Morpheus Unbound  |  Supporting Cast

Captain Hunk

Real Name:  Unrevealed

Origin and Background:     

Captain Hunk is a “superhero” - sort of. Take an archetypal pro-wrestler with all the pomp, bluster and megalomania, have some aliens drop down to play a prank by giving him a costume/supersuit that boosts his strength to (barely) superhuman levels, makes him bullet resistant and able to generate force beams capable of severely bruising a normal human and you have Captain Hunk.

Captain Hunk is really a mutant, and the aliens only activated his powers and the prank was telling him it was all in the costume. This is an important psychological crutch for him. The costume can self-repair from almost any damage in about six hours (this is its only power). The costume is brightly colored and has a huge cape that billows dramatically, but gets in his way about half the time. He is so clueless, he does not really even register on his conscious mind that the cape gets in his way, he just automatically adjusts his monologue to flow around it. He continues any monologue he is in the middle of, even as events around him change or people hit him, trying to shut him up. His speaking voice is always “a studly-man projecting to the crowd.” Captain Hunk is really clueless, even though he has the genuine heart of a hero.

Combat Tactics/M.O.:
  Captain Hunk spends more time doing monologues than fighting.  This generally contributes to him losing fights, or losing the bad guys, or both.  He prefers wrestling, but will use his force beams if his foes insist on being sissies and avoiding his mighty suplex.

Personality/Character Traits:  Captain Hunk takes himself very seriously, making him almost unique.

Commentary:  Captain Hunk dates back to about 1986 in a Marvel Superheroes game between Patric Rogers (me) and Ken Solo. Ken was playing his character Hunter, and I had some bizarre inspiration and Captain Hunk was born. Captain Hunk's greatest “power” seems to be irritating everyone into beating him into silence in record time. He is not so much insulting as he is just irritating. He is so full of himself, so over-the-top overconfident and boastful (empty boast, too, considering by super standards he is a total wuss).

I did the Aberrant version "just because."


Marvel Superheroes Advanced Set (TSR, 1986)

Fighting: Good, Agility Good, Strength Good [Remarkable], Endurance Good [Excellent], Reason Typical, Intuition Poor, Psyche Typical

Body Armor: Good

Force Beam Generation: Excellent

Costume: Provides the wearer with Poor Body Armor. It is composed of Excellent strength material, and as long as most of the pieces remain intact, the nano-bots that comprise it can cannibalize adjacent materials for raw parts to repair it within about six hours.

Comment:  Someone (Philip J. Reed, I think) wrote a generic version of this game set a few years ago and posted it under the Open Game License.  You can get it free from RPGnow.com.

 


Aberrant RPG (White Wolf Publishing, 1998)

Strength ***, Dexterity ***, Stamina ***, Perception **, Intelligence **, Wits **, Appearance **, Manipulation **, Charisma ***

Mega-Strength: * (Quantum Leap) [he didn't know he had this ability]
Mega-Stamina: * (Resiliency)
Quantum Bolt: * ([3]+4d bashing)

Quantum *, Quantum Pool 30, Taint *, Willpower ***** *

Brawl ***, Might ***, Intimidation **, Perform ** (Over-the-top Acting +1), Drive **, Academics *, Style *

 


Living Legends (v1.1)

PHYS 16 (29 with Costume), REFL 7, DEFT 11, INTL 7, COOL 7, VITL 11 (16 with Costume)

Personal Force Field: Armor 3 vs All Physical, 6 vs Blunt Kinetic and Sharp Kinetic [20 CP]
Force Beam: Power Blast 1d6 Blunt Kinetic [dull force] [11 CP]
Costume: Provides the wearer with Armor 2 vs All Physical (overlaps with his natural armor, so no benefit, just wasted points) (Equipment (suit) [-3], Unique [-2], 7 CP) It has Armor 4 vs All Physical (only applies to costume [-5]), Armor 6 Brittle vs All Physical (Brittle [-4], Misc: only applies to costume [-5]) (18 CP), and 16 hit points (5 CP). It regenerates 1 hit points per hour as long as most of the pieces remain intact, allowing the nano-bots that comprise it to cannibalize adjacent materials for raw parts to repair it (Regeneration 1, Slow Activation [incremental activation, 60 minutes] [-1], Misc: only works on the equipment [-5]) (4 CP). [34 CP] (OMG! 34 CP for a prop! This is the essence of Captain Hunk! LOL)
Weakness (Megalomania): (+10 CP)
Weakness (Quirk): will only shut up after he is beaten unconscious. (+5 CP)
Weakness (Human Characteristics): (+10 CP)
Weakness (Psychosocial Problem): Believes so strongly that his costume is the source of his powers, that he is unable to use them without it (this affects his Heightened PHYS, Heightened VITL, Personal Force Field and Force Beam). (+10 CP)
Weakness (Unimpressive): no one takes him seriously, 1 level (+5 CP)


Villains & Vigilantes (v2.1)

Str 25, End 15, Int 11, Agl 12, Cha 10, 220 lbs., level 1

Carrying Capacity 1884 lbs., Basic HTH 1d10, Accuracy +1, Damage Modifier +1, Basic Hits 5, Hit Modifier (2.5) (1.8) (1.0) (1.2) = 5.40, Hit Points 27, Power 63, Move 52" ground, Heal 2.5, Detect Hidden 6%, Detect Danger 10s%

Body Power:  Can create beams of energy, attack as Power Blast, 1d10 damage, (S+E)" range, PR=1 per attack
Heightened Strength B:  +14
Invulnerability: He can ignore the first 10 points of damage per turn
Weakness (Phobia/Psychosis):  He thinks his powers come from his costume.
Weakness (Diminished Senses):  He is inattentive and unobservant, -2% Detect Hidden, -2% Detect Danger
Equipment:  His costume is SR 8 material and has 4 hit points.



Copyright © 1986, 2010 by Patric L. RogersAll rights reserved.
Last updated 13 November 2010 by Patric L. Rogers
Send comments and suggestions to morpheus_unbound@patric.net