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seneschal

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Everything posted by seneschal

  1. The real Thirty Years' War was horrific enough. Four out of five German villages were destroyed by battles between the assorted Catholic and Protestant forces. And that's before you factor in disease, starvation (couldn't grow crops with all that shooting going on), general anarchy and lawlessness, and witchcraft and werewolfery trials. The war might have actually ended earlier than it did, but Cardinal Richelieu (of Catholic France) actually funded the Protestant side to keep it going. Seems supporting the Pope was less important than ensuring that a united Germany didn't threaten France. Post-apocalyptic indeed.
  2. I've posted Superworld/BGB write-ups of The Penguin, Birdman, and Hawkman in the Superworld thread in the More Games section. http://basicroleplaying.com/showthread.php/3425-Superworld/page6 Without meaning to, I somehow got on a bird theme. However, here's a non-avian villain (although he did oppose Hawkman): The Shadow-Thief Source: The Brave and the Bold #36, June-July 1961 Convicted burglar Carl Sands spent his incarceration brooding over the fact that his shadow had given away his hiding place to the police. After his release, he became an amateur physicist, making a particular study of the properties of light. One of his experiments opened a portal to a parallel dimension, where a trapped alien being was calling for help. Sands rescued the alien, who rewarded him with an unearthly wrist-mounted gadget called the Dimensiometer, which enabled him to shift his body partially into another world, leaving only his shadow behind. Accompanying the device was a pair of long gloves which would enable Sands to grasp objects on Earth while in shadow form. Sands, of course, immediately applied these well-meant gifts to crime and persisted in his activities even after his alien benefactor warned him the Dimensiometer’s continued use would eventually bring on a new ice age, ending life on Earth. Card Sands is a wiry Mediterranean-looking man with a Vandyke beard. In addition to possessing burglary skills, he has become a competent scientist and inventor. As the Shadow-Thief he wears a ninja-like catsuit and hood (though these have no affect on his powers) along with the Dimensiometer. When intangible, he appears only as an elongated silhouette and is able to seize valuables and walk through walls while remaining unaffected by bullets, gas, flame, nets, sonic attacks, electricity, or grasping hands. His shadow form can’t fly, so gravity still affects him. His initial crime spree ended when Hawkman tricked him into plummeting from a great height, requiring Sands to turn off the Dimensiometer so that the Winged Wonder could rescue him. Sands isn’t a brawler since he’s intangible; police and bystanders can’t touch him, and he likewise can’t punch an opponent. He uses various energy pistols he has invented to throw pursuers off his track. The Shadow-Thief is more interested in getting away than in beating up his foes, since he’s anxious to spend his ill-gotten gains. He usually targets small but expensive items that he can stuff in his intangible handbag such as bundled bank notes, gems, jewelry, rare coins, or small but expensive statuary. But he’ll also commit less-profitable thefts just for the thrill of it and because it will hasten Earth’s demise (he’s confident that he can escape into another dimension). STR 13 CON 18 SIZ 13 INT 16 POW12 DEX10 APP 11 Move: 10 Hit Points: 16 (31 CON+SIZ) Damage Bonus: +1D4 Armor: 10 (electricity, light, sound, wind) Attacks: Brawl 25%, 1D3+DB; Grapple 25%, 1D3+DB; Energy Pistol 67%, 1D6 Skills: Appraise 62%, Bargain 52%, Climb 40%, Fast Talk 52%, Fine Manipulation 52%, Heavy Machine 48%, Hide 57%, Jump 25%, Knowledge (Locksmithing) 52%, Projection 67%, Science (Physics) 50%, Repair (Electronics) 62%, Repair (Mechanical) 62%, Research 72%, Sleight of Hand 52%, Stealth 57%, Powers: Dimensiometer – Intangibility, 26 levels, can move self and up to 80 pounds of loot through one meter of wall per round, costs 1 power point per SIZ plus 1 per round, limit – can’t “air walk” (+26 power points), (26) Energy Pistol – Energy Projection (radiation), 1 level, 1D6, 1 power point per use (10) He’s Not All There – Armor 10 each vs. electricity, light, sound, wind (40) Extra Energy – +210 power points (21) Failings: Greed (+2); Super ID must be turned on, can take away Dimensiometer (+1); Member of socially excluded group – ex-convict (+1) Notes: Shadow-Thief had 93 power points based on unmodified, randomly rolled characteristics, plus 4 more for Failings, total 97. He had 500 skill points plus 160 personal skill points based on INT. The Shadow-Thief's armor against assorted energy types is tied to his Intangibility. His defenses go away when he becomes solid again. Intangibility already protects him against kinetic, heat and cold damage.
  3. seneschal

    Superworld

    Hawkman trivia: In the '60s Hawkman tended to be a second-tier hero, seldom appearing in his own title but showing up regularly in the back pages of other characters' books or in anthology titles such as The Brave and the Bold and Mystery in Space. As such, he tended to hang out occasionally with other less popular adventurers such as The Atom, Aquaman, and Adam Strange -- each of whom faced similar publishing challenges. Hawkman fans have lobbied for a Hawkman movie on Youtube, something that seems unlikely. On the other hand, if Green Arrow (another second-stringer) can get two seasons of a popular television show (when top-tier hero The Flash couldn't), maybe there is hope for the Winged Wonder (aka the Flying Fury) yet. In one of his early stories, a few panels showed what life was like on distant, high-tech Thanagar when Katar Hol and Shayera went home on vacation. Hawkgirl purchased a wardrobe of current fashions on the equivalent of an online shopping channel, then paid for it with what we'd call an ATM card. It was 1961. Who knew? Disney, eat your heart out. Twenty-five years before Sebastien sang to Princess Ariel in The Little Mermaid, Aquaman was ushered into the presence of the Old Man of the Ocean by a crab (during a 1964 Aquaman/Hawkman team-up). Hawkman eventually got his own title in 1964. It lasted until 1968. It's true that the appearances of comic book heroes vary as times and artists change. However, the process seems accelerated in Hawkman's Silver Age outing. At his 1961 debut, Katar Hol's dark hair was straight and slicked back. By 1962, it was fuller and had a slight wave to it. OK, so he stopped using the alien equivalent of greasy kid stuff. I can dig that. But in 1964 Hol's wig suddenly consisted of tight Grecian curls and pretty much stayed that way for at least the next two years. Meanwhile, Hawkgirl (perhaps wisely) pretended not to notice. Early midlife crisis? Imagine Bruce Wayne suddenly sporting a David Hasselhoff style perm. Holy makeover, Hawkman!
  4. Inspired by the dragon discussion in the Damage Bonus: BRP vs. RuneQuest thread: St. George style dragon Possessing a long, snakelike body with short, strong legs, the “Georgian” dragon is a solitary ambush predator that prefers habitats that provide cover, such as wooded areas or debris. It can swim but is not primarily aquatic. Glands in its jaws emit a powerful neurotoxin which the dragon can exhale as a mist or squirt like a spitting cobra. The dragon’s flexible body also enables it to coil around a victim like a serpent. It has large forward-facing eyes for good binocular vision and mobile external ear flaps, giving the upper face a vaguely canine appearance. Smaller, younger specimens are capable of climbing trees but mature dragons are too heavy for this, although they can traverse rugged terrain in search of prey. STR (4D6+12) 28 CON (3D6+8) 18-19 SIZ (4D6+12) 26 INT 3 POW (3D6) 10-11 DEX (3D6+6) 16-17 Move: 10/3 swimming Hit Points: 23 Damage Bonus: +2D6 Armor: 2 (tough hide) Attacks: Bite 65%, 1D8+1/2DB plus poison; Grapple 40%, 1D6+DB Skills: Climb 65%, Dodge 55%, Hide 75%, Jump 50%, Listen 75%, Spot 60%, Stealth 80%, Swim 30% Dragons of Babylon Babylonian dragons are lake- and river-dwelling omnivores with webbed paws and ridiculously long necks and tails. They usually subsist on fish and the tender parts of water plants but don’t mind nibbling on unwary Mesopotamian fishermen and farmers. Powerful swimmers, these dragons are surprisingly swift on land. They usually attack by biting with their turtle-like beaks; their long necks enable them to reach targets two to five meters away, depending on the dragon’s size. They can also knock opponents down with their tails or rear up on their hind legs to swipe at foes with their clawed forepaws. Unlike many dragons, they live in small family groups consisting of the parents and one to three young and are protective enough of their offspring to raid villages and towns in search of captured whelps. Once the young dragons are self-sufficient, the adults go their separate ways. Although dragons aren’t truly capable of domestication, the priests of various Middle Eastern cults devoted to their worship sometimes keep (usually juvenile) specimens in captivity. If well-fed and given fresh water to wallow in, they can live in a temple complex fairly peacefully, as long as the keepers don’t stray within reach. STR (6D6+24) 45 CON (3D6+12) 22-23 SIZ (6D6+24) 45 INT 3 POW (3D6) 10-11 DEX (3D6+2) 13 Move: 12/12 swimming Hit Points: 34 Damage Bonus: +5D6 Armor: 8 (scales) Attacks: Bite 45%, 1D10+DB; Claw 25%, 1D6+DB; Tail Bash 30%, 1D8+DB plus knockdown Skills: Blow Mysterious Bubbles 90%, Hide 60%, Sense 65%, Stealth 55%, Swim 70%, Track 50% Notes: The "Georgian" dragon was based on the Crocodile stats from the Big Gold Book with skills modeled after those of a Snake. The Babylonian dragon was based on Rhinocerous stats from the BASIC Bestiary.
  5. The thing that amazes me about Thundarr's world is not the presence of wizards and mutants but that recognizable 20th century artifacts are liberally sticking out of the ground wherever you go like so many chocolate chunks in a bowl of ice cream -- 2,000 years after the cataclysm.* You'd think that with that much relatively intact gear the humans would be further along in their quest to rebuild civilization. *According to sources such as the book The World Without Us and the TV show Life After People, wooden structures such as houses would rot away within decades without human maintenance, towering skyscrapers would collapse and rust within 150 to 200 years. These processes would be accelerated by harsh weather, fires, and natural disasters. Metal vehicles such as ocean liners and cars would, of course, decay much faster. Rivers and streams, currently redirected by streets and sewer systems, would return to their old channels, further assisting the collapse of man-made structures. Vegetation would quickly cover roads and turn open spaces such as stadiums into young forests. Forget the glowing deserts and Forbidden Zones seen in countless post-apocalyptic movies. The Chernobyl disaster has demonstrated that plants and wild animals would swiftly take over despite the presence of radiation. The world would look more like Buck Roger's 25th Century (apparently pristine wilderness with ancient toxins invisible or buried underground) than Planet of the Apes. Plastic items would survive quite well as long as they were buried or otherwise shielded from the sun's ultraviolet rays. Otherwise, they'd break up into plastic sand. Paper, such as newsprint, would also survive as long as it was buried away from oxygen and dampness. Stone buildings and monuments, bronze and ceramic items, would last quite a while. The Great Wall of China, the Hoover Dam, the Pyramids, the Lincoln Memorial, the presidential faces on Mount Rushmore would likely be around for many centuries, assuming the cataclysm or earthquakes didn't wreck them.
  6. Pitch, natural tar, would be a key ingredient of Greek fire, as would probably sulfur. Dangerous and scary, but not necessarily magical. You just have to have the right recipe (which is a closely guarded military secret). This is a job for a sneak like Ulysses rather than a wizard.
  7. Well, and a dragon's favorite meal is another (smaller) dragon. The young are safe until Mom says it's time to go. Once they're on their own, they are fair game, even if the next dragon they meet happens to be Mom.
  8. Ahem. John Carter, Flash Gordon, and Thundarr the Barbarian are waiting for you in the alley out back of the castle, er, I mean space station.
  9. seneschal

    Superworld

    Because one winged hero deserves another. Hawkman 1961 Some version of Carter Hall aka Hawkman has been around since 1940. Originally an archeologist who discovered he was the reincarnation of an ancient Egyptian prince, in his 1961 relaunch he was given a science fiction spin as an alien policeman visiting Earth to learn aboriginal law enforcement methods. Since then he’s been through almost as many incarnations as Doctor Who. To add to the confusion, his name, costume, powers, and methods have remained fairly consistent even as his personality, associations and origin have bounced around like a paddleball. This write-up is based on his appearances in Showcase Presents Hawkman, Volume One, which contains many of Hawkman’s adventures between 1961 and 1966. Katar Hol, a highly decorated policeman from the distant planet Thanagar, pursued an escaped shape-shifting criminal to Earth. He was accompanied by his fellow officer and wife, Shayera. They contacted the local authorities in the person of Midway City Police Commissioner George Emmett, seeking assistance. Emmett helped the aliens adopt civilian identities as the curator of the local museum and his secretary, Carter and Shiera Hall. The pair donned their bird-themed Thanagarian uniforms only to actively hunt their quarry. To prevent their advanced technology from falling into the hands of the comparatively primitive Earthlings, the Hols/Halls parked their spaceship in orbit and determined to use only native tools in their police work. Strangely, this meant borrowing ancient weaponry from the museum instead of employing modern guns and equipment. The choice ultimately worked to their advantage since their foes, both alien and terrestrial, were prepared against high-tech gear. Thanagarians are Star Trek style aliens nearly indistinguishable from humans. Katar Hol is an urbane, highly educated, athletic, dark-haired man apparently in his thirties. In contrast to angry, savage later versions, this Hawkman is professional and cool-headed in tough situations, is happily married to his loving wife, and is determined to bring malefactors back alive to face incarceration even if he his weapon preferences do include giant clubs, spiked maces, and heavy chains. He’s a veteran cop and a master of ranged and melee weapons, both advanced and primitive. He has the ability to befriend and talk to birds; they are his spies and informants. Most of Hol’s powers come from his uniform, which includes an antigravity harness made of Nth metal. Large artificial wings provide propulsion and allow for precise steering while in flight. In addition, the antigravity field boosts his strength, enabling Hawkman to lift up to five tons, and provides a measure of physical protection. His hawk-themed cowl/helmet also gives him enhanced sight and hearing. Trivia: Hawkman didn’t gain the wings on his headgear until 1962; they were a sort of medal given to him by Thanagar’s ruler to honor his exemplary service. Hawkman didn’t exactly have a rogues gallery like Batman or the Flash, but he did have a few villains he fought more than once. Among them were the Shadow-Thief, an intangible burglar; the Matter Master, a high-tech “wizard” with control over the elements; I.Q., a minor crook turned brainy inventor; and Byth, the shape-shifting Thanagarian thief who drew him to Earth. STR 14/58 CON 17 SIZ 14 INT 15 POW 14 DEX 18 APP 11 Move: 10 plus Flight Hit Points: 16 (31 CON+SIZ) Damage Bonus: +1D4/+3D6 Armor: 10 AP (kinetic) Attacks: Brawl 61%, 1D3+DB; Grapple 61%, 1D3+DB; Bow 41%, 1D8+1+1/2DB; Mace 61%, 1D8+2+DB; Net 41%, Entangle; Shield 51%, 1D4+DB; Spear 51%, 1D6+1+DB Skills: Dodge 72%, Fast Talk 41%, Fly 45%, Knowledge (Law) 41%, Language (English) 75%, Language (Bird) 38%, Martial Arts (Thanagarian Combat Technique) 37%, Pilot (Starship) 37%, Research 61%, Technical Skill (Computer Use) 41%, Throw 61%, Track 46% Powers: Antigravity Belt and Wings – Flight, 20 levels, can lift self and up to SIZ 30 (20) Antigravity Field – +44 STR (44), Armor 10 (kinetic) (10), Adaptation (cold, high altitude) (6) Hawk Helmet – 2 levels each, x4 distance to Sight and Hearing (12) Extra Energy -- +140 power points (14) Failings: Super ID must be turned on, based on uniform which can be taken away (2); Responsible to Wingmen (police department) of Thanagar, occasional (1) Notes: Hawkman had 103 starting power points based on unmodified characteristics plus 3 more for Failings, total 106. He had 500 skill points plus 150 personal skill points based on INT, total 650. Profession: Lawman. I didn’t buy Hawkman’s weapons with powers since they are all “off the shelf” items from the equipment charts in the Big Gold Book. I'd have liked to have given him some Defense or increased DEX, but as usual build points were a limiting factor. Well, so far I've posted The Penguin, Birdman, and Hawkman -- all avian-themed superbeings -- and gotten no comments. What do you all think? Did I capture the characters, or would you interpret them differently?
  10. That's what household disinfectants are for.
  11. But it fits the mating patterns of many real solitary animals. They live alone most of the time but desperately hunt each other down when the hormones kick in. Spectacular combats with potential rivals are followed by sometimes bizarre rituals. After mating, the male and female separate (or the male is driven off, or is killed and eaten by the female). The female bears her young and cares for them for a time before chasing them away once her body is ready to reproduce again. In the case of dragons, we can't assume the mothers lay their eggs and abandon them. Crocodiles and alligators, the largest existing reptiles, zealously guard their nests and care for their little ones after they hatch. Some snakes hatch their eggs internally, giving birth to live young. Dragons might even be warm-blooded and exhibit mammalian traits while rearing their babies. By all accounts, young dragons grow up fast. The creatures unleashed upon the world wouldn't be dog-sized hatchlings. They'd be partially grown, fully effective predators as large as a hog or calf or larger.
  12. I was looking around Amazon.com at Godzilla toys and stumbled across Papo's mutant animal series. Detailed, scary, and (compared to the multi-hundred-dollar Godzilla figures) affordable at around $10 to $12 each. And then I spotted this: http://www.amazon.com/Papo-38964-Ram-Man/dp/B0036MDNW6/ref=pd_sim_t_3?ie=UTF8&refRID=0QBXW2BS9F08R6BDSZ3Z It's called Ram Man, but looks like a Broo to me. At 4-5 inches tall, he's huge compared to the usual 25mm or 28mm gaming minis -- but he'd make a nice boss monster. FYI, all you Glorantha fans.
  13. Not all dragons are created equal, though. The creature St. George fought -- based on paintings and illustrations -- was the size of a large crocodile, although poisonous and much more agile. The Lambton Worm and Python, the monster slain by the Greek god Apollo, were basically giant constrictors. (Anaconda, anyone? Hey, just where is Jennifer Lopez now that we need her?) The dragon of Babylon, though dangerous, was small enough to be kept in captivity by the priests who profited by its worship. We aren't sure how big the firedrake was, but the squad of soldiers Beowulf brought along to assist him was afraid to tackle it. Smaug, the Hyde River dragon from the novel The Oath, and Vermithrax from the 1981 movie Dragonslayer were all invulnerable freight train-sized flying flame-throwers. Toho's Godzilla and Ghidorah are skyscraper-sized behemoths invulnerable to the heaviest of modern weapons (why does the Japanese military always send in ground troops armed with mere rifles?), and Godzilla can regenerate from the tiniest scrap even if mankind does manage to temporarily defeat him. Beating any dragon is an epic accomplishment, but there's a difference between slaying a grizzly bear-sized lizard and taking out Gappa the Triphibian Monster.
  14. Successful dragonslayers didn't always "fight fair" themselves. In one version of the tale, Sigfried found the trench Fafnir used to reach water, dug a hole in the mud, then stabbed him in the belly as the worm slid over him. Crusader John Lambton wore spiked armor so that the Lambton Worm impaled itself when it attempted to crush him. Daniel poisoned the dragon of Babylon with doctored barleycake offerings. Beowulf, who insisted on battling a dragon mano y draco, "won" but was fatally wounded in the process. St. George fared better, but his foe spit poison rather than flames, and George had the advantage of a lance or spear to keep the thing beyond arm's length. Personally, I think a squadron of F-18s would be just the thing to teach Smaug some manners. Persaude the dwarves such a thing is possible and they'll figure out a way to build 'em.
  15. seneschal

    Superworld

    Some posters have indicated they really like the Hanna-Barbera superheroes. Here's a favorite: Birdman Source: Birdman and the Galaxy Trio, Hanna-Barbera Productions, 1967-1969 Quote: “Come, Avenger. Biiiiiiiirdman!” Hanna-Barbera introduced television’s first animated super hero, Space Ghost, in 1966. Birdman debuted the following year, attempting to repeat Space Ghost’s success. Like most Hanna-Barbera heroes, Ray Randall didn’t get much of an origin story or exposition. Whether he kept his identity a secret is unclear, since he never went about in civilian guise. He possessed natural and functional blue wings and had somehow gained the blessing of the ancient Egyptian sun god, Ra, which meant he could fire beams of solar energy from his fists and create protective force fields. The latter usually took the form of a glowing red shield on his left arm. Using his powers depleted them, which made fighting at night or in other situations devoid of sunlight dicey for the hero because he couldn’t easily recharge (although he usually found a way to pull it off). Wearing an orange leotard with black, red, and yellow highlights, Randall operated as Birdman from Bird Lair, located in the heart of an extinct volcano in some remote but undisclosed region. Most of his adventures were assigned to him by Inter-Nation Security representative Falcon 7. Birdman battled evildoers around the globe, but many of his exploits occurred in or near Central City, U.S.A. He was opposed by a shadowy criminal organization known as F.E.A.R. (the acronym was never explained), headed by the sinister Number One, as well as by about 30 lesser villains-of-the-week. Assisting him were Avenger, a mastiff-sized purple golden eagle strong enough to haul his unconscious master to safety, and occasionally Birdboy, a young amnesiac Birdman had rescued from a shipwreck. Birdman’s power suite supposedly also included super strength, but he almost never made use of it. He blasted apart the doors of villainous headquarters with his energy beams instead of bashing them open, threw rare punches (which knocked his opponents down but not out), and never lifted anything heavier than a person in need of rescue. The only indication that he might be capable of more was that Birdboy, upon having his powers recharged by his mentor, was able shrug off a chain that bound him. On the other hand, Birdman was amazingly durable even without his solar shields. He survived numerous falls that should have been fatal, was merely stunned after being whacked on the head by a caveman’s stone axe, and was not blown to pieces by a wide assortment of missiles, shells and energy beams that were powerful enough to knock him from the sky. STR 16 CON 12 SIZ 14 INT 13 POW 11 DEX 16 APP 14 Move: 10 plus Flight Hit Points: 13 (26 CON+SIZ) Damage Bonus: +1D4 Armor: 8 AP (kinetic) plus solar shield Attacks: Brawl 55%, 1D3+DB; Grapple 55%, 1D3+DB; Solar Blast 67%, 3D6 heat + 2D6 light Skills: Bargain 40%, Dodge 67%, Fast Talk 40%, Fly 64%, Insight 40%, Jump 60%, Knowledge (Law) 40%, Knowledge (Criminal Community) 40%, Language (English) 65%, Martial Arts (Boxing) 36%, Navigate 45%, Perform (Oratory) 40%, Persuade 50%, Projection 67%, Research 55%, Shield 45%, Status 50%, Technical Skill (Computer Use) 36% Powers: He’s Just That Tough – Armor 8 (kinetic) (8) Solar Blast – Energy Projection, 5 levels, 3D6heat, 2D6 light, 5 power points per use (50) Extra Energy -- +160 power points (16) Mighty Blue Wings – Flight, 9 levels, enables Birdman to lift himself and another person of up to about 250 pounds, 9 power points to activate, costs one power point per turn (9) Solar Shield – Force Field, 8 AP (heat, light, radiation), costs 1 power point per round plus 1 power point per energy deflected (24) Failings: Full-time superhero ID (+5), Responsible to Inter-World Security (+3), Hunted by FEAR, large international criminal organization (+3) Notes: Birdman had 96 power points based on his unmodified characteristics plus 11 for Failings, total 107. He had 500 skill points plus 130 personal skill points based on INT, total 630. Profession: Lawyer, based on the parody cartoon Harvey Birdman: Attorney At Law. In the original series, Birdman had no profession other than crime-fighter. I’d have liked to have added Absorption (heat, light, radiation), Protection (ditto), and perhaps some enhanced characteristics, but Birdman just didn’t have the build points to include them. I might have been able to squeeze out a few more build points with Power Modifiers on his abilities, but as written they don’t quite reflect the gradual (but non-lethal) weakening he experiences in the absence of sunlight. I also felt his defenses weren’t quite high enough. BRP’s ultra-specific rules on energy defense are unforgiving. On the other hand, he did get knocked about quite a bit during the cartoon series. Avenger Avenger, Birdman’s golden eagle sidekick, was truly an unusual bird: purple in color and easily as big as a mastiff or wolf (although presumably not as heavy since he sat on Birdman’s shoulder without knocking him over). He was strong enough to catch or carry away a disabled man, understood and obeyed spoken English instructions (but couldn’t speak), and could pull levers and untie knots with his talons. Avenger could be counted upon to rescue his master when the latter was imprisoned or incapacitated. He communicated with Birdman via a radio pendant placed about his neck. STR 18 CON 13 SIZ 5 INT 9 POW 11 DEX 35 Move: 3/12 flying Hit Points: 9 (18 CON+SIZ) Damage Bonus: +0 Armor: 3 AP (thick feathers) Attacks: Bite 30%, 1D6+DB; Claws 45%, 1D6-1/2DB Skills: Dodge 70%, Fine Manipulation 30%, Language (English) 45%, Spot 70%, Track 50% Notes: Avenger’s stats were based on the Wolf template with the exception of his DEX, which was based on the Hawk template. I guessed on SIZ; in dimensions he’s probably a SIZ 11 but his mass is much less than that would indicate. Avenger displays almost human cleverness, hence his 9 INT.
  16. seneschal

    Superworld

    I haven't seen Testament but I have seen the first half of its predecessor Dr. Mabuse the Gambler. The Doc is one scary guy -- hypnotist, telepath, master of disguise, gang leader, expert strategist, financial analyst -- and he's got a far-flung network of goons and unwitting stooges to back him up. I checked both DVDs out from my local library but had to return them before I could finish watching. In game terms, he'd probably be a crack shot and tough brawler but catching up with him at all would be the real trick. And since he can cloud and control men's minds, a player-character might shoot "Dr. Mabuse" only to discover he's injured or killed a friend, or someone the Doctor wanted assassinated. See this thread for more ideas: http://basicroleplaying.com/showthread.php/3663-Your-Favorite-Pulp-Victorian-Villain?highlight=victorian What would be really scary is a gang war among the evil doctors/professors -- Nikola, Mabuse, Fu Manchu, Moriarty, Fantomas. Their goals are different. Nikola wants to live forever. Fu Manchu, who has already achieved immortality, is pursuing a political agenda. Mabuse, Moriarty, and Fantomas are after money and power. But their methods and operations are similar enough that you'd think they'd tend to get in each others' way, resulting in a nasty shadow conflict. PCs investigating one set of crimes, thinking they are after one villain, might find that they've stumbled upon activities by two others.
  17. seneschal

    Superworld

    I think The Penguin would make a good foil for Wonder Woman 1974, posted elsewhere in the regular BRP section. Batman villains can be tough to write up because as exciting and interesting as they are on the page or the screen, most of them are just plain folks. They don't necessarily look intriguing on a character sheet. Hugo Strange (early Batman foe), Lex Luthor (Superman foe) and Dr. Silvana (Captain Marvel foe) all have their own personalities, agendas and quirks in the comics, but in terms of BRP stats and skills they'd all be similar to the generic Mad Scientist in the BGB. Frank Gorshin and Jim Carey made The Riddler pop in the movies, but as a stat block he's just another goon, and a wimpy one at that. I realized I'd never produced a "finished" version of Aurochs, the supervillain I created to test the Super Powers rules. Here he is, to be the bull in the china closet in your campaign: Aurochs Chad Spellman was a white-collar criminal specializing in unauthorized electronic funds transfer and identity theft. Not as clever as he thought he was, Spellman was fleeing the FBI when he was offered help by a shadowy organization: Tertiary Augmentation Unified Research Underworld Syndicate (TAURUS). The group’s arcane experiments transformed the paunchy hacker into 700-something pounds of muscle, literally as strong as an ox. Unfortunately, side-effects included a violent temper, long curving bovine horns, and a bushy bullish tail. Spellman, now calling himself “Aurochs,” is attempting to recreate himself as a super-powered gang leader, with a focus still on computer-based crime. He does occasional jobs for TAURUS as payment for his powers. The truth is, the oversized Aurochs needs helpers. He’s too big and heavy to drive a car and must ride in a truck or paneled van driven by an associate. He also stands out in a crowd and must stay behind the scenes when his underlings are required do the necessary research in public places. According to the extended SIZ chart, Aurochs has a mass somewhere between 700 and 800 pounds. Based on the object SIZ chart, his 40 Strength would enable him to lift a small airplane (but not an automobile) and burst through a brick wall like Superman (well, most of the time). OK, so Aurochs can’t clobber the Hulk, but he might be able to take on Luke Cage aka Power Man. STR 40 CON 30 SIZ 30 INT 11 POW 12 DEX 10 APP 7 Move: 10 Hit Points: 30 (60 if using SIZ + CON option) Damage Bonus: +3D6 Armor: 8 points (Kinetic, Heat, Electrical) Attacks: Brawl 47%, 1D3+3D6; Grapple 47%, 1D3+3D6; Head Butt 47%, 1D6+3D6; Heavy Pistol 42%, 1D10+2 Skills: Bargain 27%; Command 27%; Craft (Computer Code) 27%; Craft (Alternate Electronic Identity) 27%; Dodge 42%; Drive 42%; Fast Talk 27%; Gaming 45%; Hide 32%; Knowledge (Accounting) 27%; Knowledge (Computer Fraud) 27%; Knowledge (Law) 27%; Language (English) 55%; Language (Programming Language) 23%; Listen 47%; Persuade 37%; Repair (Electronics) 37%; Research 47%; Science (Mathematics) 28%; Status 37%; Stealth 32%; Strategy 28%; Technical (Computer Use) 28%; Throw 47% Powers: Armor 8 (kinetic, heat, electricity) (24) Enhanced Characteristics – +31 STR, +15 SIZ, +17 CON (63) Mutations: Natural Weapon (Horns), 1D6+DB Failings: Super powers on full-time, +5; Bad temper, +3; Responsible to TAURUS, infrequent, +1; Ladies’ man, +1 Notes: Base power points per unmodified characteristics 77 plus 10 more for Failings, total 87. Has 500 skill points plus 110 personal skill points based on INTx10, total 610.
  18. Perhaps a better tack would be to select one tribe or groups of tribes, all in the same region, and one period of time. That would narrow things down to a manageable level, and specific historical tidbits could provide fodder for campaign and scenario ideas. If it sells, add tribes and regions on the periphery in a supplement.
  19. So ... "Basics" is the quick-start, "Deluxe" is the full product, and Version 1 is unavailable at the moment? Just trying to get a handle on all the books coming out.
  20. So ... would you rather get an Indian, an East Indian, or a West Indian when you call tech support? (Note: Option One is unlikely since most call center jobs have been outsourced these days.)
  21. seneschal

    Superworld

    The Penguin Plump, short, dapper Oswald Chesterfield Cobblepot was dubbed “The Penguin” by his fellow gangsters because of his long nose and perpetual Thirties formal wear, complete with top hat, monocle, umbrella and cigarette holder. Although at first glance a comical figure, The Penguin was in fact a cunning, ruthless, and capable gang leader. He later augmented his natural talents with an arsenal of weapons built into his ever-present umbrella and – perhaps inspired by his nom de guerre – learned to train birds to assist him in committing crimes. He was unique among Batman’s many foes in that, although capable of murder, he was sane and calculating instead of a mad, sadistic killer. Given the opportunity, Cobblepot would shoot the pistol out of a pursuing policeman’s hand instead of sending a bullet into his heart. The Penguin’s chief weakness was his towering vanity. Raised in a wealthy, aristocratic home, he considered himself elite among Gotham City’s criminal community and would put himself at risk to get the recognition he felt he deserved. Cobblepot attempted to or pretended to go straight many times during his long career, usually after finishing a prison term, but his vanity and greed ultimately prompted him to once again demonstrate his cleverness. The Penguin is a short (5’2”), paunchy, ugly little man with a haughty attitude (he can display fine manners when he chooses). He almost always wears a variation of his trademark top hat and tuxedo regardless of the circumstances or social occasion. He’s reasonably strong and agile despite his dumpy looks and has surprised much taller thugs with his fighting ability. He currently owns and operates the Iceberg Lounge, a popular nightclub and legitimate enterprise, but he may be running illegal activities quietly on the side (the player-characters had better be prepared to prove it if they accuse him). The umbrella gimmicks presented are just a sampling. Cobblepot has crammed anything from mirrors to micro-camcorders (in the 1940s!) to retro rockets into his assorted umbrellas. As presented here, his umbrella blade is a standard concealed sword cane. His umbrella shield is a police riot shield, but I paid points for it anyway. STR 14 CON 11 SIZ 14 INT 16 POW 15 DEX 14 APP 9 Move: 10 Hit Points: 13 (25 CON+SIZ) Damage Bonus: +1D4 Armor: None (16 AP with Umbrella Shield) Attacks: Brawl 63%, 1D3+DB; Grapple 63%, 1D3+DB; Umbrella Blade 53%, 1D6+DB; Umbrella Carbine 66%, 2D6; Umbrella Gas Dispenser 66%, 6D6, 2-meter radius; Umbrella Shield 53%, 1D3+DB Skills: Appraise 53%, Bargain 43%, Command 43%, Dodge 66%, Drive 58%, Etiquette 43%, Fly 45%, Hide 48%, Martial Arts (Judo) 53%, Parry 53%, Persuade 53%, Projection 66%, Shield 53%, Stealth 48% Powers: Helicopter Umbrella – Flight, 6 levels, lifts Penguin plus up to 60 pounds of loot, 6 power points to activate and one power point per turn to fly (6) Shield Umbrella – 16 AP (kinetic) (16) Umbrella Grappling Hook – Super Movement, 1 power point per round (10) Umbrella Carbine – Energy Projection (kinetic) 2D6, 2 power points per use (20) Umbrella Gas Dispenser – Gas Projection, 7 levels, 2-meter radius, 6D6 potency, 18 power points per use (21) Extra Energy, +200 power points (20) Defense, 10 levels, -50% to hit (he’s more agile than he looks) Failings: Vanity (3), Always in Supervillain Identity (5), Hunted by the Police (2) Notes: The Penguin’s characteristics were randomly rolled at the “Fantastic” level on the Call of Cthulhu Creature Generator online. I switched 3 points from SIZ to INT to match my conception of him (smart, is short but weighs about 280 pounds). He had 93 starting power points based on unmodified characteristics plus 10 more for Failings, total 103. He had 500 skill points plus 160 personal skill points based on INT. His skills were based on the Criminal profession (naturally) in the Big Gold Book.
  22. Hey, it's got Tom "Captain Phillips" Hanks and a cool game board surrounded by atmospheric candles. What's not to like?
  23. seneschal

    Superworld

    When Batman first appeared in 1939 he was indeed grim and scary, as were his opponents. Basically, he was The Shadow with a cowl instead of a floppy hat. The Joker was no madman but a cunning, calculating extortioner and assassin who was just as much a master of disguise as Batman himself. That all began to change when Robin was introduced in 1940 -- specifically to tone things down. Robin was "that laughing young daredevil," the pun-flinging 8-year-old trapeze artist able to clobber four or five adult thugs all by himself. By the 1943 stories I was reading, the transformation was complete. Batman's opponents are still evil and capable of doing terrible things, but the portrayal of their villainy doesn't rub it in your face. The focus is on Batman's cleverness and daring-do. The bad guys are dangerous but they're also capable of being funny, goons as well as classic villains.
  24. M&M? That's Mazes & Minotaurs, right? http://mazesandminotaurs.free.fr/revised.html
  25. We'd hope 500+ years of living and dying, building and striving here would make us natives. At some point, common sense would dictate that the term "Indians" would be sufficiently descriptive since even members of the assorted "Native American/First Nations" tribes use it themselves. That's coming from an inhabitant of Indian Territory aka Native America aka Oklahoma. Around here, "real" Indians prefer business suits to buckskins and probably have a master's degree in computer science, medicine, or law (paid for by all those tribal casinos).
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