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wcw43921

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Everything posted by wcw43921

  1. Re: Cool concepts for your games. Some really nifty concepts there. The artist works at Pixar, and the drawings do give the feel of concept sketches for an animated series. Some of them look like they belong in an Adult Swim series, but still--
  2. Re: In Progress From Blackwyrm Games: Mythic America This. And this-- Hope that helps.
  3. Re: Champions Villains Volume 4: Fan Favourites There's my interpretation of Doctor Bedlam, which seems to have been fairly well received. Between the adventures posted in that thread and the plot hooks for that character published in Everyman (pg. 124), there should be plenty of opportunities for fun. Here's one more-- (Modern Era) Doctor Bedlam returns after decades of absence, committing new crimes and running roughshod over police and superheroes alike. The thing is, it's not Wanda Van Der Schaaf in Bedlam's costume. Either Wanda herself comes to the heroes and asks them to solve the mystery, or Hypnos goes after the new Bedlam (as himself or in his Doctor X persona, with the DAMM in tow) and the PCs get caught in the middle. But who is the new Bedlam?
  4. Re: Superhero Images And Now--The Newest Kid Superhero Sensation--MIGHTY AWESOME! "I can't hear you over the sound of how Awesome I am! Because I'm MIGHTY AWESOME--and that's the kind of Awesome that I am!"
  5. Re: Recommendations and Reviews of Superhero products both old and new Exactly. There would be a very few who would likely be too violent to be pacified, or who would react badly to the pacification effect--but they wouldn't be numerous enough to pose a huge threat. They would be not unlike the main character in Damon Knight's story The Country Of The Kind, in which a man who commits an act of violence is shunned by the rest of society, who don't even acknowledge his existence. (Now in Wimp World the people would be more likely to flee screaming from such a person, but the result would be the same--the offender would be left alone to do whatever he wanted.)
  6. Re: Recommendations and Reviews of Superhero products both old and new I had an idea as to how that actually might have come about, as I really couldn't see it occurring naturally--evolution does not favor wusses. In that reality, shortly after the end of World War II, a brilliant scientist decided to bring about an end to war before it brought about an end to humanity. To that end he built what he called the "Pacifier"--a mass mind control device (not unlike the Mind-Control Wave Emitter described on page 123 of 5th Edition Champions) that would suppress all violent and aggressive thought. He activated it, and it worked beyond his expectations--all war--indeed, all violence--came to an end. But at the same time that the Pacifier was suppressing humanity's aggressive tendencies, it was also suppressing the related tendencies of bravery and ambition. Technological and societal development slowed to almost nothing, as no one had the desire to achieve any sort of progress. While the scientist who created the Pacifier realized all that had happened, he concluded it was a necessary price to pay for world peace. Fortunately for humanity, the Pacifier worked just as well on alien minds as it did on humans. Any potential invaders found themselves pacified as well, rendering them unable to perpetuate a war of conquest against Earth. Before long the word spread to the peoples of the galaxy--"Leave this world alone. There is nothing there worth your time." When the PCs arrive, the Pacifier has been in operation for generations, and the world has been well and truly "wussified," according to the descrpition of Wimp World in Champions 3D. But the machine is starting to break down, and more and more people are committing acts of violence, usually in the form of rage-fueled outbursts that everyone else is too terrified to stop. Some of these who actually can control their anger have been ruthlessly dominating their less violent fellows, bullying their way to the top of the social order. It is up to the PCs to find out what is going on and engineer a solution--if one can be found. Hope that helps.
  7. Re: Whatever Happened To: That would be Dr. Jon Cole. I should have mentioned that in my last post; Thank You for reminding me.
  8. Re: Whatever Happened To: Brick's last appearance was in the 4th Ed. VIPER Sourcebook on pages 118-119. He is listed as being one of VIPER's solo operatives and as having regained his memory as a result of experiments performed by VIPER to improve his powers. Hope that helps.
  9. wcw43921

    DC meetings

    Re: DC meetings Here's a question I had--have Mr. Freeze and Captain Cold ever fought or teamed up? It seems like a natural pairing--both of them have freeze-ray weapons and near-identical modus operandi. It should be a no-brainer for any of DC's editors.
  10. Re: Superheroes Sponsored by Corporations (Such as the NFL) I was thinking myself that Flyer from The Guardian Project could easily double as the mascot/hero for the Philadelphia Eagles. He's already got the wings--all he needs is a change of colors.
  11. Re: Interesting article about Sexism in Geek Communities And this is the guy who proposed to his wife dressed as Han Solo. I used to enjoy this comic, but it's completely lost its appeal for me. I stopped following it several months ago, and honestly, I don't miss it. Jade does have a very good point, though--as usual. Apologies for the sidetrack.
  12. wcw43921

    Costumes

    Re: Costumes 1) I've always liked Mysterio's costume. Don't understand the dislike. 2) Never heard of any. Sounds like it could have been an article for Wizard. But I don't think they ever did one either. 3) You got me. I will point out as an aside, that there are bare-chested superheroes. Off the top of my head, I can name Hawkman, Hercules, The Incredible Hulk, The Thing, Namor The Sub-Mariner, The Beast when he first became blue-furred--and perhaps the most famous, Tarzan Of The Apes. As for superheroine costumes, even Wonder Woman and the original look for Black Canary look fully dressed and practical compared to the Philippines' Darna. Hope that helps.
  13. wcw43921

    Costumes

    Re: Costumes Let me ask--did Lynda Carter ever have a problem staying in her Wonder Woman outfit? Because that was about as close to the comic version as any TV superhero adaptation, and if she or any of her stuntpeople ever had any wardrobe malfunctions, I never heard about them. I certainly never had a problem with Wonder Woman's costume.
  14. Re: The Powerpuff Women (or "Grown Up in Townsville") I like this one best. Something that needs to be considered--the Powerpuffs may not be capable of aging. They weren't born like regular girls and boys, and they're not made of human DNA. They're made of sugar, spice, everything nice, and Chemical X--which is not to say that they are something less, or other, than human; but they are decidedly not born of man and woman, which means that the same things we expect of other human children may not apply to them. There are couple of possibilities that come to mind--one is that the girls ask Professor Utonium, "Are we ever going to grow up?" and the Professor, wanting to make his girls happy, throws himself into researching the matter. After much time and effort he finds a solution, either something that allows them to age naturally, or become adolescents overnight. Alternately the Professor realizes he can't do it alone and turns to someone else for help with the problem, perhaps Dexter or even Mojo Jojo, who is likely the only being in Townsville who rivals the Professor in scientific acumen. Obviously, dealing with Mojo Jojo has its own set of complications. Another possibility is that HIM senses the Girls' desire and offers to grant their wish, and heedles of the consequences, they agree. Of course things go hideously wrong, and the Girls have to figure out how to deal with it. Then there's one more possibility to consider. Long-time HERO players (and Adventure Club readers) may be aware of the phenomeon called the Schimmelhorn Effect, by which a mad brilliant scientist is so obsessed devoted to his insane revolutionary theories that defy all known science that he is able to subconsciously alter the laws of reality so that his dangerous magnificent creation actually works. The same thing, or something like it, might be in effect with the Powerpuffs. The Professor may be so thoroughly and adoringly devoted to his "perfect little girls" that he subconsciously prefers that they remain perfect--and little. And being his creations by the power of science--and love--and Chemical X--so do they remain. Now if something were to happen to the Professor--if he were to disappear, or be rendered comatose, or heaven forbid, killed--his subconscious effect over the Girls would be gone, and they could begin to age naturally and normally. Whether the Professor's return would cause them to return to little-girlhood would depend on whether he could accept their new maturity. Hope that helps.
  15. Re: And now, for your daily dose of cute... Have cats ever been more awesome? I don't think so. . .
  16. Re: Superheroes Sponsored by Corporations (Such as the NFL) In Champions 4th Edition there were the Zen Team, from the Allies supplement. Basically a sentai outfit from Japan (with the name Zen Team being a play on that) they were sponsored by the Zen Investing and Management Group, which sponsored the program that gave them their powers. There were five members--Zen Lion, Zen Dolphin, Zen Eagle, Zen Rhino, and Zen Mouse. Six, if you count the rogue Zen Scorpion. I liked them, myself--they could have used some vehicles, but otherwise they seemed good to go. I was thinking there could have been a Zen America, to support and protect Zen's holdings in America and to generate positive publicity for them. I thought that rather than a team, Zen America could have been one person--the idea being that due to Americans' perception of themselves as "rugged individualists," a solo hero would be better received. I was also thinking that speedsters would have a great range of opportunities when it came to corporate sponsorship. Messenger/package delivery services, food delivery ("Lightning Pizza--our drivers are almost as fast as Speedmaster!"), high-performance car manufacturers--even internet providers ("The only thing faster than Ultra-Rush is Compumax Executive-Level Wireless Srevice!") are a possibility. Hope that helps.
  17. Re: Champions 3rd to 4th edition The changes that come immediately to mind is the END costs for powers. It used to be that powers cost one END for every five active points in a power; in 4th it became one for every ten. Also, Reduced END was changed from some complicated formula I can't remember to a more simple +1/4 Advantage for 1/2 END to +1/2 Advantage for Zero END. Both changes were very important, I think. Also for the first time, Skills, Talents, Perks and all the HERO System rules were collected under one cover. There was no need to borrow skills from Danger International or Star Hero for a Champions campaign, or using Champions Focus rules to build spy gadgets for Danger International. Also for the first time in Champions one could buy Martial Arts by the Manuever (Martial Strike, Martial Throw, etc.) rather than paying a point cost equal to the character's STR and getting an OCV bonus and additional damage. That's all I can think of for now. Hope that helps.
  18. Re: The Legend Of Doctor Bedlam--Who She Is, And How She Came To Be Personality/Motivation: While the name Doctor Bedlam may indicate someone with designs on metropolitan, national or global domination, most of her schemes aren't much more than basic smash-and-grab robberies. This is born out of two main desires—to get as much money as quickly as she can, and to get away from the crime scene as quickly as possible. While she doesn't shy away from a fight—and will violently disagree with anyone who suggests such a notion—she is thoroughly devoted to her son, and wants to remain free so she can continue to care and provide for him. Anyone and anything that comes between her and Brian—whether it's bank or jewelry store employees, local, state and federal police, or superheroes—will get stomped, and stomped hard. Quote: “You want a piece of me, you caped bozos? I'll mop the floor with all of you! I'll crush you like bugs! You'll regret the day you got your tails kicked and your faces smashed in by—Doctor Bedlam!” Powers/Tactics: After carefully choosing her target—a bank, a jewelry store, a racetrack or concert venue, or anywhere with a lot of easily removed cash or valuables—Bedlam will enter the place after activating her Energy Shield and Strength Of Will, then demand that all the money or other goods be handed over to her at once, usually accompanied by a display of violence. If smashing a display counter or wrenching a door off its hinges doesn't work, she'll use her Mind-Warping powers to scare people into compliance. When fighting heroes or law enforcement she likes to use her Mind-Warping, along with extensive use of her Force Bolts—and she loves going hand to hand with someone who thinks they're tougher than her, especially if they're female. Bedlam dearly loves to scare people with her Mind-Warping power. One of her favorite illusions is to pull her helmet off to reveal either a skull, a medusa's head, an oversized lamprey's mouth, or something equally monstrous. She also loves to have flames sprout up from the floor, or down from the ceiling, or have swarms of monstrous insects or worms come out of nowhere to overwhelm her victims. Turning people and things into monsters, or deafening screams or laughter—anything that can leave her victim a squirming, quivering, whimpering mess curled up on the floor is more than good enough for her. Campaign Use: Doctor Bedlam is meant as a recurring villain who can give the players a decent fight, yet not kill them outright or be easily defeated in battle. Players will have to use teamwork and ingenuity to defeat her and especially to find her, as she does not live in the heroes' campaign city. Bedlam does not Hunt heroes unless they've especially ticked her off, as she's concerned that too much conflict with law enforcement might lead to her being separated from her son. To increase her power, add more slots to her Elemental Control (Mind Control is a good fit, as are Ego Attack and Telekinesis), or apply Reduced Endurance (Zero END) to all the slots in her EC. To decrease her power, apply Increased Endurance to all her EC slots, or decrease the Area Of Effect for her Mind-Warping power. Appearance: In her prime, Wanda stood about 5' 9” tall, weighed about 105 pounds, and was often said to be built like a scarecrow—by those who usually came to regret such comments. Her hair was dark, and she had a severe, sharp face that always looked like she was scowling. As Doctor Bedlam she wore a sugarloaf-style medieval helmet, an old-style doctor's lab coat that buttons at the shoulder and sides with a Germanic-style eagle emblem on the front, a large black cape and leather gloves, motorcycle chaps and boots. The costume covered her so completely that no one ever suspected that Doctor Bedlam was a woman underneath. Although she rarely used it, she carried a Walther P-38 automatic pistol in a holster belted to her waist—a wedding gift from her late husband. Plot Seeds: (1970s) Two federal agents offer to help the heroes capture Doctor Bedlam; in reality they represent Dr. Van Der Schaaf's former employers who are looking to recover their lost technology. Should they find that Bedlam destroyed it in a fit of anger following her husband's death, they will take her alive—if possible—to experiment on her so they can reverse-engineer the process. The players must not only deal with Bedlam, they must discover, one way or another, what the agents are truly planning. (1970s) A hostage situation at a museum suddenly turns critical when Doctor Bedlam shows up and attacks the hostage takers. What has happened is that Bedlam's son Brian is visiting there with his Aunt Magda, and Bedlam is attempting a rescue. The heroes must deal with this unexpected turn of events while keeping the hostages safe. (1970s) A string of robberies takes place where a lone male traveler is approached by a very beautiful woman, who seduces him, accompanies him to his hotel room, then makes off with his cash and credit cards while he sleeps off a drugged drink. This is Doctor Bedlam using her Mind Warping to make herself look as beautiful as possible to her victim. The heroes can get involved in uncovering her scheme if she approaches one of them while in his Secret ID, or if she decides to frame or blackmail a friend of the heroes. (Modern Era) A member of the Triumphant Five, long since retired and de-powered, believes he has discerned the true identity of Doctor Bedlam, and has come to the heroes for assistance to finally bring her to justice. If the players agree to help, they will find Wanda as she is today (Everyman, pg. 103). Will she come quietly, or put up a fight? And what will the retired hero do when he finds her?
  19. (Original Character By Steven S. Long--5th Edition Character, 5th Edition Champions Universe) Those of you who are familiar with the character of Hypnos (CK&C, pgs. 92-93) knows that he is the son of “the notorious supervillainess Doctor Bedlam,” who was formally introduced in the 5th Edition supplement Everyman (pg. 103), albeit in a non-powered, relatively non-threatening version—meant as more of a nuisance than a genuine adversary. I have taken it upon myself to write up the supervillain version of that character as she might have appeared in an official HERO Games publication—although I must state that this write-up is by no means authorized by HERO, and should not be considered the official version of the character. This is just my attempt to “fill in the blanks” about one little bit of the 5th Edition Champions Universe, and I hope that players with campaigns set in that universe can find a use for her. And now, without further ado--- DOCTOR BEDLAM Characteristics 10+40 STR 0 11-/19- Lift 100 kg/25 tons; 2D6 (10D6) 18 DEX 24 13- OCV: 6/DCV: 6 15+15 CON 10 12-/15- 10 BODY 0 11- 10 INT 0 11- 23 EGO 26 14- ECV: 8 25 PRE 15 14- PRE Attack: 5D6 6 COM -2 10- 10 PD (2) 8 Total: 48 PD (38 rPD) 10 ED (3) 7 Total: 48 ED (38 rED) 5 SPD (2.8) 32 Phases: 3, 5, 8, 10, 12 10 REC (5) 10 60 END (30) 15 40 STUN (23) 17 CHA Total=162 Movement: Running: 9”/ 36” Flight: 30”/ 120” Powers 30 Mental Powers: Elemental Control, 60 pt. Base 30 1) Strength Of Will: +40 STR, +15 CON, Requires EGO Roll (-1/2) No Figured Characteristics (-1/2) 4 Continuing Charges 5 minutes each (-0) 37 2) Psychokinetic Energy Bolt: 12D6 Energy Blast, ½ END (+1/4) (3) 67 3) Mind-Warping: 12D6 Mental Illusions, Area Effect x2 (12 “ radius) (6) 45 4) Psychokinetic Energy Shield: Force Field +30 PD, +30 ED, Zero END (+1/2) (0) 35 5) Psychokinetic Flight: Flight 30” x4 Non-Combat (+5 Pts.) (6) 15 Indomitable Will: 15 pts. Mental Defense (25 pts. Total) 15 Can Handle Her Liquor: +15 CON, Only To Resist The Effects Of Intoxication (-1) 11 Fast Runner: +3” Running, x4 Non-Combat (+5 Pts.) 16 Armored Lab Coat: +8 PD, +8 ED OIF (-1/2) 5 Walther P-38: 1D6+1 RKA OAF (-1) Real Weapon (-1/4), Beam Effect (-1/4) STR Minimum 8, Doesn't Add Damage (-1) 8 charges (-1/2) Martial Arts: Brawling Maneuver OCV DCV Effect 4 Punch 0 +2 4D6 (12D6) Strike 4 Dodge --- +5 Dodge, Abort 5 Roundhouse -2 +1 6D6 (14D6) Strike 4 Nerve Strike -1 +1 2D6 NND (1) 4 Disarm -1 +1 Disarm, +20 (+60) To Roll 3 Throw 0 +1 2D6 (10D6) + v/5; Target Falls Skills 15 +3 w/ HTH Combat 6 +3 w/ Psychokinetic Force Bolt 10 Defense Maneuver IV 5 Conversation 15- 3 Disguise 11- 2 KS: Motorcycles 11- 2 PS: Cooking 11- 2 PS: Sewing 11- 3 Seduction 14- 5 Stealth 14- 3 Streetwise 14- 2 TF: Common Motorized Ground Vehicles 1 TF: Two-Wheeled Ground Vehicles 2 WF: Common Melee Weapons 2 WF: Small Arms Powers & Skills Total=393 Total=555 200+ Disadvantages 15 DNPC: Magda Abramowitz (Sister, Normal, 11-) 20 DNPC: Brian Van Der Schaaf (Child, Incompetent, 11-) 20 Hunted By Peacekeepers (More Powerful, NCI, 8-) 5 Hunted By Triumphant Five (As Powerful, Limited To Area, 8-) 20 Psych Limit: Devoted To Her Son (Very Common, Strong) 15 Psych Limit: Loves To Fight (Very Common, Moderate) 15 Psych Limit: Determined Not To Be Caught (Common, Strong) 15 Social Limit: Secret Identity—Wanda Van Der Schaaf (Frequently, Major) 230 Experience Points Origin/Background: Growing up in the less savory neighborhoods of Milwaukee, Wanda Abramowitz decided long ago that if she couldn't be the prettiest or most popular girl on the block—which she wasn't--she would be the toughest. She taught herself to fight, and spent most of her school years picking fights with the pretty and popular girls, then beating up their boyfriends whenever they came to defend them. After graduation she managed to get a job at a chocolate-making factory, but her actual career path seemed to be “habitual criminal.” She would hang around biker gangs, seduce their leaders, then beat up their girlfriends when they objected. It was one time when she came out a little worse than usual after one of these fights that she met Dr. Bernard Van Der Schaaf. A man of questionable background and scruples, Van Der Schaaf was well known as someone who wouldn't ask too many questions when treating a knife or gunshot wound, or could get whatever prescription drug someone asked for if they could pay his price. Bernard and Wanda saw something in each other they liked, and they started seeing each other socially. The relationship deepened until one day he made an offer, and she accepted---and Wanda Abramowitz became Mrs. Wanda Van Der Schaaf. On their first anniversary, Bernard offered Wanda a unique gift---a scientific process he had “brought with him” from his former employers. It was designed to amplify and speed up neural processes, which would in theory unlock latent mental potential. It had taken him time to develop the process and work out the details, but he believed it was ready to be applied to a human subject. Trusting her husband completely, Wanda agreed, and allowed him to inject the special formula and strap her into the electroshock machine. A flip of the switch and a few agonizing moments later, Wanda found out—after she regained her senses--that she had, indeed, acquired mental powers. She could affect others' perceptions so that they would see, feel, and experience whatever she chose. She could channel her mental energy into physical force, for attack, defense or even flight. She could even channel her mental energy into her body, making her stronger and more resilient than ever before. Both Wanda and Bernard were elated at her transformation, and a month later Bernard tried the process on himself--with much less fortunate results. Wanda contemplated her life without her beloved husband. Between the insurance and the money Bernard had “brought with him” from his former employers, she could have lived comfortably—albeit modestly—for the rest of her life. But then again, her life had never been about being “comfortable.” And there was another thing to consider—Bernard had left her one last gift—a child. Determined to give her son Brian as good a life as possible, and to follow in her husband's footsteps—or what she thought were his footsteps—she convinced her sister Magda to move in with her and help look after Brian, then came up with a costumed identity that people would come to recognize instantly—and fear. No longer was she merely Wanda Van Der Schaaf—now she was Doctor Bedlam. Throughout her villainous career, Bedlam, while a dangerous and violent enemy to anyone who challenged her, she was never considered a threat on the same level as Doctor Destroyer or VIPER. Despite this, she was considered a success as a villain—because she was never caught. This was largely because she rarely committed any crimes in the Milwaukee area, going by the old adage, “You don't trash where you eat.” Many of her crimes were committed in Chicago and its suburbs, which attracted the attention of Chicago's hero team, The Peacekeepers. She also tangled with a few of Chicago's solo heroes, including The Hawk--”the Master of Winds in the Windy City”--and Max Master, a sonic-powered hero. She also committed a number of crimes in Rockford, Illinois, where, initially expecting to find no super-powered resistance, she tangled with a group of teenage superheroes calling themselves The Triumphant Five. After one defeat after another at their hands, she came up with a plot for revenge—but that didn't turn out as well as she'd hoped. She also hit a number of banks and other high-end targets in Detroit, Michigan—one of her last crimes was committed just before the battle that leveled the city. Meanwhile, her son was growing up. Having been conceived in the month between the acquisition of her powers and the death of her husband, Bedlam suspected that Brian might develop powers himself, and was delighted when he did. She tried to teach him everything she could about fighting and being a career criminal, and when he decided he was ready, she sewed up his first costume. He took the supervillain name Hypnos (CK&C, pgs. 92-93) and embarked on his own career—with less than stellar results. That, Bedlam thought, is what he gets for not listening to his mother. After nearly two decades as a villain, Bedlam's powers gradually gave out on her. She put aside the costume and returned to life as just Wanda Van Der Schaaf, confident that the money she had accumulated from a life of crime would be sufficient to keep her awash in beer and bratwursts for the rest of her days. But then her health started failing as well, the inevitable result of a lifetime of hard fighting and hard living. After a few bad falls at home, her son got her admitted--”locked up” in her words—to the Morningdale Heights rest home, where she resides presently. (Everyman, pg. 103) She'd like to live the life she used to—heck, she'd settle for the life she had before superpowers, hanging out in bars and picking fights with pretty girls. But it seems that life is beyond her as well—and that leaves her feeling more than a little bitter.
  20. Re: And now, for your daily dose of cute... Cats And Water--not entirely what you expect, except when it is. http://www.youtube.com/watch?feature=player_embedded&v=ctJJrBw7e-c
  21. Re: In Progress From Blackwyrm Games: Mythic America
  22. Re: Cool characters from goofy concepts That is interesting. It was my understanding that there was going to be a live-action movie (or TV movie) with Bo Derek in the role of the Dazzler. I never really had a problem with the Dazzler--I liked the powerset and the costume, although I could have done without the disco-ball pendant and the roller skates. Otherwise, she had potential.
  23. Re: And now, for your daily dose of cute... The Empire found it much easier to deal with the giant chipmunks of the moon of Pavasia than the Ewoks of Endor. This may be due to the general timidity of chipmunks, regardless of their size.
  24. Re: A Thread for Random Videos Escape--A nifty, heartbreaking little film
  25. Re: Who you include in your Magical Harem of Fictional Characters? If you're looking for combat artists to help him fight the PCs, then you'd definitely want Lynda Carter as Wonder Woman--along with Sarah Michelle Gellar as Buffy Summers, Eliza Dushku as Faith Lehane, Summer Glau as River Tam, Lucy Lawless as Xena, Warrior Princess, any character played by Michelle Yeoh (heck, why not all of them) Scarlett Johanssen as the Black Widow--and while we're at it, Aayla Secura and Ahosoka Tano. (Show me the PC who wants to fight a lightsaber wielder. Even if they have a lightsaber themselves.) If you're just looking for pretty women to serve and adore him, I would go with any legendary sex symbol--Jean Harlow and Mae West (perhaps with black-and-white coloring), Marilyn Monroe and Jayne Mansfield, Raquel Welch (as stated earlier) Sophia Loren, Jane Russell, Farrah Fawcett, Pam Grier, Diana Ross, Donna Summer--and that's just off the top of my head. And there are plenty of modern-day sex symbols who I'm sure would fit right in with this guy's idea of a "magical" harem. Hope that helps.
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