Sunday, February 24, 2019

Number One

Here's my MP write-up of Spaceboy, a.k.a. Number 1, a.k.a. Luther, of the Umbrella Academy. This write-up is based upon the comic book by Gerard Way and Gabriel Ba, and not the live-action Netflix series.

Character Sheet Image

Notes:
1. It's not clear to me exactly how strong Luther is, but he's shown in the comics as being able to smash through a rock wall as a ten-year old boy. He is clearly the strongest member of the group.
2. Sir Reginald once describes Number 1 as being an expert with firearms which is why I gave him the expertise with his laser pistol (one could argue that this should be higher and/or apply to all guns).
3. In the comics, he is always wearing a space suit. It was never shown, at least in the issues that I read, exactly how long he can survive in space, thus I gave him the standard amount of CPs in the ability.

The character Spaceboy, and the artwork shown here, is a trademark of Dark Horse comics.

Wednesday, February 6, 2019

Doc Savage

Here's my MP write-up of Doc Savage. His arsenal of gadgets and weapons is shown here.

Doc's MP Sheet (Image)
Notes:
1. Paralysis Ray models his "nerve pinch" ability, which must be used against the target's neck, and cannot be done while in combat.
2. I did not give him a base or vehicles, but he has both in the stories. His vehicles have included: auto-gyro, roadster, submarine, and long-distance airplane.
3. I also did not give him Companion to simulate his team mates, most of which are probably in the 75-100 CP range.

Tuesday, February 5, 2019

Argosy Adventurers Club #2

Mystery of the Manchu Dragon!

Issue #2 Recap

Twin Tattoos

The adventurers return to the Kersey house, where they regroup and tend to their wounds. They also revive young Jack Kersey with steaming cups of strong black coffee. Once awake, the lad tells the adventurers that their father had put tattoos on both he and his sister's back. Jack has the "left" side while Lilly, his sister, has the right half. The tattoos are written in ancient Manchurian -- words that Sophia Mayer eventually translates.

White Russian

The adventurers next deal with the big Russian they captured, Georgy Miroslav -- who happily explains to them that he's a simple business man... and is willing to trade valuable information in exchange for his freedom. After some hemming and hawing, the PCs agree to his terms.

Miroslav tells the heroes that men who work for the nefarious and enigmatic Golden Emperor have kidnapped Lilly Kersey, and that she is held captive on a "tramp steamer" named the Eastern Prince.
Steamboat Cargo Ship

Chinese Junk

The heroes run to the docks in search of the Eastern Prince. In the Harbor Master's office, they learn that it has already sailed. Lao Shi, a Chinese captain who just happens to also be at the office, overhears the conversation and offers to transport the heroes out of Shanghai... for the right price.
Samarang

Monster Island

The heroes agree to pay Captain Shi his price and board his Junk, the Samarang. Following the directions of the treasure map leads them to a mysterious fog-enshrouded island. They see the Eastern Prince anchored in one of the island's bays, but decide to steer clear of it. After weighing anchor on the western side of the island, they take the life boat and row to shore. Once on the island they make their way inland, following the directions of their map.

They hear gunshots and men shouting. Sneaking up through the dense jungle foliage, they see a relatively open area, with a mountain stream running down the middle, numerous felled trees, and huge rocks, and a fight between the Golden Emperor's men and a giant lizard-like monster! They also see Lilly Kersey, her wrists bound with rope -- they immediately decide to free her. With cover fire from Killian, Red Razor runs to the girl and downs one of her captives, while Killian takes care of the second oriental. The heroes are then faced with the giant monster. With a mighty swing of his sword, the samurai strikes the monster's head, killing it in one blow.

Lost City of the Manchu Dragon

The heroes proceed onward following the stream and eventually making their way to a waterfall -- behind which is a tunnel. Down the long corridor they march, until finally they get to ancient, worn steps and the entrance to the lost city. The city is seemingly carved out of stone by cyclopean hands in ages long past and forgotten. The Golden Emperor's men are fighting natives in small groups here and there.


Heroes Enter the Lost City

Dragon Crown of the High-Priest

The heroes decide to be sneaky and make their way step by step to the top of the ziggurat which dominates the city. They successfully avoid the Golden Emperor's men as well as the natives and  eventually arrive at the top of the ancient pyramid. Once there, they see a native who appears to be some sort of high priest, lavishly dressed in skins and furs, sporting a feather headdress on top of a golden dragon crown -- he wields a glowing skull-tipped staff. As the priest drains the life-force from one of the last Asiatic invaders, the heroes attack!

After a fairly short battle, the heroes emerge victorious. Although the Hood did have some of his life force drained. With the artifact in tow, the heroes leave the cavern and return to Lao Shi's junk.

Epilogue:

The heroes decide to sail for Hong Kong. Once there, they plan on telegraphing Mr. Tunsley, informing him of their successful adventure.

Wednesday, January 9, 2019

Shanghai Rickshaw

Here's my Mighty Protectors vehicle write-up of an early 20th-century Rickshaw!

This write-up stretches the MP vehicle rules a bit, but I think is technically correct. Operating the rickshaw requires a human to spend an Action, grabbing the two handles, and then proceed to pull the vehicle. It will cost the puller 3 Power per hour to operate. Historically, a rickshaw puller would travel 30-40 miles a day.



Sunday, January 6, 2019

Argosy Adventurers Club

I've started a new Mighty Protectors/V&V3 campaign, called "The Argosy Adventurers Club."


This is a Pulp-Era campaign set in the early 1930's. During the campaign's first session, the players made their characters, who include:

British Detective Arthur Wilcox
Mysterious Stranger Rik Killian
Famed Samurai Red Razor
Shamballa-trained Sophia Mayer
The Enigmatic Hood

Note that some of the characters are not yet complete and/or do not add up properly. This often happens with handmade characters.

Issue #1 Recap
Each of  the characters receive an impeccably written note that reads:


Dear Sir or Madame, 
  
You are cordially invited to attend the first ever meeting of the Argosy Adventurers' Club, located on the 103rd floor of the Argosy Building in New York City. Dinner will be served at 7 pm on January 28th in the year of our Lord, 1932.

Should you require transportation, it shall be provided to you, in the form of aeroplane or automobile service.

 Yours in the Spirit of Exploration and Adventure,

 Theodore Tunsley -- Publisher and Philanthropist

On the listed date, the characters arrive at the Argosy building, the tallest structure in the world. On the top floor, they meet Mr. Tunsley, who proposes a business arrangement: in exchange for their stories, to be printed in one of Mr. Tunsley's periodicals, the characters will receive equipment, transportation, and remuneration for their efforts.

The character's agree and are quickly given their first mission: fly to Shanghai, China, on a modified Ford Tri-Motor plane, and locate the twins of one of his old friends, Mr. Monahan Kersey.

Because of the distinct possibility of being attacked by Japanese forces, who have been bombing Shanghai, the PCs decide to land their flying boat at Ningbo, a small town fifty miles south of Shanghai. Once out of the plane, Mr. Arthur Wilcox declares he shall obtain passage to Shanghai for the group, but he famously fumbles his luck roll, which gets the PC's attacked by a gang of cutthroats.

The PCs handily take care of the thieves but have absolutely no luck in obtaining a vehicle, and they refuse to steal one; apparently, no one wants to travel to Shanghai. Unable to find transportation, they are forced to walk the fifty miles to Shanghai, which takes the heroes approximately two days.

Arriving at the gates of Shanghai, the PCs are met at the British Section checkpoint by Sergeant-Major Cupp of the British Army. Cupp interrogates each of the PCs, wanting to know their names and their nationalities as well as their business in Shanghai. Convinced of their bona fides, he lets them pass into the city and even orders one of his soldiers to guide them to their destination.

The characters arrive at the house for which Tunsley gave them the address, but no one answers the door. Killian kicks in the front door and the rest of the PCs enter. They find the house has been ransacked.

While several of the PCs are searching through the house, Rik Killian goes back outside. Wondering what to do next, he notices that someone across the street appears to be watching the house. He immediately starts running towards the man, who deftly pulls out a revolver. Killian, however, is faster, and pulls out his own gun and shoots the man. The wounded man is immediately knocked unconscious.

After searching the unconscious asian, Killian finds a matchbook from the "Black Swan Club". Killian leaves his would-be assailant, returns to the house, and informs his companions about what happened and the clue he found.

The PCs decide to visit Sergeant-Major Cupp once again, hoping to gain more information. A short time later, Sgt. Cupp informs the PCs that the Black Swan is a notorious den of prostitution, gambling, and even slavery -- and that the club is located in the Russian-controlled section of Shanghai, not far from the Yangtze river.

The PCs thank the sergeant and return to the ransacked house. Unfortunately, they had forgotten about the man Killian shot, and discover that he is no longer there.

They decide to go to the Black Swan, as it is their only clue to finding the missing Kersey twins. On their way, they are stopped at a Russian checkpoint. Killian bribes the Russian in charge to allow his party to proceed.

Later, while hiding near the Black Swan, Miss Sophia Mayer, using a talent she learned in mystical Shamballa, hears dozens of guns being readied for combat. She also hears the sound of a motorboat being started.

The heroes decide to stealth their way to the back of the club, where they see a speedboat with three passengers zooming away. One of the passengers, a white man, seems to be slumped over. Thinking they may have at last found one of the persons they were sent to find, they jump into a second boat and give chase.

After a gun-blazing chase through the canals of of Shanghai, the PCs ultimately triumph. They learn that one of the passengers is indeed Jack Kersey, although he has been drugged and is unconscious.

Epilogue: The heroes learn that the driver of the boat is Georgy Miroslav, a White Russian, and the manager of the  Black Swan. The other man, the largest Asian they have yet to witness, is a man named Wo-Chong.

Next Issue: The Mystery of the Manchu Dragon!

The characters shown are copyright by their respective creator. Mighty Protectors is a copyright of Monkey House Games.



Saturday, December 22, 2018

Alexander the Great

Jeff started a new Low Power (100 CPs) Mighty Protectors campaign last night. The players randomly created their characters.

The only allowed Modifier was Gear, although Abilities with built-in modifiers were allowed. Jeff also allowed for small CP changes to the characters, which in my character's case were Heightened Agility and Heightened Cool that I tacked on to two of the randomly rolled abilities.

The campaign is set in present-day Austin, Texas. The famous hero known as the Golden Guru held auditions for members of his new superhero team, with the PC's being the lucky heroes picked (this was hand-waved for brevity).

Character generation took about half of our allotted time. The other half involved a fight in an alleyway with the Roller Girls. Alexander used his magnetic manipulation ability to lift several metal dumpsters to first block the villains from escaping and later to capture them.

Here is the character that I randomly rolled, Alexander the Gr8!

PDF: Alexander the Gr8


Friday, October 12, 2018

MP Villain Spotlight: Citizen Crane

Origin: Forester Charles Crane was a successful businessman who owned and operated the Crane Construction Company. At one point when business was slow, vulture capitalists swooped in and took over the company. Crane was devastated and his mind snapped.

He now uses what's left of his fortune to commit the crime of property destruction, almost exclusively against buildings owned by the raiders who ruined his company.

Tactics: Crane is not subtle: he drives his modified crane to a target, usually a building for which he has antipathy, and begins to destroy it using the crane's wrecking ball (which does 2d10+d8+1 blunt kinetic damage). His crane is modified to include an electrical field. He uses this field to keep unwanted enemies (heroes, police, paparazzi, etc.) off of his crane.

Crane is wealthy and will sometimes hire thugs (60-70 CPs) to provide extra protection from police and/or heroes.

Quotes: I'm Forester Charles Crane and I built this city. Now watch me destroy it one building at a time!

Notes: This character is comedic in nature. Crane is not really evil, and doesn't want to kill anyone (with the possible exception of the men who ruined his company). The PCs should want to apprehend Crane and make sure he has a nice padded cell in an insane asylum.

Image Character Sheet
Image Vehicle Sheet

Citizen Crane is copyright by B.K. Adams. Mighty Protectors is a trademark of Monkey House Games.

Tuesday, October 9, 2018

Superman 1938

I recently subscribed to the DC Universe Online, mainly because I wanted to read DC comics; something that I didn't really do during my comic book reading days.

I started with Superman #1 (which premiered June, 1938) and read up to issue #9. I have to say that this version of Superman is quite a bit different than the silver or bronze age depictions. In these early issues, Superman's origin is different, his powers are different, and his personality is different.

His planet of birth, Krypton, dies of 'old age.' A friendly scientist -- not his father -- places the infant Superman into a space-ship, sending it to Earth.

A passing motorist discovers the space-ship with the infant Superman and places the child in an orphanage. There is no mention of Ma and Pa Kent.

As an adult, Clark Kent works for the Daily Star, not the Daily Planet.

Superman can't fly, doesn't have heat-ray vision, doesn't have x-ray vision. There's no mention of super-breath, super-speed, or any of a dozen other abilities that he would later employ. There's no mention of him being harmed by kryptonite. He's strong, capable of bending steel bars. He can leap 1/8 of a mile! And he's bulletproof, with only a 'shell-burst' capable of piercing his skin.

Oh, and this Superman is a jerk, doubtless because he grew up in an orphanage... and by the way, Lois is a jerk too! Superman spies on people -- a lot. He's a bully, who terrifies ordinary citizens as well as crooks, and he casually beats up on people, usually mocking them as he does so.

Notes: On the first page of issue #1 it is stated that Superman can leap 1/8 of a mile, or 132" in Mighty Protectors terms. I therefore tried to get his leaping distance as close to this number as possible.

Superman 1938 Image
Superman Origin
Superman is a Spy
Superman is a Jerk I
Superman is a Jerk II
Superman is a Jerk III
Lois is a Jerk Too
Superman #1 Cover
Superman is a trademark of DC Comics. Mighty Protectors is a trademark of Monkey House Games. This write-up is by B.K. Adams.

Wednesday, October 3, 2018

MP Villain Spotlight: Vortau

Origin: The "Vortau" is an alien assassin who was born on a world whose dominate life form is a strong insect-like species. As all of the Vortau's race are mute; they communicate by means of telepathy.

The Vortau's true name and features are unknown, as it has never been captured and has never volunteered this information. It is rumored that there are other bounty hunters and assassins just like the Vortau.

Campaign Use: The Vortau makes a good villain to use against the player superheroes, usually after the heroes have meddled with other alien entities.

Tactics: When the Vortau takes a contract he will do his utmost to fulfill the bargain. The Vortau uses his shape-shifting and telepathy to good effect, spending a fair amount of time gathering information on his target(s). Depending upon how deadly the GM wants to make this character, the Vortau may or may not take called shots against a target's head.

The Vortau may use his miniaturized communicator devices to spy upon his target.

If faced with a group of superheroes and/or their base, the Vortau will use his vehicle, the Hek-Zeksar (see sheet) in a military-style assault, opening his attack with a volley of missiles. Should his vehicle be disabled, the Vortau will fight outside of his vehicle.

Should the Vortau start to lose a fight he must make a CL save at -4 to attempt to flee the scene. Should the roll be made, the Vortau will try to get out of sight then shape-change to an inconspicous form.

Telepathic Quote: --I am the hunter and you are the prey and I shall honor my ancestors by burning a hole in your shell and letting your life-liquid drain--

Notes: The picture shown is one of Vortau impersonating a male human while on a mission to eliminate certain Earth superheroes.

Vortau Image:
Vortau Ship Image

Vortau is copyright 2018 by B.K. Adams. Mighty Protectors is a trademark of Monkey House Games.

Friday, September 14, 2018

MP Villain Spotlight: Karnage

Intro: I've decided to post villains of my own creation for the Mighty Protectors rules in something I'm calling Villain Spotlight. My first post features Karnage, a Standard Power-Level villain.

Origin: Kadeem Najjar is from an affluent family whose roots are based in Cairo, Egypt. As a teenager, he came to the U.S. in the 1990s in order to study medicine at Stanford University. Being somewhat shy as well as a foreigner, he made few friends, but he poured his energy into his studies and graduated near the top of his class. He then went to medical school where he again excelled in his studies. With a loan from his father, Mansour, he started his psychiatry practice.

Recently, he began experimenting with "ancestral memory" and accidentally unlocked a powerful and evil alter-ego named Karnage. The alter-ego has a special requirement -- a chemical found only in human adrenal glands. Due to this requirement, Karnage has begun killing random homeless people.

Dr. Najjar is horrified by what his alter-ego has done but he is too arrogant and prideful to turn himself in to the authorities.

Tactics: Karnage likes to fight in the dark and often goes on his murder sprees at night. If inside a building with artificial lighting, he will cut the power, preferring to fight in the dark and relying on his full sense of smell to find and attack his enemies. He will push his damage in an attempt to maximize his sharp kinetic (spine) damage as well as to inject his poison, which must do 1 hit point to be effective.

Should Karnage find himself losing a fight he will try to run away using his Speed ability, pushing his acceleration to put as much distance between himself and the heroes as possible. He'll attempt to hide in the sewers if possible, using his heightened olfactory sense to guide him.

Quote: "You are nothing... less than nothing... while I wield powers unlocked from humankind's' ancient past!"

Notes: Karnage makes a good villain for a solo (150 CP hero) crime-solving adventure or a group of 3-4 100 CP heroes. For a group of 150 CP heroes, increase Karnage's total CPs to 200.

Karnage PDF

Character Sheet:

Karnage is copyright by B.K. Adams. Mighty Protectors is a trademark of Monkey House Games.

Thursday, September 6, 2018

X-O Manowar

On the MHG forums Dan2448 requested that I write-up the Valiant Comics hero known as X-O Manowar.  Although I was familiar with the name, I had never read this comic. I became intrigued and did a bit of research: X-O Manowar looks like it was a really cool comic book -- one that I wish I had collected back in the 90's.

Since the power-armor suit contains a sentient AI named "Shanhara", I had initially considered making the suit a man-sized vehicle (using Size Changer Smaller), but doing that bends the rules a bit, so I ultimately went with the suit as a collection of abilities that uses the Linked modifier. Aric must spend 1" of his movement to activate the suit.

Note that this version models his stats and abilities as they existed in the 1990's. Also note that I do not have access to a lot of source material so consider this write-up an "in-the-ballpark" translation of the character.

In any event, here's my Mighty Protectors write-up for X-O Manowar. Enjoy!

Manowar Sheet

Notes:
9/7/18: Edited sheet for typos & added Ht.Expertise

X-O Manowar is a trademark of Valiant Entertainment. This write-up is by B.K. Adams. Mighty 
Protectors is a trademark of Monkey House Games.


Tuesday, August 21, 2018

Karnilla, Queen of the Norns

Here's my MP write-up for Karnilla, mighty sorceress, lover of Balder the Brave, and sometimes foe of Asgard! Here's a google sheet with some suggested spells for Karnilla. Her base, Nornkeep, is also included, albeit without a map, as an MP vehicle/base sheet.

You can check out my dedicated page to see more Asgardian write-ups.
pic
pic
pic
pic
pic
pic

The images are copyright Marvel Comics. The write-ups are by B.K. Adams. Mighty Protectors is a trademark of Monkey House Games.

Tuesday, August 14, 2018

Legion of Super-Heroes: Timber Wolf, Ultra Boy, Wildfire

Here are three more MP write-ups of early 1980's LSH superheroes: Timber Wolf, Ultra Boy, Wildfire (Wildfire Energy Form). Their stats & abilities reflect the LSH comic as it was pre-crisis-on-infinite-earths.
Notes:
1) To avoid problems with constantly shifting Power and Hits, I've used Telekinesis A) KInetic Manipulation with the Touch Range modifier to simulate Ultra Boy's incredible strength.
2) Ultra Boy's 'Penetra Vision' costs an extra 5 CPs because it can see through anything.
3) If Wildfire's suit is targeted and hit, and takes 22+ damage, his containment suit will explode and he will 'transform' into his Energy Form.
Timber Wolf
Ultra Boy

Wildfire (Containment Suit)
Wildfire (Energy Form)
Timber Wolf in Action
Ultra Boy in Action
Wildfire & Ultra Boy in Space
Wildfire Origin Part 1
Wildfire Origin Part 2

Timber Wolf, Ultra Boy, and Wildfire are trademarks of DC Comics. These write-ups are by B.K. Adams. Mighty Protectors is a trademark of Monkey House Games.

Monday, August 13, 2018

Legion of Super-Heroes: Shrinking Violet, Star Boy, Sun Boy

Here are three more MP write-ups of early 1980's LSH superheroes: Shrinking Violet, Star Boy, Sun Boy. Their stats & abilities reflect the LSH comic as it was pre-crisis-on-infinite-earths.
Shrinking Violet
Star Boy
Sun Boy

Panel #1
Panel #2
LSH Cover #286

Shrinking Violet, Star Boy, and Sun Boy are trademarks of DC Comics. These write-ups are by B.K. Adams. Mighty Protectors is a trademark of Monkey House Games.

Sunday, August 12, 2018

Legion of Super-Heroes: Star Cruiser LX-811

Here's my Mighty Protectors vehicle write-up of the Bronze Age Legion of Super-Heroes LX-811 Star Cruiser!
Notes:
1) The range on the Ion Cannons is AGx16", or 384".
2) The vehicle's central power system is the warp engines.
Cruiser LX-811

Legion of Super-Heroes is a trademark of DC Comics. This write-up is by B.K. Adams. Mighty Protectors is a trademark of Monkey House Games.