Tuesday, December 14, 2004

Races of the XXVth Century --Lunarians, Venusians, and Mercurians

Lunarian

Lunarians have been mildly altered to be shorter than Terrans, with compact, slender frames. Original modifications made their eyes more sensitive, but Lunarians have evolved to the point where their visual ability exceeds even that of the Martians. Their bodies have also been altered to accept the lower gravity of Luna without harmful side effects.

Lunarian characters start with a d6 in the Smarts attribute. The Lunarian society prides itself on the intelligence and coolheadedness of its culture. As previously mentioned the Lunarians are an extremely well adapted to dark environments. Therefore they begin with Low Light Vision .

Living their lives entirely in the tunnels and dome cities of the Moon has led Lunarians to become more succeptible to the effects of sunlight. All Lunarians suffer from the Light Sensitive hinderance as described in Evernight.

Venusian

Mildly altered humans, Venusians tend to be Asiatic in appearance, with small, narrow eyes and long, thick hair. The ears are smaller and close to the head; the eyes are gene tailored with a nictating membrane (it covers the eyes when desired) to protect against acid rains providing Venusians with +2 to Vigor rolls when resisting blinding attacks (such as a called shot to the eyes). Venus's atmospheric pressure produces heavier, stronger body frames in its natives giving Venusians +1 Toughness. Due to their adaptation to the high temperatures of Venus, Venusians are more easily effected by cold temperatures. Cold based attacks do +2 damage to Venusian characters due to their Thin Skinned nature.


Mercurian

Mercurians are a polyglot mixture of Terrans (mostly), Martians, and a few Venusians. Because of interbreeding over the years since the planet was settled, the Martians and Venusian physical traits have been "humanized" to the point where they are nonexistent. Mercurians are gene-tailored for stockiness, which saves space in their underground warrens, but their other distinctive characteristics are more a product of environment than genetic manipulation.

Due to their constant exposure to the heightened temperature of Mercury (even through 100's of feet of rock) Mercurians gain +2 Toughness vs. Heat and Heat based attacks. The polyglot nature of Mercurian society makes Mercury's natives particularly adept at persuasion and negotiations so they receive +2 to all persuasion and streetwise checks. Like Venusians, denizens of Mercury suffer from the Thin Skinned hinderance.

Thursday, December 09, 2004

Races of the XXVth Century -- Terrans and Martians

Listed below in Savage format are the Races of the 1990 Buck Rogers in the XXVth Century game.


Terran

Earth based humans are the least genetically modfied of the future races. As such they operate as per Savage Worlds Revised page 12.

Martian

Martians are one of the many races that are mildly altered from the human norm. Martians tend to be slender and fine-boned, with long legs (a product of growing up in the low gravity of Mars as opposed to actual genetic changing). They have large, deep chests and noses with wide nostrils, improving their ability to breathe the extremely thin Martian atmosphere. Their eyes are large and sensitive to very low amounts of light, and their ears have been enlarged to better capture sound. The Martian upper classes also indulge in genetailoring for esthetics, so many wealthy individuals are almost inhumanly beautiful.

They are often slightly more agile than Terrans (though not enough for a higher starting stat), but are far more perceptive and thus begin play with the Alertness and Low Light Vision edges. Though they are more succeptible to ailments, especially disease and heat and therefore suffer from the Anemic hinderance (though the penalties don't apply to radiation based illness or effects).


Savaging Buck Rogers

In 1928 Amazing Stories printed a story entitled Armageddon - 2419 featuring a new hero, a hero who would inspire generations of new heroes. That hero was Anthony ("Buck") Rogers. The sequel to this story (The Airlords of Han)was published the next year as was a new cartoon strip featuring this Rip Van Winkle-esque hero. Buck Rogers was a man out of time using skills developed in the 20th Century to combat a threat in the 25th century. The Rip Van Winkle theme in speculative fiction wasn't a new one, Edward Bellamy used it in Looking Backward and H.G. Wells used it in The Time Machine. But this time there was one large difference; the hero could never return home. The future was the hero's new home, and he needed to do his best to protect what remained of the land he loved in a new and distant world.

For he purposes of Savaging, I will be devoting my efforts to 2 areas initially and I may add a third and fourth. These are the Buck represented in the 1929 comic strip (this is also a conversion of the TSR High Adventure Cliffhangers game), a conversion of TSR's Buck Rogers in the XXVth Century Game, and a conversion of the more recent Gil Gerard television series. Converting these three versions will offer a wide variety of campaign styles ranging from very un-PC pulp action to modern social commentary SF, with the XXV conversion falling in the middle. Later I will add the Buster Crabbe serial which takes yet another approach to the future. A brief description (with eventual hyperlinks) of each period is listed below:

Buck Rogers (High Adventure!): Adventure...Excitement...Thrills!

Anthony Rogers is a World War I veteran pilot working as a surveyor when he is trapped in an abandoned mine somewhere near Pittsburgh. While he is examining the mine there is a cave-in and Buck notices some strangely glowing rocks. As he is trying to escape he finds it hard to stay awake as his body succumbs to a mysterious gas...

When he awakens, Buck finds himself in a new world...the world of 2430. Buck witnessed new and wonderous technologies, but Buck was immediately thrown into conflict when he saw a group of Bad Blood raiders attacking a female soldier. After assisting the young woman (Wilma Deering) Buck learned a new and awful truth... The America he had known and loved is gone, no longer is America the great democracy he loved. During Buck's slumber the Mongols (also called the Han) have conquered the world in a great world war. Small semi-democratic enclaves had formed an underground resistance to the Han, but the future was in desperate need of the military skills and hopeful outlook Buck had to offer!

Buck Rogers in the XXVth Century

The 1990 Mike Pondsmith Buck Rogers game is maybe my favorite representation of the Buck Rogers story. It presents a world of space pirates, mad scientists and fleets of invading dictators. Unlike other Buck Rogers stories, there is interplanetary travel in this version. It is as if Buck's creators looked at the tales they inspired and improved on their original by incorporating the best of E.E. Doc Smith's Lensman and DC Comics Adam Strange.

In history as we know it the Cold War between 1989 and 1991 with the fall of the Berlin Wall and the collapse of the Soviet Union. In thie Buck Rogers future that never happened. In late 1999 the long dormant Cold War resurfaced and Soviet hardliners launched a powerful offensive from space. The Masterlink platform directly threated the United States, but the US could not directly attack the Soviet Union in response and it seemed that they would have to live under the terror in the skies. So the US Air Force planned a special "black ops" mission to knock out the Soviet satellite. Ace pilot Buck Rogers was sent in an experimental plan to attack the satellite. He was successful, but at the apparant cost of his own life. Thus began the Last Gasp War, a limited nuclear exchange where the US was largely sucessful in defending itself from a limited assault. But even this limited use of weapons was enough to end the nuclear age and the world restructured into three political groups.

During the years of Buck's absense, overpopulation, and the invention of a viable fusion drive, was responsible for Terrans migration to colonies throughout the solar system. These colonies begin genetic alterations to make the compatability of individuals to the environment an easier transition. Though it doesn't take long for genetic modification to be used to create new "slave" races. It didn't take long for the new colonies to become the new "nation-states" of the future with Mars as teh new Superpower seeking to dominate the other worlds through and organization called the Solar Alliance Protectorate. Into this world Buck Rogers awakens having been "discovered" by New Earth Organization scientists.

There are a couple of ways you can go with this background. Play it straight with it actually being Buck Rogers the "living myth." Or for a darker tone you can take advantage of a future where computer organisms (fully sentient AI) and genetic manipulation are common by having the "awakened" Buck Rogers be a golden lie constructed by NEO at the time he is most needed.

You decide.

When it comes to the products, I highly recommend you go out and buy the XXVth century stuff. As I convert it I will be very sparce in decription, out of respect for TSR's copyright, but I will provide Savaged templates for the races etc. I may even include original "Adventure Seeds," but time will tell.

Tuesday, November 30, 2004

Syndrome



Syndrome



These statistics reflect Syndrome prior to the final battle of The Incredibles

Security Level: Villain (WC)

Race: Human

Attributes: Agility d8, Smarts d12, Spirit D6, Strength d6, Vigor d6

Skills: Fighting d8, Intimidation d6, Knowledge (Engineering) d12, Notice d10, Shooting d10, Taunt d10, Repair d10

Charisma: +0, Pace: 6, Parry: 6, Toughness: 5

Hinderances: Gloater (Major), Vengeful (Major), Quirk -- Vainglorious (Minor), Vow -- To become world's only superhero (Minor)

Edges: Arcane Background (Super Powers) [Gadgets], Power Points, Gadgeteer, First Strike, Level Headed, Improved Level Headed

Super Powers: [Gadgets: Flight Boots Flight -- Level 8 (6 pp), Gadget (-2); Zero Point Energy Beam Paralysis (11 pp), Area Effect Medium Burst Template (+4), Extra-Duration (+1), Extra-Power x3 (+3), Ranged (+4), Gadget (-3); Lair (4 pp): Research Lab (+1), Secure Access (+1), Well Hidden (+1); Henchmen (at least 10)]

Monday, November 29, 2004

Frozone



Frozone



These statistics reflect Frozone prior to the final battle of The Incredibles

Security Level: Veteran (40 Points)

Race: Human

Attributes: Agility d10, Smarts d6, Spirit D6, Strength d6, Vigor d8

Skills: Fighting d10, Guts d6, Investigation d6, Notice d6, Shooting d10, Taunt d6

Charisma: +0, Pace: 6, Parry: 8, Toughness: 6/8 (0/2)

Hinderances: Heroic (Major), Loyal (Minor), Quirk -- Secret ID (Minor), Dependent (Major)

Edges: Arcane Background (Super Powers) [Ice Powers], Power Points x2, Acrobat, Dodge, Improved Dodge, Luck, Block

Super Powers: [Ice Powers: Matter Control (13 pp)Water/Ice 2 Levels, Binding (+1), Gliding (+4); Attack, Ranged (6 pp) Non-Lethal (+1), Area Effect Cone (+2); Armor (1 pp) 2 levels, requires activation (-1)]

Tuesday, November 23, 2004

Union Jack



Union Jack



These Statistics Reflect Union Jack as of issue one of the vampire hunting limited series.

Security Level: Veteran (45 Points)

Race: Human

Attributes: Agility d12, Smarts d8, Spirit D8, Strength d6, Vigor d10

Skills: Climbing d8, Fighting d10, Guts d8, Investigation d8, Knowledge (Vampires) d8, Notice d6, Shooting d10, Stealth d8, Throwing d10, Survival d6, Tracking d6

Charisma: +0, Pace: 6, Parry: 7, Toughness: 7/9/11 (0/2/4)

Hinderances: Heroic (Major), Loyal (Minor), Enemy (Major) Vampires, particularly Baron Blood, Vow (Minor) Destroy all Undead

Edges: Arcane Background (Super Powers) [Super Soldier Legacy], Power Points, Acrobat, Fleet Footed, Two-Fisted, Dodge, Combat Reflexes, Fast Healer,

Super Powers: [Super Soldier Legacy: Ageless (1 pp); Lair (1 pp); Super-Attributes (3 pp) (Agility +1, Vigor +2); Super-Edges (6 pp) Fleet Footed, Two-Fisted, Dodge; Super-Skills (4 pp).]

Equipment: Flak Vest, Knife (silvered) d6+1, Wooden Stake d6+1, .44 1911A (silver bullets) 2d6+1.

Monday, November 15, 2004

The Incredibles!



The Incredibles!


These statistics represent the Incredible family at the end of Act One and the beginning of Act Two (do not include the opening prologue in your thoughts).




Mr. Incredible

Security Level: Veteran (60 Points)

Race: Human

Attributes: Agility d12+2, Smarts d6, Spirit, D8, Strength d12+4, Vigor d12+2

Skills: Fighting d10, Guts d6, Intimidation d8, Persuasion d6, Knowledge (Insurance Law) d8, Throwing d10, Driving d6

Charisma: +2, Pace: 6 (Currently 5 +d6, when buys off obese 6 +d10), Parry: 7, Toughness: 11 (13 Heavy Armor)

Hinderances: Heroic (Major), Loyal (Minor), Obese (Minor), Dependents: Family (Major)

Edges: Arcane Background (Super Powers), Charismatic, Power Points x 3 (25), Brawny, Fleet-Footed, Hard to Kill, Combat Reflexes

Super Powers: [Incredible: Super-Attributes (14 pp): Strength (6), Agility (4), Vigor (4); Toughness +2 (7 pp), Heavy Armor; Attack, Melee (4 pp) +2d6, non-lethal (+1), NOT A HEAVY WEAPON (-1).

Next two advances go into buying off obese and purchasing more power points for super powers (attributes).


Elastigirl

Security Level: Veteran (60 Points)

Race: Human

Attributes: Agility d12+8, Smarts d8, Spirit, D6, Strength d6, Vigor d12+2

Skills: Fighting d12, Guts d6, Notice d8, Persuasion d6, Pilot d12, Stealth d10

Charisma: +2, Pace: 6, Parry: 8, Toughness: 9 (13 w/Altered Form)

Hinderances: Dependents Family (Major), Heroic (Major), Loyal (Minor), Quirk (Worries Mr. Incredible doesn't love her anymore).

Edges: Arcane Background (Super Powers), Power Points x3 (25), Attractive, Ambidextrous, Ace, Acrobat, Dodge

Super Powers: [Elasticity: Alter Form (10 pp), Fall-Proof (+3) Fall-Proof applies to up to 2 allies, More Elastic +3 (+4); Super-Attribute (13 pp): Agility (8), Vigor (5); Leaping (2 pp)]


Dash

Security Level: Novice

Race: Human

Attributes: Agility d8, Smarts d6, Spirit, D6, Strength d6, Vigor d8

Skills: Fighting d8, Guts d8, Notice d6, Persuasion d6, Taunt d6, Investigation d6

Charisma: +2, Pace: 6 (Fast!), Parry: 6, Toughness: 6

Hinderances: Overconfident (Major), Loyal (Minor), Curious (Major), Stubborn (Minor)

Edges: Arcane Background (Super Powers), Fleet-Footed, Power Points (15)

Super Powers: [Super-Speed: Speed (Super-Speed (8 pp), Pummel (+2 pp), Water Walk (+1); Super Edge (4 pp) Dodge, Improved Dodge]


Violet

Security Level: Novice

Race: Human (Mutant)

Attributes: Agility d6, Smarts d8, Spirit, D6, Strength d6, Vigor d6

Skills: Fighting d6, Shooting d6, Notice d6, Persuasion d6, Knowledge (Computers)d8, Investigation d8, Stealth d4

Charisma: +2, Pace: 6, Parry: 6, Toughness: 6 (8)

Hinderances: Cautious (Minor), Loyal (Minor), Yellow (Major)

Edges: Arcane Background (Super Powers), Power Points (15)

Super Powers: [Invisiforce (15 pp): Force Control (10 pp) 2 levels, Force Field (+4), Medium Template (+2), ; Invisibility (5 pp)]

With first "seasoned" advance, add 5 pp and make Force Control="Heavy Armor" for +3.

Friday, November 12, 2004

The Original X-Men





The X-Men are the premiere mutant team in the Marvel universe and their comic was one of the titles which sent a shockwave through the comic industry. Modern comic readers think of the X-Men as powerful and well established characters, but that was not always the case. What was this team like when they first started fighting for justice? What does a "novice" superteam look like?




Codename: Angel




Security Level: Novice

Race: Human (Mutant)

Attributes: Agility d8, Smarts d6, Spirit, D6, Strength d8, Vigor d8

Skills: Fighting d8, Flying d8, Guts d6, Notice d6, Persuasion d6, Taunt d6, Throwing d4

Charisma: +2, Pace: 6 (24" Flying), Parry: 7, Toughness: 6

Hinderances: Mutant (Major as Minor Wanted and Outsider), Loyal (Minor), Quirk: Overconfident (minor) normally this is a major hinderance, but Angel has it only at the quirk level.

Edges: Arcane Background (Super Powers), Rich, Filthy Rich, Attractive

Super Powers: [Winged Marvel: Flight (6 pp): 6 levels]; Mutant Physique (3 pp) Agility, Strength, Vigor (1 each); Swift Reactions Deflection (1 pp): 2 Levels, requires activation (must be aware to dodge).


Codename: Beast



Security Level: Novice

Race: Human (Mutant)

Attributes: Agility d12, Smarts d10, Spirit, D6, Strength d12, Vigor d12

Skills: Fighting d8, Guts d6, Knowledge (Biochemistry) d10, Knowledge (Electronics) d8, Repair d6, Taunt d4

Charisma: -2, Pace: 6, Parry: 6, Toughness: 8

Hinderances: Mutant (Major as Minor Wanted and Outsider), Heroic (major), Loyal (Minor), Ugly (minor)

Edges: Arcane Background (Super Powers), Power Points x1 (15), Acrobat

Super Powers: Mutant Physique (9 pp): Agility, Strength, Vigor (3 each); Leaping (2 pp); Extra-Limb (4 pp)(can use feet as if they were hands).

Codename: Cyclops



Security Level: Novice

Race: Human (Mutant)

Attributes: Agility d8, Smarts d8, Spirit, D6, Strength d6, Vigor d6

Skills: Fighting d8, Guts d6, Knowledge (Tactics) d8, Shooting d8, Piloting d8, Persuasion d4

Charisma: +0, Pace: 6, Parry: 6, Toughness: 5

Hinderances: Mutant (Major as Minor Wanted and Outsider), Heroic (Major), Loyal (Minor), Disablility: If he loses visor his energy blast is uncontrolled and always on and always lethal (minor)

Edges: Arcane Background (Super Powers), Power Points (15), Command

Super Powers: Force Beam (15 pp): Attack, Ranged ( 6 pp) 2 Levels, Cone Template (+2), Focus (+3) Nonlethal (+1), Knockback (+2) Armor Piercing (+1).

Codename: Marvel Girl



Security Level: Novice

Race: Human (Mutant)

Attributes: Agility d6, Smarts d8, Spirit, D8, Strength d6, Vigor d6

Skills: Fighting d6, Guts d6, Knowledge (Medicine) d8, Shooting d6, Persuasion d6, Notice d6, Investigation d6

Charisma: +2, Pace: 6, Parry: 6, Toughness: 5

Hinderances: Mutant (Major as Minor Wanted and Outsider), Cautious (Minor), Loyal (Minor),

Edges: Arcane Background (Super Powers), Attractive

Super Powers: Telekinesis (10 pp): 3 levels Strength d12, Force Field (+4).


Codename: Iceman



Security Level: Novice

Race: Human (Mutant)

Attributes: Agility d6, Smarts d6, Spirit, D6, Strength d6, Vigor d6

Skills: Fighting d6, Guts d6, Throwing d6, Shooting d6, Persuasion d6, Notice d6, Taunt d6, Knowledge (Comics) d4

Charisma: +0, Pace: 6, Parry: 6, Toughness: 5 (8)

Hinderances: Mutant (Major as Minor Wanted and Outsider), Heroic (Major), Loyal (Minor), Quirk: Foolhardy (Minor)

Edges: Arcane Background (Super Powers), Power Points (15), Luck, Great Luck, Quick

Super Powers: Cold Control [Matter Control (Ice)(10 pp): 6 levels Binding (+1), Gliding (+3); Armor (2 pp)(3 levels), requires activation (-1); Attack, Ranged (3 pp)].


Thursday, November 11, 2004

As promised...Ming the Merciless



This is Ming the Merciless as Flash first encounters him on the planet Mongo. He is fearless, intimidating, and powerful, but we have yet to see him in "action" as a combatant.


Ming the Merciless

Threat Rating: Veteran (50)

Attributes: Agility d8, Smarts d10, Spirit d10, Strength d6, Vigor d6

Skills: Intimidation d10, Shooting d8, Piloting d6, Persuasion d10-2, Guts d10, Fighting d8, Knowledge (Law) d8

Charisma -2, Pace 6, Parry 6, Toughness 5

Hindrances: Vengeful, Bloodthirsty, Mean.

Edges: Noble, Charismatic, Command, Rich, Natural Leader.

Now that Flash has become a nuisance in Ming's backside, Ming has begun to display new powers. Ming displays physical capabilities beyond what we have originally witnessed, and a hint of mystical powers.


Threat Level: Legendary (80)

Attributes: Agility d10, Smarts d10, Spirit d12, Strength d6, Vigor d6

Skills: Intimidation d10, Shooting d10, Piloting d8, Persuasion d10-2, Guts d10, Fighting d10, Knowledge (Law) d10

Charisma -2, Pace 6, Parry 7, Toughness 5

Hindrances: Vengeful, Bloodthirsty, Mean.

Edges: Noble, Arcane Background (Psionics), Connections, Charismatic, Command, Rich, Natural Leader.

Powers: Fear, Mind Reading, Puppet.


Wednesday, November 10, 2004

As promised...Flash Gordon


Name: Flash Gordon

Race: Human

Yale graduate and famed polo player Flash Gordon is one of a small band are the world's only hope for salvation against the armies of Ming the Merciless.

At the novice level Flash has just parachuted to the ground near Professor Zarkov's secret rocket base and is about to begin his journey. At this time he has no "known" skill at shooting or piloting. Flash begins his journey with only the clothes on his back. No weapons...no armor...no food...

Hero Rank: Novice

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d6

Skills: Fighting d8, Guts d8, Swimming d8, Throwing d6, Streetwise d4, Piloting d4, Shooting d4

Charisma: +2, Pace: 6, Parry: 6, Toughness: 5

Hinderances: Loyal, Heroic, Enemy: Ming the Merciless

Edges: Attractive

Equipment: none.

Flash and his companions crashland on the mysterious planet Mongo and encounter some of the native beasts, two large lizard-like creatures. They are seemingly rescued by rocketships...only to discover that they have been caputured by the malevolent ruler of Mongo, Ming the Merciless. Flash makes a quick escape, but must leave Dale behind. He is still weaponless, but has acquired a new set of clothing (equivalent to leather armor) and flies off in a rocketship.


Hero Rank: Seasoned

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8

Skills: Fighting d8, Guts d8, Swimming d8, Throwing d6, Streetwise d6, Piloting d8, Shooting d6

Charisma: +2, Pace: 6, Parry: 6, Toughness: 6 (7)

Hinderances: Loyal, Heroic, Enemy: Ming the Merciless

Edges: Attractive, Command

Equipment: Leather Armor.


After crashing in his rocketship, Flash meets his first ally Thun the Prince of the Lion Men. Our heroes journey into the Cave World of Mongo (Flash's eventual hideout). They rescue dale, only to crash when attacked by mysterious creatures. Eventually they end up in the land of the Shark Men of Mongo where Flash must fight hand to hand for his life against the King of the Shark Men. He spares the life of his opponent, only to be betrayed and place in a death trap. He is once again separated from Dale.


Hero Rank: Veteran

Attributes: Agility d10, Smarts d6, Spirit d6, Strength d8, Vigor d8

Skills: Fighting d10, Guts d8, Swimming d10, Throwing d6, Streetwise d6, Piloting d10, Shooting d8

Charisma: +2, Pace: 6, Parry: 8, Toughness: 6 (7)

Hinderances: Loyal, Heroic, Enemy: Ming the Merciless

Edges: Attractive, Command, Block

Equipment: Leather Armor, Rapier, Laser Pistol.

Flash as he begins to form alliances with the "Princes of Mongo."


Hero Rank: Heroic

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d8, Vigor d8

Skills: Fighting d10, Guts d8, Swimming d10, Throwing d8, Streetwise d6, Piloting d10, Shooting d10

Charisma: +2, Pace: 6, Parry: 8, Toughness: 6 (7)

Hinderances: Loyal, Heroic, Enemy: Ming the Merciless

Edges: Attractive, Command, Block, Fervor, Inspire

Equipment: Leather Armor, Rapier, Laser Pistol.



Tuesday, November 09, 2004

Flash Gordon and Ming the Merciless



Before I post stats for Flash and Ming, I would like to provide you a couple of links to some wonderful source material.

As most Flash Gordon fans know, Alex Raymond created the Flash Gordon character to compete with Buck Rogers on newspaper pages. The stories were a combination of science fiction and fantasy. As I like to say, the Flash Gordon tales (like the John Carter tales) are essentially "Lost Worlds" stories where the hero has to overcome challenges in this "New World."

While there are many artists who have worked on Flash Gordon over the years, and even have done wonderful work, the work of Raymond really stands out. You only need look at it in black and white to see the craftsmanship involved. You can purchase the Alex Raymond Flash Gordon Series from Checker Book Publishing Group. These books are invaluable resources.

Another invaluable resource is the upcoming "Slipstream" world book for "Savage Worlds." While I have not seen the product itself, so I am jumping the gun here, I have read the author's sneak peek in Shark Bytes #2. He seems to have really captured the feel of the pulp space opera. I cannot wait for the release of this product.

Tony LoBue's Flash Gordon site is a fairly extensive site dedicated to the Flash Gordon serials. The serials were largely based on the Alex Raymond run.

Jim Keefe
was an artist who worked on Flash Gordon during the 1990's. He has a site dedicated to Mr. Gordon and friends.

I promise that this article will include stats for Ming and Flash in the next day or so.

Adventure Campaign Seed

Here is a potential Campaign seed for a Savage Worlds campaign with one of the following rpg classifications:

  • Military/Counterterrorism

  • Superhero

  • Espionage


  • IAEA Option

    The characters are members of an organization (or superteam, or special military force) under the control of the IAEA.

    In 1957, the IAEA was established to ensure that atomic energy would be utilized for "peaceful" purposes. The terror of the bomb's use in WWII awakened the world to the threat of a nuclear war. The organization didn't stop the proliferation of nuclear weapons by the Cold War superpowers, but they have been fairly successful at preventing military proliferation by emerging nations and in furthering negotiations between the superpowers. Since the fall of the Soviet Union the mission of the IAEA has become more difficult. Where they could once stand as moderators between the world's nuclear superpowers, they now find themselves attempting to locate "misplaced" materials and weapons. The world would suffer if these weapons ever came into the hands of terrorists or tyrants. It is the PCs responsibility to find the missing materials and prevent it from getting into the wrong hands.


    You could also have the PCs be employees of a "Non-Profit Foundation" combatting nuclear proliferation and terrorism. I call this the McGyver option.

    Or they could be members of an elite US force (super or otherwise).

    It could even be discovered that "nuclear radiation" is in fact a kind of mana which can be used to summon forth the "forces of darkness." This is in addition to its traditional massive destruction capability. (Supernatural option)

    Villains in the campaign can range from:

  • Tyrannical governments like North Korea or the Sudan

  • Megalomaniacal Supervillains

  • Real world style terrorist cells

  • Villainous World Domination Organizations (Like Cobra in GI JOE)

  • Supernatural entities/cults seeking to free their minions/overlords

  • Or a "Wierd War" combo which combines some of the above


  • Just an idea.

    Monday, November 08, 2004

    Magneto for Multiple Threat Ratings



    Name: Magneto

    We begin with a young Erik Lenshierr who has just begun his struggle against humanity. He is smarter and more spirited that your average human and has great power, but lacks the vast capabilities he eventually grows into. This is a pre-Xmen #1 version.


    Threat Level: Novice

    Race: Human (Mutant)

    Attributes: Agility d6, Smarts d8, Spirit D8, Strength d6, Vigor d6

    Skills: Fighting d6, Guts d6, Intimidate d8, Shooting d8, Knowledge (Genetics) d8, Knowledge (Science) d4

    Charisma: +0/-2, Pace: 6, Parry: 5, Toughness: 5 (7)

    Hinderances: Mutant (Major...see prior post), Gloater (Major), Heartless (Minor), Stubborn (Minor)

    Edges: Arcane Background (Super Powers), Power Points (15 total)

    Super Powers: [Magnetic Control (15pp): Force Control (2 levels) d10 Strength(4pp) w/Bind (+1), Flight (+4), Force Field (+4), and Medium Template (+2)]

    At his Seasoned level, Magneto has battled the X-Men a few times with the assistance of his Brotherhood of Evil Mutants and has had his plans foiled. It is important to note that at this point the X-men's brick is still Beast and they have not yet acquired Colossus as a member.


    Threat Level: Seasoned

    Race: Human (Mutant)

    Attributes: Agility d6, Smarts d10, Spirit D8, Strength d6, Vigor d6

    Skills: Fighting d6, Guts d6, Intimidate d8, Shooting d8, Knowledge (Genetics) d8, Knowledge (Science) d8

    Charisma: +0/-2, Pace: 6, Parry: 5, Toughness: 5 (9)

    Hinderances: Mutant (Major...see prior post), Gloater (Major), Heartless (Minor), Stubborn (Minor)

    Edges: Arcane Background (Super Powers), Power Points x2 (20 total), Brainiac

    Super Powers: [Magnetic Control (20pp): Force Control (4 levels) d12+1 Strength(8pp) w/Bind (+1), Flight (+4), Force Field (+4), Heavy Weapon (+1) and Medium Template (+2)]

    At the Veteran level, Magneto is now beginning to face a lineup similar to our modern version of the X-men. The team he faces has members in the Seasoned and Veteran level, but with some Novice members (Colossus is a novice at this point).


    Threat Level: Veteran

    Race: Human (Mutant)

    Attributes: Agility d6, Smarts d10, Spirit D8, Strength d6, Vigor d8

    Skills: Fighting d6, Guts d6, Intimidate d8, Shooting d8, Knowledge (Genetics) d10, Knowledge (Science) d10

    Charisma: +0/-2, Pace: 6, Parry: 5, Toughness: 6 (12)

    Hinderances: Mutant (Major...see prior post), Gloater (Major), Heartless (Minor), Stubborn (Minor)

    Edges: Arcane Background (Super Powers), Power Points x3 (25 total), Brainiac, Strong Willed

    Super Powers: [Magnetic Control (24pp): Force Control (6 levels) d12+3 Strength(12pp) w/Bind (+1), Flight (+4), Force Field (+4), Heavy Weapon (+1) and Medium Template (+2)], Lair (1 pp)

    At the Heroic level, we begin to see Magneto truly becoming a force to be reckoned with. At this level he is more than a match for most novice and seasoned teams. He is becoming the paragon "Master of Magnetism."


    Threat Level: Heroic

    Race: Human (Mutant)

    Attributes: Agility d6, Smarts d10, Spirit D8, Strength d6, Vigor d10

    Skills: Fighting d6, Guts d6, Intimidate d8, Shooting d10, Knowledge (Genetics) d10, Knowledge (Science) d10

    Charisma: +2/+0, Pace: 6, Parry: 5, Toughness: 7 (15)

    Hinderances: Mutant (Major...see prior post), Gloater (Major), Heartless (Minor), Stubborn (Minor)

    Edges: Arcane Background (Super Powers), Power Points x4 (30 total), Brainiac, Strong Willed, Charismatic

    Super Powers: [Magnetic Control (24pp): Force Control (8 levels) d12+5 Strength(16pp) w/Bind (+1), Flight (+4), Force Field (+4), Heavy Weapon (+1) and Medium Template (+2)], Lair Well Hidden(2 pp).

    New Hinderance for Marvel Style Campaign

    Hinderance

    Mutant (Major)

    In some superhero campaigns the world can be a more dangerous place depending on how you attained your super powers. Having been born with a "mutant ability" your character is in danger on a regular basis. Certain authorities hunt this character down and can detect the character's location using advanced technology keyed to "mutant radiation signatures." Your hero also has a harder time convincing the regular people that he is a hero and not a menace to society.

    Mutants are "wanted" by certain authorities and will be arrested and "studied" if captured by one of these organizations. The character should have infrequent encounters with agents of these authorities. In addition, when dealing with non-mutants your character suffers a -2 Charisma penalty.


    Though this Hinderance is essentially a combination of the Wanted (Minor) and Outsider (Minor) hinderances, it seems natural that this should be a single hinderance in a supers campaign. Keep in mind that in addition to the mutants inhabiting the Marvel universe, there are characters like the Shroud who would merely have the Outsider hinderance. There are also some mutants who are more mistrusted than others.

    Thun the Lion Man



    Thun the Lion Man is the Prince of the Lion Men of the Planet Mongo. He is an enemy of Ming the Merciless and one of Flash Gordon's first allies in the new world. It is he who rescues Dale Arden from the malicious Shark Men of Mongo.

    Name: Thun, Prince of the Lion Men

    Experience Level: Novice

    Race: Lion Man (Rakashan)

    Attributes: Agility d6, Smarts d6, Spirit, D6, Strength d8, Vigor d6

    Skills: Climbing d6, Fighting d8, Guts d6, Intimidate d6, Survival d6, Stealth d6, Tracking d6, Swimming d4

    Charisma: +0, Pace: 6, Parry: 6, Toughness: 6 (7)

    Hinderances: Bloodthirsty (racial), Bad Luck (Major), Enemy (Ming the Merciless, Minor), Loyal (Minor)

    Edges: Claws, Low Light Vision, Brawny

    Equipment: Leather Armor, Maul, Rapier

    For those who think that the vigor is too low for Thun at the novice level, I would point them to the amount of time Thun spends unconscious (this is also represented by the Bad Luck Hinderance).

    Experience Level: Seasoned

    Race: Lion Man (Rakashan)

    Attributes: Agility d6, Smarts d6, Spirit, D6, Strength d10, Vigor d8

    Skills: Climbing d8, Fighting d8, Guts d8, Intimidate d6, Survival d6, Stealth d6, Tracking d8, Swimming d6

    Charisma: +0, Pace: 6, Parry: 6, Toughness: 7 (8)

    Hinderances: Bloodthirsty (racial), Bad Luck (Major), Enemy (Ming the Merciless, Minor), Loyal (Minor)

    Edges: Claws, Low Light Vision, Brawny

    Equipment: Leather Armor, Maul, Rapier

    Here we see Thun gaining greater Strength and Vigor, with his first Novice and first Seasoned raise, as he is better able to assist his allie Flash Gordon in their struggle against Ming. His skills are still with melee weapons rather than with guns.

    Experience Level: Veteran

    Race: Lion Man (Rakashan)

    Attributes: Agility d6, Smarts d6, Spirit, D6, Strength d12, Vigor d8

    Skills: Climbing d10, Fighting d10, Guts d8, Intimidate d6, Survival d6, Stealth d6, Tracking d8, Swimming d6, Shooting d6

    Charisma: +0, Pace: 6, Parry: 7, Toughness: 7 (8)

    Hinderances: Bloodthirsty (racial), Bad Luck (Major), Enemy (Ming the Merciless, Minor), Loyal (Minor)

    Edges: Claws, Low Light Vision, Brawny

    Equipment: Leather Armor, Maul, Rapier, Laser Pistol

    Here Thun has increased his strength to it's maximum level and his continual battles with Ming have increased his skill in fighting. He has also become a decent marksman.

    Experience Level: Heroic

    Race: Lion Man (Rakashan)

    Attributes: Agility d8, Smarts d6, Spirit, D6, Strength d12, Vigor d8

    Skills: Climbing d10, Fighting d10, Guts d8, Intimidate d6, Survival d6, Stealth d8, Tracking d8, Swimming d8, Shooting d8

    Charisma: +2, Pace: 6, Parry: 7, Toughness: 7 (8)

    Hinderances: Bloodthirsty (racial), Bad Luck (Major), Enemy (Ming the Merciless, Minor), Loyal (Minor)

    Edges: Claws, Low Light Vision, Brawny, Noble

    Equipment: Leather Armor, Maul, Rapier, Laser Pistol

    At this point in his career Thun has gained the throne of the Lion Men and is no longer a fugitive. He know has more resources with which to assist his allie Flash.




    Brawny and "Super Strength"

    The Brawny Edge has great effects in a non-supers game, but other than the additional point of toughness (which could also be purchased by the power which has no statistical requirements), it is difficult to determine what the additional effect of the Edge should be with regard to "load limits." I recommend the following when calculating load limits and max weight for "superhuman figures." Brawny continues to allow character to carry/lift 8/5ths the weight of similar characters.

    Thus the Seasoned Colossus in the example below (d12+8 Str) would be able to lift 50 tons without the Brawny Edge and 80 tons with. This puts his character in line with his Marvel counterpart and seems to match the intention of the rules.

    Friday, November 05, 2004

    Colossus -- Necessary Evil Rules


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    Security Level: Novice

    Race: Human (Mutant)

    Attributes: Agility d6, Smarts d6, Spirit, D6, Strength d8 (d12+5), Vigor d8 (d12)

    Skills: Fighting d10, Guts d6, Intimidate d6, Throwing d8, Knowledge (Art) d4

    Charisma: +0, Pace: 6, Parry: 7, Toughness: 6 (10/Heavy Armor)

    Hinderances: Mutant (Major as Minor Wanted and Outsider), Heroic (Major), Loyal (Minor), Enemy (minor)

    Edges: Arcane Background (Super Powers), Brawny, Power Points

    Super Powers: Living Steel Form: [Super Attribute (8pp) +7 steps Strength and +2 Steps Vigor requires activation; Toughness (4pp) +1 and Heavy Armor requires activation];
    Attack Melee (3pp) +2d6 requires activation


    Security Level: Seasoned

    Race: Human (Mutant)

    Attributes: Agility d6, Smarts d6, Spirit, D6, Strength d10 (d12+7), Vigor d10 (d12+2)

    Skills: Fighting d10, Guts d6, Intimidate d6, Throwing d8, Knowledge (Art) d4

    Charisma: +0, Pace: 6, Parry: 7, Toughness: 8 (11/Heavy Armor)

    Hinderances: Mutant (Major as Minor Wanted and Outsider), Heroic (Major), Loyal (Minor), Enemy (minor)

    Edges: Arcane Background (Super Powers), Brawny, Power Points x2 (20 total), Take the Hit

    Super Powers: Living Steel Form: [Super Attribute (11pp) +8 steps Strength and +3 Steps Vigor requires activation; Toughness (4pp) +1 and Heavy Armor requires activation];
    Attack Melee (5pp) +2d6, Knockback, requires activation


    Security Level: Veteran

    Race: Human (Mutant)

    Attributes: Agility d6, Smarts d6, Spirit, D6, Strength d12 (d12+8), Vigor d12 (d12+2)

    Skills: Fighting d10, Guts d6, Intimidate d6, Throwing d8, Knowledge (Art) d4

    Charisma: +0, Pace: 6, Parry: 7, Toughness: 8 (11/Heavy Armor)

    Hinderances: Mutant (Major as Minor Wanted and Outsider), Heroic (Major), Loyal (Minor), Enemy (minor)

    Edges: Arcane Background (Super Powers), Brawny, Power Points x3 (25 total), Take the Hit, Hard to Kill (2pp), Arcane Resistance

    Super Powers: Living Steel Form: [Super Attribute (10pp) +8 steps Strength and +3 Steps Vigor requires activation; Toughness (4pp) +1 and Heavy Armor requires activation];
    Attack Melee (9pp) +2d6, Knockback 4 AP, requires activation







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