This time I went pulp with a version of an old Hollow Earth Expedition character, Gorilla Ace!

GORRILA ACE! (aka Rowland Cabot)

Affiliations: Solo d6, Buddy d10, Team d8

Distinctions: Barnstormer, Freak of Science!, It’s a Talking Gorilla!

POWER SETS: Man Turned Gorilla! Enhanced Reflexes d8, Enhanced Strength d8, Enhanced Senses d8, Enhanced Durability d8; SFX, Berserk: Borrow a doom pool die for an action, return it with a step up afterward; SFX, Second Wind: Move physical stress to doom pool for a +1 step on a die during an action; Limit, Science Gone Wrong!: 1pp when affected by Nazi science  or tech.

Specialities: Acrobatic Expert, Combat Expert, Vehicle Master

Milestones: A Talking Gorilla! 1XP when he surprises crowds with his intelligence, 3XP when he uses a power stunt to save a person, 10XP when he sacrifices himself to save others.

Damn These Nazis! 1XP when he becomes involved in any adventure fighting other Nazi science experiments gone wrong, 3XP when he goes berserk on Nazis, 10XP when he stops a major Nazi superscience plot, or turns his back on aiding in stopping the same.

Rowland Cabot was a WWI pilot from Yorkshire who had been a barnstormer for the last decade and a half when he stumbled into a Nazi plot to create strange hybrids of man and beast. While in the middle of battling the bad guys, he was accidentally infected with Gorilla Serum, turning him into a Gorilla-Man.

And here’s my take on a similarly flavored character, Atomic Robo (read the comic…right now!)


Affiliation: Solo d10, Buddy d6, Team d8

Distinctions: Born of Science!, Curious, Stubborn


Tesla’s Robot Man: Superhuman Strength d10, Superhuman Durability d10, Superhuman Stamina d10, Enhanced Senses d8; SFX, Second Wind: Can shift physical stress to the doom pool in exchange for a +1 step on an action; Limit: Cannot heal physical trauma. Must be repaired by another character/NPC.

Gadgets Galore: Weapon d8, Enhanced Durability (Armor vest) d8; SFX, Pockets: 1PP to gain a d6 asset; SFX, Totemic Weapon: Gains d6 to pool when using his Webley MK VI .455 or his new Chiappa Rhino .357 revolvers; Limit, Gear

Specialities: Combat Expert, Crime Expert, Science Master, Tech Master, Vehicle Expert

Milestones: Tesladyne & the Action Scientists: 1XP when he uses Tesladyne assets or the Action Scientists in a mission, 3XP when he uses an asset or complication involving Tesladyne, 10XP when his actions improve or harm the reputation of Tesladyne, or lead to the injury/death of a colleague.

Weird Science! 1XP whenever confronted with a mystery involving weird science, 3XP when he uses science or tech-based stunt to thwart bad guys, 10XP when he solves a mystery involving weird science, or is bested by his opponent using the same.