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Doc Shadow

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Everything posted by Doc Shadow

  1. Re: Designing a show stopping villain A few of you have guessed that I used to go by the handle of TheImperialKhan around here some years back. Which was the name of a major villain I was planning to use in an upcoming campaign. Well I put quite a bit of work into that character and I was quite proud of how he turned out. So for the first time at the HERO boards let me present The Imperial Khan... THE IMPERIAL KHAN Val Char Cost Roll Notes 65 STR 10 22- Lift 204.8tons; 13d6 [6] 26 DEX 30 14- OCV: 9/DCV: 9 27 CON 20 14- 21 BODY 8 13- 33 INT 23 16- PER Roll 16- 20 EGO 20 13- ECV: 7 50 PRE 20 19- PRE Attack: 10d6 14 COM 2 12- 38 PD 4 Total: 38 PD (30 rPD) 38 ED 4 Total: 38 ED (30 rED) 8 SPD 30 Phases: 2, 3, 5, 6, 8, 9, 11, 12 11 REC 6 50 END 5 80 STUN 16 Total Characteristic Cost: 198 Movement: Running: 19"/76" Flight: 35"/280" Leaping: 13"/26" Swimming: 15"/60" Cost Powers END 22 Muscle Amplification Circuits: +45 STR (45 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 4 9 Positive Reflex Enhancers: +6 DEX (18 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 7 Inertial Nullifiers: +7 CON (14 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 7 Hard Shell: +7 BODY (14 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 13 Impressive Visage: +20 PRE (20 Active Points); OIF (-1/2) 13 Positive Reflex Enhancers: +2 SPD (20 Active Points); OIF (-1/2) 20 Inertial Nullifiers: +30 STUN (30 Active Points); OIF (-1/2) 75 Fusion Powerplant: Endurance Reserve (300 END, 50 REC) Reserve: , Difficult To Dispel (x2 Active Points) (x1 Active Points; +1/4) (87 Active Points); OIF (-1/2) 75 Trititanium Mesh Armor: Armor (30 PD/30 ED), Hardened (+1/4) (112 Active Points); OIF (-1/2) 20 Kenetic Shunt: Physical Damage Reduction, Resistant, 50% (30 Active Points); OIF (-1/2) 20 Energy Shunt: Energy Damage Reduction, Resistant, 50% (30 Active Points); OIF (-1/2) 48 Mento-nullifiers: Mental Damage Reduction, Resistant, 75% (60 Active Points); IIF (-1/4) 3 Helmet Defenses: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) 3 Helmet Defenses: Hearing Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) 3 Trititanium Armor: Lack Of Weakness (-5) for Resistant Defenses (5 Active Points); OIF (-1/2) 25 Anti-Magnetic Shielding: Force Field (30 PD/30 ED), Reduced Endurance (1/2 END; +1/4) (75 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Only vs. Magnetic based attacks; -1 1/2), OIF (-1/2) 3 21 Iron Will: Mental Defense (20 points total), Hardened (+1/4) (21 Active Points) 17 Multi-Phasic Sheathing: Power Defense (21 points), Hardened (+1/4) (26 Active Points); OIF (-1/2) 22 Scimitar: Killing Attack - Hand-To-Hand 1d6+1 (2 1/2d6 w/STR), +1 STUN Multiplier (+1/4), Armor Piercing (+1/2), Reduced Endurance (0 END; +1/2) (45 Active Points); OAF (-1) 80 Particle Blasters: Multipower, 120-point reserve, (120 Active Points); all slots OIF (-1/2) 6u 1) Normal Mode: Energy Blast 18d6 (90 Active Points); OIF (-1/2) 9 5u 2) Super-charged Mode: Energy Blast 24d6 (120 Active Points); Increased Endurance Cost (2x END; -1/2), OIF (-1/2), Beam (-1/4) 24 6u 3) Conservation Mode: Energy Blast 12d6, Reduced Endurance (0 END; +1/2) (90 Active Points); OIF (-1/2) 6u 4) Tight-beam Mode: Energy Blast 12d6, Armor Piercing (+1/2) (90 Active Points); OIF (-1/2) 9 6u 5) Explosive Mode: Energy Blast 12d6, Explosion (+1/2) (90 Active Points); OIF (-1/2) 9 5u 6) Phase-Shift Mode: Energy Blast 10d6, Affects Desolidified Any form of Desolidification (+1/2) (75 Active Points); OIF (-1/2) 7 8u 7) Power Mode: Killing Attack - Ranged 8d6 (120 Active Points); OIF (-1/2) 12 67 Secondary Weapons: Multipower, 101-point reserve, (101 Active Points); all slots OIF (-1/2) 7u 1) Tech Nullifier: Dispel Technological based powers 11d6, All Powers Simultaneously (+2) (99 Active Points); OIF (-1/2) 10 4u 2) Localized High Gravity Field: Telekinesis (33 STR), Area Of Effect (5" Radius; +1) (99 Active Points); Only to pull objects down to the ground and hold them there (-1), OIF (-1/2) 10 6u 3) Charged Neutrino Pulse: Energy Blast 12d6, No Normal Defense (+1/2) (90 Active Points); OIF (-1/2) 9 5u 4) Stun Beam: Energy Blast 8d6, No Normal Defense (+1) (80 Active Points); OIF (-1/2) 8 4u 5) Hyper-Velocity Kenetic Penetrators: Killing Attack - Ranged 6 1/2d6, 16 Charges (+0) (100 Active Points); Costs Endurance (-1/2), OIF (-1/2), Beam (-1/4) 10 50 Grav Thrusters: Multipower, 75-point reserve, (75 Active Points); all slots OIF (-1/2) 4u 1) Flight Mode: Flight 25", Improved Noncombat Movement (x8) (60 Active Points); OIF (-1/2) 6 2u 2) Hypersonic Flight Mode: Flight 10", Megascale (1" = 1 km; +1/4) (25 Active Points); OIF (-1/2) 2 1u 3) Aqua Mode: Swimming +13" (15" total) (Improved Noncombat Movement (x4)) (18 Active Points); OIF (-1/2) 2 2u 4) Skimmer Mode: Running +13" (19" total), Improved Noncombat Movement (x4) (31 Active Points); OIF (-1/2) 3 27 Sensor/Comm Systems: Multipower, 40-point reserve, (40 Active Points); all slots OIF (-1/2) 1u 1) Active Sonar (Hearing Group), Increased Arc Of Perception (360 Degrees) (20 Active Points); OIF (-1/2) 2u 2) Detect Energy 16- (Unusual Group), Discriminatory, Analyze, Targeting Sense, Telescopic (+1 versus Range Modifier), Tracking (31 Active Points); OIF (-1/2) 1u 3) High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2) 1u 4) Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2) 1u 5) Ultrasonic Perception (Hearing Group) (3 Active Points); OIF (-1/2) 1u 6) Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-1/2) 16 Inertial Nullifier: Knockback Resistance -10" (20 Active Points); IIF (-1/4) 13 Life Support System: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); OIF (-1/2) 10 Offset Imager: +3 with DCV (15 Active Points); IIF Fragile (-1/2) 3 Ultraviolet Lamp: Sight Group Images x2 Radius (+1/4) (10 Active Points); Limited Power Only for those with Ultraviolet Vision (-1 1/2), Only To Create Light (-1), OIF (-1/2) 1 110 Ancient Sorcery: VPP (Magic Pool), 55 base + 55 control cost, Powers Can Be Changed As A Zero-Phase Action (+1) (110 Active Points) The Way of the Warrior Maneuver OCV DCV Notes 4 Counterstrike +2 +2 17d6 Strike, Must Follow Block 5 Defensive Strike +1 +3 15d6 Strike 4 Fast Strike +2 +0 17d6 Strike 4 Killing Strike -2 +0 HKA 2d6 4 Martial Block +2 +2 Block, Abort 4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort 4 Martial Escape +0 +0 90 STR vs. Grabs 3 Martial Throw +0 +1 15d6 +v/5, Target Falls 3 Takedown +1 +1 15d6 Strike; Target Falls 8 +2 HTH Damage Class(es) Perks 60 Follower – 4 Major Lieutenants (250 +150 disads) 40 Follower – 8 Minor Lieutenants (150 +125 disads) 60 Follower – 125 Top Military Commanders (125 +75 disads) 100 Follower – 50,000 Troops (100 +50 disads) 21 Fringe Benefit - The Imperial Khan is the Supreme Ruler of Taqiristan, His word is absolute law: Federal/National Police Powers, Head of State, Low Justice: Character has the right to mete out justice., Member of the Aristocracy/Higher Nobility 15 Money: Filthy Rich 2 Reputation - Iron-fisted Ruler of Taqiristan (A large group - most of the world) 11-, +1/+1d6 2 Reputation - Scourge of the Desert (A medium-sized group - in the Middle East) 11-, +2/+2d6 3 Reputation - Stern but Fair Ruler and Protector (A small to medium sized group - The Taqiri people) 14-, +3/+3d6 200 The Khan's Palace and several lesser strongholds 152 250 Scorpion Grav Tanks (similar to US M1A1 Abrams MBT ) 120 900 Lancer Armoured Fighting Vehicles (similar to US M2 Bradley IFV) 109 125 Lightningbolt Multi-role Fighters (virtually identical to the US F-22 Raptor) Talents 3 Absolute Range Sense 3 Absolute Time Sense 3 Bump Of Direction 5 Eidetic Memory 3 Lightning Calculator 10 Resistance: 10 points Skills 3 Analyze: Combat 16- 3 Bureaucratics 19- 3 Combat Driving 14- 3 Combat Piloting 14- 24 +3 with All Combat 3 Computer Programming 16- 3 Conversation 19- 3 Cryptography 16- 3 Deduction 16- 3 Electronics 16- 3 Forensic Medicine 16- 3 High Society 19- 3 Interrogation 19- 9 Inventor 19- 3 Mechanics 16- 8 Navigation (Air, Astral, Dimensional, Land, Marine, Space, Temporal) 16- 3 Oratory 19- 3 Paramedics 16- 15 +5 vs. penalties with all attacks 3 Persuasion 19- 13 Power: Magic 21- 5 PS: Chess Master 18- 6 PS: Benevolent Dictator 19- 3 PS: Scientist 16- 3 PS: Warrior 16- 3 Riding 14- 3 Security Systems 16- 30 +3 Overall 20 +4 with all sciences 8 Survival (Temperate/Subtropical, Tropical, Desert) 17- 3 Systems Operation 16- 5 Tactics 17- 28 TF: Common Motorized Ground Vehicles, Mecha, Riding Animals, Science Fiction & Space Vehicles, Balloons & Zeppelins, Carts & Carriages, Combat Aircraft, Helicopters, Large Military Ships, Large Motorized Boats, Large Planes, Large Rowed Boats, Large Wind-Powered Boats, Parachuting, Advanced, Parachuting, Basic, Rafts, Small Military Ships, Small Motorized Boats, Small Planes, Small Rowed Boats, Small Wind-Powered Boats, Snowmobiles, Submarines, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles 20 WF: Common Melee Weapons, Common Missile Weapons, Early Firearms, Emplaced Weapons, Siege Engines, Small Arms, Flamethrowers, General Purpose/Heavy Machine Guns, Grenade Launchers, Homemade Weapons, Shoulder-Fired Weapons, Staffs, Vehicle Weapons 11 Weaponsmith (Biological Weapons, Chemical Weapons, Energy Weapons, Firearms, Incendiary Weapons, Mecha Weapons, Missiles & Rockets, Muscle-Powered HTH, Muscle-Powered Ranged, Powered Armors) 16- 3 Linguist 3 1) Language: Arabic (Idiomatic, native accent (Taqiri is native)) (4 Active Points) 3 2) Language: Berber (Idiomatic, native accent) (4 Active Points) 3 3) Language: English (Idiomatic, native accent) (4 Active Points) 2 4) Language: French (Completely Fluent, w/Accent) (3 Active Points) 2 5) Language: German (Completely Fluent, w/Accent) (3 Active Points) 3 6) Language: Greek (Idiomatic, native accent) (4 Active Points) 3 7) Language: Hebrew (Idiomatic, native accent) (4 Active Points) 2 8) Language: Japanese (Completely Fluent, w/Accent) (3 Active Points) 3 9) Language: Latin (Idiomatic, native accent) (4 Active Points) 3 10) Language: Mandarin (Idiomatic, native accent) (4 Active Points) 4 11) Language: Persian (Imitate dialects) (5 Active Points) 1 12) Language: Punjabi (Fluent Conversation) (2 Active Points) 3 13) Language: Russian (Idiomatic, native accent) (4 Active Points) 2 14) Language: Spanish (Completely Fluent, w/Accent) (3 Active Points) 3 Scholar 1 1) AK: Africa (2 Active Points) 11- 1 2) AK: Europe (2 Active Points) 11- 1 3) AK: Hong Kong (2 Active Points) 11- 1 4) AK: Southeast Asia (2 Active Points) 11- 6 5) AK: Taqiristan (7 Active Points) 20- 2 6) AK: The Americas (3 Active Points) 16- 3 7) AK: The British Isles (4 Active Points) 17- 2 8) AK: The Himalyas (3 Active Points) 16- 4 9) AK: The Middle East (5 Active Points) 18- 2 10) AK: The Soviet Union (3 Active Points) 16- 2 11) KS: Chess (3 Active Points) 16- 2 12) KS: Great Scientists, Engineers and Inventors (3 Active Points) 16- 1 13) KS: Hidden Secrets of History (2 Active Points) 11- 1 14) KS: Martial Arts (2 Active Points) 11- 3 15) KS: Super-Tech (4 Active Points) 17- 2 16) KS: Superheroes/villians (3 Active Points) 16- 2 17) KS: The Arab World (3 Active Points) 16- 2 18) KS: The Mercenary World (3 Active Points) 16- 2 19) KS: The Oil Business (3 Active Points) 16- 3 20) KS: World Militaries (4 Active Points) 17- 2 21) KS: World Politics (3 Active Points) 16- 3 Scientist 2 1) SS: Aeronautics 16- (3 Active Points) 2 2) SS: Astrology 16- (3 Active Points) 2 3) SS: Astronomy 16- (3 Active Points) 2 4) SS: Biology 16- (3 Active Points) 1 5) SS: Botany 11- (2 Active Points) 2 6) SS: Chemistry - Non-organic 16- (3 Active Points) 2 7) SS: Chemistry - Organic 16- (3 Active Points) 2 8) SS: Computer Science 16- (3 Active Points) 1 9) SS: Ecology 11- (2 Active Points) 2 10) SS: Electronics 16- (3 Active Points) 2 11) SS: Engineering 16- (3 Active Points) 2 12) SS: Genetics 16- (3 Active Points) 2 13) SS: History 16- (3 Active Points) 2 14) SS: Mathematics 16- (3 Active Points) 2 15) SS: Metallurgy 16- (3 Active Points) 1 16) SS: Meteorology 11- (2 Active Points) 2 17) SS: Physics - Bio 16- (3 Active Points) 2 18) SS: Physics - Dimensional 16- (3 Active Points) 1 19) SS: Physics - Nuclear 11- (2 Active Points) 2 20) SS: Physics - Temporal 16- (3 Active Points) 2 21) SS: Physics 16- (3 Active Points) 2 22) SS: Psychology 16- (3 Active Points) 2 23) SS: Robotics 16- (3 Active Points) 2 24) SS: Sociology 16- (3 Active Points) 2 25) SS: Weapons Technology 16- (3 Active Points) 3 Traveler Total Powers & Skill Cost: 2242 Total Cost: 2440 500+ Disadvantages 105 Dependent NPC: The People of Taqiristan 8- (Infrequently), Normal, Group DNPC (x524288 DNPCs) 10 Distinctive Features: Heavy Gray Armor Easily Concealed, Always Noticed and Causes Major Reaction, Detectable By Commonly-Used Senses 25 Hunted: Doctor Doom 8- (Occasionally), More Powerful, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish 20 Hunted: Magneto 8- (Occasionally), As Powerful, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish 20 Hunted: World Governments 11- (Frequently), More Powerful, NCI, PC has a Public ID or is otherwise very easy to find, Watching 20 Psychological Limitation: Convinced that only he is fit to rule the world Common, Total 20 Psychological Limitation: Imperious Manner Very Common, Strong 5 Reputation: Dangerous Supervillian, Frequently (11-), Only among superheroes and their close associates 10 Rivalry: Doctor Doom: Professional (Rival is More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 1705 Experience Points Total Disadvantage Points: 235 Background/History: Little is known of the man who calls himself The Imperial Khan. Mostly rumor and propaganda, but this gives us a place to start. That he is a half-caste is obvious. The best estimates indicate that he is the only child of a former prince of the Taqiri Royal Family and an English noblewoman whom the Prince met when he was acting as Ambassador to the court of St. James. Although the old royal family was reported slain during the coup that brought General Tarassoly to power in 1968 there were rumors that the 6-year old prince was spirited away by a loyal retainer. Where the boy was taken is unclear but a best guess would be somewhere within British territory. Some indicators point to Canada, others to Ceylon and still others to England itself; unless the Khan someday chooses to reveal it, the truth will likely never be known for certain. What most agree upon is that the boy would not have stayed in any one place for very long as Tarassoly's Secret Police were certain to be on his trail. The Khan's demonstrated broad knowledge of places and languages would seem to confirm this. In 1975 after a tenement fire in Hong Kong that destroyed several blocks and cost an unknown number of people their lives, three Taqiri agents returned home bearing a particularly large diplomatic bag. When the three were feted to a lavish banquet by the General, and given sizable estates as well, it was concluded that the young prince had finally met his end. It is now believed that the boy had in fact faked his death using a double that was able to fool the identification techniques in use at the time. Soon after, a particularly bright student by the name of Asad Sharif was enrolled in Trinity College at Cambridge. His manner was aloof and commanding but he was not afraid to get his hands dirty and was known to work harder at both his studies and his private research than any of the other students. He had few friends but those that he did accept as friends defend him with a loyalty bordering on fanatical even today. In 1978 he received a degree in Engineering, followed a year later by a second in Chemistry and in 1980 by double doctorates in Physics and Aeronautics. It was at about this time that Sharif was approached by a recruiting officer from the British Army and was offered a commission as a Lieutenant. Sharif accepted and was sent to the Royal Military Academy at Sandhurst were he earned high honors. In 1982 he led a commando team in the liberation of the Falkland Islands and was award the Victoria Cross for valour. After 6 years of exemplary service during which he had risen to the rank of Major, Sharif resigned his commission and formed a mercenary outfit operating out of a villa on a tiny island in the Med. Sharif and his mercenaries were undeniably some of the most skilled professional soldiers ever to take up arms for profit and in fact commanded fees that were more than triple what others received for similar assignments. Eventually Sharif's mercenary command grew to brigade size, it had started as little more than an oversized company, and began to be employed more and more as a security force against attack by the major terrorist agencies and super-criminals. Then in 1996 Sharif was confronted by an enemy that he couldn't defeat - Magneto. The mutant master of magnetism swept the elite mercenaries aside as though they were unruly children as he drove toward his goal until all that stood between him and it was a battered but defiant Asad Sharif. "You cannot win," the mutant stated as with a gesture he sent Sharif's weapon flying from his hands. The mercenary's shoulders slumped, his head bowing in defeat for but a moment before snapping up again, defiance blazing in his eyes. "Neither can you!" he said as his finger triggered the explosive charge that destroyed the prize that the mutant sought. The explosion sent the mercenary flying to land in a broken heap nearly 40 meters away. The mutant master of magnetism picked Sharif up and holding him suspended in air before him snarled, "You'll pay for that, human!" Then with a powerful gesture sent the mercenary flying across the sky and out of sight. No one is quite certain how Asad Sharif managed to survive being thrown what we estimate to be over four hundred miles into the middle of the Western Sahara, but a man matching Sharif's general description was seen to emerge from the desert some six months later and make his way to the port of Algeirs. From there he took passage on a freighter to the mercenary's base but when he arrived he found the villa destroyed and plundered. He remained only long enough to salvage a few items before leaving by a small hidden submarine that had escaped destruction. Sharif then travelled to Calcutta and from there deep into the Himalayas where he disappeared only to return after some three years in the mountains. From what little he has let slip he apparently spent the years training in two different monasteries. In one he was taught the powerful martial art known as "The Way of the Warrior"; while in the other he was schooled in arcane arts of magic and sorcery. And through both schools his force of will and purpose was strengthened to a diamond hardness. When he emerged from the mountains he was cloaked and his face hidden by a mask, he told no one his name but set about recruiting a new and larger mercenary army. He equipped them lavishly, with weapons and vehicles that were not yet in service even in the industrialized West. He bid them to travel to a location in Afghanistan near the Taqiri border and await him there. Ten days later, wearing the armor and cloak that would become his trademark, The Imperial Khan arrived. Across the border they swept, crushing the resistance from General Tarassoly's army with ease and liberating hundreds from the corrupt general's prisons as they rolled toward the capital. In their advance however the Khan took the time to completely obliterate the estates of the three agents who had supposedly killed the young prince thirty years earlier, as well as personally slaying the agents. Within a matter of a week, just seven days, The Usurper Tarassoly had been swept from power and beheaded for his crimes against the Taqiri people. The Imperial Khan proclaimed himself to be the long lost Prince and thus true ruler of Taqiristan. As proof he produced the jeweled scimitar of the Royal Family and the people welcomed him with open arms. Since taking power Sharif has shown himself to be a wise and just ruler, if often imperious in his manner and a bit hot-headed at times. One of his first acts was to sweep the drug traffickers, that Tarassoly had allowed sanctuary, out of the country. Following this he set up schools and public works projects that are rapidly transforming the country. He demands loyalty above all else but has done much to care for his people, and the Taqiri standard of living has risen sharply in the years since his ascension to power. The question on everyone's mind, particularly given the ease with which he defeated General Tarassoly, is: will The Imperial Khan be satisfied with Taqiristan or will he attempt to expand his power? Are we looking at the rise of another Victor Von Doom? Our best estimates indicate that the Khan will be another two or three years setting domestic concerns to right followed by a possible campaign against the Brotherhood of Evil Mutants. But it must be admitted that there is only a 47% probability of this happening. Put bluntly at this point in time The Imperial Khan is very much a wild card in international politics. Quote: "So states The Imperial Khan!" Appearance: The Imperial Khan is rarely seen outside of his powerful battlearmor but those who knew him before described him as a moderately tall, well muscled man with rugged good looks. He wore a neatly trimmed black beard and moustache as was customary for many Taqiri, his bright blue eyes made more startling by his dark complexion. Today he is believed to be clean shaven, with his hair cut very short, possibly even shaved off. His manner, always commanding, has become more and more imperious over the years although he can rein it in when need be. His armor is iron grey in color (although he does have a bright silver armor for truly formal occasions) and is somwhat old-fashioned in appearance. This is merely a visage however, the Khan's armor is actually the very latest high technology. He also wears a hooded white cloak (purple with his formal armor) trimmed with gold. At his side the Khan wears the ivory-handled scimitar that has been in his family for over 700 years and may in fact date back to before the Great Flood and a previously unknown epoch of humanity that may have existed thousands of years in the distant past. If the Khan has dated the blade to confirm this he has told no one the results.
  2. Re: Your characters, favorite by Archetype Brick – Thor, yes, the Marvel version of Thor, ran him for a couple of years and had a great time with him too. Energy Projector – Although most of my characters have good abilities in this area, none of them are classic Energy Projectors. I’d guess that Centurion probably comes closest. Gadgeteer – Nighthawk, my Nighthawk, not the guy with the duck on his head. Although being a Batman clone he also qualifies as a Martial Artist, he usually relied a bit more on his utility belt. Martial Artist – Again I rarely ran a straight Martial Artist but Nighthawk, Patriot and, to a certain degree, Longbow, could fit in here. Mentalist – never ran one. Metamorph – never ran one. Mystic – The closest thing I had to a mystic would have to be Doctor Polaris, a powered armor user who backed up the armor with substantial mystical powers. Patriot/Avatar – This would have to be Patriot, the WWI war hero, and Pulp era adventurer who went on to become the game world’s Captain America. Powered Armor – Centurion, it has to be Centurion. I waited nearly 10 years to be able to finally play him and then did so for 7 more years. Speedster – never ran one, although I did build one called Greased Lightning, I never got the chance to play him. Weapon Master – The closest I had to this would have been Longbow, but again, I never got the chance to play him.
  3. Re: One copy of 'Lands of Mystery' available at Noble Knight Games! I'd like to add my voice to those requesting more Pulp HERO supplements, particularly Lands of Mystery revamped for 5ER. I know the line didn't sell as well as we had all hoped but perhaps you guys could manage perhaps one supplement a year. Please.
  4. Re: Your version of the Champions In 25 years of playing the game I've never used the Champions. They always seemed like just sample characters to me. I usually used the Avengers or the JLA instead, sometimes both at once. But since my campaigns were set far away from their stomping grounds the players rarely saw them unless they decided to seek them out.
  5. Re: Favorite Tactics against High DCV? Bloodhound bio-signature homing missiles work wonders. And they're really hard to spoof.
  6. Re: WWCYD: Lethal Force is Authorized My characters would have already taken that step. It is war after all. And none of them have a CAK anyway.
  7. Re: Pulp sci-fi Actually I had thought Britain's GNP was larger than Germany's. But Britain and France also had a lot of catching up to do. Germany's military was completely dismantled and a new one built in the years between WWI and WWII, while the French and particularly the British downsized their armies and basically sat on their laurels for the next 20 years. They didn't need to spend all that money modernizing, they had won after all. In addition the German economy had ben focussing on producing military equipment since about 1936 or there about. The British didn't even start a small military build up until 1938. The political will just wasn't there under the Baldwin and Chamberlain governments. Once the war actually began 68 years ago, both nations fought bravely but with tactics and equipment from the last war. It was a losing proposition from the start. As France was falling so was the Chamberlain government in the UK. The Miracle of Dunkirk occurred, followed by the French surrender and suddenly the UK had lost her biggest ally, her foothold on the continent and most of her army's equipment. Most countries would have simply given up and accepted a negociated peace, which was what Hitler was hoping for. But the UK, with a tenacity that can only be admired, hunkered down rebuilt her army and held off the Nazis, pretty much alone, for the next 2 years. The US sent raw materials and, after the heroic efforts of the RAF in the Battle of Britain, war supplies. But the average American was isolationist and had no desire to send their sons off to die in Europe again. They did not recognize the true depth of the Nazi evil at the time. Very few people did. And looked at the war as just another in a long series of European wars that had nothing to do with them, and in any case with so many Americans still out of work they had their own problems. Was this attitude short-sighted? Certainly. But it was also understandable. Roosevelt wanted to get involved but he didn't have the popular support to do so. As such he was very limited in what he could do in the face of the neutrality laws that had been passed. Now once the US entered the war, victory was a forgone conclusion. Not because Americans are uber fantastic soldiers (they aren't), or because American Generals are tactical and strategic geniuses (only Patton was, the rest were mostly just competant), or because American guns, tanks, planes and ships were superior to everyone else's (some were, some weren't, and some were clearly inferior). No, victory was a forgone conclusion because of the incredible industrial capacity of the United States, which, at the time, dwarfed every one else's. World War Two was not won on the battlefield, or in the air, or at sea. It was won in the factories of the United States. This does not belittle the effort of the fighting men and women of any nation. From the legendary bravery of the men and women of the French Resistance, to the bulldog tenacity in the face of overwhelming odds of the RN, RAF and British Army. From the grim waves of Russian soldiers determined to drive the invaders from their soil, to the cheerful, nothing-is-impossible, can-do of the Yankee GI. Every one of them truly deserve the appelation that Tom Brokaw gave them - The Greatest Generation. To belittle the sacrifice of any of them, is to do so, to all of them. As for Hard Vacuum, the French economy had been reduced to whatever was in a few colonies scattered across the globe. They had no resources to spare for it. Likewise the British also had other concerns, but they still managed to build the biggest ship in space at the time - HMS Destructor. Perhaps next time you could check things out before you spout off.
  8. Re: Your Superhero Identity for Today Calculating your superhero identity for the day... Rummaging through your hope chest... Searching FBI databases... Spitting plasma streams into the stratosphere... Your Superhero Identity For Today Is: Name: The Mighty Stupid Man Secret Identity: Arnold Blackploughman Special Power: Super Stupidity Transportation: Super-hop Weapon: Fist of Braincell Killing Costume: Aluminum Foil Spacesuit with Beach Towel Cape Sidekick: Airhead Girl Nemesis: Mister Brains and his sidekick Smart Alec Tragic Flaw: Has trouble remembering things, particularly his own name Favorite Food: German Chocolate Cake
  9. Re: Your Superhero Identity for Today Calculating your superhero identity for the day... Checking with NASA... Looking high and low... Sending data packets to Jupiter via gravity wave transmission... Your Superhero Identity For Today Is: Name: Black Person Secret Identity: Alfred Franklin Special Power: Freezing Tentacles Transportation: Quantum Car Weapon: Psionic Spear Costume: Bronze Coveralls Sidekick: Bufurt Nemesis: Arnold the Sneaky Tragic Flaw: Laziness Favorite Food: Cheez Whiz
  10. Re: Your Superhero Identity for Today Calculating your superhero identity for the day... Rummaging through your unpublished autobiography... Playing a few hands of virtual canasta... Tossing electrons in the air... Your Superhero Identity For Today Is: Name: Light Cat Secret Identity: Sidney Saunders Special Power: Blazing Toes Transportation: Quantum Minivan Weapon: Quantum Spear Costume: Hardened Gauntlets Sidekick: Bobo Nemesis: Harold the Unspeakable Tragic Flaw: Addicted to yogurt Favorite Food: Cashews
  11. Re: Your Superhero Identity for Today Calculating your superhero identity for the day... Computing the square root of 1784657... Looking high and low... Analyzing waveform data... Your Superhero Identity For Today Is: Name: Thunder Flame Secret Identity: Steel Awesome Special Power: Invisibility Transportation: Alien Minivan Weapon: Psionic Flare Costume: Silver Underwear Sidekick: Sundance Nemesis: Marvin the Ripper Tragic Flaw: Laziness Favorite Food: Ritz Crackers
  12. Re: Your Superhero Identity for Today Calculating your superhero identity for the day... Scanning radio telescope images... Attempting to contact your third grade teacher... Tossing electrons in the air... Your Superhero Identity For Today Is: Name: Scary Lad Secret Identity: Donald Fake Special Power: Magnetic Gaze Transportation: Quantum Bicycle Weapon: Ultra Blunderbuss Costume: Golden Gauntlets Sidekick: Merry Nemesis: Harold the Elder Tragic Flaw: Addicted to spinach Favorite Food: Onion Rings
  13. Re: Your Superhero Identity for Today Calculating your superhero identity for the day... Computing the square root of 1784657... Finding someone to vouch for you... Following a trail of cyber-crumbs... Your Superhero Identity For Today Is: Name: Captain Wolf Secret Identity: Frank Furstenhiemer Special Power: Power Energy Transportation: Quantum Car Weapon: X-Ray Spear Costume: Alligator Helmet Sidekick: Pippin Nemesis: Ming the Ugly Tragic Flaw: Laziness Favorite Food: Salad
  14. Re: Your Superhero Identity for Today Calculating your superhero identity for the day... Computing the square root of 1784657... Shuffling electrons... Beaming psychotronic energy to Pittsburgh... Your Superhero Identity For Today Is: Name: Blue Ox Secret Identity: Oliver Hascomb Special Power: Flaming Chopsticks Transportation: Quantum Bicycle Weapon: Dimensional Cannon Costume: Leopard Skin Skin Sidekick: Black Dan Nemesis: John the Blue Tragic Flaw: Fear of snakes Favorite Food: Cake
  15. Re: Your Superhero Identity for Today Calculating your superhero identity for the day... Scanning radio telescope images... Looking high and low... Analyzing waveform data... Your Superhero Identity For Today Is: Name: Storm Brother Secret Identity: Willy Tanhauser Special Power: Somatic Fart Transportation: Shamu the Elephant Weapon: Neutron Blade Costume: Silk Cape Sidekick: Samwise Nemesis: Tim the Ugly Tragic Flaw: Fear of snakes Favorite Food: Green Beans
  16. Re: Question about Pulp Hero Unfortunately not. At the moment they only exist in my imagination. Although if I had enough players I'd be real tempted to run a campaign based around the idea, and if I could I'd love make them into a movie series. The Lin Carter books that they were inspired by are currently out of print but you might be able to find them in some used bookstores somewhere.
  17. Re: Gestalt is Online Read the interview, downloaded the rest so I can read it when I have more time. But so far it sounds interesting.
  18. Re: Question about Pulp Hero OK I'm back now. I have been told that my Green Star series idea bares a distinct resemblance to quite a few Fantasy stories, the vast majority of which I've never read. But to be quite honest the theme is by no means a new one, nor are the variations. They're just put together in a way that is pleasing to me. Basically we have a none too extraordinary man (a 150 pt. Standard Hero), Eric Carter, who is a writer (non-fiction military history & historical novels), a mid-level martial artist (about 8-12 pts), and a pretty good fencer (10-15 pts). He's in decent shape but is not Arnold or The Rock by any stretch of the imagination. An aged wizard, in answer to a prophecy from a thousand years ago, summons him to the world of the Green Star. The prophecy foretold that when the stars were in a particular alignment, a hero would be summoned who would lead the enslaved people of the Empire to freedom. At first Carter is reluctant to assume his destined role, wanting only to return his quiet home in the Sierras, but after witnessing the cruelty of the Empire first hand he pledges to help bring it down. The fact that there’s this really hot chick named Jaleesa, wearing the stereotypical chain-mail bikini, there doesn’t hurt either. There are the usual rebel leaders, the aged wizard (who burned through most of his magic bringing Carter here), and of course, comic relief sidekick (Jaleesa’s kid brother) who grows in competence throughout the series although he remains unlucky. The third major character (behind Carter & Jaleesa), however, is the Empress Zandara. Zandara is even more beautiful than Jaleesa, intelligent, and highly skilled in a multitude of arts and sciences. She is also completely and irredeemably evil. Think Ilsa: She-Wolf of the SS crossed with Augustus Caesar and you’re pretty close to Zandara. In the first story – Beneath the Green Star, all the characters are established and Carter leads the rebels to their first victory, mainly through advanced tactics. The tech is basically around 17th/18th century so both sides have flintlocks and cannon, but swords and armor haven’t disappeared yet. The swords, however are still longswords and broadswords, modern fencing has never been developed here so the sword fighting is still the brute strength type typical in most fantasy settings. Carter’s fencing skill gives him a real advantage over those guys that offsets his lack of muscular strength. In the Light of the Green Star picks up the story a few months later as the rebels begin a major campaign to free a large part of the Empire. They’ve been holding their own since the last movie while their gunsmiths begin churning out the first cap-and-ball revolvers and adapting their old flintlocks over to caplock rifles and the minie-ball. Those two major technological advantages allow the rebels to succeed in freeing about a quarter of the Empire. In By the Green Star’s Glow the Empress, enraged by the very existence of the newborn Republic, assembles and personally leads an army determined to crush the rebellion and re-establish her supremacy. She has managed to acquire enough samples that the Empire now has caplocks and revolvers in addition to a much larger army. The battle is furious but Carter’s latest innovation, grapeshot, evens the odds. In the final battle Carter and Zandara face one another in a running gun and sword fight all the way back to her palace where he finally kills her. Then negotiates a cease-fire with the young Princess Zathra’s regents. He and Jaleesa marry and live happily ever after … Well … not quite. But that’s another post.
  19. Re: Question about Pulp Hero I have all the Callisto books but they're more Pulp/Fantasy than Pulp/SciFi. Still enjoyed them although the first three are the best of the lot. Haven't been able to find the Green Star ones although I did have an idea for a series of seven Fantasy/Action movies based on the name. I'll go into it tomorrow. Right now bed is calling.
  20. Re: Question about Pulp Hero I don't think you're gonna get it by watching Flash Gordon on SciFi. Maybe you should try reading some of ERB's Carson of Venus series. Or watch the old Filmation Flash Gordon cartoon series. There was so much pulp in that, it got caught between your teeth. :earth:
  21. Re: Indiana Jones opportunity? I would tend to agree that this is highly unlikely. I don't know what HERO's finances are like right now, but I do know that licences for movie characters tend to be very expensive, particularly when you add Lucas, Spielberg and Ford into the mix. I doubt HERO could afford it. In any case the big thing is to adventure in the same universe as, and possibly meeting and fighting alongside, your movie heroes. You might need a licence to re-create the Star Wars universe for example. But Indy's universe is pretty much our own with a little bit of magic added in. Pulp HERO does a fine job of giving us that without needing a licence and I'm reasonably certain that anyone who wanted to put Indiana Jones in their campaign has already created a home grown version using the Pulp HERO package deals. Oh, if it were cheap enough I could see doing official HERO versions of the iconic Indiana Jones characters. But I tend to doubt it'll happen. Mind you, HERO should definately try to have some Pulp HERO material ready to come out at the same time as Indy IV to take advantage of the publicity surrounding the movie. By the same token, bringing Ultimate Armor out to coincide with the premiere of Iron Man would also be a sound move. But I'm sure Steve and Darren know this already and don't need me to tell them about marketing. The point I'm trying to make is: take advantage of the big movie studios and their publicity departments where you can. But don't break the bank to do so.
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