Roleplaying Games


I so enjoyed MHR that I decided to pick up the Civil War supplement. (If you have the core book, the essentials series give you the “rules”, as well as a series of adventures to run set in the Civil War comic series; the Premium book includes the “Operations Manual” — the rules set from the core book. The pdf from Drive Thru RPG costs $17.99…and it’s $17.99 I don’t recommend spending unless you absolutely want to run a game in this particular storyline. Otherwise, it’s darned close to useless.

The new “rules” basically allow for troupe play — where you play multiple characters. This mostly involves being able to pool XP for the player, rather than the character. There’s also a bit more on how to use complications and assets.

There’s a load of new milestones, and about 60 or so mooks and supervillain profiles in the various scenes outlined in the scenes. There’s 32 “new” character datafiles…and at least a quarter of them were in the core book.

Layout is gorgeous, writing is solid, and the editing looks to be near perfect — I’m sure it’s lovely in the print version. It’s a 5 out of 5 for style, and the background on the Civil War seems very comprehensive — which was the point — so I’m giving it a 4 out of 5 for that, since it’s focused tightly on the Avengers franchise.

But if you were hoping for a bunch of datafiles on heroes, or major villains, you might be disappointed. The decision to base the line around “events” from the Marvel universe was a serious mistake, in my opinion. They’d have been better off with a heroes and a villains splatbook, then followed it with “event” books. I’m likely to stay away from the rest of the product line, as I’m not interested in playing out existing story lines…even if I wanted to play in the Marvel ‘verse, it would be with stories of our own making.

I have to go with a “don’t buy” recommendation.

He’s been mentioned a few times in our campaign, but has yet to show up. He’s the premier Mexican superhero (even though there are stronger, more powerful capes in Mexico), star of the SMA, as well as Mexican TV, ¡Amigo Fantastico!

Solo: d6   Buddy: d10   Team: d8

Distinctions: Everybody’s Best Friend, Infectious Enthusiasm, Showboater

POWER SETS: ¡FANTASTICO!

Superhuman Charisma d10   Animal Friend d8   Superhuman Stamina d10   Enhanced Strength d8   Enhanced Durability d8   Enhanced Speed d8

SFX, Dazzling Smile: Add +d6 and +1 step to effect die of Fantastico Charisma to create emotion-based complication or asset; SFX, That Was a Mean Thing to Say: In reaction to emotional stress, he may inflict emotional stress on his attacker with his effect die. 1PP increases this +1 shift; SFX, It’s Amigo Fantastico!: Charisma acts like area effect; Limit, Conscious Activation: Charisma and Animal Friend are shutdown when asleep, unconscious, etc.; Limit, Exhausted: Shutdown any ¡Fantastico! power for 1PP. Use an opportunity or transition scene to recover; Limit, Stalker Bait: 1PP to turn Charisma effect die into a complication for the character.

Specialties: Acrobatics Expert, Combat Expert, Psych Master

Milestones:

A Friend to All: 1XP when he uses Everybody’s Best Friend the first time; 3XP when his Charisma power helps win a scene; 10 XP when he sacrifices himself for others, or abandons them.

Media Whore: 1XP when he first announces himself as Amigo Fantastico; 3XP when a fight he is in is broadcast ; 10XP when he receives public acclaim or scorn for his actions in an adventure.

History: Amigo Fantastico is a popular Mexican superhero who got his start on the luchadore circuit, and his costume is still dominated by spandex fighting tights and a brilliant luchador mask in the colors of the Mexican flag. He is on the tall side, powerfully built, and his face has never been shown in public. Several Mexican gangs have contracts out on him; no one has tried to collect. “The Amigo”, as he is sometimes known, also has done fighting in the SMA in the United States. While not a sworn law officer in Mexico, he is often called on to aid in important law enforcement operations, where his ability to stop a fight before it starts has proven valuable.

He has recently branched out into telenovelas, still in his AF! persona.

Reader Kj got around to doing a project that I’ve been meaning to take on and haven’t gotten to, as between a 14 month old, a dissertation, and teaching university, I’ve been a bit swamped. I gave these profiles a bit a tweaking to make them fit the character bios from the show, so without further ado…

JAMES “SONNY” CROCKETT (aka Sonny Burnett)

Born in 1950, James Crockett was a promising University of Florida football player until an injury ended that career. After college, he was drafted into the US Army and did two tours in Vietnam (“the Southeast Asia Conference.”) He joined Metro-Dade Police in 1975 as a patrolman and eventually worked his way up to detective sergeant in the vice squad. He gives off a laid-back, acerbic vibe, but is a tenacious detective who has a habit of getting too into his character.

His specialty in the army was never mentioned, but Crockett is a superb pistol shot and has a tendency to move to the newest state of the art handgun throughout his career. In his Burnett cover, Sonny is loaned expensive clothes and drives a Ferrari 365GTS Daytona (and later a Ferrari Testarossa), as well as a Wellcraft Scarab powerboat. He lives on an Endeavor 40′ sailboat St. Vitus Dance with the former mascot of the UofFL, Elvis — an alligator with a propensity for eating other people’s things.

Ht: 5’11” Wt: 183 lbs Age: 34 Appearance: Attractive Fame Points: 12

STR 7 DEX 8 WIL 8 PER 9 INT 7; HTHD A Speed 2 Stamina 28 hrs Run/Swim 25 min Carry 101-150

SKILLS: Boating 6/14, Charisma 5/13, Diving 1/8, Driving 7/15, Evasion 6/13, Fire Combat 8/16, HTH Combat 3/10, Interrogation 5/12, Local Customs 7/14, Seduction 4/10, Sixth Sense 1/9, Stealth 5/13

FIELDS OF EXPERIENCE: American Football, Law, Military Science

WEAKNESSES: Addition, tobacco; Attraction to Members of the Opposite Sex, Close Personal Ties (ex-wife Caroline, son William “Billy”)

WEAPON OF CHOICE:

SIG-Sauer P220 .45 (in pilot): PM +1 S/R 2 AMMO 8 DC F CLOS 0-4 LONG 12-18 CON 0 JAM 99+ DRAW 0 RL1

Bren Ten 10mm (S1-2): PM +1 S/R 2 AMMO 10 DC H CLOS 0-4 LONG: 12-19 CON +1 JAM 99+ DRAW 0 RL1

Smith & Wesson 645 (S3-4), 4506 (S5): PM 0 S/R 2 AMMO 8 DC F CLOS 0-4 LONG 11-18 CON+1 JAM 98+ DRAW 0 RL 1

Backup in ankle holster, Detonics Pocket 9mm: PM: -1 S/R: 2 AMMO: 6 DC: F CLOS: 0-2 LONG: 8-16 CON: -1 JAM: 98+ DRAW: +1 RL: 1

VEHICLES:

1969 Ferrari Daytona 365GTS (S1-2): PM: +2 RED:2 CRUS: 100 MAX: 174 RGE: 200 FCE: 2 STR: 7

1886 Ferrari Testarossa (S3-5): PM: +2 RED: 3 CRUS: 100 MAX: 180 RGE: 200 FCE: 2 STR: 7 GM information: The Testarossa gets a +1EF to Pursue/Flee, but a -1EF to Double Back and Safety rolls involving its low ground clearance.

Wellcraft Scarab powerboat: PM: +2 RED: 3 CRUS: 40 MAX: 105 RGE: 250 FCE: 3 STR: 15

 

RICARDO “RICO” TUBBS

Originally a detective in New York City, Tubbs decided to move to Miami after tracking the murderer of his brother Rafael there. Intent on eventually catching the drug dealerEstaban Calderone, he was able to get a position with Metro-Dade’s vice division and was paired up with Sonny Crockett. He is an excellent “face man”, capable of slipping into several accents (Jamaican his preferred “cover”) and is rather fastidious about his appearance. He frequently gets too involved in the job, and has had several relationships with fellow officers, witnesses, and suspects.

Ht: 6′ Wt: 190 lbs Age: 33 Appearance: Attractive Fame Points: 10

STR: 7 DEX: 8 WIL: 9 PER: 7 INT: 8; HTHD: A SPEED: 1 Stamina 28 hrs Run/Swim 25 min Carry 101-150

SKILLS: Charisma 6/15, Drive 4/11, Evasion 4/11, Fire Combat 3/13, HTH Combat 3/10, Interrogation 3/1, Local Customs 2/10, Lockpicking/Safecracking 2/10, Seduction 7/14, Stealth 2/11

FIELDS OF EXPERIENCE: Law

WEAKNESSES: Attraction to Members of the Opposite Sex

WEAPON OF CHOICE: S&W Model 38 “Bodyguard” .38 special PM: 0 S/R: 2 AMMO: 5 DC: F CLOS: 0-3 LONG: 8-18 CON: -1 JAM: 99 DRAW: +1 RL: 3

Ithaca 12 gauge double barrel (S1-2): PM: 0 S/R 2 AMMO: 2 DC: G CLOS: 0-3 LONG 8-14 CON: +3 JAM: 99+ DRAW: -2 RL: 2 GM Info: The short barreled double “scattergun” can act like an autofire weapon, hitting any target in a 5′ arc at medium range, 10′ at long.

Remington 870 Custom (S3-5): PM: 0 S/R: 2 AMMO: 3 DC: G CLOS: 0-3 LONG 8-15 CON: +3 JAM 98+ DRAW: -2 RL: 2 GM Information: see above

VEHICLE: 1964 Cadillac Coupe de Ville PM: -1 RED: 5 CRUS: 60 MAX: 120 RGE 220 FCE 2 STR 7

 

 

 

Last week was supposed to see the final episode of the Hollow Earth Expedition serial I’ve been running. the characters had found the lost Illuminati treasure — a large (for the 1770s) library that had been sealed in a brick vault under 36 Craven Street in the middle of a pentagram of tunnels and catacombs. The interior was lined with lead glass and lead cells, hermetically sealed by Franklin, to protect them against the floods from the Thames and the ravages of time. He was about 50% successful — half the material is intact — but the lower tier is destroyed and under a layer of slime covered water.

That’s when the bad guys show up, in this case members of the British Union of Fascists. Their leader is a Richard Edwards, the head of the Phoenix Club — a 1930s descendent of the infamous Hellfire Club and the place where the Scottish lord whose journal started the journey was murdered. The requisite fight ensued which wound up with Edwards being captured and his men run off. They find out that he is in the employ of Ariel Smythe, the femme fatale of the piece, who is currently on a liner steamer her way back to Europe. Their mission was follow the characters and when they found the treasure, nick it.

I had planned on the characters either vanquishing the baddies entirely, destroying or sealing the treasure back up, but that didn’t happen. What did happen was a humorous and long sequence of screw-ups and threat/counterthreats that got increasingly more Laurel & Hardy in character. In the end, a bunch of the mooks ran off and they had their master trussed up in the underground and one of the mooks — a giant, strong, and mildly retarded fellow had switched sides after they had rescued him from the muck at the bottom of the treasure vault.

The characters decide to use the Mongo to find more workers and grab the bits of the library they can right then. they arrange to get a truck and that’s when things go from bad to worse. The BUFs show back up in force — 30 or so, led by Sir Oswald Mosley, the head of the group. There is a tense standoff broken when Mosley negotiates with Drake: they take the 1/6th or so they’ve recovered and leave the rest to his men and no one gets killed. It’s all terribly civilized and a sharp break from the fisticuffs and gunfire of the rest of the serial. Why is Mosley so cavalier? It’s not his deal, it’s Ariel’s…he doesn’t care a whit for the treasure, only that his friends in Berlin do and it will earn him credit with der fuhrer and maybe get the BUFs more German support. Ariel will be upset she was cut out of the deal, but he couldn’t care less.

And the players loved it.

After the deal, they escape to the US embassy and stow the treasure with the authorities for transport back to America via diplomatic bag. They are intercepted the next morning by Lord George Mace, the new Earl of Inversnaid and son of the killed lord. He is a high-ranking member of the Freemasons here in Britain and is out for revenge on the men that killed his father…as well as to secure the treasure from getting to Germany.

So instead of wrapping the adventure, we have another chapter in the offing that I hadn’t planned for, new NPCs I hadn’t really fleshed out, and new action sequences to dream up. These are the hazards of GMing — not everything goes to plan, even when you know your players well, and you have to be ready to roll with it. In this case I was fortunate that the curveball the players threw me was near the end of the night. I have time to plan the next session, but when this happens in the middle of the session, the GM is forced to learn how to tap dance…and fast.

The one upside here: this is now a straight “capture the flag” style mission (think the end of Raiders of the Lost Ark), where the players have to stop the transport of the McGuffin and get it to their safe zone before the bad guys can do the same. It will be essentially a series of action sequences, rather than the action/exposition/action of the other episodes.

At the suggestion of Runeslinger over at Casting Shadows, who knows my fondness for the Victorian period, I got myself a copy of Triple Ace‘s Leagues of Adventure RPG (in pdf…I cannot speak to any printed version in this review.)

The book is well laid out, with mostly greyscale art, but a few color plates here and there by Chris Kuhlmann. the art quality is decent in comparison to most small game houses, and light years better than most of the old school art from the 1980s, but was a bit cartoony to my eye. The pages are double column with good font sizing and an ornate outer page bit of art.

The book is 246 pages, and uses the Ubitquity engine from Exile Games (the same as Hollow Earth Expedition.) the character archetypes, skills and traits, etc. have been updated for the Victorian speculative fiction of the setting. This isn’t the Shadowrun-in-Victorian-times of Victoriana or fantasy/”steampunk” (hate hate HATE term!) of Castle Falkenstein — Leagues of Adventure‘s pedigree is from Space: 1889. The basic rules mechanics are the same as HEX, the invention rules for Victorian superscience ripped from Secrets of the Surface World. If you knew enough about the period and had a copy of the original Space: 1889 book, you could have cobbled together something similar with a bit of work.

That said, this is a solid corebook for those who don’t know the other Victorian sci-fi games and want a rules set that is easy to learn, run, and does not veer too far from the actual history of the world of the 1800s. Bolting Space: 1889 or Victoriana or Falkenstein setting material onto LoA would be easy enough.

The writing is by Paul “Wiggy” Wade-Williams and is clear, well edited, and captures the flavor of the period. (I do wish gamers who dive into game production would steer clear of the gamer handle in their author attribution, but that’s me.) The equipment is period specific, well-done, and I suspect was the inestimable Colin Chapman, who has done sterling work with equipment write-ups and period factoids for the Hollow Earth Expedition bulletin boards. Daniel Potter — who has done layout work and editing for fan work we did on the Decipher Star Trek RPG is also involved in the production of the book.

For more information and review on the system mechanics, search the site for the Hollow Earth Expedition reviews. (The Ubiquity system was one I’d considered for my next Victorian period game, so a lot of the heavy lifting for the conversion from the 1930s to 1890s is done for me.)

Overall, the book is beautifully produced and the pdf has the appropriate chapter heading bookmarks to allow quick acquisition of rules, etc. (Although after the amazing job Margaret Weiss did with hyperlinking throughout the Marvel Heroic RPG, I find this admittedly good bookmarking lacking. But that’s me.) The writing is solid, the art good, and the editing near flawless. I think the world gazetteer for the book is on part with Hollow Earth Expedition and the addition of enemy and heroic “leagues” that you could join or fight helps set the stage for adventuring in the late 1800s.

Style: 4 out of 5. Substance 4 out of 5. It’s a better buy than the Savage Worlds Space: 1889 RPG, and I like it better than Victoriana (which I’ve written extensively for.)

The game prep did indeed lead to a fantastic session last night. The characters — Jack McMahon and Hannibal Drake have been tracking a lost Illuminati “treasure” they got a lead on through a journal sent by Jack’s uncle, now deceased, in London. They had been working with a Special Brank officer that was murdered by an Ariel Smythe — the lover of dead Uncle Mike, who claimed he was a British Union of Fascist agent. They were able to decipher some of the notes from teh journal and ascertain that the treasure was “safe in the house of the President.” Indicators led to Stratford Hall, the former seat of the Lee family. Violence and adventure ensued — see the older game report posts for more — but Ariel is kidnapped by German agents.

In the end of the previous session, the amateur historian and secretary of the society preserving the house pointed out that while Richard Hall was president of the Congressional Congress at the time, the president in the 1784 note that led them there, penned by Benjamin Franklin, held another hint to the location…Ben Franklin, following his stint as ambassador to France, was President of Pennsylvania!

With this information in hand, they raced back to Washington to link up with their private detective ally, Tom Steele, who was questioning other masonic brothers about the situation…until their tire blew out (was shot out) and their Chevy truck spun off the road, upside down, into a frozen pond!

The game started crisply: they both had 4N from the cold water, and within a few turns, Jack was in trouble with a series of bad rolls we interpreted as shock and Jack’s muscles seizing from the cold. They surface to a hail of gunfire from the shoreline, and returning fire is difficult from swimming in heavy clothing, darkness, the cold, and ammo going faulty from the water. Jack’s borrowed Luger is particularly having trouble, but Hannibal’s new S&W M1917 in .455 Webley is having a few failures, too.

They barely get to shore, to find Ariel has knocked out one of her captors — she looks to have been roughed up — and they escape in the Nazi’s Packard 120 (which had a heater!) In Washington, they find out the masons have explored the Franklin option — his house in Franklin Court is gone and there’s nothing in Independence Hall. Ariel slips off to help Jack recover by getting him a warm bath and is not there, once the Secret service turn up.

The characters are taken to 1600 Pennsylvania Avenue for a meeting with the president (a 32 Grand Master of the Order of DeMolay) and Joe Kennedy, among others. The president will make sure the charges in Manhattan and the ones in Maryland from their fight on the train go away…but they are now on Uncle Sam’s dime: find the treasure before the Nazis. While going over their evidence with the Brain Trust, they realize there is one house of Franklin’s still standing: 36 Craven Street in London, right in the shadow of Charing Cross Station! They also find out the Special Branch cop was on the up and up…but not Ariel. She is working with the Germans.

Ariel knows it, too. When they get back to the hotel, she drugs Jack to find out what he knows, but a judicious use of style points meant jack simply passes out under questioning. Ariel and the Nazis abscond. There’s not a moment to loose. While Steele heads to Philadelphia to check out the leads there (the player is going to absent for a while), Jack and Drake get hold of a Lockheed Electra and an army major pilot and do something only a dozen or so people have: a transatlantic flight from Nova Scotia to Ireland, then on to London. Lucky tests get them there with little effort.

In London, they find out 36 Craven is now an apartment…they can’t gain access easily. they hit the record office and ascertain that there is one spot, centered in a pentagram-like area of sewers, access tunnels, and flood water sluices, located between the Black and Red Lines of the Underground, that has been untouched by the continuous improvements of the area since the Embankment…

That night, they get in through an access door in the Charing Cross station and find a massive “well cap” — part of the flood drainage system that was built in 1775, if the bricks are to be believed. After some work, they get a secret door to open into the interior, which sounds like it had lower pressur than outside.

And that’s when a bunch of East-Ender sounding men led by a gent with a posh accent turn up.

Overall, play was fast, a little less action heavy, and the presidential cameo went over very well. I’m looking forward to the final episode of the adventure next week.

D’ja ever get that feeling, when putting together an adventure, that you’ve nailed it? That the evening is going to be a blast just by looking at your game prep notes?

That was me today working on the next two installments of the Hollow Earth Expedition campaign — in which the heroes are after a lost Illuminati treasure “in the House of the President.” It’s got excellent action sequences, a big cameo by an important couple of historical figures, and a harrowing exploit involving transatlantic flight — not yet commercialized outside of airships and still very very dangerous.

I can tell they’re going to be a blast.

That’s when all the research and planning is worth it.

Last night saw another episode of our Hollow Earth Expedition campaign. The characters have been searching for the lost Illuminati treasure that they have previously discovered had been entrusted to American Freemasons by members of the Areopagus, the governing body of the Illuminati prior to their disbanding by the various German countries in 1776. In a letter dated 1784 between Benjamin Franklin, then the outgoing ambassador to France, and Baron Krigge, Franklin confides that the treasure is “safe in the house of the President.”

Having done their research, they concluded this was the President of the Congressional Congress, Richard Lee of Virginia. They were interrupted by German agents — the first we’d seen them as they’d been using mobsters to do their dirty work in the other sessions — and in the fray they kidnaped a woman that had claimed to be the “friend” of character Jack MacMahon’s now-dead uncle (and man that sent them the journal that started the adventure).

Last night saw the crew skip Manhattan, despite having a grand jury appearance for “assault with a deadly weapon” and “attempted murder” hanging over their head (meaning they are now fugitives who have absconded across state lines…if they don’t get home in time.) They took the Pennsy Railroad’s Afternoon Congressional to Washington DC, and from there were driving a car they’d bought to Stratford Hall, home of Richard Lee and later Robert E Lee. However, more mooks boarded the train in Philadelphia and began surveilling them. The characters decided on a confrontation that led to a fight on the platforms between the train cars and the accidental breech of the hydraulic lines controlling the brakes.

They manage to find that the mooks were reporting to the Nazi agents already on the train (meaning the girl has talked, either willingly or under duress.) The fight that ensued involved a chase and fight on the top of the icy, wildly racing train, and a firefight in the baggage car of the train, before the bad guys cut the connection between the engine and the rest of the train. Now the characters have to flee before there’s any chance they are connected to two new dead bodies on the train.

Following this, they managed to gain transport from Baltimore, where the train had stopped to Washington in a cab. they then had to buy a car, cash, so they could get out to Stratford Hall. They were able to make contact with the Robert E Lee Memorial Society that owns the place and set a meeting with the president of the group. there they find out that no treasure was present, but one of the amateur historians of the group points out that there were more than one “president” in the United States at the time. One of those was Benjamin Franklin…in 1785, the president of Pennsylvania!

They left to pursue this lead, only to be intercepted by the Nazis, who caused them to crash their car into an icy pond… Cliffhanger!

The adventure ran quickly and smoothly, and I was glad that the red herring of the Lee home was followed. Next, they will have to race to Philadelphia and try to find the treasure. There’s a few problems that they will be running into…not the least being the Franklin home no longer exists.

Here’s a great article from FoxNews on the “Hump Airmen” — the guys that flew the “Skyway to Hell”  or “The Hump” — the route from Burma to Western China over the Himalayas to supply the Nationalists with supplies against the Japanese prior to and during World War II. These are the guys the Flying Tigers were often trying to protect.

It’s great pulp material that I was thinking of using for my China-oriented Hollow Earth Expedition…who knows? Maybe some of those planes found themselves somewhere else entirely…Shangri-la? The Inner World..?

From one of our readers, KJ, comes a James Bond RPG write-up for a few old friends from the 1980s:

THOMAS SULLIVAN MAGNUM IV

Thomas Sullivan Magnum IV was born August 8, 1945. Both his father and grandfather were naval officers and he was born in Detroit, but raised in the region of Tidewater, Virginia. In high school, his football team won a Virginia State football championship. Some members of his family, including his mother, still reside there. His father was a naval aiator killed in Korea. He attended the US Naval Academy in Annapolis and served until 1979 when he resigned his commission at the rank of lieutenant. He was a Vietnam veterean who married a Vietnamese-French woman and has one child, Lily, by her. He was also a POW during the war. He served in Naval Intelligence and with the SEALs.

He resided in Hawaii during the 1980s, living on the estate of Robin Masters, a famed author and playboy whom he assisted early in his career as a private investigator and took over “security” for the estate. He was later returned to duty with the Navy with the rank of commander.

STR: 8   DEX: 8   WIL: 9   PER: 9   INT: 10

HTHD: A   SPD: 2   STA: 28 hr   RUN/SWIM: 25 min   CARRY: 101-150

SKILLS: Charisma 6/15, Diving 7/15, Driving 7/15, Evasion 6/14, Fire Combat 3/11, Hand-to-Hand Combat 3/11, Local Customs 7/17, Lockpicking/Safecracking 10/18, Sixth Sense 1/10, Stealth 4/13

ABILITIES: Photography, First Aid, (Languages — Vietnamese, French)

FIELDS OF EXPERIENCE: American Football, Law, Military Science, Tennis

WEAKNESSES: Close Personal Ties

HT: 6’4″   WT: 205 lbs   AGE: 35 (at show start)   Appearance: Striking   Fame: 44

WEAPON: Colt Officer’s 1911A1 in 9mm

VEHICLE: Ferrari 308GTSi (Robin Master’s)

and…

JONATHAN QUAYLE HIGGINS

STR: 5   DEX; 7   WIL; 9   PER: 6   INT: 13

HTHD: A   SPD: 1   STA: 28 hrs   RUN/SWIM: 25 min   CARRY: 60-100

SKILLS: Charisma 5/14, Fire Combat 7/13, Hand-to-Hand Combat 5/10, Riding 2/9

FIELDS OF EXPERIENCE: Boardgames, Botany, Economics/Business, Fine Arts, International Law, Law, Medicine/Physiology, Military Science, POlitical Science, Rare Collectibles, Tennis

WEAKNESSES:

HT: 5’7″   WT: 165 LBS   AGE: 61, APPEARANCE: Normal, FAME: 103

WEAPON: Webley MK VI .455 9see Q Manual, this site.)

[Editorial Note: I pulled the background on Magnum from the notoriously unreliable Wikipedia, and it’s been a while since I’ve seen the show — I remembered him being a Naval Int guy, but not a SEAL; I suspect a later addition to the show’s canon. I think the stats adequately reflect the characters based on what I remember, but if Magnum had been a SEAL, he’s a bit lightweight.

Thanks again to KJ for his write up! I may have to write up a pair of cops from Miami from the same period of TV.

And, as always, the characters and material from Magnum PI are the property of Glen Larson Productions, Belisarius Productions, and Universal Television — no infringement is intended, nor profit rendered from this; it’s an homage…]

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