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Kevin Scrivner

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Everything posted by Kevin Scrivner

  1. Sixties Characters? Hmmm. Angel and the Ape -- sexy blonde and intelligent talking gorilla form detective agency. They fight crime! Jerry Lewis -- He and his ornery nephew Refnew had all sorts of unlikely adventures. I triple-dog-dare any DC supervillain to go up against them! Captain Marvel -- Not the world's mightiest mortal or the Kree warrior but the guy who could disassemble his body parts by yelling, "Split!" The Brave and the Bold/Marvel Team-up -- Throw any two heroes together, no matter how mismatched, and pit them against an equally unlikely villain. Cain, Able, The House of Mystery, The House of Secrets, Werewolf By Night, Eerie -- Things are going bump in the night. NPCs are turning up dead in grisly ways or aren't turning up at all. What can the heroes do about it? King-sized Conan and Hulk -- Big, bold adventures in black-and-white. Will the heroes outwit the sinister Ra Mihn Nudal, or will they end up facing Cthulhu's sister-in-law? Just a few random memories of 1960s comicdom.
  2. The Power Brigade Interview Form Thank you for your interest in the Power Brigade Super Hero team, please fill out this form to the best of your ability. Should you require special equipment (Heat proof pencils, etc) in order to complete this form, it will be provided. The Power Brigade does not share this information with any other civilian source, but maybe required to share it with certain govt ones (at risk of losing our tax exempt status). Please be as honest as you can. Super Hero Name: Ice Boy (Optional)Secret Idenity/Alternate Name: Eeyaagh! (Optional)Ethnic Group/Species: Neanderthal Place of Birth: Eurasian Plateau Date of Birth: Pleisticene Epoch Question 1. How did you hear about the Power Brigade team? The Paleontological Society saw the Brigade's advertisement in "SuperHype" magazine and perceived an opportunity to get rid of, I mean, advance Ice Boy's educational opportunities. TJK Question 2. What do you feel you can offer (Both in Super-heroic powers/gifts and your knowledges) to the Power Brigade team? Me plenty strong, fight plenty good. Me laugh at snow and ice. Smash bad men with big stick. Question 3. Why do you wish to join our team, and what do you hope for if you join? Like eat, food good 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? Drool. Question 5. Are you a supervillain, govt agent, law enforcement official, media person, or anyone else who is attempting to infilitrate the Power Brigade? Huh? No understand big words. Question 6. How often will you be availible to fight crime and save the world? What schedule would be best for you? Available. Want Ice Girl. 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? Yawn. Scratch. Question 8. To what degree do you comply with the law? Are you registered? Nature Law good. No understand big words. Question 9. Will you be able to provide your own transporation to and from the Power Brigade HQ? Me run fast, no get tired. Question 10. What are your feelings on death and property damage? Smash bad men. Like smash! Question 11. Are you willing to wear our team Logo? Like pretty colors. Question 12. How may we contact you should we be interested in having you join? (Phone, mystic mirror, large signal, etc) Please address all correspondence to the Eastern Oklahoma Paleontological Society c/o Thaddeus J. Kornblatt, Ph.D. Please include any additional notes about yourself you feel are relevant below: [Eeyaagh! was assisted in completing this form by Dr. Kornblatt.] Thad nice man. Me like. Thank you for your interest in the Power Brigade. All aplications will be reviewed, if no response in 4-6 weeks, it is likely the team is currently filled.
  3. No Dr. Fu Manchu? Oh well, there are others. Fantomas -- more faces than Lon Chaney, more lives than a cat. French master of disguise and gangster who terrorized the nation before World War I. French series of novels but the first few are available in English. He had a mistress who had seen his true face but she didn't last long. Can the PCs ever be sure they REALLY got him? Count Fosco -- From "The Woman In White" by Wilkie Collins, protege of Charles Dickens and inventor of the modern detective novel. Fosco (not his real name, not a real nobleman) was a corpulent Italian spymaster, hypnotist, and chemistry genius who fled to England in the 1850s both to line his pocketbook and pursue his latest espionage assignment. Accompanied by zombie-like wife who dotes on him and does dirty jobs for him. Also has a couple thugs from his spy ring handy. Major weakness -- he's hunted by the Brotherhood, an Italian political secret society he betrayed decades ago. He's changed quite a bit since then, so they may not identify him right away even if they spot him. John D. Rockerfeller -- the oil magnate, pre-World War I. Could be a powerful patron OR a ruthless enemy. Rockerfeller didn't have many scruples, so he could easily begin as a friend and become a vicious foe when the PCs don't go along with his schemes.
  4. Depends I've done plenty of heroes AND villains that wear standard spandex (don't do many capes, not because I don't like them but because I can't draw them well). I've done a lot of "sprayed on body armor" type costumes. But many of my characters wear non-standard superhero garb because of their origins. Maccabeus, a modern Sampson, wears a tunic, sandals, and leather belt -- generally looks as if he stepped out of a Bible story. The Crimson Cavalier looks as if he just stepped off the lot of a historical epic (he did) except his doublet and hose are armored and his cape enables him to glide. Seneschal, a mystical hero, wears flowing medieval type robes and carries a staff which is his badge of office. Members of a villain group, the Mythanthropes, wear Greco-Roman rainment as befits their pseudomythological origins. The Greene Lady, a villain who animates plants to do her bidding and controls animals, wears a covering of fresh leaves that preserves her modesty without concealing her figure. The Masked Mewler, based on any number of low-powered movie serial heroes, wears a fedora and business suit along with a mask. Cape optional. Some characters go adventuring in their natural skins. Bandog, a canine brick villain, wears only a collar. Cygnet, an aquatic heroine, produces an algae covering that serves her as a costume whenever she's exposed to excessive moisture. Flashbat, another animal-based character, wears only a loincloth (modesty and the Comics Code).
  5. Insectploitation! "I'm Foxxy Speedwing and I'm a whoooolotta hornet!"
  6. Interesting! A unique cross-genre character and good write-up. Thanks!
  7. Scratches head One wonders, just what WOULD Narnians -- used to a Bronze or Iron Age level of technology -- make of computers and the Internet? "Hi, I'm Tumnus, your NCPE." "Uh, NCPE?" "That's Numenorean Certified Palintir Engineer."
  8. Anak update I've given the following Disads to Anak: 20 Psychological Limitation: Honorable, Common, Total 1 Quirk: Always Tinkering With Something and used the points to add these abilities: 16 "Demigod Durability," Healing (2D6 Regeneration), +1/2 adv 0 END, +1/2 adv Persistent, -1 limit Extra Time (1 Turn), -1/2 limit Self Only 3 Inventor 12- The extra two points went to include Persistent with his Extra Reach, which now costs 11 points. So Anak is now a 271-point character with 71 points of Disads. I'm still working on the details of his off-duty career. Malathus -- a flying drainer Desiree -- a seductive mentalist Mange -- a stealthy slasher The 5th Edition 200+ Disads format is making it much easier to pull off my original conceptions of these characters.
  9. I am updating the members of a villain group I created for 5th Edition and decided to post them here for your comments and suggestions. The Mythanthropes are designed for a low-DEX campaign and have a classical mythology theme. Here are the first two characters. Name: Panic Val Char Cost 15 STR 5 18 DEX 24 20 CON 20 13 BODY 6 18 INT 8 18 EGO 16 30 PRE 20 8 COM -1 10 PD 7 8 ED 5 4 SPD 6 6 REC 40 END 31 STUN Characteristic Rolls: STR: 12-, DEX: 13-, CON: 13-, INT: 13-, EGO: 13-, PER: 13- Run: 8", Swim: 4", Jump: 5", Lift: 200 kg Cost Powers END/Roll 54 Multipower: "Panpipes," -1 limit OAF, -1/2 limit Targets Must Be Able to Hear the Music, -1/2 limit Concentrate Throughout, Half DCV 5 u - "Lord of the Dance," Entangle 4D6, +1 adv Based On EGO Combat Value, +1/4 adv Takes No Damage From Physical Attacks, +1/4 adv Works Against EGO, Not STR, +1 adv Area of Effect 12" Radius, +1/4 adv Personal Immunity, +1/4 adv Half END (7 END), -1/4 limit Can't Create Barriers 4 u - "Master of Madness," Mind Control 10D6, +1 adv Area of Effect Radius, +1/4 adv 2x Radius (16"), +1/2 adv Affects Desolidified, +1/4 adv Personal Immunity, +1/4 adv Half END (7 END), -1 limit Only to Cause Mindless Terror 30 "Demigod Durability," Resistant Damage Reduction 25%, Physical and Energy 10 "Strong Willed," Mental Defense 14 10 "Animal Senses," UV Vision, Tracking Scent 10 "Hard Hooves," +3D6 with Kicks, -1/2 limit Hand-to-Hand Attack 8 "Fleet of Hoof," Running 2" (Total 8"), Swimming 2" (Total 4"), Leaping 2" (Total 5") Cost Skills, Talents, Perks Roll "Fleet of Hoof" Martial Maneuvers 3 Legsweep, +2 OCV, -1 DCV, STR +1D6 Strike; Target Falls 4 Defensive Kick (Martial Disarm), -1 OCV, +1 DCV, Disarm, +10 STR to Roll 4 Martial Dodge, +5 DCV, Dodge, Affects all attacks, Abort 4 Martial Escape, +15 STR vs. Grabs 5 Kick (Offensive Strike), -2 OCV, +1 DCV, STR +4D6 Strike 3 Trip (Martial Throw), +1 DCV, STR +v/5 Strike; Target Falls 3 Acrobatics 13- 3 Acting 15- 3 Breakfall 13- 3 Climbing 13- 3 Concealment 13- 3 Conversation 15- 3 High Society 15- 0 Language: Narnian, native 2 Language: English, fluent 3 Persuasion 15- 2 PS: Musician 13- (INT-based) 3 Seduction 15- 3 Stealth 13- 3 Shadowing 13- 3 Survival (Temperate, Subtropical) 13- 3 Tracking 13- 6 +2 Levels with Martial Arts 200+ Disadvantages 15 Distinctive Features: Satyr, Concealable with Effort, Major Reaction 15 Secret ID: Ram Woodsley, jazz clarinetist 20 Psychological Limitation: Ladies' Man, Very Common, Strong 15 Psychological Limitation: Patronizing Toward "Mortals," Common, Strong 15 Professional and Romantic Rivalry 11-: Malathus, Rival in Superior Position, Rival is Aware of Rivalry 10 Watched 11-: White Witch, More Powerful 10 Reputation 11-: Mad Forest God 10 DNPC 11-: Desiree, Slightly Less Powerful 10 Enraged 11- When His Diety Questioned, Recover 14-, Common Circumstances OCV: 6 (8 with Martial Arts); DCV: 6; ECV: 6; Mental Def.: 14; Phases: 3, 6, 9, 12 PD/rPD: 10/0 ; ED/rED: 8/0 Costs: Char.: 117 Disad.: 120 Powers: + 203 Base: + 200 Exp.: + Total: = 320 Total: = 320 Quote: "Tut, tut, my dear. No need to be merely afraid when you can be mad with terror!" Background: The satyr Tertius Sylvanus expected death when the White Witch's wolves dragged him into her throne room. Instead, she made him an intriguing proposal: Why be a slave, or worse, when he could become a god? Men had once worshipped his kind, the Witch said. He would surely encounter opportunities for wealth and pleasure beyond his wildest dreams while spying for her in the human world. Sylvanus agreed and was transported to the mortal realm along with four other minions. At first, the Witch's promises seemed to be coming true. Humans did cower before him, and some were even willing to pay money to hear him play his pipes. But the magic for the return journey failed; Sylvanus and his fellow spies found themselves trapped in a barbaric world that regarded them as monsters and outcasts. By this time he had begun believing his own lies about his identity and had become attached to his willful comrade Desiree, a nymph. Contact with the White Witch was sporadic, and Sylvanus began questioning the decisions of the group's nominal leader, the nephil Malathus. When a police raid made it impossible to conceal their existence, the satyr suggested that his companions operate openly in defiance of humanity. He scored a victory when the team agreed against Malathus' wishes. The Mythanthropes were born but their effectiveness has been significantly weakened by Sylvanus' rivalry with Malathus. Sylvanus adopted the code name "Panic," a pun on the name of the diety he claimed to be. He also created a human guise for himself so that he could continue to perform his music publicly and could go slumming among the mortals when the mood took him. Panic's scatter-brained artistic personality has become increasingly erratic as he has remained among humans. He's given to brilliant inspirations followed by devastating bouts of melacholia or fits of savage rage. The giant warrior Anak has been forced to restrain him on occasion. He really does care for Desiree after his fashion and resents her flirtations with other males. Slyvanus respects Anak but would cheerfully sacrifice Malathus or Mange if it could provide him with an advantage. In combat Panic will first attempt to immobilize or incapacitate opponents with his pipes. If this fails he will close in, hoping to kick his foes senseless. Despite his superior attitude toward men, Sylvanus isn't foolish enough to permit himself to become surrounded or overwhelmed. He'll flee or hide behind Anak if defeat appears imminent. When he isn't trying to stamp their heads in, Panic will be quite personable toward player-characters, particularly female ones. He will try to gain their trust, even their affection, to enable his comrades to gain the upper hand. Powers and Abilities: Panic is a fast and agile combatant, able to deliver precise, vicious kicks with his hooves for up to 10D6 damage. With his pipes he can create unreasoning fear in listeners over a wide area. His insidious tunes can also compel hearers to dance frantically in place until they drop from sheer exhaustion. Panic is tougher than he looks, can see in the dark, and can stalk victims with his uncanny sense of smell. Off the battlefield he is a consummate charmer with a facility for winning friends and influencing people that would make Normal Vincent Peale look like an amateur. Fortunately, he has chosen to pursue his passion for music and women rather than seek a political career. Ram Woodsley's albums of haunting woodwind music have been rising steadily on the charts, providing Panic and the Mythanthropes something of a regular income. Disadvantages: Animal lust is Panic's greatest weakness. He pines for Desiree, which can generate unbearable tension among the Mythanthropes, while gratifying his desires with human women he meets on the concert circuit. Only his mesmerizing personality and the general wierdness of the bohemian music crowd he runs with have so far prevented him from exposing his double life. Another flaw is Panic's pretension that he is the ancient Greek god Pan. His disdain toward "mortals" sometimes causes him to underestimate human opponents, and he can fly into a rage if his godhood is disputed. Height: cm (5' 2"), Weight: kg (140 lbs), Sex: Male, Race: Satyr Appearance: In his adventuring persona, Panic is the classic mythological goat-man -- horns, beard, hooves, reed pipes and all. At Anak's request he has begun wearing a loincloth to prevent his manly attributes from distracting potential targets from the team's demands. As Ram Woodsley, Panic conceals his demigod physique with floppy hats, baggy pants, and the explanation that he's club-footed. In either guise he is considered a fascinating personality by the entertainment press. ===== Hero System write-up by Kevin Scrivner Name: Anak Val Char Cost 35 STR 25 15 DEX 15 18 CON 16 20 BODY 20 13 INT 3 15 EGO 10 25 PRE 15 10 COM 15 PD 8 10 ED 6 3 SPD 5 11 REC 36 END 47 STUN Characteristic Rolls: STR: 16-, DEX: 12-, CON: 13-, INT: 12-, EGO: 12 -, PER: 12- Run: 12", Swim: 2", Jump: 7", Lift: 3,200 kg Cost Powers END/Roll 22 "Spear," HKA 2D6 (4D6 with STR), +1/2 adv Ranged, Can Be Thrown, -1 limit OAF, 4 END 15 "Shield," Missile Deflection, All Attacks, +5 to Roll, -1 OAF 12 "Armor," 8 PD/8ED, -1/2 limit OIF, -1/2 limit Activation 14- 12 "Long Stride," Running 6" (Total 12"), 2 END 9 "Extra Reach," Stretching 1", +1/2 adv 0 END, +1/4 adv Inherent 6 "Four-Meter Marvel," -3" Knockback Cost Skills, Talents, Perks Roll 3 Combat Driving: Chariot 12- 3 Interrogation 14- 0 Language: Narnian, native 2 Language: English, fluent 3 Oratory 14- 3 Paramedics (Field Surgeon) 12- 2 PS: Metalworker 11- 2 PS: Woodworker 11- 3 Survival (Foraging) 12- 3 Tactics 12- 4 Weaponsmith: Muscle-powered Weapons 13- 4 WF: Common Melee and Missile Weapons 10 +2 Levels with Hand-to-Hand Combat 9 +3 Levels with Spears 200+ Disadvantages 20 Physical Limitation, Twelve Feet Tall, Weighs 800 kg, All the Time, Greatly 20 Distinctive Features: Bronze Age Giant Warrior, Not Concealable, Major Reaction 10 Watched 11-: The White Witch, More Powerful OCV: 5 (10 with Spear); DCV: 5; ECV: 5; Mental Def.: 0; Phases: 4, 8, 12 PD/rPD: 15/8 ; ED/rED: 10/8 Costs: Char.: 124 Disad.: 50 Powers: + 126 Base: + 200 Exp.: + Total: = 250 Total: = 250 Quote: Background: A seasoned soldier and tactician, the giant Anak is the only member of the White Witch's probing expedition to possess previous military experience. Too professional to feel slighted at not being given command, he is nonetheless frustrated by the ongoing rivalry between Malathus and Panic. Anak is the steadiest personality among the Mythanthropes, the one who rallies them when they encounter a setback and keeps his head when the others can't agree on what to do next. His sense of duty and honor might almost enable him to be heroic were he not devoted to the cause of his dark mistress. He doesn't despise humans and won't torment player-characters for fun as some of his companions would. But he won't hesitate to skewer them if they get in his way. In combat, Anak will attempt to use surprise and terrain to his advantage, deflecting bullets or blasts until he can get close enough to use his spear. Although he can hurl the spear to deadly effect, he prefers to keep ahold of it. After all, you never can tell what an opponent will do next, and he's learned that his size isn't always beneficial. He will protect Desiree and Panic if they need the help but lets the arrogant Malathus fend for himself. Anak studiously ignores Mange whenever possible. Powers and Abilities: Anak's abilities are straightforward. He's much stronger and tougher than ordinary humans, able to fight comfortably in thick bronze armor and expertly wield a massive spear that would be an awkward piece of lumber in another's hands. Anak began training rigorously with a shield after hearing human legends about a giant who was taken down by a shepherd boy armed with a sling. He is now able to deflect most ranged attacks with apparent ease. He also possesses the skills to repair his gear or make new weapons if necessary and to find food if rations run low. His craftsmanship is exquisite; he occasionally makes beautiful gadgets and toys to amuse his comrades. Were he not focused on the art of war he could probably gain recognition as a sculptor or designer. Disadvantages: Anak's size and weight make it difficult for him to fight well in certain kinds of terrain, such as on soft ground or in thickly wooded areas. He won't fit easily in many buildings and vehicles. And it's impossible for him to pass as human even if he could find conventional clothing that would fit. Height: cm (12' 3"), Weight: 800 kg ( lbs), Sex: Male, Race: Giant Appearance: Anak is a swarthy, imposing man with a sinewy build and the wary air of a veteran on duty. He typically wears plain tunics and cloaks of thick, durable material and sturdy leather sandals that lace halfway up his calves. In combat he dons a carefully burnished helmet and sectional armor that covers most (but not all) of his body. Anak's round shield could easily serve normals as a dining table, and the point of his spear weighs more than 25 pounds. ======= Hero System write-up by Kevin Scrivner
  10. Close, but... Wasn't Kirke the one who liked Jadis and kept calling her a "dem fine girl"? I mean it has been awhile since I've read the Narnia books, but I was under the impression that Jadis would've never left Charn if it hadn't been for him. --- Actually, it was Digory's unscrupulous uncle, a would-be magician, who had a crush on Jadis. He's the one who sent Digory and friend Polly hurtling through alternate dimensions. For her part, Jadis loved only one thing, herself, and saw Uncle Andrew's experiments as means to conquer yet another world for her amusement.
  11. Extradimensional menace! Digory Kirke (bonus question: Who recognizes this name?) --- If you're letting Kirke into the game, why not his old nemesis, Jadis of Charn, Queen of Narnia? Nothing like an extradimensional tyrant with minions from classical mythology to shake up those smug Edwardian rationalists.
  12. Mammoth vs. Mastadon??? Wasn't there also a Villians & Vigilantes criminal brick who had a similar name and a costume sporting tusks? Or is my aging memory experiencing a senior moment? DC also had an evil, not-too-bright strongman named Mammoth who challenged Superman as part of the Fearsome Five. Fortunately, he retained enough good sense not to adopt a costume with an elephant theme.
  13. A patriotic babe by any other name... The illustration of Mutants & Masterminds' Lady Liberty looks uncannily like Wonder Woman circa 1993 in her "off-duty" uniform. Can't kick too much about originality in superheroes after 80 or so years of monthly stories. Sigh. Statuesque brunettes in form-fitting patriotic-colored spandex. Gets me every time.
  14. From the Great Net Book of Real Heroes http://www.sysabend.org/champions/gnborh/text/Solomon_Grundy-cr.txt Why do all that work if someone else has already done it for you?
  15. Looks like a versatile energy projector with reasonable stats, good foe for Batman or Green Hornet type heroes. But what's his background, his story? That's what makes a villain interesting. How does his poker schtick work out during play -- actions, speech, attitudes?
  16. Why not steal a page from one of DC's old miniseries and have the team mystic do a Major Transform: Metal into Strawberry Jell-O?
  17. The original GDW Traveller game was a humans-only environment. GDW gradually tacked on various alien races in an attempt to spice things up, but the Imperium was large enough that you could easily run an entire campaign without encountering them. Because of this, it did a pretty good job of exploring variant human cultures. You had the Imperial main culture, the Solomani (militant Earthlings), the Zhodanti (a whole culture built on mental powers), as well as many smaller "empires" and culture groups.
  18. I STILL say all those pretty buttons on his midriff have to do SOMETHING. The player for his Celine Deon tapes was my favorite suggestion from our previous discussion.
  19. Never heard of him but I like your write-up. Keep on pulpin'! Getting bopped on the noggin seems to be an occupational hazard for hard-boiled private eyes. I've read some Michael Shane stories from the same period, and he got knocked out that way on a regular basis. Maybe the reason these guys drank so much was to ease the pain of their concussions.
  20. EX-TER-MI-NATE!!! Here they are, updated for 5th Edition. Coming from a recently conquered dimension near you, the Da-, oops!, the Metronoids! Name: Metronoid Elite Val Char Cost 25 STR 15 14 DEX 12 18 CON 16 15 BODY 10 20 INT 10 18 EGO 16 20 PRE 10 6 COM -2 6 PD 1 6 ED 2 3 SPD 6 9 REC 36 END 36 STUN Characteristic Rolls: STR: 14-, DEX: 12 -, CON: 13-, INT: 13-, EGO: 13-, PER: 13- Run: 6", Swim: 0", Jump: 0", Lift: 800 kg Cost Powers END/Roll 30 "Heat Ray," Energy RKA 1D6, +1/2 adv No Range Mod., +1/2 adv Armor Piercing, 3 END 18 "Metallic Body," Armor 8PD/4 ED 12 "Robotic Senses," High Range Radio Perception 8 "Hover Vanes," Flight 6", -1/4 limit Only In Contact With A Surface, -1/4 limit Not At Greater Than 45-Degree Angle 4 "Metallic Body," Knockback Resistance 2" 2 "EMP Shielding," Safe Environment: High Radiation Cost Skills, Talents, Perks Roll 3 Bugging 13- 3 Interrogation 13- 0 Language: Metronoid, native 2 Language: English, fluent 1 Familiar with Oratory 8- 3 Tactics 13- 2 WF: Energy Weapons 3 +1 Level with Heat Ray 3 Talent: Lightsleep 75+ Disadvantages 25 Distinctive Features: Alien Robot, Extreme Fear 15 Physical Limitation: "Dense Robotic Body," Mass 400 kg, Can't Jump, Can't Swim, All The Time, Slightly 20 Psychological Limitation: Arrogance, Superior to Humans, Common, Total 30 Susceptible to Water, 2D6 damage per Phase, Very Common Substance 20 Vulnerable to Electrical and Magnetic Attacks, 2X Damage 5 Unluck 1D6 OCV: 5 (6 with Heat Ray); DCV: 5; ECV: 6; Mental Def.: 0; Phases: 4, 8, 12 PD/rPD: 6/8 ; ED/rED: 6/4 Costs: Char.: 96 Disad.: 115 Powers: + 94 Base: + 75 Exp.: + 0 Total: = 190 Total: = 190 Name: Metronoid Warrior Val Char Cost 20 STR 10 11 DEX 3 15 CON 10 13 BODY 6 10 INT 20 EGO 20 15 PRE 5 6 COM -2 6 PD 2 6 ED 3 2 SPD 7 REC 30 END 31 STUN Characteristic Rolls: STR: 13-, DEX: 11-, CON: 12-, INT: 11-, EGO: 13-, PER: 11- Run: 6", Swim: 0", Jump: 0", Lift: 400 kg Cost Powers END/Roll 30 "Heat Ray," Energy RKA 1D6, +1/2 adv No Range Mod., +1/2 adv Armor Piercing, 3 END 18 "Metallic Body," Armor 6PD/6 ED 12 "Robotic Senses," High Range Radio Perception 4 "Metallic Body," Knockback Resistance 2" 2 "EMP Shielding," Safe Environment: High Radiation 1 "Big Batteries," Diminished Sleep, Eight Hours Per Week Cost Skills, Talents, Perks Roll 0 Language: Metronoid, native 2 Language: English, fluent 3 Concealment 11- 3 Stealth 11- 3 Tracking 11- 2 WF: Energy Weapons 3 +1 Level with Heat Ray 75+ Disadvantages 25 Distinctive Features: Alien Robot, Extreme Fear 15 Physical Limitation: "Dense Robotic Body," Mass 400 kg, Can't Jump, Can't Swim, All The Time, Slightly 20 Vulnerable to Electrical and Magnetic Attacks, 2X Damage 5 Unluck 1D6 OCV: 4 (5 with Heat Ray); DCV: 4; ECV: 7; Mental Def.: 0; Phases: 6, 12 PD/rPD: 6/6 ; ED/rED: 6/6 Costs: Char.: 57 Disad.: 65 Powers: + 83 Base: + 75 Exp.: + 0 Total: = 140 Total: = 140 Name: Metronoid Technician Val Char Cost 15 STR 5 18 DEX 24 15 CON 10 13 BODY 6 23 INT 13 18 EGO 16 15 PRE 5 6 COM -2 5 PD 2 5 ED 2 3 SPD 2 6 REC 30 END 29 STUN Characteristic Rolls: STR: 12-, DEX: 13-, CON: 12-, INT: 14-, EGO: 13-, PER: 14- Run: 6", Swim: 0", Jump: 0", Lift: 200 kg Cost Powers END/Roll 30 "Toolset," Physical HKA 2D6, 3 END 9 "Metallic Body," Armor 3PD/3 ED 12 "Robotic Senses," High Range Radio Perception 10 "Toolset," Stretching 1" plus Extra Limbs 4 "Metallic Body," Knockback Resistance 2" 2 "EMP Shielding," Safe Environment: High Radiation Cost Skills, Talents, Perks Roll 3 Computer Programming 14- 3 Electronics 14- 3 Forensic Medicine 14- 0 Language: Metronoid, native 2 Language: English, fluent 3 Mechanics 14- 3 Paramedics 14- 3 Scientist 2 Science: Bionics 14- 2 Science: Cybernetics 14- 2 Science: Medicine 14- 2 Science: Robotics 14- 2 Weaponsmith: Energy Weapons 14- 75+ Disadvantages 25 Distinctive Features: Alien Robot, Extreme Fear 15 Physical Limitation: "Dense Robotic Body," Mass 400 kg, Can't Jump, Can't Swim, All The Time, Slightly 20 Vulnerable to Electrical and Magnetic Attacks, 2X Damage 20 Psychological Limitation: Curiosity, Very Common, Strong 15 Professional Rivalry with the Elite, Rival Significantly Superior, Rival is Aware of Rivalry 10 Watched 11-: The Elite 11-, More Powerful OCV: 6; DCV: 6; ECV: 6; Mental Def.: 0; Phases: 4, 8, 12 PD/rPD: 5/3 ; ED/rED: 5/3 Costs: Char.: 83 Disad.: 105 Powers: + 97 Base: + 75 Exp.: + 0 Total: = 180 Total: = 180 Background: The Metronoids are robotic invaders from another dimension, accidentally unleashed on Earth when a 1920s dabbler in arcane physics developed a "chronoscope" for viewing other realities which proved to be an effective portal between worlds. Fortunately, only an exploratory squad made it through before the remorseful inventor smashed his device. The robots have been collecting data on Earth's defenses and scheming to contact their homeworld ever since. Powers and Abilities: All Metronoids have dense metallic bodies that are resistant to damage and Knockback; the actual amount of defense varies from model to model. They can communicate with each other via radio and are naturally resistant to radiation. Most models have a heat ray projector installed on the upper portion of their sensor array. Disadvantages: As robots, Metronoids are vulnerable to electrical and magenetic attacks. Their density prevents them from leaping or swimming, although Warriors are watertight and can submerge themselves for short periods of time to ford a river or make a surpise attack from a pond. They're obviously destructive alien invaders and would have trouble negotiating with humans even if they were inclined to. And despite their claims of mechanical superiority, they have a knack for blundering -- underestimating an enemy, getting stuck in muddy terrain, firing an energy blast in a hall full of mirrors. Height: cm (4' 6"), Weight: 400 kg ( lbs), Sex: None, Race: Metronoid Appearance: The Elite is a sinister black cone-shaped machine with eerie red sensors and lots of air intake vents to cools its superior processing equipment (which also make it vulnerable to water). It has anti-gravity hover vanes on its underside which enable it to traverse steep or rough surfaces, something ordinary Metronoids can't do. It manages to inject a swaggering arrogance into its voice and occasionally makes speeches about how mankind is doomed in the face of mechanical superiority. Warriors are sleek gray cones that glide along on wheels or caterpillar tracks, depending on the model. Their heat ray projectors are their most prominent feature. They speak in harsh, expressionless voices, uttering such comforting phrases as "Destroy the humans!" or "Resistance is useless." Technicians look something like silver fireplugs festooned with telescoping limbs and tools. They are the smartest and most agile models but lack a heat ray and heavy armor. Their welding and metalworking equipment can be quite deadly at close range, however. Technicians have a disturbing curiosity about human anatomy and physiology and enjoy experimenting on captured specimens. They've been known to transform slain or injured humans into cybernetic drones programmed to run errands for their masters. They've also occasionally been known to question orders from the Elite. ======= HERO System write-up by Kevin Scrivner
  21. More ideas Some fantasy literature has a strong "masked avenger" theme. Sir Tristram adventuring incognito in Mallory's "The Death of Arthur" and King Richard's galavanting around as the Black Knight in "Ivanhoe" are two good examples. The Japanese anime feature "Raven Kabuto: The Golden-Eyed Beast" captures this feel as well. Running a Batman or Zorro style campaign in the Middle Ages is more a matter of tone than of game mechanics. The heroes have secret identities and enough combat skill -- perhaps with unusual weapons -- to make them stand out from the crowd of jousting jockeys. Give them a reason to conceal their identities -- they're outlaws, have been dishonored, are dating the king's mistress, are trying to win their regal parent's approval. Throw in a love interest, a dark secret or two, and give them an arch nemesis or a goofy rogues gallery of baddies to fight. Fudge the die rolls and go light on the damage options to give it a very swashbuckling feel.
  22. Some examples Certain TV shows provide examples of the types of campaign you've described: "Mystic Knights of Tir Na Nog" -- The PCs are normal heroic level characters who become superheroes with the aid of magic weapons and armor "King Arthur and The Knights of the Round Table" -- At least I think that's the title. In this animated feature, the "knights" are a baseball team summoned backward in time by Merlin to take the roles of the missing King Arthur and his pals. In addition to being skilled athletes, they have Iron Man style mystic armor to enable them to beat off the bad guys. And they occasionally put their 20th century knowledge of science to use, too. "Genesis Survivor: Gaiarth" -- In this anime trilogy, a society recovering from the effects of a high-tech holocaust regards technology as magic, having lost the ability to reproduce the wonders of the past. Characters who cast "spells" are actually using ancient ECM and weaponry without fully understanding what they're doing. The artifacts that still work are awesomely powerful, and soldier robots roam the wasteland as knights errant.
  23. Re: Darn curious, but... If you can locate some classic Traveller materials, that game had scads of material on space piracy. In latter editions, piracy was one of the starting professions, and the Journal of the Traveller's Aid Society (later Challenge magazine) was packed with scenarios and suggestions. Basically, piracy in space follows the same principles as piracy in the Carribean. You have to have cargo worth stealing, loose enough law enforcement and communication that the pirates can get away with their raids a good percentage of the time, and a place to sell the loot at a profit. Pirates require safe ports where they can recover, repair their vessels, recruit new rovers, and fence the goods. A region of space where the borders are in dispute and you have several factions vying for power without the strength to made good their claims is ideal. The space trade route(s) passes through this area -- there's fuel, its the shortest route, the only jump point is nearby -- there are inhabited worlds to steal from and sell to, and there are uninhabited worlds to hide in or bury treasure at. If your PCs have letters of marque from one of the factions involved, justifying their depradations with patriotism, so much the better. Maybe one faction really is worse than the others, and the PCs' raids are actually helping to promote freedom and order for the galaxy (the Captain Blood model). Or they could just be greedy rascals (the Long John Silver model). Or your PCs could be honest merchants and/or explorers who run afoul of a band of cutthroats. There are several ways to tackle this. I think it was Ben Bova who wrote the novel "Privateer" -- a hard science look at space piracy in lunar orbit. Personally, I think the space opera approach is more fun but it can work both ways.
  24. Gasp! Long John Silver CHEATED! I'm not entirely surprised. The scurvy knave! The inability to use his arm as a shield and wield his cutlass simultaneously was intentional. Didn't want to make him invincible. He'd be an almost supervillain battling Star HERO normals, after all. And since he's an NPC he has the GM's approval to use the DCV levels. Heh, being the villain means never having to say you're sorry.
  25. I'm sure it was a great episode, but I bet that's the first time in the series we saw a Dalek pull a stunt like that (drat those rising special effects budgets!). In any case, that's why I called my robots "Metronoids" -- so a player couldn't say "But Daleks would never be able to do THAT!"
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