Comrade Hero

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  1. Just a quick update - still having to jump back and forth between computers to access the City of Heroes US Website. Sill trying to work this out with tech support.
  2. January 28, 2011

    Interesting Facts about Comrade Hero: Comrade Hero in Prose II

    Another excerpt from when I was working through my Certificate and Diploma in Creative Writing at Waiariki Polytechnic. This is circa June 2009.

    This time it's Comrade Hero himself talking about the 'joys' of being a Hero who can soar through the skies...

    You don't see many flying Heroes these days. Those that do get permission to patrol tend to fly fast and keep low, rarely traveling any great distance in a straight line, and always darting in and out of cover to avoid a direct line of sight. Hard lessons learned when every aspiring flying Hero wanted to own the skies and nobody wanted to stop and think about the risks, and the consequences.

    You cannot argue with the realities that were faced and the lesson passed on from the time our ancestors took to the skies over France in 1914. Brave young men taking to the sky in motorized vehicles made from thin strips of wood, wire, and linen.

    The average life expectancy of the World War I fighter pilot was around several weeks. In terms of flight hours, a fighter pilot average around 40 to 60 hours of flight combat before being killed. And most of the men who flew in those primitive machines died before the age of 25. Making it to 30 was almost unheard of.

    A world away from the hours I spent at instruction from veteran pilots and studying in classrooms, and countless more hours spent in flight simulators and combat trainers. At the age of 21 I had graduated with honors from the Kharkov Military Aviation School for Fighter Pilots. By the age of 25 I was a veteran pilot, and flew combat missions during the Fifth Taiwan Strait Crisis against the American led Coalition. And at 29 I stood before the President of the Federation and was honored with the Hero of the Russian Federation, and Pilot-Cosmonaut of the Russian Federation.

    No-one could have foreseen the eventuality that one day a person could soar through the skies unaided, without being encased in a hard shell of metal and carbon, and guided by a network of computerized flight systems. There had been experiments and projects of course; portable jet packs and micro-fliers were a reality long before Hollywood movies made them popular. These devices, as useful as they are, were not meant for sustained flight, or combat sorties. Too fragile, too unwieldy, and very expensive to produce.

    When the first Heroes took to the skies they abandoned over a century's worth of knowledge and experience gained by pilots and cosmonauts. These new pioneering aviators believed they could fly with impunity, without a care, and without consequence. They were wrong.

    This new generation of fliers tried to ignore the basic principles of physics, biology, and aerodynamics that applied to flight. All too often these fliers would fall from the skies like the proverbial Icarus whose wax wings had been torched. Heroes crashed ignominiously not because of any threat that opposed them, but because of their own ignorance and folly. The uniqueness of our kind made it possible to bend some of the rules that had governed flight for almost a century, but ultimately most of us cannot break all the rules.

    As with manned flight, the most difficult maneuver for flying Heroes to master proved to be landing. Landing is similar to that of the parachutist approaching the ground - keep your eye fixed on the terrain, and use to learn to full strength and flexibility of the lower body to ensure that you land safely, minimizing the risk of injury. Miscalculate the speed of decent and the angle of approach and at best you end up breaking the bones in your feet and legs, at worst you end up as a crimson smear.

    I don't know many of us who can hover without some sort of technology to stabilize them in place. Hovering sounds like it should be relatively simple, but it isn't. Most aircraft need a decent stretch of runway to get airborne. Military advances provided solutions - aircraft carrier STOL (Short Take Off and Landing), and jet thrust vectoring VTOL (Vertical Take Off and Landing) for example. And one of the first tasks of the helicopter pilot is to learn how to hover at various altitudes.

    Perhaps it's the specific nature of my abilities, or my own specific background and training, but I've personally never had a problem flying, landing, or hovering. I still find it rather exhilarating, and more than a little terrifying but I enjoy soaring through the skies. And unlike most of our kind, my physiology can handle the rigors of flight.

    Still, flying for our kind still a very risky proposition and as I said earlier, you don't see a lot of flying Heroes these days. Aside from the physical practicalities of taking to the sky, there's another aspect of flying just as dangerous.

    Soar too high and you get targeted by armed aerial drones, or blown out of the sky by missile delivery platforms; fly too slow and you'll get picked off by large caliber sniper rifles and shot down by ground based flak cannon arrays. And as amusing as it may sound, I am dead serious when I say that many a would-be-flier has had their career cut short by bird strike, insect swarm, or a lack of basic flight survival training.

    I'm not afraid of getting shot down. I conquered that fear in combat engagements over Central Asia, the Taiwan Strait and the Indian Ocean years before my rebirth. And trust me on this - surviving an uncontrolled free-fall from low earth orbit tends to remove any lingering doubts about one's mortality.

    And, I already know the risks associated with flying and flight combat. Lessons drilled into me over countless hours in the classroom, in simulators, and in the air, by flight instructors, cosmonauts, engineers and scientists. I know what my body can cope with, and what my mind can handle. Not that I haven't had my share of accidents. But I managed to walk away from every one, and learned from the experience.

    When I was at the Aviation School for Fighter Pilots in Kharkov the instructors made it clear that the pilot should focus on flexibility, agility, and power - in that specific order. It takes a great deal of discipline and control to achieve mastery of all three focuses. And the greatest mistake that any pilot can make is to focus exclusively in the power of the machine that they command.

    I rarely tell anyone how high I can fly and how fast. To me such details are on a need to know basis. I know, and you don't need to. Besides, making such details public would earn me incredulous scorn from my peers, and unwanted interest from others. Believe me, there are very few of our kind around who can't resist bragging about what they can do, and what they think you can't.


    January 29, 2011

    Interesting Facts about Comrade Hero: Comrade Hero in Prose III

    Final excerpt of Comrade Hero prose that I worked on as part of my Certificate and Diploma in Creative Writing at Waiariki Polytechnic.

    Comrade Hero wasn't a particularly upbeat and optimistic sort of fellow...


    Forget altruism. Very few people have ever done anything without furthering one agenda or another. That is as equally true of our kind as it is of the rest of humankind. When individuals arise with abilities and gifts that are considered miraculous, then people tend to assume that miracles will follow. And the miracles did come, but with a price.

    You call me a hero, but that doesn't automatically make me a nice person. I'm a hero that gets things done. A hero that occasionally has to do bad things to some very bad people. No one said this business was simple, easy, or clean. There are times when I don't like myself very much because of what I have to do, but I live with it. Sometimes you get to save the day, but most of time just getting through the day in one piece is its own reward. I don't smile so much on those days, but I take comfort knowing that you will sleep a little safer tonight. And trust me, you really don't want to know what some of the other heroes take comfort in.

    Just once I'd like to get handed an assignment that doesn't have the words 'extreme' and 'prejudice' in the same sentence. These contracts have one very simple objective. Put the bad guy in the body bag (if there's anything left to bag and tag) by any means necessary. A lot of law enforcement officers pretend to look solemn and concerned as they keep any civilian onlookers out of harm's way, but the men and women in blue privately cheer when they see a notorious mass murderer ignominiously tossed off the rooftop of a building, or a reviled cop killing gang banger take a semi-truck trailer to the face. Dead villains rarely get the opportunity to come back and hurt another innocent civilian.


    Rule Number One: If you want to win then you have to be prepared to lose.

    For every civilian life saved, for every villain stopped, there's always the sobering realization that somewhere else, someone will have been hurt or killed, and the villain managed to pull off their scheme and got away with it. You simply can't be everywhere at once. The hardest thing about being in the hero game is that you learn to prioritize your objectives in the same way that the battlefield doctor decides which soldier will receive medical treatment and which soldier will be given a few encouraging words and a parting shot of morphine to deaden the pain.


    Rule Number Two: Get the job done without making the evening news.

    Why make yourself an even bigger target by posing for the cameras? Better that the public and the press are kept guessing about what happened and who did it. Slip in on the quiet, deal with the problem at hand, and exit just as quietly without anyone being the wiser for it. When you do things right then they won't know if you've done anything at all. Skip the flashbulbs, and avoid the film crews. Let local law enforcement officers deal with cleanup and working the media.

    A lot of heroes and villains fall victim to their own inflated sense of ego. It's the cult of celebrity rearing its ugly head amongst would be gods. If you've got it, then you must flaunt it - be that power, fame, wealth, or beauty - or any combination thereof. Thankfully, I don't quite fit into three of those four categories. Leave the media grandstanding and posturing to the aspiring world saviors and would-be conquerors. That's fine by me. I already have a large enough target emblazoned across my chest.


    Rule Number Three: No matter how good you are, there's always someone better.

    Sooner or later you will fail. Probably sooner if you try and ignore the simple reality that no matter how fast, how strong, or how tough you are, there is always someone out there who will be faster, stronger and tougher than you. If you're lucky, you'll manage to crawl away from whatever beating that was handed to you - somewhat the worse for wear - but having learned something. If you're foolish or brave (or both), then you'll wind up as a bloody warning to the rest of us that even gods can be killed.

    There are plenty of aspiring heroes out there already looking to make the front page of the morning paper or secure an interview on the evening news. That's not me. I know it's a cliché, but in this profession it really is a case of 'only the good die young.' And those heroes that tend to get taken out first are those who are more interested in media coverage than their own self preservation. There's some truth that the hero game is about image and style.

    Personally, I want to walk away from this one day and take a well earned and extended vacation on a little slice of paradise far, far away. I don't want to be prematurely retired because of obsessive fans, overzealous paparazzi, or hero or villain looking to increase their own fame or notoriety.


    January 30, 2011

    Interesting Facts about Comrade Hero: What's in a name?

    This is most frequent question I get asked. What does the name Comrade Hero mean?

    Both words – Comrade and Hero – have separate political and cultural connotations and while the application of the words may vary between countries and across continents, there is a common understanding of what the words mean.

    I'll give my understanding of what I believe the words, and the term Comrade Hero, means.

    A Hero is any individual or group of individual who through selfless thought and action go out of their way to try and prevent risk of injury or potential death to another person(s).

    The word Comrade has generally come to be used as term of scorn and ridicule by some, and conversely as a unifying identifier by others. This duality is because Comrade has both political and non-political use meanings – and it's often difficult to separate the two.

    In the political sense, Comrade is used as a term to imply solidarity and equality. In the non-political sense Comrade is used in a fashion to calling someone your friend. Despite the association with socialist and later Communist movements, the term Comrade was inspired by the abolishment of titles of nobility during the French Revolution of 1789-1799. Revolutionaries took to referring to one another as citizens.

    Comrade Hero can be seen as a title that has both political and non-political meanings, depending on what you choose to believe. Is the Comrade Hero a Hero of the People, a Hero for the People, or both?

    Of the people, by the people, for the people... sound familiar?

    I will leave that one for you to decide.
  3. January 28, 2011

    Interesting Facts about Comrade Hero: Comrade Hero in Prose II

    Another excerpt from when I was working through my Certificate and Diploma in Creative Writing at Waiariki Polytechnic. This is circa June 2009.

    This time it's Comrade Hero himself talking about the 'joys' of being a Hero who can soar through the skies...

    You don't see many flying Heroes these days. Those that do get permission to patrol tend to fly fast and keep low, rarely traveling any great distance in a straight line, and always darting in and out of cover to avoid a direct line of sight. Hard lessons learned when every aspiring flying Hero wanted to own the skies and nobody wanted to stop and think about the risks, and the consequences.

    You cannot argue with the realities that were faced and the lesson passed on from the time our ancestors took to the skies over France in 1914. Brave young men taking to the sky in motorized vehicles made from thin strips of wood, wire, and linen.

    The average life expectancy of the World War I fighter pilot was around several weeks. In terms of flight hours, a fighter pilot average around 40 to 60 hours of flight combat before being killed. And most of the men who flew in those primitive machines died before the age of 25. Making it to 30 was almost unheard of.

    A world away from the hours I spent at instruction from veteran pilots and studying in classrooms, and countless more hours spent in flight simulators and combat trainers. At the age of 21 I had graduated with honors from the Kharkov Military Aviation School for Fighter Pilots. By the age of 25 I was a veteran pilot, and flew combat missions during the Fifth Taiwan Strait Crisis against the American led Coalition. And at 29 I stood before the President of the Federation and was honored with the Hero of the Russian Federation, and Pilot-Cosmonaut of the Russian Federation.

    No-one could have foreseen the eventuality that one day a person could soar through the skies unaided, without being encased in a hard shell of metal and carbon, and guided by a network of computerized flight systems. There had been experiments and projects of course; portable jet packs and micro-fliers were a reality long before Hollywood movies made them popular. These devices, as useful as they are, were not meant for sustained flight, or combat sorties. Too fragile, too unwieldy, and very expensive to produce.

    When the first Heroes took to the skies they abandoned over a century's worth of knowledge and experience gained by pilots and cosmonauts. These new pioneering aviators believed they could fly with impunity, without a care, and without consequence. They were wrong.

    This new generation of fliers tried to ignore the basic principles of physics, biology, and aerodynamics that applied to flight. All too often these fliers would fall from the skies like the proverbial Icarus whose wax wings had been torched. Heroes crashed ignominiously not because of any threat that opposed them, but because of their own ignorance and folly. The uniqueness of our kind made it possible to bend some of the rules that had governed flight for almost a century, but ultimately most of us cannot break all the rules.

    As with manned flight, the most difficult maneuver for flying Heroes to master proved to be landing. Landing is similar to that of the parachutist approaching the ground - keep your eye fixed on the terrain, and use to learn to full strength and flexibility of the lower body to ensure that you land safely, minimizing the risk of injury. Miscalculate the speed of decent and the angle of approach and at best you end up breaking the bones in your feet and legs, at worst you end up as a crimson smear.

    I don't know many of us who can hover without some sort of technology to stabilize them in place. Hovering sounds like it should be relatively simple, but it isn't. Most aircraft need a decent stretch of runway to get airborne. Military advances provided solutions - aircraft carrier STOL (Short Take Off and Landing), and jet thrust vectoring VTOL (Vertical Take Off and Landing) for example. And one of the first tasks of the helicopter pilot is to learn how to hover at various altitudes.

    Perhaps it's the specific nature of my abilities, or my own specific background and training, but I've personally never had a problem flying, landing, or hovering. I still find it rather exhilarating, and more than a little terrifying but I enjoy soaring through the skies. And unlike most of our kind, my physiology can handle the rigors of flight.

    Still, flying for our kind still a very risky proposition and as I said earlier, you don't see a lot of flying Heroes these days. Aside from the physical practicalities of taking to the sky, there's another aspect of flying just as dangerous.

    Soar too high and you get targeted by armed aerial drones, or blown out of the sky by missile delivery platforms; fly too slow and you'll get picked off by large caliber sniper rifles and shot down by ground based flak cannon arrays. And as amusing as it may sound, I am dead serious when I say that many a would-be-flier has had their career cut short by bird strike, insect swarm, or a lack of basic flight survival training.

    I'm not afraid of getting shot down. I conquered that fear in combat engagements over Central Asia, the Taiwan Strait and the Indian Ocean years before my rebirth. And trust me on this - surviving an uncontrolled free-fall from low earth orbit tends to remove any lingering doubts about one's mortality.

    And, I already know the risks associated with flying and flight combat. Lessons drilled into me over countless hours in the classroom, in simulators, and in the air, by flight instructors, cosmonauts, engineers and scientists. I know what my body can cope with, and what my mind can handle. Not that I haven't had my share of accidents. But I managed to walk away from every one, and learned from the experience.

    When I was at the Aviation School for Fighter Pilots in Kharkov the instructors made it clear that the pilot should focus on flexibility, agility, and power - in that specific order. It takes a great deal of discipline and control to achieve mastery of all three focuses. And the greatest mistake that any pilot can make is to focus exclusively in the power of the machine that they command.

    I rarely tell anyone how high I can fly and how fast. To me such details are on a need to know basis. I know, and you don't need to. Besides, making such details public would earn me incredulous scorn from my peers, and unwanted interest from others. Believe me, there are very few of our kind around who can't resist bragging about what they can do, and what they think you can't.


    January 29, 2011

    Interesting Facts about Comrade Hero: Comrade Hero in Prose III

    Final excerpt of Comrade Hero prose that I worked on as part of my Certificate and Diploma in Creative Writing at Waiariki Polytechnic.

    Comrade Hero wasn't a particularly upbeat and optimistic sort of fellow...


    Forget altruism. Very few people have ever done anything without furthering one agenda or another. That is as equally true of our kind as it is of the rest of humankind. When individuals arise with abilities and gifts that are considered miraculous, then people tend to assume that miracles will follow. And the miracles did come, but with a price.

    You call me a hero, but that doesn't automatically make me a nice person. I'm a hero that gets things done. A hero that occasionally has to do bad things to some very bad people. No one said this business was simple, easy, or clean. There are times when I don't like myself very much because of what I have to do, but I live with it. Sometimes you get to save the day, but most of time just getting through the day in one piece is its own reward. I don't smile so much on those days, but I take comfort knowing that you will sleep a little safer tonight. And trust me, you really don't want to know what some of the other heroes take comfort in.

    Just once I'd like to get handed an assignment that doesn't have the words 'extreme' and 'prejudice' in the same sentence. These contracts have one very simple objective. Put the bad guy in the body bag (if there's anything left to bag and tag) by any means necessary. A lot of law enforcement officers pretend to look solemn and concerned as they keep any civilian onlookers out of harm's way, but the men and women in blue privately cheer when they see a notorious mass murderer ignominiously tossed off the rooftop of a building, or a reviled cop killing gang banger take a semi-truck trailer to the face. Dead villains rarely get the opportunity to come back and hurt another innocent civilian.


    Rule Number One: If you want to win then you have to be prepared to lose.

    For every civilian life saved, for every villain stopped, there's always the sobering realization that somewhere else, someone will have been hurt or killed, and the villain managed to pull off their scheme and got away with it. You simply can't be everywhere at once. The hardest thing about being in the hero game is that you learn to prioritize your objectives in the same way that the battlefield doctor decides which soldier will receive medical treatment and which soldier will be given a few encouraging words and a parting shot of morphine to deaden the pain.


    Rule Number Two: Get the job done without making the evening news.

    Why make yourself an even bigger target by posing for the cameras? Better that the public and the press are kept guessing about what happened and who did it. Slip in on the quiet, deal with the problem at hand, and exit just as quietly without anyone being the wiser for it. When you do things right then they won't know if you've done anything at all. Skip the flashbulbs, and avoid the film crews. Let local law enforcement officers deal with cleanup and working the media.

    A lot of heroes and villains fall victim to their own inflated sense of ego. It's the cult of celebrity rearing its ugly head amongst would be gods. If you've got it, then you must flaunt it - be that power, fame, wealth, or beauty - or any combination thereof. Thankfully, I don't quite fit into three of those four categories. Leave the media grandstanding and posturing to the aspiring world saviors and would-be conquerors. That's fine by me. I already have a large enough target emblazoned across my chest.


    Rule Number Three: No matter how good you are, there's always someone better.

    Sooner or later you will fail. Probably sooner if you try and ignore the simple reality that no matter how fast, how strong, or how tough you are, there is always someone out there who will be faster, stronger and tougher than you. If you're lucky, you'll manage to crawl away from whatever beating that was handed to you - somewhat the worse for wear - but having learned something. If you're foolish or brave (or both), then you'll wind up as a bloody warning to the rest of us that even gods can be killed.

    There are plenty of aspiring heroes out there already looking to make the front page of the morning paper or secure an interview on the evening news. That's not me. I know it's a cliché, but in this profession it really is a case of 'only the good die young.' And those heroes that tend to get taken out first are those who are more interested in media coverage than their own self preservation. There's some truth that the hero game is about image and style.

    Personally, I want to walk away from this one day and take a well earned and extended vacation on a little slice of paradise far, far away. I don't want to be prematurely retired because of obsessive fans, overzealous paparazzi, or hero or villain looking to increase their own fame or notoriety.


    January 30, 2011

    Interesting Facts about Comrade Hero: What's in a name?

    This is most frequent question I get asked. What does the name Comrade Hero mean?

    Both words – Comrade and Hero – have separate political and cultural connotations and while the application of the words may vary between countries and across continents, there is a common understanding of what the words mean.

    I'll give my understanding of what I believe the words, and the term Comrade Hero, means.

    A Hero is any individual or group of individual who through selfless thought and action go out of their way to try and prevent risk of injury or potential death to another person(s).

    The word Comrade has generally come to be used as term of scorn and ridicule by some, and conversely as a unifying identifier by others. This duality is because Comrade has both political and non-political use meanings – and it's often difficult to separate the two.

    In the political sense, Comrade is used as a term to imply solidarity and equality. In the non-political sense Comrade is used in a fashion to calling someone your friend. Despite the association with socialist and later Communist movements, the term Comrade was inspired by the abolishment of titles of nobility during the French Revolution of 1789-1799. Revolutionaries took to referring to one another as citizens.

    Comrade Hero can be seen as a title that has both political and non-political meanings, depending on what you choose to believe. Is the Comrade Hero a Hero of the People, a Hero for the People, or both?

    Of the people, by the people, for the people... sound familiar?

    I will leave that one for you to decide.
  4. Quote:
    Originally Posted by Major_T View Post
    There was another?
    Originally the idea was to have Comrade Hero as sort of a progenitor figure. Most of this was scrapped when I switched to manuscript writing, but the idea of having Comrade Hero as character who literally 'changes' others remains.
  5. January 27, 2011

    Interesting Facts about Comrade Hero: Comrade Hero in Prose

    Here's a question that had me scratching my head and wondering exactly what I should post. Some inquisitive person wanted to see – well read – some of the prose that I wrote about Comrade Hero before I made the shift to writing a manuscript.

    I'll warn you now. It's not particularly fancy, or pretty. But here are a few excerpts from when I was working through my Certificate and Diploma in Creative Writing at Waiariki Polytechnic. This is circa June 2009.

    The character speaking and narrating is like a kind of makeover specialist for costumed heroes. He's recalling his first encounters with Comrade Hero:


    "You're a freaking man mountain, but you're still a man. Nobody is going to believe you're a hero with a capital H. You have the physique, but you're positively ancient. So what? It's not the end of the world. Nobody really expects to see hero over the age of twenty, so we'll give them something else.

    "I can work with the accent. If that Austrian can go from bodybuilder slash actor to politicking governor without learning how to pronounce his p's and q's then I don't see a problem with you sounding like a clichéd Red Ivan.

    "The Austrian got his big break playing a machine. Didn't have to say much, just look mean and move like a robot. Flex a muscle here and there, shoot off a couple of dozen or two hundred rounds at anyone who gets in his way, and deliver a sweet one-liner or two. That could work for you.

    I think we got something there, Comrade. What do you think? A Russian man of steel - a Comrade Hero. Has a nice ring to it. You like guns? I'm just saying we got to get you some kind of hand cannon, and a couple of sweet one-liners. Okay, okay. Ditch the guns. I got it. The one-liners we can work on. Yeah, I can see it now. You got a great future ahead of you, Comrade Hero."


    Heroes are made. It's all about image and style. It's about making the citizens believe they've got a powerful friend looking out for them, and making criminals and villains think twice about trying to put a bullet in your head - if only for a moment.

    It's also about substance. Nobody is going to take a hero seriously if he looks like, talks like, and acts like a jackass. The costume only goes so far. It's all about respect and fear. You know who the real dangerous heroes are? The costumed guys and gals that get the job done discretely, with the minimum amount of exposure and the right amount of controlled violence. They leave the media questions to the PR representatives, and exit the scene quietly, allowing local law enforcement personnel and city maintenance teams to clean up.

    The loudmouths and braggarts that chase the limelight only end up making themselves a more appealing target for any gangbanger with a grudge against the supers, and a stepping stone for any world conqueror looking to establish a reputation.

    I used to work with a lot of heroes. All of them looking like they stepped out of Victoria's Secret catalog and with bodies that might as well have been sculpted from marble. Cookie cutter Ken and Barbie types, all of them. Check that. Not all of them are cut from the same mold. I got to work with this one guy who was the exception to the rule. I hate that saying, but yeah he was the exception.

    He wasn't young, or particularly handsome, and his body looked like it had been carved from weathered granite than marble, complete with signs of aging and a lifetime's worth of faded scars. Oh and he was tall, at least a good half-meter over most of the other heroes and villains out there plying their trade-craft.

    And his name? Well, I thought it was pretty cool - at first. Didn't realize that it would eventually be used in a less than complimentary light. But hey, I knew the first one - before everyone from the East got stuck with the label. The original Comrade Hero...
  6. January 27, 2011

    Interesting Facts about Comrade Hero: Comrade Hero in Prose

    Here's a question that had me scratching my head and wondering exactly what I should post. Some inquisitive person wanted to see – well read – some of the prose that I wrote about Comrade Hero before I made the shift to writing a manuscript.

    I'll warn you now. It's not particularly fancy, or pretty. But here are a few excerpts from when I was working through my Certificate and Diploma in Creative Writing at Waiariki Polytechnic. This is circa June 2009.

    The character speaking and narrating is like a kind of makeover specialist for costumed heroes. He's recalling his first encounters with Comrade Hero:


    "You're a freaking man mountain, but you're still a man. Nobody is going to believe you're a hero with a capital H. You have the physique, but you're positively ancient. So what? It's not the end of the world. Nobody really expects to see hero over the age of twenty, so we'll give them something else.

    "I can work with the accent. If that Austrian can go from bodybuilder slash actor to politicking governor without learning how to pronounce his p's and q's then I don't see a problem with you sounding like a clichéd Red Ivan.

    "The Austrian got his big break playing a machine. Didn't have to say much, just look mean and move like a robot. Flex a muscle here and there, shoot off a couple of dozen or two hundred rounds at anyone who gets in his way, and deliver a sweet one-liner or two. That could work for you.

    I think we got something there, Comrade. What do you think? A Russian man of steel - a Comrade Hero. Has a nice ring to it. You like guns? I'm just saying we got to get you some kind of hand cannon, and a couple of sweet one-liners. Okay, okay. Ditch the guns. I got it. The one-liners we can work on. Yeah, I can see it now. You got a great future ahead of you, Comrade Hero."


    Heroes are made. It's all about image and style. It's about making the citizens believe they've got a powerful friend looking out for them, and making criminals and villains think twice about trying to put a bullet in your head - if only for a moment.

    It's also about substance. Nobody is going to take a hero seriously if he looks like, talks like, and acts like a jackass. The costume only goes so far. It's all about respect and fear. You know who the real dangerous heroes are? The costumed guys and gals that get the job done discretely, with the minimum amount of exposure and the right amount of controlled violence. They leave the media questions to the PR representatives, and exit the scene quietly, allowing local law enforcement personnel and city maintenance teams to clean up.

    The loudmouths and braggarts that chase the limelight only end up making themselves a more appealing target for any gangbanger with a grudge against the supers, and a stepping stone for any world conqueror looking to establish a reputation.

    I used to work with a lot of heroes. All of them looking like they stepped out of Victoria's Secret catalog and with bodies that might as well have been sculpted from marble. Cookie cutter Ken and Barbie types, all of them. Check that. Not all of them are cut from the same mold. I got to work with this one guy who was the exception to the rule. I hate that saying, but yeah he was the exception.

    He wasn't young, or particularly handsome, and his body looked like it had been carved from weathered granite than marble, complete with signs of aging and a lifetime's worth of faded scars. Oh and he was tall, at least a good half-meter over most of the other heroes and villains out there plying their trade-craft.

    And his name? Well, I thought it was pretty cool - at first. Didn't realize that it would eventually be used in a less than complimentary light. But hey, I knew the first one - before everyone from the East got stuck with the label. The original Comrade Hero...
  7. Comrade Hero animation by Santiago Cerillo Panes II.

    It's in SWF, so I post it directly here - but follow the picture link below.


  8. Comrade Hero animation by Santiago Cerillo Panes II.

    It's in SWF, so I post it directly here - but follow the picture link below.


  9. Comrade Hero animation by Santiago Cerillo Panes II.

    It's in SWF, so I post it directly here - but follow the picture link below.


  10. Juggertha suprised me with a piece of Comrade Hero gift art!




  11. Comrade Hero Needs Your Support!
    Voting starts in less than Two Weeks.



    Vote for Comrade Hero in the Create a Superhero Character for the Stan Lee Foundation competition over at Talenthouse.

    How do I do this?

    There's a simple two step process.

    1. Show Your Support


    Visit the Comrade Hero Superhero Profile and click on the blue banner on the right marked "Support James". This will add you to the list of people who support Comrade Hero. Please note that the blue banner is tied to Facebook to keep supporters updated, and remind them to vote. So if you don't have Facebook, then bookmark the Comrade Hero entry page, leave a nice comment of support, and come back in February to vote!

    2. Vote in February


    Those who have connected through the "Support James" banner will be sent an automated reminder in early February by Talenthouse to confirm vote for Comrade Hero in the Create a Superhero for the Stan Lee Foundation contest. For those without Facebook voting starts on February 8, 2011. So keep Comrade Hero bookmarked.

    That's all there is to it!

    Thank you for your consideration and support.

    Please contact me if you have any questions.

    Urah!

    James aka Comrade Hero


    "Talenthouse will facilitate introductions for the winning designer with the film and television studios and social gaming industries. The selected design will be made into either an action figure or sculpture of which The Stan Lee Foundation will make a limited number to give away to specific donors of the Foundation.

    The winner will also be presented with an award by Stan Lee at Comic-Con San Diego 2011 and will spend a day with Todd McFarlane at his art studio production facility, Todd McFarlane Entertainment, Inc in Tempe, AZ. Travel and accommodation to San Diego and Tempe, plus tickets to Comic-Con will be provided for the winner.

    The top 100 highest voted submissions will receive a Prismacolor Premier Illustration Markers Set.

    The 20 highest voted submissions will also receive an official movie poster from one of the Marvel movies signed by Stan Lee."


  12. Comrade Hero Needs Your Support!
    Voting starts in less than Two Weeks.



    Vote for Comrade Hero in the Create a Superhero Character for the Stan Lee Foundation competition over at Talenthouse.

    How do I do this?

    There's a simple two step process.

    1. Show Your Support


    Visit the Comrade Hero Superhero Profile and click on the blue banner on the right marked "Support James". This will add you to the list of people who support Comrade Hero. Please note that the blue banner is tied to Facebook to keep supporters updated, and remind them to vote. So if you don't have Facebook, then bookmark the Comrade Hero entry page, leave a nice comment of support, and come back in February to vote!

    2. Vote in February


    Those who have connected through the "Support James" banner will be sent an automated reminder in early February by Talenthouse to confirm vote for Comrade Hero in the Create a Superhero for the Stan Lee Foundation contest. For those without Facebook voting starts on February 8, 2011. So keep Comrade Hero bookmarked.

    That's all there is to it!

    Thank you for your consideration and support.

    Please contact me if you have any questions.

    Urah!

    James aka Comrade Hero


    "Talenthouse will facilitate introductions for the winning designer with the film and television studios and social gaming industries. The selected design will be made into either an action figure or sculpture of which The Stan Lee Foundation will make a limited number to give away to specific donors of the Foundation.

    The winner will also be presented with an award by Stan Lee at Comic-Con San Diego 2011 and will spend a day with Todd McFarlane at his art studio production facility, Todd McFarlane Entertainment, Inc in Tempe, AZ. Travel and accommodation to San Diego and Tempe, plus tickets to Comic-Con will be provided for the winner.

    The top 100 highest voted submissions will receive a Prismacolor Premier Illustration Markers Set.

    The 20 highest voted submissions will also receive an official movie poster from one of the Marvel movies signed by Stan Lee."
  13. January 26, 2011

    Interesting Facts about Comrade Hero: Interview with a Hero

    That's enough facts and figures now from the Marvel Superheroes RPG by TSR, Inc.

    No more number crunching, die counting, and stat checking.

    I've had a few notes and emails asking some character related questions about Comrade Hero that I'll answer tonight (apologies to those I kept waiting).

    The three questions I am most frequently asked are:


    Why a Russian Superhero?

    Why not? Although I'm both Tangata Whenua and a New Zealander, I don't feel the need to create a superhero based on my ethnic identity or my citizenship. There are elements of both that are introduced into my Comrade Hero Project storylines, both geographically and in terms of characters.

    But I wanted Aotearoa/New Zealand to be seen through the eyes of an immigrant – and Comrade Hero isn't an atypical immigrant to our distant shores, and he happened to fit within my creative vision as it unfolded during the time I spent working on my Diploma of Creative Writing at Waiariki Polytechnic from 2008 to 2010.


    Is Comrade Hero a Communist?

    The basic answer is yes. Soviet-style Communism was a political and social system that Comrade Hero grew up under, and while he witnessed the collapse of the Soviet Union and the emergence of the Russian Federation, the impact of this transition didn't really affect Comrade Hero. The uniforms mainly stayed the same, the old anthem was given a new makeover, and the Russian people still preferred a strong, authoritarian leader to be in charge. At hear Comrade Hero isn't a staunch Marxist-Leninist, or a Stalinist – but a socialist who believes in the people having a vocal democratic stake in how state and industry are run, from the local to the national level.


    Is Comrade Hero an Atheist?

    No. Comrade Hero identifies himself as a member of the Russian Orthodox Church under the Moscow Patriarchate. That said, Comrade Hero is more a lapsed member of the Church, and his attendance at services is irregular due to the nature of his duties.
  14. January 26, 2011

    Interesting Facts about Comrade Hero: Interview with a Hero

    That's enough facts and figures now from the Marvel Superheroes RPG by TSR, Inc.

    No more number crunching, die counting, and stat checking.

    I've had a few notes and emails asking some character related questions about Comrade Hero that I'll answer tonight (apologies to those I kept waiting).

    The three questions I am most frequently asked are:


    Why a Russian Superhero?

    Why not? Although I'm both Tangata Whenua and a New Zealander, I don't feel the need to create a superhero based on my ethnic identity or my citizenship. There are elements of both that are introduced into my Comrade Hero Project storylines, both geographically and in terms of characters.

    But I wanted Aotearoa/New Zealand to be seen through the eyes of an immigrant – and Comrade Hero isn't an atypical immigrant to our distant shores, and he happened to fit within my creative vision as it unfolded during the time I spent working on my Diploma of Creative Writing at Waiariki Polytechnic from 2008 to 2010.


    Is Comrade Hero a Communist?

    The basic answer is yes. Soviet-style Communism was a political and social system that Comrade Hero grew up under, and while he witnessed the collapse of the Soviet Union and the emergence of the Russian Federation, the impact of this transition didn't really affect Comrade Hero. The uniforms mainly stayed the same, the old anthem was given a new makeover, and the Russian people still preferred a strong, authoritarian leader to be in charge. At hear Comrade Hero isn't a staunch Marxist-Leninist, or a Stalinist – but a socialist who believes in the people having a vocal democratic stake in how state and industry are run, from the local to the national level.


    Is Comrade Hero an Atheist?

    No. Comrade Hero identifies himself as a member of the Russian Orthodox Church under the Moscow Patriarchate. That said, Comrade Hero is more a lapsed member of the Church, and his attendance at services is irregular due to the nature of his duties.
  15. Some more tomfoolery with Flash.

    Testing background images, captions, titles and transitions.
  16. Some more tomfoolery with Flash.

    Testing background images, captions, titles and transitions.
  17. Quote:
    Originally Posted by Stalemate View Post
    Chose a great score for this.
    Ah yeah the score the 'Kick-***' is amazing, John Murphy's pieces set the mood nicely!

    Some more tomfoolery with Flash.

    Testing background images, captions, titles and transitions.
  18. My very first attempt at Flash compiling. It ain't flash and it ain't pretty but the idea is to show how you can deconstruct the sequential pages and then reassemble them in Flash. The next step would be to reintroduce the lettering and a vocal track, sound effects, and music.

    Flash Animation Test (silent) - SWF Format

    Flash Animation Test - FLV Format (YouTube)
  19. My very first attempt at Flash compiling. It ain't flash and it ain't pretty but the idea is to show how you can deconstruct the sequential pages and then reassemble them in Flash. The next step would be to reintroduce the lettering and a vocal track, sound effects, and music.

    Flash Animation Test (silent) - SWF Format

    Flash Animation Test - FLV Format (YouTube)
  20. My very first attempt at Flash compiling. It ain't flash and it ain't pretty but the idea is to show how you can deconstruct the sequential pages and then reassemble them in Flash. The next step would be to reintroduce the lettering and a vocal track, sound effects, and music.

    Flash Animation Test (silent) - SWF Format

    Flash Animation Test - FLV Format (YouTube)

  21. January 25, 2011

    Interesting Facts about Comrade Hero: The Renaissance Man III

    In Part I we looked at the Physical and Mental Attributes of Comrade Hero.

    In Part II we looked at the Abilities derived from these Attributes.

    In Part III we will take a look at more 'mundane' aspects of Comrade Hero – his skills, knowledge and expertise, or described in the Marvel Superheroes RPG by TSR, Inc. - Comrade Hero's Talents.

    I'll also look at the Contacts that Comrade Hero has and his Secret Identity. (or lack thereof!)

    This is Comrade Hero as of January, 2011. Keep in mind that this is Comrade Hero based on my original character conceptions using the Marvel Superheroes RPG, rewritten material for my script work in the Diploma in Creative Writing, and the influence on Comrade Hero's development based on six years of playing City of Heroes.

    Comrade Hero has been 'recreated' using the following books:

    Marvel Superheroes Advanced Set - Players Book PDF Version 1.1
    Marvel Superheroes Advanced Set - Judge's Book PDF Version 1.1
    Marvel Superheroes Ultimate Powers Book PDF Version 1.1
    Marvel Superheroes Ultimate Powers List authored by Marvelmaster
    Marvel Superheroes Ultimate Talents List Version 2.0 by Michael T. Dismuke
    Marvel Superheroes 'Who Was That Masked Android?' - How to Keep a Super Hero's Identity a Real Secret! by Marcus L. Rowland

    TALENTS

    Comrade Hero is a retired Colonel of the Russian Air Force and Russian Federal Space Agency. He is a highly trained and experienced fighter and test pilot, cosmonaut and aviation, aeronautical, and astronautical engineer. He receives a +1CS bonus in these fields and related construction projects cost -1CS.

    Comrade Hero's Reason is considered Amazing in the fields of astronautics, stellar cartography, physics, computers and electronics.

    Comrade Hero is familiar with Russian, Ukrainian, U.S and International Law (primarily as it pertains to super hero actions). He gains a +1CS to all FEAT rolls involving the law, including correct legal procedure.

    Comrade Hero is trained and experienced in military and civilian small arms. He is intimately familiar with fighter aircraft weaponry, equipment, tactics, and operation. He can fire such weapons and operate aircraft at +1CS.

    Comrade Hero is a skilled hand-to-hand combatant. Comrade Hero incorporates techniques and elements from a variety of martial fighting styles including Boxing, Pankration Wrestling, Judo, Sambo, Systema, and Krav Maga.

    Comrade Hero can Stun or Slam an opponent regardless of their comparative Strengths and Endurances.

    Comrade Hero receives +1CS to Fighting ability when engaged in unarmed combat, +2CS to his Strength for Grappling attacks (including damage) and +3CS to hit in a Grappling attacks, a + 1CS to Strength for Escaping and a +1CS to Agility for purposes of Dodging and Evading.

    Comrade Hero is fluent in Russian, Ukrainian, English, and Mandarin Chinese.

    Comrade Hero also has the First Aid Skill.

    CONTACTS

    Comrade Hero maintains excellent relations with the Russian Air Force and Russian Federal Space Agency.

    Comrade Hero has contacts in the Russian Federal Security Service, the Russian Interior Ministry, and Russian Main Intelligence Directorate.

    Comrade Hero also has contacts amongst local law enforcement agencies in Russia and the United States.

    SECRET IDENTITY

    Disguise:
    Comrade Hero's wears a distinctive green and red layered soft armor uniform with a bright five pointed yellow star emblazoned across his chest. The uniform is completed by black boots, gloves, a small face mask, and a tactical belt around his waist with a distinctive metal Soviet belt buckle. The most notable feature is Comrade Hero's glowing red eyes. His eyes never blink or waver in their gaze.

    Precautions:
    Comrade Hero's superhero and public identity is widely known in Russia, the Ukraine, and to a lesser extent in the United States.

    Confidants:
    The exact nature and strength of Comrade Hero's abilities and powers is known to a handful of individuals.

    Profile:
    Comrade Hero is a celebrated national figure in Russia and the Ukraine. His fame and recognition is somewhat diminished in the United States where superheroes are more prolific.

    Concealment: Comrade Hero makes little attempt to hide his normal and superhero identities.

    Effects of Secrecy:
    The police, intelligence agencies, and other law enforcement organizations know both of Comrade Hero's identities. This information can also be uncovered by any competent researcher.
  22. January 25, 2011

    Interesting Facts about Comrade Hero: The Renaissance Man III

    In Part I we looked at the Physical and Mental Attributes of Comrade Hero.

    In Part II we looked at the Abilities derived from these Attributes.

    In Part III we will take a look at more 'mundane' aspects of Comrade Hero – his skills, knowledge and expertise, or described in the Marvel Superheroes RPG by TSR, Inc. - Comrade Hero's Talents.

    I'll also look at the Contacts that Comrade Hero has and his Secret Identity. (or lack thereof!)

    This is Comrade Hero as of January, 2011. Keep in mind that this is Comrade Hero based on my original character conceptions using the Marvel Superheroes RPG, rewritten material for my script work in the Diploma in Creative Writing, and the influence on Comrade Hero's development based on six years of playing City of Heroes.

    Comrade Hero has been 'recreated' using the following books:

    Marvel Superheroes Advanced Set - Players Book PDF Version 1.1
    Marvel Superheroes Advanced Set - Judge's Book PDF Version 1.1
    Marvel Superheroes Ultimate Powers Book PDF Version 1.1
    Marvel Superheroes Ultimate Powers List authored by Marvelmaster
    Marvel Superheroes Ultimate Talents List Version 2.0 by Michael T. Dismuke
    Marvel Superheroes 'Who Was That Masked Android?' - How to Keep a Super Hero's Identity a Real Secret! by Marcus L. Rowland

    TALENTS

    Comrade Hero is a retired Colonel of the Russian Air Force and Russian Federal Space Agency. He is a highly trained and experienced fighter and test pilot, cosmonaut and aviation, aeronautical, and astronautical engineer. He receives a +1CS bonus in these fields and related construction projects cost -1CS.

    Comrade Hero's Reason is considered Amazing in the fields of astronautics, stellar cartography, physics, computers and electronics.

    Comrade Hero is familiar with Russian, Ukrainian, U.S and International Law (primarily as it pertains to super hero actions). He gains a +1CS to all FEAT rolls involving the law, including correct legal procedure.

    Comrade Hero is trained and experienced in military and civilian small arms. He is intimately familiar with fighter aircraft weaponry, equipment, tactics, and operation. He can fire such weapons and operate aircraft at +1CS.

    Comrade Hero is a skilled hand-to-hand combatant. Comrade Hero incorporates techniques and elements from a variety of martial fighting styles including Boxing, Pankration Wrestling, Judo, Sambo, Systema, and Krav Maga.

    Comrade Hero can Stun or Slam an opponent regardless of their comparative Strengths and Endurances.

    Comrade Hero receives +1CS to Fighting ability when engaged in unarmed combat, +2CS to his Strength for Grappling attacks (including damage) and +3CS to hit in a Grappling attacks, a + 1CS to Strength for Escaping and a +1CS to Agility for purposes of Dodging and Evading.

    Comrade Hero is fluent in Russian, Ukrainian, English, and Mandarin Chinese.

    Comrade Hero also has the First Aid Skill.

    CONTACTS

    Comrade Hero maintains excellent relations with the Russian Air Force and Russian Federal Space Agency.

    Comrade Hero has contacts in the Russian Federal Security Service, the Russian Interior Ministry, and Russian Main Intelligence Directorate.

    Comrade Hero also has contacts amongst local law enforcement agencies in Russia and the United States.

    SECRET IDENTITY

    Disguise:
    Comrade Hero's wears a distinctive green and red layered soft armor uniform with a bright five pointed yellow star emblazoned across his chest. The uniform is completed by black boots, gloves, a small face mask, and a tactical belt around his waist with a distinctive metal Soviet belt buckle. The most notable feature is Comrade Hero's glowing red eyes. His eyes never blink or waver in their gaze.

    Precautions:
    Comrade Hero's superhero and public identity is widely known in Russia, the Ukraine, and to a lesser extent in the United States.

    Confidants:
    The exact nature and strength of Comrade Hero's abilities and powers is known to a handful of individuals.

    Profile:
    Comrade Hero is a celebrated national figure in Russia and the Ukraine. His fame and recognition is somewhat diminished in the United States where superheroes are more prolific.

    Concealment: Comrade Hero makes little attempt to hide his normal and superhero identities.

    Effects of Secrecy:
    The police, intelligence agencies, and other law enforcement organizations know both of Comrade Hero's identities. This information can also be uncovered by any competent researcher.
  23. January 24, 2011

    Interesting Facts about Comrade Hero: The Renaissance Man II

    So with these fantastic Physical and Mental Attributes of Comrade Hero, what exactly can he do?

    Derived Abilities are based on a combination of Attributes and any relevant Power. These are some of Comrade Hero’s Derived Abilities as per the Marvel Superheroes RPG by TSR, Inc.

    Comrade Hero has been 'recreated' using the following books:

    Marvel Superheroes Advanced Set - Players Book PDF Version 1.1
    Marvel Superheroes Advanced Set - Judge's Book PDF Version 1.1
    Marvel Superheroes Ultimate Powers Book PDF Version 1.1
    Marvel Superheroes Ultimate Powers List authored by Marvelmaster
    Marvel Superheroes Ultimate Talents List Version 2.0 by Michael T. Dismuke
    Marvel Superheroes 'Who Was That Masked Android?' - How to Keep a Super Hero's Identity a Real Secret! by Marcus L. Rowland

    DERIVED ABILITIES

    Strength Abilities:
    Able to lift/press up to 91 Metric Tons or 100 Net Tons (can be power boosted to lift/press 227 Metric Tons or 250 Net Tons).

    Throw items up to a maximum distance of 322m or 352yds (can be power boosted to throw a maximum distance of 603.5m or 660yds).

    Able to leap a maximum of 30.5m or 100ft up, 30.5m or 100ft across and 46m or 150ft down (can be power boosted to leap a maximum of 61m or 200ft up, 61m or 200ft across and 91m or 300ft down).

    Running Speed:
    Comrade Hero's standard ground speed is 193kmh or 120mph. He can achieve a top ground speed of 338kmh or 210mph and cover long distances without needing to make an Endurance FEAT check for Exhaustion.

    Flying Speed:
    Comrade Hero can surpass supersonic speeds in atmosphere, although he generally restricts himself to flight speeds of up to Mach 6 – 7,350kmh or 4,567mph. He can accelerate to near light speeds in space.

    Swimming Speed:
    Comrade Hero can swim through water at a maximum speed of 391 knots - 724kmph or 450mph. He can cover long distances without needing to make an Endurance FEAT check for Exhaustion.
  24. January 23, 2011

    Interesting Facts about Comrade Hero: The Renaissance Man I

    In the Marvel Superheroes RPG by TSR, Inc. characters not only had amazing superpowers but they also had Attributes (Physical and Mental) and Talents (education, training, skills etc.)

    In this first part I will look at the Attributes that make Comrade Hero the hero he is today.

    Comrade Hero has been 'recreated' using the following books:

    Marvel Superheroes Advanced Set - Players Book PDF Version 1.1
    Marvel Superheroes Advanced Set - Judge's Book PDF Version 1.1
    Marvel Superheroes Ultimate Powers Book PDF Version 1.1
    Marvel Superheroes Ultimate Powers List authored by Marvelmaster
    Marvel Superheroes Ultimate Talents List Version 2.0 by Michael T. Dismuke
    Marvel Superheroes 'Who Was That Masked Android?' - How to Keep a Super Hero's Identity a Real Secret! by Marcus L. Rowland

    In the Marvel Superheroes RPG Attributes are categorized as follows:

    Fighting - a measure of the character’s skill and expertise in combat. Fighting is used to determine effectiveness in unarmed combat.

    Agility – a measure of the character’s ability to move freely through the environment and to defend themselves in combat. Agility is also used to determine effectiveness in ranged combat.

    Strength – a measure of the physical lifting ability of the character. It is also determines the damage that a character inflicts in unarmed combat, and success in tasks like lifting, breaking, and bending.

    Endurance – a measure of the characters resistance to physical damage, and a measure of their stamina in prolonged actions like fights, flying and running.

    Reason – a measure of the character’s intellect and knowledge, used to measure success with tasks involving such things as understanding, operating, and modifying technology, and even creating new items.

    Intuition – a measure of the character’s situational awareness, perception and instincts.

    Psyche – a measure of a characters mental fortitude, willpower and endurance. Essential for both psionics and magic wielders.

    The first four are Physical Attributes and are added together to determine a characters Health.

    The last three are Mental Attributes and are added together to determine a characters Karma.

    Health is used in combat. When you are attacked any damage you sustain tends to be subtracted from your health. Certain Powers, items and equipment lessen or even negate the damage that would be subtracted from your health.

    While Karma is can be used to affect the outcomes of dice rolls and attempting Power Stunts. Karma is also earned like experience points and with enough Karma you can advance your character’s existing Attributes, Powers, or Talents or even purchase new ones.

    This is Comrade Hero as of January, 2011. Keep in mind that this is Comrade Hero based on my original character conceptions using the Marvel Superheroes RPG, rewritten material for my script work in the Diploma in Creative Writing, and the influence on Comrade Hero's development based on six years of playing City of Heroes.

    ATTRIBUTES

    Fighting: Amazing
    Agility: Amazing
    Strength: Unearthly
    Endurance: Shift-Y
    Reason: Incredible
    Intuition: Amazing
    Psyche: Amazing

    So how do these Attributes apply to Comrade Hero? Using the Attributes listed above let’s comrade Comrade Hero to some familiar examples from the Marvel-verse.

    Fighting: Amazing-rank Fighting is the maximum human potential e.g. Captain America and Red Skull.

    Agility: Amazing-rank Agility is a super-human sense of dexterity e.g. Spider-Man and Black Cat.

    Strength: Unearthly-rank Strength enables a character to press up to 100+ tons e.g. Hulk and Abomination.

    Endurance: Shift-Y-rank Endurance grants formidable reserves of stamina and endurance to draw upon e.g. Silver Surfer and Apocalypse.

    Reason: Incredible-rank Reason enables a character to understand advanced technology, including technology of non-terrestrial origin e.g. Beast and Mad Thinker.

    Intuition: Amazing-rank Intuition enables a character to have extraordinary situational. The character is in touch his with surroundings, is difficult to surprise, and is highly perceptive e.g. Captain Mar-vell and Sabretooth.

    Psyche: Amazing-rank Psyche indicates a character with indomitable willpower and mental resolve e.g. Cable and Doctor Doom.

    Take note that the Attribute ranks and example heroes/villains are subjective as the Marvel Superheroes RPG was published back in 1984 and updates to the game system has primarily been driven by fans over the past twenty years, from updating character sheets of heroes and villains to producing new supplements.
  25. January 23, 2011

    Interesting Facts about Comrade Hero: The Renaissance Man I

    In the Marvel Superheroes RPG by TSR, Inc. characters not only had amazing superpowers but they also had Attributes (Physical and Mental) and Talents (education, training, skills etc.)

    In this first part I will look at the Attributes that make Comrade Hero the hero he is today.

    Comrade Hero has been 'recreated' using the following books:

    Marvel Superheroes Advanced Set - Players Book PDF Version 1.1
    Marvel Superheroes Advanced Set - Judge's Book PDF Version 1.1
    Marvel Superheroes Ultimate Powers Book PDF Version 1.1
    Marvel Superheroes Ultimate Powers List authored by Marvelmaster
    Marvel Superheroes Ultimate Talents List Version 2.0 by Michael T. Dismuke
    Marvel Superheroes 'Who Was That Masked Android?' - How to Keep a Super Hero's Identity a Real Secret! by Marcus L. Rowland

    In the Marvel Superheroes RPG Attributes are categorized as follows:

    Fighting - a measure of the character’s skill and expertise in combat. Fighting is used to determine effectiveness in unarmed combat.

    Agility – a measure of the character’s ability to move freely through the environment and to defend themselves in combat. Agility is also used to determine effectiveness in ranged combat.

    Strength – a measure of the physical lifting ability of the character. It is also determines the damage that a character inflicts in unarmed combat, and success in tasks like lifting, breaking, and bending.

    Endurance – a measure of the characters resistance to physical damage, and a measure of their stamina in prolonged actions like fights, flying and running.

    Reason – a measure of the character’s intellect and knowledge, used to measure success with tasks involving such things as understanding, operating, and modifying technology, and even creating new items.

    Intuition – a measure of the character’s situational awareness, perception and instincts.

    Psyche – a measure of a characters mental fortitude, willpower and endurance. Essential for both psionics and magic wielders.

    The first four are Physical Attributes and are added together to determine a characters Health.

    The last three are Mental Attributes and are added together to determine a characters Karma.

    Health is used in combat. When you are attacked any damage you sustain tends to be subtracted from your health. Certain Powers, items and equipment lessen or even negate the damage that would be subtracted from your health.

    While Karma is can be used to affect the outcomes of dice rolls and attempting Power Stunts. Karma is also earned like experience points and with enough Karma you can advance your character’s existing Attributes, Powers, or Talents or even purchase new ones.

    This is Comrade Hero as of January, 2011. Keep in mind that this is Comrade Hero based on my original character conceptions using the Marvel Superheroes RPG, rewritten material for my script work in the Diploma in Creative Writing, and the influence on Comrade Hero's development based on six years of playing City of Heroes.

    ATTRIBUTES

    Fighting: Amazing
    Agility: Amazing
    Strength: Unearthly
    Endurance: Shift-Y
    Reason: Incredible
    Intuition: Amazing
    Psyche: Amazing

    So how do these Attributes apply to Comrade Hero? Using the Attributes listed above let’s comrade Comrade Hero to some familiar examples from the Marvel-verse.

    Fighting: Amazing-rank Fighting is the maximum human potential e.g. Captain America and Red Skull.

    Agility: Amazing-rank Agility is a super-human sense of dexterity e.g. Spider-Man and Black Cat.

    Strength: Unearthly-rank Strength enables a character to press up to 100+ tons e.g. Hulk and Abomination.

    Endurance: Shift-Y-rank Endurance grants formidable reserves of stamina and endurance to draw upon e.g. Silver Surfer and Apocalypse.

    Reason: Incredible-rank Reason enables a character to understand advanced technology, including technology of non-terrestrial origin e.g. Beast and Mad Thinker.

    Intuition: Amazing-rank Intuition enables a character to have extraordinary situational. The character is in touch his with surroundings, is difficult to surprise, and is highly perceptive e.g. Captain Mar-vell and Sabretooth.

    Psyche: Amazing-rank Psyche indicates a character with indomitable willpower and mental resolve e.g. Cable and Doctor Doom.

    Take note that the Attribute ranks and example heroes/villains are subjective as the Marvel Superheroes RPG was published back in 1984 and updates to the game system has primarily been driven by fans over the past twenty years, from updating character sheets of heroes and villains to producing new supplements.