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Kevin Scrivner

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Everything posted by Kevin Scrivner

  1. A faith-based hero would tend to regard crime-fighting as a calling rather than just a mere job. It's something she was born to do, is compelled to do. We're not talking a Batman or Punisher style obsession, rather a deep-seated knowing, a confidence that this is what the character is supposed to be doing. Also, based on Romans 13, a faith-based hero would tend to be an Adam West "support your local police" type rather than a Golden or Iron Age style vigilante. If your character is Russian Orthodox, this would be particularly so since Russia's leaders (even the atheistic ones) have been careful to exploit this passage for their own advantage. It says in part, "Everyone must submit himself to the governing authorities, for there is no authority except that which God has established. [The person in authority] is God's servant, an agent of wrath to bring punishment upon the wrongdoer." Since Paul was writing under the rule of the ruthless Roman Empire, many modern governments (even corrupt ones) look pretty good by comparison. The hero wouldn't be blind to her nation's or city government's faults but would feel compelled to obey out of conscience.
  2. Attack of the Metronoids! I threw a squad of Dalek clones at a group of pulp adventurers a few years ago. The players were all "Dr. Who" fans and loved it. There was a 175-point leader, three to five 125-point warriors, and a robot technician to repair the others. They had enough Armor so the heroes' sidearms couldn't easily take them down but were slow (4" Running) and clumsy (CV 4, 5 for the leader). They captured the PCs to make them repair the portal the robots had used to invade our world. The heroes eventually defeated them by burning down the Victorian mansion the robots were using as a base (don't use elevator in case of fire, and Dalek clones can't climb stairs). The one surviving robot (it got stuck in the mud after the requisite dark and stormy night) was taken away by terse-speaking G-men to be studied by "top men."
  3. I don't know if he actually flew in the story but the scene of the Green Lama swooping past an Axis fighter plane in full regalia made a great cover. It's interesting to compare his presentation in the book and in the radio show. Your write-up indicates that he was a mystery man type, battling evil in secret. In the radio show, he was a celebrity crime-fighter. Everyone knew Dumont was the amazing Green Lama and came clamoring to him for help. Dumont must have been in the same graduating class at Tibetan U. as Frank Chandler (aka Chandu the Magician) whose radio adventures are also at the radio show web site. I wanted to do a Chandu write-up but ran into a problem similar to that I encountered with Doc Savage: Chandu could do pretty much anything the plot required. Sure, 90 percent of the time he fuctioned as your typical 75-point pulp secret agent. But when he pulled out his magic he was awesomely powerful, able to teleport himself or someone else halfway around the planet, get more info from his crystal than even CNN could provide, freeze a poisonous snake planted by an assassin in its tracks. And he didn't have to chant an incantation or anything, he just did it.
  4. "The Green Lama strikes ... for justice!" I'm delighted to see your write-up. I am acquainted with the Green Lama only through occasional Internet mentions but didn't have enough info to do one myself. You can listen to a couple episodes of the Green Lama radio show here: http://www.radiolovers.com/pages/greenlama.htm In the radio show, he had a young Tibetan acolyte/sidekick who helpfully explained that green is the Buddhist color symbolizing purity. Forties' comic book covers show the Lama even flying.
  5. Not to derail your thread on Stitch but... Hope this helps with the write-up: The Iron Giant is a 50-foot artificial intelligence of undetermined extraterrestrial origin. Not merely a robotic automaton, it exhibits self-determination, childlike curiosity and a desire to learn, and quite human emotions such as love and loyalty. It is able to comprehend and apply complex theological and moral concepts. I'd write it up as a full-fledged character rather than as a mere robot. The movie implies that the Giant was intended to conquer Earth but that its programming was altered by injuries sustained during its crash landing and by its growing friendship with a young boy, Hogarth Hughes. Although the Iron Giant boasts a bewildering array of weaponry, it's mostly just Special Effects. As depicted in the movie, it has three to five really BIG energy RKAs with varying Power Advantages. Eye Beams - The Giant's first line of defense is your basic laser: energy RKA, AP, No Range Penalty, No KB. These red beams trigger automatically when the Giant encounters a recognizable and hostile weapons system (such as a hunting rifle pointed in its direction or a frightened platoon of National Guardsmen). I'd give it a No Conscious Control Limitation; the Giant has to make an EGO roll to prevent the beams from firing. The Giant apparently has the Psychological Limitation "Enraged When Attacked" which triggers its other, normally concealed and unavailable, weaponry. These devices all fire bolts or beams of green energy. "Typewriter" Arm Blaster - An Autofire attack with lots of Charges; an anti-personnel weapon used in the movie to take out Army trucks and jeeps Arm Cannon - The Giant's second largest attack, used to destroy tanks in the movie Chest Maser - The Giant's ultimate weapon, a long-range Explosion. A cup-shaped depression in the chest emits a seething ball of energy with a blast radius greater than that of an H-bomb. The Giant would have wiped out the Navy's Atlantic fleet with this weapon had not it been distracted by Hogarth Hughes. Oddly enough, the Giant employed none of these weapons while attempting to stop a descending nuclear missile, instead choosing to collide with the falling warhead. The Iron Giant can fly via thrusters on the soles of its feet. Thick metal plating enables the Giant to shrug off bullets and even tank shells, although it became disoriented in flight when struck with air-to-air missiles. The Iron Giant also has a form of Regeneration. Even when blown to bits it can gradually recover, repair, and reassemble its components.
  6. Didn't get to see the movie but I like the write-up. Even at 2-1/2 feet tall, Stitch should have been able to terrorize the planet. Lucky for us he ran into an innocent child first. Which inspires my next poll: Stitch vs. The Iron Giant! Their Characteristics might not be that different despite the size disparity, and Stitch has a mean streak that more than makes up for the Giant's heavy weaponry.
  7. Anyone done a write-up of the Mach 5 yet? In addition to 300+ mph speed and excellent handling, it would have: Leaping (pneumatic jacks) Gliding (undercarriage mini-wings) Clinging (mountain traction treads) Swimming + Water Breathing (pressurized cockpit and periscope) Armor (bullet-proof body and bubble canopy) UV Vision (swivelling headlights) Clairsentience (normal sight only) and/or Telekinesis (remote-control homing robot) And Pops Racer was planning on IMPROVING the car? It could give the Batmobile and Chitty-Chitty Bang-Bang a run for their money.
  8. I'm still looking forward to that write-up.
  9. Ted Kord write-up found! I found this write-up of the current Blue Beetle at the Great Net Book of Real Heroes: http://www.sysabend.org/champions/gnborh/text/Blue_Beetle2-sb.txt So that's two out of four. Wonder what it would be like if they ever held a family reunion?
  10. Originally posted by Oruncrest: The Scarlet Scorpion is the Marvel version of Blue Beetle II (the archaeologist) who appeared in an issue of Thor. --- At a local used comics shop today I saw a couple issues of Marvel's Defenders where the team faced a red-garbed villain called the Scorpion (no relation to the green-armored Spider-Man nemesis). Could this be the guy you're thinking of? Originally posted by JohnOSpencer Ted Kord was more of a poor man's Batman. --- I vote that all the Blue Beetles, Blue Falcons, Green Arrows, and Green Hornets of the world unite to put this Gotham fellow in his place for stealing their thunder! Who does he think he is, anyway?
  11. Originally posted by Doug McCrae: I was particularly interested in the 'magic ray'. Was it really called that in the radio series/comics? --- Yes, at least on the radio show. The scripts also occasionally referred to the vitamin concoction that gave the Beetle his strength and Dr. Franz' gadgets as "magic" even though they were the product of (comic book) science. Oruncrest: It was AC Comics that published the Scarlet Scorpion according to my internet research. Of course, that wouldn't prevent Marvel Comics from introducing a character of the same name. Look at how many "Captain Marvels" we've had over the decades. OK, folks. I've done version one. Who wants to write up the archeologist and Ted Kord? By the by, I've seen the Kord version in passing but missed the run of his comics. I know he's a rich inventor with a funky bug-shaped airship but how does he compare to the 1939 hero?
  12. I liked your character description but the stats are just too dark to read.
  13. There have actually been four Blue Beetles. My write-up is for the original incarnation, based largely on the 1940 radio show. You can get more info at http://www.toonopedia.com/index.htm http://www.radiolovers.com/pages/bluebeetle.htm Dan Garrett started out as a cop moonlighting as a vigilante with heightened physical fitness granted by a mysterious vitamin formula. Another company got the rights and made the protagonist an archeologist who gained mystical powers from an amulet, the version Tom McCarthy heard about. When the publisher went out of business, DC bought the rights to the mystical version and revived the Beetle in the 1980s as inventor Ted Kord, the character you're familiar with. However, another company got the rights to the original rookie cop version and published adventures in the 1980s but renamed the character the Scarlet Scorpion. Will the real Blue Beetle, er, Scorpion, please stand up?
  14. Children inevitably complicate your life Another good inspiration is Marvel's "Power Pack" if you can find back issues. It consisted of a brother-sister team whose members ranged from 8 or 10 to 4 or 5, elementary school kids. They had to go to school and fool Mom and Dad as well as stop that bank robbery or alien invasion. Also "Bionic Six," an 1980s TV cartoon about a superhero family. Of course, if you're rich enough or have political connections nobody seems to question the fact that you've got custody of a "youthful ward." Batman, Green Arrow, Captain America, Namor, the Human Torch all battled archfiends with school-age kids in tow. Space Ghost even had two, and the Super Friends apparently had a rotating underage contingent. Your 18-year-old team leader admitted to having a 16-looking son on national television (Oprah? Jerry Springer?)? I can hear the "kids shouldn't have kids while battling super criminals" hue and cry building in your campaign city right now! Better arrange some more interviews for her so she can explain herself, and watch out for those Department of Human Services case workers sure to be poking around the team headquarters from now on. Can you say "plot complications"? "Ms. Hero, are you providing your child with proper nutrition? We can arrange to have WIC supply you with milk and cheese for your son." "But ... he's a robot, made out of solidified brain patterns." "Ummm. Yes. We'll schedule an psychological analysis of your attitudes toward parenting later. For now, describe the other people dwelling in your household. We'll need state bureau of investigation background checks on Captain Cosmic and Technocop, just in case."
  15. I began writing up the original Blue Beetle during a "Battle of the Costumed Crimefighters" thread we had a while back. Here's the finished product. In the old thread folks seemed to favor The Phantom. Anyone done a write-up of him? Name: Blue Beetle (1939) Val Char Cost 28 STR 18 15 DEX 15 28 CON 36 20 BODY 20 18 INT 8 15 EGO 10 20 PRE 10 16 COM 3 15 PD 9 15 ED 9 3 SPD 5 15 REC 6 56 END 43 STUN Characteristic Rolls: STR: 15-, DEX: 12-, CON: 15-, INT: 13-, EGO: 12-, PER: 17- Run: 13", Swim: 7", Jump: 5-1/2", Lift: 1,200 kg Cost Powers END/Roll 17 "Chain Armor," Armor 10 PD/10ED, -1/2 Limit OIF Costume, -1/4 Limit Activation 15- 14 "Abnormal Vitality," Running 7" (Total 13") 5 "Abnormal Vitality," Swimming 5" (Total 7") 12 "Keen Senses," +4 with All Perception 7 "Enhanced Mentality," Mental DEF 10 15 "Magic Ray Gun," RKA 2d6, Armor Piercing (+1/2) (45 Active Points), OAF (-1), 8 Charges (-1/2), No Knockback (-1/4) 8 "High-Intensity Spotlight," Images, Sight Group, 4" Radius (+1/2), 0 END (+1/2) (20 Active Points), Only to Create Light (-1), OIF (-1/2) 5 "Wireless Telephone," Radio Perception/Transmission, OAF (-1) Cost Skills, Talents, Perks Roll 3 Acting 13- 3 Breakfall 12- 3 Bureaucratics 13- 3 Climbing 12- 3 Combat Driving 12- 3 Concealment 13- 3 Contortionist 12- 3 Conversation 13- 3 Criminology 13- 3 Deduction 13- 3 Interrogation 13- 2 AK: York City 11- 2 KS: Criminal Law 11- 2 PS: Policeman 11- 3 Mimicry 13- 3 Riding: Horses 12- 3 Shadowing 13- 3 Stealth 12- 3 Streetwise 13- 2 Familiar with Small Arms 2 Familiar with Energy Weapons 1 Familiar with Police Baton 15 +3 Levels with Hand-to-Hand Combat 20 Perk: Vehicle, Fast Car 10 Perk: Contact 14-: Dr. Franz, chemist/pharmacologist, extremely useful skills and resources, loyal to Blue Beetle 2 Perk: Local Police Powers (as Dan Garrett) 200+ Disadvantages 15 Social Limitation, Secret ID: Daniel Garrett, rookie policeman 10 Distinctive Features: Leaves Beetle Insignia At Crime Scenes, easily concealed, always noticed 15 DNPC 11-: Mike Mannigan, normal partner, useful skills, unaware of Garrett's adventuring persona 10 Reputation 11-: Ruthless Vigilante 20 Psychological Limitation: Tries to Obey the Law, Won't Harm Police, common, total 15 Psychological Limitation: Impulsive, Craves "Action," common, strong 20 Hunted 11-: The Police (as Blue Beetle), more powerful 20 Hunted 11-: The Mob, more powerful 10 Watched 8-: Local Police Department (as Dan Garrett), more powerful 5 Unluck 1D6 OCV: 5 (8 with HTH Combat); DCV: 5; ECV: 5; Mental Def.: 10; Phases: 4, 8, 12 PD/rPD: 15/10 ; ED/rED: 15/10 Costs: Char.: 149 Disad.: 140 Powers: + 189 Base: + 200 Exp.: + Total: = 338 Total: = 340 Other Gadgets From Dr. Franz' Laboratory "Electric Stun Gun," 6d6 EB, NND (+1, defense is Resistant ED or Insulated Suit) (60 Active Points); OAF (-1), 6 Charges (-3/4); Total 22 points "Invisibility Belt," Invisibility to Sight Group, 0 END (+1/2) (30 Active Points), IAF (-1/2), Burnout 14- (-1/4); Total 17 points Source: "Mystery Men Comics," Fox Features Syndicate, 1939; "The Blue Beetle," syndicated radio show, 48 episodes, 1940. Quote: "If you're on the level you'll be OK. If not, then the next time you meet the Blue Beetle it will be just too bad!" Background: Young Dan Garrett followed his highly decorated father into law enforcement after the elder Garrett was gunned down by mobsters. He quickly distinguished himself as a rookie patrolman. Despite his dedication to upholding the law, Garrett began to see the limitations of the criminal justice system and to chaffe under the tediousness of its processes. When he expressed his frustrations to Dr. Franz, who operated an apothecary shop on his beat, the chemist supplied Garrett with a suit of blue mesh "as flexible as silk but stronger than steel." Instead of wearing it beneath his uniform, Garrett began slipping it on when off duty and stalking criminals the law hadn't been able to catch. He adopted the name "Blue Beetle" because the armor reminded him of the metallic blue carapaces of beetles he'd seen at the York City Museum. He nearly emulated his father's death while he and partner Mike Mannigan were confronting dope peddlers on the street. Occupants of a fast-moving sedan machine-gunned both Garrett and the drug pusher he was grappling with. The crook died immediately. Garrett lay in the hospital for days, so weak that physicians were afraid he wouldn't recover from the removal of bullets. Dr. Franz slipped into his room at night and made him eat a tablet of Formula 2K, an experimental substance Franz promised would give him the strength to survive. Garrett was back on his beat the following afternoon, fully healed and eager to locate the drug ring. As the Beetle, Garrett launched a one-man anti-crime wave, battling arsonists, payroll bandits, a horseback-riding "ghost," a sea serpent, diamond smugglers, kidnappers, the sinister director of a mental hospital, and even a squad of false Blue Beetles. Feared by the mob and hunted by the police, the Blue Beetle found average York City citizens sympathetic to his cause, especially when he'd just prevented them from getting beaten up or robbed. His successes while on duty gained him unusual flexibility of schedule and assignment -- although apparently not a promotion since he remained a humble beat cop. The police chief was willing the overlook the inordinate amount of time he spent at Franz's store as long as he continued to solve crimes. Dan Garrett is an engaging and earnest young man who hasn't lost the idealism that made him want to become a cop. As long as player-characters are on the right side of the law, he'll be helpful and friendly -- and downright gallant toward female characters. If the adventurers are less than law-abiding, Garrett will be polite but cool and will attempt to find out what they're up to. As the Blue Beetle he is rather abrupt, seeking to startle or intimidate criminals, bystanders, or the PCs into cooperating with him. He won't mind stepping on their toes to gather the evidence he requires. If the PCs resent his high-handed tactics and try to get tough, well, the Blue Beetle likes a good scrap. He'll threaten them with his (for the period) high-tech weapons but will use lethal force only as a last resort. Powers and Abilities: Garrett was an athletic and capable police officer even before he ingested Formula 2K. He is an effective investigator and has a good knowledge of his home city and its residents. The vitamin supplement gave him "enhanced mentality, keen senses, and abnormal strength and vitality." He is now ten times stronger and healthier than an ordinary man. The mesh armor supplied by Dr. Franz is capable of deflecting most small arms fire. The Blue Beetle occasionally makes use of other gadgetry provided by the pharmacist: a "magic ray" gun (1930s laser), a high-intensity light, a portable sound recording device, an electric stun gun, an invisibility belt, and a remote wireless telephone (a 1930s cell phone). But his only regular equipment besides the armor is a fast car he bought at a police auction. In combat, the Blue Beetle is a brawler rather than a scientific fighter. He relies on intimidation and enjoys bashing a few heads together to gather the evidence he needs to convict a malefactor. He is perhaps too confident in his armor's ability to protect him because he's used to battling thugs packing conventional firearms. This has caused him to fall before more thoughtful villains armed with tear gas and electric stun guns. Dr. Franz has since insulated the armor against electric shock. Disadvantages: Although he's the terror of the underworld, Garrett's alter ego is hunted by his brother officers, who consider the Blue Beetle a ruthless vigilante. More than once he's had to grapple with Mannigan while collecting evidence or dodging crooks. He plays practical jokes on his partner as the Beetle but Garrett won't harm policemen and won't blatantly break the law (although he's willing to bend it). His scruples -- and his love of adventure -- have nearly gotten him captured on more than one occasion. He also feels compelled to leave small beetle insignias on the bodies of captured criminals. Height: cm ( ' "), Weight: kg ( lbs), Sex: Male, Race: Caucasian Appearance: Dan Garrett is an athletic man in his twenties. He usually wears his York City police uniform. After he partook of Formula 2K his boyish voice grew deeper and his face and physique became more mature. As the Blue Beetle, Garrett dons a blue metallic mesh bodysuit that covers everthing but his face. The costume includes a black mask that covers the upper half of his face, red elbow-length gloves, and a wide red belt. ======= Hero System write-up by Kevin Scrivner
  16. No, no, no. It's applied intelligence that matters. The smartest character in CU is ... Dr. Silverback! He was wise enough not to have become a villain just because he's stuck in an ape's body. And he has his priorities right. He lets ego-driven do-gooders such as Defender confront Mechanon and get the snot beaten out of them while he works a cushy research job and surrounds himself with lovely young assistants.
  17. Kevin Scrivner

    LXG

    The Alan Quartermain Story Alan Quartermain was introduced in H. Rider Haggard's "King Solomon's Mines." He was a middle-aged, largely self-educated Englishman who was an expert at tracking and hunting in southern Africa. He made his living taking wealthy gentlemen on safari. Most of his income went to bettering his son's prospects; the boy was studying medicine in London. Despite his expertise as a guide and marksman and rough-and-tumble lifestyle, Quartermain was a pious, humble man who consistently underplayed his heroism in recounting his adventures. Think Indiana Jones without the cocky swagger. Also, despite being a product of colonial era, Quartermain respected the tribesmen he encountered and worked with and treated them as men rather than as pack animals or wild animals. "King Solomon's Mines" is well worth the read. The Stewart Granger movie version is OK but doesn't measure up to the book. Avoid the Lost Ark ripoff version from the 1980s. Haggard continued Quartermain's adventures in the novel "Alan Quartermain" as well as in some short stories.
  18. If they maintain comic book continuity, the reason Hawkgirl repulses Flash's interest -- other than he's a dork -- is that she's married to Carter Hall aka Hawkman, a reincarnated Egyptian prince/slumming alien detective depending on which version you use. With either backstory, Hawkgirl is still a sexy redhead with wings and a BIG mace. Looks like she'd just tell Flash she's unavailable and be done with it. On the other hand, maybe she's the type that enjoys teasing men. Part of her whole macho woman with an ancient weapon thing.
  19. Yep. He needed the disadvantage points and John Silver's cyborg limbs are big and mechanical enough that I figured they'd be pretty heavy, especially if the servo-motors weren't working for some reason. If the power went out, Silver might be stuck having the haul around a motorcycle's worth of weight with his two biological limbs. If he were injured or knocked unconscious, his comrades would be have to carry the robotics plus Silver's 280-300 pounds of biological weight. Since he sails the stars rather than the seas, John Silver isn't likely to drown. However, he'd sink like a heavy safe in water or mud if he encountered them dirtside. Sound plausible?
  20. Avast! That's why I posted 'im, by thunder. I thought about trying to write up Silver's pet, Morph, but it hurt my brain. We're talking about a parakeet-sized blob with the ultimate in shape shifting ability. I would like to see a write-up of the Legacy. Based on the dimensions of ships in the old ICE "Pirates!" supplement, the hull would be somewhere between 60 and 80 feet long, 25 to 40 feet wide, and up to 10 feet deep. Depending on size, sailing ships could be managed by crews as small as 6 or be packed with as many as 300 bloodthirsty pirates. Since Legacy is a fantasy ship you could fudge quite a bit but I thought this might give you a place to start. I think it would be a hoot to have Terran Empire or Trek HERO adventurers overhauled by Silver and crew. Sheer disbelief would probably enable the pirates to board them.
  21. Oops! Forgot to mention that Legacy has a 12-foot unarmed jolly boat stowed on the underside of the bow. It's a miniature version of the main ship with a single solar sail.
  22. Name: Long John Silver Cyborg Val Char Cost 15* STR 5 15 DEX 15 15 CON 10 15 BODY 10 18 INT 8 15 EGO 10 25 PRE 15 10 COM 8 PD 5 8 ED 5 3 SPD 5 6 REC 30 END 31 STUN *25 STR with Cyborg Arm Characteristic Rolls: STR: 12-/14-, DEX: 12-, CON: 12-, INT: 13-, EGO: 12-, PER: 13- Run: 6", Swim: 0", Jump: 3", Lift: 800 kg Cost Powers END/Roll 30 "Cyborg Weapons," Multipower 3 u - "Bulkhead-Buster Missile," RKA 3D6, +1/2 adv AP, +1/2 adv Explosion, -2 limit 1 Charge 3 u - "Switchblade Cutlass," 2D6 HKA (3D6 with STR), 3 END 3 u - "Holdout Pistol," RKA 2D6 Energy, +1/2 adv AP, +1/4 adv 32 Charges, -1 limit OAF Laser Pistol 3 u - "Shield," +6 DCV vs. All Attacks 20 "Cyborg Arm," +10 STR, +1/2 adv 0 END, -1/2 limit Only With Mechanical Arm, plus Stretching 2", +1/2 0END, -1/4 limit Arm Only, -1/4 limit No Non-Combat Stretching "Cyborg Eye" 10 +2 Levels With All Ranged Combat 6 +4 Telescopic Vision 5 UV Vision 3 Talent: Absolute Range Sense Cost Skills, Talents, Perks Roll 3 Acting 14- 2 AK: Space Lanes 11- 3 Conversation 14- 3 Combat Piloting 12- (Sci Fi and Space Vehicles) 3 Climbing 12- 3 Interrogation 14- 2 KS: Pirate Community 11- 3 Oratory 14- 3 Persuasion 14- 3 PS: Cook 13- (INT-based) 3 PS: Pirate 13- (INT-based) 3 Sleight of Hand 12- 3 Streetwise 14- 3 Survival 13- (Space) 3 Systems Operation 13- 3 Tactics 13- 2 TF: Science Fiction and Space Vehicles 2 WF: Common Melee Weapons 2 WF: Energy Weapons 1 WF: Shipboard Weapons 6 +2 Levels with Cutlass 4 Talent: Zero-G Training 100+ Disadvantages 20 Normal Characteristics Maximums 5 Age 40+ 20 Psychological Limitation: Greedy, very common, strong 15 Psychological Limitation: Ruthless, commong, strong 15 Distinctive Features: Cyborg, Spacer, not concealable 15 Physical Limitation: Bulky Cybernetic Implants (800 kg mass, can't swim), All the Time, Slightly 10 Social Limitation 8-: Former Pirate, severe consequences if discovered, not limiting among spaceport underworld culture 10 Extreme Reputation 11-: Captain Flint's First Mate, known only to spaceport scum 10 Watched 11-: Spacer Underworld, more powerful 10 Watched 11-: Spaceport Authority, more powerful 5 Unluck 1D6 OCV: 5 (7 with Cutlass, Ranged Combat); DCV: 5 (11 with Shield); ECV: 5; Mental Def.: 0; Phases: 4, 8, 12 PD/rPD: 8/0 ; ED/rED: 8/0 Costs: Char.: 88 Disad.: 135 Powers: + 149 Base: + 100 Exp.: + 2 Total: = 237 Total: = 237 Source: "Treasure Planet," Walt Disney Productions, 2003 Background: Disney's "Treasure Planet" is arguably a crime against literature. The movie's high-tech update of Long John Silver, however, presents interesting role-playing possibilities. Like his 18th-century Earth counterpart, the futuristic Silver is the crippled former first mate of the notorious pirate Captain Flint. He was content to run a disreputable dockside tavern on the planet Montressor until he learned that Flint's lost treasure may yet be recovered. Now he'll do anything to get a crack at it and will gleefully dispatch anyone who stands in his way. Silver is a born leader, able to motivate at crew by fear, flattery, or personal heroism, depending on the needs of the moment. He's a smooth talker talented at inventing plausible lies on the spot or persuading people who should know better to trust him. Although perfectly willing to employ violence and murder when necessary, Silver prefers to gain his objectives by stealth and cunning. It saves effort in the long run, he believes. Always out for No. 1, Silver will abandon or betray his confederates or even attempt to ingratiate himself with player-characters if events turn against him. Powers and Abilities: Long John Silver is a semi-retired space pirate with the appropriate combat and vehicle skills. His greatest skills are with his flattering, lying tongue. It has kept him out of prison or worse while simultaneously persuading the spaceport underworld that he's still one of them. Note that he lacks Navigation skill; he'll tend to keep player-characters alive as long as one of them can guide him home from his latest outrage. Silver's unusual abilities derive from his cyborg implants. His arm encases what must be the galaxy's most sophisticated food processing system as well as a cutlass blade, an explosive charge useful for breeching merchant cargo holds, and a concealed laser pistol that bears an uncanny resemblance to an ancient flintlock weapon. He can also use the arm's bulk to ward off ranged and hand-to-hand attacks. The arm has robotic if not superhuman strength and can be extended up to 12 feet away (an ability he uses sparingly since it tends to throw him off balance). The electronic eye functions as a low-light targeting scope and grants him extra accuracy with ranged weapons. Disadvantages: Were his former career to be known, Silver could easily face imprisonment or execution. His criminal exploits put in good with his low-life comrades, however, although they keep a wary eye on him in case he should attempt to recover Flint's treasure without them. Finding "the loot of a thousand worlds" is Silver's primary motivation; he'll cheerfully sacrifice his pals to get one step closer to the treasure, all the while persuading them that he's their best buddy and sole means of evading the law. While useful, his cyborg limbs weigh him down mightily. He would be hard for one or even two companions to carry should he become incapacitated, and he'd sink like a rock if he ever encountered a terrestrial sea. Height: cm ( 6' 5"), Weight: 800 kg ( lbs), Sex: Male, Race: Human Cyborg Appearance: John Silver is a large, obese, middle-aged man who lost limbs and sensory organs on his right side during his pirating days. These were replaced by cybernetic implants. His mechanical leg and ear are largely concealed by the bandanas and baggy 18th-century style pantaloons he routinely wears. His electronic eye, however, glares eerily from his face, and his cyborg arm is a bulky monstrosity that reaches almost to his calves. When not sweating in the galley of his spaceport tavern, Silver wears a long black greatcoat over his blouse and pantaloons and a tricorner hat atop the bandana. His choice of clothing and salty-dog language should scream "Pirate!" to anyone familiar with Robert Louis Stevenson's classic "Treasure Island" or even with old adventure movies. Unfortunately, movies are obsolete in Silver's futuristic environment and the space-age Jim Hawkins is a delinquent teen failing high school, so he probably never read the book. The Legacy and Crew: Silver's starship is a soft-science vehicle guaranteed to drive Terran Empire engineers crazy. A Montressor-built merchant vessel with a single laser battery, Legacy resembles a levitating 18th-century sailing ship with thrusters where the rudder should be. It requires a crew to furl and unfurl the sails but these are energy sponges that absorb sunlight to power the ship's engines. Artificial gravity keeps the crew safe on deck but the ship apparently lacks inertial dampeners; G-forces generated by launch can toss crewmen overboard. To avoid this, crewmen often work at the end of long tethers fastened to the deck. Legacy's systems presumably include life support, although in John Silver's universe space may consist of breathable "ether." Legacy is manned by eight to ten of Captain Flint's former shipmates. These are a collection of B-movie space aliens ranging from a dimunitive squid-like helmsman to a spider-like quartermaster to an eight-foot master gunner who is all teeth and claws. ==== Hero System write-up by Kevin Scrivner
  23. Libido and lobotomies Yep, sexy women are Doc's one weakness. He doesn't know what to about them yet he attracts them like a magnet. And he never passes them on to his appreciative henchmen. Re: lobotomies. Well, the novels don't specify that Savage actually removes parts of criminals' brains, just that he performs brain surgery on them to, uh, increase their sense of civic responsibility. Gotham City would be a nicer place to live if Batman were to adopt such tactics. The Shadow or the Spider would just kill the goons and be done with it. On the other hand, there IS something calculating and inhuman about Doc. His emotional aloofness from lesser mortals, his insecurity about woman, his tendancy to manipulate others without developing real relationships all indicate that his super-scientific training may have done strange things to his psyche. You get the uncomfortable suspicion that Clark Savage, Jr., and Marvel Comics' Magneto might see eye-to-eye on some things. On a side note, Superman creators Seigel and Schuster toyed with the idea of an evil genetic superman before they introduced their famous hero. I think their early notions eventually produced the Ultra-Humanite. Also, read the pulp novelette "But Without Horns" (can't recall the author) if you can find it. It's about a group of public-spirited heroes trying to prevent a mutant superbeing from taking over the world. Seems any normal human who encounters him becomes a fanatical worshipper will to throw away his life to satisfy the "god's" slightest whim. And the mutant is pretty callous in how he uses his worshippers.
  24. It's a matter of concept True, Superman could be built on a godawful number of points depending on your interpretation. The difference, though, is the definition of the character. Despite variations over 60-odd years of comics, movies, TV, etc., we all have a pretty good idea of what Supes can do: he's strong, can fly, is hard to hurt, and sometimes displays unusually accute "super senses." You can quibble about exactly how strong he is or how fast he can fly but you don't have to worry about whether he could perform brain surgery or not. He can't. In a critical care situation he'd have to depend on Batman or one of his many Contacts or DNPCs. In contrast, while we know Doc Savage is just strong enough to bend steel bars with his bare hands (if the metal is softened by acid from his utility vest) we never know exactly what he can do -- because he can do nearly anything and do it well. Brain surgery? No problem. He's a licensed physician, surgeon, and medical researcher. Decipher that ancient text? He writes monographs on lost civilizations in his spare time. Tackle that musical theme villain? Easy, since Doc is a master musician and composer himself. Master of disguise, inventor, street brawler (I'd give him Boxing and Wrestling), best friend of any public official the heroes encounter. He's like Superman, Batman, and Reed Richards all rolled into one, and that makes him hard to pin down. He doesn't have a single identifiable schtick. Another difference is personality. Over 60 years we've gotten inside the heads of Superman, Batman, and Reed Richards. We know how they think, how they're likely to react to a situation, we've suffered with them through all of their personal trials and triumphs. But Doc Savage remains an enigma. Even his closest companions don't know what he's up to. He never confides his plans, reveals his feelings, or has a non-business relationship with anyone. He lets his colorful and entertaining assistants bumble around during most of the story, then shows up at the end with all the icy efficiency of the Terminator to rescue them and dispatch the bad guy. Who is he when he's not playing "modern Galahad"? We'll never know. Which may be OK when you're reading a novel but is bad when you're trying to figure out Disadvantages for a write-up.
  25. Nitpicks I find the Desolidification for the bracelets an unusual construction. Why'd you choose that rather than the more typical Missile Deflection (bought to insane skill levels, of course)? "Only" 24 COM? This IS Wonder Woman we're talking about, after all. Va-Voom!
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