg; 4d6; [2]

20 DEX 30 13- OCV 7 DCV 7

20 CON 20 13-

20 BODY 20 13-

20 INT 10 13- PER Roll 13-

20 EGO 20 13- ECV: 7

20 PRE 10 13- PRE Attack: 4d6

20 COM 5 13-

 

8/14 PD 4 Total: 8/14 PD (0/6 rPD)

8/14 ED 4 Total: 8/14 ED (0/6 rED)

4 SPD 10 Phases: 3, 6, 9, 12

8 REC 0

40 END 0

40 STUN 0 Total Characteristic Cost: 143

 

 

Movement: Running: 7" / 14"

Swimming: 2" / 4"

Leaping: 7" / 14"

 

Cost Powers END

Martial Arts: Boxing and Wrestling

Maneuver OCV DCV Notes

4 1) Jab +2 +0 6d6 Strike

4 2) Block +2 +2 Block, Abort

5 3) Cross / Upper-Cut -2 +1 8d6 Strike

3 4) Grapple -1 -1 Grab Two Limbs, 30 STR for holding on

4 5) Break Free +0 +0 35 STR vs. Grabs

4 6) Crush +0 +0 8d6 Crush, Must Follow Grab

 

3 Absolute Time Sense

9 Ambidexterity (no Off Hand penalty)

3 Bump Of Direction

12 Combat Luck (6 PD/6 ED)

22 Danger Sense (self only, out of combat, Function as a Sense) 13-

5 Eidetic Memory

3 Lightning Calculator

5 Rapid Healing

4 Speed Reading (x10)

2 Swift as the Wind: Running +1" (7" total) 1

3 May Cross Any Gap: Leaping +3" (7" forward, 3 1/2" upward) 1

15 Will of Iron: +5 with all EGO rolls, Breakout Rolls, and rolls to resist torture

30 Man of Destiny: Luck 6d6 Note: Plot Points Luck. Roll at the start of the game session, then count the body. This is the number of Plot Points the character receives. 1 Plot Point allows a guaranteed succes on a roll the character is about to make. Two plot points will turn a failed roll into a success, or guarantee a critical success on a roll the character is about to make. Three plot points may be spent to gain a stroke of extraordinary luck, as determined by the GM. 0

 

 

Perks

15 Money: Filthy Rich

55 Follower Note: I could not find much info on Sun Koh's followers, but it seems likely that they were German versions of Doc Savage's allies.

6 Contact: Jan Mayen (Contact has extremely useful Skills or resources, Good relationship with Contact) 11- Note: Jan Mayen is an inventor-adventurer, a sort of German Edisonade. Jan and Sun Koh will, in one adventure, use Jan's Atomic Powered Plane to conquer the hollow Earth in the name of Germany and the Aryan Race.

4 Reputation: Sun Koh, the Perfect Aryan (A large group) 11-, +2/+2d6

21 Contact: German Government and Military Contacts (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (21 Active Points) 11-

13 Fringe Benefit: German Military Intelligence employee, International Driver's License, Membership Nazi Party, Passport, Security Clearance Germany, Top Man Note: Sun Koh's actual relationship with the German government is never made clear, however he has a great deal of freedom when interacting with high officers, and seems to have every reason to expect his own orders to be obeyed. As the war starts, an SS Colonel's rank would be appropriate.

 

 

Skills

3 Acrobatics 13-

3 Breakfall 13-

3 Climbing 13-

3 Concealment 13-

3 Contortionist 13-

3 Conversation 13-

5 Cramming

3 Criminology 13-

3 Cryptography 13-

3 Deduction 13-

10 Defense Maneuver I-IV

3 Demolitions 13-

3 Disguise 13-

3 High Society 13-

3 Interrogation 13-

3 Inventor 13-

3 Lipreading 13-

3 Lockpicking 13-

3 Mechanics 13-

3 Mimicry 13-

3 Oratory 13-

3 Paramedics 13-

3 Persuasion 13-

3 Riding 13-

3 Security Systems 13-

3 Seduction 13-

3 Shadowing 13-

3 Sleight Of Hand 13-

 

7 WF: Common Melee Weapons, Common Missile Weapons, Small Arms, Off Hand

10 Two-Weapon Fighting (HTH)

10 Two-Weapon Fighting (Ranged)

5 Rapid Attack (HTH)

5 Rapid Attack (Ranged)

30 +3 Overall Levels “Superior Mind and Unconquerable Willâ€

3 Linguist

3 1) Language: English (idiomatic; literate) (5 Active Points)

2 2) Language: French (idiomatic) (4 Active Points)

0 3) Language: German (idiomatic; literate) (5 Active Points)

2 4) Language: Italian (idiomatic) (4 Active Points)

2 5) Language: Spanish (idiomatic) (4 Active Points)

3 Scientist

2 1) SS: Archaeology 13- (3 Active Points)

2 2) SS: Botany 13- (3 Active Points)

2 3) SS: Chemistry 13- (3 Active Points)

2 4) SS: Medicine 13- (3 Active Points)

2 5) SS: Physics 13- (3 Active Points)

2 6) SS: Weird Science 13- (3 Active Points)

2 7) SS: Zoology 13- (3 Active Points)

3 Traveler

2 1) AK: Europe (3 Active Points) 13-

2 2) AK: Hidden Lands (3 Active Points) 13-

2 3) CK: Great Cities (3 Active Points) 13-

3 Scholar

2 1) KS: Atlantis (3 Active Points) 13-

2 2) KS: History (3 Active Points) 13-

2 3) KS: Philosophy (3 Active Points) 13-

2 4) KS: Secret History (3 Active Points) 13-

 

 

Total Powers & Skill Cost: 463

Total Cost: 606

 

200+ Disadvantages

20 Psychological Limitation: Meglomaniac (Very Common, Strong) Note: A new age is coming, a new time for the Aryan peoples of the world!

20 Psychological Limitation: Overconfidence (Very Common, Strong) Note: The Lesser Peoples of the World shall bow before their Rightful Masters!

10 Psychological Limitation: Casual Killer (Common, Moderate)

5 Distinctive Features: Body is covered in a tatoo map of the hidden lands of Earth (Easily Concealed by normal clothing; Noticed and Recognizable; Detectable By Commonly-Used Senses)

10 Reputation: German Doc Savage, Rightful Heir to Atlantis, 11-

10 Hunted: Champions of the Lesser Races 11- (Less Pow, Harshly Punish)

331 Man of Destiny Bonus

0 Experience Points

 

Total Disadvantage Points: 606

 

Background/History: Sun Koh fell from the sky in London one rainy night in 1932. He had no memory of where he came from or who he was, but he was a master of every skill, and he knew the Truth. There is a new Ice Age coming, and only the strongest shall survive. Sun Koh seeks to conquer the lesser races and the hidden lands of Earth, to lead Germany and the Aryan people of the world into that new age. He is the descendant of ancient kings and the rightful heir to Atlantis, the chosen of destiny. Those of impure blood shall never stand against him.

 

Sun Koh quickly gathered a string of companions, from men who were merely exceptional to Alaska Jim the master explorer and Jan Mayen the inventor and adventurer.

 

Sun Koh was essentially a Nazi Doc Savage. His adventures were published from 1933 to 1936, written by Paul Alfred Müller-Murnau under the name Lok Myler. He later appeared on and off until 1938 in the Jan Mayen adventures.

 

Personality/Motivation: Sun Koh is an absolute monster who sees himself as a hero. He will slaughter and enslave the natives of hidden lands, steal sacred artifacts, and generally act much like an American pulp character. However, he believes that it is his destiny to return glory to Germany, and that the lesser races of humanity are resources to be exploited or enemies to be destroyed in the name of the Aryan people. He is racist, sexist, and casually murderous. He will commit any crime in the certainty that he is morally right, and that those who stand against him are villains or, at best, fools.

 

If he were alive today, he’d spend his time arguing politics on the Internet. Eventually, he’d get his own talk show.

 

Quote: A new Ice Age is coming, and only the fittest and strongest will survive.

 

Powers/Tactics: Sun Koh is a Doc Savage knock off. The above list of skills and powers may be on the conservative side. As things stand, he is fiercely competent and should be able to take on entire groups of lesser men in hand to hand combat, but can be defeated if taken by surprise (difficult with that Danger Sense) or if faced with overwhelming fire power. While he is designed to be profoundly fast and strong, a specialist PC may just be slightly better than Sun Koh in a single area; this was intentional, and fits the Doc Savage pattern.

 

Used in HtH, his Two Weapon Fighting and Rapid Attack allow him to take a half move and then sweep or MPA with significantly reduced penalties. He should get in at least two or three shots in on most foes in the first phase of combat.

 

Sun Koh will flee if he’s losing, and don’t forget his Plot Points. Destiny takes care of her own, and Sun Koh may not be destined to fall at the hands of the PCs.

 

The easiest way to power up Sun Koh is to stat out his followers. 200+ point characters in their own right, I’d suggest making each one a specialist who looks to Sun Koh for leadership. High tech gadgets, weapons and vehicles are certainly appropriate; google Captain Mors for ideas.

 

Campaign Use: Paraphrasing Manfred Nagl as quoted by Jess Nevins, “Sun Koh and Jan Mayen have been chosen by fate--and also provided by it with the resources of a sophisticated and extremely powerful technology. It is their vocation to create or capture new and arable territories for the German people and the White races. This they achieve by raising Atlantis out of the ocean and by making Greenland (Thule) arable. The manner in which Sun Koh and Jan Mayen treat the rest of humanity in the pursuit of their aims is distinguished from Nazi methods only insofar as the fictive inferior peoples speedily submit.â€

 

Sun Koh should be used a dark mirror for your characters. On the surface, he has high tech gimmicks, fights strange foes, explores the far corners of the globe, and lives the life of a typical Pulp hero. However, he sees all non Aryans, indeed most non Germans, as lesser races fit only for enslavement or extermination. He might make temporary common cause with the heroes, but in the end he serves the ideals of racial superiority and Germany’s national destiny, and he sees tens of millions of non-Aryan corpses as no price at all.

 

Appearance: A perfect blonde haired blue eyed Aryan. A map to Atlantis and other hidden lands is tattooed on Sun Koh’s back and side, but this is concealed by his clothing.

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Re: Sun Koh, the Nazi Doc Savage. Character and links.

 

Definitely an intriguing character, but man! what a horrible name. AFAICT from my German dictionary, it doesn't even mean anything in German. I guess it's supposed to be like "Tarzan" or "Ki-gor" or something, but it just doesn't sound good at all. Well, leastways not to me. ;)

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Re: Sun Koh, the Nazi Doc Savage. Character and links.

 

Definitely an intriguing character' date=' but man! what a horrible name. AFAICT from my German dictionary, it doesn't even mean anything in German. I guess it's supposed to be like "Tarzan" or "Ki-gor" or something, but it just doesn't sound good at all. Well, leastways not to me. ;)[/quote']

 

I think the writer was going for an "Atlantean" sounding name, and that's what he came up with.

 

Jes Nevin's German pulp hero page also lists a guy who just went by the name "Fred." :)

 

Some very cool stuff there; not what I was expecting when I looked into German pulp characters. Captain Mors (Nemo meets Flash Gordon) would make a very interesting PC ally.

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Re: Sun Koh, the Nazi Doc Savage. Character and links.

 

I think the writer was going for an "Atlantean" sounding name, and that's what he came up with.

 

Jes Nevin's German pulp hero page also lists a guy who just went by the name "Fred." :)

 

Some very cool stuff there; not what I was expecting when I looked into German pulp characters. Captain Mors (Nemo meets Flash Gordon) would make a very interesting PC ally.

 

Don't suppose you have a linky for that page? Are we even allowed to post such links here?

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Re: Sun Koh, the Nazi Doc Savage. Character and links.

 

I think the writer was going for an "Atlantean" sounding name, and that's what he came up with.

 

Jes Nevin's German pulp hero page also lists a guy who just went by the name "Fred." :)

 

Some very cool stuff there; not what I was expecting when I looked into German pulp characters. Captain Mors (Nemo meets Flash Gordon) would make a very interesting PC ally.

Fred ! I hope that he was a hero. I could just see him as a villain standing there in Jodhpurs, boots and crisp white shirt proclaiming something like " Snivelling worms !now you will face the wrath of the fearsome Fred !" Yeah right ! Maybe its an advantage "Always moves first after a soliloquy because his foes are laughing too hard to do anything !"
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Re: Sun Koh, the Nazi Doc Savage. Character and links.

 

Fred ! I hope that he was a hero. I could just see him as a villain standing there in Jodhpurs' date=' boots and crisp white shirt proclaiming something like " Snivelling worms !now you will face the wrath of the fearsome Fred !" Yeah right ! Maybe its an advantage "Always moves first after a soliloquy because his foes are laughing too hard to do anything !"[/quote']

 

Heh. :)

 

He was a hero, a world travelling detective who gave up his last name out of mourning for his lost wife.

 

Maybe it sounded more romantic in the 1920s.

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Re: Sun Koh, the Nazi Doc Savage. Character and links.

 

Okay. So this Aryan dishrag lands in '32? Looks like Billy's going to have to have be taking some more vitamins to get ready for this clown. :-)

 

You can take him.

 

So long as he doesn't have too many of his followers. ;)

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Re: Sun Koh, the Nazi Doc Savage. Character and links.

 

Thanks. :)

 

The Indian-trained Swamis and Hypnotists that were big in Germany in the 20s are very interesting. Not sure how to use them as pure baddies, as the Nazis would have pruned them from the government ASAP once Hitler took power. That in itself could be a good plot:

 

Your characters face a Half-German, Half-Indian Agent with hypnotic powers. He's very loyal to Germany. He defeats the PCs once or twice, but is never cruel or vindictive about it. Kind of a David Niven type. Now it's 1935, and the Nazis are purging the intelligence services. Does our half-Indian agent keep serving the German government until the day they put him on a cattle car to a death camp, or can the PCs push him to turn on the country he loves?

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Re: Sun Koh, the Nazi Doc Savage. Character and links.

 

Thanks. :)

 

The Indian-trained Swamis and Hypnotists that were big in Germany in the 20s are very interesting. Not sure how to use them as pure baddies, as the Nazis would have pruned them from the government ASAP once Hitler took power. That in itself could be a good plot:

 

Your characters face a Half-German, Half-Indian Agent with hypnotic powers. He's very loyal to Germany. He defeats the PCs once or twice, but is never cruel or vindictive about it. Kind of a David Niven type. Now it's 1935, and the Nazis are purging the intelligence services. Does our half-Indian agent keep serving the German government until the day they put him on a cattle car to a death camp, or can the PCs push him to turn on the country he loves?

 

Or he joins one of the anti-Nazi resistance movements BECAUSE Germany is the country that he loves and he doesn't want to see it run by murderer and lunatics like the Nazis.

 

Just a thought.

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Re: Sun Koh, the Nazi Doc Savage. Character and links.

 

Or he joins one of the anti-Nazi resistance movements BECAUSE Germany is the country that he loves and he doesn't want to see it run by murderer and lunatics like the Nazis.

 

Just a thought.

 

Fair enough, but remember that the date under discussion is 1935. The Nazi party was foul, and hints of what they would do were available, but a German patriot at that time could have kept himself from seeing some of those hints. Even more so if he spends most of his time dealing with threats to Germany outside of the country. Makes for a more challenging story. However, YMMV.

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Re: Sun Koh, the Nazi Doc Savage. Character and links.

 

Fair enough' date=' but remember that the date under discussion is 1935. The Nazi party was foul, and hints of what they would do were available, but a German patriot at that time could have kept himself from seeing some of those hints. Even more so if he spends most of his time dealing with threats to Germany outside of the country. Makes for a more challenging story. However, YMMV.[/quote']

 

I'm sure there are other examples, but look at Max Schmeling as a model for how an intelligent German who thought the Nazis were loons but nonetheless managed to be seduced into playing along with their agenda (at least until he lost to Louis and his propaganda value evaporated).

 

He need not be the only model, but it was hard to fight a force like the Nazis during their ascendency, even for intelligent people with strong moral character.

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Re: Sun Koh, the Nazi Doc Savage. Character and links.

 

Well you make a good point, the both of you. However if the swami in question had any sort of legit telepathic powers or even empathic powers and is as moral as Oddhat claimed in his example then the sheer hatred he'd be picking up from Nazi leaders ought to scare the living crap out of him. However, I admit that is a most exceptional case.

 

Another thought is that maybe he's playing along with the Nazi's, only pretending that he's working with them in order to use his abilities to bring them down from the inside.

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Re: Sun Koh, the Nazi Doc Savage. Character and links.

 

Honestly, although I love using nazi super-science in my pulp game (hard to think of a funner set of bad guys really - its the uniforms!) I do confess to some discomfort when it comes to nazi supermen. Even if they were allied supermen, the presence of such characters in the game would lend support to Nazi conceptions of the superman and the "master race" in my eyes. For this reason, I always burden my supermen with super flaws (especially hubris). No squeaky clean ubermensch like Doc Savage for me, thank you. I always thought his criminal lobotomies were creepy anyway. Just a personal preference, I realize pulp is very much Of Its Age, that is, crypto-fascistic (wait, I got that mixed up, I was thinking of our age . . .:rolleyes: )

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Re: Sun Koh, the Nazi Doc Savage. Character and links.

 

Although he was written for the American pulps, a character who might be interesting in this context is Mr. Moto. He was an agent of Japanese Military Intelligence stationed in China and similar places who, in the process of serving his Divine Emperor, frequently found himself interacting with and aiding clueless Westerners. In the pre-war era he was one of the most popular pulp detective/heroes, was featured in a series of theatrical films that featured Peter Lorre, etc. Of course the series came to an abrupt end with Pearl Harbor, if not earlier as it became clear that American and Japanese ambitions were on a deadly collision course.

 

Mr. Moto (i don't recall if he was ever given a first name) is an intelligent, capable and resourceful man who has some scruples. He just happens to be serving an evil regime (the military junta in Tokyo). He might not know about the horrors that are being committed in the name of his country, or he might not care. Given his line of work and the nature of his belief system, it is doubtful that he would have survived the war -- given that China was his major area of operations he could easily have found himself facing a Communist firing squad at the end of hostilities.

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Re: Sun Koh, the Nazi Doc Savage. Character and links.

 

Although he was written for the American pulps, a character who might be interesting in this context is Mr. Moto. He was an agent of Japanese Military Intelligence stationed in China and similar places who, in the process of serving his Divine Emperor, frequently found himself interacting with and aiding clueless Westerners. In the pre-war era he was one of the most popular pulp detective/heroes, was featured in a series of theatrical films that featured Peter Lorre, etc. Of course the series came to an abrupt end with Pearl Harbor, if not earlier as it became clear that American and Japanese ambitions were on a deadly collision course.

 

Mr. Moto (i don't recall if he was ever given a first name) is an intelligent, capable and resourceful man who has some scruples. He just happens to be serving an evil regime (the military junta in Tokyo). He might not know about the horrors that are being committed in the name of his country, or he might not care. Given his line of work and the nature of his belief system, it is doubtful that he would have survived the war -- given that China was his major area of operations he could easily have found himself facing a Communist firing squad at the end of hostilities.

 

 

The closest we ever got to his full name was I.A. Moto, and yes, he'd make a fine Pulp Hero character.

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Re: Sun Koh, the Nazi Doc Savage. Character and links.

 

Well you make a good point' date=' the both of you. However if the swami in question had any sort of legit telepathic powers or even empathic powers and is as moral as Oddhat claimed in his example then the sheer hatred he'd be picking up from Nazi leaders ought to scare the living crap out of him.[/quote']

 

And that stage, when he first started to feel fear and loathing for his leaders that equalled or out-weighed his loyalty to his country, would be a perfect point for the PCs to help him turn one way or another.

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Re: Sun Koh, the Nazi Doc Savage. Character and links.

 

And that stage' date=' when he first started to feel fear and loathing for his leaders that equalled or out-weighed his loyalty to his country, would be a perfect point for the PCs to help him turn one way or another.[/quote']

 

Or get him the hell out of dodge [or Nanking as the case may be] so he can actually survive long enough to turn one way or the other. I'm pretty sure such thoughts would be considered reason enough to have him killed by his superiors after all.

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Re: Sun Koh, the Nazi Doc Savage. Character and links.

 

Honestly' date=' although I love using nazi super-science in my pulp game (hard to think of a funner set of bad guys really - its the uniforms!) I do confess to some discomfort when it comes to nazi supermen. Even if they were allied supermen, the presence of such characters in the game would lend support to Nazi conceptions of the superman and the "master race" in my eyes. For this reason, I always burden my supermen with super flaws (especially hubris). No squeaky clean ubermensch like Doc Savage for me, thank you. I always thought his criminal lobotomies were creepy anyway. Just a personal preference, I realize pulp is very much Of Its Age, that is, crypto-fascistic (wait, I got that mixed up, I was thinking of our age . . .:rolleyes: )[/quote']

 

I agree that Supermen should have flaws; from a story POV it helps to keep them interesting. My own favorite version of Doc Savage is the Farmer / Murray take, a deeply flawed and profoundly competent man, theough even the original had more depth than he's sometimes given credit for (again considering the times).

 

However, to me it's not Pulp without opponents as or more powerful than your heroes. If you're running a pulp campaign with no character tougher than Sam Spade, the Nazis don't need any Supermen at all. However, if your player characters are larger than life heroes, I'd say they need larger than life foes. You can have your PCs beating up only on characters less powerful and competent than themselves, but that's not a storytelling style I want to follow.

 

So, that leads me to Nazi Supermen. In a world where any true larger than life heroes existed, I don't see them as all on any one side. As to Sun Koh, he's straight from the actual German pulps; this was their Doc Savage. If I'm running a campaign where the allies get Doc, I'd prefer to let the Axis have Sun.

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Re: Sun Koh, the Nazi Doc Savage. Character and links.

 

This is weird yet interesting. I wonder what other characters there were in the German pulps? What would a German version of the Shadow, let alone the Spider:Master of men) be like? "Wretched Bolsheviks! Death! death! Der Spinne brings you death! [mad cackling laughter mingled with the sound of roaring Lugers]

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