Like is known about Injun Joe, and most of what is probably is bull$#!t. He claims to be half-Irish, half-Cherokee — a warrior race, as he like to tell folks. Joe claims to have been taught Cherokee mysticism by a tribal shaman, to have been one of the best riders in his “nation”, and all sorts of tall tales of the West. He learned to fly from a WWI ace no one’s ever heard of. He’s tall, with long black hair, and he wears Indian trinkets — necklace of power, etc. mostly of silver and turquoise (a Navaho thing, but he doesn’t seem to know that.)

No one wants to challenge him too much as he’s pretty damned deadly.

Archetype: Soldier     Motivation: Thrillseeker

ATTRIBUTES: Body 4, Dexterity 3, Strength 3, Charisma 2, Intelligence 2, Willpower 3

Secondary Attributes: Size 0, Move 6, Perception 5, Initiative 5, Defense 7, Stun 4, Health 7

RESOURCES & TRAITS: Iron Will, Rank 1: Sky Rats, Tough

FLAWS: Liar, Secret, Superstitious

LANGUAGES: English and Spanish

SKILLS: Animal Handling 1 (3), Athletics 2 (5), Brawl 3 (6), Con 2 (4), Drive 1 (4), Firearms 2 (5), Intimidation 3 (5), Larceny 2 (5), Melee 2 (5), Pilot, Aircraft 2 (5), Ride 2 (5), Stealth 1 (4), Survival 1 (3)

 

Jake is the illegitimate sone of a Broadway actress, Elizabeth Cutter, and an undisclosed father. He attended Cornell University on a baseball scholarship, and later pitched Double A ball for Duluth born injuring his shoulder. He has flown for the Army Air Corps (rank of lieutenant), flown the mail and done barnstorming in Pennsylvania, and done route exploration for Pan Am and TWA. He was injured when his Trimotor when down in Peru, and was pulled from the wreckage by his friend and mechanic, Corky, in 1933.

He travels everywhere with his one-eyed dog Jack — a Jack Russel terrier with an uncanny intellect (for a dog.) Jake doesn’t much like using guns, but when he does, he prefers the Webley Mk VI .455 revolver.

ATTRIBUTES: Body 3, Dexterity 3, Strength 3, Charisma 2, Intelligence 2, Willpower 3

Secondary Attributes: Size 0, Move 6, Perception 5, Initiative 5, Defense 6, Stun 3, Health 6, Style 3

RESOURCES & TRAITS: Allies 2: Kuomintang, Green Gang; Charismatic, Follows 1 (Corky and Jake), Quick Healer, Rank 1

FLAWS: Danger Magnet, Honorable

SKILLS: Academics, History 1 (3); Athletics 2 (3) [Baseball 6], Brawl 2 (5), Craft, Mechanics 1 (3), Diplomacy 1 (3), Firearms 2 (5), Gambling 2 (4) [Poker 5], Melee 1 (4), Pilot, Aircraft 4 (7), Stealth 1 (4), Streetwise 1 (3), Survival 2 (4), Warfare 1 (3) [Aerial 4]

LANGUAGES: English (native), Spanish

Born 2 March 1907 in Richmond, England Frankie is the daughter of  Sir Richard Cooke and his wife Gretchen, a Dutch settler from Java whom he met while on a hunting trip there. Sir Richard was renowned for his adventures as a big game hunter and explorer, and he dragged his family about the globe — usually leaving them in the nearest safe settlement while he went after his quarry. He was knighted for his work as a sniper for the British forces during the Second Boer War. He was killed in action in Flanders in 1916, having risen to the rank of brigadier.

Frankie was raised by her Uncle Timothy — a banker and the respectable one of the family —  after her mother died of the Spanish flu in 1920; she nearly succumbed, as well. To help her recover, her uncle took her to South Africa. One day, a flying circus came through, and Frankie was captivated by the aerobatics of the American pilot. She was given her first airplane ride and in 1926 she gained her pilot’s license in England. Two years later, Amelia Earhart did her solo across the Atlantic, and Frankie parlayed this into a public relations deal with British Petroleum and other sponsors and was one of the first women to attempt to fly from London to Sydney in Australia. but for issues with her plane, she would have beaten Amy Johnson in this in 1930. Her plane lost power over the Sumatra and she was forced to crash land, losing her eye in the process.

Frankie has a taste for adventure, and has flown her various craft all over the world, often doing airways mapping and scouting for the BOAC, Imperial Airways, and other airlines, as well as more shady work for His Majesty’s Government. She recently landed in Shanghai, where she joined the Sky Rats as a Lieutenant.

ATTRIBUTES: Body 2, Dexterity 3, Strength 2, Charisma 3, Intelligence 3, Willpower 3

Secondary Attributes: Size 0, Move 5, Perception 6, Initiative 6, Defense 5, Stun 2, Health 5, Style 5

RESOURCES & TRAITS: Allies 1: MI6, Charismatic, Contacts 2: Aviation Community, Finesse Attack: Brawl & Melee, Rank 1: Lieutenant, Skill Mastery, Pilot; Status 1: $150/mo., +2 social tests in aviation circles

FLAWS: One Eye, Overconfident, Stubborn

SKILLS: Academics, Literature 1 (4), Acrobatics 2 (5), Athletics 2 (4), Brawl 2 (5), Bureaucracy 2 (5), Con 1 (4), Craft, Mechanics 1 (4), Diplomacy 2 (5), Drive 1 (4), Firearms 1 (4), gunnery 1 (4), Linguistics 3 (6), Melee 2 (5), Pilot 2 (5) [Aircraft 6], Ride 1 (4), Stealht 1 (4), Streetwise 1 (4), Survival 2 (5), Warfare 1 (4)

LANGUAGES: English (native), Dutch, french, German, Spanish

Joe Sullivan is the son of an Irish soldier that served in the British Army during WWI, as a pilot. He taught his son to fly after the war, and together they flew mail, flying circuses, anything that could make them money. Drawn by the allure of war, Joe began flying as a mercenary pilot in 1930 — first flying for the French in Morocco, then protecting airliners during the Colombia-Peru war in 1932-33. Bolivia paid him and a small crew of mercenaries (including his loyal mechanic/inventor Dexter Dearborn) to fight the Paraguayan forces in the Chaco War.

He was hired on with his crew as part of the Foreign Volunteer Force aiding the Chinese against the Japanese aggression in 1935, joining up with the American Volunteers under “Colonel” Trapp Sommers to form a group informally known as “the Sky Rats.” (From a statement by the Japanese air commander, “These foreigners are like rats — they are everywhere and no matter how many you kill…there are more!”) His callsign and nickname: Sky Captain.

Joe tends to dress in military fashion: khakis and flying jackets, and he carries a Webley-Green Mk V .455 revolver.

ATTRIBUTES: Body 3, Dexterity 3, Strength 3, Charisma 3, Intelligence 3, Willpower 3

Secondary Attributes: Size 0, Move 6, Perception 6, Initiative 6, Defense 6, Stun 3, Health 6, Style 5

RESOURCES & TRAITS: Allies 2: Sky Rats; attractive, Connections 2: KMT, Rank 1: Captain, Lucky, Skill Aptitude, Pilot +2

FLAWS: Danger Magnet, Sucker for a Dame, Weirdness Magnet

SKILLS: Athletics 3(6), Brawl 2 (5), Bureaucracy 2 (5), Craft, Mechanics 1 (4), Drive 2 (5), Firearms 3 (6) Gambling 2 (5), Gunnery 1 (4), Investigation 1 (4), Linguistics 3 (6), Melee 1 (4), Pilot, Aircraft 4 (9), Stealth 1 (4), Streetwise 1 (4), Survival 1 (4), Warfare 2 (5)

LANGUAGES: English (native), Arabic, Hindi, Mandarin, Spanish

(This all started with a superb joke name Greg Gutfeld used on Red Eye…)

Born 6 September 1906, Trapp Sommers is the first of two sons to Stone Sommers and his wfie Delilah. His father was an adventurer of note: big game hunter (where he met his wife, a South African [English]woman), gunslinger in the American Southwest, a captain in Teddy Roosevelt’s “Rough Riders” and a major in the US Marines during WWI.

Trapp grew up in Colorado, Utah, and New Mexico as a boy before the family moved to New Jersey thanks to a lucky strike hand of poker that won his dad an oil deed in Texas. He schooled at Columbia University from 1925-1929. Most of his father’s investments went belly up in the Great Depression and his parents headed out to cheaper parts — namely Capetown, South Africa.

Trapp left Columbia with few prospects during the early days of the Depression. He started off as a G-man with the Bureau of Alcohol and earned a reputation as a tough, fair lawman (meaning he was only slightly bent.) When Prohibition ended in 1933, Sommers hung up his federal shield and took to the road as a hunter, mercenary, and pilot for hire. He’s put together a crew of rough & ready men — the Foreign Volunteer Force, or “Sky Rats” –and most recently has been flying supplies, training pilots, and fighting for the Chinese nationalist government.

ATTRIBUTES: Body 3, Dexterity 3, Strength 3, Charisma 3, Intelligence 3, Willpower 3

Secondary Attributes: Size 0, Move 6, Perception 6, Initiative 6, Defense 6, Stun 3, Health 6, Style 5

RESOURCES & TRAITS: Allies 2: Kuomintang, Green Gang; Charismatic, Mooks 3, Rank 3: Wing Commander, Wealth 2: $500/mo.

FLAWS: Callous, Danger Magnet, Overconfident

SKILLS: Athletics 2 (5), Brawl 3 (6) [Haymaker 7], Bureaucracy 2 (5), Con 2 (5), Diplomacy 2 (5) [Leadership 6], Drive 2 (5), Firearms 2 (5), Gambling 1 (4), Intimidation 2 (5), Investigation 3 (6), Larceny 2 (5), Linguistics 1 (4), Pilot/Airplane 3 (6), Stealth 2 (5), Streetwise 3 (6), Warfare 1 (4) [Aerial 5]

LANGUAGES: English (native), Mandarin

The self-styled “Colonel” Sommers usually carries a Colt 1911A1 .45 pistol, and has been known to take a Lewis .303 Gun with him when things get dicey.

I just wanted to post a thanks to Bill Armintrout and “The Miniatures Page” for pushing a bunch of traffic this way today.

Well, after six months of fatherhood with little to no exercise, my blood pressure’s been hovering in the 150/100 range and I’m up to 191 lbs. as of yesterday. So today was my first day at the gym, swimming.

Despite the near total sedentary lifestyle, I did 10 laps in under 15 minutes with only two 1 minute breaks in a 25 yrd. (Olympic short length) pool. 350m or .21 mile.  Not too shabby for just jumping back in.

Find more at http://thedoghousediaries.com/

Here are some more formalized rules for mass combatusing Hollow Earth Expedition.

hex mass combat

 

During our game on Thursday, an interesting problem surfaced: The characters were attempting to raid an alleyway housing complex in 1936 Shanghai that was full of Indochinese gangsters of Hanoi Shan’s Silk Mountain Triad. There were roughly twenty “houses” with 3-4 floors, in a complex that had two entrances from the main thoroughfares on either side of the block. The road was tight, allowing only three men abreast, with no room for vehicles. they estimated the population at about 300-400 people, max.

The characters, led by one who is an Inspector in the Reserves (the SWAT of its day), has 100 officers and 20 Reserves. It was at this point I realized that Hollow Earth Expedition had no rules for mass combat that I could find quickly. (Now, I could be wrong, and if so would appreciate a comment to direct me to the pages in question…) So I had to wing it. But that led me to slap together some mass combat rules based on a few other systems out there.

First — how I did it. I assumed that no more than 20 or so could be engaging at a time as a means to keep the die rolling to a manageable level. Each side rolled 20 die, and each success was a man down/killed. It worked fine and allowed for a general idea of how the respective sides were doing, but completely ignored the influence of the commanding police officer (a PC), or the fact that the cops were all armed with Enfield #2 .303 rifles and a few had Thompsons. the bad guys were mostly rocking melee weapons, with a few having “box cannons” — the C96 Broomhandle in 7.63mm — and a couple of Mauser 98Ks. they should have been able to outmatch the numbers, save fo the tight spaces and defensive positioning of the bad guys, so I ignored any kind of mods for simplicity sake.

But I thought it removed the PC in the command position from really having an impact (the others were involved in a side operation that allowed me to simply run combat normally — 2 guys against a few dozen gangsters.

So…here’s my battle rules for HEX:

Figure out how many troops each side has and divide by 10. Use 10 of whatever you use for style point/chips/whatever to keep track; each is 10% of the respective force. Now compare the numbers. In the above scenario, only about a third of the people in the place were active triad members — it was about 200 guys vs. 125 cops. Round down that 2 to 1 odds, so the bad guys had a +1 advantage.

The two sides start with the Diplomacy/Leadership or Warfare skill of the commander. The side with the superior force adds that number to that dice pool (so the bad guys would have a +1 added to the “leader” of the gang (a senior mook, in this case) of 3. The lead cop had a Diplomacy of 4 and  Warfare of 3 — I figure the Warfare can give him a synergy die to his DIplomacy…so a total of 5 to the bad guys’ 4.)

Now we add in some basic modifiers for the situation: superior weaponry +1, artillery or light cav support +2, air cover or tanks +4. Terrain: slight advantage (high ground) +1, entrenched or in defensible location +2, fortifications +4.

So the initial combat engagement would have given the cops a 6 (for the guns over melee weapons), but the triad 6 for the tight, easily defendible environment. Roll the dice. For each success, the force is reduced that number of markers (or that number x 10% of the force [in this case 10 cops or 20 gang members].) Works mostly the same, but gives the PCs, if they are in charge of troops, a chance to shine. You could break the forces up, as well — say each PC had had a section of 40 or so guys (4 guys/marker) and would get to roll for their men.

This makes it quickly scalable, and you can add in mods for senior commanders. Say they’re working for a general or other senior officer in a war time event. Each player is a company commander. The general or whoever rolls their Warfare or Leadership first (with mods if the GM wants to) and his successes add to the initial die pool — this represents the strategic position of the commanders and how it effects the tactical picture on the ground.

As the forces are diminished, you add the difference in survivors to the superior force. So if the initial police raid hammers the Triad with 3 successes (30% or 60 guys) and the cops only suffered 10 men or 10% losses, the next test, the police commander would have another +2 to his roll.

You could add in a morale test at the end of each move to see how the respective forces are holding up — a Leadership test vs. a target number equal to the number of markers lost. Example: the Triad got hammered on the initial assualt and the mook in charge needs to roll a Leadership test and get three successes to prevent a rout (and the police inspector one success.) The mook leader would roll three dice, the cop 6 (his Leadership of 4 plus the two markers more he has than the Triad boss.)

You could scale the combat for the number of troops, as well: for a “small” engagement like the one above, each combat round might be 1-5 minutes, but for a battalion level action, it could be 15 minutes, for a whole army an hour each round. Player characters could be doing their part or having specific combat scenes during these rounds.

It’s pretty easy and should allow the game not to get bogged down while allowing the players to influence the outcome of big battles, without having to resort to pre-determines outcomes.