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What t.v., movie, comic book characters, do you want BRP stats for?

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Does Anime count? If so, the core cast of Slayers interests me. They're very high on the power scale, though (even the one non-mage in the core group, with a reputation for being "dumb as a sack of hammers", controls a primally awesome weapon and is almost superhumanly skilled even with a normal metal blade). They might break the system, but it would be intriguing to try.


On a more human scale, there's Spike Spiegel, the space-faring bounty hunter of Cowboy Bebop.

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I'll have to do some noodling on these.  Both Spectre and Fate are classic long-running characters from the Forties worthy of write-ups.  But their powers are so broad and vast they'd be hard to repre

Because no one asked for it (but should have): King Tut aka The Pharoah Source:  Batman, 20th Century Fox Television, 1966 Quote:  “I am Tut, Master of Thebes, King of the Nile, Moon Go

Definitely Snake Plissken and other characters from the movie!

May I request the Minstrel? His medieval garb and virtuoso lute playing was merely affectation. His real thing was that he was a pre-Internet super-hacker, capable of making computers and electronics do many things they were not designed to do.


An updated version would be one of the few people who could even consider hacking the Bat-Computer (probably the world's most secure system) and one of only one or two people on the planet who might be capable of actually pulling it off. And that prospect should really make Batman sweat....

I'll see what I can do.  Unfortunately the Minstrel didn't appeal to '60s TV viewers.  He appeared in a single two-part storyline then vanished and was never adapted into the comics or animated shows.  Veteran movie star Van Johnson's portrayal wasn't a problem.  Maybe it was just that there were already so many gadget-wielding miscreants running around that a realistic high-tech thief didn't stand out from the crowd.  Maybe he wasn't goofy enough, or creepy enough.  Note that the Minstrel's stock exchange tampering scheme was echoed decades later in The Dark Knight Rises.  Unlike Bane, he wasn't a casual killer (it is hard to extort money from dead people), although he certainly wanted to do away with Batman and Robin.


I love the Slayers.  But Lina Inverse, Naga, and Company are so overpowered I don't know how you'd write them up.  They toss around devastating spells so easily that it almost seems as if the incantations and magic circles are mere window dressing.  They never run out of POW or energy points, never suffer serious injury, and have reputations that would make Cthulhu and Azathoth blanch.  They certainly have a shopping list of Failings, though, especially psychological quirks.  Naga should suffer DEX penalties for that thong she wears (as well as being vulnerable to extreme temperatures).  ;D

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Here's what I've got so far on the Minstrel.  Having trouble deciding on his powers.  Fan suggestions would be helpful.


The Minstrel


Source:  Batman, 20th Century Fox Television, 1966




With his blond matinee idol good looks and winning smile, the Minstrel seems a medieval hero escaped from a Forties Technicolor epic.  Unfortunately, his sunny exterior hides a ruthless, cruel intellect.  He is never so charming as when he is describing to victims the unpleasant fate he has in store for them.  Cash, not murder, is the Minstrel’s agenda, however.  We don’t know his history or identity, but the strumming miscreant could have become rich legitimately with either his considerable musical talent or his amazing electronics expertise.  Instead, he has chosen to devote his genius to crime.


The merry malefactor first appeared on an unscheduled broadcast on Gotham City television immediately after a devastating stock exchange malfunction.  Singing in rhyme, he offered to prevent future problems if the exchange members would each pay him $1,000 per month.  Suspecting that the Minstrel himself had caused the crash, Batman and Robin checked the Gotham Exchange’s circuits and found evidence of well-concealed tampering.  Attempts to catch up with the singing crook were thwarted by an array of electronic distractions – blinding strobes, concealed eavesdropping and broadcasting devices, stun guns.  The Minstrel always made his getaway with a mocking verse or two upon his lips.  He even managed to capture the Dynamic Duo and prepared to roast them with high-intensity radar waves.


Despite his gaudy apparel and the obvious enjoyment he gets from taunting the authorities in song, the Minstrel is less of a theme villain than he first appears.  He isn’t obsessed with either music or the Middle Ages; his targets and methods are chosen based on what will generate the most loot with the least risk.  He could just as easily perform his sophisticated heists dressed in a turtleneck sweater and slacks.   Although he laughs merrily when he outwits the police, the technological troubadour is cool and calculating – not at all an insane, giggling madman like many of Gotham City’s other crooks.  It is almost as if he adopted his public persona merely because that’s the thing to do in this town.  He has the obligatory henchmen, Bass and Treble, and a girlfriend, Amanda, who uses the nom de guerre Octavia (as in octave).


Although he has no paranormal abilities, the Minstrel is an electronics wizard with an understanding of circuits, relays, and their possible uses decades ahead of his time.  His inventions are practical innovations, usually hidden and unobtrusive; gimmick weaponry isn’t his style.  Why melt your way into a bank vault with a “lightning gun” when undetectable electronic funds transfer is so much easier?  Of course, the Minstrel likes to take credit for a clever scheme as much as the next villain, but he’ll make sure he’s well out of reach before he releases that pre-recorded gloating broadcast.


The Minstrel is a tall, fit, handsome man in his late 40s.  He wears a blue, silver, and white costume modeled on the garb of a medieval strolling musician.  He is never without his lute and doesn’t seem to carry any weapons.  His offensive devices tend to be installed on-site at locations where he expects to encounter opposition.  Since he is an expert at building and installing bugging and surveillance gadgets, the Minstrel is rarely surprised by his adversaries’ movements or actions.  Bass and Treble will be the ones to tussle with adventurers.  The Minstrel fears that throwing punches could damage his hands, impairing his ability to do fine electrical work or to play stringed instruments.  He isn’t a casual killer, but sentimental appeals by player-characters urging him to reform or to show them mercy will offend him, causing him to do his worst.  He hates sloppy emotion unconnected with music.


STR 12

CON 12

SIZ 14

INT 21


DEX 12

APP 18

Move:  10

Hit Points:  13

Damage Bonus:  +1D4

Armor:  None


Attacks:  Brawl 48%, 1d3+db; Grapple 49%, 1d3+db


Skills:  Art (Lyricist) 52%, Craft (Electronic Device) 76%, Disguise 48%, Hide 57%, Language (English) 105%, Language (Computer Programming Language) 47%, Language (Computer Programming Language) 47%, Perform (Sing) 52%, Perform (Play Lute) 52%, Repair (Electrical) 62%, Research 72%, Science (Electronics) 48%, Stealth 57%, Technical Skill (Computer Use) 75%




Super Characteristics -- + 5 INT, +7 APP (22 power points)


Super Skills – Electronics +40%, MORE




Notes:  The Minstrel had 85 power points based on unmodified characteristics plus ? for Failings, total ?.  He had 500 skill points plus 210 personal skill points, total 710.  His low POW represents his general lack of empathy.  His Hide, Disguise and Stealth skills apply to his computer hacking abilities as well as his aptitude for sneaking around in person.


Van Johnson was 6’1”.

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Cylon Centurion


Source:  Battlestar Galactica, ABC Television, 1978-1979


Seven feet of chrome-plated menace


The Cylons, originally, were an advanced reptilian spacefaring race.  They created an army of robotic servants which eventually rebelled, destroyed their masters, and set about conquering every alien civilization within reach.  This brought the mechanized menaces into conflict with the Twelve Tribes of Man.


Centurions make up the bulk of the Cylon forces.  They’re tall, burnished robots with single oscillating red eyes; they vaguely resemble ancient Roman soldiers.  The silvery coating on their armor is intended to deflect laser fire.  Troopers assigned to Raider attack spacecraft replace their Bayonet skill with Pilot, Navigate, or Ship’s Weapons.  Because of their limited programming, it takes three Centurions to operate a Raider.  Centurions aren’t very bright, are slow, and are poor shots but Cylon factories can crank them out by the thousands.  It isn’t clear whether the Centurions are entirely machines or whether they are some sort of cyborg.  They are, however, durable combatants and can be repaired and restored to service after taking severe damage.


STR 16

CON 13

SIZ 20





Move:  10

Hit Points:  17

Damage Bonus:  +1D6

Armor:  8 (kinetic, light)


Attacks:  Brawl 40%, 1d3+db; Grapple 40%, 1d3+db, Bayonet 30%, 1D4+db, Laser Rifle 30%, 2D8; Short Sword 30%, 1D6+1+db


Skills:  Climb 40%, Spot 40%


Pick One:  Demolition 21%, Drive (Troop Carrier) 40%, Pilot (Cylon Raider) 21%, Navigate (Astronavigation) 20%, Ship’s Weapons 25%


Notes:  125 skill points, 8 skills, 15 each plus 5



IL Series Cylon


IL series Cylons are command models with much greater intelligence and personality than the Centurion series.  They have pointed or cone-shaped transparent heads with two oscillating red eyes and wear crimson floor-length robes despite the fact that their robotic bodies presumably don’t require clothing.  They function as military strategists and officers, as diplomats, and as liaisons with subjugated races.  Unlike the mechanically obedient Centurions, IL series robots exhibit very human traits such as deceit, shameless self-promotion, and ruthless political maneuvering for favor with the Imperious Leader.  They find human concepts such as integrity strange and fascinating and sometimes seek to acquire human captives for study.


STR 14

CON 13

SIZ 18

INT 16

POW 12

DEX 10

APP 10

Move:  10

Hit Points:  16

Damage Bonus:  +1D4

Armor:  6 (kinetic, light)


Attacks:  Brawl 25%, 1d3+db; Grapple 25%, 1d3+db, Laser Pistol 42%, 1D8


Skills:  Bargain 37%, Command 37%, Dodge 42%, Fast Talk 37%, Language (Cylon) 80%, Language (English) 32%, Persuade 37%, Pilot (Starship) 23%, Strategy 35%


Notes:  250 skill points, 11 skills, 22 each plus 8

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The beauty of writing up a superhero without an established origin or detailed history is that you can fill in the blanks for yourself.


Stretch Armstrong


Source:  Kenner toys, 1976-1980; Cap Toys, 1993-1994


“Stretch Armstrong” is the adventuring persona adopted by members of a family possessing the ability to modify the density and elasticity of their bodies.  The original was pro wrestler and bodybuilder Adam “Flex” Armstrong.  During the vitamin and food supplement craze of the 1970s he discovered that the muscle-building potions he ingested had altered his molecular structure, enabling him to stretch his body almost 40 feet.  In addition, the increased viscosity of his bodily fluids made him extremely resistant to physical damage (and made his punches really hurt).  Unfortunately, other users of these products gained similar powers along with nasty side effects.  Initially rather self-absorbed and focused on his ambitions, Armstrong felt compelled to abandon his sports career in order to combat these menaces to public safety as the superhero Stretch Armstrong.  Photos from the era show a grim, determined muscular blond man in dark wrestling trunks.  Stretch Armstrong battled various criminals, most notably the reptilian Stretch Monster and the eerie translucent Stretch X-Ray.


Adam Armstrong hoped that his sons would follow in his footsteps as crusaders for justice.  But like other children expected to carry on the family business, they rebelled.  The older son, Stan, devoted himself to surfing and playing disc-toss on the beach with his dog, Fetch.  The younger, Rex, had ambitions of duplicating the sports and motion picture career Armstrong senior had left behind.  Their destinies changed when their aging father nearly perished in a battle with Stretch X-Ray.  Stan, grieving, finally fulfilled Dad’s wishes and became the new Stretch Armstrong.  Despite his resolution to fight crime, Stan retained his surfer haircut, goofy grin, and short-sleeved beach clothes.  His decision to feed the stretching formula to Fetch was probably not a good idea, but it did provide him with a sidekick possessing like abilities.  Rex, meanwhile, was embittered both by his lackluster prospects and by the senseless (he felt) crippling of a parent.  He took a double-dose of the stretching formula with disastrous results.  Rex did indeed acquire his father’s powers but was mutated into a skull-faced monstrosity.  He angrily shaved his yellow hair into a Mohawk and became the villain Wretch Armstrong, causing his brother no end of trouble.


STR 28

CON 12

SIZ 14

INT 12

POW 13

DEX 14

APP 10

Move:  10

Hit Points:  13 (26 CON+SIZ)

Damage Bonus:  +2d6

Armor:  15 (kinetic)


Attacks:  Brawl 76%, 1d3+db; Grapple 76%, 1d3+db


Skills:   Climb 51%, Dodge 79%, Insight 51%, Jump 76%, Listen 76%, Martial Arts (Wrestling) 52%, Perform (Acting) 53%, Perform (Showmanship) 56%, Spot 76%, Stealth 61%, Throw 76%




“Increased Viscosity” – Armor (Kinetic) 15, 15 points


“Writhing Limbs” – Defense, 10 levels, -50% vs. incoming attacks


“Slingshot Maneuver” – Leap, 7 levels (+14 meters horizontal jumping distance, +7 meters vertical jumping distance)


Stretching, 12 levels (12 meters, approximately 40 feet, can expand to SIZ 26 or compress to SIZ 2), 36 power points


“Increased Density” – Super Characteristic, + 10 STR, 30 points


Failings:  Dependent (sons), infrequent, +1; Hunted by Stretch Monster and Stretch X-Ray, +2; Vulnerable to cold and sonic attacks, +1D6 damage each, +2


Notes:  Stretch Armstrong’s stats were randomly rolled at the “Fantastic” level on the online Call of Cthulhu Creature Generator.  He had 93 power points for unmodified characteristics plus 5 for Failings, total 98.  He had 500 skill points plus 120 personal skill points based on INTx10, total 620.

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I'd like to see Star Trek stats specifically racial stats for Klingons and Romulans!

But Klingons and Romulans are (as far as stats are concerned) humans with bumpy foreheads.  ;)   Especially in TOS.  Sure, Klingons are fierce and Romulans are sneaky, but in episode after episode they're no stronger, faster, smarter, etc., than the Enterprise crew.  I'd use the normal attribute rolls and add appropriate skills.

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Because Hanna-Barbera superheroes never seem to get the love they should ...


Captain Caveman


Source:  Captain Caveman and the Teen Angels, Hanna-Barbera Productions, 1977-1980


Quote:  (As his Flight power fails) “Ugh!  Bad time for energy crisis.”


There are those who insist that Superman was the original superhero.  However, the latest DC Comics reboot indicates that the Man of Steel arrived rather recently (and is much younger than we thought).  Hanna-Barbera, on the other hand, says the world’s first superhero was Captain Caveman, predating even Mightor, another prehistoric crusader for justice.


We don’t know Captain Caveman’s origin or what his early career was like.  He never speaks of it.  He rarely speaks coherently, period.  He survived into the present day frozen in a block of ice.  Found and thawed by a trio of youthful investigators – Dee Dee Skyes, Brenda Chance and Taffy Dare – Captain Caveman became their assistant and protector.  He accompanied the girls during a series of seemingly supernatural mysteries similar to those encountered by the kids of Mystery, Inc., in Scooby Doo, Where Are You?


Captain Caveman is a squat, wiry man – approximately 4’8” tall – completely covered in thick, matted brown hair except for his limbs and prominent nose.  He wears a leopard skin cape (nothing else that we know of) and carries a stout club.  He isn’t the sharpest tool on the bench, but he is outrageously strong and tough.  He routinely hoists animals the size of Brahma bulls overhead and runs around with them.  “Cavey” is perfectly willing to let others handle deductions; he just wants to bash the bad guys.  His club enables him to fly and serves as a sort of utility belt, its hollow interior concealing a number of useful tools.


In addition, Captain Caveman can pull assorted helpful “pets” from beneath his hair ranging from parrot-sized lizards to small mammoths to giant carnosaurs.  The latter are particularly good for intimidating modern felons.  Exactly where these creatures come from and what happens to them when the Captain is done with them isn’t clear.  Each animal can perform a specific task the Captain needs done – providing a ride, acting as a leaf blower or vacuum cleaner, providing local illumination.  Although this ability is technically a Sorcery spell, the effect occurs instantly.  He doesn’t have to prepare for so many turns in advance.


STR 50

CON 28






Move:  10

Hit Points:  18 (35 CON + SIZ)

Damage Bonus:  +3D6

Armor:  10 (kinetic, cold)


Attacks:  Brawl 63%, 1d3+db; Grapple 63%, 1d3+db; Projection 62%, ?d6; Club 63%, 1d8+db


Skills:  Climb 78%, Dodge 62%, Fly 54%, Jump 63%, Language (Caveman) 40%, Language (English) 38%, Listen 63%, Parry (with club) 63%, Projection 62%, Spot 63%, Swim 63%, Throw 63%, Track 48%




“Thick, Matted Hair” – Armor, 10 points vs. kinetic and cold damage; 20 power points


“Throw Club and Hang On” – Flight, 8 levels, 8 power points; costs 2-8 energy to activate (depending on whether Captain Caveman is carrying someone in his free arm), plus 1 energy per turn to maintain.  He can carry a person or object up to SIZ 15 while flying.


Super Characteristics – + 33 STR, +11 CON; 44 power points


“Cartoon Character Tough” – Regeneration, 4 levels, 4 hit points healed per combat round, 12 power points


Instantly Summon Prehistoric Beast, no range


Extra Energy, +80 energy points (total 96)



Failings:  Dependents (Teen Angels), significant involvement, +3 power points; Noxious personal habits (Uncivilized, eats anything, no manners whatsoever), +3 power points


Notes:  Captain Caveman’s stats were randomly rolled at the “Mighty” level on the online Call of Cthulhu Creature Generator, but his SIZ, INT and APP then were greatly reduced to meet the character concept.  He had 86 power points based on these modified characteristics, plus 6 for Failings, total 92.  He had 500 skill points plus 80 personal skill points based on INTx10, total 580.

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She's not Snake Plissken, but ...


Big hair.  Face paint.  Glam rock.  Truly outrageous!




Quote:  “Jem is my name.  No one else is the same.  Jem is my naaame.”  “It’s showtime, Synergy.”


Source:  Jem, Sunbow Productions, 1985





Twenty-something Jerrica Benton inherited Starlight Music when her producer father died as well as Starlight House, a foster home for girls, which she had been managing.  Unfortunately, Eric Raymond, her father’s unscrupulous business partner, owned half of Starlight Music and wanted the whole enchilada.  He began by de-funding Starlight House in order have capital to launch a new bad girls band, the Misfits, then forbade Benton access to Starlight Music offices.  Not content with that, he hired goons to harass her.  The Misfits also committed acts of vandalism on their own account.  One of Raymond’s thugs accidentally started a fire which destroyed the house, leaving the young heiress and her charges homeless.


Meanwhile, Jerrica received a posthumous package from her father containing a pair of star-shaped earrings.  When she donned them, Benton and the three friends who helped her oversee the foster girls – Kimber, Aja and Shana – beheld a vision of an ethereal woman who bade them to follow her.  The phantom led them to an apparently abandoned Starlight Drive-In Theater on the edge of the city and vanished through the wall of the building that served as a base for the dilapidated screen, its voice still urging them forward.  On impulse, Jerrica drove her car into the wall, and the four women found themselves inside a hidden music studio and electronics laboratory.  The mysterious figure – a remote projection of a powerful artificial intelligence – told Jerrica the location was a last legacy from her father, a secret project that Eric Raymond knew nothing about.  “Synergy” was a sophisticated computer installation operating groundbreaking lighting, sound, and special effects technologies.  The studio also included a warehouse of musical instruments and stage costumes, even a promotional vehicle.  Benton and her companions decided to launch their own musical group to best the Misfits and win back control of Starlight Music.  To shield herself from Raymond’s interference, Jerrica used Synergy’s imaging technology to disguise herself as the rock star Jem.  Kimber, Aja and Shana became the Holograms, although without adopting dual identities.


Jerrica Benton is a skilled businesswoman and talented vocal performer (Shana writes the Holograms’ lyrics).  She’s young, active and physically fit (she has to be to do those exhausting song and dance routines) but has no paranormal abilities.  Her star earrings, however, act as a relay station for Synergy’s holographic projections and audio broadcasts, which enables her to instantly alter her voice and appearance and the appearances of people around her.  She can also project realistic visual and auditory images, allowing her to mislead would-be pursuers or summon assistance from a distance, even to appear to be two places at once.  Benton has used this ability to conceal her secret by having Jem and Jerrica Benton show up at the same location, although the projected self is intangible and unable to affect the physical world.  Synergy’s broadcast power and range are apparently limitless, since Jerrica is able to create her illusions almost anywhere on the planet with only rare glitches.  One wonders what those invisible high-intensity energy beams are doing to her body.


It is perhaps fortunate that Benton – distracted by the need to support herself and the foster children – hasn’t appreciated the full possibilities of her techno-magical abilities.  After all, the early costumed crime-fighter Mandrake the Magician launched his career with similar powers in 1934.  Marvel Comics’ Dazzler (1980) was a busty blonde who also juggled crime-fighting and performing while warping sound and light.  In an imaginative criminal’s hands, Synergy’s illusions would be a devastating weapon.


Having a dual identity, even a high-tech one, isn’t any easier for Jerrica than it is for anyone else.  She constantly has to juggle being both the Holograms’ manager and the group’s lead singer – her duties sometimes requiring her to be two places at once, or to be at the same location as both herself and as Jem.  Raymond and the Misfits are out to harm both Jem and Jerrica.  Benton is unable to pass through standard airport and courthouse security scanners as Jem because removing her jewelry would destroy her disguise.  To make matters worse, her boyfriend, Rio Pacheco, is in love with both of her identities; she’s her own romantic rival and too embarrassed by her originally innocent deception to tell him the truth.  What, the jerk can’t tell that he’s kissing the same woman, even with his eyes closed?  It doesn’t help that Pacheco is jealous and that Jem attracts unwanted suitors like a picnic draws ants.


Slim, blonde and pretty, Benton appears more voluptuous and mature in her Jem persona, and the pink face paint often worn around Jem’s eyes acts as sort of a mask.  No one seems to notice that Jerrica and Jem share the same facial features and wear the same pink star earrings.  So far, medical exams, biometric scans, and global publicity haven’t blown Jem’s cover.


STR 12

CON 16

SIZ 13

INT 14

POW 15

DEX 14

APP 16

Move:  10

Hit Points:  15

Damage Bonus:  +1D4

Armor:  None


Attacks:  Brawl 25%, 1D3+db; Grapple 25%, various


Skills:  Art (Hologram Design) 45%, Attract Unwanted Suitor 85%, Bargain 45%, Disguise 41%, Dodge 68%, Fast Talk 45%, Fine Manipulation 45%, Insight 45%, Jump 65%, Knowledge (Accounting) 45%, Knowledge (Showmanship) 45%, Language (French) 40%, Language (English) 70%, Listen 65%, Perform (Singing) 45%, Perform (Dancing) 45%, Persuade 55%, Technical Skill (Computer Use) 45%




Illusions, Visual, 14%, level 30 – 30 power points per 15 minutes, range 30 meters


Illusions, Auditory, 14%, level 30 – 30 power points per 15 minutes, range 30 meters


Jem’s is enable her to disguise herself at level 8 while simultaneously costuming or otherwise enhancing the appearance of the Holograms at level 7.  She can be Jem at level 5 and still devote 25 levels to onstage special effects.  Or she can use the whole 30 levels to create an illusion up to 30 meters away from herself.  Per the initial spells rules on Page 92 of the Big Gold Book, Benton could have two to eight additional applications of Synergy’s special effects that she hasn’t figured out yet.


Super Skills – Singing +40%, Dancing +40%, Disguise +40%, Visual Illusions +80%, Auditory Illusions +80%.  Cost 28 build points


Fast Reflexes or Dumb Luck – Defense, 6 levels, -30% vs. incoming attacks, cost 6 build points


Extra Energy, +660 energy, cost 66 build points




Super identity must be turned on, and with the obvious use of a removable item of power (+2 points)


Dependents, the Holograms and the Starlight House girls, frequent involvement (+3 points)


Hunted by the Misfits and Eric Raymond, low power but all the time (+2 points)


Responsible to Starlight Music, the Holograms, all the time (+3 points)


Notes:  Jerrica Benton’s stats were randomly rolled at the “Awesome” level on the online Call of Cthulhu Creature Generator.  Her CON 16 may seem excessive, but she has survived avalanches, rampaging bulldozers, ski lift malfunctions, and other physical hazards that James Bond might have trouble negotiating.  It is the same for her high Dodge and Jump skills.  Jem had 100 character points based on unmodified characteristics, plus 10 more for Failings, total 110.  She had 500 skill points plus 140 personal skill points based on INTx10, total 640.

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Because no one asked for it (but should have):

King Tut aka The Pharoah

Source:  Batman, 20th Century Fox Television, 1966

Quote:  “I am Tut, Master of Thebes, King of the Nile, Moon God of Thoth!  And that’s just on Momma’s side of the family.  I must proclaim my reincarnation to the faithful.  Hand me the telephone.”

Gentle, bulky William McElroy was a beloved and respected professor of Egyptology at Yale University until a blow to the head during a student riot unleashed an arrogant, aggressive alternate personality.  As King Tut, the middle-aged academic believed himself to be the boy king of ancient Egypt and his current urban location the capital of Thebes.  He immediately gathered a small band of loyal followers and set about to re-establish his rightful rule by any means necessary.  Tut broadcast threats from a faux idol he set up in a public park. He kidnapped prominent and/or wealthy citizens and demanded ransom or favors for their safe return.  He even re-created an obscure Mesopotamian drug, intending to place the entire population under his hypnotic control.  King Tut was defeated following each outrage and, after treatment, returned to his teaching duties.  Inevitably, however, the accident-prone professor suffered additional head injuries and returned to a life of crime.

Clever and cruel, King Tut is a bombastic tyrant given to wild mood swings.  He can shift from towering rage to weepy sentimentality to quivering cowardice within moments.  Tut is a committed theme villain, dressing in voluminous colorful Hollywood epic robes, maintaining pet crocodiles, keeping a variety of supposedly authentic torture devices at hand, attempting to steal rare artifacts from prominent museums.  King Tut retains the professor’s encyclopedic knowledge of the ancient world and is skilled in forgotten magical and medicinal arts.  Unlike many Batman villains, he isn’t a gadget hound.  His tools tend to be mundane ones dressed up in gold paint and Egyptian motifs.   His heavy scepter makes a handy club, and he’s reasonably competent with a khopesh.  However, he’s a coward in a fight, hiding behind his followers unless he can sneak in a low blow.  Tut’s emotionalism and lack of physical bravery might cause some adventurers to underestimate him.  However, he is smart enough to have discovered Batman’s secret identity twice, losing the knowledge when he reverted to his William McElroy personality.

Despite his tendency to be a bully, King Tut is also quite persuasive, able to convince both former students and goons-for-hire to eagerly support his cause.  Tut always has four or five minions, a rotating group of specialists for whatever his current scheme is.  One of these is always a svelte “queen” half his age, an attractive girl who acts as a spy as well as arm candy.  King Tut requires his henchmen to dress in costumes worthy of a 1950s biblical movie and to adopt Egyptian names and an archaic speaking style.  As long as they pay him proper homage, he’ surprisingly lenient with them but is ever jealous of his girlfriend’s attentions.  (“It isn’t every young girl who gets to wrap her arms around the King!”)

William McElroy is a tall (6’4”) Caucasian man of considerable girth with thinning brown hair.  He sports a longish chin beard, wears conservative suits, and exudes an air of Teddy bear shyness that some female students find appealing, much to his embarrassment.  Since his first few transformations, McElroy has taken the precaution of wearing a reinforced bowler hat in a vain attempt to prevent them.  King Tut isn’t shy at all and takes full advantage of his perceived attractiveness.  He hides his bald spot beneath ornate helmets and headdresses, and his boosted confidence actually makes him smarter and better looking.

King Tut was created specifically for the 1966 Batman TV show, appearing in all three seasons and more often than any foe except the main four (Joker, Riddler, Penguin and Catwoman).  He appeared in the comics and in animation belatedly because Fox Television held the rights to the character.  Sadly, Victor Buono, the actor who portrayed King Tut, died at age 43 in 1982 of health problems related to his size.  He was only 28 at the time he played the role, although he appeared older.

STR 11


SIZ 16

INT 17/21

POW 10

DEX 13

APP 9/13

Hits:  24 (CON+SIZ)

Damage Bonus:  +1d4

Move:  10

Armor:  2 kinetic (headdress and voluminous robes)

Attacks:  Brawl 25%, 1d3+1d4; Khopesh 30%, 1d6+1d4; Scepter 45%, 1d6+1d4

Skills:  Command 72%, Drive 40%, Fine Manipulation 42%, Hide 47%, Knowledge (Egyptology) 72%, Language (English) 85%, Language (Ancient Egyptian) 57%, Listen 30%, Parry (with khopesh) 30%, Persuade 72%, Medicine 45%, Research 62%, Science (Pharmacology) 42%, Spot 30%, Status 52%, Stealth 47%, Teach 77%

Powers:  Super Characteristics +4 INT (12) and +4 APP (4); Regeneration 10 levels (30); Extra Energy +50 (5), total 60

Failings:  Wild mood swings (+3), Super identity must be activated and in an obvious manner (by being bashed in the head, +2), Hunted by the police (+2)

Notes:  As a supervillain, King Tut had 500 skill points plus 170 personal skill points based on INTx10.  He had 84 super power build points based on his randomly rolled unmodified characteristics plus 7 more for Failings, total 91.  He spent 51 power points, holding 40 in reserve for whatever his next scheme is.  His Regeneration power represents his ability to survive and recover from repeated head trauma.

Edited by seneschal
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On 2/7/2019 at 11:28 AM, Larry Lovecraft said:

Godzilla and King Kong...make them Elder God-ish!

Hmmm.  Well, Shi Godzilla and the Legendary Pictures version of Kong have already kind of gone there.  Let me think.

The Elder Gods’ whole schtick is that they are mysterious and unknowable as well as disgustingly powerful and dangerous.  Humans can’t comprehend them, can’t determine their goals or motives, can’t communicate with them.  Azathoth, their chief, is mindless.  Godzilla was like this in his early movies — an unstoppable and unpredictable engine of destruction.

But King Kong and Godzilla are more fun when they aren’t merely massive destructive beasts, when they show personality.  Both of them fight other monsters and smash buildings not only to survive in a harsh world but because they enjoy it.  Kong is a sucker for a pretty face and will pursue his favorite across continents.  Godzilla has allies and enemies among the monster population and is a bit of a bully.  His 1990s incarnation actually smirked when he thought he’d blown away Mothra’s hatchlings only to roar in pain and chagrin when they latched onto his tail.

In contrast, do we have any idea what Cthulhu wants or enjoys?  It is the difference between the monster being a symbol or impersonal event or the monster being a character, however unpleasant.  Which is scarier?  An entity that kills you because you just happened to be in the way, or a monster that hunts you specifically because you displeased it somehow? 

Stats for Godzilla here (2 write-ups):


Edited by seneschal
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9 hours ago, seneschal said:


But King Kong and Godzilla are more fun when they aren’t merely massive destructive beasts, when they show personality.  Both of them fight other monsters and smash buildings not only to survive in a harsh world but because they enjoy it.  Kong is a sucker for a pretty face and will pursue his favorite across continents.  Godzilla has allies and enemies among the monster population and is a bit of a bully.  His 1990s incarnation actually smirked when he thought he’d blown away Mothra’s hatchlings only to roar in pain and chagrin when they latched onto his tail.

In contrast, do we have any idea what Cthulhu wants or enjoys?  It is the difference between the monster being a symbol or impersonal event or the monster being a character, however unpleasant.  Which is scarier?  An entity that kills you because you just happened to be in the way, or a monster that hunts you specifically because you displeased it somehow? 

Too true! 

How about stats for King Kong as a Pulp Cthulhu "endboss"?  Pt 1 of the scenario could be the classic story of "group goes to island to bring back evidence of a mysterious legendary beast, beast much too large and not having that shit".

Pt 2, if the players succeed, is the big ol' ape loose in 1920's Manhattan.  

In fact, Pulp Cthulhu scenarios based on old 1920s-1950s monster movies would be a great idea.

Edited by Larry Lovecraft
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I agree.  The original 1933 King Kong is still the best.  And the movie monsters of the Twenties through the Fifties are perfectly suited for horror and adventure scenarios.  In fact, some of the best ideas come from Grade Z films.  In role-playing you have an unlimited special effects budget.

To stat up 1933 Kong we still need to decide how big he is.  Animator Willis O’Brien intended the ape to be 18 feet tall, almost double the size of the largest known prehistoric gorilla, but increased Kong to 24-25 feet tall in the urban scenes to make him more impressive against modern skyscrapers.  Fine.  Except the producer varied King Kong’s actual size throughout the film to make him as scary as possible in every scene.  So he ranged up to 40 feet tall, the arm that reached through the bedroom window to seize Ann Darrow was that of a 70-foot gorilla, and RKO publicity papers set Kong’s height at 50 feet.  Yow!  At least Peter Jackson’s 2005 remake kept Kong at a consistent 25 feet tall.  

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