Val CHA Cost Roll Notes 20 STR 10 13- Lift 400 kg; 4d6 HTH Damage 20 DEX 30 13- OCV 7/DCV 7 20 CON 20 13- 20 BODY 20 13- 20 INT 10 13- PER Roll 13- 20 EGO 20 13- ECV: 7 20 PRE 10 13- PRE Attack: 4d6 20 COM 5 13- 8 PD 4 Total: 14 PD (6 rPD) 8 ED 4 Total: 14 ED (6 rED) 4 SPD 10 Phases: 3, 6, 9, 12 8 REC 0 40 END 0 40 STUN 0 Total Characteristic Cost: 143 Movement: Leaping: 7"/14" Running: 7"/14" Swimming: 2"/4" Cost Powers & Skills Martial Arts: Boxing and Wrestling Maneuver OCV DCV Notes 4 Block +2 +2 Block, Abort 4 Break Free +0 +0 35 STR vs. Grabs 5 Cross/Uppercut -2 +1 8d6 Strike 4 Crush +0 +0 8d6 Crush, Must Follow Grab 4 Jab +2 +0 6d6 Strike 3 Grapple -1 -1 Grab Two Limbs, 30 STR for holding on 3 May Cross Any Gap: Leaping +3" (7" forward, 3 1/2" upward), END 1 2 Swift as the Wind: Running +1" (7" total), END 1 30 Man of Destiny: Luck 6d6 Note: Plot Points Luck. Roll at the start of the game session, then count the body. This is the number of Plot Points the character receives. One Plot Point allows a guaranteed success on a roll the character is about to make. Two Plot Points will turn a failed roll into a success, or guarantee a critical success on a roll the character is about to make. Three Plot Points may be spent to gain a stroke of extraordinary luck, as determined by the Game Master. Perks 21 Contact: German Government and Military Contacts (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact), Organization Contact (x3) 11- 6 Contact: Jan Mayen (Contact has extremely useful Skills or resources, Good relationship with Contact) 11- Note: Jan Mayen is an inventor-adventurer, a sort of German Edisonade. Jan and Sun Koh will, among other adventures, use Jan's Atomic Powered Plane to conquer the hollow Earth in the name of Germany and the Aryan People. 55 Follower(s) Note: I could not find much info on Sun Koh's followers, but it seems likely that they were German versions of Doc Savage's allies. 13 Fringe Benefit: German Military Intelligence employee, International Driver's License, Membership: Nazi Party, Passport, Security Clearance Germany, Top Man Note: Sun Koh's actual relationship with the German government is never made clear, however he has a great deal of freedom when interacting with high officers, and seems to have every reason to expect his own orders to be obeyed. As the war starts, an SS Colonel's rank would be appropriate. 15 Money: Filthy Rich 4 Reputation: Sun Koh, the Perfect Aryan (A large group) 11-, +2/+2d6 Talents 3 Absolute Time Sense 9 Ambidexterity (no Off Hand penalty) 3 Bump Of Direction 12 Combat Luck (6 PD/6 ED) 22 Danger Sense (Self Only, Out of Combat, Function as a Sense) 13- 5 Eidetic Memory 3 Lightning Calculator 5 Rapid Healing 15 Will of Iron: Resistance, +5 with all EGO rolls, Breakout Rolls, and rolls to resist torture 4 Speed Reading (x10) Skills 30 "Superior Mind and Unconquerable Will": +3 Overall Levels 3 Acrobatics 13- 3 Breakfall 13- 3 Climbing 13- 3 Concealment 13- 3 Contortionist 13- 3 Conversation 13- 5 Cramming 3 Criminology 13- 3 Cryptography 13- 3 Deduction 13- 10 Defense Maneuver I-IV 3 Demolitions 13- 3 Disguise 13- 3 High Society 13- 3 Interrogation 13- 3 Inventor 13- 3 Lip-reading 13- 3 Lockpicking 13- 3 Mechanics 13- 3 Mimicry 13- 3 Oratory 13- 3 Paramedics 13- 3 Persuasion 13- 5 Rapid Attack (HTH) 5 Rapid Attack (Ranged) 3 Riding 13- 3 Security Systems 13- 3 Seduction 13- 3 Shadowing 13- 3 Sleight Of Hand 13- 10 Two-Weapon Fighting (HTH) 10 Two-Weapon Fighting (Ranged) 7 WF: Common Melee Weapons, Common Missile Weapons, Small Arms, Off Hand 3 Linguist 3 1) Language: English (idiomatic; literate) (5 Active Points) 2 2) Language: French (idiomatic) (4 Active Points) 0 3) Language: German (idiomatic; literate) (5 Active Points) 2 4) Language: Italian (idiomatic) (4 Active Points) 2 5) Language: Spanish (idiomatic) (4 Active Points) 3 Scientist 2 1) SS: Archaeology 13- (3 Active Points) 2 2) SS: Botany 13- (3 Active Points) 2 3) SS: Chemistry 13- (3 Active Points) 2 4) SS: Medicine 13- (3 Active Points) 2 5) SS: Physics 13- (3 Active Points) 2 6) SS: Weird Science 13- (3 Active Points) 2 7) SS: Zoology 13- (3 Active Points) 3 Traveler 2 1) AK: Europe (3 Active Points) 13- 2 2) AK: Hidden Lands (3 Active Points) 13- 2 3) CK: Great Cities (3 Active Points) 13- 3 Scholar 2 1) KS: Atlantis (3 Active Points) 13- 2 2) KS: History (3 Active Points) 13- 2 3) KS: Philosophy (3 Active Points) 13- 2 4) KS: Secret History (3 Active Points) 13- 463 Total Powers & Skill Cost 606 Total Cost 200+ Disadvantages 5 Distinctive Features: Body is covered in a tattoo map of the hidden lands of Earth (Easily Concealed by normal clothing; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Hunted: Champions of the Lesser Races 11- (Less Pow, Harshly Punish) 10 Psychological Limitation: Casual Killer (Common, Moderate) 20 Psychological Limitation: Megalomanic (Very Common, Strong) Note: A new age is coming, a new time for the Aryan peoples of the world! 20 Psychological Limitation: Overconfidence (Very Common, Strong) Note: The Lesser Peoples of the World shall bow before their Rightful Masters! 10 Reputation: German Doc Savage, Rightful Heir to Atlantis, 11- 331 Man of Destiny Bonus 606 Total Disadvantage Points
Background/History: Sun Koh fell from the sky in London one rainy night in 1932. He had no memory of where he came from or who he was, but he was a master of every skill, and he knew the Truth. There is a new Ice Age coming, and only the strongest shall survive. Sun Koh seeks to conquer the lesser races and the hidden lands of Earth, to lead Germany and the Aryan people of the world into that new age. He is the descendant of ancient kings and the rightful heir to Atlantis, the chosen of destiny. Those of impure blood shall never stand against him.
Sun Koh quickly gathered a string of companions, from men who were merely exceptional to Alaska Jim the master explorer and Jan Mayen the inventor and adventurer.
Sun Koh was essentially a Nazi Doc Savage. His adventures were published from 1933 to 1936, written by Paul Alfred Müller-Murnau under the name Lok Myler. He later appeared on and off until 1938 in the Jan Mayen adventures.
Personality/Motivation: Sun Koh is an absolute monster who sees himself as a hero. He will slaughter and enslave the natives of hidden lands, steal sacred artifacts, and generally act much like an American pulp character. He believes that it is his destiny to return glory to Germany, and that the lesser races of humanity are resources to be exploited or enemies to be destroyed in the name of the Aryan people. He is racist, sexist, and casually murderous. He will commit any crime in the certainty that he is morally right, and that those who stand against him are villains or, at best, fools.
If he were alive today, he'd spend his time arguing politics on the Internet. Eventually, he'd get his own talk show.
Quote: A new Ice Age is coming, and only the fittest and strongest will survive.
Powers/Tactics: Sun Koh is a Doc Savage knock off. The above list of skills and powers may be on the conservative side. As things stand, he is fiercely competent and should be able to take on entire groups of lesser men in hand to hand combat, but can be defeated if taken by surprise (difficult with that Danger Sense) or if faced with overwhelming fire power. While he is designed to be profoundly fast and strong, a specialist PC may just be slightly better than Sun Koh in a single area; this was intentional, and fits the Doc Savage pattern.
Used in HtH, his Two Weapon Fighting and Rapid Attack allow him to take a half move and then sweep or MPA with significantly reduced penalties. He should get in at least two or three shots in on most foes in the first phase of combat.
Sun Koh will flee if he's losing, and don't forget his Plot Points. Destiny takes care of her own, and Sun Koh may not be destined to fall at the hands of the PCs.
The easiest way to power up Sun Koh is to stat out his followers. 200+ point characters in their own right, I'd suggest making each one a specialist who looks to Sun Koh for leadership. High tech gadgets, weapons and vehicles are certainly appropriate; google Captain Mors for ideas.
Campaign Use: Paraphrasing Manfred Nagl as quoted by Jess Nevins, Sun Koh and Jan Mayen have been chosen by fate--and also provided by it with the resources of a sophisticated and extremely powerful technology. It is their vocation to create or capture new and arable territories for the German people and the White races. This they achieve by raising Atlantis out of the ocean and by making Greenland (Thule) arable. The manner in which Sun Koh and Jan Mayen treat the rest of humanity in the pursuit of their aims is distinguished from Nazi methods only insofar as the fictive inferior peoples speedily submit."
Sun Koh should be used a dark mirror for your characters. On the surface, he has high tech gimmicks, fights strange foes, explores the far corners of the globe, and lives the life of a typical Pulp hero. However, he sees all non Aryans, indeed most non-Germans, as lesser races fit only for enslavement or extermination. He might make temporary common cause with the heroes, but in the end he serves the ideals of racial superiority and Germany's national destiny, and he sees tens of millions of non-Aryan corpses as no price at all.
Appearance: A perfect blond-haired blue-eyed Aryan. A map to Atlantis and other hidden lands is tattooed on Sun Koh's back and side, but this is concealed by his clothing.
(Sun Koh created by Paul Alfred Müller-Murnau, Character sheet by Robert Dorf (email@example.com))