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 |
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.