Jump to content

SKJAM!

HERO Member
  • Posts

    3,147
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by SKJAM!

  1. Re: A Thread For Random Links Here's a community for fictional characters (including Talion!) to ask for and receive advice: http://www.livejournal.com/community/sages_of_chaos/ And for those who prefer the Dark Side: http://www.livejournal.com/community/villains_united (Tell 'em Draco Malfoy sent ya.)
  2. Inspector AllhoffPlayer: created by Val Char Cost 10 STR 0 11 DEX 3 11 CON 2 10 BODY 0 18 INT 8 16 EGO 12 15 PRE 5 8 COM -1 2 PD 0 2 ED 0 3 SPD 9 4 REC 0 22 END 0 21 STUN 0 1" RUN-102" SWIM00" LEAP-2Characteristics Cost: 26Cost Skill 5 Concealment 14- 7 Deduction 15- 3 Demolitions 13- 3 Interrogation 12- 3 Custom Skill [Notes: 12-, PRE-Based] 3 Scholar 1 1) KS: American VIPs (2 Active Points) 11- 1 2) KS: Animal Behavior (2 Active Points) 11- 1 3) KS: Early Twentieth Century History (2 Active Points) 11- 1 4) KS: Famous Criminal Cases (2 Active Points) 11- 1 5) KS: Human Anatomy (2 Active Points) 11- 1 6) KS: Jewish Customs (2 Active Points) 11- 1 7) KS: Literature (2 Active Points) 11- 2 8) KS: New York Criminals (3 Active Points) 12- 2 9) KS: New York Penal Code (3 Active Points) 12- 2 10) KS: Obscure Vocabulary (3 Active Points) 12- 1 11) KS: Psychology (2 Active Points) 11- 4 PS: Detective 13- 2 SS: Chemistry 11- 2 SS: Physics 11- 3 Sleight Of Hand 11- 3 Streetwise 12- 2 WF: Small Arms Skills Cost: 54Cost Perk 12 Contact: New York City Police Commissioner (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Contact is slavishly loyal to character) 14- 6 Contact: New York State Supreme Court Judge Irving Rose (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Good relationship with Contact) 11- 10 Follower 2 Fringe Benefit: Local Police Powers 3 Reputation: Brilliant Detective, in New York City (A small to medium sized group) 11-, +3/+3d6 Perks Cost: 33Cost Talent 5 Eidetic Memory Talents Cost: 5Val Disadvantages 10 Psychological Limitation: Vengeful (Uncommon, Strong) 20 Psychological Limitation: Obsessed with Loss of Legs (Very Common, Strong) 20 Physical Limitation: No Legs (Frequently, Fully Impairing) 10 Hunted: Criminals 8- (Less Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 15 Hunted: Sergeant Simmonds 14- (As Pow, PC has a Public ID or is otherwise very easy to find, Watching) Disadvantage Points: 75Base Points: 75Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 118 Height: 1.22 m Hair: Gray Weight: 50.00 kg Eyes: Yellowish Appearance: Inspector Allhoff looked ten years older than he actually was, with a yellow, seamed face and yellowish eyes. He had a corvine nose and gray hair. Leather caps covered the short stumps of his legs, and he usually dressed sloppily in unwashed clothing. His apartment/office was invariably filthy.Personality: Allhoff, never a likable man, was thoroughly warped by the loss of his legs, which he blamed entirely on Battersly. He lived in a state of nearly perpetual anger, punctuated solely by savage satisfaction at proving himself smarter than anyone else around him by solving difficult cases. If a visitor somehow managed to avoid making any remarks that could be remotely taken as an insult to Allhoff's crippled condition, he would invariably bring up the subject himself. A stubborn, vindictive man, Allhoff refused to take any steps to ameliorate his suffering, refusing wheelchairs, artificial legs, and the opportunity to live in a handicapped-accessible building. He especially delighted in setting up scenarios in which Batttersly would believe that he would finally be redeemed, only to pull the rug out from under his assistant. Surprisingly for his time period, Allhoff was remarkably unprejudiced against Jews and other minorities, and they respected him for this. Quote:"Feelings, Sergeant? Well, I haven't any below the knees. Does that answer your question?"Background: Inspector Allhoff (given name unrevealed in the stories I have read) joined the New York City Police Department sometime before World War One. A brilliant if arrogant and conceited man, he rose through the ranks to Deputy Inspector. Then, on May 13, 1935, it all came crashing down. The police received information that two notorious gangsters were holed up in a building with a Tommy-gunner watching the front door. Allhoff ordered a rookie cop, John Battersly, to go in the back way and take out the gunner, while he himself would lead the assault from the front. Battersly got in, but panicked and froze, with the result being that whenAllhoff burst in, he was greeted by a spray of bullets to the legs. Gangrene set in, and the legs were amputated. The Commissioner decided that Allhoff's brain was too valuable to lose, and arranged by creative accounting to have the crippled man still draw an inspector's salary. Allhoff moved into a slum tenement across from police HQ, (just down the block from Noonan's saloon,) and demanded Battersly as his assistant. Sergeant Simmonds, who'd joined the force with Allhoff, was assigned to do their paperwork and keep the two from killing each other, a thankless job. Powers/Tactics: Inspector Allhoff was a brilliant man, widely-read, with an elephantine memory. He was also given to wild (and invariably correct) "hunches" about cases. Alhoff's favorite tactic was to call an assortment of suspects to his office and then bully/trick the real killer into giving him/herself away. He kept two loaded .38 pistols in his desk for emergencies, but seldom had to use them, thanks to his clever set-ups. Campaign Use: (First Appearance: "Footprints on a Brain", Dime Detective Magazine, July 1938) Inspector Allhoff is a prime example of the "flawed detective" subgenre common in series mystery. Brilliant, but with a weakness that requires him to rely on assistance from others. Sadly, he's not gracious about this need. If for some reason the player characters lack their own detective, the police would be happy to refer them to the crippled man (especially if the case is so bizarre as to be unbelievable.) He'd also make a nasty rival for a player character detective. The inspector is a good way to lend some heft to a Hunted by Police. You'll note that Allhoff has a bunch of unspent points. Beef up his Knowledge Skills to match your campaign. Inspector Allhoff can be moved to any other large American city of the time period with a suitable change in localized skills. He's a little harder to move in time; his backstory becomes more and more unlikely as it's moved closer to the present. But his personality and loss of legs could be used for a police detective crippled by a superhero's carelessness. _Important People_ John Battersly: A rookie police officer in 1935, he was tall strong and handsome, but not terribly bright. He lived with a crushing guilt complex about Allhoff's crippling, and accpted the older man's abuse as his rightful (if deeply resented) due. Battersly was an expert dancer and soccer player, hobbies Allhoff delighted in excorciating him for. He had a frail mother in Indiana that he never got to see. Sergeant Simmonds: A career police officer, he stalled out at Sergeant while Allhoff continued to rise. A man of little imagination and poor financial judgement, Simmonds had to stay with his thankless job to keep his pension. His wife and two children depended on it. _Plot Seeds_ "Substitute Scratching Posts": Battersly took one too many blows to the head in the latest case, and the player characters are tricked or ordered to fill in for the hapless officer. Inspector Allhoff is especially peevish for lack of his favorite kicktoy. "Death to Allhoff": Allhoff sent a particularly well-connected mobster up the river last month, and his gang has vowed to kill the inspector. They're being unusually determined, and so the player characters are called in as reinforcements. Can they find the hitmen before Allhoff convinces the player characters it's okay to let him die? "To Hell with Concept Integrity": The player characters find a way to restore Inspector Allhoff's legs. Will they find a way to make him let them use it? Thoughts, questions, comments?SKJAM!
  3. Re: Pulp Reading When I say "astonishingly racist" I mean "rancid even by the standards of 1936 pulp magazines." I've read quite a bit of this stuff, after all.
  4. Re: Pulp Reading Adventure House just put out four new pulp reprints: Don Winslow of the Navy, Spicy Mystery Stories and Saucy Movie Tales (x2). the June 1936 Saucy Movie Tales has a story, "Yellow Peril in Hollywood" which is...astoundingly racist, in a "did the author even have a clue?" way.
  5. From the 1949 story, "City of Deadly Sleep" by G.T. Fleming-Roberts.Captain ZeroPlayer: NPC Val Char Cost 15 STR 5 12 DEX 6 15 CON 10 12 BODY 4 10 INT 0 12 EGO 4 10 PRE 0 10 COM 0 6 PD 3 3 ED 0 3 SPD 8 6 REC 0 30 END 0 28 STUN 0 6" RUN02" SWIM03" LEAP0Characteristics Cost: 40Cost Power END 16 Invisible Body: Invisibility to Sight Group , Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points); Limited Power Power loses about half of its effectiveness (Only and always functions from midnight to dawn; -1), Limited Power Power loses about a third of its effectiveness (Does not affect carried objects; -1/2) 0 9 Keenly Observant: +3 PER with all Sense Groups 0 Powers Cost: 25Cost Skill 7 Acting 13- 7 Deduction 13- 3 Streetwise 11- 2 KS: Botany 11- 2 KS: Human anatomy 11- 2 KS: Poisons 11- 2 PS: Reporter 11- 1 WF: Handguns 0 Language: English (idiomatic) (4 Active Points) 1 Language: Braille literacy (basic conversation) Skills Cost: 27Cost Perk 5 Follower [Notes: Seeing eye dog] 3 Contact: Police Chief Ed Cavanaugh (Contact has useful Skills or resources) 11- Perks Cost: 8Val Disadvantages 10 Dependent NPC: Doro Kelly 8- (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID) 5 Physical Limitation: Poor vision, must wear eyeglasses or contacts (Infrequently, Slightly Impairing) 10 Rivalry: Romantic, With Ed Cavanaugh, Rival is More Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry 10 Psychological Limitation: Constantly underestimates his own intelligence (Common, Moderate) 15 Social Limitation: Secret Identlty (Lee Allyn) (Frequently, Major) Disadvantage Points: 50Base Points: 50Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 100 Height: 1.70 m Hair: Blond Weight: 70.00 kg Eyes: Pale blue Appearance: Lee Allyn was a small, thin man with blond hair and pale blue eyes. He habitually wore horn-rimmed glasses and conservative suits. In his Captain Zero idenity, Lee switched to contact lenses, and wore skin-tight wool clothing; white t-shirt, trunks and stockings with thin rawhide soles. Naturally, the idea was not to be seen while wearing these.Personality: Lee Allyn cultivated a mild-mannered appearance, which concealed his inner strength of will. His major character flaw was a lack of confidence in his own intellectual skills, which caused him to hesitate too often when his hunches were in fact correct. Lee has an unrequited crush on his co-worker Doro, and a light-hearted rivalry with Chief Cavanaugh.Quote:"I don't mind not being believed in, Ivy, but let me assure you, I'm several biological notches above a cat."Background: Lee Allyn was the son of a fruit store owner in Chicago. Under circumstances yet to be revealed, he became blind in childhood and remained that way for twelve years. After his father died, Lee sold the store for money enough to pay for a risky operation. While it didn't fully restore his vision to normal, Lee was now able to get around like a "normal" person. At this point, World War Two was raging. Patriotically, Lee volunteered for service, but his poor vision made him 4-F. Instead, the young man became an experimental subject for various medical treatments. It is unknown which, if any, of the experiments triggered Lee's unique affliction. The most recent experiment before he noticed the effect wa a dose of radioactive arsenic. Much to Lee's surprise, at exactly midnight each night, his flesh would turn invisible, and remain so until the coming of dawn. He concealed this from the doctors by omission, and no one noticed. After the war was over, Lee's lack of work experience or a formal education caused him to be rejected from employment nearly anywhere. Finally, he was able to secure a job as a reporter for Pendleville's Daily World newspaper. After three months, the grateful Lee revealed his secret to Daily World editor/publisher/owner Steve Rice. Rice came up with the scheme of using Lee's abilities to fight crime and corruption in Pendleville under the name "Captain Zero." Unfortunately, in the course of their very first adventure, Steve Rice was killed for possessing vital evidence of the town's corruption. Captain Zero was forced to finish the case alone, eventually learning the true identity of the city's crimelord. He continued to fight crime with the aid of his allies, seeing dog Blackie, girl reporter Doro Kelly and police captain Ed Cavanaugh. Powers/Tactics: Captain Zero's flesh, and any animal product next to his skin, turned invisible between midnight and dawn. (The "fringe effect" for Cap's invisibility is the glint of the contacts he wears.) In addition, all of Lee Allyn's senses had been sharpened by his years of blindness, causing Lee to become extremely observant. Captain Zero was, to be honest, not very good at stealth, relying heavily on his not being seen. He was also well-read and a decent hand-to-hand combatant. His preferred tactic was to walk around invisibly, observing carefully, and using his unseen status to freak people out. If pressed, he would resort to fisticuffs, or even shooting. Campaign Use: Lee is a low-powered pulp-hero, though late in the period. He'd be suitable for a player character in very low-powered campaigns. To boost his power level/effectiveness, change Zero's invisibility so that he can turn it on at will, but only at night, and add a few hand-to-hand levels. As an NPC, Zero's one-trick-pony status will usually send him to the sidelines except for very specific cases. He will not Hunt player characters unless they've committed crimes in his city. Plot Seeds: "When Midnight Strikes": If one of the player characters is a medical or bio-sciences whiz, Lee approches him to find out just why his condition always and only starts at midnight. What about Daylight Savings Time? What happens if he crosses the International Date Line? "Mad Dogs and Englishmen": A series of daring daylight bank robberies has paralyzed Pendleville. Captain Zero is working on the case, but has had little luck as the gang lies low once the sun goes down. It's time to call in some allies. Thoughts, questions, comments?SKJAM!
  6. Re: Design a ME Team One I came up with a while back, though I had him as a villain: 'Atim (Darkness) This Egyptian national was educated at King's College in Oxford, so he speaks excellent British English. He strongly resented what he saw as the superiority complex of the Europeans, and to this day espouses the many achievements of Middle Eastern civilization. While in Britain, he got caught in a terrorist attack involving a phosphorus bomb, and gained powers of darkness to survive. 'Atim's primary power is to summon the Primal Darkness (Darkness to all Sense Groups, AoE Any Area, Personal Immunity) and shape it such that his enemies are blinded, while his allies can operate just fine. He also has a high resistance to any light-based powers. (His vulnerablity is other darkness-wielders.) 'Atim carries weapons and armor based on Ancient Egyptian styles, though they are made of modern materials. 'Atim is a handsome man of noble Egyptian heritage, but his skin is permanently jet black, even in areas where it would normally be lighter. While 'Atim is not a fervent Muslim, he follows the primary strictures of that religion in order to prevent friction with other team members. He's not overly prejudiced against any group, but will seek to establish his superiority over any outsider. Hope this helps, SKJAM!
  7. Re: Could your Champions character beat... I'm just going to go with "generic Cap". Rock Bottom: Too slow, too vulnerable to leverage. No. Mask of Justice: About the only advantage he has is being able to see through Cap's shield and in the dark. If the fight's in a lightless room, MoJ has a small chance of victory, more if he can get the shield away from Cap. Calculus: Runs the possible battle situations through his hyperintelligent brain, then surrenders immediately. (What can I say? He's smart.) Kira Midori: Won't be able to get off enough Ego Attack in time to keep Cap from pinning her, even with precog. Talion: Actually has a shot at one-shotting Cap, if CA can somehow be fooled into using his most powerful Haymakered attack. Otherwise, Cap figures out Talion's power after one bad experience, and finds some way to immobilize Talion for the win.
  8. Re: The Essential Bad Golden Age Most of the very worst of the Golden Age has simply never been reprinted, and thus is unavailable to read. That said, overt and frothing racism; cultural tonedeafness; stories so formula you could (and sometimes they did) simply recolor the main character's costume to pass as new; really, really bad art.
  9. Another repost, now in Hero Designer format.Green LamaPlayer: NPC Val Char Cost 23 STR 13 17 DEX 21 17 CON 14 13 BODY 6 18 INT 8 18 EGO 16 15 PRE 5 10 COM 0 10 PD 5 6 ED 3 4 SPD 13 10 REC 4 34 END 0 34 STUN 0 6" RUN02" SWIM04 1/2" LEAP0Characteristics Cost: 108Cost Power END 20 Electropressure: Major Transform 3d6 (Human into Handicapped Human, Normal healing), Improved Target Group (Any handicap explainable by nerve disruption; +1/4) (56 Active Points); Limited Power Power loses about half of its effectiveness (Heal per hour, not per day; -1), Limited Target ([Limited]; Human; -1/2), IIF (Radioactive salt; -1/4) 6 27 Kata: Energy Blast 6d6, Reduced Endurance (1/2 END; +1/4), No Normal Defense ([standard]; vs. hard neck armor or no need to breathe; +1) (67 Active Points); OAF (Scarf; -1), No Range (-1/2) 3 2 Kata: Stretching 1", Reduced Endurance (0 END; +1/2) (7 Active Points); OAF (Scarf; -1), Limited Power Power loses about a third of its effectiveness (For kata only; -1/2), no Noncombat Stretching (-1/4) 0 15 Magga: Luck 3d6 0 10 Unbelievably Developed Senses: Discriminatory with Smell/Taste Group 0 9 Unbelievably Developed Senses: +3 PER with all Sense Groups 0 3 Flashlight: Sight Group Images 1" radius (10 Active Points); OAF (flashlight; -1), Limited Power Power loses about half of its effectiveness (Only to create light; -1), No Range (-1/2) 1 2 Himalayan Mountain Training: Life Support (Safe in Intense Cold) 0 2 "The effects of radioactive salt protect me from harmful rays": Life Support (Safe in High Radiation); IIF (Radioactive Salt; -1/4) 0 1 Slow Breathing: Life Support (Extended Breathing: 1 END per Turn) 0 Powers Cost: 91Cost Martial Arts Maneuver Ju-jitsu 3 1) Sacrifice Throw: 1/2 Phase, +2 OCV, +1 DCV, 4 1/2d6 / 0d6 Strike; You Fall, Target Falls 4 2) Stunning Chop: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND 3 3) Flying Mare: 1/2 Phase, +0 OCV, +1 DCV, 4 1/2d6 / 0d6 +v/5, Target Falls 4 4) Strike: 1/2 Phase, +0 OCV, +2 DCV, 6 1/2d6 / 2d6 Strike 3 5) Joint Lock: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 33 STR / 10 STR for holding on 4 6) Escape: 1/2 Phase, +0 OCV, +0 DCV, 38 STR / 15 STR vs. Grabs 4 7) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 33 STR / 10 STR to Disarm 4 8) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort Martial Arts Cost: 29Cost Skill 3 Breakfall 12- 3 Climbing 12- 3 Combat Piloting 12- 5 Concealment 14- 3 Contortionist 12- 3 Cryptography 13- 3 Deduction 13- 5 Disguise 14- 3 Linguist 0 1) Language: English (idiomatic) (4 Active Points) 2 2) Language: French (completely fluent) (3 Active Points) 2 3) Language: Hindustani (completely fluent) (3 Active Points) 2 4) Language: Pali (completely fluent) (3 Active Points) 2 5) Language: Sanskrit (completely fluent) (3 Active Points) 2 6) Language: Tibetan (completely fluent) (3 Active Points) 3 Mimicry 13- 3 Paramedics 13- 2 PS: Corporate Management 11- 3 Scholar 2 1) KS: Buddhist Sutras (3 Active Points) 12- 2 2) KS: Ju-jitsu (3 Active Points) 12- 2 3) KS: Oriental Religions (3 Active Points) 12- 4 4) KS: Tibetan Buddhism (5 Active Points) 14- 3 Scientist 2 1) SS: "Oriental" Medicine 12- (3 Active Points) 5 2) SS: Anatomy 15- (6 Active Points) 3 3) SS: Chemistry 13- (4 Active Points) 3 4) SS: Radiology 13- (4 Active Points) 2 5) SS: Western Medicine 12- (3 Active Points) 5 Stealth 13- 1 TF: Small Motorized Ground Vehicles, Small Planes Skills Cost: 86Cost Perk 3 Well-Connected 4 1) Contact: NYPD Lieutenant John Caraway (Civilian ID only) (Contact has access to major institutions, Contact has very useful Skills or resources, Contact limited by identity, Good relationship with Contact) (5 Active Points) 11- 2 2) Contact: Reting Rimpoche, King Regent of Tibet (limited to Tibet) (Contact has very useful Skills or resources, Contact limited by identity, Good relationship with Contact) (3 Active Points) 8- 1 3) Contact: Richard Foster, writer (civilian ID only) (Contact limited by identity) (2 Active Points) 12- 5 Vehicles & Bases 6 Reputation: Effective Crimefighter, to everyone in New York (A large group) 11-, +3/+3d6 5 Money: Well Off 1 Fringe Benefit: Right to Marry: Can perform the marriage ceremony 1 Fringe Benefit: Right Of Shelter 5 Follower 10 Follower 2 Deep Cover [Notes: Multiple driver's licenses and other paperwork] Perks Cost: 45Val Disadvantages 15 Social Limitation: Secret Identity: Jethro Dumont, reclusive millionaire (Frequently, Major) 20 Psychological Limitation: Code Vs. Killing (Common, Total) 10 Hunted: Underworld 14- (Less Pow, NCI, Watching) 5 Distinctive Features: Radioactive, detectable by touch or Radio groups (Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses) Disadvantage Points: 50Base Points: 75Experience Required: 234Total Experience Available: 0Experience Unspent: 0Total Character Cost: 359 Height: 1.82 m Hair: Brown Weight: 84.00 kg Eyes: blue-gray Appearance: Jethro Dumont is probably in his late thirties, but looks younger. He has a tanned, ascetic face with blue-gray eyes that have a piercing look. Around the house, he wears the yellow robes of a Buddhist lama; but outside blends in by wearing dark business suits. As Dr. James Pali, he has a fuller, ruddy face, a touch of gray hair at the temples (Jethro has been released from the need to shave his head), and arched eyebrows. He wears clerical garb similar to an Anglican priest's, but in shades of green, and with the symbol of "Om" embroidered on the clerical collar. To become the Green Lama, he adds a dark green hooded robe with a yellow lining, a red "kata" scarf, and a ring woven from hair of the six sacred colors. While the hood and darkness obscure his face, the Green Lama knows that he may be recognized as Dr. Pali. Since Dr. Pali is not a real person (despite having driver's licenses for all forty-eight states), he's not too worried about this. When "charged", the Green Lama is radioactive, setting off Geiger counters, and being slightly "staticy" to the touch. Personality: Mr. Dumont is a peacable man by nature, who wishes to spread the Buddhist message of peace and good will. Unfortunately, the world is a violent and corrupt place, which requires strong correction. When possible, the Green Lama encourages others to follow the path of righteousness, though he understands that humans are prone to moral frailty. He has few friends, but is extremely loyal to them. Quote:"Om! Ma-ni pad-me hum!" (The jewel is in the lotus)Background: (Created by Richard Foster for the April 1940 issue of Double Detective) Jethro Dumont was a brilliant young man, son of a corporate giant. Thanks to his indulgent father, Jethro was able to pursue a number of interesting hobbies before getting his PhD in Oriental religions at Harvard. While Jethro was adequate at managing the companies he inherited, the corporate world bored him, and the young man took an extended tour of Asia. While there, he took an intense interest in Tibetan Buddhism, eventually qualifying as a lama. Wanting to spread the message of peace, Jethro wound through India, and from there set sail for America. But as he landed in New York, events took a tragic turn. Moments after disembarking, Jethro witnessed a gangland shooting, a drive-by that also killed innocent children. Despite Mr.Dumont's extremely detailed description of the killers, the police were "unable" to find them. Some time later, Jethro was visiting police headquarters, and was shocked to see one of the killers friendly with the police commissioner. Shortly thereafter, realizing that corruption in the police department prevented the cops from being fully effective against criminals, Jethro took on the identity of the Green Lama, sworn enemy of the underworld. Powers/Tactics: Jethro Dumont is a "Renaissance man," skilled in many areas. He studied disguise and mimicry in France, contortionism with a professional escape artist, the use of the garotte with an Indian thugee, and ju-jitsu from an unknown teacher. He is adept in both "Western" and "Oriental" sciences and of course is fully versed in Buddhist theology. Oh, and he has "wiry muscles that could perform feats far more astounding than any of those of professional strong men." The Green Lama's most astounding power is a combination of modern scientific wizardry and ancient Asian healing skills. By ingesting radioactive table salt, the Green Lama makes himself radioactive, able to discharge small doses of electricity from his body at will. Combining this with his expert knowledge of the human nervous system, the Green Lama can temporarily cause a victim to lose various body functions. (Effects seen include limb paralysis, blindness, loss of balance and inability to speak coherently.) He often uses this as an aid to interrogation. [Gamespeak: I treat the radioactive salt as a "Focus" as each charge only lasts an unspecified number of hours, and if you take away the salt, Green Lama can't recharge. But while charaged, he can use the power as often as he wants barring fatigue.] When not charged, the Green Lama's primary weapon is a red silk scarf called a "kata" with weighted ends he uses as a garrote. The Green Lama prefers to operate under cover of night, using stealth and careful investigation to avoid unnecessary violence. His preferred method of attack, once violence becomes necessary, if from behind, avoiding guns and knives. If facing an armed opponent, Green Lama always acts to disarm them first. With his disproportionate strength, it's easy for him to pin most opponents and render them unconscious. Campaign Use: The Green Lama is a high-end pulp hero, easily able to mop the floor with ordinary thugs. He'd be a good "go-to" man for mysteries involving Tibet, Buddhism or radioactivity. He would not, however, be able to hang with full-fledged superheroes, as he lacks ranged attacks, movement powers and most especially resistant defenses. If you want to have Green Lama in a Golden Age supers campaign, heighten his electrical abilities to cover these deficiencis, perhaps giving him a Dependence of radioactive salt, and an appropriate Vulnerability. (There is some evidence that the comic book version of Green Lama could fly.) With his uncanny abilities, Green Lama could easily be alive even in the Twenty-First Century, although somewhat aged. Or you could revise his background entirely, and make the Lama a valiant defender of the cause of Tibetan independence. The Green Lama would not hunt player characters unless they are known criminals currently engaged in wrongdoing. _Radio Version_ The version of the Green Lama written up here is taken from his first Double Detective story. In the radio version, Jethro Dumont had a Public Identity as the Green Lama, and no sign of his electropressure skills. Instead, he could summon short bursts of superhuman strength and speed by intoning the words, "Om mani padme hum! The Green Lama strikes for justice!" _Important People_ "Magga": A Pali word meaning "the way", or "the path", it is probably not this mystery woman's real name. She also refers to herself as "the Lady from Lhasa", but speaks American English flawlessly. Even the Green Lama knows nothing of her origins; she just popped up and started helping him out one day. Magga is a mistress of disguise able to fool even the Green Lama himself, an expert driver, and has an uncanny ability to know what Green Lama and his allies are up to. But she is capable of being rendered unconscious, and does not engage in physical combat. [Gamespeak: I've defined Magga as Luck; whenever the Green Lama is at a dead-end cluewise, or in a fix he can't get out of alone, Magga will somehow interfere to move things along.] Richard Foster: An old college chum of Abner's he uses the Green Lama's case files to write the stories. He suspects that Abner and the Green Lama are one and the same, despite denials. But he's quick to point out that Abner and the Green Lama have been seen at the same time, even though the Green Lama was awfully far away at that point. Reting Rimpoche: A real historical figure, King Regent of Tibet. A year or two after the story was set, he had to resign due to an inability to fulfill the celibacy requirement. After that....well, look it up for yourself. Lieutenant John Caraway: One of the most honest and skilled police officers in New York City. He met Abner Dumont when the millionaire was attempting to track down the dockside killers. While Caraay chafes under the corruption of his superiors, he doesn't fully trust the Green Lama, either. Tsarong: Abner Dumont's manservant, a short Tibetan. In addition to the usual services, Tsarong keeps a filing system of useful newspaper clippings, and dispenses wise Buddhist proverbs. He may also dress up as the Green Lama when Abner needs an alibi. Gary Brown: Little is known of Gary's past, except that he graduated college (course of study not specified), then fell among evil company, eventually becoming a numbers runner for notorious gangster Harlem Joe. He objected to some odious task that Harlem Joe assigned, and was about to be "rubbed out" when the Green Lama saved him. In gratitude, Gary became the Lama's henchman. Gary is a well-built young Caucasian male (this was back when white gangsters could still operate in Harlem) with a great shock of black hair. His handsome face is marred by a broken nose, earned in a fight. Gary does not have Code vs. Killing, and carries a pistol, but will not shoot to kill if the Green Lama is present. The underworld is not fully cognizant that Gary has switched sides, allowing him to get information from the criminal element. Thoughts, questions, comments?SKJAM!
  10. Re: Rewrite your PC(s) as Iron Age Villians!
  11. Re: Rewrite your PC(s) as Iron Age Villians! Rock Bottom: Same origin, uses his newfound strength and weight to crush homophobes. Dies when his vendetta takes him to Washington DC and he's reduced to pebbles by the Secret Service's superior weaponry. Kira Midori: Advance agent for a militant future that has decided to alter history in its favor, making psionic humans the only strain left. Is gutted when her precognition sees one less step ahead than the martial artist's battle computer. Calculus: Decides that taking over the world is the only way to keep himself and his family from ever being hurt again. Is proven wrong when the world's most powerful superteam simply rams their vehicle into Chicago, taking out everyone in the vicinity. Mask of Justice: Is already dead, his eyes used as a component in the ultimate spy satellite network. Talion: Is hired by the evil masters of the world to help take out the world's most powerful superteam. After having several of their members taken out temporarily, they decide to launch him into the heart of the sun.
  12. Re: [Character] Dan Turner, Hollywood Detective Good point on the first, but I prefer to buy everything when doing this sort of writeup. And I think so. It's been over a year. SKJAM!
  13. I thought I should repost this fellow here, now that we have a dedicated genre forum for pulp. DAN TURNER, HOLLYWOOD DETECTIVE Created by Robert Leslie Bellem; First Appearance: Spicy Detective, June 1934 Val Char Cost 13 STR 3 13 DEX 9 13 CON 6 11 BODY 2 13 INT 3 11 EGO 2 13 PRE 3 12 COM 1 3 PD 0 3 ED 0 3 SPD 7 6 REC 0 26 END 0 24 STUN 0 Cost Powers 4 "Safe sex is making sure the dame ain't packing heat" Life Support: Immune to all STDs Skills 7 Seduction 14- 5 Deduction 13- 3 Acting 12- 3 Combat Driving 12- 2 Fast Draw (Handguns) 12- 2 Gambling (Golf) 12- 3 Interrogation 12- 3 AK: Los Angeles 12- 3 KS: Hollywood Gossip 12- 3 KS: Denizens of Hollywood 12- 3 PS: Private Eye 12- 3 KS: How to Pleasure a Woman 12- 3 Shadowing 12- 3 Streetwise 12- 1 TF: Small Motorized Ground Vehicles 1 WF: Handguns Perks 3 Access: Movie studios 10 Contact: Dave Donovan, LAPD Homicide detective, 14- 1 Perk: Private Eye license 2 Perk: Concealed weapon permit 2 Reputation: Top-notch private eye, +2 to Los Angeles residents 11- 1 Reputation: Stud, +1 to women 11- 50+ Disadvantages 15 Lecherous 15 DNPC: Clients (incompetent, 8-) 10 1 1/2x STUN from blows to the head 10 Watched by Police 11- 8 Experience OCV 4 DCV 4 ECV 4 Phases: 4,8,12 Char 36 + Pow 72 = Total 108 Note: This version was put together using the seventeen stories in _Roscoes in the Night_, recently published by Adventure House. Since these stories span Dan's entire career, this is a composite version rather than a particular one; and may be missing vital information presented in others of the 300+ Turner stories. Background: Little is known of Dan Turner's past. His first recorded cases as a detective working in Hollywood are in 1934, but he'd clearly been in the detective business for a year or two before that, as he'd already accumulated enemies. Dan had a very busy career from 1934 to 1950, the last recorded of his adventures; almost all of his cases involved murder. They also almost all involved beautiful women, who Dan was not in the least shy about having sex with. Personality: Dan Turner comes off much as a standard hard-boiled dick of his time period. He was macho, somewhat cynical, not given to displaying emotions other than anger or lust, and not overly respectful of authority. His stated goal in life was to accumulate enough money so that he could retire early and comfortably. Dan also had a raging libido, and had sex with any attractive woman who wasn't married, underage or actively trying to kill him. Dan's rough but persuasive courting attracted many women, but they quickly realized he wasn't a good marriage prospect, so he didn't have any long-term entanglements. Dan was also casually racist; while he wouldn't go out of his way to oppress or insult minorities, he would see nothing wrong with prejudging people based on skin color or national origin. On the other hand, Dan had a love of justice and a hatred of crime. Like many men of his time, Dan Turner smoked heavily, drank more Vat 69 whiskey than was good for him, and gambled at golf. Quote: "I don't know how long I remained in dreamland; but when the time came for me to open my glims, the Navarre quail was stretched out on the floor alongside me. Her midnight hair was clotted with ketchup where the bullet had dug its tunnel, and she was as dead as Coney Island in a blackout" Dan used a lot of tough-guy slang, although he could turn it off at will when speaking to a client who needed a more cultured approach. Use a lot of terms like "doll", "roscoe", and such. Powers and Tactics: Dan Turner was a healthy man with two good fists, but he wasn't overly trained in combat. It was usually a struggle for him to overcome one healthy and aggressive opponent in hand-to-hand combat, Dan had somewhat better luck with his .32 automatic (generally kept in a shoulder holster, with a backup in the car), but still vastly preferred to get the drop on opponents. Despite his tough-guy attitudes, Dan was actually quick-witted, and solved most of his cases by spotting the discrepancies in suspects' stories. A favorite Turner tactic was getting the real killer to go along with a plan that would railroad another suspect, only to have it turned around at the last moment. Dan was also given to using his sex appeal to pump female witnesses, or to intimidate them. (In at least one case, he threatened to rape a woman if she didn't tell him the truth.) Other than being distracted by women, Dan's biggest weakness was being whacked on the head. He spends a lot of time unconscious in the stories. Appearance: Dan Turner was a Caucasian male of indeterminate age; probably in his late twenties in 1934 and aging extremely well. He stood a bit over six feet tall and weighed 190 pounds. In most of the illustrations, Dan has straight black hair combed back with some sort of cream. He was ruggedly handsome, but not in a way movie cameras liked. Dan habitually dressed like a hard-boiled private eye, trenchcoat, fedora and all, but unlike most of them his clothing was not cheap, since he needed to impress well-off clients. Important People: Dave Donaldson was a detective on the Homicide Bureau of the Los Angeles Police Department (possibly the head of that bureau by the end of his career.) Before making detective, Dave had spent time on the Chinatown beat, and was familiar with the crime and criminals of that area. While a fairly competent police officer, Dave had the bad habit of immediately fixing on the most obvious person as the killer. Even if that person happened to be Dan Turner.imself, as it often did. While the two men would describe themselves as friends, they weren't afraid to slap each other around if the circumstances seemed to require it. Campaign Use: Dan Turner, Hollywood Detective is a low-powered pulp character. By switching out a few of his area-specific skills, he can be transported to any major American city of the time period. As is, he makes a good Contact in the Los Angeles area, especially with his ability to get on movie studio property, which may be difficult for other characters. He'd only Hunt player characters if he was paid to, and only within the state of California. With a little updating of Dan's speech patterns and fashions, he'll work well into the Seventies. After that point, however, attitudes towards sex and women change in a way that makes Dan's usual behavior dangerous and liable to get him slapped with lawsuits. If you need to make Dan more physically dangerous, give him Brawling as a martial art, and a couple of Combat Skill Levels. It shouldn't be necessary to make him weaker. Questions, comments? SKJAM!
  14. Since I've seen characters from other RPGs converted to Hero on this board before, I thought this fellow might be fun to try. He's from the old and long out of print Runequest supplement "Griffin Mountain", with the creative work done by Rudy Kraft, Paul Jaquays & Greg Stafford. No infringement of their copyrights or trademarks is intended.CracktwigPlayer: NPC Val Char Cost 13 STR 3 19 DEX 27 16 CON 12 16 BODY 12 20 INT 10 17 EGO 14 16 PRE 6 16 COM 3 3 PD 0 3 ED 0 3 SPD 1 6 REC 0 32 END 0 31 STUN 0 6" RUN02" SWIM02 1/2" LEAP0Characteristics Cost: 88Cost Power END 41 Mind Blast: Drain INT 6d6, Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), Ranged (+1/2), Based On EGO Combat Value (Mental Defense applies; +1) (165 Active Points); 1 Charge which Recovers every 1 Month (-3) [1] 40 Spirit Magic: Multipower, 60-point reserve, (60 Active Points); Requires A Skill Roll ("magic skill"; -1/2) 4u 1) Healing: Healing BODY 6d6 (60 Active Points); Requires A Skill Roll (-1/2) [Notes: Simplified Healing Option] 6 1u 2) Multimissile: Killing Attack - Ranged 1 1/2d6, Autofire (5 shots; +1/2) (37 Active Points); OAF (Bow and Arrows; -1), Requires A Skill Roll (-1/2) 4 1u 3) Invisibility: Invisibility to Sight Group , Costs END Only To Activate (+1/4) (25 Active Points); Only When Not Attacking (-1/2), Requires A Skill Roll (-1/2) 2 1u 4) Speedart: Aid DEX 3d6 (30 Active Points); Limited Power Power loses about half of its effectiveness (Only to add to OCV and ability to strike first with bow attacks; -1), Requires A Skill Roll (-1/2), Costs Endurance (-1/2) 3 1u 5) Repair: Minor Transform 2d6 (Broken Object into Fixed Object) (20 Active Points); Requires A Skill Roll (-1/2), Limited Target ([slightly Limited]; Inanimate objects; -1/4) 2 1u 6) Aid HKA 3d6 (30 Active Points); OAF (Bladed Weapon; -1), Requires A Skill Roll (-1/2), Costs Endurance (-1/2), Limited Power Power loses about a fourth of its effectiveness (May not exceed double weapon's base RKA; -1/4) 3 1u 7) Aid STR 3d6 (30 Active Points); Requires A Skill Roll (-1/2), Costs Endurance (-1/2) [Notes: Succor Option] 3 1u 8) Detect Magic: Detect A Single Thing 13- (Unusual Group), Sense (5 Active Points); Requires A Skill Roll (-1/2), Costs Endurance (Only Costs END to Activate; -1/4) 1 1 Wand of Gold Detection: Detect A Single Thing 13- (Unusual Group), Sense (5 Active Points); Independent (-2), OAF (Wand; -1), Requires A Skill Roll (-1/2), Costs Endurance (Only Costs END to Activate; -1/4) 1 Powers Cost: 93Cost Skill 3 AK: Elvish Lands 12- 3 Breakfall 13- 3 Climbing 13- 7 Concealment 15- 2 KS: Botany 11- 1 KS: Cartography 8- 3 KS: Elvish Lore 12- 1 KS: Healing Plants 8- 1 KS: Poison Plants 8- 2 KS: Seven Mothers Mythology 11- 1 KS: Treasure 8- 3 Language: Balzaring (completely fluent) 4 Language: Lunar (completely fluent; literate) 2 Language: Mostali (fluent conversation) 2 Language: Tradetalk (fluent conversation) 1 Language: Beast Speech (basic conversation) 1 Language: Sartar (basic conversation) 0 Language: Elvish (idiomatic) (4 Active Points) 1 Lockpicking 8- 3 Power 13- 1 Riding 8- 3 Security Systems 13- 1 Sleight Of Hand 8- 3 Stealth 13- 1 Tracking 8- 1 Trading 8- 4 WF: Common Melee Weapons, Common Missile Weapons Skills Cost: 58Val Disadvantages 15 Hunted: Elves 8- (As Pow, NCI, Harshly Punish) 15 Psychological Limitation: Hates Elves (Common, Strong) 15 Psychological Limitation: Self-Centered (Common, Strong) 10 Reputation: Renegade Elf, 11- 20 Vulnerability: 2 x STUN Iron (Common) Disadvantage Points: 75Base Points: 75Experience Required: 89Total Experience Available: 0Experience Unspent: 0Total Character Cost: 239 Height: 1.41 m Hair: Brown Weight: 50.00 kg Eyes: Brown Appearance: Cracktwig is short, even for an elf, but very muscular. He is handsome by elvish standards, but often spoils it with a gloomy or hateful expression. His clothing is in the style of the Lunar Empire; it shows the wear and tear of constant Repair spells.Personality: Cracktwig is a bitter, bitter elf. He hates all elves, and himself for being one. He views humans with contempt, and isn't too fond of trolls. Strangely enough, Cracktwig gets along well with dwarves. Other than his prejudices, Cracktwig's favorite possession is his own life, and he will act to preserve it at any cost to others. Cracktwig is amenable to being hired by adventurers, provided they do not already have an elf with them, and may even provide a price break if the party's avowed intentions would harm the elves. But he works for the highest bidder, and will gladly sell out his employers for more money or to save his own skin. He will often provoke fights with other elves if he thinks his current grouping can win. Quote:"The Stone of Silver Moonlight? Yes, I know of it, and where it was last kept. I can guide you there...but it will cost you dearly."Background: Cracktwig's early life was fairly normal for a young elf training to become a magically-enhanced warrior of his forest. But something happened at this coming of age ceremony which caused Aldrya, god of elves and plants, to reject Cracktwig. Unable to become a full member of elven society, Cracktwig fled his native forest. He wandered among the humans, trying his hand at thievery when he could not find work. Eventually, he joined the Temple of the Seven Mothers, part of the Lunar Empire's Red Moon religion. Fortune favored Cracktwig then, and he became the most notorious traitor the elves have ever known, gladly betraying their sacred places and defense secrets to the Lunar invaders. Right now, the Lunar Empire and the elves are at a truce, so Cracktwig is free to pursue his private desires. Powers/Tactics: Cracktwig is a skilled archer, and is adept with a number of melee weapons as well. He knows a variety of spells, most designed to enhance his combat abilities. His most fearsome bit of magic was granted to him directly by the Seven Mothers. The Mind Blast sends a flood of insane thoughts into the victim's mind, reducing him to idiocy for a short period. This powerful magic can only be recharged at a Seven Mothers temple. (Gamespeak: The once a month charge represents the time and effort it takes to get to such a temple, plus the week of meditation necessary once Cracktwig gets there.) The only magic item Cracktwig currently possesses is a wand matrix for gold detection; he would be very interested in acquiring items that are either elf-only or that target elves. Unlike other elves, Cracktwig is cut off from the "elfsense" that allows them to know instantly about any event in the forest. But like them, he is vulnerable to iron, so he does not carry that metal. (Gamespeak: In Glorantha, iron is extremely rare, and most meatal weapons are made of bronze.) He generally wears brigandine armor and carries a variety of weapons, including a composite bow. Cracktwig prefers ranged combat, using his Multimissile spell if he wants to target a group, or Speedart if accuracy is preferred. If melee combat seems inevitable, he will cast Bladesharp before closing. (If he absolutely must take a target alive, he will use Strength to enhance his barehanded strikes instead.) If severely wounded, or if defeat is likely, Cracktwig will cast Invisibility and sneak off to heal himself and repair his gear. Campaign Use: Naturally, to be switched into any other campaign world, the names in Cracktwig's background will need to be changed. Some of his abilities will be affected by an "elf racial package" if you campaign has one. And most of his magic should be altered to fit the campaign's rules for such. ( The Mind Blast should stay relatively intact, to show its uniquness.) If Cracktwig is still too overpowered, trim or eliminate some of his spells. If he's not powerful enough, give him a point of Speed, a few combat skill levels and a higher Magic Skill. Cracktwig will Hunt player characters if he is hired to, or if an elf in the party has particularly offended him. He will often work with other hunters, but is not a reliable partner.
  15. Re: Master List of Distinctive Features Bump, as I'm told we're getting close to making a push on this.
  16. Re: Character: Conan Edogawa Still counts as a Social Limitation, though, because it affects how other people act around Conan and his surrogate family. (True, they think Mouri is the one who has it, but still.)
  17. Re: Gantha the Graverobber--Character foir Review A good point; I've made some adjustments for the Hero Designer version I've attached.
  18. Re: This week on "Champions"... Venture Institute (Saturday, 8:30 AM) Who's Up for a Field Trip? The students of Venture Institute get to go to the airport to greet their newest teammate, Acid Girl. But a blast from the past could mean doom for one of the kids!
  19. SKJAM!

    The New Circle

    Re: The New Circle Steriaca, I appreciate that you have limited computer time, so the number of typos in your immediate replies can't be helped much...but is it possible for you to check the character writeups for spelling errors at home, when you presumably have a bit more time to do so? It would help me immensely to read your writeups if I didn't get thrown by the spelling every couple of lines. Thanks in advance.
  20. Re: Dr. Kirby Loo When I was proposing an "Asian Enemies" book, back in the day, I made Lirby Koo the leader of the Corruption Empire (the Zen Team's Hunted.) High INT and EGO, loads of Science and Knowledge skills (including "alternative" sciences like Chinese Alchemy and Oriental Medicine), Inventor, and loads of Followers. In the sentai tradition, he also had a "behold my true form" mode, with Growth, Flight, HKA, and a massive EB.
  21. Re: The Power Brigade Interview Form Super Hero Name: Talion (Optional)Secret Idenity/Alternate Name: Voodoo Boy, the Walking Deadman, various others. (Optional)Ethnic Group/Species: Causcasian mutated human. Place of Birth: Sandstone, Minnesota Date of Birth: June 26. 1950 Question 1. How did you hear about the Power Brigade team? Newspaper reports. Question 2. What do you feel you can offer (Both in Super heroic powers/gifts and your knowledges) to the Power Brigade team? I possess the power of the Iron Rule. Whatsoever you do unto me, it shall also be done unto you. Chop off my head, your head flies off. Mind control me to jump in a lake, and you will also have that irresistable urge. Subject me to a molecular disintegration beam, and...you get the picture. I also have a freakish regenerative healing factor, able to bring me back from even total molecular disintegration. I also have no shame anymore. Question 3. Why do you wish to join our team, and what do you hope for if you join? To help fight crime and injustice, and to regain some self-respect. I'd like favorable publicity and if possible a salary. Question 4. Have you ever been on a super hero team before? If so, which one(s) and why are you no longer a member? Yes. The New Legends. They don't know I'm trying to escape, so please do not ask them for references. Question 5. Are you a supervillain, govt agent, law enforcement official, media person, or anyone else who is attempting to infilitrate the Power Brigade? No. Question 6. How often will you be availible to fight crime and save the world? What schedule would be best for you? I am available 24/7, and will probably live in the base, if that's okay. I am willing to work swing shift and night crew. Question 7: Do you have some disability, ailment, or other situation (Occasional Demonic possession, intense allergy to space rocks, etc) that our scientists, doctors, and mystics should take into account? I am horrendously unlucky. Also, my teammate She-Cat may track me down and attempt to join too. This would be a bad thing. OH, and my powers don't work on robots. Question 8. To what degree do you comply with the law? Are you registered? As much as I can, and yes. Question 9. Will you be able to provide your own transporation to and from the Power Brigade HQ? No. Question 10. What are your feelings on death and property damage? Unfortunate, but I've never killed anyone who didn't try to kill me first. Question 11. Are you willing to wear our team Logo? I have no shame. Question 12. How may we contact you should we be interested in having you join? (Phone, mystic mirror, large signal, etc) Phone, e-mail, letter. Please include any additional notes about yourself you feel are relevant below: I want to belong to a real superhero team!
  22. Re: Gimme a cool challenge... Thanks very much Etherio! Very classy looking.
  23. Re: Gimme a cool challenge... Dr. Olympus looks very cool.
  24. Re: Gimme a cool challenge...
  25. Re: Gimme a cool challenge... The Mask of Justice http://www.globalguardians.com/characters/playersmn/maskofjustice.php could use a character picture, if you're so inclined.
×
×
  • Create New...