Red Hurricane
By Marco Dalmonte
As long as evil will threaten Mystara, justice will bear my
name
- Hurricane Polymars battlecry.
History
The Red Hurricane has always battled the Polymars, the Invisible People as he
calls them, since his birth. Tarin Oregar was the first and most
successful Red Hurricane so far, but others followed and have
always tried to use the powers of the Polymer Helm to fight evil
and treachery and to unmask the polymars hidden plots. The
polymars themselves dont know who or what the Red Hurricane
really is, only Novar does and hes not telling them the
whole truth. He has only ordered the Group to dispose of this
devil by crushing his head or by reducing him to ashes, so that
the helm will be destroyed without anybody knowing what it really
was.
The Polymer Helm is an old Blackmoor relic, a technological
device that alters the molecular structure of the wearer making
him very similar to polymars, only tougher and swifter. The helm
also contains a small but powerful micro-computer which stores a
large database where the information gathered so far by all the
Red Hurricanes have been accumulated. The wearer need simply to
concentrate on the desired information to retrieve it and exploit
it. It is a veritable repository of arcane lore, as well as an
incredible fighting machine. Furthermore, all its effects are not
magical in nature, but physical, and so they are not dispellable.
However, due to Mystaras strange physical properties, the
Helm has been loosing many of its original powers and today it is
a much less depowered version even though it still inspires fear
in the hearts of the polymars. Loosing one power each century, it
will be completely useless in about a millennium, unless it is
taken away from Mystara earlier.
Appearance
The Polymer Helm appears as a red rounded motorcycle helm with
the lower frontal part enclosing and protecting the wearers
chin. It is always shiny and perfectly polished and the material
used to make it is a strange kind of metal alloy unknown to any
Mystaran smith. It is able to adapt itself to the size of the
wearer provided he is no taller than 2 meters
(610) and no smaller than 1 meter (3). By
using one of its powers, the wearer is also able to change the
Helms appearance while it is donned, although once removed
it immediately regains its normal shape. When one of the powers
is activated, a transparent blue glass-like (plexiglass) viewer
slids down to cover the eyes; when the power is deactivated, it
slids back inside the upper part of the helm.
Powers
Any being no taller than 2 meters can wear the Helm and become
the Red Hurricane. Immediately after it is donned, the Helm
establishes a telepathic link with its owner and gives him the
basic information about its creation and goals. It also gives the
wearer access to the secret passwords to call upon the powers
left in the Helm. To use one of the powers the wearer must simply
concentrate and utter the comman word: this is considered like
casting a spell (it takes one full round to operate, during which
the wearer can only dodge or move). All the powers can be used
simultaneously. These are the powers left in the helm with the
Polymer Points needed to activate them (see below for Polymer
Points):
Power
Name
|
Polymer
Points
|
| Polymar Vision |
1
|
| Polymar Scouter |
2
|
| Polymar Change |
3
|
| Polymar Illusion |
4
|
| Polymar Mole |
5
|
| Polymar Torpedo |
6
|
| Polymar Sparrowhawk |
7
|
| Polymar Skin |
8
|
| Polymar Strength |
9
|
| Polymar Speed |
10
|
| Hurricane |
20
|
- Polymar Vision: the wearer gains a thermal
infrared vision that allows him to see quite clearly even
in darkness (just like the elves Infravision). The
power requires 1 PP each 3 turns it is activated
(consumed immediately after activation and every 3 turns
thereafter).
- Polymar Scouter: the wearer is able to view
through the viewer the true form and physical stats of
everyone in a 18 meters (60) radius. The wearer has
90% -1% per creatures HD to view its true form, and
can evaluate its Strength, Hit Points and Hit Dices
(note: HD, not Levels). The power requires 2 PP each turn
it is activated (consumed immediately after activation
and with each subsequent turn).
- Polymar Change: this power functions just like the
first level wizards spell Alter Self. The wearer
can assume the form of another humanoid being, changing
his clothes and physical appearance. He can grow up to 30
cms (1) more or shrink up to 1 less than his
normal height, increasing or decreasing his bodily weight
of up to 30 kilos. He can also alter his apparent age (no
restrictions) and his clothes, concealing his objects as
well, although they will always remain the same. This is
only an illusion, and even though it cannot be dispelled,
it can be discovered by touch and by the use of
Trueseeing. The power requires 3 PP each turn it is
activated (consumed immediately after activation and with
each subsequent turn).
- Polymar Illusion: using this power, the wearer
creates illusory duplicates of himself that move and act
mirroring the original character but which can be
distinguished from him only by touch (exactly the same of
the wizards Mirror Image spell). The images remain
in a 5 meters (15) radius from the wearer and each
image disappears if touched. The wearer can create 1d4
images for each 4 Polymer Points spent, and they last
only 1 turn (or until touched). There maximum number of
images that can be created simultaneously is 20.
- Polymar Mole: the wearers body (with his
whole equipment) turns into a mechanical excavator of the
same size and can dig his way into the earth at the
movement rate of 36 (12) mts/yds per round (the
encumbrance rate is the normal one but it does not affect
the speed). Until he is in this form, the character
cannot use his equipment nor speak, but he senses
everything normally (can hear and see with infravision
and normal vision) and has all his stats. Since the
change is physical and not magical, it cannot be
dispelled. This power requires 5 PP to be activated and
lasts 1 turn (every other turn another 5 PP must be spent
to mantain the power).
- Polymar Torpedo: the wearers body (with his
whole equipment) turns into a mechanical submarine of the
same size and can swim on and under-water with the
movement rate of 36 (12) mts/yds per round (the
encumbrance rate is the normal one but it does not affect
the speed). Until he is in this form, the character
cannot use his equipment nor speak, but he senses
everything normally (can hear and see with infravision
and normal vision), can breathe underwater and has all
his stats. Since the change is physical and not magical,
it cannot be dispelled. This power requires 6 PP to be
activated and lasts 1 turn (every other turn another 6 PP
must be spent to mantain the power).
- Polymar Sparrowhawk: the wearers body (with
his whole equipment) turns into a mechanical airplane of
the same size and can fly at the rate of 36 (12) mts/yds
per round (the encumbrance rate is the normal one but it
does not affect the speed). Until he is in this form, the
character cannot use his equipment nor speak, but he
senses everything normally (can hear and see with
infravision and normal vision), and has all his stats.
Since the change is physical and not magical, it cannot
be dispelled. This power requires 7 PP to be activated
and lasts 1 turn (every other turn another 7 PP must be
spent to mantain the power).
- Polymar Skin: the wearers skin becomes
tougher and more resilient, giving him a base AC of 3.
The skin however assumes a strange reddish hue, as if the
character was wearing a crimson body suit. This power
requires 8 PP to be activated and lasts 1 turn (every
other turn another 8 PP must be spent to mantain the
power).
- Polymar Strength: the helm stimulates the muscles
of the wearers body to increase their volume and
power, adding 5 points to the characters Strength
(even exceeding the maximum stats for his race). The
power is not cumulative (the character cannot activate it
twice to double the bonus) but can be combined with other
powers and spells. This power requires 9 PP to be
activated and lasts 1 turn (every other turn another 9 PP
must be spent to mantain the power).
- Polymar Speed: the helm stimulates the
wearers polymers, nerves and brain making him more
reactive and fast in his actions. The character acts as
if he was hastened and gains a bonus of +2 to his
Initiative roll and -2 to his Armor Class. The power is
not cumulative (the character cannot activate it twice to
double the bonuses) but can be combined with other powers
and spells. This power requires 10 PP to be activated and
lasts 1 turn (every other turn another 10 PP must be
spent to mantain the power).
- Hurricane: the most awesome power of the Polymer
Helm, this allows the wearer to perform an incredible
physical deed in a short time. The wearer of the helm has
his Strength and Dexterity boosted to 18 (or 19 if they
already are 18), his movement doubled (he can also jump
at his normal movement rate), his THAC0 reduced by 1
point and he also gains 1 level, with all the bonuses and
advantages that come with it. This power is not
cumulative but can be combined with others or with other
spells. While it is activated, a glowing yellow symbol
appears in the middle of the torso and on the back of the
characters hands: it is the symbol of the Polymar
Helm, a strange mix between the letter "P" and
a bird. It requires 20 PP to be activated and lasts for 6
rounds, after which the character must rest for another 6
rounds. During this period he is considered
"stunned", but this doesnt prevent him
from activating other powers of the helm (save the
Hurricane).
The Polymer Helm is considered like a +5 magical armor in
order to determine what kind of weapons or monsters can damage
it. It is totally immune to normal or magical cold based attacks
and automatically takes half damage from fire and acid based
attacks (another ST vs Fire/Magical Fire or Acid is allowed to
reduce the damage to 1/4). Electricity damages it normally. It
has 100 Hit Points (encumbrance: 20 coins), and for every point
of damage taken there is a cumulative 1% of chances that its
powers misfunction (roll each time a power is activated). If
reduced to 0 Hp, the helm is destroyed utterly.
The Helm can heal itself only if it is donned by somebody,
drawing upon his stamina. As long as a living character is
wearing the helm, the damage taken by the helm can be repaired at
the cost of 1 Hp per Hit Point of the subject through a very
special non-magical blending. The process takes 1 turn for every
Hp to be repaired, and the wounds produced on the wearer are
real, but can be cured both in the normal and magical way. Beware
however, that this process is not controllable: once the Helm is
being damaged, it automatically enters the repairing mode and
starts leaking away the wearers Hit Points to preserve
itself. The only possible way to stop it before it kills the
wearer is to remove it from ones head. However, if it is
still damaged once it is donned again, it immediately restarts
the procedure until it is completely repaired.
Polymer Points
The Helm works stimulating the polymers of the human body
according to the programmed patterns inscribed in the helms
micro-computer. The power source used to cause the alteration of
the polymers is a miniaturized auto recharging nuclear battery
that also draws upon the mental strength and stamina of the helm
wearer to operate. Every time the Helm is used, the battery loses
part of its energy, until it runs out. The battery however
recharges itself automatically so that it always becomes fully
recharged after 24 hours.
The Polymer Points (PP) of the Helm are calculated adding the
wearers psyco-physical characteristics to the Base Value as
follows: Base PP (50) + Intelligence + Constitution = Total PP.
The Polymer Points are regained at the rate of 1 per turn
(6/hour) when the helm is not worn and 1 every 2 turns (3/hour)
if it is worn and used. Since the process is not magical it
cannot be blocked or magically slowed in any way.